texts:
I understand that one uses normal baking to bake the normals of a high-resolution (sculpted, in the millions-of-polys range) to an image, which are then set to the normals of the low-resolution (retopologized, in the thousands-of-polys range) mesh to create the illusion of higher resolution, as shown in the following image from Wikipedia:

To save the normal of each vertex to an image, the mesh would have to be UV-unwrapped. However, as I understand it, the entire purpose of retopologizing is to get good topology that can be used for UV-unwrapping. Even if you unwrap the high-resolution mesh, how do you unwrap the low-resolution mesh with the exact same configuration, such that the normals are projected properly?

Or, phrased more succinctly:

What exactly is the workflow for sculpting, retopologizing, and normal-baking?


texts: why aren't the inside sides of the shape showing when I export it as a .STL file. I have tried Alt F, F and Control F grid fill.


texts: How can I change the number of Samples in Blender Render in 2.70? I've looked everywhere in the UI, the internet and the manual and can't find it anywhere. This page in the manual makes it look like it should be very obviously found in the Scene tab, but I still don't see it.


texts: Can Grease Pencil work with 3D Scene/Objects in Viewport for Grease Pencil?

texts: Is it possible to use a modelled a hall, corridor-- throne room etc as background whilst using grease pencil for viewport working? So allowing you to have the 3D environment as background whilst you use Grease Pencil for the 2D animation?


texts: how to do the earth position animation with auto camera tracking

texts:
let's say I have a .csv file with format as follow:

I have created the earth:

I want to do with Blender:

a.the longitude and latitude show as a sphere's position

b.the mag be as the sphere's radius

c.camera automatically tracking the sphere's position

It would be really grateful for any insight shared on this.


texts: Shrinkwrap modifier issue with retopology

texts:
I started to do retopology for a character, and there is a weird issue when I try and connect things together. I have the clipping option turned on for the Mirror modifier, but the two sides don't always clip at the middle.

I thought it might be a problem with the Mirror modifier at first, but it seems to be the Shrinkwrap modifier that cause the issue. When I turned the Shrinkwrap, the clipping works fine.

Does anyone know what can cause it, and how to fix the issue?


texts: Easiest way to create a patterned material without a specific overlap texture

texts:
I'd like to create an image texture for the diamond style floor. Is the only way to do this to create geometry that mirrors this pattern and then texture accordingly? When I tried to texture with a simpler approach I ran into an issue. I used one diamond as a reference and created a tiled texture from it. However I immediately noticed that there were double black borders as a result.

Any suggestions?

Thanks!


texts: How to Make This Model With Only Textures/maps

texts:
I want to create something that looks like metal mesh and there are alot of tutorials but I can't make the model with only maps, is it possible?
How do you make an alpha map from the side?


texts: Create a shortcut to pause Preview viewport Cycles rendering?

texts:
I'm fairly sure to create the shortcut for pausing the cycles preview render starts with wm.context_toggle, but when I put in cycles.preview_pause, an error is thrown, saying that context has no object attribute cycles.

What am I doing wrong?


texts: I am new to blender and for a university project i need to make a brick texture for a part of the mesh like in the image just for the castle. I tried by adding a texture to some faces in edit mode but because they have different shapes the texture goes all wrong. anyone have an idea?


texts:
When I render using Cycles, I get the shadows I am expecting:

When I render using Eeevee, Some are missing:

I have tried the suggestions in this post (turning on Contact Shadows), however the shadows then become 3d and render incorrectly:

Does anyone know of any workarounds to this? I am working at small scale, i.e. the height of the 2 yellow plates are 40mm/50mm.
This is the example blender file I created for this post, which should demo the problem upon clicking on the Rendered Viewport Shading button.
Thanks for any assistance!


texts: How to create variable wall thickness with Solidify Modifier?

texts:
I am using Blender 2.83 and I need to 3D print a hollow vertical cylinder that is 40x40x40mm with a front wall thickness of 2mm and a back wall thickness of 4mm. Can this be modeled in Blender?
I have succeeded in creating vertex groups for each half of the cylinder and in Blender it looks like I have achieved the desired thicknesses by using two Solidfy Modifiers.
However when I slice the exported STL file, the slicer only sees the thicker half of the cylinder. Any help will be greatly appreciated, thank you.


texts:
I'm rendering my scene on 3 separate render layers with transparent background. All layers have strange tranparent outline (around hand and laptop on picture) which I tried to fix in compositor with no luck.
[upd] when using eevee there is no such issue.
What am I doing wrong?

[upd 2] I reproduced the error in a simpler scene. Check out this file and second image.


texts: (Im somewhat new to blender)Why cant i see the brass material anywhere?


texts:
I created a simple maze (via surface subdivision, extrusion, smooth shadows and edge split). Now I want to add some 'hedge' textures to the walls. When I drag and drop the texture, I seem to get just one color instead of a texture?

It seems only a few cells got the right texture?

Edit: I've set up the texture manually for some planes, but is it possible to automise this process?

Edit2: It works when I select everything at once and then adding the texture. When I add the texture a second time, it's just a green square.


texts: Creating model of disc with offset hole for 3D printing

texts:
For an engineering project I have been requested to 3d print a disc with the following characteristics:

7.5 cm diameter
4.8mm thickness
hole with a diameter of 1.27 centimeters through the disc and offset from the center by 1.905 centimeters

The modeling software available to me is Blender, and we are exporting the model to a .stl for use with the MakerBot Replicator 2X. I have never used Blender or this printer before, but was able to create a model of the shape I require without too much difficulty and export it to the printer.

I have however come across many problems with how the printer builds my model, depending on adjustments I make in Blender and in the printer settings:

It will create a solid disk with no hole but with ample honeycomb support inside, which is what I desire
It will create a disk with a hole and all of the proper dimensions but omits support structure inside, leading to the printer being unable to properly print the top part of the disk.
Only fragments of the model make it into the final product.

I have linked the .stl file I am currently working with. If anyone has experience with either of these programs and could take a look at the file and explain the issue to me, I would appreciate it. Like I said, I'm new to these softwares and the printer, so I'm sure it's a small thing I missed.


texts: I'm pretty much new to Blender. Currently, I have been following Andrew Price's Anvil series and I have come across this problem of lines popping up in my normal. It is kind of frustrating since it is showing up in the render as well. Could use some help here! Thanks


texts: Make two meshes with same topology, vertices, etc identical for UV map transfer

texts:
I have two meshes, both have the exact same number of vertices/faces/tris and the same topology, but when I transfer the UV maps between them, this happens:

The same happens when I attempt to transfer the vertex groups and weights between them, the weights are painted in the wrong part of the mesh.

I don't fully understand exactly how meshes work but I assume the problem is the 'order' of the vertices, or something like that.

Is it possible to make the 'order' of the vertices the same as the other mesh so that when transferred the UV map will work?

The solution

The 'Data Transfer' modifier.

I scaled and positioned the meshes until they were as close as possible to being exactly on top of each other. I applied the 'Data Transfer' modifier and copied the 'Vertex Data' (vertex groups) using the 'Nearest vertex' to the target mesh.


texts: Change 2 colors of a texture among the 4 colors of a texture in Cycles

texts:
I have a texture issue with my character. Indeed my character does not have the right colors except black and white. I tried changing the colors of the textures with Cycles but not sure how to do it. When I use Cycles and render the character has the correct skin color however this color affects the area around his eyes as well as his wings and ears which I don't want that color.
The texture colors of the 3d model before and after rendering:


texts: How to delay execution of execute() function in an Addon?

texts:
I have the following code:

bl_info = {
    "name": "Align select verts to abs pos",
    "category": "Mesh",
}

import bpy
import bmesh

class MeshAlignVerts(bpy.types.Operator):
    bl_idname = "mesh.align_verts"
    bl_label = "Align verts pos"
    bl_options = {'REGISTER', 'UNDO'}

    x_pos = bpy.props.FloatProperty(name="X",description="X axis",default=0.0)
    y_pos = bpy.props.FloatProperty(name="Y",description="Y axis",default=0.0)
    z_pos = bpy.props.FloatProperty(name="Z",description="Z axis",default=0.0)

    chosen_axis = bpy.props.EnumProperty(items=(('X','X','Align along X axis'),('Y','Y','Align along Y axis'),('Z','Z','Align along Z axis')),name="Choose Axis")

    def execute(self,context):
        print (self.chosen_axis)
        self.update_indiv_vert_pos(context)
        print ("Executed script")
        return {'FINISHED'}

    # update individual verts
    def update_indiv_vert_pos(self,context):
        mesh=bmesh.from_edit_mesh(context.object.data)
        sel_verts = []
        for v in mesh.verts:
            if v.select:
                sel_verts.append(v)
    # TODO: Add logic to move points along custom defined transform orientation
      #   bpy.context.space_data.transform_orientation = 'GLOBAL'
        for v in sel_verts:
            if self.chosen_axis == 'X':
                v.co.x = self.x_pos
            if self.chosen_axis == 'Y':
                v.co.y = self.y_pos
            if self.chosen_axis == 'Z':
                v.co.z = self.z_pos

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

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

if __name__ == "__main__":
    register()

I want to either add a button which when pressed will call the function in execute. Or at least wait for the user to specify values for the Float properties and then choose an axis which then calls the function in execute()

How can I achieve this ?

This question looks similar to Addon: run execute() only when button is clicked

I have read that but am not able to get any sufficiently useful info from the responses there can someone please guide me on what to do ?

Also what are the other possible alternatives to delaying execution of the execute function for this script ?


texts: Creating glass material - Glass shader or Principled give black/dark or mirror render in Cycles

texts:
I have already searched for as many threads I could find to find a solution and tried them all as best as I could, but I can't make glass shader or Principled shader work with to make a transparent material resembling a realistic glass or clear acrylic. It almost always shows as completely black, or sometimes mirror-like

The most common solution to this was to increase bounce values, which I have done. I have also tried flipping and recalculating faces and tried different lights. The only closest material I can make to a glass is by using a transparent shader with a glossy one, but its result isn't satisfactory. The environment is set to black background, and setting it to any other colour just introduces reflection of that colour on upper half of the sphere.


texts: Images Look Blurry in Blender No matter how high the render samples are or that the settings in sampling is final

texts: When I render with the camera in blender, no matter how high the render samples are or that the sampling is final rendering it still looks blurry.(unless it's the grass)


texts: Can't Loop Cut or Subdivide Mesh created from Bezier Curve

texts:
I created a Mesh from making 2 Bezier Curves, joining them together, converting them to meshes, and finally connecting their vertices with edges.

