texts: Is there an easy way to read an image file to create ingame map data?

texts:
For my game I would like to create an impass map from an image-file, so I don't have to manually set every cell to passable or impassable, but I just cannot figure out any way of reading an image file to feed a library.

I would have guessed the VideoTexture module is the way to go, but even the simplest experiments couldn't give me any results:

print(bge.texture.ImageFFmpeg(logic.expandPath('//image.png')).valid)

This only prints False even though the image.png is in the same folder like the .blend file. Am I doing it wrong? Or would you recommend a completely different approach for this matter?

EDIT: I need a method to create a dynamically changable map where my characters find their way through with path-finding.


texts: Generate and edit csv-file to reimport and use it with blender

texts:
Case:
I'm exporting a list of coordinates from vertices (x, y, z-Coordinates) to a csv. file.

import bpy
import os

main_path = os.getcwd()
print("writing to: " + main_path + "\n\n")

outputfile = 'G:\\final\\list_of_Vertices.csv'
with open(outputfile, 'w') as w_file:

for i in bpy.context.active_object.data.vertices:
    print(i.co," ")
    coords = i.co.x, i.co.y, i.co.z
    w_file.write(str(coords)+" \n")

So what I get is a csv file like this:

(-8.9578,-10.9873,6.8372)
...

When I try to use this file again to work with the coordinates blender gives me the error:

ValueError: could not convert string to float: '(-8.960794448852539'...).

My question:

How can I get rid of the braces so that I can use the generated csv file?

Thank you very much :)


texts: Where do I find the latest Blender release?

texts:
Where do I find the latest Blender release to install and what version should I use?

I'm not sure what OS I have and don't know what 32bit or 64bit is.


texts: Aligning plane normal vector side to face a point : Python

texts:
I have 2 points P1 = (x1, y1, z1) and P2 = (x2, y2, z2). The problem statement is some what like this.

Draw a plane at point P1 (any arbitrary point in 3D space). Rotate the plane to face point P2 (another arbitrary point in 3D space) such that the normal vector of plane at point P1 is facing point P2. Change the rotation of the plane such that it maintains it perpendicularity to point P2 as much it can while one of its X, Y or Z rotations is 0

So far, I've managed to draw the plane and make it face the point P2 using this code:

def align_plane_to_point(obj, point):
    normal = obj.data.polygons[0].normal.xyz
    mat_obj = obj.matrix_basis
    mat_scale = mathutils.Matrix.Scale(1, 4, mat_obj.to_scale())
    trans = mat_obj.to_translation()
    mat_trans = mathutils.Matrix.Translation(trans)
    point_trans = point - trans
    q = normal.rotation_difference(point_trans)
    mat_rot = q.to_matrix()
    mat_rot.resize_4x4()
    mat_obj = mat_trans * mat_rot * mat_scale
    obj.matrix_basis = mat_obj

Calling this function with arguments obj = Plane at Point P1 and point = point P2, makes sure that the normal side is facing point P2.

Now I am not sure as to how to go about the last part of the problem. Maintaining perpendicularity to point P2 but making sure at least one of the rotations is 0.

Say for example the rotations (in degrees) are like so after executing the above function:

X: -40
Y: 60
Z: -80

Again how do I know (programmatically) which value can I set to 0, making sure plane is as much perpendicular as it can be. I don't mind changing the rest of the values as well as long as the normal is facing towards the point P2.
Manually changing the values, I can see the rotation of the plane and thus decide, but using Python I don't know how to figure this out.

Any help is appreciated.


texts: Modeling hexagon pinhole lens for 3D printing

texts:
I'm trying to model and 3D print pinhole lenses / glasses but I'm having some trouble creating the hexagon shape with array modifiers.
The lens shape I'm trying to get is below.

I was thinking of using the array modifiers because it will allow me to vary the hole size and the distance between the holes with mm precision.  I would use small cylinders to cut the holes out of a larger cylinder by using a boolean difference on the larger lens/cylinder.  See image below

The question is how can I create the hexagon shape of holes with modifiers?  Is this the best way?


texts: Would it be possible to you to explain how and why this happens? (I am noob (sorry)


texts: Mirroring this object gives unwanted results

texts:
Ive been trying to follow this tutorial but i got lost...
https://www.youtube.com/watch?v=JjW6r10Mlqs

The mirror is inverted... I want it to be a closed object, not open from both sides.


texts: How to get the transform values for objects in constraints?

texts:
I have an object that moves and rotates as a result of following a target of constraints (limit distance and tracking) applied to the object.
No matter what the new position of the object under constraints, its transforms in "object" tab doesn't change.
How to know the object actual location and rotation?


texts: Limit "prop_search" to Specific Types of Objects

texts:
Currently working on a piece of custom UI that contains an object selection box.

layout.prop_search(scene, "myselection", scene, "objects")

I'm wondering how I can make it so it only lists objects that contain a certain data type such as curves in the same way that the Follow Path constraint does.

Thanks for your assistance.


texts: Why are there non-visible objects in my final render?

texts:
Have Blender on about 4 machines rendering animations.
Just spotted on one of the machines its rendering something different from the actual scene that I have setup.

Top window shows a different set of layers objects to whats actually being rendered in the rendering window below.

In my scene contents, layers objects 1-5 are not visible, but these are the ones that look like they are being rendered.

The only thing I can assume is that perhaps it might be because I did not save the document before clicking render, but I would not have expected that behaviour (you dont need to save your word document before printing it).

Can anyone confirm why this is happening?


texts:
I've been following this tutorial series, and he uses IK bones and the other types of bones that I've forgotten the name of (edit: since remembered, 'pole target'), a controlling bone under the foot and bone constraints.

What are IK bones, and what do they do?


texts: Node editor, pick random Image Texture from set?

texts:
If have a bunch of (procedurally generated, converted to mesh) rocks. I have four  image textures (both color and bump).

Is it possible automatically pick a random image texture from the set of four image textures in the node editor, such that each object would randomly get one of the four image textures assigned?


texts: Invalid Python expression when using driver with Python script

texts:
I'm trying to use a python script as an expression in a driver. It was working fine at first and then all of a sudden I get the error message ERROR: Invalid Python expression.

I've tried running the script in the text editor multiple times with no errors, but I get an error in the driver section. Anyone know how to solve this?

Scrip in text

import bpy

prevTime = 0

###
# Rotates the object with the rotSpeed value in radians/s
###
def rotate(rotSpeed, curRot):
    scn = bpy.context.scene
    curFrame = scn.frame_current
    fps = scn.render.fps

    # Calculate total playtime
    time = curFrame / fps

    # Get delta time
    dt = time - prevTime

    # This will set the current rotation value of the object!!
    newRot = curRot + rotSpeed * dt

    # Set new previous time
    prevTime = time

    return newRot

# Add to driver namaespece to make it accessable
bpy.app.driver_namespace['RotWithSpeed'] = rotate

EDIT: The error occurs when I add the line "prevTime = time".


texts: Blender particle system objects not colliding

texts:
I have a simple particle System of falling balls but they won't collide to each other like in nature.
What am I doing wrong, what have I forgotten?
My aim is that the balls have volume and stack up like real putting them in a barrel o.s.l.t.

Thanks for any kind of help!

My current .blend of this http://www.filedropper.com/showdownload.php/schneemann


texts:
I have 2 questions please:
1. Just wondering how to polish these edges and make it look clean? And make it look more like hard edges.
2. I'm not satisfied with how the curve looks. I'm using snake tools to create it.

Curves that I wanted to create


texts: Smoke Flow Force Field isn't affecting Hair Particle System. How do I affect hair with a smoke flow force field?

texts:
I have baked a simple smoke-simulation which is affected by a wind force field, and a turbulence force field.
It's looking great so far...
Now I add a simple plane with a hair particle system and a smoke flow force field and select the smoke domain with the simulation.
But I can't get it to work. The hairs only react to the wind and turbulence force fields, not to the smoke flow force field.
When I turn the wind and turbulence off in the Field Weight Settings, they don't move at all, although they should be affected by the smoke flow force field, right?
What am I missing here?
What I want in the end is something like this:

Working with Blender 2.83.2


texts: How to combine clips into a longer video

texts:
I'm starting a Youtube channel, and I'm not able to create a montage of my clips because they won't go one after the other. Only at the same time.

Please help me out!


texts: Blender Output Multiple Passes When Rendering with Specific Naming Scheme (2.8.2a)

texts:
My render setup looks like this:

and my file output looks like this (the mist pass is put in that folder with the names "Image0000.png" and "Image0001.png"):

but my desired output is this:

how can I get my desired render output in Blender? I'm using Blender 2.8.2a.


texts:
Anyone have an idea of how to make popcorn fill up my screen using practices, or got some video that would help me out, thanks!
I am trying right now, but they keep jumping up and down and not staying in place, how can I fix that at least, would help tons.
Okay an update, I am getting there, but my popcorn right now has no collision, I checked on size deflect, but that's not it. Currently, I have 5000 emitters and it still won't fill up the whole box.


texts: Error ImportError: No module named 'bpy'

texts:
I am getting error:

  ImportError: No module named 'bpy' in Blender console.

I am importing bpy module inside Blender console but still getting the error. After long googling I found that no one is getting the same error inside Blender.

Using Blender 2.7 and python 3.4.

My code:

import sys
import bpy
sys.path.append("C:\Python34\Lib\site-packages")
import serial
import GameLogic
contr = GameLogic.getCurrentController()
own = contr.owner
dane=open('dane.txt', 'rb')
x=dane.read()
dane.close()
y = int(x)
print ("y=", y)

bpy.ops.transform.rotate(value=(y), axis=(0.0, 0.0, 0.0), constraint_axis=(False, False, False), constraint_orientation='', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), release_confirm=False)

Output at Blender console:

ImportError: No module named 'bpy'
Python script error - object 'Cube', controller 'Python':
Traceback (most recent call last):
File "qqq.py", line 2, in <module>
ImportError: No module named 'bpy'


texts:
I have a model in Blender & as an .OBJ which looks fine & works perfectly with a UV map texture.

When converted to a CTM distorted seam lines appear on the model. This essentially makes the texture break like this, whereas on the OBJ it would have remained smooth –

Looking around I found this suggested solution online, using the ‘Seams from Islands’ option. Seemed like the same issue, so I gave it a go. https://stackoverflow.com/questions/29690459/strange-lines-seams-appearing-when-applying-texture-to-threejs-model
But the model didn’t take it very well, making the issue worse.

