texts: I'm trying to save an Image that I rendered and can see in the UV/Image Editor

texts:
As the title states, I am trying to save an image that I can see normally in the UV/Image Editor. I have done some compositing to it, and everything works inside Blender, but when I press F3 and save it to my desktop, the file that shows up there is blank, transparent. I have 3 render layers, all being affected by my composite nodes. In the layers tab at the bottom of the UV/Image Editor screen, I have Composite selected. It looks great inside of Blender, and I don't see why this isn't working.
Any help would be much appreciated, thanks!
If any extra info or screens are needed to try to help me solve the problem, please request!


texts: I'm working on smoothing this mesh of a neuron from our lab. I've done Quadratic Edge Collapse Decimation; however, the surface still does not look smooth. Any ideas for how I could fix this? You can download the original mesh here in case it's helpful. It is from research that is not published yet so please don' share it outside this thread. Appreciate any help!


texts: Object doesn't get motion blur in several frames

texts:
I made a robot animation with IK rig. After rendering, as you can see on image 2 & 4, the robot didn't get motion blur at all but the furniture still get the motion blur. image 1 & 3 works fine. I use "Child Of" constraint to connect furniture to the robot.

Closer look:

Motion blur setting:

Am I missing something?

Blender version: 2.79

Render engine: Cycles


texts: Normal map baking (cycles): some parts missing, other parts exist a second time at wrong spot

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I have a scene with two models: A door and a doorframe. For each there's a low- and a high-polygon mesh. While baking the high details from the high-poly door to the low-poly door works just as expected, i get strange results for the doorframe: Some parts missing, other parts exist a second time at the wrong spot. More details further down.

But first, how i did it:

I'm using the cycles renderer.
Created a low-polygon and a high-polygon model and ensured that they are positioned at the exact same spot.
Unwrapped the low-polygon model.
Created an empty texture for the low-polygon model in the UV view.
Created a new material in the node editor and added a "image texture" node, and added the empty texture to that image texture node.
In the bake menu of the render menu i set "bake type" to normal, "space" to tangent, "margin" to 16 and checked "selected to active". I tried different ray-dists, the one on the screenshot is 2.000.
Then i selected the high-poly model, then shift-selected the low-poly model and pressed bake.

Now some more detailled explanations and illustrations:

In the following image you see how the lower part of the high-polygon doorframe model looks: The hinges are slightly more detailled and on the elevation at the left and right there are elevated notches. (Sorry, couldn't post the low poly model image, need at least 10 reputation to post more than 2 images, but i think you get it anyways.).

In the next image you see the faulty normal-map.

1) These are the UVs (from the low poly model) of the hinges. As you can see on the side of these UVs there is some normal coloring going on.

2) ...but strangely there are also normal-colors generated on the frame, where the hinges are actually positioned on the model. But that's not where the UVs of the hinges are on the UV map (see 1).

3) That's where the normal-colors of the notches should be created, but nothing's there. Some rather strange normal-colors will be generated there if i set a check mark in the cage-checkbox of the bake-menu.

Thanks for any hints or workarounds.


texts: How to select all bones by one click for recored. can blender do that ?


texts: An AI I've created uses steering, is dynamic, but doesn't get affected by gravity. What would be a solution for this?


texts: Loop multiple objects along the same path

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What I want to do is to have multiple identical cubes all following the same (non-circular) path, each with a different starting offset. And when one cube reaches the end, it teleports back to the start and continues along that path again. I want to do this without having to manually animate everything.

I tried to do what they suggested here: How may I create a continuously looping animation? by animating the evaluation time on the path and making that cyclic, but that doesn't seem to work for multiple objects.

What I want to happen (using multiple paths to do this, want to use a single path):

What happens when I use a single path and set the offset values on the cubes:


texts:
I sometimes would get files from my workmate somewhere and everytime I open his files, I notice that the TABS are arranged differently. I'm more accustomed to the default when you open BLENDER for the first time.

Wherein the tabs are arranged from LAYOUT, MODELING, SCULPTING ....... SCRIPTING

His file however looks unfamiliar, starts with 3D VIEW, Animation, Compositing etc..

Is there anyway to reset all these back to normal?


texts: A shadow in a world without light ? Can you crack this riddle?

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I have a plane with shadow catcher enabled and there are no lights in the scene and no background lighting but there is still a shadow represented in my viewer ???

Just curious why that is ..

Thank you all !!!


texts: Time-sequential option in Stereo Mode is missing

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I'm trying to render an active-shutter or time-sequential 3D video with Blender 2.77a.
I enabled Stereo 3D mode on the 'render layers' tab under Views, but under the Render tab under the Output section, the option for time-sequential rendering is not visible. It is visible however under the "Set Stereo 3D" option for the window display.

I have a MSI R9390 GPU. I don't have a 3D monitor, but I'm assuming this isn't necessary for rendering.

Any idea why this option is missing?

Thanks


texts: So I'm new to Blender, like only a few days new. And I have no idea why but, when I download any mesh file, and import it, it either says "Invalid Heading" or doesn't appear at all. Again, I have really no idea.. and I feel discouraged.


texts: How do I get an object to ensure it is perfectly in line with the x, y and the z axes?

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I created this object by creating an ico sphere (for the main body) and cylinders (for the legs and eyes).  When I joined everything together it is showing a different number for the rotation on the y axis.

How do I ensure that the entire object is perfectly in line with the x, y and the z axis?

Yes I know I could just press Ctrl + A  and then click on rotation to set its current rotation as 0, but what if while I was constructing this I have accidentally rotated a tiny bit?

As shown in the 2nd image, specifically where I have circled and selected the current vertex, I know that this is the center of the front face. I want to use this point to determine if it is point completely straight along the y axis, how do I do that?


texts: I just switched from Blender 2.79b to 2.80 and I was playing around with 2.8, but when I got to weight painting, the object is so dark that I can't see the vertices of the object. I've set my monitor to the highest brightness as well, and it doesn't fix the issue. Also, is there a way to lock my screen to orthographic? Thank you for reading.


texts: Is it possible to stream an animation in real time as it is being rendered?

texts: I'm trying to figure out how to livestream in real time the output of my animation. Is this something that is possible in blender? I'm trying to find a service or add on or something that can allow a cluster of blender renders take the frames and audio and stream them as they are being rendered.


texts:
I'm a beginner  and I want to make a short Video with different layers.

Like showing a  shape later or hiding a shape temporarily. How do I do that?

Could you give me key words to look for a video on this topic?


texts: Particle Effect Hair - Grows randomly during animation

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I have put together a basic human rig. I'm still new to this and this is one of the first, however it is my first attempt at making hair. I decided to try doing it with partcles after watching a video of how nicely it seemed to work with its own physics and all. It all seemed to work beautifully until I tried animating the rig with a completely basic head turn to see how the hair reacted. Instead of bouncing a bit, or even bouncing a bit much it did something a bit more extreme that I don't know how to explain... and so... I provided pictures.

My files for particles:

This only happens when he is in motion. Still shots render nicely as such


texts: What is the fastest way to create a curved plane?

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For a background, a lot of times I need a vertical wall, horizontal bottom, and a nice connecting curved surface between them in front of the camera. So far, I have used two methods:

Deform a plane along the curve. This takes some time to get it right, as curve deformations are tricky, and it is almost impossible to make it truly horizontal or vertical.
Create a cube, add bevel, apply, remove unnecessary parts of the mesh. Bevel tends to have artifacts around the corners of the cube for large bevel values and number of segments (e.g 25% of the cube side length, 64 segments).

What do you use? Am I missing some basic technique?


texts: How to correct/edit/change UV map when reseaming is not possible and Select Split is not the answer

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I am cleaning a UV for a project and reseaming is not possible for reasons beyond my control. See below:

I am searching for tools allowing me to correct this tangle of UV verts. I have explored Split Seam and it certainly will be useful for some needs, but not this one. I am looking for mesh-like editing of the verts, allowing me to either move them into place or delete them and recreate.

Is this possible?


texts: Blender (2.79b) closes minutes after startup

texts: So a very strange problem. Just installed 2.79b onto my new laptop. When I start up blender the command line comes up as usual, but says "AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead". Blender then seems to run fine, functions normally, but after a minute or two it then suddenly freezes briefly then just closes. Doesn't appear to flash the command line or provide an error message. Not sure what this could be, I just installed the latest gpu drivers for my nvidia gtx1050, and the only drivers I haven't installed for my laptop are the HIDfilter, Hotkey, MEI, SGX, and IRST drivers, which don't sound like they'd interact with blender. It could be antivirus blocking it maybe (bullguard not mcaffee if that makes a difference), but doesn't seem likely as it runs in the first place. Any help would be really appreciated, thank you.


texts: Using procedural noise with the displacement modifier

texts: Applying the displace modifier changes to another random noise map. is there a way to "lock" the current generated noise?


texts: How do I have multiple materials on one terrain?

texts: So I'm trying to get into terrain design and artwork, and I want to have things like dirt paths in grass and sand on the shore merging into dirt in-land, all on one mesh. I am yet to figure this out. I thought I'd be able to use the weight paint to paint on the material but I couldn't get that to work. So what am I able to do?


texts:
So, I DO have the UV unwrapped, looks alright in Blender render, not when I switch to Cycles though ...

Would post the file, its 70 mB though... for some reason,...

EDIT: not sure about how my question is different from the similar question asked, but I did not see any solution in the How to show textures in the 3D View editor? other similar thread/question....


texts:
So I've got this row of code: (line 115)

bpy.ops.anim.keyframe_insert(type='LocRotScale', confirm_success=True)

And it produces this error message:

Traceback (most recent call last):
  File "D:\{super secret path}\lab1.blend\lab1", line 115, in <module>
  File "D:\Windows Programs\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties:  enum "LocRotScale" not found in ()

Problem is, this exact code worked just a minute ago, i ran it once, cleared the keyframes from the time line and atempted to run the script again, then this error occured and its been this way ever since.
I've tried both restarting blender, restarting the pc and even reinstalling blender (through the 64bit msi installer, repair mode).

I've even tried running the same code on a different machine, and that works.

Why do i get this error, and how do i fix it?