Later I added a face with F, but currently it's deleted... Ultimately my goal is to Bend the Plane (which will be filled in). I tried Loop Cut (Ctrl+R) but it doesn't let me actually make any lines on it. I also tried Subdivide and it didn't show any lines that way either. Am I doing something wrong? what are my choices?


texts: I have an Game Property called Speed (it is an Integer). I want to use that property to display the speed that my vehicle is going on a speedometer. When the vehicle is going in reverse, the speed value becomes negative, seriously confusing the poor gauge. How can I make the Integer Speed always positive?


texts: When applying a picture texture to an object it comes out as kind of cut in half diagonally and distorted, is there a fix for this?


texts: Animate Mesh Vertices via coordinate values from calculation

texts:
Mesh vertex animation
My prerequisites: Little to no experience with blender, advanced experience in python
Starting Point: Mesh M with n vertices and m faces as .obj file.
Next step : Change coordinates of the n vertices incrementally.
What I have : Python script that calculates the new vertex coordinates for X timesteps
What I need : How to apply the list of new vertex coordinates to the mesh in blender with the related timesteps (=frames). (Python API of blender?) Is there something like:
for timestep in range(0,len(timesteps)):
    newCoordinates = calculateCoordinates(mesh.vertices, timestep)
    mesh.co = newCoordinates
    mesh.Update()

    # --> add keyframe to animation

What I tried:

PlugIn Animall seems to have that functionality, however, I was not able to get that to work for my problem
Keyframe animation is an older post from 2015. The aim appears to be similar, however none of the code snippets is working nor is leading to the desired results


texts: Is there a way to get rid of this square artifact coming from lens distortion?

texts:
I've got a noisy render that I'd like to composite with slight lens distortion (Fit=True, Distort=0.03, Dispersion=0.001):

I'm noticing a repeating pattern of square artifacts in the output of the lens distortion node. Here is zoomed in on the lens-distorted image:

Is there a way to improve the quality of this lens distortion?


texts: Active camera not working on blender game

texts: I have a feeling this is a small mistake but I can't trace a solution for it myself. Basically I made a small Resident Evil style room with multiple cameras. I also set up an actuator system to trigger the activation of each camera as active as the character moves in it's respective area. But when I press P for the scene preview it just shows the viewport view instead of the camera views. I'm losing my mind, can someone tell me what is going wrong here?


texts: blender cloth simulation not simulating properly with collision

texts:
im trying to get the hang of blender cloth simulation for an upcoming project of mine but for some reason when i add collision to the human its attached to so as to allow it respond with physics..it went crazy then i increased the gap between them and its still giving annoying reusltslike in the screenshots

EDIT
The blend file with the updated cloth sim file but now its self collision that goes crazy
The new blend file with changed values

maybe increasing the gap will give a better result but it will look too horrible if there is a work around for this i would really appreciate it
and sorry i cant post more images due to my rep


texts: How to post a new entry to the help menu with python

texts:
I am making an updater for blender and I want add "Update Blender" entry to the Help menu. How I do that ?

I know about the menu template , I know how to make the menu, my question is how I inject it to the bottom of the Help menu.


texts: Import Numpy = attributeError: module 'numpy' has no attribute 'core'

texts:
I have been trying to load Animation Nodes, but can't seem to get Numpy to work, and have no idea how to install. I have done a clean install on latest version (and other tower works fine) but this particular machine won't work. I have not had to install Numpy on the working machine. The Numpy folder has been installed, I even copied it to the Modules folder, and it still won't work.

I really need to use these nodes.

When I try import I get:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\numpy\__init__.py", line 180, in <module>
    from . import add_newdocs
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\numpy\add_newdocs.py", line 13, in <module>
    from numpy.lib import add_newdoc
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\numpy\lib\__init__.py", line 8, in <module>
    from .type_check import *
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\numpy\lib\type_check.py", line 11, in <module>
     import numpy.core.numeric as _nx
  AttributeError: module 'numpy' has no attribute 'core'


texts: Why does the difference modifier not work on objects with many vertices, but will on a subset of those vertices?

texts:
I'm trying to create a template for  a rubber stamp mold as in the following figure

The idea is then to import an SVG curve which will be given a Z-dimension, and placed inside the template as in this figure:

Then, the SVG mesh will be subtracted from the template using a boolean modifier. However the difference modifier does not seem to work, giving the message "Cannot execute boolean operation". At first I thought this might be due to conflicting normals, but I have checked this. I have also made sure there a no non-manifold faces.

I decided to eliminate the solids in the object one by one, and I discovered that I could delete all of the letters except "INL" and it still wouldn't work.

However, once any of the remaining letters are deleted, the difference modifier works as expected. Why does it not work on all the letters together?


texts: How to disable in render just one object and not the entire collection in blender 2.8?

texts: Earlier in outliner 3 options were available for each object one of which was disable render. Now only one option is available for each object. Basically how to disable render for single object inside of collection


texts:
Hi,
I was following this tutorial https://www.youtube.com/watch?v=K02hlKyoWNI&t=495s for camera to path.
There was a shorcut Alt+G to centre and object. Since I did the same there was some disconnect between the empties on screen and their co ordinates. As in image the camera empties is visually at the centre but the camera frame is at the co-ordinates.
Same is for the light. It physically appears at centre while it's co ordinates are different.

The same goes for any future empty I create. It is very annoying.
I have tried Blender reset and Re install but nothing is making this go away.
Please help resolve it.


texts: How can i import blender 3d model in after effect

texts:
How can I import a Blender 3d model in After Effects? Is there any work process or plugin that can help me to import a Blender model similar to Cinema 4D lite model?

Thanks,
Simranjit Singh


texts: UV Warp distance units in blender 2.92 not scaling correctly

texts:
Using blender 2.92, I have my scene units set to:

Unit System: Metric
Unit Scale: 1.0000
Length: Centimeters

Then I have imported a lego man who is about 5cm and dimensions in "Item" panel show correctly.
I have setup a UV map of mouths for my man, as per this tutorial: https://www.youtube.com/watch?v=5NlvgMYZgaY&t=1370s
This works correctly until I try using a UV Warp to move the position of the map around using the distance between 2 bones.
In the UV Warp blender docs it says that moving the distance between two bones by 1 unit (ie 1cm in my case) will move warp the UV map by 1 full UV space.  So moving the bones 0.5cm apart should warp the map half way across the UV space.
However this does not happen, instead I have to move the bones really far apart, about 1000cm, to warp the UV map by 1 unit.
How can I get it work as per the documentation?
Note that I've tried changing the "Unit Scale", for example to 0.01, but then the dimensions of my lego man are incorrectly reported.


texts: What is the 4th coordinate of spline points?

texts:
When trying to set the .co property of a curve's SplinePoints I noticed that it has 4 coordinates, x, y, z and an unknown coordinate. What is this 4th coordinate of SplinePoints?
curve = bpy.data.curves.new("test, type="CURVE")
curve.dimensions = '3D'
curve.resolution_u = 2
curve.bevel_depth = 0.01
line = curve.splines.new('POLY')
line.points.add(2)
line.points[0].co = o + [plot._scale[0], 0, 0]

ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3


texts: animation track with two stripes and second stripe strart where first stripe ends?

texts:
How to work with animation and tracks (stripes)?
I create Stash and Track in Notlinear Animation. I add two Action Stripes (from created Action Stash) in one Track. How to do the second Stripe starts (rotation and location) where the first Stripe ended?
Is it possible?
Or am I trying to work wrong with tracks and stripes? And I have to create every animation step by step and again and again and I cannot reuse already created parts of animation?

Here is simple example what I mean:
1: create Cube in 0,0,0; create key frame in frame 1 (I) = Location
2: move Cube to 1,0,0 in frame 20; create key frame = Location
3: click on buton Stash in Action Editor

4: Add Tracks in Notlinear Animation (track will be named NlaTrack)
5: Add Action Strip in NlaTrack track and this step I will repeat (I will have got in NlaTrack two CubeActions)

Now I Play track NlaTrack and I will see cube is moving from 0,0,0 to 1,0,0 and jump to 0,0,0 and moving to 1,0,0.
What I am asking is can the second strip in track continue where previous strip ends? It means first stripe move cube from 0,0,0 to 1,0,0 and second stripe should start from 1,0,0 to 2,0,0.


texts: Changing default text value in file dialogue

texts:
My mesh exporter opens up a file dialog, allowing the user to choose a folder.

It then creates the folder if necessary, and populate it with data files.

My problem is that there is default text in the text box:

Is there any way to clear it from Python?

It is a trivial problem as it is just a few keystrokes to do it manually, but if there is some way to do it I would like to.


texts: Is this normal map upside down, or is my setup wrong?

texts: I created this normal map with njob from the diffuse texture. I can't figure out if it confused the direction, or I messed something up with the nodes.


texts:
i've been working on this map for a game for a while and now i'm tryng to export it so i can use it in unity. however everytime i try to export to fxb i get this error.
i've aplied all my transforms and modifiers but the issue persists. i've tried to figure out if it was one object that was causing all the problems, and it is caused by specific object but by quite a few of them and i cant just leave all of them out... does anyone know how i can fix this?


texts: MacbookPro Trackpad, jumping behavior, hard to control

texts:
I'm using Blender 2.76 on mid-2012 Macbookpro retina, and I have problems with the trackpad when I transform or move objects arounds: it's jumping, and inconsistent, making it nearly impossible to use. It's going back and forth in a very random way.
When I use a mouse, no problem, but it's handy to have to the trackpad sometimes, right?
As any of you experienced this problem? I cannot find any reference to that problem online.

Thanks!

