texts: How to preserve UV coordinate in python scripts when faces are transformed?

texts:
I'm writing python scripts that preserve UV coordinates when faces are translated/rotated/scaled.
And I know similar feature exists in Presages Creator.

https://youtu.be/QH3G9qZgjfw?t=3m32s

However, I don't get what algorithm this tool uses.
For testing, I wrote test code about this problem following below algorithm.

Transform 3D coord of face's vertex to 2D coord
Calculate destination UV coord to use ratio between 2D vertex coord and UV coord

However, it does not work when target face is not rectangle...
This is a example.
When UV coord is same direction as vertex coords, it works correctly.

before:

after:

However, when UV coord is not same direction as vertex coords, it does not work.

before:

after:

Is there any problem about this algorithm or code?
Or is there better solution?

src_vlist       # vertex coord list before transformation of face
src_uvlist      # UV coord list before transformation of face
dest_vlist      # vertex coord list after transformation of face
dest_uvlist     # UV coord list after transformation of face
src_vlist_2d    # transformed 2D vertex coord list before transformation of face
dest_vlist_2d   # transformed 2D vertex coord list after transformation of face
dest_uvlist_2d  # target UV coord **I want to calculate this!!**

# transform 3D coord to 2D coord about verticies
v = src_vlist[0:3]
trans_mat = Matrix.Translation(-v[0])
src_vlist_2d = [trans_mat * sv for sv in src_vlist]
v = src_vlist_2d[0:3]
rotz_mat = Matrix.Rotation(-atan2(v[1].y, v[1].x), 3, 'Z')
src_vlist_2d = [rotz_mat * sv for sv in src_vlist_2d]
v = src_vlist_2d[0:3]
roty_mat = Matrix.Rotation(atan2(v[1].z, sqrt(v[1].x * v[1].x + v[1].y * v[1].y)), 3, 'Y')
src_vlist_2d = [roty_mat * sv for sv in src_vlist_2d]
v = src_vlist_2d[0:3]
rotx_mat = Matrix.Rotation(-atan2(v[2].z, v[2].y), 3, 'X')
src_vlist_2d = [rotx_mat * sv for sv in src_vlist_2d]
for sv in src_vlist_2d:
    sv.z = 0.0
dest_vlist_2d = [trans_mat * dv for dv in dest_vlist]
dest_vlist_2d = [rotz_mat * dv for dv in dest_vlist_2d]
dest_vlist_2d = [roty_mat * dv for dv in dest_vlist_2d]
dest_vlist_2d = [rotx_mat * dv for dv in dest_vlist_2d]
for dv in dest_vlist_2d:
    dv.z = 0.0

# transform UV coordinate for calculation
trans_uv = src_uvlist[0].copy()
src_uvlist_2d = [suv - trans_uv for suv in src_uvlist]
uv = src_uvlist_2d[1].copy()
uv_rot_mat = Matrix.Rotation(atan2(uv.y, uv.x), 2, 'Z')
src_uvlist_2d = [uv_rot_mat * suv for suv in src_uvlist_2d]

# calculate destination UV coordinate
dest_uvlist_2d = []
ov = src_vlist_2d[0].copy()
ouv = src_uvlist_2d[0].copy()
r = (src_uvlist_2d[1].x - src_uvlist_2d[0].x) / (src_vlist_2d[1].x - src_vlist_2d[0].x)
for sv, suv, dv in zip(src_vlist_2d, src_uvlist_2d, dest_vlist_2d):
    u = suv.x + (dv.x - sv.x) * r
    w = suv.y + (dv.y - sv.y) * r
    dest_uvlist_2d.append(Vector((u, w)))

# reverse transform
dest_uvlist_2d = [uv_rot_mat.transposed() * duv for duv in dest_uvlist_2d]
dest_uvlist_2d = [duv + trans_uv for duv in dest_uvlist_2d]

Thanks,


texts: Preferably not using selection, tried bpy.data.meshes.remove don't works for it


texts: Missing the "Bake Data", "bake mesh", etc buttons in the default manta flow stettings for Mantaflow

texts: So, I needed a fluid sim for a project, set up the effectors and inflow, no problem, however, after putting a cube around my scene and setting up the domain modifier, there where no options to bake (see image). I have tried copying everything to a different.blend but still the same problem. default cube, default .blend and default settings and no "bake data". please can someone help me


texts:
How do you merge edge loops? They say ALT +  M  but that merges the edge loops to the middle of it.