System Info:

OS: Windows 10 Home - v1607
Blender: v2.78a


texts: How to create a procedural embedded stone texture for ground/asphalt/pebbled concrete?

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I'm trying to make some ground like or some asphalt like this procedurally in cycles; however, I don't have a good way to make the stones:

Ignore the large pebbles and the pine needles

Is there a good controllable solution?
The important things here are that the stones are distinct (both shape and color), adjustable in size, are distinct form the ground and can  be sharp edged or round edged (sharp edged is a requirement). Its really important that these stones look reasonable up close and that they are controllable.

To anyone thinking about using a voronoi texture, You will have to come up with some serious ways t alter it, as it stands, it has little promise, I tried:


texts: The mesh should be whit same curve as is the selected faces, but the mesh created by solidify modifier makes the same location on the new panel of mesh created in "X" shape. Is there a way to fix it?


texts: How to deal with a "non manifold edge" high count

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I have an object with a high non manifold edge count. Is there a way to resolve them automatically or a way to make it easier to solve them manually?

Some of them are edges without a face and others are cubes connected to the object by one edge.
The object have a high polygon count because it is the result of various modifiers applied.

__

Edit:

When I delete those edges they leave others "non manifold edges"

After deletion, the solid is open and some new non manifold edges are formed

Using  make faces creates some non manifold vertices


texts:
I just completed a lab for a class in Blender. I made a bunch of mistakes in the process of building a bridge. I deleted these along the way. I deleted them by selecting and choosing delete vertices. A couple of them I deleted by deleting the object in the outliner.

Imagine my surprise when I uploaded my lovely bridge to Second Life only to discover leftovers from my mistakes: little piles of stones lying around. :-) I can't see them in my scene in Blender so how do I get rid of them?

Thank you for your help!

Sabia


texts:
Is is possible to increase the depth of field in cycles while keeping the same blur size? I know this is not physically correct, but in some renders this would be useful. Here is a demonstration of what I am looking for:
Normal Focus:

What I'm trying to achieve (New part shaded green):

Is this possible (Maybe with the compositor)? If so, how? Any help is appreciated.
An example for what this would be used for would be the following:
I have a somewhat lengthy main object that I want in focus. The other background objects are moderately close to the main object, but I want them to be blurred. If you increase the DOF blur to ensure the background objects aren't in focus, your main object is only partially in focus. The Depth of focus is too shallow to fit your main object. Now if you change to a wide DOF, the background objects would still be relatively clear which is not what you want. The solution is what I am describing; You would set a very shallow DOF, initially, so that the background is well out of focus, and then you would increase just the focus area to cover the main object but keep the blur amount the same.


texts: I want to run an application that needs to know the blender installation directory on a mac. I have tried a lot but somehow I have not the very specific directory name. Who can give me this ?


texts: I have install Booltron addon. After making the difference the mesh is good after apply the modifier the mesh is getting disturb or losing its shape.


texts: 3D model photogrammetry in blender software

texts: I would like to know a 3D photogrammetry model is it more difficult to read in blender versus a normal or cartoon model ? I send screenshots of 3D photogrammetry model (if I'm not mistaken) and normal model, to better understand. Also, can I modify or customize a 3D photogrammetry model in the blender software, without difficulty ? I mean can I take the cars off the streets from the 3D photogrammetry model and other things, if I want ? I noticed that the colletion scene at the top right (screenshot) of the 3D photogrammetry model has fewer files than the 3D cartoon or normal model. Does this mean that the 3D photogrammetry mode is nothing more than a block, even impossible to modify ? Help please


texts: Quickest way to create panel buttons with quick functionality

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I need to create buttons in a custom panel to run some simple commands in python. For example toggling subsurf on and off with this script:

if bpy.data.objects["Cube"].modifiers["Subsurf"].show_viewport:
        bpy.data.objects["Cube"].modifiers["Subsurf"].show_viewport = False
    else:
        bpy.data.objects["Cube"].modifiers["Subsurf"].show_viewport = True

I need to create a bunch of similar buttons to toggle different things about the mesh. For example toggle display wire on the object, shade smooth/flat etc.

Is there a more practical way to do this than creating a dozens of separate operators for each of these commands. And using layout operator?

layout.operator("my.toggle_subsurf", text="Toggle Subsurf", icon="MOD_SUBSURF")


texts: How can you copy the animation data of sequences/strips between scenes?

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I would like to copy all sequences/strips with their animation data from one scene to another, for example (see code below) from "scene2" to "scene-combined". In the code below, the copying works fine for the strips. The animation, mostly scale and rotate, however is not copied. This is also the case if you manually copy strips in the VSE from from one scene to another.
I've managed to get a handle to the fcurves of both the source (scene2) and target (scene-combined). But then, I'm stuck.
It seems not to be possible to say something like "target_fcurves = source_fcurves". Probably, I'll have to loop over the source_fcurves, extract the data_path and create a new source_fcurve. The datapath, however is in the form of "sequence_editor.sequences_all["test-image.jpg"].transform.rotation". Only the last part "transform.rotation" is needed for the new fcurve. And then of course, after that, I'll need to loop over the data-points.
Any suggestion about how to tackle this problem?
    source_scene = bpy.data.scenes["Scene2"]
    bpy.context.window.scene = bpy.data.scenes[source_scene.name]
    source_scene.frame_set(0)
    bpy.ops.sequencer.select_all(action='SELECT')
    bpy.ops.sequencer.copy()

    target_scene = bpy.data.scenes["Scene-combined"]
    bpy.context.window.scene = bpy.data.scenes[target_scene.name]
    target_scene.frame_set(0)
    bpy.ops.sequencer.paste()

    if target_scene.animation_data is None:
        target_scene.animation_data_create()

    target_anim_data = target_scene.animation_data
    if target_anim_data.action is None:
        target_anim_data.action = bpy.data.actions.new(target_scene.name+"Action")
    source_anim_data = source_scene.animation_data
    source_fcurves = source_anim_data.action.fcurves
    target_fcurves = target_anim_data.action.fcurves
    #the following creates a dummy fcurve
    target_curve = target_fcurves.new("transform.scale_x")


texts: Why will audio and video not sync in rendered video file?

texts:
When I import a movie clip into Blender's VSE, I match the resolution and framerate (1288 x 1032 at 25fps in this instance) and the audio and video strips appear to match up in the display. With AV-sync, the audio and video appear to playback in VSE in sync.

Unfortunately the rendered video file seems to be playing video at twice the speed of the audio (while at the same framerate, 25fps).

Why is Blender outputting a file with a video track playing at twice the speed that it was imported? I am trying to reduce the size of the video's resolution - could this have an effect on it?

OS:  Microsoft Windows XP Pro (5.1)
MOTHERBOARD:  Gigabyte P35-DQ6
CPU:  Intel Core2 Quad CPU
MEMORY:  2046MB RAM
DIRECTX:  Direct x 9.0c
GPU:  NVIDIA GeForce GTX 560 Ti

An image of my Blender import/output settings with the VSE can be found at the following link, along with sync test .avi I'm using to test this problem and a rendered example of the test, showing the problems I'm having - https://www.dropbox.com/sh/1pgn7l1sz7l8uz1/C6UHBBTdO0

Currently enjoying Sebastien Konig's Match Track Blend DVD and this little problem is an annoying distraction. I look forward to getting back on track. =)

Thanks in advance,

--Rev


texts: Mix colors from different objects at collision (Rigid Bodies and Particles)

texts:
This will be a pretty complex question, many areas will be connected to it but it is for sure focused on one main problem. I'm not sure is it possible without heavy scripting and I didn't found anything on this topic elsewhere. So off we go.

Abstract:

I want to mix colors from different objects on collision.

Example. One cube is blue, second is yellow. Boom! Both are green.

I've made this little simulation:

Going deeper:

I think that the best option would be making material with RGB node, then, after taking color from another object mix them with MixRGB as below:

As you can see first problem is that Blender isn't mixing colors as it should, but let say it's close enough and leave it for now as is.

Second one is scenario with many objects. Using same approach will give us enormous amount of nodes - by adding another Mix and RGB. Replacing one color on the other hand doesn't give us proper mixing.

Solution for second problem could be making one RGB node from mixed values and waiting for another hit.

Wrap this up:

If there is any logic behind it, it could probably works like that:

Get RGB values of both objects.
Detect collision.
Mix values and replace existing RGB node value with new one.
Wait for another hit.

Advanced usage:

You may ask: "What you want to do with this dummy?" and my answer is:

Molecular Script from Pyroevil.

In this script there is collision system so (as far as I know about Python scripting like Jon Snow) it will be matter of adding color change thingy to this. Or I'm just delusional.

It will be great thing to mix particle collision systems colors. It could open new way to simulate fluids. If it's possible to transfer particle color values to IsoSurface in CubeSurfer or any other mesher possibilities will be endless (nooo, it's just for pouring blood to milk).

Blend file:

Here is my blend file if somebody wants to play with it (Molecular Script needed).


texts:
I'm having some issues with setting up the compositing on a camera tracked scene.
Here is the scene:

In the background layer i have a wall that my charactor will cast a shadow on,  (circled in red), but as you can see in the above image, the camera then moves behind the wall.
The problem now occurs:

as you can see, the wall casts a shadow on its self causing an unwanted artifact in the render.
I am using (pretty much) the default "setup tracking scene" node layout

I have tried playing around with the ray visibility, but havnt had any success.

Thanks for answers in advance


texts: Setting the texture's grayscale as alpha?

texts:
I have the following texture:

I am trying to make a a fading transparency on the part that is black, i could apply this in 3ds max with the "Alpha as gray" option, but i can't seem to do that in blender.