N


texts: How to render surface divisions for subsurface modifier?

texts: I want to render the outline of faces as shown in the below image to show the divisions of panels. How to do this in Blender?


texts: Keep Refraction and Remove the background object

texts:
Hope you're all good,

I have a question, I made an object and use the refraction BSDF on it, so it refract the image I put in the background. And I want to keep the refraction of the object but i want to make transparent the background. If you can help me and know how to do this, please tell me :)
I put you the picture i work on. The first picture is with the background. And the second picture is what i want to acvhieve but with the refraction of the first picture.


texts: Customize a shortcut to changing between different keymap

texts:
I used to work in Maya and I am learning Blender lately. The Industry Compatible is good but sometime in other windows (for example Dope Sheet) Industry Compatible's shortcuts are not as handy as default Blender keymap.
Is there a way to customize a shortcut to toggle between different keymaps so I can use different shortcut setting in different windows?


texts: Mapping and Texturing Separate Sections?

texts: I've begun texturing a model I've been working on but have run into some trouble. I need to texture the stem differently from the rest of the apple but have no idea how to do that and couldn't find anything saying how. How would I be able to do this? (Map and Texture the stem separate from the apple eve thought they're the same object)


texts:
I am trying to apply uv-mapping to an object after adding a solidify modifier to a plane.

The problem that I'm having is that the mapping is applied to the plane and not the resulting solid body. (which causes texture stretching)

It's important that I can keep the modifiers, so applying the modifiers is NOT an option.

I'm looking for something similar to 3ds Max's uvw-map with a box projection in the modifiers panel like shown in the image below:


texts: How can i make a pattern like this to be repeated an undefined number of times? I've tried to use the array modifier and so far I couldn't figure it out.


texts: How can I apply transform on a linked object via Python?

texts: I have myself a linked object in my scene. I can't move it manually, but I can change it's location with Python. However I also want to apply the transform. I tried it using ob.transform_apply (loc=True etc.), but the script then failed. I tried it with a different, unlinked object and it worked. Is there a way to apply transform on a linked object too?


texts:
I've been trying this for months, but to no avail. I really need your help.

I have two objects, both are human faces, object 1 has more faces and vertices than object 2

I would like to know how to make object 2 with the same 3D and UV appearance as object 1, while maintaining its original vertices.

I know it may sound crazy, but there is a person in my work area who does this. And I really need to know how to do it, but unfortunately he is not willing to teach.


texts: How to import a Wavefront .OBJ with Blender 2.73's bpy API?

texts: Can someone direct me to the equivalent of the earlier import_scene operators - like bpy.ops.import_scene.obj() - in Blender 2.73?


texts:
I am having a problem trying to set the active vertex in blender. I have a list of vertices but I cannot set the active vertex. I am able to retrieve the active vertex through select_history of the bmesh, but I cannot set it, says its not writable

#get bmesh
bm=bmesh.from_edit_mesh(bpy.context.active_object.data)

#print active vert
print(bm.select_history.active)

#if I do something like this, error not writable
bm.select_history.active = bm.verts[5]


texts: The manual scale dialog seems to be missing when I'm in edit mode.  What am I doing wrong?


texts: Vertices not showing in vert select mode, and I cannot manipulate or transform anything

texts:
So, I'm in vert select mode, and I cannot select anything except for pressing A, which selects everything. Also when I'm in vert select mode, the edges are bolded like if I was in edge select mode. Also, when I select stuff, I cannot transform stuff. I cannot bevel, inset, shear, move, rotate, scale, you name it I can't do it. Important: I'm fairly advanced with blender and I have tried the basics so don't hit me with stuff like "did you try using G keybind to move" or "did you try using the tool in the toolbar". The issue seems to arise when I go into vert paint mode, as I'm using vertex paint for a bevel radius for the bevel shader. I'm using the shader because I'm baking directly from the low poly (traditional bake style can be a real bitch for me). This has happened on multiple computers, if I append the object or copy it to another file, the issue persists.
Edit: This error message comes up right before the issue appears as soon as I go into vert paint, and also I can't see the verts in vert paint mode: Tool 'builtin.select_box' not found for space 'VIEW_3D'.


texts: Light only affects object at certain distance from viewer

texts:
I got an FBX object and imported it into blender but as the title suggests, the light will only appear on objects at a certain distance from the viewer. My example clip is with the Eevee engine but my final render will be in Cycles. I showed the Eevee clip because in Cycles the light is completely non-existent and the objects and surfaces are 100% black. What is wrong with the model that makes these weird lighting effects happen?
Btw, I'm using Blender 2.91.0 and I believe that the original FBX file was created with an Autodesk 3d modeling software. After that I believe it was altered slightly and re-exported as an FBX with Cinema 4D. My Blender settings are basically 100% default. I added a camera and "sun" light but that's all.
Blender Light Only in Distance 010121


texts: Animation Nodes Using Time/Frames to affect Objects Materials

texts:
My desire is to illustrate dates of sales for townhouses by changing the visible material (changing colors, or changing Shaders, etc). The order of what houses sold when are out of sequence; it's real-world dates I'm using and the time scale is one frame to one day.

I have 98 houses and 98 dates spread wildly over three years. I see tons of tutorials for changing colors, etc. based on the location of an empty, but I know too little about AN to make the leap from that to what I need which would tie a list of "dates" (frames) to Objects to trigger a material change or Mix.


texts: why is the video sequencer so slow with 4k files 2.79

texts: currently trying to figure out blender's video editing using Mikeycal Meyers video series and it is all seeming to work but no matter what preferences I change the sequencer responds and plays back incredibly slow with a 4k mov file. I've set the memory cache past the amount of ram I have (16) and have tried different clips. Could use some advice.


texts:
I made a customized startup.blend with nodegroups and other assets I use a lot by appending the appropriate data blocks from other files, then pressing CtrlU.

However, now when I press ShiftF1 to append in a new file, the file browser opens in the last blendfile I appended from when I set up my default .blend.

I would like it to not open in any blendfile, just in the default directory (By default I mean the one which appears when you press CtrlO in a new file).

Is there a way to explicitly define what directory should be opened when I press ShiftF1?

I tried pressing ShiftF1, navigating to the directory I would like to default, and pressing Append, but I get the error Not a Library, obviously because I have not selected a blendfile.  Even if I save the default .blend after doing this, it will not overwrite the previously saved default location for appending.

How can I fix this?


texts:
Me again.

Have progressed with my project and now have a group of independent items (quarter-coloured spheres) and now wish to have an animation that rotates spheres at random through one radian.

I've put together animation node trees (started with a loop subprogram before realising the error!) and now have one that responds to the frame position and should select from a random list of my group objects.

I have a node string that tests to see if a sphere has already been rotated (it should skip that object if it has) and still need to adjust frame data to get the frequency of selection/rotation correct.

However, the problem i have is that all spheres rotate in unison, there is no attempt to select them at random.  I've tried everything but can't get it to behave - what's the obvious thing i'm missing?

Thanks in advance.

Firstly, huge thanks to Bfoot and Omar for all the effort you've put into my education - just wish i'd been a more worthy student!! This stuff is a real challenge for me.

Attached is a screenshot of my latest node tree:

AN array - v2.blend

It works wonderfully with the interpolation i wanted etc - except all spheres rotate at the same time.  My difficulty is that the invoke subprogram node seems to be passing the entire list to the subprogram and the rotation calculation then works on all of them at the same time.  What i need is for the subprogram to pass a single object to the rotation calcs, they rotate it and then passes on to the next object, and so on.

My inclination is to nest another subprogram with the first so that the first loop passes an object to the second loop for rotating, which then passes back the results to the first loop.  The first loop then moves on to the next object and so on through the list.  Does that make sense?  I've tried all sorts of nesting structures but none of them work.

I know i'm leaning on you guys a lot but i'm almost there and just need the final key.

Thanks again, it's all a massive help.


texts: Is it possible to create an array with angle changed like this?

texts: I need to create an array to make leaves for the palm tree. I tried to use it with empty object, but it always make the "circular" shape, wherever I set the position and origin of empty and object. The result I'd like to achive is shown below. This way I could have contron on the number and the size of the leaves.


texts: rigid column and bean not falling correctly

texts:
I created a column tied to a beam that should fall over because of the weight of the beam, however, as seen in the linked video the column falls, but does not topple over.

I tried changing the "shape" in the "Rigid Body Collisions" section to "Convex Hull" as well as to "Sphere" and "Mesh" the results were the same.

https://youtu.be/18qDe29EL4o

How do I get the column to topple over as it would in real life?
Thanks.


texts: I did the usual water simulation, resolution divisions is 100, initial velocity on normal is 15 (extra fluid speed). I wanted to get usual flow, but I have this (picture). How to fix it?


texts: How to make the shapekey influence separate object's position?

texts: I have a model which consists of the separate body, eyes and jaw meshes. I added a shapekey, which increases the neck's lenght. When I change the shapekey's value to 1 the eyes and jaw stay in the original positions. I want them to move together with a body mesh, while changing the shapekey's value. Is it possible? Is this kind of parenting exist?


texts: How can i set up and save shader group to have them available for all new objects?

texts:
https://www.youtube.com/watch?v=28gHA_jUDpQ
i followed the video above to setup blender so on startup the main cube object has the shader group available and its also available in the group menu when i go through the menu to add. the issue is any new objects added dont have it and the shader group isnt available when i try to add to any of the new objects. how would i be able to have the shader group on every new object or at least available to add to any new object?


texts: How to make an object emit light streaks

texts: I'm new to Blender and VFX/3D in general, I'd like to know to make an object emit streaks specifically like the Legendary Pictures (2010) VFX logo.


texts: 3-bone IK chain not rotating properly, why?

texts:
I ran into a weird bug where my 3-bone IK chain isn't behaving as expected. I've made other quadrupeds in the past and had no problem like this. As far as I can tell, the IK constraint is also exactly the same as all others I've made. Here are some GIF examples.

This is what I would expect from a good 3-bone IK leg: https://gyazo.com/98754f4cdb2f08d87d9ce5734c5b367e

This is what I'm getting now, the upper bones are barely rotating:
https://gyazo.com/0ea27bb19a79a998cf1cfe44400b36c5


texts:
I am taking the inspiration for this mini-project from a contest on freelancer.com. The goal is to create ONE toothbrush bristle in Blender that behaves (simulates) like a real bristle. No particles or hair simulation allowed. You can find the original instructions link here..
Here is my pitiful result:
https://media.blenderartists.org/uploads/default/original/4X/a/1/1/a1122ab88d1a9541e14df6a5f6ab330cf8dc21c2.mp4
I used a lattice to create a soft body simulation on a cylinder and added weights to the cylinder to simulate some kind of stiffness.