Any suggestions on a fix we can implement in Blender for this CTM render would be highly appreciated. Thanks.


texts:
material color is not not reflected when cycle redering
I change material color, but color is black when cycle redering.
when eevee, nothing problem.


texts: Is there a shortcut for switching pivot point? I tried looking in user preferences, but I wasn't sure what to type in there.


texts:
I have this human model and I want to put hairs on it.

I want the hair to be laying/hanging on to his forhead but for some reason the hairs are unable to do that. it looks like there is some invisible wall or something where the hair can't go through.

maybe something to do with collision or something but I cant figure it out.

rotating the individual hairs also doesnt work.

Please check out my .blend file and try to rotate or comb the hairs down because I can't (blender 2.8)


texts:
i want to use the built in Denoising with baking textures,
is there any way to do that ?


texts: Is there a way to create a dual mesh using geometry nodes?

texts:
I'm trying to create a dual mesh, as described by Alessandro Zomparelly, but procedurally using Geometry Nodes. I've only come this far, but now I need to dissolve the vertices of the original mesh, before triangulation and subdivision:

I'm not sure it's even possible with Geometry Nodes, but it should eventually end up like this:

Then, of course, the edges need to be cleaned up, so that's another challenge.
Is there a way to achieve this in Blender? I'm using the latest 2.93 Beta.


texts: Dynamic chain is breaking when it follows the movement of its parent

texts:
I've made a chain composed of several torus with rigid body properties.
The first torus of the chain is parented to a face mesh (an alembic file imported) and follow the mesh's movement.
When the face moves the chain follows (as a child) but after few frames of animation the chain breaks. It's always the second link taht breaks. I don't know why...

I have tried :

to set rigid body as "mesh"
to change the mass of each link (currently the fixed one is 100kg, others are 2kg)
to scale up (currently size of my link is 2.5/2.9/0.5m)
to increase the number of iteration of RigidBodyWorld in the settings.

Could you help me ?


texts: How can I scale map texture relative to each oriented faces?

texts:
I don't know if the question's title it's clear (if you suggest one more clear I can change it later?).
I wanna use a noise map for making some vertical blurred lines on my wall, so I'm scaling that map using mapping node along X axe, but in this way this is good only on aligned faces (left side of the attached image), on it's perpendicular face wall this is not scaled due to different orientation, so is there a way to get the same effect on that last one without duplicate material and assigned it and scaling the noise texture on the Y axe?


texts: I'm trying to manually edit the curve but I can't access the bezier handles. I've tried zooming in, and ticking the option under the menu, both without success. Does anyone know why?


texts: How do I model the secondary reflection coming from the inside of the back surface of glass?

texts:
This is not a duplicate of the tricky glass shader question.1 The tricky glass shader does not handle the features of this scene.

I've been trying to render an image to match the glass in the original photograph and failing. I've tried materials based on using the "tricky glass" glass and transparency nodes as well as materials based on using the refraction and glossy nodes. I've tried using Fresnel input and light paths to control mixes. I can get close with some fairly complex shaders but none of them do the job.

Below is the original photograph
and a recent render
.

I am aware of the modeling and lighting differences and haven't added the dirt and smudge textures yet. Taking those into account, there is still room for improvement.

The two problems that I am concentrating on right now:

Why is the glass so dark compared to the lazy susan?

How do I model reflections coming from the inside of the back face of the glass?

I can't share the original blend file because of licensing restrictions, but I have stripped out the licensed bits and can share that blend file.


texts: How to override existing materials (with link or append)

texts:
I've been searching but I didn't find any solution.
Short version : Suppose I'm working on a blend file which contain a material called "MyBlueMat". I want to append or link an existing material from another blend file also called "MyBlueMat". But then I get a new material with a name like "MyBlueMat.001" and it is not applied on my object. Is there a way to override existing materials which have the same name of appended or linked material ?
Long version : in this previous example I only have one material so obviously it's easy to select the right material, but in reality I work on Sketchup import. After working on a lot of materials, if I make changes on the Sketchup file and import it again in Blender, I have to edit all my materials from zero. But if I can import all the materials from the previous blend file, I would save so much time :)
Thanks for your help !!!


texts:
I'm trying to rig a face and I made seperate objects for eyelashes, as the character is going to be stylized. Eyelashes are made using basic mesh with added subdivision -> shrinkwrap -> solidify

how can I make the eyelash mesh precisely follow the eyelid?

Any help is much appreciated.


texts: Is there a table for visual properties of common elements?

texts:
I'm a noob at modeling or art in general, but I need to design a basic room. I can "design" the physical bodies, but I'm confused what values to apply to an object to make it look like, say, glass or water.

Are there any "canonical" values for reflectivity and RGB?


texts:
When I render this It became a small dot. Can anyone tell me how can I solve this?

Here is the Blend file:
https://gofile.io/?c=ZdoCEr


texts: Can a custom optimization code be added for doing accurate mesh deformation simulation in Blender?

texts:
I am interested in doing a crash test on a motorcycle using my own optimization code. I typically use engineering software such as ANSYS do perform CAE. I would like to know if Blender is equipped well to take in custom python code for accurate simulation of crash test at the industrial level?

The following is the paper I want to use to optimize geometry and the perform crash test in Blender.

https://www.dynalook.com/conferences/12th-international-ls-dyna-conference/optimization-metal-forming18-a.pdf


texts:
I having problem transferring UV maps from one object to another. Objects are identical. Please see the image.

1)Object with good UV on the right, selected.

2)Object that i want transfer UV to. You can see the result after transfer.

What may be the problem?


texts: Not able to fill in a face between an open space

texts: I am starting to model a small character and from a tutorial I was watching and some research I from what I found, selecting the faces and or edges and hitting F would connect them with a face, however, none of that worked. I cannot connect this face right here with F or anything else. Any idea why it wouldn't be working? Thank you in advance for the help. :)


texts: Imported image not rendering in 2d animation render

texts: I am drawing a stick figure fight scene and underneath all my drawings I imported a notebook paper image. When I render everything shows up except for the imported image.


texts:
I have an object with a mirror modifier in X and Y direction. Is it possible to unwrap all the 4 quadrants as a big single UV map and then have this UV map to apply to the object as it was a single non mirrored object (Same as apply in the mirror modifier), without using the Apply button first?

I wan't to be able to edit the mesh with the Mirror modifier later on, but have the UV map seeing it as one single object.


texts: How do I thicken my procedural dot texture?

texts:
I have this procedural noisy dots texture and I would like to thicken the dots outward.

I am looking to create an effect where the dots would expand similar to how you can grow a selection in GIMP or photoshop and then fill the selection with black.

This is the desired effect. Thanks for any help.


texts:
I am new to blender, I made a rocket model with a texture and it looks fine in blender

however when I export it and put it into a game engine the texture is not right

any tips on how I can correct this?


texts: When I press N , next to item, tool, and view should be misc right? It isn’t there for me but I need it for kinematics settings


texts: How to motion track films where track points get out of screen?

texts:
Situation, a quadcopter drone video, it flies 500m away with a view corners moves  then does 360 turn and flies back. I want to camera track this, but the trackpoints get out of view after a short while. How to camera track longer video files, where trackpoints gets lost (out screen) after a while ?.

This problem was not related to the sugestion not a duplicate i found a different solution meanwhile.
I f someone removes the possible duplication mark i might be able to post the solution here.


texts: How to bake lightmap to a simplified duplicate object?

texts:
I am importing models from magicavoxel, and then lighting them in blender. I have a high-res model which contains all the materials (as vertex colors) and emitters.

It renders nicely in cycles:

I've worked out how to duplicate the mesh, remove materials and "remove doubles" then "limited dissolve" to create a low poly version of the mesh.

However - I can't work out how to bake from the high res mesh to the low res mesh. I have tried going to "cycles settings" on the low poly standin and disabling "Camera" from Ray Visibility - but when I bake the texture - I just get a big green smudge, I can't see any of the vertex colors baked into the standin:

Can someone explain to me how I should use cycles to bake the lightmap onto the low-poly duplicate?


texts: Blender Operation Success or Failure Feedback?

texts:
Sometimes when I try to apply an operation in Blender (e.g. Mesh > Faces > Tris to Quads) nothing seems to happen (similar to here). I wonder whether I selected the correct operation, or what else I might be doing incorrectly.

Is there a way to see any feedback on the success or failure of an operation? I'm used to software (such as Rhino), that puts useful messages in the command line after each operation like "3 meshes joined" or error messages explaining why the operation failed.


texts: Are samples correlated to the output resolution?

texts:
If I increase my resolution camera output have I to increase the render samples value too?
Are these two setting correlated?


texts: Problem with matrix_parent_inverse of childs of bones

texts:
I am trying to move around objects by manipulating their transformation matrices with Python. If the objects are in a parent/child hierarchy you have to step down this hierarchy using the object's matrix_parent_inverse element. My code works fine with one exception: In case an object is a child of an armature's bone the child has a matrix_parent_inverse I do not understand.

Say, we have a cube as child of a cone as child of a cylinder, i. e. the hierarchy cube -> cone -> cylinder. bpy.data.objects["Cube"].matrix_parent_inverse gives me the inverse matrix of the cone at the time of parenting. Fine.

Now we have the same situation (at least in my opinion) when the cube is the child of a bone. The hierarchy is in this case cube -> bone -> armature. bpy.data.objects["Cube"].matrix_parent_inverse should give the same result as in the first situation but it does not. So my question is: What is the meaning of matrix_parent_inverse in this case or how can I get the correct one?