In theory, if i get the material right, it should be basically transaprent in the middle, and blue on the top and bottom, if that makes any sense.
I've been trying playing around with several nodes, with mix and color clamps, but i can't seem to get it right, any suggestions?


texts: Grease pencil object is refusing visual effects

texts:
I'm new to blender 2.92 and I've a book with cool tutorial series with quick-start guides for blender 2.80, and I've learned many things so far! But a problem arises when I try to apply an effect to suzanne object:

The glow effect is ignored.
As shown above, nothing happens and I did everything I could for hours... I applied all properties in sidebar, but they are being ignored...
I know that the lessons are meant for 2.80, I keep up updated with latest online manual docs.


texts:
I see a lot of tutorials that explain how to use a bump node by demonstrating its use and giving a hand-waving explanation regarding what it actually does. Things like it "perturbs the normal".
OK, but how? I'd like to know, so I can understand how to control it more precisely.
The current problem I'm facing is that I'm trying to make a tile floor, and need to normal to follow the curve around the edge of the tile. The center face of the tile is a straight-up Z normal, but then edges have a curve to them before the tile disappears into the mortar.
But if I use the "Factor" output from the "Brick Texture" as the "Height" input to the bump node, I would expect that the normal is straight up Z where the tile/brick face is, and is simple scaled to zero where the mortar is.  Instead, if I view the output of the bump node, I see that the edges of the tile have X and Y components to them.  How is the direction of the vector being changed?
And what does the "distance" input do?
Yes, I've read the documentation.  The explanations are similarly imprecise and hand-wavy.  That's fine for a surface level understanding, but I'm hoping to gain more precise control so I'd like a deeper understanding.


texts:
I'm making figures to illustrate some details about how meshes work. I'd like to render my scene normally, but overlay all of my meshes in wire mode.

The only solution I've found which works is giving a duplicate mesh a wireframe material, which gives me something like this:

Is there some way I could get the same effect without having to duplicate my mesh?


texts: The clip distance in edit mode keeps resetting

texts:
When I enter edit mode the far clip distance is 7.5m
I set it to 500m , exit edit mode, re-enter edit mode and it goes back to 7.5
The same when in object mode except it resets to 100m no matter what value I set it to.

can somebody tell me the solution to this, I updated to 2.79 last night this was not happening until I reopened blender this morning

EDIT: screenshots rectified


texts: Preview render resets after rendering a few samples

texts:
When I enter the rendered shading mode in Cycles the preview render often gets stuck in an infinite loop: it renders a few samples, sometimes only 1, and then restarts from the beginning. I can't find any logic behind which objects or layers need to be visible for this to occur and no settings have changed afaik. This is a recent problem at work, happening in different files on two different computers.

Any ideas what might cause this?

(PS: Since these are work files I'm not allowed to share them here.)

Extra info edit: Blender 2.79. Standard interiors of about 1.5 - 2.5 million faces spread over a handful of layers, nothing we haven't done before.


texts:
I want to copy some object in animation, like using a particle system.
I mean at frame 10 copy an object, then at frame 20 copy again, and the first object should not disappear.

It is like a particle system, but I would like to control more details.
Like Unity3D's Prefab and Instantiate.duplicate


texts: BGE: "Record Animation" for just one object

texts:
I'd like to use the "Record Animation" feature in the Game Engine where movements by an object at runtime are recorded to the object's animation, but for just one object and not for the entire scene. Is it possible?

Thanks.

EDIT: Sorry for writing "render animation" instead of "record animation". The problem has been fixed now.


texts: I was making my animations and following this tutorial: https://www.youtube.com/watch?time_continue=749&v=gFf5eGCjUUg&feature=emb_logo and I finished the animation and moved on to making the clothes for the character by going into edit mode, duplicating the area of the character I wanted to be clothing, scaled it up, and separated it. Then I played back the animation and for some reason the hips started to shrink while the animation was playing. Does anyone know how to fix this without me having to completely reanimate him?


texts: Is it possible to copy a certain property of a certain material to other materials?

texts:
Assume that I have materials "Foo_1", "Foo_2", and "Foo_3".

Let's just say, that material "Foo_1" with a alpha transparency value of 0.4 or something. Would it be possible for me to copy this property of "alpha transparency 0.4" to materials "Foo_2" and "Foo_3" (and possibly more)?


texts:
There was a question about someone not being able to use GLSL shading and there was an answer which almost worked but half of the game was all black with a huge shadow. Please tell me a way to fix this.

This is how it looks when it's not rendered:

This is how it looks when it is rendered:

This is how the lamp settings look like:

This is how the shading settings look like:

If you find a way to fix this then please tell me because it's really annoying.

This sometimes fixes itself when I save the game and open the blend file again but not always.


texts: Mirrored circle not showing in edit-mode

texts: I am using Blender 2.78. I enabled "Display modifier" but it is still not visible in editmode.


texts: How to get a smooth transition between two objects. Two perpendicular cylinders

texts:
I'm trying to create a smooth transition between 2 objects.
I thought I would start simple with 2 cylinders.

In the image below, I have created two cylinders, one slightly smalller than the other. I have simply used a boolean union, which I have applied. After this I have used a subdivision surface, to give it a smooth transition between the two. The issue as you can see is that it creates an undesired optical effect.

I've tried using a bevel, which just messes up. I've tried using a bevel modifier, which works at a very small scale. I'm looking for something like the hairdryer image attached - a smooth transition.

Am I modelling this the wrong way? If so, what would be better?


texts: Loading an image to a texture from a python script file

texts:
I made a plugin to use on blender, installing the plugin will display a panel, and I wanted to display an image on that panel, so I create a texture in the script file with type 'IMAGE':

 ui_tex = bpy.data.textures.new('MP', 'IMAGE')

and then when I assign it an image it doesn't seem to load the image:

ui_tex.image = bpy.data.images.load("D:/pic.png")

So how can I load an image from the script file to a newly created texture.
Note: the previous two python statements are written in a draw function of the panel

Edit: Here is the class for the panel with the draw function:

class UIPanel(bpy.types.Panel):

  bl_label = "Label"
  bl_space_type = "VIEW_3D"
  bl_region_type = "TOOLS"
  br_name = "Printing"

  def draw(self, context):

   layout = self.layout
   scn = context.scene

   ui_tex = bpy.data.textures.new("MP", "IMAGE")
   ui_tex.image = bpy.data.images.load("D:/pic.png")

   row = layout.row(align=True)
   row.alignment = 'EXPAND'
   row.template_preview(bpy.data.textures["MP"])

Might I add that I get this error in the blender system console:

line 39, in draw
ui_tex.image = bpy.data.images.load(filepath = filepath)
AttributeError: Writing to ID classes in this context is not allowed: MP, Texture datablock, error setting ImageTexture.image


texts: Hey I need help, I'm not really good at blender but I think I misclicked something that resulted in spheres falling off my plane. How can I disable this? Thanks


texts:
a). I baked normal map and applyed it to lowpoly mesh and I made 3 clones of it with different options for demonstration purposes
b). I got the issue with shading
What I want to be: lowpoly mesh without additional geometry and with correct shading and smooth
At the screenshot you can see (from right to left):
1.highpoly mesh that I baked from
2.smoothed lowpoly mesh with additional geometry I want to reduce, but it has correct shading and smoothing
3, 4 and the second screenshot. lowpoly meshes that I want to produce, but with correct shading and smoothing
So how can I do this?

blend_file


texts: The BOS FBX import / export addon for blender does not work

texts:
I was looking for a better FBX support for Blender and I found this FBX exporter,which uses the official Autodesk FBX SDK (2015) :

http://www.gamefromscratch.com/post/2015/12/17/Better-FBX-Support-in-Blender-Using-The-Autodesk-FBX-SDK.aspx

but it didn't work for me. It gives the same error that someone mentioned on the post,as you can see below :

I used the 2015 version of the addon,included inside the file : BL_20150704.zip and the 2015 version of the umconv Autodesk FBX SDK already compiled,included inside the file : umconv20150704.zip

So,where is the error ? How did you fix this error ? thanks.


texts: Bending with Curve Modifier doesn't follow curve

texts:
I am working on a 3D-printable design and am trying to use Blender to simply "bend" a flat object into the shape I need (basically adding two "rounded" 90-degree bends).
I've got:
hex_mesh.stl --  This is the flat object is basically a flat sheet with a lattice of hexagons cut out of it (which I designed in FreeCAD).

bend_curve_inner.svg -- This is the shape of that I'd like to bend the hex_mesh.stl into (also designed in FreeCAD).

I've imported the hex_mesh.stl as an Object and the bend_curve_inner.svg as a Curve and then:

Added a "Remesh" modifier to the Hex Mesh to generate enough vertices for the bend to work with.
Added a "Curve" modifier to the Hex Mesh to attempt to bend it into the shape prescribed by the Curve.
Messed around with the Hex Mesh origin, Deform Axis, and translation/rotation until I got to the result shown below:

This curves correctly around the first bend, but then doesn't follow the straight line or bend around the other portion of the Curve.

Can anyone explain why it's not following the geometry of the Curve?  I've done similar operations before with more complicated curves, but can't figure out why this one isn't working.
Please let me know if you need more information, and thanks for any help!


texts: Why copy rotation constraint does not register actual rotation?

texts: I have an example, where I need eyelids of the character to follow eye movement. Eyelids movement is based on blendshapes driven by X and Z axis of an eyebone. Whenever I set target bone for eyes to look at eyelids will not follow, because eye bone that is looking at (track to constraint) target does not "produce" any rotation information, despite it's obviously rotating. How do I workaround this?


texts: How Can I create wings with auto rig pro

texts: I've read the Auto rig pro documentation and I saw you can make wing rig with it from the limb options, but I tried I couldn't see any wing options there. Is there something I'm supposed to activate before then?


texts:
I'm curious to know if the issue I'm experiencing in the included renders is the same as the issue described here.

My mesh is shown here:

Standard subdivision surface with texture here (what I expect to see):

When I change the subsurf modifier to "Adaptive", this happens (corners stretched):

It appears that the issue linked on the Blender dev site has been closed/archived.

My questions are:

Does this mean that textured models will need the double-subsurf approach described in the Blender ticket as a rule when adaptive subsurf is used?
Is my approach to "sharpening" the subsurfaced edges correct?  I followed this tutorial to implement the loop-cut-edge-slide technique and it's worked very well in the past.  Just wondering if there's an alternative approach with the introduction of the "adaptive" setting?


texts: set the UVs to their vertices's coordinates?

texts:
Is there a way to unwrap the UV's so that they match the coordinates of their respective vertices in the XY, XZ and YZ plane?