The sphere (tooth) passed straight through the soft body and I can't add any collision modifier to the lattice. I guess I am onto something here, but I feel like I am missing some important steps in my thought process.
How would you go about building something like this? Do you have any ideas? Why is the soft body not colliding with the sphere?
Thank you very much for any input!
Here is the file:
https://blenderartists.org/uploads/short-url/5fYazp97zNu8RXDgYL9wirOqvbh.blend


texts:
This is my first sculpt and I want to ask 2 question, how i can prevent the formation of these deformations? Is there an option to set for fix that problem?

https://imgur.com/j2efIah


texts: 'bpy_prop_collection' object has no attribute 'link'?

texts:
I'm using Blender 2.8+ and I found a web page containing a nice python script to generate a labyrinth. I copied the script in Blenders text editor and an error occurred at line 88:

bpy.context.scene.objects.link (object)

  AttributeError: 'bpy_prop_collection' object has no attribute 'link'
  Error: Python script failed, check the message in the system console

Unfortunately, I have no idea what a 'bpy_prop_collection' is and I don't know where to start fixing this issue. What I need to do in order to make the script work for Blender 2.8x?


texts: Normal Map is strangely scaled when rendered

texts:
I have applied a diffuse image texture and normal map to this model. As you can see in material view the uv shows the texture as a clean uniform texture, however if i render it you can see that on the angle it is strangely scaled compared with the flat surface.

I am confused because the normal map and color map both have the same uvs, why would the image unwrap uniformly but the normal map not.


texts: From what I heard, I think that the Lego Movie made their lego models in LDD, and than exporting the models to Maya, and using maya to make subsurf models.  I think that they found a way to make their subsurf models automatically be placed in the correct place using data from LDD?  Does anyone know how to do this?  (I realize it's a hefty topic)


texts: I'm new to blender and i just started to bake normal.In my case i am trying to bake details from high poly to a low poly obj but it gets pixelated(image below) along the curve.Can u please guide me on a workaround.i have also posted my render settings hope that helps


texts: Is there any Property in the bpy.props which can take multiple lines of text?

texts: The idea I want to implement is to have some kind of StringProperty in the UI so the user could enter multiple lines of text into it which then could be used as a text body of the new Text Object. But I can't find any way to do it with the bpy.props.StringProperty. It doesn't recognize Python \n command and I can't see any other Property which would suit this purpose. So is there any way to do it directly through the UI or the only way to get multiple lines of text at once is from the bpy.data.texts?


texts: How would I attach text to a tracked point on video clip

texts:
I am using Ubuntu 15.04 and Blender 2.72b.

I've got a video clip where I want to display some annotation-like text next to some potatoes on a white table. The potatoes move a little in the video so I would need to adjust the text a bit every few frames.

(I am a total beginner, I have not used Blender's clip editor before.)

How would I attach text to a tracked point (to the potato) and manually adjust the text's location when required?


texts: Missing options in Texture Paint's Active Tool and Workspace Settings

texts: I am following a tutorial on texture painting, and there is no "Texture" option in the Active Tool and Workspace Settings for Texture Painting.  There is also no Texture Mask, Stroke, Falloff, or Display.  How do I make these active?  I often have trouble activating things in Blender.


texts: Is it possible to prevent a node from drawing in nodetree

texts:
for an addon using a custom nodetree, i would want to let the user totally hide some nodes, but without removing them.
They would still be active and execute as usual.
Is it possible through python api ? I dind't manage to find the solution so far !
Thanks !


texts: Can Blender be used to create a physics based game without programming?

texts: My question is this, I want to create a dirt bike game that is more physics based then animation based.  I am brand new to the engine, and I am more of a graphic designer and not a coder, would it be possible to set physics without knowing coding?  Thanks again guys this is really awesome!


texts:
I’m again here to ask your support. I’d like to draw a 3d-print someting similar to “tower of pi” but instead of using numbers, I’d like to use a musical score, let’s say beethoven fifth symphony.

I have a picture (B/W image) of what I need:

I would “extrude” black portion of musical score, wrapped around a cilindrical shape.

Is there some way to use a displace modifier in order to use mi musical score to be wrapper around a spiral?

Thank you very much as usual!
Francesco


texts: BLender python how to move a empty to different location

texts:
I am try to move an empty to different location and insert a keyframes. Below is the code but it seem the empty for all three location is the same.
Adjust empty's location
#bpy.ops.object.select_all(action='DESELECT')
ob = bpy.context.scene.objects["Empty2"]
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
bpy.ops.object.location_clear(clear_delta=False)
bpy.ops.transform.translate(value=(-100, 268, 70), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
timeframe = 0
bpy.data.scenes['Scene'].frame_set(timeframe)
ob.keyframe_insert(data_path="rotation", frame=timeframe)

#bpy.ops.object.select_all(action='DESELECT')
ob = bpy.context.scene.objects["Empty2"]
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
bpy.ops.object.location_clear(clear_delta=False)
bpy.ops.transform.translate(value=(103, 268, 70), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
timeframe = 250
bpy.data.scenes['Scene'].frame_set(timeframe)
ob.keyframe_insert(data_path="rotation", frame=timeframe)

#bpy.ops.object.select_all(action='DESELECT')
ob = bpy.context.scene.objects["Empty2"]
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
bpy.ops.object.location_clear(clear_delta=False)
bpy.ops.transform.translate(value=(103, 718, 70), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
timeframe = 6350
bpy.data.scenes['Scene'].frame_set(timeframe)
ob.keyframe_insert(data_path="rotation", frame=timeframe)


texts: I have made a basic belt to use on others models, but how can I wrap my belt around a non-cylinder form (arm), so it will fit around an arm? What I want to achieve is like the shrinkwrap modifier, but with a preservation of volume. Can you shrinkwrap the inner faces of a belt and let the rest of the object follow with the object volume intact?


texts: Saving/loading the location(x,y,z) of selected vertices

texts:
I have multiple object in blender.
There is an object ,lets called it "Obj1" ,which is the object I have to edit ,it does not allow to add/delete vertices ,faces ,edges to it,(require keeping the vertex's ordinal number of that object), all others transform (rotate ,scale ,move) are fine.
(but of course we can freely do anything with others object)

I want to save the location(x,y,z) of selected vertices of that object ("Obj1") into a file ,so that I can restore those vertices back to location when I need (only "restore" the location of saved vertices, all others vertices are not affected).
The ordinal number of vertices number of "Obj1" will never change during my edit,so i think we can use save location of vertex with its ordinal number like this :

[vertex ordinal number]-[x]-[y]-[z]

i get a hint , but i am still beginer in coding python (i have just started learning when encounter this problem) , so i greatly appreciate if someone can help me to make it complete

Code:

import bpy

obj = bpy.context.object
for v in obj.data.vertices:
    print("index=" + str(v.index) + " loc=" + str(v.co))

  This gets the location of vertices in local space.

  To write in a file, use normal Python IO routines.

Thanks


texts: Denoising is giving my strange artifacts

texts: I have this material, that is a subsurface and because some reason when the denoise is applied it gives my really strange artifacts only in the red parts(the oxidized metal is other object).


texts: 2.91 problem: Why is texture paint painting draw a line like x symmetry is ebabled when it is not?

texts: Somobody could answer what should I do to only draw one line? I only have this problem since the new version 2.91 came out. Maybe is it the brush type TextDraw or something?


texts:
I am trying to get a springy spiral which is pinned at the center, think of a metal spiral with 10 revs you would have ie inside a watch. In 3ds max i would just add a Flex modifier, but in Blender i understand i am supposed to use soft body physics.

I did that, yet the spiral never behaves anything metalish, i cannot seem to find settings anywhere close. Animating the spiral with the pinned center always has the effect of a spaghetti or rubber thread being pulled away, i never get the effect of the whole thing following in a wobbly spring fashion.

Any small pointers would be much appreciated!


texts:
I go to open and go to where I put my obj files and they don't show in blender.
It does not show my files anymore.


texts: UV editor vert, edge and face selection modes as keybinds?

texts: How can I take that bpy.data.scenes python line and make a keybind of it?


texts:
I want to group 3 objects in the hierarchy, so its sorted in unity's hierarchy, but when I CTRL+P the objects, the active object becomes an non individual object in unity and I cant select it in unity.

What a want: Group: 1, 2, 3.

What I get: Group: 2, 3.

Its really hard to explain this, at least for me, but maybe someone understands? I'll post pics of what i mean if needed.


texts: I want to create animation with smartphone which will be translate view from one of cameras. Can I somehow connect phone_screen/image plane to camera view? Or will it be simpler to make another animation and somehow play it on plane.


texts: How to create a render queue with different camera position?

texts:
I have an interior scene with 3 different camera positions. Each image has two render layers. I want to render all 3 images using cycles during the night (these are large images).

How can I create a queue that will render my 3 images with their layers in differents slots ?


texts: Python automation, normals, and dupliverts

texts:
I'm working with some huge STL models broken into multiple meshes. To automate mesh refining, I'm using this code:

import bpy

scene = bpy.context.scene
selected = bpy.context.selected_objects

for obj in selected:
    scene.objects.active = obj
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.remove_doubles()
    bpy.ops.mesh.normals_make_consistent()
    bpy.ops.object.mode_set(mode='OBJECT')

It takes a significant amount of time to process. Am I doing this right, or is there a quicker way, perhaps with bpy.data?


texts: How can i fix the resolution with texture painting?

texts:
When i try to paint my model with texture painting, the texture (if low resolution or high) looks blurry and pixelated, not even close to the base 'picture', how can i fix this?

Thanks in advance.

Edit: i made new UVs (project by bounds) and added another image (512p) and it works kind of better, but now it seems that what i want to achieve is that the image/tile size is smaller, so i can paint those 'rocks' smaller' taking less part of the map.