Sample code showing the different results (Blender 2.71):

import bpy

#------------------------------------------------------
# Make a parent hierarchy
# cube -> cone -> cylinder
# "->" means "is child of"
#------------------------------------------------------

# Delete the scene:
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

# Create a cylinder at location (2, 3, 4):
bpy.ops.mesh.primitive_cylinder_add(location=(2, 3, 4))

# Create a cone and make it the cylinder's child at the same position:
bpy.ops.mesh.primitive_cone_add(location=(2, 3, 4))
bpy.context.scene.objects.active = bpy.data.objects["Cylinder"]
bpy.ops.object.parent_set(type='OBJECT')

# Create a cube at (0, 0, 0) and make it the cone's child:
bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))
bpy.context.scene.objects.active = bpy.data.objects["Cone"]
bpy.ops.object.parent_set(type='OBJECT')

# Print the cube's parent inverse matrix:
print(bpy.data.objects["Cube"].matrix_parent_inverse)

#------------------------------------------------------
# Make a parent hierarchy
# cube -> bone -> armature
# "->" means "is child of"
#------------------------------------------------------

# Delete the scene:
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

# Create an armature at (2, 3, 4), a bone is created automatically as child:
bpy.ops.object.armature_add(location=(2, 3, 4))

# Create a cube at (0, 0, 0) and make it the bone's child:
bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))
bpy.context.scene.objects.active = bpy.data.objects["Armature"]
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.object.parent_set(type='BONE')

# Print the cube's parent inverse matrix:
print(bpy.data.objects["Cube"].matrix_parent_inverse)

# => output:
#<Matrix 4x4 (1.0000,  0.0000, 0.0000, -2.0000)
#            (0.0000,  1.0000, 0.0000, -3.0000)
#            (0.0000,  0.0000, 1.0000, -4.0000)
#            (0.0000,  0.0000, 0.0000,  1.0000)>
#
#<Matrix 4x4 (1.0000,  0.0000, 0.0000, -2.0000)
#            (0.0000,  0.0000, 1.0000, -5.0000)
#            (0.0000, -1.0000, 0.0000,  3.0000)
#            (0.0000,  0.0000, 0.0000,  1.0000)>
#
# Both matrices should be the same but aren't.


texts:
i find it very annoying that you cant move and rotate the view while doing a rotation/scale/translation

i just want to uncheck the "axis lock = middle mouse button" option but i cant find that in the input propreties ... can someone help me ?

thanks a lot !
im kind of struggling here

i already tried to find it but i think theres no option at all inside of this shortcut pref menu ...


texts: How can I make these eyelashes 'folllow' or 'pull' the verticies of the head object?

texts: I want to make a 'blink' shape key for this character. The eyebrows and eyelashes are on different UV maps and are different objects than the head. Is there a way to make the eyelashes and eyebrows follow the face's deformation? I.e. if I pushed the eyelids or lashes in in edit mode and made it a shape key for 'blink', can both lashes and eyelids move at the same time?


texts: Can I make my own Allow/Deny selection switch?

texts:
Let's say I restricted all objects from being selectable from the outliner except for one that I can use to control the state of other object's selectability.

I just need to know can an object's state affect the state of another object's selectability other than using the outliner? And how would I do it?


texts: grey shape dissapearing and unable to get back?

texts:
So I am new, have been casually messing around trying to understand the controls and I noticed a problem-ish thing??
when I am making the shape and sizing I can click off the shape and the grey of the shape disappears nd leaves the meshing. I was wondering if there's a way to fix that or what it is..??


texts: How to update a custom property value modified by script?

texts: I have a custom property that controls two shape keys. When I type bpy.context.object.pose.bones["Bone"]["prueba"] = 1.0 in the console, the value changes but does not affect the shape keys. If after that I click on the value slider of the property it updates the changes. What can I do to solve this?


texts:
Disclaimer: When I'm referring to "it" I mean the Dark interface!!

I saw that Youtuber that had his Blender looking different. He then told me how he did that (It was something that comes with Blender).

I then activated it, but now i want to disable it. I already tried to reinstall Blender and even delete the Blender foundation folder but nothing worked...
Can you please help me?


texts: What 2.8 BETA version still had all the tool LABELS on screen, and where can I get it?

texts:
My 2.8 final release for Win7 64-bit ( with EEVEE compatible Quadro graphics )
only shows Tool labels when mouse-hovering over each tiny icon at a time.  I want to learn on a version that still has the WORD labels ( like all the previous versions ).  I still use 2.79 with a bunch of purchased addons.


texts:
As a summery I used a preexisting model removed it's rig as it does'nt satisfy the requirements, and used a basic human rig in rigify and generated the version as in file.But right now i am stuck in moving the model as my mesh isn't moving with the joint motions.Anyone have idea of where I might have gone wrong?

Blender File: https://drive.google.com/file/d/1NT1oiu2R7IW5UBJFVDuPxx07A88AaQoR/view?usp=sharing


texts: Scale a ring curve while maintaining the ring width

texts:
I have these two circle curves in 2D mode. If we scale this object from it's center, it will shrink the the width of the ring.

Is there any way to rig this to make the ring smaller while maintaining the ring width?


texts:
I am trying to show the edges in my render but it is not working.

To see what I mean, I am trying to create the same result as the image below in Blender render.

Of course I did some research. I came across this question but when I follow the instructions of the answers, my objects just disappear if I render.

So, is there somebody who can help me out with rendering the edges?


texts: How to Achieve a Strong Metallic Reflection Presence on a Scattered Material?

texts:
I am building a model which a piece of black paper is stamped with a reflective silver foil. This is being built in Blender 2.83, using cycles render. I have tried my best to set up a material for this, but I either get all black (where the foil needs to be) or an matt light grey.
I included a Environment texture to give it some reflections, but It lit up the black paper material to look light grey.
Roughly I am using a PNG Image texture as a mask for the 2 principal shaders. 1 for the paper texture and the other for the metallic silver foil texture.
I guess I am trying to find a way to really light up these metallic surfaces without effecting the dark color in paper, Thank you.

(Also if anyone knows a great tutorial on getting really sharp sleek
lighting that would cut across a glossy surface nicely, I'm looking
for one!)

CURRENT NODE GROUPING

CURRENT RENDER RESULT

Updated Render Results


texts: How to choose which viewport to render in?

texts: I've split the node editor into two viewports and change the second viewport to 3D view. Is there a way to choose which viewport blender will render in? Blender seems to choose randomly.


texts: How do I create a material that is only visible under one specific light?

texts: I would like to know how to create a material that is invisible unless it is exposed to one specific light source, like invisible ink.


texts: Matching point locations: Relative translation, preserving surrounding geometry

texts:
How can I move the tip of the pyramid so that it sits at the top of Suzanne's ear (pictured below, the noted point is highlighted)?

The objects and their origins need to stay the same.
If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)


texts:
Blender 2.8 ,Eevee, this glossy effect on models keeps moving around as i look around/move the camera. Any way of keeping this effect but making it "static"? (i only know how to desable it)

I do not know much of blender,my question may seem weird.
I only know it's bound to the tab material --> Specular


texts: Is it possible to save pixel perfect full-spectrum rgb height map?

texts:
I made shader that calculates RGB based on height. Height -> Map Range to 0-16777216 and result pixel based on where C is input number based on height:
B = C % 256
G = ((C-B)/256) % 256
R = ((C-B)/256**2) - G/256

Render result looks bad. Res: 5000x2900, tried cycles, evee, tga, openexr and all possible combinations i could think of. I'm not expecting render to look good, i just want file with correctly calculated pixels. Is there any way to achieve this with Blender? Any settings? Plugins?
Context: I'm working on isometric rpg. Need solution for hiding objects behind parts of pre-rendered background.
Depth map is not good enough (greyscale) for big maps so I'm going with height map based on full rgb - similar to Pillars of Eternity. The problem is they did it in Maya (using mental ray) - am not familiar with this soft and I don't have it.


texts: GPU render turning out grey when using certain materials

texts:
i'm trying to render a scene, but when i am using my GPU te render something, the end result gets a grey layer on top of the image.
the problem appeared after amd's crimson drivers or after blender 2.76

Like when using a bump map.

however when i'm rendering the scene with my cpu, it turns out normal.

Can someone please explain me why this is happening and/or how to solve this?

thanks for the effort, iron


texts:
I quite like the artistic style of the Grease Pencil tool and would like to make a game in a similar style with Godot.

If I, for example draw a cube like this:

And export it as Collada and import it in Godot it won't work, because it is not a mesh.

If, however, I convert this to a Polygon Curve and change the Geometry > Depth and then export this as Collada and import it in Godot it is obviously not the result I am looking for:

Is there a way to export Grease Pencil directly with texture or convert it somehow into a textured mesh from the drawings?


texts: How is possible to create a tetrakaidecahedron? How can I keep only the edges?

texts:
The idea I have is to start from the tetrakaidecahedron, have the edges and create something organical as the photomicrograph below.

Photomicrograph of open-cell foamed urethane


texts:
In 3D view editor (and most of the others) there is a function Frame Selected that brings selected in center of view. By default its shortcut Numpad + . , since I stacked at home with keyboard without numpad – How can I reassign shortcut to something else?

Note: When I tried it from User Prefferences > Keymap > Search by name Frame Selected the only one listed is function for Node editor that adds selected Nodes into a Frame )it has nothing to do with the view function).


texts: Splitting huge .obj file into separate tiles or parts

texts:
I have been looking at several programs to check how to do this, such as Meshlab and Blender. So far I have had no luck figuring out how to cut the object into equal parts.
I am an absolute beginner at this so any help would be greatly appreciated.

Is there a way to cut a huge .obj file into tiles (which can then be exported separately)? I am looking to cut this object into 12 or 20 tiles (3x4 or 4x5).
These tiles should overlap somewhat so that we can easily see where they join with other tiles.

An example of how this .obj file would look is attached


texts: Stretch To constraint with uniform scaling instead of stretching/deforming

texts:
This is not duplicate of questions where OP wants to know how to use stretch to as in these questions the OP is okay with the stretching behaviour that the constraint gives.
I have two empties from two tracks of my two-point camera track. I want to be able to connect single bone's head to one empty and tail to the second empty. The bone should have uniform scaling so that the bone grows uniformly/proportionally as the empties get farther apart.
So far I have tried making the bone a child of one empty, then using the Stretch To constraint to make bones tail reach the other empty. However, this constraint, as the name says, stretches the bone which is not the desirable behaviour. I want behaviour similar to one you get when just moving bones around in edit mode – the bone grows, when you move its head and tail apart.
How can this kind of movement be achieved?


texts: I've creased some edges (applying different values to them) using the Shift+E shortcut. Now I want to remove some of them/all of them. How to do it? I've selected the whole mesh and tried using the edges specials menu (Ctrl+E), but there are only options for clearing the seams, sharpness and freestyle  (Clear Seam, Clear Sharp, Clear Freestyle Edge). How to 'clear' the creases?


texts: Unable to pack files/can't find missing files

texts:
I'm using Blender 2.78 to mesh clothing (obj file imports) created using CLO3D software.
For several months, I'm been making clothes, exporting them as objs, importing them into Blender, and meshing them for a game. However, this week, I'm having an unusual problem.
Some of the clothing that I've made and exported use mesh fabric properties.
The properties render properly in Blender.