I have a tiling texture and all my faces are aligned to either the XY, XZ or YZ plane. So, I basically want the texture tiles each unit in either direction.


texts: Can I permanently deform a mesh with a rig?

texts: The title might be a little confusing, so let me clarify. I want to 3D print a model. However, rather than modeling the 3D print in a certain action pose, I would like to model it in the standard T pose and then deform the mesh with a rig and 3D print that deformed mesh. I currently have a completed 3D model than I successfully 3D printed through Shapeways, but when I rigged it and tried to get a different pose it just wan't possible. Shapeways would not recognize the rig deform and the mesh would be in its default stance.


texts: Cloth effect acting strange when I scale the pinning group

texts:
I have a problem.
I'm kind of new to blender. I'm trying to simulate a curtain and everything works well except when I scale the pinning points in order to get the "waves". Could someone please help me? I would be really grateful!


texts: How do i destroy a specific boundary when inseting

texts: I'm following Blender Gurus tutorial where he instructs to click B during an Inset in order to dissolve a border, but when I click B nothing happens.


texts: How to Bake a Displacement / Height Map from a High Poly to a Low Poly Mesh?

texts:
I have this mesh with 7.5 million vertices:

And I also have a low poly version of it with 5 thousand vertices:

I just want to bake the detailed height information of the high poly model into a displacement map that I can use on the low poly model. Baking a normal map works just fine, but there is not option for baking actual height information:

I found out that I can enable "Experimental" feature set for Cycles and then I have a "Displacement" option under "Bake from Multires". But there is not option to bake from selected to active, what I need.

If this is not possible in Blender what are my options?

Update 1

As suggested by Manu Järvinen I have tried using Blender 2.7 to do the displacement baking, but after baking is done I get a single-colored texture:

Initially I though this is an issue with the "Distance" but changing it does not help.


texts:
I'm having trouble making a plane using the screw modifier transparent, because "the plane" is shining through?
In this video, using an old version of Blender (2.78), it looks as easy as enabling transparency, and adjusting the alpha https://youtu.be/owid9yrq97s?t=2494
However in the "new" version of blender (2.92.0), it seems they've quite reworked the way materials work. I've created a material that uses an Emission and Transparent BDSF shader, through a mix-shader, so I can adjust the transparency, and while it's working great for "solid?" objects, it doesn't work for the object using a screw modifier:
I've tried to create a minimal example below:
Fac ("alpha") 1 is great. There is no transparency.

But when I adjust it down.. I get two different colors.

I'm using the screw modifier for the object, so I imagine that it's being drawn over itself? And that I'm seeing the object over itself. Because if I delete one of the vertices, like in the gif below, suddenly I get the color that I want? But then I don't get the shape that I want anymore.

Furthermore I would really like to keep using the screw modifier, so I can lock different angles to keyframes and do the "radial animation"-thing.
I've tried enabling Backface Culling, it has the same result as deleting the vertice: (I reckon it's probably not "the same," but it looks identical.)

Disabling "Show Backface" and "Backface Culling" gives this really weird color, that I believe is due to some clipping:

It feels like I'm missing something super simple, but I was at it for 4 hours the other day, and since I very recently picked up Blender, I'm simply not aware of what tools I have at my disposal.
I've tried searching online, but I'm just not sure what I should be searching for, "transparent plane screw modifier" isn't giving me anything other than tutorials on the "screw modifier" or "transparent planes."
Thank you.
PS: I am using the Eevee render engine. I don't know if this bears significance.


texts:
I need to create a convex hull over my objects, render an image and then delete that hull again.
My idea was to store the object, the object data or the mesh itself then create the hull and render the image and then just replace the object/data/mesh with the stored data.
For example first i´d do
self.backup[obj.name] = obj.data

and then after full & rendering i´d like to do something like
orig_data= self.backup[obj.name]
obj.data = orig_data
obj.data.update()

But this is not restoring the previous data, the hull remains. I´m guessing right now I just store links instead of real data but I don´t know how to fix this because I don´t really know much about different blender data types etc.
After trying to replace the objects mesh, data and the object itself and none of it worked I sort of ran out of ideas. I´d be glad about any input =)
PS: I´m using 2.8. in case that makes any difference.


texts: Generate x cubes at random locations but not inside each other?

texts:
I'm generating cubes with this code:
for a in range(10):
    x = random.randint(-5, 4)
    y = random.randint(-2, 7)
    z = random.randint(3, 10)
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z), radius = 1)`

What do I add to make sure no one of these 10 cubes are created with some part of it inside of one of the earlier created cubes?


texts: I am adding loop cuts and knife cuts to better sculpt but it's taking too long. I have tried looking but I can't find anything usefull.


texts:
I've got a really cool model of a Mechwarrior robot, beautifully made, that is entirely too many vertices for putting into my game framework. I've been using the Decimate modifier successfully to reduce the vertex count from around 199K to about 20K, or about 10% original size. Great!.

Now I need to uv map the model with a simple texture. Not looking for precision here, I'm just learning the ropes.

Problem is, when I uvunwrap the model, the full vertex count reappears and everything is entirely too complex.

Is there a way to apply the Decimate modifier and make it permanent? Basically have Blender forget about all those decimated vertices?

Thanks!


texts: Is this okay, wrong, what? I started 3d this year, and I didn't see anybody taking about this, but I think that later on when that mouth moves that vert will make the deform weird but I'm not 100% sure.


texts:
Is it possible to somehow combine different cached cloth simulations? My problem is, I make jump cuts between scenes and this causes the cloth to go crazy between transitions, so instead of baking the whole thing in one go, I reset the cloth position every cut, so I pre-baked different caches for each new scene.
The reason why I want a singular cache for the whole thing is because having several caches' means I can't render the whole scene at once, I have to switch renders when doing the next cache. If there is a way to render each cache at the same time, that solution would be welcome too!


texts: GPU Rendering with Mac Book Pro with AMD Radeon R9 M370X 2048 MB?

texts:
I just bought the mac book pro with the AMD Radeon R9 M370X. Unfortunately rendering is quite slow. I've read in different forums that i need to switch to GPU in user preferences -> system and change to GPU computing on the right hand side of the screen. I did it but the rendering process is still slower than rendering with just cpu. Can sb tell me what i am doing wrong?
Thanks a lot!!
Marc


texts: UVs don't display on one specific part of the model

texts: The UVS on the foot for my model display no texture. It is just flat gray. It should look half blue half gray from where the UVs are in the texture. If I move them they are still just gray. I tried duplicating them, recalculating normals, adding more faces. But nothing will get the faces to display the texture. I'm using Blender and Substance Painter the UVs were auto unwrapped by Substance and the foot is a duplicated and modified version of the hand. Any ideas to get the texture to display?


texts:
I have IK rigged my model legs but this happens.

we all know that it suppose to go forward not backwards. Can someone help me . Thanks ^_^


texts: Texture tab/properties panel missing 2.82/2.91

texts:
Texture tab/properties panel is missing.
When I open a new file, it's there. It's definitely something to do with the file, because it's the same story after opening this file in 2.91 and 2.82. Also moved from cycles to evee and that didn't trigger it back as it was suggested on other posts.

Found these similar questions and answers which unfortunately didn't work:
Texture tab seemingly missing in Blender 2.8

Object mode doesn't bring back the texture tab for me.

Materials tab missing

Applicable for older versions.

modifier tab missing

Looked here for insights too. Definitely using a solid shape to apply the texture to rather than an empty.

This could be a really basic and silly solution - but I'd appreciate learning from it.


texts: Blender 2.90 - Bevel node not working at all

texts:
I use blender 2.90 , I create a simple shader, add a bevel node and it has just no effect at all
I tried outputting it to base color, and to node wrangler viewer node
I do this under cycles renderer in shaded mode
nothing seems to be working
I expect it to blur the normal on the edges
thanks


texts: How to place all selected vertices is same position in UV map?

texts: Given the following scenario, how could I quickly and easily place all of the selected vertices from two overlapping islands in the same position?


texts: Problem with Boolean Difference Overhang

texts:
I continue to be challenged with boolean difference. This time I have used the 3D Print add-on. It is telling me that there is an Overhang Face. In edit mode I select "Overhang Face: 1". It shows me the face and I don't understand why it is overhanging.

Note that I have already attempted to clean things up "Remove By Distance" and have done other cleanup.
Here is file


texts: When using blender as a video editor, it is making all of my images dark

texts:
I have been using blender as a video editor for a video project I am working on. A large part of this project is taking images and showing them while someone is talking in the background.

My problem is for some reason the images are being darkened. Picture below. I tried looking through the properties and couldn't see anything obvious to change. I have also imported a video to use that seems unchanged, although it is hard to tell. Thanks in advance.


texts: How to re-organise messy uvs on texture image

texts:
I have imported a glTF model of coral reef. It is good but has a huge polycount. I have a created a low poly copy but when I look at the uvs and texture image of the high poly import the uvs on the texture image are disjointed.

This is the high poly model

This is the image texture for that model

If I want to change the colour or quality of a portion of the model, it is almost impossible to do it because the uvs are not organised together to make changes to the image texture easy (in an external photo editor)

Say I want to change this portion of the model

the corresponding uvs are arranged in the image like this

Is there a workflow that will re-arrange the uvs more stragetically so I can make improvements to the quality of the image and then apply it to the low poly mesh.

many thanks

RichardC

*****UPDATE*****

I have found an acceptable solution, particularly based on Arthur's advise below.

I baked the texture image from the high poly to the low poly mesh. The secret is to UV unwrap 'Projected from View' having positioned the high poly mesh at the correct perspective/angle. The results as follows.

The low poly model in object view (right) and the new image baked from the high poly mesh:

The low poly model in edit mode with vertices selected (right) and those vertices shown on the new texture image (left).

This now makes alteration in a specific area of the image easier to identify in an external photo editor.


texts: Render is much faster when laptop is plugged in and charging

texts:
My laptop seems to be rendering infinitely faster whilst charging then it does when it's not charging for some reason.

My setup is an i7 9th gen w/ an RTX 2060. I'm rendering using OptiX.

As can be seen in the below image, it finishes rendering in less than a minute while charging:

However, when it is plugged out, as can be seen below, even after a full minute, it hasn't even finished half of the image.