What I want to do is is like this, not bridge because bridge will make new faces. I just want merge.


texts:
When I use weight paint the only thing it paints is red. How can I go back to painting blue?

This should be a very simple answer as I'm a beginner.


texts: Can I adjust bones after skinning and weight painting?

texts: I used rigify to create a rig and then skinned it. I then weight painted some areas. Is it possible to move some bones and reskin without doing everything all over? I need to adjust the hand especially.


texts:
I have downloaded the auto-save render add-on, can anyone tell me where I can find the files after the render?

Thank you for your help


texts: How to smooth a curve from an already existing model?

texts:
I'm creating a set of train tracks for a game known as "Garry's Mod". It runs on Valve's Source Engine, and for being an old game engine, it has it's quirks.

Namely, the inability to create smooth curves from within the engine's map editor, "Hammer World Editor".

I can create curves using the editor's built-in arch feature, but the curves aren't smooth, since they are just a bunch of straight blocks put together.

While I can increase the amount of pieces on a curve to make it look smoother, for some reason the editor deforms some of those pieces and makes the tracks look bad.

A friend recommended me to take the "blocky" curve, so to speak, and run it through Blender, to smooth it out. But that's where my problem resides.

How can I do that? I already have the prop loaded in Blender, but I'm a complete novice to it.


texts: Where to get these nodes that don't appear in the search menu?

texts:
I am a beginner and am trying to replicate node groups I see in images.

Forgive me if this is a stupid question to you, but I can't seem to find certain nodes.

For example, I see the IOR node in someone's setup,

but I can't seem to find it when I search for it.

Does anyone know how I can get these "hidden" nodes?

EDIT: This is NOT a duplicate. The duplicate mentioned is talking about nodes in the compositor, while these are actual nodes in the material node editor.


texts:
I made a chain armor. Now i want to asigne my chain, so that I can delete my base.

So here you can see on the right side my base. On the left side you see my chain armor. My problem is, that I want to see a little bit trough the chain armor (as in reality).

But when I try to asigne the object parent with clear parent and ceep transformation, this happens:

Its not a option to make the base transparent, because this would use more processor performance and I make this mesh for a game.
So how can I do it?
I tryed to asigne all transformation and all modifier and after that, I tryed to clear parents with ceep transfromation, but this also doesn't work.


texts:
Is there a way to render trails behind particles in cycles?

I tried using hair particles with Use force field weights for growing enabled and a turbulence force-field, however the trails become unstable after a point:

Is there another way to do this?


texts: Meshes joined in Blender are still un-joined in Nifscope

texts:
I created a posing character as static meshes from a body with a skeletion. It shows up fine in Oblivion. I want to join all the meshes that make up the body (upper, lower, etc)  so i can quickly paste this newly created single mesh into another .nif, or otherwise manipulate it. The meshes were  joined in Blender with CtrlJ.
It seems to have exported with no problems, since it shows up in game with no problems.  However, the meshes are still shown as separate pieces in nifscope, so I have to copy and paste each piece to move it. So evidently, importing to Blender, joining the meshes, then exporting is not the solution.

Nifscope 1.1.3 rev 36bfdd/
Blender 2.49b


texts: I need to know the angle of an edge using bpy. I need this angle in the x-y plane so if the edge is aligned with the Y axis the angle will be 1.57 radiants (90 degree) and if the edge is aligned with the X axis the angle will be 0. Thanks


texts: How can I duplicate a model and it's armature, so the rig still works?

texts: I need to make a duplicate of a character with its armature. When I try to duplicate the character, the duplicate remains associated with the original armature. When I make a duplicate of the armature, and try to associate the duplicate character with it, it fails. How can I accomplish this? Or is there a way to make duplicates of the character and the armature together, making the duplicate character associated with the duplicate armature?


texts: Varying focal length camera import problem

texts:
I'm trying to import a camera from Nuke to Blender, which has a varying focal length. The camera animation is imported correctly, but the focal length is static - set to the first frame value.