I noticed 2 changes:

The mesh portion shows up in the 3D view port as a purple patch on the obj when before it showed up as whatever color I had the mesh fabric set to (usually black).

When I have my obj imported and I try to save my blend file I get the following error message:

Unable to pack file, file source (CLO fabric title.jpg) not found.

Which is strange because I have been able to properly mesh items containing mesh fabric from CLO's program in the past. I always use Blender 2.78 and I haven't changed my settings. CLO3D is installed on my computer including the folding containing the fabric .zfab files (which is typically what Blender uses to recognize the fabric properties).
I don't know what prompted this change. I have tried resetting my computer and reinstalling Blender and CLO3D, but the error still remains. I have no idea how to remedy this and when I try to find missing files in the external data menu, it keeps saying files not found.


texts:
I just made an animation that looks like this:

It's just an unmoving shaft with an object falling through. I used a physics simulation for the object and then baked it. My problem is that the placement for this animation isn't right compared to another simulation also going on in the scene, so I need to move one of them (preferably this one). How can I do this?


texts: I've run into this problem several times. I cant work in blender anymore because it happens every time I try to sculpt. It seems that once I mirror a plane it decides that the y axis isn't a thing anymore. I need someone to tell me what is wrong.


texts: Symmetry in blender sculpting doesnt work properly

texts: While sculpting all on a sudden symmetry started to misbehave! As you can see in the picture, the symmetry on the X axis is not working. The little orange dot origin point is in the middle of the sculpt the 3D cursor is also in the middle but still symmetry is not same on the both sidesaccurately! How to fix this problem!


texts:
This question has been asked before but answers didn't work that well for me.
I am making a animation at 720p on Cycles
i3-7 gen , NVidia Geforce 940mx, I have enabled both of them in CUDA.
I am focused on something between quality and time
My scene has

Volumetrics,
disabled refractive caustics
tile size is 256 X 256
light bounces set to around 4-5
volumetrics to 7 samples
sampling to 100
enabled blender's optix denoiser
and a simple composition node tree

Still it renders a single image in 15-20 minutes and my animation is around 430 frames.
Any further ways to reduce render time?
The image is of the scene render from EEVEE to give a idea what it looks like, the purple flame was removed


texts: Is there a hot key for switching between 3D Object and Sculpt modes?

texts:
In the past, I've found the Tab key useful for switching between edit and object modes.  But now that I'm getting into sculpting, I'm finding that I need to frequently switch between sculpt and object modes and the tab key simply toggles the current mode with edit mode.  The best hotkey combination I've found so far is Ctrl+Tab, 4 and Ctrl+Tab, 2 which is kind of cumbersome since it involves an awkward Ctrl+Tab in the left hand followed by a separate keystroke.

Is there an easier way to do this? I'd like to be able to do something simple like just press 2 or 4 to switch modes.


texts:
I was trying to bevel the edges of a cylinder, and then I got all this mess showing up within the faces of my object. I tried to recalculate normals but its not clearing up.

Thank you.


texts: Is it possible to auto close the blender render window once rendering is finished? I could not find any such option.


texts:
How can I have collision bounds that are exact, even during animations. If I have a character with a simple rectangular prism, it won't be realistic. I could have an exact copy in shape but the animations will play and it will be ruined. I could have animations on the collision bounds, but then being stable to the ground won't happen. I could just have simple bounds then another set of perfect bounds, but dynamic object will hit only the simple one. There is obviously another technique for the next step in this topic. How can I have collision bounds that work with dynamic objects, and are perfect in shape to the original character that are also stable to the ground?

I would prefer solutions that do not include python.


texts: How can I add a scale reference to the Z axis

texts:
Blender has a convenient reference grid with 1-unit squares, centered on (0,0,0) in the X-Y plane; I want something similar on the Z axis.

I know I can add reference images to the background, and I could create one manually for this purpose ... but having to go to a separate program and import a specially created image seems excessive when I just want a simple ruler to eyeball things against. My current workaround is to add several plane meshes to make a vertical line of squares that I can measure against - but again, it feels like there should be an easier way to do it.

Is there a quick and easy way to do this? Ideally, it would let me set a custom interval for the gridlines/ruler ticks, but I'd accept the standard 1-unit ticks if that's the best I can get.


texts: How do I project a texture onto an object on a single axis instead of it wrapping around the object?

texts:
I'm trying to get a texture to work along one axis but distort along another, I know this sound weird but I'm trying to emulate a corrugated card effect.
At the moment I have your standard node setup:

Please ignore the scaling, I'm doing using this effect along different sized parts and rather than scaling the UVs it seems easier to scale the texture.
I can't sadly share a blend file as the work is pretty NDA heavy but I can provide a photo of the file and a reference for what I'm looking to replicate.
You can see how in the real image of corrugated card, it is cut, thus giving the impression that the effect is stretched around the edge


texts: bake vertex color to texture with python

texts:
I'm trying a find a way to bake existent vertex color of an object to texture file with python code.

can anyone help me?

EDIT:
I found this:

Ob = context.active_object
bpy.ops.object.mode_set(mode='EDIT')
UVLayer = Ob.data.uv_textures.new(name='MathTextureUV') if 'MathTextureUV' not in Ob.data.uv_textures.keys() else Ob.data.uv_textures['MathTextureUV']
UVLayer.active = UVLayer.active_render = True
bpy.ops.uv.unwrap()
Image = D.images.new('MathTextureImage', self.texture_size, self.texture_size)
for uv in UVLayer.data:
     uv.image = Image
VLayer = Ob.data.vertex_colors.new(name='MathTextureVColor') if 'MathTextureVColor' not in Ob.data.vertex_colors.keys() else Ob.data.vertex_colors['MathTextureVColor']
VLayer.active = VLayer.active_render = True
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
   -- boring stuff
bpy.ops.object.mode_set(mode='EDIT')
context.scene.render.bake_type = 'VERTEX_COLORS'
bpy.ops.object.bake_image()

here: https://blenderartists.org/t/baking-textures-with-python/610553

but this not exactly what I need because I already have UV and vertex color in my model.


texts: How to make outside of camera view darker

texts:
How do I make the outside of the camera view darker so I don't see what the camera doesn't see?
Thanks,
Rusty


texts: i try to compile the latest blender source code, using visual studio 2013, and i get an error in the last stage. If someone did it without problem, can tell me what versions used for each software?


texts: Access "self" in add-on from separate module file

texts:
My .py file got big enough that it was time to split it into multiple files. Originally, it would have some bpy.props, then later functions could access that with

    lanes = bpy.props.IntProperty(
    name = "Lanes",
    default = 2,
    description = "Number of lanes"
    )

def execute (self, context):
    def someFunction():
        print(self.lanes)

someFunction is now so big enough I split it into a separate file, imported with importlib.reload. init.py runs and can import that function and run it, but messes up when trying to refer to self again:

curveSetup() missing 1 required positional argument: 'self'

The script previously found self because it was one giant file. how do I access self again now they're in different files?


texts: Unwanted hard edges with subdivision modifier

texts:
This happens everytime I merge some vertices and then apply the subdivision modifier. I've tried removing double vertices and even if I delete the edge that seems to be causing the problem this happens:

It just transfers to the next edge. Does someone know why it looks like it sticks to the original mesh? Any ideas on how to fix it are welcomed!


texts: Certain Faces not Appearing after .OBJ Model Export

texts:
So here's a pistol that I've been working on for quite some time now using Blender 2.79b. It is the first model I've ever worked on and it has been shaping up surprisingly well. The problem that has recently popped up though is the fact that when I try to export the model below as an .OBJ file, multiple faces are excluded and end up looking from this:

To this:

A you can see, multiple faces are suddenly gone and some graphical glitches are present. I'm not really sure if the fact that I applied a Boolean Difference Modifier at most of these meshes has something to do with this issue, but anyways I would appreciate it extremely if you could help me resolve this issue :)


texts: Something is wrong with "Link object data" in Blender 2.81

texts:
When I try to copy object data from one mesh object to multiple objects, the rest of the objects disappear, and the object data is only copied to one object. I don't know what I'm doing wrong. Any help would be appreciated.

Problem below (.gif):


texts: Boolean Modifier Union produces non manifold edges

texts:
I'm working on a sculpted model, that will be 3d printed...
the problem is, I had 4 objects (the head, the two eyes, the hair) and merged them with the boolean modifier Union... but if I check for non-manifold edges, it shows, that exactly those edges between the former seperate objects are now non-manifold.
How can I fix this in a fast way? because I need this model finished today...


texts: Distribute object instances at every vertex

texts: Can I distribute object instances at every vertex? I tried with the new geometry nodes but it only distirbutes randomly (see screenshot).


texts: 3D Cursor ~ right click to move it around? ver 2.8

texts:
So I have finally started using 2.8 beta. And of course there are a few things different.

I move the 3D cursor constantly = as much as I select and move objects. In 2.79b I switched mouse buttons so LEFT selected and RIGHT moved the cursor.

But in 2.8 they have made left select (fine), and now right brings up an "object context menu" that I would never in a million years use. Why? So now if I want to move the cursor I have to go ALL THE WAY up to the top left and click on the cursor icon in the tools list. Then I can move it. To go back to moving objects I have to go BACK UP THERE again.

This has to be a horrible mistake, or something I can't find in preferences to change. I've noticed that I can SHIFT-RIGHT click and move the cursor (after experimenting)... but that still adds an unreasonable action to workflow.

I want the RIGHT mouse button to move the 3D cursor like it used to. Is that possible? I want the silly menu to stop coming up when I right click because it is useless ~ if I really need it, it's under the object pull down menu.

And a side note - Z now opens a directional menu for some reason. I used to be able to quickly toggle wireframe and solid.