I tried rendering with the processor when my laptop was unplugged, and even that finished faster than the graphics card while it was unplugged! And this isn't just the case with rendering. It's just faster overall when charging, period.

Why is this happening and how can I stop it? Many times, I need to render while the laptop is unplugged, and so it is imperative that this issue is solved. Thanks.


texts: subdivision surface pulls the shape wrongly

texts: This subdivision surface modifier is somehow approaching the result I am after except for the obvious pulls, I hope you can see the "tenting" effect i would like to get rid of


texts: Layering of materials / shaders - how does it work?

texts:
Layering of materials is done for instance when building a shader for a mirror like here or a shader for car paint like here. But how do you build the "composite shader" ? Is this done by creating two node groups and making the node group of the lowest layer an input for the node group of the top layer or using an Add Shader ? How would you for instance create the mirror shader combining the glass shader and the Silver Coated Aluminium shader of this Post ? I hope this is not a dupe ...

Maybe my language is not very precise when talking about combining materials. In this PBS tutorial about building shaders CynicatPro "combines" two node groups to create a car paint shader.

Now, when having the shader for Glass and the shader for Silver Coated Aluminium I am not sure what to do ? I have read the article about when to add the shaders together and when to mix them: blender.stackexchange.com/questions/420/… but at the moment I don't understand how to produce the mirror shader .... Add/mix shaders ? Or "combine node groups" ?


texts: Why solidify modifier extrude extra edges

texts:
With the reference video Im making the sofa. I have made the handles and when im trying to add the solidify modifier. I have add the images 1st image is the normal without solidify and 2nd and 3rd image with red mark are the images after solidify is added.  I have align the vertex also. Yet to not get the better result. The handle not solidify outer side like offset as seen in the video. Whats wrong with my basic mode.

enter image description here


texts: AMD Radeon HD FirePro D300 recognized by Blender Benchmark, but not blender

texts:
2013 Mac Pro with 2.7Ghz 12 core E5 + dual D300
macOS 10.15.3 beta
Blender 2.82 beta
Blender Benchmark 2.80

Blender by default doesn't recognize my GPUs as rendering devices.

I have tried Radeon ProRender, it sort of works, but crashes way too often (from every few seconds to every few minutes), it also limits the numbers of available shaders to about half.

Shaders when Cycles selected as renderer:

Shaders when ProRender selected as renderer:

So at this point, it's not really usable...

Then today, when I tried Blender Benchmark for the first time, I realized it actually recognized my GPUs! Although only one of the 2 GPUs was working during the benchmark, but it totally recognized them.

Now here's my question, assuming Blender Benchmark uses the same rendering engine as Blender, is there any way to get Blender itself to recognized my GPUs as rendering devices?

Thank you in advance for your kind help!


texts:
I'd like to create models for Unity asset store and so on, but I can't even export materials or textures, not just to Unity, but in general. In the picture below I tried exporting a simple object that has a material on it into 1. FBX and into 2. 3DS formats and then importing them right back. Neither worked, 3ds even didn't export geometry correctly.

Earlier today I also tried exporting a texture (simple table object with a texture on it, uv unwrapped), but I got the same result, so what am I doing wrong?

When I export objects with a simple program like Sketchup, the textures on the models appear instantly once I put the objects in Unity engine, no need to even assign anything, just drop it in the Unity project folder and that's it. I also managed to export a 3ds (or obj, can't remember) file from Sketchup to Blender, with textures, and everything worked perfectly fine, but I am missing something about Blender that's preventing me from exporting me anything other than geometry...


texts: The menu with options for Sapling Tree Gen creation is no longer available

texts:
I using Blender 2.78 and this add-on:
Add Curve: Sapling Tree Gen

Problem: add-on menu is disappeared.

I created tree and clicked Undo button to cancel action , but the menu dissapered. Turned into new menu Operator.

Before

After (dissapered menu is marked red. This is my problem.)

Any problem solution? I'm very sad.


texts: Change origin/pivot point without using 3D cursor (or basically the GUI)

texts: Is there a way we can change the origin or pivot point for a rotation/scaling activity in edit mode without using the 3D cursor, as I'm trying to run blender from a command-line without GUI and hence can't use 3D cursor.


texts:
I made a Tree following a tutorial and I will add the model to Unity3d, but before I do that I want to cut out a Tree stump of the tree.
I have tried out multiple different ways to cut a object but that only works for objects like a panel, cube etc. I know I can just make a cylinder at the bottom of the tree and texture it etc but is there another way?


texts:
I have this strange shadow behave on render in Cycles. Simple one side floor is rendered correctly if Z location is > 3cm. There isn't any other geometry and no overlaping with walls.

I'm new in Blender and I newer saw something like this in other 3d software/ rendering system. Thank you for the explanation.


texts: I used Ctrl+J to join meshes, but now I want to take them apart. Is there a simple way?


texts: Are weird shading artifacts normal with the subdivision modifier in edit mode?

texts:
TLDNR: Are the circled thingies in the picture normal with a subdivision modifier while in edit mode? (note: subdivision set display modifier in edit mode)

I've been trying to create a character that I might like to use for a game in the future. I'm pretty new to blender and these "artifacts" (unsure if that's what they are) are slowing me down.

This problem doesn't show itself when in object mode, only in edit.  I'm using the mirror modifier and the subdiv modifier.  I've applied the mirror mod before the sub mod, due to some strange separation of vertices at the origin of my character.  However, I went back and forth to check, and with the subdiv mod before the mirror mod, these odd "artifacts" don't seem to show. I can't use that arrangement thought, because of the weird tearing problem D:

Any experienced blenderers out there that think they might have the solution to my problem?

PS/Side question: Should I just go ahead and continue making the model of my character, no matter the mistakes/ngons there might be, and then just go over it afterwards with some nice retopology afterwards?


texts:
I am animating a simple car along a curved path, but I would like it to do a three point turn, i.e.  Move forward along one path, reverse along a different path, then move forward again on a third path.
I have tried to do this with keyframes but the car "slides" across the ground too much, whereas the path going forward constantly gives the car the correct rotation.
Is this possible in blender, and if not, what is the best way to achieve this animation?


texts: I have a complex object I am trying to texture with a real locations textures. I have the faces I want selected in edit mode and I UV unwrap them by projecting from bounds and it looks fine, like only the faces I selected are being unwrapped, but when I go to apply a new material, the material selects ALL of the faces, the ones I want, and the ones I don't want. What's the best way to get by this?


texts:
I have 3 models in my scene.
One of them has the dimensions like I want it to have:
The Z dimension is 1m.

However, the other two models have a messed up dimension. They look right, but the panel says they are over a meter high, even though they are not:

In relation to each other, everything seems fine though:

However in edit mode, the two objects seem to have the correct length:

I could NOT fix this by applying the scale.

How do I fix this? If I set the dimension of the two objects to what I want them to be, they are really small compared to the barrel.
It seems like there is somehow a global scale/dimension mismatch between these objects.

Thanks!


texts: Motion tracking : blank trackers in 2.69

texts:
I tried to do motion tracking in Blender 2.69, but whenever I place a tracker, the little window with the tracker preview is blank, and the tracker is lost immediately after I start tracking. I can only do it by hand, by placing the tracker on each frame.
I don't think this is caused by a weird video format or a rubbish footage because I tried with a video from a camera tracking tutorial and got the same problem. I also tried launching Blender from the terminal, but it didn't display any error.


texts: object with low vertex bend like having high vertex

texts:
this is a leg of a fox in mcprep add-on
it dont have many vertex as you can see. when i move one or some vertex, it didnt work like normal but act like this. i want to know how to make an object/model like this one then i can later make other things similar.
Any idea ?


texts: In the video sequence editor, how do you incorporate a scene from another .blend file with a different aspect ratio than the current project?

texts:
I'm experimenting with the idea of making a "portfolio" animation that shows some simple scenes and adds text and screenshots of blender's UI so people can see how the animation was made.

The problem I'm having is I tried to incorporate the video from one of my animations by linking the scene into the blend file.  When I add the scene to the VSE, it shows up rendered using the aspect ratio of the VSE scene (16:9), not the aspect ratio of the original animation (1:1).

When I browse the properties of the linked scene I can see it is a 384x384 render.

I tried fiddling with "cropping" the strip, but you can't crop by a negative amount.  Size effects just resize the incorrect image.

I know I can work around this by rendering the second scene to files and adding those files as an image sequence, but I'd like to build this portfolio scene to render without needing those temporary files.


texts: Driver-controlled mask modifier visibility / rendering causes pop effects

texts:
I am working on a stop motion style animation project.
To implement on / off toggles for facial expressions and hand-held props, we applied a driver controlled by a custom property to the mask modifier.
I finished rendering the keyframes for the animation and found that there were pops in some sections.
For example, facial expression A and B are displayed at the same time in the one frame where A changes to B, or a prop in the hand that was suddenly turned off in one frame appears and disappears.
All keyframes have hold interpolation.
Perhaps there is a problem with the driver update.

Q: My rig needs visibility / rendering toggle for facial expression, props or costume.
Mask modifiers, however, cause pop effects.
Is this a bug or a known limitation?
What is the best way to do it?

I followed Serge L's advice to check for errors in the system console and wrote the addition below.

Check the following error message.

I thought the mask modifier was the problem, but I was surprised to see the error related to binding.

I checked the character file and noticed that the eyes object has a modifier set up as shown in the image below.

But there is some doubt here.
The vertex count of the eyes object is not 6418.
I examined all the objects in my character but none of them had a 6418 vertex count.

I put the mask modifier on the eyes object last but I still see the same error on the system console.

On the other hand, the biggest question is this.
My rendering error occurred on a mouse object.
The mouse object was changing shape by a lip-sync animation, but when I checked the rendered PNG sequence, it was rendered with two mouths overlapping in a frame.
When I re-rendered the frame without modifying the blend file, it rendered correctly.
As such, the driver update missing I've been experiencing happens randomly.
The mouse object does not have an armature modifier and is just bone parented.
Can a vertex count mismatch of an unknown object with 6418 vertex counts miss a driver update for a mouse object that seems unrelated to it?


texts: How to make the iris eyes respond to light?

texts:
I did a tutorial on modeling a realistic eye:
https://youtu.be/n0r0UnaIK_Y

Unfortunately, I could not adjust the (iris). How to make the eyes of the iris respond to light so that it narrows?