Edit 2: I changed the values of 'Size X, Y and Z' on the 'context' options, to 0.1, the 'brush' paints bigger, if i add more numbers it paint smaller, but i need it to be smaller than that.

Edit 3: I added a checker texture and it seems to work fine about the proportions i need, now the problem is that it looks blurry...


texts: Control object emission strength (not material)

texts: I have multiple objects with the same emission material. Is there a way to control the strength of the emission for each object?


texts: I created an animation... I put too much time between 2 keyframes. How do I remove some of that time from the timeline? I don't want to remove the keyframe... just some of the normal frames between the 2 keyframes?


texts:
I saw similar reports by other users, with no real solution.

The issue is smoke is displayed properly in the 3d view but not rendered.
Material and texture settings are exactly the same as with Quick Smoke, which renders fine.

Here's the blend file: http://www.pasteall.org/blend/38010

Tried both OpenCL and CPU rendering, Blender Internal as well as Cycles renderer. On Windows 7, i7 notebook with integrated amd graphics.


texts: How to get distance of vertices from an arbitrary plane in Python?

texts:
I have an arbitrary oriented plane and an object "above" it.
I would like to calculate the distance from the plane for each vertex in that object.

Hopefully this screenshot illustrates the idea (the purple line would be the distance of one of the vertices):

I suppose some kind of a transformation of vertex global coordinates to the local orientation of the plane would be the way to go, however, I'm too new to Blender to know even what to search for (I did try searching for mentioned keywords but didn't find something I could figure out, unfortunately).

I know how to iterate trough vertices of an object and get global coordinates, no problems with that.

Edit:
As Chebhou suggested I tried using the mathutils.geometry.distance_point_to_plane(pt, plane_co, plane_no) but cannot get it to work.
For testing I'm using a 2x2x2 cube at (0,0,1) and 6x6x6 plane at (0,0,0):

The code is this (shortened for clarity):

point_location = thecube.location

planepoint_location_w = theplane.matrix_world * theplane.data.vertices[0].co

plane_normal = theplane.matrix_world * theplane.data.polygons[0].normal

distance = geometry.distance_point_to_plane(point_location, planepoint_location_w, plane_normal)
print("point_location = ", point_location)
print("planepoint_location_w = ", planepoint_location_w)
print("distance = ", distance)

The result for the cube and plane location as in the pic is OK (the point is 1 unit above the plane):

point_location =  <Vector (0.0000, 0.0000, 1.0000)>
planepoint_location_w =  <Vector (-3.0000, -3.0000, 0.0000)>
distance =  1.0

However, if I move the plane on Y axis to (0,1,0) the result is this (but should be the same as before):

point_location =  <Vector (0.0000, 0.0000, 1.0000)>
planepoint_location_w =  <Vector (-3.0000, -2.0000, 0.0000)>
distance =  2.1213202476501465

Obviously I'm doing something wrong - but what?


texts: I Made My Model Backwards Anyway To Fix?

texts:
So realizing after some time I didn't know it was facing the wrong or made it on the opposite side
Also a way to fix it without deforming it

I'm hoping I can fix it, if not I have to make a new model.


texts: No vertex groups on vertices on evaluated object

texts:
I need to read the vertex groups in objects for an exporter I'm working on. I'm using evaluated_get to get the objects with modifiers applied in a non-destructive way. However doing this makes the object have no vertex groups on vertices. Basically any mesh I read is exported as if it was rigid instead of rigged. Is there a way around this?

https://github.com/Project-Cartographer/H2V-Blender-JMSv2-Exporter/blob/master/io_scene_jms/export_jms.py#L289

                    modifier_list = []
                    if triangulate_faces:
                        for modifier in obj.modifiers:
                            modifier.show_render = True
                            modifier.show_viewport = True
                            modifier.show_in_editmode = True
                            modifier_list.append(modifier.type)

                        if not 'TRIANGULATE' in modifier_list:
                            obj.modifiers.new("Triangulate", type='TRIANGULATE')

                        depsgraph = bpy.context.evaluated_depsgraph_get()
                        object_eval = obj.evaluated_get(depsgraph)
                        geometry_list.append(object_eval)


texts:
I want to recreate the following image:

I created one royal blue sphere object, sculpted the yellow and cyan objects, and added those onto the sphere.

My challenge: Essentially, each hole is the center of a hexagon (see red highlight in first screenshot). I want to extrude these parts to give each hexagon more shape. Is there a methodical way to do that without just selecting vertices and extruding individual regions?


texts: Understanding how the Modifiers Panel's Convert button affects particle systems

texts:
I recently went to http://www.blendswap.com/ and downloaded this blend of a mushroom patch. I opened it in Blender and started playing around with it:

One of the first things I wanted to do was to edit an individual mushroom by selecting it, moving it around, transforming it in a number of ways (rotating it, scaling it), etc. Whereas I expected to see each individual mushroom show up in the Outliner tool (which would then allow me to select a mushroom from the Outliner and see it highlighted in the viewport), I only saw a single "Plane" object in the Outliner. Furthermore, I wasn't able to grab individual mushrooms and do anything with them. They all appeared "locked" into the plane and/or greater model at large.

I asked a question on this site and was told that these mushrooms were part of a particle system (which, as a total newbie, I had never heard of before). To make the individual mushrooms editable objects, I needed to go to the Modifiers Panel and click the Convert button. I did this, and sure enough, I am now able to edit each individual mushroom. Thank you Blender SE!

However, I was curious to find out more about particle systems and how they were related to my mushroom patch. I have now watched several video tutorials on Blender particle systems and emitters, and I'm now totally & utterly confused!

How are the individual mushrooms connected to a particle system in the original (on blendswap.com) file? Did the author somehow configure a super customized particle system that "emitted" random mushrooms at random locations?
What does Modifiers >> Convert actually do to a particle system (or anything else)? How did it break out all of the mushrooms into separate editable objects? How does it know that the entire mushroom should be the "atomic" editable object, and not allow you to decompose a mushroom into smaller parts (the umbrella, parts of the stem, etc.)?
Why were the mushrooms not editable before I clicked this Convert button? How would I convert everything back into a single object (perhaps after editing a few mushrooms), and what would that "single object" be referred to as?

Thanks in advance!


texts: Fly through a window into a new world / scene?

texts:
I have a window in an empty space. I need to show another world through that window and also have the camera fly through the window into the new world.
Any tips on how to achieve this effect?


texts: How can I model something that behaves like molasses?

texts:
I need to create a candy with a filling that is like jam or molasses, and make a render of one candy half eaten with the inside spilling out.

While modeling the candy itself and creating texture and material wasn't too difficult thanks to many resources found online, I'm at a loss as to how I could create the molasses-like inside and make the spill look natural.

Is there a way to model it via the use of soft body or particles or something alike, or would I need to model or sculpt it?

I use Cycles on Blender 2.79b.


texts: Erratic SVG object transformation / rotation


texts: Cloth Pinning checkbox missing in Blender 2.8

texts:
There is no option to pin a vertex group to hold the cloth at the position!

2.79 had this feature


texts: My Array Modifier seems to make fine arrays in Constant Offset or Relative Offset. However when I try to use Object Offset nothing gets arrayed.  I have followed every tutorial I can find to see if I am missing a step; no luck.  I have tried on several machines; they all behave the same.  When I rotate the Empty it spins all day long while the object remains still and never produces any meshes. The object and the Empty have the same Location, Rotation, and Scale, but do not seem to be associating with each other. Using 2.79b on a Windows 10 platform.


texts: can I have a fluid react to a rigid body?

texts:
I was messing around in blender and made a small course where a box drops onto a ramp and slides down in and then it hits a ground plane and hits some water, but I can't get the water to react to the rigid body, does anyone know how to fix this?
I'm using blender 2.8 and I looked it up and got the answer of turning on export animated mesh. but that still didn't work, I've tried key frames and any other thing I can think of but it doesn't do anything.


texts:
I followed several tutorials on how to paint my model with texture paint.
I've unwrapped the model and made sure I have a material and a texture. I have a node to place my new texture image on my mesh, and I placed that image on my UV map as well.

I have no idea what I've done wrong, but painting on the mesh and the UV map doesn't work.


texts: In the game engine, I've created a door handle and door, and am trying to combine the physics in the logic editor so that when I left click on the door handle, it spins, meanwhile also swinging open the door at 120 degrees. To summarize my problem, when I select two objects, I can't get both under logic editor, and they end up having the same qualities. How do I separate them?


texts:
I'm aware of the difference between Alt-D and Shift-D; however, when I attempt to move objects modeled as rigid body that I've duplicated with Alt-D, they snap back to their original location.

When I relocate these same objects, duplicated with Shift-D, this doesn't happen?  However, I then have to go into the Rigid Body and change data on each one separately.

I'm using 2.8, new to me, and I apparently don't know how to make sure I don't have Snapping on somewhere...or I'm not doing something else right!  In any event, would certainly appreciate any help!


texts:
i have managed to build this shape but i cant find a nice way to remove internal vertices. the "bean" was made with polyverts in the form of spheres so this shape is made from complete spheres and all the geometry is still there . i want to try printing it so need to remove all of that . any nice ideas . could not use the shrink wrap well for it .

thanks


texts: Objects appear mixed and transparent when compositing

texts:
I am working on a sci-fi project, I rendered my scene and my objects are rendered on separate render layers. I encountered a problem and that is the spaceship and the planet in the scene both appeared mixed and transparent. I wanted to ask if maybe someone know a solution to this issue. Here is a picture of the compositing.

Many thanks in advance


texts:
here's the file:
https://mega.nz/#!OFo1QBgR!iECp6YBlRXYUVcdfEmoLO-w7g76yP6qfaRy8hbP9IZ8

I've fiddled with the settings, but everytime, it just imports as a bunch of plane axies, i've confirmed that they do open and work in autocad, but blender is much easier to work with....

please help


texts: When I select a material in doesn't appear in the Compositing Editor

texts:
Even though I am using the Cycles render engine and I have also ticked the use nodes box,
no nodes appear when I select a material. Also I cant find any shader in the node editor!