And 'A' to select and deselect now wants me to double tap or ALT-A.

I'm guessing the dev team has attempted to make things easier for folks that are perhaps new to modeling. But they have added time consuming steps to an otherwise smooth operation. I hope they implement an option to use 'classic setup' routines under preferences.

And I don't intend to be complaining - but I am complaining. Dang it.

I use a Corsair Scimitar mouse with 10 programmable buttons on the side. And I can reprogram one (or even the right mouse) to add in the SHIFT if I want to. And I probably will. But I am still wondering if there isn't a way for the software to do it that I am missing.

Thanks for any help.


texts: I am new in blender would you please help me . i attached two file please check.


texts: Is it possible to save plane positions in edit mode?

texts:
I am creating a 2D character and have set up UV warps for parts of the face such as the eyes and mouth.

However, when using the UV warp to change the eyes from facing front to facing the right, the eyes image changes as expected, but the position stays the same.

I need to be able to change the position of the plane in edit mode and save it as a "key pose" or something like that, so that I am able to change the position of the plane automatically whenever needed.

Is this possible?  If so, how?

Let me know if I need to elaborate more or show some pics of my situation for you to be able to help.

This is how the eyes and mouth appear after transforming them from their front view to their side views using the UV warp.

This is how I need the planes to be positioned after the UV warp takes place.

I need to be able to automatically switch between the plane positions shown for the eyes and mouth.

Would this work, for example?; creating a bone for the eyes, linking that bone to the bone for the head so it rotates along with the head as necessary, and then using the eyes bone to create poses in the pose library for moving the plane left and right as needed for the side and front views?


texts: What is the difference between 'Unlink' and 'Delete' in the Outliner?

texts:
I tried to use Unlink in Outliner, because I didn't know what it is exactly.
It seems to do the same thing as Delete.

But there must be differences between them. What is it?


texts: Here is the scenario, for a project i'm working on i need to stretch a uv sphere into a long spike and then apply a displacement on it (let's for convenience sake say i'm using the procedural voronoi displacement found in blender), the problem is when i stretch it the faces get all stretched out and the displacement just looks like streaks, is there any way i could stretch out a uv sphere into a long spike, and then change the faces back into a similar arrangement as the non stretched out uv sphere? i have tried the remesh option but the displacement still just looks like streaks. i am using the latest release of blender.


texts: Why do the renders come out different on two machines?

texts:
For context - I am trying to spin up machines in the cloud (Digital Ocean) to speed up rendering compared to my underpowered laptop. Also - using Blender since yesterday.
On both machines Blender is version 2.92.0.
However the output generated by this command on the exact same file:
blender-2.92.0-linux64/blender -b pet_shop.blend -x 1 -E CYCLES -o  //pet_shop -f 1

looked different on the two machines. On my laptop it looked like this:

and on the Digital Ocean machine it looked like this:

Until I copied the preferences from my local machine to the remote one
What are the preference settings that result in this?


texts: Path tracing for arbitrary camera rendering

texts:
I am trying to implement a custom camera with large FOV in blender. I know, that Cycles render engine allows to use a fisheye lense, by it in not enough for me, I need a specific camera with customizable distortion model (e.g. with some specific coefficients in Kannala-Brandt model).
One way to solve this problem is to prepare the rays corresponding to every pixel of my camera (this part is simple, and I know how to do it), cast these rays, trace their path and find colors/intensities for these rays and, as a result, to the corresponding pixels (this part I'm struggling with).
My question is, if there is functionality in Blender Python API to cover the second part, namely, given a ray (direction + starting point) to find color/intensity corresponding to this ray.
I tried to find the answer myself. After reading the docs, I figured that one can shoot a ray and find a place where this ray hits an object, but I have no idea what to do next and how to find the intensity/color and what to do if there are multiple hits with several objects.
I am sorry, if I misuse the terminology, I am completely new to Blender. I would be very grateful for any suggestions.
UPD: I googled some more, and found a project, which could be useful. However, if there is another way to achieve what I want, without modifying Blender's source code, it would be most welcome.
UPD2: I found a similar question with answers here, and it is a way to go, but if there is build-in functionality in Blender Python API, I would again very much appreciate it if you point me in the right direction.


texts: Tracking and Monitoring Shortcuts, Commands and Actions

texts: Is there a way to track what has been done during work? What buttons/shortcuts used, actions done, tools enabled etc. in sequential order.


texts:
I'm very new to blender and I've run into a problem that I don't know how to solve.

Here is the face of the character:

I recently added eyes to it and now I need them to follow the character when I animate it.

I added two new bones and placed them in the eyes. Then I selected the eyes > selected the bones > Ctrl+P > With Automatic Weights. Here is the result:

As you can see, the eyes move inwards slightly. How do I make them stay at the same place? Thanks.


texts:
Currently running 2.79

I'm having issues figuring out how to select objects:
This is my code, what I want it to do is create two spheres, and then resize the first created sphere after the second is created

def sphere(x, y, z, radius, resolution=30):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=resolution, ring_count=resolution, view_align=False, enter_editmode=False, location=(x, y, z))
    bpy.ops.transform.resize(value=(radius, radius, radius), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
def renameActive(name):
   bpy.context.active_object.name = name
def scale(x, y, z):
    bpy.ops.transform.resize(value=(xScale, yScale, zScale), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
#change active
sphere(3,0,0,1)
renameActive("RescaleLater")
sphere(0,0,0,1)
renameActive("leaveAlone")
scene = bpy.context.scene
objs = scene.objects
rescaleSphere = objs['RescaleLater']
scene.objects.active= rescaleSphere
print(objs.active)
scale(1,2,1)

After running this, console shows:

  < bpy_struct, Object("RescaleLater")>

So the active object should be what is being rescaled, but as shown below the sphere titled leaveAlone is being scaled.

This is what shows up; the leaveAlone sphere has been resized but in the scene outliner RescaleLater has its name highlighted, though it's not actually 'active' in the sense where I can edit it through scripting as the activated object.

More elaboration:
I know I can just resize immediately after creating the first sphere, but I need to figure this out to implement applying Boolean modifiers on specific objects (I can create the Boolean modifiers and tie them to the correct objects but haven't been able to apply), my code is more complex but this I've simplified it to this to get to the core problem of not being able to manually set the active object through python scripting. I can provide full code if helpful. Have also tried all the other versions of this question that I've seen here/elsewhere but haven't found something that works.


texts: How to use an if statement inside the draw function to change the UI at runtime?

texts:
I have a basic panel and an enum property and I want to change some of the things shown on the panel depending on what is selected in the enum. I tried what was logical and this is what I did:

if self.icons == 'Brightness':
    row.prop(scene.ignit_panel, "brightness_icon")
elif self.icons == 'Backlit Keys':
    row.prop(scene.ignit_panel, "backlit_keys_icon")
elif self.icons == 'Volume':
    row.prop(scene.ignit_panel, "volume_icon")

However it isn't working, it's no longer displaying those things, and everything below it is no longer displaying either. Can this actually be done or am I just showing my noobiness again?

*Update*

I tried playing with the buttons and started getting errors:

Traceback (most recent call last):
File "/Users/MacBook/Documents/Blender/Blends/MacBook/MacBook.blend/macbook_controller.py", line 302, in draw
AttributeError: 'IGLayoutDemoPanel' object has no attribute 'icons'

location: <unknown location>:-1

Thanks, Matthew


texts: How to solve the pinching in this concave geometry?

texts: I have been trying to solve this type of geometry (a smooth "rounded" mesh with a concave edge at the top - as shown in the image). Any suggestions on resolving this, without getting the bulge at the side of the edge?


texts: Animating a boolean operation gives inconsequent results

texts:
I'm trying to make a water level rise in a tube, but both in the viewport as in the final render, boolean action provides inconsistencies. I'm using Blender 2.83 for this.
Most of the times the boolean (an animated box using difference as operation) works as expected but some frames just produce a flat face instead of a volume. (3rd image)

I'm actually using 2 booleans on the water, one to cut the water in half vertically and a second one (animated) to rise the water level, but applying the first one doesn't make a difference.
I believe my boolean objects are big enough.
Here's a screenshot of my setup:

It doesn't make any difference if I make the animated boolean an intersecting one either.
Does anyone have an idea how to fix this?
Here's the project file(s) just in case:
BoolTest01.blend (Boolean as difference)
BoolTest02.blend (Boolean as intersect


texts: Solidify modifier creates edges with a different thicknesses

texts:
I create a car model. I wanna make a rooftop of this car for first and I use Solidify modifier for this. After I used this modifier I got edges with different thicknesses. Here is what I mean:
One edge has the thickness 0.023 another - 0.0231. Is there a way to fix this or I don't understand something. Help me, please.


texts: How to cut extrude inwards like in sketchup?

texts:
In sketchup the extruding is similar to blender, but when I pull down it is different. I have a cube in sketchup and added 2 edges, and with the center face I pull down and it cuts to make the u shape.
Sketchup

I tried something similar in Blender, but it did not work.
After adding loop cut when pull down it created extra faces that I have delete and it adds more work to do.
Is there any method or how can i make a simple way cut or extrude downwards?
With the boolean can cut in sketchup, it's a simple way just to extrude downward and get what I want. Any suggestion or help which and make my work faster with this simple methods?
Blender


texts: How to Import a Fire Simulation from One .blend to another

texts: Say I made a really nice explosion in a .blend and then I want to take that same explosion and put it into another .blend file. I would need to copy all the involved objects, but would I also need to copy the bake folder? It seems like if I append the objects without copying the fire bake folder, it has to rebake. How can I do this such that I don't have to rebake?


texts: Blender 2.8 Reference images in local view

texts:
Is there any way to make reference images show up in local view?  They seem to disappear.  I used Shift-A/Image/Reference to create it.  Is there something I'm not seeing?  Or perhaps that feature is not available in 2.8? Reference photo would be soo hand in local view!