Someone who knows and explains deserves great gratitude!


texts: How to model the needle/spiral of a badge/button?

texts:
I try to model a badge/button and now I’m having some trouble to model the half-spiral of the needle (see picture).
My result is ok I think, but it was hard to get there via two circle paths, then deleting just a quarter of one and finally merging the two circles together. I also tried to build it via Curve > Curve spirals but there is no basis from which a good result could be achieved.

So I’m interested now to know how some of you would solve it, perhaps there is a much easier way to do it.

EDIT: the first picture is not my result, it’s just a reference.


texts:
How to make stadium tribunes as fast as possible using modifiers and use one global texture as base to all tribunes with no UV maps?
Thanks.

Search on google: bunyodkor stadium


texts:
So I'm trying to track a panning footage(start in center, pan left, pan right without stopping in the middle, and back to center.), and I want to place the tracker in the end where there is no motion blur and track backwards to get a more accurate result, but every time I try to track it won't even do one frame without losing the target while it is clear to see. What should I do?

TL;DR
Cannot track backwards without losing the target while it is clear.


texts: Transfer weight operator changes vertex groups

texts:
I started out with an ordinary rigged human character model, complete with vertex groups and correct weights.

Then I did some geometry modification. I had to reassign the vertex groups and that understandibly wrecked the weights.

So the idea was to transfer the weights from the old mesh to the modified mesh. I put the meshes on top of each other and did everything to the book, selecting the source first, then the destination, entering weight paint and hitting weights transfer.

At first it looked great, with all the correct weights in place on the destination mesh.

Then came the shock. I noticed that all vertex groups in the destination mesh had been altered such that every single vertex group whether affected by the weight change or not now comprised all vertices of the entire mesh. Of course that renders the mesh unusable.

I tried all different options in the weights transfer operator, to no avail.

Parenting the source mesh to the destination armature didn't help either.

What could be the problem. I am at my wits end.


texts: If I'm using hair particles for grass using groups, how can I create dead spots?

texts: By dead spots I mean places where grass won't grow on my plane e.g. for walkways. I've been wondering this for a while but I haven't seen anything in regards to it online. Thanks!


texts: How to extrude a bone using Blender's Python API?

texts:
Assuming that I have selected a bone in the scene, how can I extrude it either from either tail or head and position the new bone somewhere in the space using Blender's Python API?

In Edit Mode, I tried the following but nothing happens:

newBoneLocation = (1, 1.5, 1.2)
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False},
TRANSFORM_OT_translate={"value":(0, 0, 0),
"constraint_axis":(False, False, False),
"constraint_orientation":'GLOBAL',
"mirror":False,
"proportional":'DISABLED',
"proportional_edit_falloff":'SMOOTH',
"proportional_size":1,
"snap":False,
"snap_target":'CLOSEST',
"snap_point":newBoneLocation,
"snap_align":False,
"snap_normal":(0, 0, 0),
"gpencil_strokes":False,
"texture_space":False,
"remove_on_cancel":False,
"release_confirm":False,
"use_accurate":False}`

I'm not sure if I should somehow select either the tail or the head in Edit Mode before executing the above command


texts: When is it beneficial for the Active Object to be unselected?

texts:
Being relatively new to Blender I'm trying to understand the Active Object vs Selected Object paradigm.

When selecting an object I'd assume you'd always want the last object you selected to be the Active Object. But I've noticed you can create situations where a single object is Active, but not Selected. Or Selected, but not Active. You could also have a group of Selected objects on the left and a single unselected Active object on the right, for example.

Are there situations in Blender where having the Active object unselected, or an inactive object Selected, would be beneficial or even necessary?


texts: Will this mesh work to rig and animate the lips?

texts:
I created a chibi character and made it's mouth, I made it without lips like this...

Will it still rig okay like this?


texts:
As the tittle says, I've tried to render my model for quite a long time.
I read a post here but I couldn't solve anything, this is my current configuration for lamp/camera

I have already tried every solution in threads here, doesnt solve anything, I've actived nodes but still doesnt show up.

I dunno if it can be because the size of the camera and the lamp (The object is like 40cmx25cmx7,5cm and the lamp/camera is default size)

EDIT: I've tried by recommendation of another user to delete and add another camera, the problem still persists


texts: How to make 2 rigid body objects hit and stay together?

texts:
Usually, when an active rigid body object hits with a passive rigid body, it will collide and bounce off the passive one, base on physic.

But how to make the active rigid body object hits and stays / sticks with the passive rigid body?

My goal is to make a donut with chocolate scraps on top of it as topping. I tried to make this with particles system. The problem is the chocolate scraps will intersect with each other.

I found that many people suggested rigid body object as a workaround to this intersect particles problem. By making many rigid body objects that float in the air / above an object at frame 1, and let it falls and rests on the object to create the particle effect without intersection.

That would worked perfectly fine with flat object like a plane. But with my donut as in the screenshot, the scraps would bounced off as soon as it hits the donut. I wouldn't want that, I want it to stick with my donut as a topping.


texts: Can you toggle on/off the physical properties of a mesh?

texts:
I want to hide an object and I also want it's physical properties to be off while it is hidden. Is this possible?

For example, if I have a cube colliding with a sphere and I want to preview the scene without the cube - is there a quick way of doing this without affecting the keyframes etc...

Thanks


texts: I am looking for a list of arguments that is possible to give to blenderplayer by command line on linux. I need to open a blender file with blenderplayer in a specific scene. I cannot find anywhere!


texts: Repeat (crop) texture at the edge of the UV island

texts:
I'm not quite sure I'm asking the right question, but here's my problem: I have this tile texture, but it contains a very high tile which I would like to get rid of:

However, even with the UV island scaled smaller than the texture, the whole texture is used:

(Again highlighted the parts I would like to get rid of.)

Node setup:

Object properties:


texts: What are these items that are showing up in the viewport render

texts:
I have a model that has animation and I am rendering out to a png sequence.
This animation will be used in a web page.

I noticed that there are some items that are showing up in the render that are not part of the model.
They are vertical black lines with a dashed line/circle at the top that has a solid circle inside that.
They show up in the rendered pngs whether I used material or rendered option in the output view panel.

I've attached an screen grab.

I can't find where these are located in the scene.
I don't know if they are lights or what.

How do I turn them off so they don't render in my png files?


texts: Can I export to .stl without selecting items (export everything)?

texts: I've made some relatively simple models for 3D-printing which consist of many primitives (boxes etc). When I export to .stl only selected ones are put into it. Of'course I use B keyboard shortcut to select them all, but is there an option which will cause exporting everything without need to select them each time?


texts:
For over half a year, this problem has kept me from progressing by any means. I just found out why weight painting wouldn't affect certain parts of my model. I would keep acting as if certain parts are all read with no gradient. It is this black section that is apparently called zero something. It's the black streak and in order to remove it's affects, you need to reduce the limit to zero. I did, and it was still there.

Limit is on the bottom left.

This is the result of the black streak.

So I decided to paint over the black streak.

Didn't fix anything. If not made it worse.

I can't do anything with my models. They all suffer from this problem, and no matter how many times I re-rig, this never goes away. Same problem happens with rigify.

does ANYONE have a solution?

Using 2.7

To download the .blend. Let me know if it doesn't work.
http://www.megafileupload.com/en/file/558769/RiggingProblem-blend.html

Three things about the .blend.

1: Deleted most of the model, except for the problem area.

2: I saved it so that once it opens, all you need to do is press R to rotate the selected    head in order to see the issue.

3: The download button on the link makes you wait 15 seconds before being able to click it.

Thank You!


texts:
I've designed this mech's legs so they can fold up when crouched but that left the knee pivot behind the top one so my IK rig bends my leg the wrong way. Can I have my knee behind the "pelvis" and force the knee to bend forward still?

Thank you!


texts: How to make the shading the same across all faces?

texts: Hello I'm new to Blender and I'm trying to achieve a look similar to Pokemon Snap on the N64. Mostly just playing around with some things but something I can't seem to get right is the lighting / shadows on my objects. As you can see from the image, my rocks are "Flat shaded" because that seemed like the best way to achieve the look of the rocks in Snap. How do I get all the faces on my rocks to be the same shade instead of all different shades? I'm aware that this is how flat shading works but any tips on what I could do in general to make the top image look like the bottom one when it comes to lighting / shadows?


texts: Creating Trees and Grass for unity ? How to add alpha layer to Vertex Colors?

texts:
Ive been working for quite some time in small scene for unity, the scene is in a forest so there is plenty of trees and grass Im creating in Blender.. Im using the same technique in both cases, baking a high detail mesh into low poly planes and using these planes to populate the tree branches or making bushes of grass.

Everything is perfect, but Unity uses Alpha Vertex values to figure out how much those planes will swing with the wind, but Blender apparently doesnt have this feature!! So my tree branches planes and grass swing as a full object, I cant make the bottom vertex fixed because Unity considers they all have the same alpha value.

How can I work around this problem? Ive been looking in the internet for sometime and cant find a solution.

Thanks


texts: If i have the default cube and then go into edit mode and add another cube, I cannot find where to set absolute dimensions of the second cube. I can scale it, but is there a place to find where you can set absolute dimensions? The original cube and the second cube are treated as one if you go back into object mode.


texts:
I am making an animation in cycles render where there is a smoking object over a desert. There is a large dark spot(which is not the smoke) on the object below. Placing a light source near it helps but does not fix it completely, it is still darker than it should be. Additionally the smoke is black and not grey like I intended. I have included a picture to help to illustrate my problem. To summarize the smoke domain(which I made with quick smoke) is casting a shadow on its own and the smoke is totally black. Thank you very much

John


texts: I want to add an "aura" effect to objects. I tried adding blur nodes in the compositor but it didn't look right. I also thought about using layer weights and with fresnel to make the edges glow. Then after watching Coco for the bazillionth time — the scene where Miguel sees his dead family — I liked the way the light surrounds each person.


texts: Is there a way to automatically cut everything away outside of an object?

texts:
I'm pretty new to Blender and I'm stuck right now.