These nodes appeared when I opened the editor. Can anyone see whats the problem? I am new to blender!


texts: Are Groups or Sketchup-like components feasible in Blender?

texts:
Apart from testing it myself, I've seen a few posts here and there, including from Sketchup users like me, sort of circle around this topic but never ask this question directly.
How can I overcome these problems in DupliGroups or Collection Instances?

moving its origin seems to require moving to World origin (and using up a layer for clarity) <=> linked meshes have their own local origin which I can move data around in Edit Mode (easy enough)

It is impractical to link up DupliGroup data to previously created meshes because the origin mismatch as above, and the mesh data that remains in it and needs to be deleted somehow

Linked meshes don't have the above two problems (can be 'blocked in' and then detailed up all at once) but I can't add objects to them, only faces. Say I'd like to add handles as linked meshes, because handles are used elsewhere in the model too.

How feasible would it be to make a linked object type with deeper hierarchy?
Say an object that would look at its children and simply make every other instance have the same children. It would also mean dragging and dropping in outliner would be the simplest way to manage it by the looks of it.


texts:
How would I add a button with a large icon in the Blender interface in my menu for an addon?
I figured out how to make a button with a small icon on the left side, but if I want an image to be the majority of the button space, how would I do this?

Thanks!


texts:
I am trying to remotely access Blender in a host server.

Both client PC and host server have Nvidia GPUs installed that are compatible with Blender. Blender works properly in both PCs if they were accessed physically not remotely. When I am trying to access Blender remotely in the host server, however, Blender does not start running and I get the error message below.

"Blender - Unsupported Graphics Card or Driver: A graphics card and driver with support for OpenGL 3.3 or higher is required. Installing the latest driver for your graphics card may resolve the issue. The program will now close."

I checked the GPU driver versions of both the client PC and the host server. They are all updated to the latest versions.

Any suggestions on how to solve this problem? Appreciated.

Client workstation: Intel(R) Xeon(R) W-2125 CPU @ 4.00 GHz with one NIVIDIA GeForce RTX 2080 Ti. Windows 10 Enterprise.

Host Server: Intel(R) Xeon(R) Silver 4216 CPU @ 2.10 GHz with NIVIDIA TITAN RTXs. Windows Server 2019.

I am accessing the server using the default "Remote desktop connection" Windows application.


texts: Bevel Modifier + smooth shading produces black artefacts at high angle

texts:
I have recognized a strange reflection behavior which I can't fix properly

At high camera angle the bevel modifier (and also beveling corners via the modeling tools) produces artefacts in combination with a reflective material and the smooth shading. (In the picture at the top corner and on the left corner)

It does not depends on the material (with or without Layer Weight, changing the fresnel values) or the use of the objects Auto Smooth settings. The world background is completely white and there is no other object which would be reflected.

At the second picture you can see both variants:
Top row = Cube with Bevel Modifier (settings on the right), activated smooth shading and Auto Smooth

Bottom row = Cube with modeled beveling (Ctrl+B), same settings as above.

I barely solved it by increasing the segments. (Its always there but very small)

Does anyone have a tip to fix it in a better way?

Thank you in advance & regards!


texts: Make Video Sequence Editor (VSE) playback in real time?

texts:
How do I make the Video Sequence Editor (VSE) playback in real time?
I have some 4K video clips that I want to edit, however, I'm unable to do so because when I hit play I get about 2 FPS playback (even without any effects/Modifiers applied) instead of the video clips/timelines 25 FPS.
I have a pretty powerful computer, and these clips have no problem playing back in, for example, Premiere. I know Blender's VSE isn't the best or most powerful, but there's gotta be a way to playback the video and audio clips you edit in real time?


texts:
I have a character where the hair particles of the back of the head penetrate the head surface and can be seen from the mouth. The picture shows a very simplified model of my issue.

I would like to keep the part of the hair that exists out of the head and delete the rest of it or at least delete the part that appears when you look inside the mouth (if it's open).

I tried the Boolean modifier but they don't work (I think because the head is a plan and has no volume). What else can I try?


texts: Bevel not working on text object with boolean

texts:
I am facing a problem with a text based object that I am trying to bevel the edges of. Originally it was a solid object, this then had a boolean cut out of it to make the final letterform. It appears the mesh needs edges going across for it to stay a solid face on the top and bottom of the object. So when I select the outer and inner edges of the top and bottom of the object it messes up. If anyone has any idea of how I can bevel these edges probably without the vertices messing up that would be great, thanks!
Here's some images illustrating the problems I am having. https://i.imgur.com/S1JlDuF.png https://i.imgur.com/kU0j6rU.png https://i.imgur.com/5fmSXuI.png https://i.imgur.com/fgTYu5D.png
I would like the surface of this 'O' letter i'm working on to look the same way the other letters I have created.


texts: How do I properly update an application handler?

texts:
In a project I have a very simple application handler that is executed when the current frame change:

import bpy

def frame_handler(scene):
    print("Running frame handler version 1.")

if frame_handler in bpy.app.handlers.frame_change_pre:
    print("Removing handler")
    bpy.app.handlers.frame_change_pre.remove(frame_handler)

print("Adding handler")
bpy.app.handlers.frame_change_pre.append(frame_handler)

print("Number of handlers: " + str(len(bpy.app.handlers.frame_change_pre)))

Adding the handler works fine and it’s executed as expected. But let’s says I want to update my handler to version 2. If I change to the code and run it again I will now have two handlers. When the handler is executed I see that both the old and the new version was running.

In my script I have tried to detect and existing handler and remove it, but clearly that doesn’t work. How do I do that?

My best solution so far is to execute bpy.app.handlers.frame_change_pre.clear() but that feels like cheating :-)

I’m using Blender 2.80 RC3.


texts: How to delete greyed out Bookmarks and Recents?

texts:
I had an external HD go out on me, so I switched to a new HD. However Blender is still looking for the old HD in bookmarks. I can't select it to delete it. Any ideas?

I realize the image below is recents and not bookmarks, just replicating the problem on another computer.


texts: What’s the difference between applying shape keys and saving shape keys?

texts: So I understand that once you have a pose, you can apply it as a shape key via the armature modifier. But what’s the difference between saving it and applying it? Is there any special reason one would want to save a shape key?


texts: When reating an animation do you create all assets in one blend file?

texts:
Noob question.

Ive modelled my first car and Im about to model a road followed by road furniture etc

Should I model them in all in the same file or several and then bring them together?


texts: bevel problem, how can i fix a gaps in an object?

texts:
I always had the same problem whenever i try to bevel an object
My object looks like it had a gap on it, is there any possible way to fix this kind of thing? thank you for answering!


texts:
So I'm complete new to using Blender Cycles. I've seen others do it. I've watched tutorials. I've tried googling help. I've spent hours worth of time trying to figure this out, but I can't seem to find anyone who has had my problem: I'm using Blender Cycles 2.79, I've gotten the XPS tools, I've activated them in my user preferences and all that fun stuff. My goal is to import already made 3d models (like Xnalara) into blender so I can practice posing them. But every time I try to import the model onto my main screen to work with, it just creates another box/square and an error pop-up (unboundlocalerror: local variable 'imagefilepath' referenced before assignment). I've downloaded programs like python and file viewer if that helps. But I'd like to know what exactly I'm doing wrong or if there's something else I need to get these models actually working on blender.

I have downloaded the latest version of xps tools. Would this help for a better understanding?


texts: Subsurf, triangulate and UV texture problem

texts:
I am using triangulate and next subsurf modifier on my tent project. I have huge problem with UV mapping.

Without triangulate it is porblem too, there are any freak "faces" under model, I don't know why:

Do You have any idea how to solve this problem?

I tried make subdivisions in edit mode, also making offset near edges. There is less errors but it still looks horrible but UV map is a lot of worse (I need UV for walls with "sample text" to be this "cuted triangle" like it is now).

Thanks,
A.

Blend file: https://www.dropbox.com/s/sb70islclejgmys/Tent_0.22.blend?dl=0

The mesh is the simplest as it can. It is surprise for me that sometimes it is no problem to texture complex mesh but with this simple mesh it is a problem. Maybe I am using wrong technique?


texts:
After hours of searching this on google and coming up with nothing, I figured I might as well try asking here.
I am currently in the middle of doing a head-swap, where I am attaching a head to a body at the neck. Both objects share UV's, doubles cleared, and tris-to-quads. I marked a seam on the neck and body, bridge edge loops straight up refuses to even do anything at all. I then tried to manually merge the meshes with selecting both loops and pressing F.

Instead of connecting both meshes together, it closes both of them off.
I have even tried merging after making them the same object with CTRL + J.
I was told in a discord that the issue is because of remaining triangles on the head mesh, but I am not entirely sure that really matters. Dissolving some of the edges that form tris will disfigure the mesh.
If I have committed any question no-no's, let me know to avoid it in the future.


texts: Material change in animation - Need help

texts: I need one help..I am trying to change the material of the mesh through key frame say frame 1 is white and frame 5 is blue i tried doing this through hovering in color pane insert key frame but the problem i am facing is when i change color in key frame 5 to blue all previous frames are becoming blue...could you please help me what am i missing here...i am trying this in cycle render version 2.79.


texts:
I'm doing a pathway which involves a curve/corner, i can't seem to be able to texture it properly, I want it to be seamless...i just cant do it...the texture I,m using is seamless,
Things that I've tried:

1.Make single object(One straight path tile and one corner)

Result: Textures wouldn't align

2.Make it so that i would get a corner with 2 straights at the end(as shown in the pic)

3.With the model I have in the pic, I straighten the UV of the curve but it still doesn't align

I was expecting an easier way to do this or a fix...Thank you

The first and second pic is with the UV straighten and the result

Third and fourth shows the normal UV and Straighten


texts: Blender 2.8 alt f (focus on object) not working

texts: in blender 2.79 shortcut alt f which navigates your view to the selected area doesn't work in blender 2.8 has the shortcut been changed or removed?


texts:
I just can't figure out how to create a custom popup which can receive data etc. What I want to do is let the user select one of the currently selected UV-layers and just hand that back to me. So I created a class like this:

class UVLayerPrompt(Operator):
    """
    Prompts the user for the uv-layer he wishes to select for each object
    """
    bl_idname = "mhmu.uvprompt"
    bl_label = "Choose the uv-layer"

    uv_layerPos = 0
    def execute(self, context):
        print('HI')
    def invoke(self, context, event):
        self.layout.template_list("UI_UL_list", #is this correct? I guess not...
            list_id="UVLayer_LIST", # I guess yes
            dataptr=context.object.data, # my guess: yes
            propname="uv_textures", # yes?
            active_dataptr=context.scene, # I could use some other location, okay
            active_propname="uv_layerPos") # I have to assign a IntegerProperty to this, right?
        return {'RUNNING_MODAL'}

after I registered my class etc.

  when I call window_manager.invoke_popup(UVLayerPrompt) then it says:

  TypeError: WindowManager.invoke_popup(): error with argument 1, "operator" -  >Function.operator expected a Operator type, not OrderedMeta

I realized that this is not correct. Still I don't know how to react with the context (how do I popup a new instance? with python code ofc?, how do I read the chosen value from that?)