Thanks!


texts: (I am new to BGE so I might sound like a noob) I am making a game with two doors in it. One is open and the other is closed. When you press the spacebar, the one that was open will close and the one that was closed will open. I have no idea how to do this. Can I get some help?


texts:
I'm making a rig from this tutorial: http://vimeo.com/30078317
And i have problem like this:

As the title says and GIF shows it is probably a problem with IK, but i don't know how to fix it.


texts: How can I correct bone rotation with bpy between two Rigs which have different roll settings

texts:
I'm an apprentice on blender and get in trouble with topic above.
I would like to apply an animation data from Rig-A to Rig-B, through 3rd party exporter.
Ex.
From Rig-A: 'arm.L'(-155.44)->'forearm.L'(-98.53)->'wrist.L'(-94.33)
To Rig-B: 'arm.L'(-55.81)->'forearm.L'(-125.86)->'wrist.L'(-56.3)

But there are differnce in roll settings between these two Rigs. Then I tried to correct the animation data with bpy like below, in advance of export.
As you see, this code does not work well, because it does not count the roll transmittion processing, which I can not get through.
Your help is greatly appreciated.

import bpy
import math
import mathutils

fix_rot_bones = ['arm.R','arm.L','forearm.R','forearm.L','wrist.R','wrist.L']

obj = bpy.context.active_object
arm = obj.pose
action = anim.action
initial_frame = 30

def overwrite(bone, frame_, path_):
    bone.keyframe_insert(data_path = path_ ,frame = frame_)

def fix_rot(name, frame):
    if name in fix_rot_bones:
        bpy.context.scene.frame_set(frame)
        if(name == 'arm.R'):
            mat_rot_arm = mathutils.Matrix.Rotation(math.radians(-100), 4, 'X')
        if(name == 'arm.L'):
            mat_rot_arm = mathutils.Matrix.Rotation(math.radians(-100), 4, 'X')
        # Same processing on the rest of bones
        #
        #
        #
        #
        quat_rot = mat_rot_arm.to_quaternion()
        arm.bones[name].rotation_quaternion *= quat_rot
        overwrite(arm.bones[name], frame, 'rotation_quaternion')

# find key points and hit fix function on each key points
def detector(fix_bones, fix_):
    for group in action.groups :
        if (group.name in fix_bones) :
            for channel in group.channels :
                if (channel.array_index == 3) :
                    for point in channel.keyframe_points :
                        if (fix_ == 'fix_rot'):
                            fix_rot(group.name, point.co[0])

bpy.ops.object.mode_set(mode='POSE')
detector(fix_rot_bones, 'fix_rot')


texts: Blender 2.83 won't start in Mac os Catalina

texts: Blender doesn't start and keeps jumping for about a minute and goes to not responding. I have tried reinstalling , updating my os and even installed python . It still won't open.


texts: Can't animate the scale of objects changing

texts:
I'm trying to make a sphere go from size 0.001 to 2.000 over a course of 20 frames. When I scale it in one frame however, it stays that way for all the other frames. I can rotate it, move it, but I cant scale it

When I press i it doesn't do anything except say on the top say "successfully added 3 keyframes for keying set 'LocRot'" but that doesn't help at all.


texts: Slow execution and options not available RTX nvidia

texts:
Blender GIS 2.83. 1) I cannot find the setting for GPU. Mine is nVidia RTX super 7000. 2) This and other settings for cpu and gpu, I cannot find them in Preferences/System.
Surprisingly slow: I have a new computer with an AMD 9 3900x cpu, 64GB of memory, and a Gigabyte MB with with 4 ppi paths.
How can I find the appropriate settings? How can I speed up Blender GIS?


texts: Why does my computer freeze when I add a subsurf modifier?

texts: I have an object with over a million vertices. When I select subdivision surface, my Mac starts the rainbow circle and sits still. How do I fix this issue?


texts: I have a problem I just cant figure out. I have read other posts on here but none seem to fix my problem. I dont believe this is a computer processing problem (4.2 ghz cpu, 64g ram, GTX 980 ti) I cannot get my playback speed of my animation over 2 fps. Its just a simple model with no background. I have tried other suggestions in post I have found but none seem to change anything, it still runs at 2 fps. Does anyone have any suggestions? Any thoughts?


texts:
I will put some screenshot to demonstrate the problem

The backface culling didn't work I put on the option in the menu I have create the material, everything work when I am in the material viewport but when I hit Shift+Z and when I do the render the backface cull don't work

Have I forgot somehing ?enter image description here


texts: How can I increase the grid floor line thickness for major (or minor) divisions?

texts:
Running Blender 2.81: I can't find a way to increase the width of the grid floor lines (major or minor subdivisions). I found the theme setting for the grid color, and the contrast seems to automatically adjust based on zoom level, but overall on my 4k monitor it's difficult to discern the major grid subdivisions. For example, with the default 10, this is what I see:

Adding more details from a comment below, when I modify the resolution scale and the "line width" in the interface options, it seems to actually make the major/minor grid lines disappear more:


texts: Baking multiple materials and UV maps into one image

texts:
I am trying to make a series of simple buildings in Blender using several different materials. I will illustrate the problem I am having using a cube.

I would like to Bake a composite texture using the layouts in each of the UV maps I have.

I have assigned materials to the cube faces and laid out their respective UV maps in the following way:

One "wood" face at 1:1 scale
Two "thatch" faces at 1:1 and 1:2 scale
Three "stone" faces at 1:1, 1:2 and 1:4 scale

The materials are set up in the following manner: The BakeOutput group is a single image texture node that is used to specify the Bake output so that I can change it for all materials. The mapping node is there to allow me to easily change the scale of textures on the whole.

I made a new UV map for each material, then unwrapped the faces that use the material to the new UV map and adjusted the scales, like so:

The cube now looks as I'd like it to, with some faces at different scales to others. This is the intended result effect.

This is where I'm getting confused. At this point I would like Blender to bake me a composite image that combines the materials I have used with their respective UV layouts, avoiding duplications.

Currently if I unwrap the object to the default UVMap and run a diffuse color bake Blender will produce the following result:

There are a couple of problems with these results.

First question: Why are the scales are off? We can see that all three stone sections are the same size even though I set them to different sizes in the Stone UVMap. What should I do to get Blender to take these sizes into account?

Second question: How do I remove the redundant textures? For example the stone section could cover a full 1/4 of the final texture size and the UV's could simply overlap and have different sizes as they do in the Stone UVmap. That data is available to Blender in the UVMaps, how do I make it take note and lay out the final image in a more logical manner? I guess I'm hoping for something like the result below which is more efficient and results in a higher quality texture. Is this possible to do?


texts: Artifacts when using the union Boolean modifier on modeled mesh. Workflow to add Nails/combine Nails in a sculpted hand model?

texts:
I'm currently learning Blender and aim to do stylized Eevee animation, so I'm currently modeling a high detail hand to hopefully later uv wrap and use.
My problem is that I decided to polymodel the nails and then combine them into the modeled mesh using the boolean union modifiers. There are lots of visual artifacts.
I tried to triangulating, beveling, and subdividing the affected faces. I also tried marking the edges sharp and the Autosmooth in the vertex menu.

Is there a better workflow to go about doing this?
Should I just not bother to combine the meshes and just parent the nails?
Are there better ways to get rid of the artifacts without manually combining the 2 meshes by hand?
Should I just not bother and sculpt the nails and accept that they look more "organic" then they should?


texts: Is there a way to rotate the axes themselves? I want to rotate the global coordinate system, basically redefining the x and y axes 45 degrees from their original position.


texts: The image renders, but the image editor with the rendered image does not show in the interface

texts: I have just installed Blender 2.81 and I can't view a rendered image. I press F12 and it runs through the motions but nothing show at the end of the process. I have tried selecting view animation or F 11 and nothing happens, am I missing something obvious? I go back to Blender 2.80 and it works fine.


texts:
As shown in the image my model does have sharp edges and I don't really know why they are there. The hoodie hat a pocket before and I removed it. The purple lines stayed though. I read that the purple lines are creases. Therefore I tried to set the mean crease to 0 and the edge crease value to -1. This unfortunately did not have an effect on the sharp edges of the modell. Does anyone else have an idea?
PS: I would not net the crease line anymore if that helps to solve the problem.


texts: Noise of a translucent object when aligned with a plane with the method of alignment tool "snap"

texts:
I have found that by having translucent objects and using the snaping tool (edge mode) in a plane that serves as the floor of the scene, there is an overlap in the center of the object.

How could you avoid this overlap of faces in cycles without having to move the plane?

Edit mode


texts: How do I save my FBX (with multiple moving parts) as one single animation?

texts:
I have made a 3D animation with 3 moving pieces. I want to export it as a FBX animation with a single animation sequence but anytime I open it up in Spark AR there are multiple animation sequences.
I have made sure that 'NLA Strips' and 'All Actions' have been checked on, but for some reason the FBX still gives me multiple animation sequences.
What could be the problem? Could it be a glitch?


texts: when I move an object it permanently moving in 1.0000 increments

texts:
when I move an object it's snapping every 1.0000 increments without me holding anything just move it.
unlike when you move it smooth.
unlike normal when you open the software

can you please tell me how to fix it

sorry for any spelling mistakes


texts:
I would like to make curved cone (I'm making 3D model of this dialog bubbles and I want to use curved cones to make line between the bubble and speaker.

During my research I found, that I can either make cone and then curve it according to a bezier curve, or I can make path, use circle as its bevel object and then shrink it using taper object as described in this video.

Both approaches have problems. With the first approach it is extremely hard to bend the cone the way I want and I can't get proper results. The other approach is works well, when the path is straight. If the path is curved, then after the taper object the tube disappears.

What would be the good way to do that? I would very much prefer the path and bevel objects approach, because it does almost exactly what I need.


texts: Simultaneously see Eevee and Cycles renderings

texts:
Since the light rendering is not the same depending on whether we use Cycles or Eevee, I would like to easily compare this difference on a small scene.

Is it possible to display simultaneously Eevee and Cycles rendering in two different windows instead of having to constantly switch the render engine?


texts: I have what I thought was a clean model of a shot glass made from seven circles of 32 vertices each. The inside and outside 'bottoms' converge to a single vertex. That should make it 226 vertices in total however it reports there to be 227 vertices. I have 'removed doubles' but cannot find the extra one. What am I missing?


texts: Move wave texture along object with keyframes (in cycles)

texts: I want to create a wave texture on an object (which worked so far) and move it with keyframes. Therefore I created a Wave Texture and used Mapping for the orientation. The first strange thing is that I have to use Scale in order to achieve the correct orientation (instead of Rotation like I would expect). The second thing is that Location within Mapping does not seem to have any effect. Do I have the correct order of the nodes or is there something else wrong?


texts: It's dangerous to flip a mesh with S + (X, Y, Z) -1?

texts:
i read somewhere here about how to flip a mesh, i found that using the x + axis -1 trick works perfectly to flip an object, but also i read that someone said it was "destructive".