I created a complex 3D Structure with another program and imported the STL file. Now I need to "cut" this object into a cylindrical form. The object needs to be placed in a pipe after 3D printing. The boolean modifier does'nt seem to be the right option. I have tried to invert the difference operation by using a hollow cylindrical mesh but it didn't work. Does anyone have an idea how this is possible?


texts:
I wanna run a function each frame. So I create a new script and type in the following:

import bpy

def my_handler(scene):
    print("Frame Change", scene.frame_current)

print("test")
bpy.app.handlers.frame_change_pre.append(my_handler)

The problem is, that it simply doesn't work. When I hit "Run Script", "test" is written to the console, but nothing else happens then.


texts: How can I make a cylindrical outline to a mesh (2.9)

texts:
I am modeling a cello in blender 2.9, and I have finished modeling the basic shape of the cello (see image below)

However, to make it more realistic I would like to add a slight 3d outline to the mesh like on a real cello.  (example seen below)

As shown in the example above I would like my cello to have a sort of cylindrical outline around the whole side of the mesh.  I know I could just make a cylinder and start extruding it along the edges, but that would be tiresome and take forever.  Does anyone know of a faster way to go about this?  Any help will be appreciated! :)  (PS, I will leave my file below for anyone who needs it)


texts:
One quick question: How can I set the dyntopo option to be DISABLED by default when switching to sculpt mode?
The background for this is, that I don't want my mesh to get triangulated as soon as I switch to sculpt mode, since I only want to fine tune my mesh with the grab brush etc.
I am using blender 2.81 (release version) at the moment, but have seen the same behavior in the release version of 2.80.
Thanks in advance for any help in this matter!


texts: Cancel a bake that freezes UI with black box percentage counter

texts:
Sometimes, when you bake, you see a small black box that counts up to 100 showing the progress of the bake.  For example, while baking a cloth simulation.

Is it possible to cancel the bake?


texts:
I imported a large scene of Wavefront .obj format and I discovered that every texture in the scene is upside-down. Is there a way to import the textures properly or flip everything on the Z axis? If I have to use Python, how do I change the size of every texture to flip it. Everything is UV mapped.

And i prefer not to flip the textures from the image files themselves.


texts:
EDIT: For those believing that Blender is good for mathematics or want to prove it, this may be helpful: Blender + Mathifold. I hope it does indeed meet the aspects I need Blender for.

I have recently discovered Blender and it seems a most powerful software. However, I am interested in mathematics visualization, pictures and media. To understand better the kind of things I am interested in, please visit the following links:

Film Dimensions

Film Chaos

Mathematical Imagery, Jos Leys

Ellipses (four videos in the middle of the page)

For such issues POV-Ray is usually recommended, but the design with Blender seems definitely easier. That is why I would like to ask you:

To what extent is it possible to design such mathematics visualization with Blender? And in this case, is there any place with a gallery of such pictures / videos?
Does Blender easily support rendering surfaces by parametric equations or (more difficult) implicit equations?
Is there anything else to recommend Blender for mathematics visualization?


texts: Get Object/Material Index of Completely Transparent Objects

texts: OK, I know the question is kinda usual. My problem is I want some objects in a scene completely transparent/invisible (in most of the render passes) while I still can show it in either material or object index pass. I would avoid duplicate the scene because it's quite large and complicated and the less labor, the merrier.


texts: Bridging the geometry of two parts of an object that were created separately

texts:
I am creating a chair and I created the backrest and the seat portion separately. I joined them and I want to model the transition between them but I don't know how to go about it

Here's the chair I'm referencing:

Link to my blender file:

https://drive.google.com/open?id=0BxtZBZThYAyjaHVjUEk2TFAxcFk

Thank you!


texts: Animate size of each letter in text with effector

texts:
I'm fairly new to Blender so this might be a really simple question. I want to animate each letter in a text with an effector (different shapes and patterns) in a similar way to these references:

https://studiodumbar.com/media/pages/work/amsterdam-sinfonietta-identity/1549645332-1586263695/as_case_motionsinfonietta_intro.mp4

https://studiodumbar.com/media/pages/work/amsterdam-sinfonietta-identity/1331194541-1586263695/as_case_andriessen-moore_detail.mp4
The closest I've come to any tutorials is this: https://www.youtube.com/watch?v=LtKmb4E7CuY&ab_channel=BlueFoxCreation but I have no idea how to animate each letter in a text this way.
Would be greatly appreciated if anybody could help me out.


texts: One vertex group affecting other vertex groups in this area when I move bones

texts:
I have a problem with this vertex  group. In this picture you can see how it was before:

Later I made a new vertex group and it affected my other vertex  groups. You can see it if you compare picture 1 and 2.

Here is the new vertex group that represents the problem. If I delete this vertex group, which you see on this image, it looks like the first image again and that's how I want it. But I don't want to delete the vertex group on the third image because I still need it (but this Vertex group affects the other vertex groups). What can I do?


texts:
In 2.8+, how can I see a smoke emitter's texture in the viewport, so I have visual reference for the emitting locations?

Add > Mesh > Plane
Object > Quick Effects > Quick Smoke
set up a noise texture in Texture Properties
select plane
enable PhysicsProperties > Texture to control the emitting via a texture
select the noise texture in PhysicsProperties > Texture > Texture

... now the smoke emission is being controlled by the smoke texture. But how can I see this noise texture in the viewport so I have quick visual feedback?

And, along the same lines: how can I set this noise texture as eg the diffuse texture of the emitting object? Ideally I would be referencing the same noise texture in both the smoke emitter, and the smoke emitters shader.

Thanks for your help, much appreciated!


texts:
I'm trying to make a model of the GN blades from gundam, tried different materials, like emission, but it doesnt look good altogether, tried turning the blade translucent green, and inserting a rectangle with a white emmision but still doesnt look good. any tips?

I'm using a black low light background and another with a diffuse with room


texts: Can and how: do you bend a mesh with a skeleton, but then remove the skeleton and have it remain bent?

texts:
Using a tube as an example:

If I make a cylinder and subdivide it into lots of tris,

Then add a skeleton and bend it to make it look more organic.

Is there a way to remove the skeleton afterwards but retain the 3D dimensional distortion?

I ask because I want to model houseplants and this would make my life so much easier if it were possible, with the stems and whatnot.

I also think I may have performed this by accident while rigging my first characters, but since it was on accident I have no idea how to consistently or if I can even: replicate it.

Thank you in advanced for your help.

Also I'm not sure which categories this question belongs in, but I did my best, sorry in advanced


texts: How to add fluid simulation to an animation in blender?

texts: so I've made an animation of some characters rotating along an axis, and I want to add a fluid simulation at a certain point in the animation. At around 240 frames in. Basically I've got a model of a seed character, and I've animated him and I want a simulated drop of water to land on him at a point later in the animation. How would I go about doing this? I have the blend file if anyone is interested in helping me out. Thanks :)


texts: I've got an huge landscape (32768 blender units) and i want to have a distance fade like in this photo. How could i do this?


texts: video playback for edited clips is black and no audio or video

texts: I am editing a montage video for youtube, and I am doing this with many individual clips that I link together. Everything has been going fine as I've done this a few times before already, but I aloaded up my project today, and a few (way too many) of my clips were just completely blacked out on the playback screen. The audio for my files are also gone. If I put the files back into blender, the new ones work, but the old ones just seem to not even exist anymore. I had used transforms on a few of the clips, and I had spent hours on these transformations I can't do them again I put so much hard work into it it would kill me to have to do these transformations again. Why on earth would my clips just stop working? How do I fix these please someone help me.


texts: How to ask Blender to return an angle of a tangent in a driver?

texts:
My vehicle is driving along it’s locale Y-axis. When it encounters a hill the empty on the front lifts up and creates an angle with the empty at the rear.  How can I ask Blender to return the angle in a driver math expression for the vehicle to rotate on its X-axis. See image.
The Y is known as a fixed construction value of the verhicle (6 meter)
Z = ( z-location Empty Front) – (z-location Empty Rear)
To calculate the tangent in the driver :
Var_1 = z-location Empty Front
Var_2 = z-location Empty Rear
Expression for tangent : (Var_1 – Var_2) / 6
So I have the tangent, how do I get the angle ?
I tryed this : arctan((var_1-var_2)/6), but Blender sais ERROR : invalid Python expression


texts: Fatal Python error in debug mode: Py_Initialize()

texts:
I spent all day to compile Blender, follow this instruction: https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake
I build it with Cmake manually without any stuff exclude Python stuff. Next I builded project and builded INSTALL succesfully. But when I try to debug Blender I receive error:

Fatal Python error: Py_Initialize: unable to load the file system codec
blender.exe has triggered a breakpoint.

Debugging stop on:

Py_Initialize();
{
    int i;
    PyObject *py_argv = PyList_New(argc);
    for (i = 0; i < argc; i++) {
        PyList_SET_ITEM(py_argv, i, PyC_UnicodeFromByte(argv[i]));
    }
    PySys_SetObject("argv", py_argv);
    Py_DECREF(py_argv);
}

I had Python 2.7 and didn't have PYTHONPATH before. When I installed 3.5 and to set varyable PYTHONPATH nothing to change, the same error. The same things if I start blender.exe in Debug folder directly. BUT if I start blender.exe from INSTALL path everything is OK. How to solve this problem? Thank you!


texts: How to output a color ramp node in a material to it's own compositor pass? (2.79b)

texts:
Is it possible to output a color ramp node in a material to it's own compositor pass?

I need to mask out part of a material which is controlled by a colour ramp, so I can add filters to that specific part of the material only.


texts: Vertex jumping when moving objects with the mirror modifier

texts:
I was working on a character using mirror mode. I then created a separate object and joined it to the main mesh. However, after I tried moving this object, a few vertices from the end of the mesh would jump to the mirrored portion of the character:

I tried replicating this effect in other files, but it didn't always happen.

Is this a bug? Is anyone else experiencing it?