EDIT: I will try to clarify my question: I have an export script that may export several objects. For each of these objects I want to ask the user in a responsive way which uv-texture he wants to be exported. Only one layer per object should be possible and of course I have to call the popup within my script (NOT by the user) and after it run I have to know the result of it.

How far have I gotten with this by now? Using the answer below me I realized that I should use a script that is 'INTERNAL'. Secondly I think I now finally understand how Operators are supposed to work.

I figured out how to do it: if you want to call a script from inside a script you have to call bpy.ops.operator.name('INVOKE_DEFAULT')


texts: Sampling points of a nurbs surface using projections

texts:
I'm trying to sample a nurbs surface given certain constraints. Basically I'm trying to reproduce in 3D the following 2D situation. I don't know how to do this in 2D either so I need suggestions anyway.

The black curve would be my spline surface, the green line would be a plane above the surface. What I want to do is to shoot rays from the plane ortogonally, in equally spaced points, compute the intersections of such rays with the surfaces and store those points (the ones in the blue circle).

Is there a way to achieve this?

(I'm trying to emulate a depth map).


texts: Get current editor toolbar tab via Python?

texts:
How can I detect and/or change the active tab in the current editor via Python?

Is this doable? I have been digging through bpy.context.region/screen and not yet found a way to list the active tab.


texts:
I just finished rendering an animation for 20 hours, and i'm not sure about the compositing i did. Is there a way I can re-composite the animation and then export? (The current file is a .avi if it helps.)

Thanks!


texts:
I am using blender on a tablet, for those times when I can't plug a mouse into the tablet, I would like to still be able to zoom in and out on the viewport.

What ways are there to zoom in and out other than using the mouse wheel? I can't find any buttons or input boxes in the user interface that control the zoom of the view port.

Is it possible to enter a value somewhere for how far in or out the viewport is zoomed?


texts: Blender 2.8 - When I rotate a bone, the entire mesh deforms

texts:
I just made the switch to Blender 2.8, but I have encountered a problem. I followed CG Geek's tutorial on how to make a low poly human mesh, but I encounter a problem when I rig the mesh.

But when I try to move the hip bone, this happens.

Can someone help me?


texts: Locomotive Bogie U shape bracket modelling

texts:
I'm working on bogies for my locomotive model and I'm kinda stumped at how best to approach this shape:

That center U shaped piece the springs sit on, how would you recommend modelling it?
Cheers! :)


texts: Please help me, im begginer here, mastahh notice me


texts: Objects are moved after reopening the file

texts:
I'm trying to add windows and doors to the walls of the house I'm making. All objects/walls were made using the Archipack add-on.
I'm using the boolean technique to cut openings in the walls for the doors and windows. It's proven to be a tedious task for me and I carefully spend my time getting everything just where I want it.
I also get a weird glitch after adding the boolean modifier where the windows and doors stretch hilariously large so I have to then go back and re-size them. Perhaps that's a trouble for another post...
My main problem here is that after I finally get everything sized and in place and it all looks good, I save and exit. However, when I re-open the file I get this weird problem where random doors and windows are no longer anchored to the walls.
I've repeated the process several times making little tweaks here and there but this problem persists. In the image, I've circled the object that has moved position after saving and closing and I've put a dot of the same color in the location of where it's supposed to be. There's also a random gap in the wall that keeps appearing? I just have no clue and have found no other helpful resources.
I'm using Blender 2.92 and Archipack ver 1.2.84. I've tried downgrading and upgrading without luck.


texts: Get the total time spent working on a file

texts:
I'm working on commissions and it would be wonderful to know how much time I spend with each file. Not because I charge per hour (yet), I'm merely curious.

It would be nice to track how many minutes with activity each file has (simply having it open in blender shouldn't count). It should be totally automatic.

Does anyone know of such a plugin or a way to go about doing this inside Blender?


texts: Why are blender console and info window values different for the same object?

texts:
I tried to find out what armature.bones.head and -.head_local stand for.
So I first get the values of them first from upperArm.R

      C.object.data.bones['upperArm.R'].head
      Vector((-0.14598365128040314, -0.014478057622909546, -0.002403122605755925))

      C.object.data.bones['upperArm.R'].head_local
      Vector((-0.1459999978542328, 0.0010000000474974513, 0.43689292669296265))

I open the property panel, the head position is
-0.146,0.001,0.437
which is the same as the head_local.

All right.  But when I click the Z property, the infor window showed that
bpy.context.object.data.head[2] = 0.437

So who tell the truth? 0.437 comes from head or head_local. Two part show two different answers.
Can anyone help in this?


texts: Exporting for Substance Painter, telxel density and resolution

texts:
After modelling in Blender I would like to texture using substance painter and add bump mapping for panelling/details etc... However, i'm suffering jagged lines when imported to SP (see pic).  I'm unsure if this originates in Blenders UV unwrap stage or if its a SP setting?

Ive only created one set of meshes (no high/low poly), and i've arranged the UV islands along the horizontal.  The Texture size is 4096px with a texel density of 5.2 px/cm. Ive tried increasing the TD to 10 with a texture size of 8192px and I still get the same jagged effect in SP.

Can anyone shed any light on what i'm doing incorrectly?


texts: Old school material shader (ambient, diffuse, specular)

texts:
I recently migrated to the new blender and can't find the old way to use material by choosing the ambient, diffuse and specular color (example image of what I'm looking for).
Is there a way to get it back?
I tested to import a wavefront file and export it directly, it change the colors inside the .mtl


texts: How do you determine the height of a mesh above the xy-plane?

texts: Hello everyone! I am a very new to blender, and I was wondering how I could determine the height of the portion of a mesh that is strictly above the xy-axis? I have included the image, as well as the height I am looking for above. For context, I am making 3d models of dice, and I have extruded numbers that I will be using for the faces. The numbers will overlap with the mesh about 1 meter deep into the face, and then using a boolean difference action I will cut out the number from the dice. I want to be as precise with the pip as possible, so figuring out this height "h" would be extremely helpful. Thanks in advance!


texts: I thought you should never use triangles?

texts: I was curious on looking to how does an anime topology look like. I've looked into pictures and videos and I thought the best way to learn took into it is to see it for myself. So I used ninja ripper to rip a model from Fate/EXTELLA (cause it's the only game in my machine for now). Her name is Tamamo:  Why does it have triangles here? I thought we should only use Quads?


texts: F-curves disappeared but keyframes still work

texts:
Perhaps another basic question about a mysterious disappearance. I am using Blender to edit video, and my F-curves have vanished. The keyframes are still visible and apparently functional in the keyframe editor, and a post on reddit suggests that I might have pushed an action down (?) whatever that means. There is an action (SceneAction.001) visible in the NLA editor, but there is nothing to see in the Action Editor.

Screenshots of the Action Editor, Dope Sheet, and NLA Editor below.

Any pointers would be very much appreciated!


texts: Why is my model reflecting light like this?

texts: I was doing simple model but when i extruded some parts they started to reflect light very  strangely. Any ideas why?


texts: Apply physics to multiple objects using script

texts:
I'm trying to apply physics properties to multiple objects using following script:

for obj in bpy.data.objects:
     bpy.ops.rigidbody.object_add(type='ACTIVE')

but physics is applied only to the last object. Do you have any suggestions? I know how to copy physics using 'Copy from Active' but i need script.


texts: How to fix clipping knee joint with ik bones?

texts: I created a quadruped character, and added ik bones to the legs, but the problem is the knees start clipping when it bends. i tried to see if changing the weight paint would help, but it just got worse. How can i make the knees bend softly, without clipping?


texts: How can a Buffalo Plaid Texture be achieved with Image Textures with Blender Internal Renderer ?

texts: I got a couple of great answers to another question about Buffalo Plaid Texture with Cycles Render. But I am curious if it can be done with Blender Internal Renderer, and also, if instead of colors with color ramp, we could plug in images. Three images, one for the dark color, another for light, and a third one, which typically would be created by mixing the first two color via stripes or color mixing.


texts:
I'm having trouble modeling a somewhat simple shape. What I currently have is this:

And what I'm trying to get is this:

What would be a way to do this? I can't just extrude the bottom faces, because I want them to stay connected to the main body of what I'm modeling. I'd like to do this without any ngons or hacky tricks, it seems like something that should be fairly easy to do.


texts: Is it possible to animate 2 folds on the same sheet?

texts: As can be seen on the screen shot, I want to animate first folding the top right triangle and then along the center line of the sheet using the 2nd bigger bone. and then a third fold of the left side triangle. However when I do my second fold the whole sheet scrambles up. Some of the vertices from the two assigned grouped overlap, so I am not sure if this is the problem for blender. What is the correct way to make this work, or maybe it is just not possible in Blender?


texts:
When you import a model (e.g. stl file) into default blender files, sometimes its off-centered. How can I reposition the model to the center of the view where: x=0,y=0,z=0
Thanks


texts: Is it possible to access data from a collision, such as point of collision and impact force? I am trying to simulate a "drop test" in Blender and cannot figure out how to access the information. As of now, I am trying to use the Blender game engine and python.


texts: Changing primitive properties retrospectively - options not visible below the tool panel

texts: When adding a circle I can see the 'Add circle' panel below the tool bar, but once I do something else it disappears. How do I get this back? How can I change the number vertices on an existing circle for instance? It appears that you have to do this immediately after adding the primitive, otherwise you're scuppered?


texts: What does it mean that part of my mesh is darker grey in edit mode? Boolean Problems

texts:
I have been editing a mesh I created after importing an svg and using it as a boolean to cut into a plane. The plane needed lots of work to get rid of extra verts.