Is it really safe to use that? i mean, it doesn't affect my mesh in a bad way?


texts:
I use both, a German and a UK keyboard layout. When I use the German layout the Y and Z Keys appear swapped in the 3D View and behave like in the UK layout. Inside text entry fields however the layouts behave as expected.

I use 2.78c on Ubuntu 17.10

Is this a bug, or a feature to ensure shortcut consistency? I find it quite confusing, that I have to mentally swap the Y and Z axes with the German layout.


texts:
Is there any good way to make a half decent mushroom?

I'm specifically trying to make the mushroom on the back of Parasect for an animation. How can you make a rounded cone? Is there an addon for that, or do I have to make it myself?

Specifically, I'm thinking of a cross between an ovoid three-dimensional shape and a cone.

(It's also a good question when you are making rounded nose cones for objecs such as rockets)


texts: node help: how to make a curve with linear and module

texts:
How do I do it node in curve?
image 2: curve but i used modifier


texts: How is this duplicating light along a mesh done in blender scene?

texts:
Yesterday while I was studying this BlenderSwap subway tunnel scene: https://www.blendswap.com/blend/8421, I encountered something every strange.

In the below screenshot I have deleted every irrelevant data and leave only the special part:

As you can see in the screenshot, there is a planar mesh and a single lamp - however the lamp is magically duplicated along what seemingly to be the "path" of the mesh, if we shall call it this way.

However in the scene there is no array modifier or anything I can recognize - there does seem to be a parenting relationship between the mesh and the lamp, but exactly how is this done?

I know it's not ideal to append a file but this question is quite software/data specific, so I have appended the scene file for your reference: https://drive.google.com/open?id=1lLjSAy6WDfge0fK5dLbxBaHxe3xFGaFR

Remark: The .blend file requires Blender 2.8


texts: blender's mirror modifier not working how I want it to

texts: Hi I am having a problem with blender mirror modifier,because every time I try to mirror my object, it just not directly mirror the object from the middle, I had also got the same problem with the auto mirror add-on, along with some code error. The clipping tool also seems to not be helpful for me either, when I have cut an object in half to be mirrored. I am using v2.81.16, please tell me what is wrong or if there is a simple fix, thanks.


texts: How are texture maps imported into Blender?

texts:
How are various maps such as diffuse, AO, cavity, or displacement imported into Blender?

I saw the Texture tab has import image, would you do this for all maps and connect them somehow?


texts: Particles dispersion from one object to another

texts: Is it possible to control particles that they would form one object and after some kind of particle dispersion they would form another object. For example from cube particle fly and form cylinder form.


texts: How to use a constraint to make a roller paint animation?

texts:
:)
I found a tutorial here on Youtube that shows how to make a painting animation with Dynamic Paint. It works, but I can't figure out why the roller stops rotating after a while. You can download the file here on OneDrive


texts: Transparent Tinted Plastic with Chrome Finish Material

texts:
Does anyone know how to make this?
https://www.youtube.com/watch?v=Byra_SngQZw

I've tried using:
transparent with glossy and layer weight facing node,
glass with glossy and layer weight facing node,
glass with principled metallic and layer weight facing node,
and many other variations but I can't make it exactly like that.

I am willing to pay for your time using PayPal.

Thanks.


texts: Accidentally deleted nodes in compositing tab. Can't recover it?

texts:
I accidentally deleted the 'Render Layer' and 'Composite' Node. I panicked and didn't know what to do, so I thought maybe if I close my file, itll come back when i open it again. So I closed my file, and obviously saved it because it had all my progress, but my dumb self didn't think through that it might save the action of deleted nodes as well.
I have tried everything to reverse this but nothing works. I tried manually adding these nodes. I do get the composite node fine, but the 'Render Layer' has missing bits.
I even uninstalled and re-installed Blender to fix this, but nothing.
I have attached images with the original 'Render Layer' node and the one I'm getting now (which doesn't have all the properties that I need).

Link: https://imgur.com/a/TbqOxJ4
TLDR;
Accidentally deleted 'Render Layer' and 'Composite' Nodes. Can't recover them no matter what I do. Manually added nodes have missing properties.


texts: How can I get the Solidify modifier to apply after a texture displacement?

texts:
I'm working on the center cup part of a daffodil, and this is my current setup. I have textures that are mapped such that they displace the geometry the way I want it. I then have a Solidify modifier to prevent the mesh from being "single-sided". This is the result:

However, the problem I'm having is that the textures seems to displace the geometry after the Solidify modifier has been applied, but I want the textures to displace the geometry before the Solidify modifier. I know there's a Displace modifier, but that doesn't give me the fine-tuning control I need and have within the Texture panel. As the textures displace according to the normal, the result is that the edge is thick when I want it to have the same thickness as the rest.

How can I force the Solidify modifier to take place last? Is there another way to achieve the same result?


texts: Tranparent object is hidden behind tranparent object

texts:
i have a problem about transparent object.

As the pictures show, the part of the bottle behind glass can not be seen.

I made the models in Blender. It would be used in AFrame.

Maybe someone can tell me, what is the reason and how can I solve that?

Thank you for any help you can provide


texts: How to set random color to each vertex clump of my model?

texts: I have this low poly tree and I want each isosphere(suppose to be leaves clumps) to be a random color. I don't have the leaves as a separate object, but the clumps of vertices are not connected to the main tree. How would I approach this? I know there is a way to input a random value and then use the color ramp node to determine the colors, but I don't know how to set the individual leaves clumps to random colors. Also keep in mind I'm going to be creating many instances of the tree later on. Thanks for the help!


texts: One piece of my model turned to transparent in Cycles

texts:
I came up to a problem where one part of my design appeared transparent once I switch my render engine in the rendered view from Eevee to Cycles.

https://prnt.sc/w0yo88
I have checked every layer to see whether I have ticked off any of them, but it seems that everything is OK. why is that happening and how to fix that? and is it something with my video card or it is just a glitch with Blender 2.90.1


texts: How to remain the appended Brushes in grease pencil?

texts:
The appended brush pack disappeared and reset to the default brushes every time I restart Blender. Is there a way to remain the appended Brushes in grease pencil(?)
Similar Question haven't been solved:
How to manage Grease Pencil Brushes in Blender 2.80?
The brush pack are appended and download from https://cloud.blender.org/p/gallery/5f235cc297f8815e74ffb90b
https://cloud.blender.org/p/gallery/5ccfe64353b85e279cf72acd.


texts: How can i add an object when the mouse is released?

texts:
I have a player who i want to be able to throw spells and such, when you hold down the left mouse button, the spell charges, when you let go, the spell launches. I was able to do the animations with a work around, but that will not work with actually adding an object. How (with python) can i simply activate an actuator once when the mouse is released.

I don't need anything else (not mouse over, not if prop true) just plain-o'l plain-ol'. Thanks


texts: error enabling .MHX mocap addon v 0.6 / 0.7

texts: I have an error when using io_utils import * but i do not know why ?


texts: The hair you see in the picture is created with a particle system on a vertex group. The hat is a separate object. Is there any way to make the hat a collision object so that the hair stops when it touches it?


texts: Generate thumbnail image in addition to main image? (command line render)

texts:
I'd like to set up a command line script that renders out each frame to the desired output image type (EXR, PNG, TGA, etc.) at full resolution, but then also generates and saves a small thumbnail JPG image at a specified width (say 400px for example).

I'd like to generate this thumbnail from the command line or with a script instead of using the file output node in the compositor. Makes it easier to replicate for multiple render jobs.

Note1: I do not want to render twice. I want to render once and then scale and save out a second smaller file. I don't want to do this from inside the blender file directly, but with an external script.

Note2: I would be open to a second blender instance that renders by only using the compositor to input the large image rendered in the first instance with the new output resolution. That way it's only processing flat images and not doing any scene rendering.


texts: Why did my just-rendered animation not save right?

texts:
I set my animation to avi jpeg but when it finished it only saved as this:

It took 3 hours for the animation to render which is very time consuming...is there anyway to fix this?


texts: I'm creating a Martian habitat animation for a school project and was wondering how to make my Mars Rover leave trails on the surface when it is driving around?


texts: Render result does not show up in compositing?

texts:
I have a weird issue when trying to get a smoke simulation with a transparent backround (transparent film is on).
1. One is that i don't get the show render layer option in the compositing nodes, as an option —— image editor the image is set to render result but it does not appear in render layer node
2. Another weird thing is that the blue smoke has correct alpha in the compositor, but when I save it as a PNG it's just a white screen and when i take it from there to Lightworks, it recognises the smoke but it only appears as a white cloud, without color and without alpha.
I have managed to get transparent background with solid objects to appear, but here I'm facing this problem with the render result missing and that I only seem to get some layers out of the image, but it seems allright in the
render results wiew in the image editor?


texts: Cyclic dependency errors - Rigging problems with stretching

texts:
This is my first post here.

I'm a bit a newbie regarding rigging, and I have been modeling a number of mechanical devices for animating. I have been receiving different kind of errors due to cyclic dependencies and so on.

Although the rigs seem to work, they don't update properly when I try to render the animation; a sort of "manual refresh" is needed before rendering each frame, or objects won't get correctly placed. I guess this can be due to those cyclic errors, but it's difficult to trace them!

The System Console is the only tool for this? I can't copy-paste easily, search, not read the full text or getting old messages. Can't I inspect dependency errors directly within the app?

Many thanks in advance.

For those interested, I'm adding some images of the model:

The upper bone (red rectangle) controls the full scissor mechanism, with cylinders and security system moving around.

When rendering an animation, I get that result: cylinder orientation is not correctly updated, you can see both parts of the cylinder don't match. The same happens in the security system on the left.

The problem does not appear if I move and render still frames. Weird!

I have uploaded the model, for those interested. The upper red rectangle-bone controls all (or it should...)