Note: This was in blender 2.77, with on additional plugins installed. The mesh had a subsurf modifier on as well, but the jumping occured even if I removed it.


texts:
I need to to create a twisted tunnel. Example:

Though the stripes should have volume since the tunnel is the inner side of spiraled marshmallow tubes. Example:

I started adding a screw modifier to a plane which looked promising from from the tutorial, though not on the inside:

Any ideas or should I try to start with a bended cone, add a twisted color ramp & bump?


texts: Merging multiple 'dots' to a single face

texts: I've taken a 3D scan using the iPhone Face ID. Importing the OBJ into blender reveals how the scan has been created, a couple of thousand vertices. Is there a way to merge these into a single object suitable for 3D printing?


texts:
I’m trying to use the knife tool, so I can make a cut/slice from vertex to vertex and sometimes I cannot make this happen.There is no Ngons so what am I not doing incorrect? or why is Blender not allowing this action to happen?

Thank you.


texts:
I was trying to make eyes watching this tutorial
https://www.youtube.com/watch?v=gfEyhPXsOCM
but but when I exported the eyes to Unity as glTF
the eyes didn't have any textures to it it was just plain white
how do you export all the nodes to Unity at once?


texts:
Why do you need to have quads? Is it for animation for when you put bones in and move something around like an arm, or is it something else?

If say a plate with no moving parts or a ball would it still need to all be quads? A ball would move around but it wouldn't move around like say an arm or a face. Let me know if you need more clarification. The asset is to be put in a game.

Also does the quad need to be square shaped or does it just need to have 4 verts?


texts: Blender via SSH stops rendering if I disconnect

texts:
So I'm running the Blender in UI-less mode to render animation on my linux server.

Everything works smooth, but one thing does really bother me - if I disconnect from SSH (for example, if I close the PuTTY) the Blender stops rendering. Why?

And how can I make it work without me being always on the line?


texts: How can I select a vertex/edge/face created by modifer, without applying modifier

texts: After using a modifier, how can I select a vertex/edge/face created by modifier, without applying the modifier?


texts: Unable to Drive Animation from Timeline using Scripted Expression Driver

texts:
I'm following this tutorial: https://www.youtube.com/watch?v=sfn1MJ3X-dg&list=PLbjn7kaP877u1sX4zl081V8jUeSHDY18G&index=6

And halfway through he shows an example of how to drive the y-rotation of an object via a driver with the script: bpy.context.scene.frame_current

His object then rotates according as he scrubs through the timeline. This doesn't work for me.

He's using Blender 2.8 and I'm using Blender 2.81.

Did scripting change in 2.81?

I'm running 2.81 on a Mac


texts:
I created a tank turret and I was wondering if there was a way to create script or a "property" for firing the turret instead of animating it firing each time manually (telling it to reload shells (visible to viewer), create smoke, create shell, add physics to said shell, add recoil that is based on turret angle, etc.)?

If so, are there any examples that I could watch/read to understand it a bit better?


texts: How to connect vertices in a mesh efficiently?

texts: Suppose If I have a concentric rings as in image 1, then how to connect the vertices among the rings efficiently, so that I can achieve what is in image 2


texts: Select the outermost contour of an imported SVG

texts:
I would like to programmatically import an SVG (see top left) and process the offset of the concave outline, that are the outermost edges of the imported SVG (see top right). Finally I want to have the result like the image at the bottom.

The only part I stuck with is how to select the outermost edge loop programmatically via a script. Manually it works by 2xALT+RMB. But how to make the script know, which is the initial edge?

Is there a way to either

Iterate over the curve data and just remove all inner elements,
select the first outermost edge and firing 2xALT+RMB,
preprocess the SVG to remove the inner elements or
fill the inner holes and simplify the mesh again?


texts: 3D character not aligned to the world origin after deleting keyframes added by a BVH file and resetting the pose

texts:
I would like to know why,even if I have removed all the keyframes added by a BVH file AND after resetting the pose with ALT + R ; ALT + S ; ALT + G,in object mode and in pose mode the 3d character is not aligned to the world origin,but in edit mode it is. What can I do to fix it ? Thanks.

This is what happened when I have removed the armature modifier from the mesh :

....when I move the mesh,the armature is still attached to it....


texts:
Have recently updated to blender 2.91, using MacBook Pro High Sierra.
I created a character using a Glass Material and all was fine. No lag, all worked perfectly.
I am now having a huge lag on everything when that specific layer/material is enabled in the collection drop down. It didn't do this previously.The lag isn't there when I disable that specific layer.
I have tried reinstalling 2.8 and 2.91 and the same thing happens. this started happening today.
Any suggestions would be greatly appreciated.
Thank you.


texts: My objects are invisible in blender 2.8, how to fix?

texts:
Until 3 weeks ago, blender 2.8 was normal. But now it is with these invisible objects, both in the viewport and in the render.

Already tried to switch to Eevee, Workbench and Cycles,
I also tried to load the factory options.

Blender 2.8,
Windows 10,
Intel core I3 6003U.
8Gb Ram


texts:
I modelled a window and add an armature to it.
There is a bone called Window that's used to open the window and a bone called Slider that's used to set the rotation of the metal sliders left and right to the window.
I want to drive the bone rotation of the Slider bone with a driver. The Scripted Expression I use works fine.
The Window bone has a Limit Rotation constraint on it, but the value I get from the data path
pose.bones["Window"].rotation_euler[0] returns the real value, not the constrained one - and I get a python error once I open the window more than 30 degrees. That's the reason to create the constraint in the first place...
How can I access the value computed after the constraint?
See Screenshot:


texts: Hair particles don't render in cycles engine

texts: I changed my render engine from eevee to cycles, before it rendered perfectly fine, but now one of the hair particle groups doesn't appear in the rendering, which is especially weird because all of the other particle groups are being rendered. I'm new to working with particles, any ideas what could cause this problem?


texts:
I want to create a texture on a plane but after creating a second uv map for the other side idk how to scale it right. The back texture is on the same image also. i need to know how i can make it fit.

This is the texture https://www.textures.com/download/3datlas0401/138065?q=Nettle

and here is my file: https://ufile.io/p5ztw7p0

sorry for my bad english


texts: noob issue: pivot point not moving while the animated object does

texts:
I will try to post the file later.

All I'm trying to do is to constrain the camera with "track to" to a mesh that is animated and moves around. I bought the mesh online.

The issue is that its pivot point doesn't move at all during the animation, and therefore, when I try track the camera to the object, the camera doesn't move neither. Same issue when I try to parent an empty to it.

How do I fix this?

Thanks a lot


texts:
I am beginner to blender

I have only two vertices in 3d viewport of blender
I need to apply screw modifier to only one vertex without modifying the other

Please help me out in this regard

Thanks in advance


texts:
I'm following a tutorial by Zacharias Reinhardt: "Mastering sculpting in Blender", and at some point we try to draw a cage around a dragon (see picture)

In the tutorial, we do the cage manually.
I was wondering if there was an add-on or a technique to create such a cage automatically. Ideally, an add-on that would draw the cage around any selected object, with an offset option.

I tried this workaround but the results were terrible: copy the dragon, decimate many times until it's very low poly, then add a solidify modifier and adjust the thickness. The problem with this technique is that it doesn't create a cubic cage, but rather follows exactly the contour of the dragon, which create undesirable spikes at some locations (around the toes and the horns).

So is there such an add-on?


texts: How to track such "flat" videos? Flat: Mostly moving camera on a paper plane or so

texts:
https://www.youtube.com/watch?v=B-oSc_KRHnw
I mean the video in the video. The spider creature and the buildings etc.

Would I solve this live-action plate as a Tripod? There is no Parallax information, right? How should I track this? What special settings do I use here?

Those are all the same questions. They all lead to one question. How to track such videos without parallax information?

Live action plate: The video behind the CGI.
Video: Multiple frames played behind each other.
CGI = Computer Generated Imagery


texts: Follow path breaks up parent-child positions

texts:
I have a starship that I would like to go along a nurbs path. The starship is constituted by several objects (hull, lights, etc.) where the hull is set as the parent for the remaining parts so that I can move the ship easily.

When I select the ship, the nurbs path, click Ctrl+P and select Follow Path, the lights jump to the other corner of the scene, and so do other parts of the ship. What could be causing this?


texts:
I'm trying to create a very low poly, 2D tree that uses square pixels as leaves. I have animated the tree and I'm now adding leaves. I'd like to make the leaves shake with the tree's animation and then, gradually, fall off.

I've tried doing this by attaching an emitter to an armature, but I can't make the emitted objects follow the movement of the bones. Any advice on this? Maybe I have to do this through another method entirely.


texts:
i'm having a big problem here!, i'm just pretty much new on this, as well, basically i followed this tutorial from youtube (Which is basically create bone by bone, then select mesh + bones , then control + p , select with automatic weights) and it's done, but in my case it just doesn't works (it doesn't do anything, tried with rigify, and it's far too slow and my blender just crash, so please help me, i'll be so grateful if some of you can help me through this basic rigging (i just want my little robot to raise its hand and say hello) here is a gif of behaviour, and image for purposes of letting you know the order of my armature.

i cannot figure why it behaves like that, even scaled (control+a scale, not necessary) the model and the armature before doing the  control + p thing

The armature:

The problem:

The file:


texts: How do I draw a square in the viewport using python and use it to create a plane?

texts: This is kind of like how the mesh carver draws a square to cut into objects in blender. But I like to do this in edit mode using the 3d cursor as the creation point, of course.


texts:
Recently I've been following an online tutorial video on 3D modelling, and in the current course I'm working on, I am currently engaged on modelling a gear, however I've run into a bit of a problem in this endeavor.

The problem I'm having is that I am unable to extrude the model in the same manner as described in the video, by switching the Pivot Point from Median Point to 3D Cursor and then extruding outwards to make the teeth of the gear.  Unfortunately, switching between the Median Point and the 3D Cursor doesn't seem to make any noticeable difference in the manner of how the gear is supposed to be extruded.

How my version looks:

vs.

The example shown in the video of how it is supposed to appear

Any insight into this matter would be greatly appreciated.


texts: Is there a way to align multiple vertices to another vertex?

texts: I need to align some vertices up with the vertices that is extending out the furthest on the X axis. I want to know if there is a way to make them all aligned in one step. Instead of messing with each vertices X position. Is there a way to do that?