As I was deleting and dissolving, I noticed that parts of the plane were darker grey. When I got rid of a few extraneous verts, it turned lighter grey, which I took to be a sign that I was doing good.

But, I have parts that I can't get to turn lighter grey. If I knew what I was changing or what Blender was warning about, it would help me to formulate a better plan for decimating this mesh cleanly.

I have checked the normals and recalculated, flipped and set from faces etc, but I don't know what is going on.

Thanks]1


texts:
So here is the front face of the house i'm modelling. it's completely flat of course. Once i tried to UV unwrap it all the edges are going off in strange angles making the texture applied looking warped. The left window is particularly severe in this case

(the texture on  the interior doesn't matter since it cant be seen once rendered)

I watched a blender guru video and he mentioned that i should keep all faces with 4 edges, creating a square so that's what i've tried to do throughout this project. Can provide any additional pictures or info if needed.

Any help much appreciated thanks <3


texts: Make Blender usable on high resolution screen

texts: The Blender UI elements are incredibly small by default on high resolution screens on Windows (15" UHD screen).  I found the Preferences -> System -> DPI setting which can be set up to 144.  This makes Blender usable, but still uncomfortable and difficult on the eyes.  Is there a way to make the UI elements even larger?


texts: What's more efficient, one big smoke domain, multiple smaller ones, a big adaptive one?

texts:
I am wondering what's the most optimal practice when implementing smoke.

I have several objects that emit smoke, and these move. Is it better to have one big smoke domain that encapsulates all these objects? or to create a domain for each object -- some would overlap. Also, how could the adaptive option help here?

I see the smoke domain as a bounding box, so if this is a correct analogy, then having a sole big one can lead to a very poor fit. The adaptive option can also leave large empty gaps, since the smoke domain is cubical.


texts: (Blender 2.8) Why is my smoke simulation animation not visible in flow type?

texts:
sorry if I use incorrect terms for my question, but i'm new to Blender and dont really know much of the correct way to describe them.

I'm currently following the Blender Guru tutorial series and i'm trying to put an object on fire. I did exactly what i saw on the video but no results. When i set the smoke type to "domain" (in the physics window) it shows the animation correctly but whenever i set it to "flow" nothing seems to happen.

I tried to restart Blender but to no avail.

I'm using a Macbook Pro (2015) running Sierra 10.12.3 by the way.


texts: Can I make 3D spheres to deform/pulse in sync with audio?

texts:
How can I make a sphere-like object pulsate with the beat of a song? Is this possible to do in Blender, or do I need to get Adobe After Effects?

Here is an example of what I mean:
https://www.youtube.com/channel/UC_aEa8K-EOJ3D6gOs7HcyNg


texts: View Selected (Numpad .) and zooming out with a single shortcut

texts:
Every time I use View Selected (Numpad .), the view zooms in too much in the object I want to center in my view, so I always need to zoom out to have a proper sight of it.

This can be tested easily with the cube in the default scene of blender.

I wonder if it is possible to write a script that handles this (Numpad . + Zoom Out with just one shorcut).


texts: Box Select Error: Active Object is Not a Selected Mesh

texts:
I'm trying to use the box select to select multiple objects in Object Mode, then Click "CTRL-J" to join the objects. Sometimes doing this results in the error message: "Active Object is not a selected mesh". It seems to be intermittent. I verified that the selected objects are meshes. It works by selecting objects individually and doing the "CTRL-J", but not always using the box select tool.

What could the problem be?
Using Blender 2.75a

EDIT: After looking at this more, I think the problem is that the error message is reversed. I think it should say: "Selected Object is not an active mesh", instead of "Active Object is not a selected mesh".


texts: I've been wondering how to do this for a while but I couldn't find anything that gave me answers. I'm trying to make a realistic-ish model but I don't know how to round the edges.


texts: Cut doesn't work on particular angles view

texts: I got a strange issue tonight. When i cut edges under a narrow angle it works well, but when i do it from the top view (perpendicularly), it doesn't show me the cut marker point (but it still cuts). Could anyone give me a clue how to solve it?


texts: Object looses its scale on keyframe change

texts:
I've made a static model of a mannequin to do some tests.
My problem is that whenever I scale a part of the model, or the entire mesh, then every time I move the time-line a bit (or Alt middle mouse. I'm used to zooming that way from maya) the scaled meshes return to previous scale, along individual centers.

Here's a image sample of the problem:
1 Before the scale

2 After the scale (note the time-line)

3 After moving the time-line*

This effect would also happen if I'd scale the mesh, and then export it as a FBX (without moving the time-line).

I've tried to apply the scale onto the model. In effect the elements of the model get incredibly small, when the time-line moves/I export it.

I would be very grateful for any help with this issue.

*I know it wasn't exactly by 5. My mistake. But it's visible that the current time has changed.


texts:
I will try to explane.
Lets say,

class BLA_bla_tratata(Menu):

bl_label = "Ololo"

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.prop(context.space_data, "viewport_shade", expand=True)

This define viewport shade menu... As I understand "viewport_shade" is a  PROPERTY and it is a LIST of some values ( "MATERIAL", "TEXTURED", "SOLID"....)

So what is exactly I need to know - is there any way to reorder this list befor saying

row.prop(context.space_data, "viewport_shade", expand=True)

For example ( "MATERIAL", "TEXTURED", "SOLID"....) -> ("SOLID", "TEXTURED", "MATERIAL", ....)
Or - how can I get access to this data  in blender
Thx!


texts: How can I delete polygons with negative y coordinates?

texts:
I'd like to delete the polygons which normals have negative y coordinates. With this script I can have the vector representing polygon's normal displayed:

import bpy

current_obj = bpy.context.active_object

print("="*40) # printing marker
for polygon in current_obj.data.polygons:
    verts_in_face = polygon.vertices[:]
    norm = polygon.normal
    print("face index", polygon.index)
    print("normal", polygon.normal)

My problem is that I simply can't check for y coordinate of this vector: I've tried:

polygon.normal[1]
polygon.normal.y

etc. I'm getting "Syntax error: invalid syntax" pointing at [1] or .y. In this case, it isn't possible to check vector's y coordinate against 0 in if statement, so I can't pick up the vectors which y coords are >=0.


texts: To do some stuff in Blender I need to use Alt key. It seems, however, that on Linux Ubuntu the left Alt can't be used for some actions(let's say, for example, Alt + RMB). However, when using right Alt key I than need to click the left Alt key, otherwise Blender goes to uneditable mode. I know that I could change Alt to something else, but I am used to it and I don't want to do so. So I rather wanna know how to prevent Blender from going into the werid mode(where I can't edit things).


texts: Python - How to Align Axis in import image as plane?

texts:
I am scripting an addon to help with workflow and I cannot get the align_axis() param of the import image as the plane to work. It always aligns it to the main axis, I am trying to get it to align to a Z+ (So up.)

bpy.ops.import_image.to_plane(files=[{"name":scenename+".png", "name":scenename+".png"}], directory=filepath, shader="SHADELESS", align_axis="Z+")

Any help would be much appreciated as I cannot work out what I am doing wrong.

All the best.


texts: particle distribution with texture does only work in viewport

texts:
I want to distribute trees on a landscape (with a particle system) based on a texture. In the particle settings I chose the texture I wanted to use, and checked "Density" below the influence tab in the texture properties. It works fine in the viewport, however, as soon as I render it, all the trees are suddenly evenly distributed.
Rendered View


texts: Weird Protruding Vertices in Sculpt Mode

texts:
So this is my first 3D model and it's basically an Anime character. I was just done sculpting the front and noticed that the back of the thighs has a weird vertex sticking out of it creating a hole, and any attempt to fix the mesh in Edit Mode just "explodes" the protruding vertices into a jumbled mess of faces behind the model.

Is there any way to fix this in sculpt mode or edit mode? Cause as of now moving any vertex around that area in edit mode creates a glitchy mess.

Edit: There's also a similar problem but not as severe at the front where the "flesh" of the thigh creates a crease with the belly, I tried smoothing it at first but it just shaves off the crease and creates a big hole.


texts: I'd like to know how to get rid of that crosshair that interferes with selection; it's so annoying.


texts: I want to print a ball with flower pattern on it for my niece, like this cylinder I already did. This one, I made in sculting mode by hand, painting some flower patterns on in, but I think, there could be an more efficient way to do it, maybe by normal maps, or brush tamplates with patterns of flowers.


texts: Blending normals at edge of mesh and accessing result with python

texts:
I have this problem: Copying Vertex Normals
I have a head and a body that need to be separate objects, but they need to join seamlessly. Viewing them in object mode, I see the seam.
I can use the Data Transfer modifier or operation to copy "Custom Normals" from the body to the head with a max distance set so only normals near the seam are affected. Visually, that works fine. The seam is gone in the view.
But I need to export and when I go into the data model, the normal vectors haven't changed at all, even when I use the data transfer operator or apply the modifier. That is, bpy.object.data.vertices[1793].normal doesn't change before and after the operation (where 1793 is on the seam). So what is the view using to show the transferred normal? And how can I get at that normal through the data model so I can export it properly?


texts: How to see whats beyond the video sequence editor

texts: Is there anyway to see movie strips outside of the video sequence viewer? The image on the left side is my normal view. The picture on the right would be an extended view. Basically I have rolling pictures on the bottom and they come on and off the screen right from left. How do I see their position when they are not in the viewer. Its important for the timing of scrolling that happens for each image.


texts:
So I uploaded an Illustrator SVG to Blender and opened it.
The problem is that the SVG now got some extra faces i didn't need. I need only the outline/curves and also I can't find anymore the face selection.
This is what i'm trying to do so you can understand more


texts: .fbx and .blend have flipped normals in unity

texts:
Cannot export from blender to unity. On first image you can see imported .fbx and .obj(.obj works good).
Scale in blender is positive and normals facing outside.
I tried export .fbx with flipped normals from blender, but with flipped normals lightning in unity works wrong.