Mechanical Rigging Issues Download

I have switched those options and this is the result, which looks even worse:

The approach I'm following for rigging all my mechanical models is building a bone armature which behaves as the real model and then parenting all the mechanical parts to different bones. Most armatures are quite simple, with some basic maths and simple constraints, but I'm getting these kind of problems all the time.

Manually switching frames seems to work, with a tiny delay/jump barely noticeable, although existent (which is weird...). No problem wen rendering frames. However, when rendering animations or different poses along different keyframes, update is not correctly done.

I first managed to do these riggings without bones, just with math, dummies, and constraints. All worked fine in that scenario, so I guess it's some sort of problem with bones configurations.

I have done a simple test with OpenGL rendering along four frames. First row shows the result I get when rendering the animation, while second row show the result rendering individual frames after switching them. The result is quite different, but you can see that bones seem to behave properly in both cases, with "bad parenting" of the components, much more noticeable when rendering the animation (you can see the cylinder is not correctly positioned in any case).

I have discovered something interesting after further investigation:

The problem origin seems to be in allowing bone stretching. In my rig, the top horizontal bones have stretching allowed (you can notice it in the image), which allows an easy rig of the main diagonal arms. If I switch that stretching OFF, the whole model seems to work fine, as in all the other models I have rigged and which don't need stretching. So I guess this is an internal limitation on bone stretching.

Thanks for your interest, I will continue investigating...


texts:
I'm trying to add a new camera to the scene and render it using multiview (with python script).
at first, I remove all the objects besides the light from the scene:

    bpy.ops.object.select_by_type(type='MESH')
    bpy.ops.object.delete()
    bpy.ops.object.select_by_type(type='CAMERA')
    bpy.ops.object.delete()

But I saw that it didn't erease the camera from bpy.data.cameras which will give me a problem later on.
After that, two cameras were added with init location and rotation:

    bpy.ops.object.camera_add(location = [9.69,-10.85,12.388], rotation = [0.6799,0,0.8254],enter_editmode=True)
    bpy.data.cameras[0].lens = 18

    bpy.ops.object.camera_add(location = [9.69,10.85,12.388], rotation = [radians(40.6),radians(-5.5),radians(140)],enter_editmode=True)
    bpy.data.cameras[1].lens = 18

The cameras are perfectly set in terms of location and rotation but not for the focal lens for some reason.

What is the right way to insert a new camera?

and another quick question - in order to be able to render the scene in multiview are the following lines are all is needed?

    bpy.data.scenes[0].render.use_multiview = True
    bpy.data.scenes[0].render.views_format = 'MULTIVIEW'

BR,
Aviv


texts:
The majority of my question is identical to this one:
Cloth sim : collision with external linked group meshes
The OP found a workaround, so it was never really answered.  I wasn't sure if there was a way to "reactivate" the question, hence my duplicate.

I have a rig that I created with the Rigify add-on (first time I've used it, and little experience with rigs in general).  I believe I skinned & grouped it correctly, per the Humane Rigging videos.  I linked it from a second blend file and made a proxy.  I put a simple baggy robe mesh over the character mesh, with the intent of using the cloth simulation to make the robe flow properly as the character moves into the final position.

Here's where it gets tricky.  I need to add a collision modifier to the character mesh - but where is it?  It's not on the Outliner, and selecting it in the 3D View just selects the linked group.  Some experimenting showed that I can make a separate proxy for the mesh, but it's not connected to the rig.

I thought the second answer on this post was a solution, but I couldn't get it to work; I'm not sure it would be any different than the mesh proxy I already tried:
How can I modify the mesh of a linked character?

Any ideas, pointers to videos or tutorials, etc., are greatly appreciated.  I can post blend files if no one sees an obvious problem with what I'm doing.

[Update 1]  I've created four simple blend files to demonstrate the problem.  They're very simple, low-res examples to reduce the file size.

char.blend - a simple 4-bone FK armature with a rough cylindrical shape.
scene_appended.blend - a scene that appends char.blend, adds a collision modifier to the skin mesh, and drapes a cloth over it.  This works as expected.

In char.blend, for linking via a group, I wasn't sure if I was supposed to include the mesh in the group, so I did it both ways.

scene_linked-rig.blend - the same scene, but it links a group in char.blend containing just the armature (rig_group).
scene_linked-rig-skin.blend - the same scene, but it links a group in char.blend containing the armature and the skin mesh (rig-skin_group).

With (3) and (4), I have no idea what to do, since I can't find the mesh in order to attach the collision modifier.  I've tried all the combinations of "make local", "make single user", etc., that I can think of, but nothing seems to work.

[Update 2]  Playing more with these simple files, I discovered that adding the collision modifier in char.blend works.  Oddly, this didn't work with my real models.  Unless I did something wrong.  It's still not ideal, since I can't figure out how to change (or even find) the modifier in the scene if I need to.


texts: How to adjust camera clipping for object?

texts:
Hi there,
I am a complete Blender noob and still don't quite understand how the clipping start and end points work. More specifically, I don't know what, say this Shift X value 0.01m, implies. Is the camera moving 0.01m away from its origin in the +x direction? It seems part of my purple sphere is getting clipped off when I rotated the view to the front. From the side though, I can see the whole object. Would appreciate any feedback. Thanks!

@ETHAN DAY, thanks for the response! I  tested out what you said and found that was my camera was a dot relative to all my other objects. How is it then that the camera could have captured all the objects from its perspective? Does the render mode show the view from the camera's perspective or the view it's locked to? Thanks again!


texts: I was trying to create a pit and assign a glossy material to the hole to give an appearance of a water body.So,I added a plane subdivided it,added a subsurf modifier,extruded a middle portion inwards to make a deep hole,created a vertex group and assigned a glossy material to the group.But after rendering the effect is not as what it should have.I have attached a rendered image and the original mesh.Why is this happening? Please have a look.Thanks. Pr


texts: Backlight rim effect on hair in vanilla Blender

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Was trying to make a semi realistic head. Felt like the head hairs could use some rim light, so I made the backlight... and now I am stalled for quite a while.

This image sums what I mean as backlight effect:

The things I tried are:

•Mix translucent shader. All the hair becomes kinda transparent

•Fiddle with fresnel. The effect happens on all hairs at the same time, not only the ones on the edge

•Shaders with white base + mix shaders + fresnel as FAC. Not quite

•Translucent shader + mix shader + layer waight for FAC. The best I could do. But makes hairs appear to be in a semi-transparent flat plane

•One other thing I thought could work but I didn't try yet is polygon hair + SSS

I gave up on trial and researched. Apparently there's a way to do it

Here is an example of a tool called Fibermesh, but it's not for Blender I guess. Then I found out there's a tool for blender to make very nice hairs, the Strand Rendering. Found out about it here:
https://blenderartists.org/forum/showthread.php?274660-Cycles-Strand-Rendering/page56

The thing is, I want to make the backlight on hair effect in vanilla Blender, aka official build with no pluggins. Is there any way to do it?


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I just read a nice article about the “Design of a Patient Specific, 3D printed Arm Cast”. (https://knepublishing.com/index.php/KnE-Engineering/article/view/607/1895)

To create the cast model itself is pretty simple as well the uv-mapping part but I found no easy way to remove the honeycombs.

The article just says:

"Using the solid body model that was extruded from the surface of the arm, the pattern can be applied to the cast model. This is done by creating a UV map of the models surface and creating a surface mask of the pattern, this is applied to the model. Using the design mask the areas that not required can be removed from the cast model."

It is not mentioned which software they used but I thought it might be possible in Blender. Any other software suggestions are also very welcome.


texts: How can I make a baking soda model in blender?

texts: I am trying to make a baking soda model but I cant figure out how to go about making it. Does anyone here know where I can find tutorials on how to do this. I searched all over Youtube but couldnt find any that involve making powder and exporting it with UVs.


texts: Ive been following tutorials for the molecular script, but whenever I bake the simulation, all the particles start flying around. Is there a problem with the molecular script and blender 2.9? Is there an actualization of the script? Thanx in advance.


texts: Change Anti-Aliasing Settings in Eevee (Blender 2.8)

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I'm not sure how to change the anti-aliasing settings used by Eevee in Blender 2.8. I have a simple scene with two grids slowing moving toward the camera, and the grid lines are flickering (presumably due to aliasing) pretty badly in the final render. I would like to prevent this, but I don't know how to.

Coming from Cinema 4D, in which I have direct control over the anti aliasing settings, specifically:

I'm not sure what the equivalents are in Blender for Eevee. Can somebody help me understand how anti aliasing works for Eevee animations in Blender 2.8?

I have attached the scene with the flickering problem below:
https://drive.google.com/open?id=1jroi6lKH0cSevD9S_AthZLEC73HUS4_F


texts: Create text containing a new line with animation nodes

texts:
I have two texts I want to add together so they are on two consecutive lines. I have found the option to change line spacing so I assume there is a way to add linebreaks.
How can I add a linebreak to a text object with the animation nodes?


texts: Good way to add a backside to a grid (3D printing)

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I want to add a backing to a grid like structure. I'm wondering if what I did is a good way to do that. I first selected the faces that make up the grid and extruded them out 4mm. Then I closed off the inner rings of each grid square with faces (f). Finally I ended by closing off the outer rings of each grid square. What I'm wondering now is that inside of this backing there are sections that connect from one grid to another and so the back is not completely hollow.

The goal is to 3D print this model.

Maybe this picture will be more clear:


texts: Cycles: AMD and Nvidia GPUs in the same machine?

texts: Now that we're getting proper Cycles on AMD/ATI cards (in 2.75, and in testbuilds now), will we be able to mix them with Nvidia cards using CUDA? Would it be possible to GPU render with CUDA and OpenCL at the same time? If not, could you run 2 instances of blender, each using a different card and run 2 separate renders?


texts: Pants and Shirt Not Moving Properly(Weight Paint Issue?)

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I'm having a problem adjusting the weight painting for the pants and shirt of my character. The problem is that when my character raises his foot, I don't want the top of the pants to poke through the bottom of the shirt. I already tried finding the right bones to change the weight paint influence and this helps a little, but the intersection still happens. I rigged the pants and shirt with automatic weights. Is that the best option or is there a better/easier way to do this? Thanks in advance.

Here's a video.

https://mega.nz/#!D5NA2YaR!2pSZiTbSj5V3QMSv4DA2bLbIiJRM_gQeDh6lzYFlcRY