I tried Alembic and FBX, both give the same result. If I reimport to Nuke - the focal length is animated as it should be.

Any ideas how I can import it correctly. Or at least how could I copy the animation values to Blender ?

Thanks,
Lukas


texts:
I've been studying JamesVillanueva's lightsabers for a while now, and have tried to recreate the effects in Blender.  The trouble I'm having is with the blade in the compositor.  Keep in mind that I'm also trying to animate it.

First off, this is the lightsaber I've created with help from Williamson's lightsaber tutorial.  Obviously the color of the glow needs a little more work to be accurate, but that's not what I'm worrying about at the moment.  This is also rendered in Blender Internal, but I'm going to switch to Cycles when I got everything prepared.  The blade model is totally transparent, but its index is fed into the ID mask node.

I'm using two versions of Blender's Gaussian glow.  The glow it creates is, unfortunately, omnidirectional.  This is different than the glows Villanueva puts on his, where the white core continues into the saber emitter.  Also, unlike his, my glow flows over and obscures part of the emitter.  This also means that if prongs were placed on the emitter and closer to the camera than the blade, the glow would engulf them.  What I'm looking for is something like this:

(source: James Villanua)

Where the parts of the model that are closer aren't affected by the glow, while those that are farther are.

Second, I'm trying to improve on Villanueva's method by having the glow applied to the reflection as well.  A method to have the glow applied to the blade if it's covered partly by glass would be nice, too.

Anyway, help is appreciated for any of these questions.  If there is a different way of going about this and getting the glow, like with Cycles materials, I'd be happy to know.


texts: Can you use two computers to render in Cycles?

texts: I have a fairly complex scene that I would like to render in cycles. However, it is taking forever (as I expected). I have two computers (a laptop and a desktop-both are Windows 10, neither has a graphics card, and from within the last 3 years.) Is it possible to somehow take advantage of both computer's power to render the scene more efficiently?


texts: Segfault when going back to Object Mode, on unrelated data

texts:
I am writing an Addon.  I have a list of Vectors:

centers = [p.center for p in obj.data.polygons]

In a later section of code, I do the following to a different object:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')

After this return to Object Mode, the earlier list of centers no longer points to anything, and any reference to it causes a segfault.

This is not the only mode change in the code, but the segfault happens only at this one location.
The segfault remains even if I operate on centers_copy = centers.copy().
The segfault goes away if I inelegantly cast the Vectors to lists and back:

centers_list = [list(elt) for elt in centers]
centers = [Vector(elt) for elt in centers_list]

What, precisely, is causing this segfault?

Thanks in advance.


texts: Calling bpy ops fails with context is incorrect

texts:
I have a bare bones script that has 2 lines:

import bpy

bpy.ops.mesh.rip()

I've made sure I am in EDIT mode and have edges selected in edge mode. It fails with

RuntimeError: Operator bpy.ops.mesh.rip.poll() failed, context is incorrect

But I've fulfilled all of the context rules in the docs. Anybody?


texts: How to create and animate the water reflection (Caustics) on an object?

texts: What is the best method to create this kind of reflection and how to animate it?


texts: return the original materials with python

texts: I have an object with three materials (mat 1 mat2, mat3). with python I want to apply another material (mat4) to my object and return to the initial state (mat1, mat2, mat3). is it possible ? I have to save the list of starting materials to apply them or there are more simple?


texts: utf-8 codec can't decode strings randomly

texts:
I am coding a binary format, and I am reading null-terminated strings with the following code:
def read_string(f):
    chars = []
    i = 0
    while True:
        c = f.read(1)
        i += 1
        if (c == b'\x00'):
            return (''.join(chars)) #.encode('utf-8')
        chars.append(c.decode('utf-8'))

And I have this problem that, when I want to access said strings, I get the following error:
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xc0 in position 0: invalid start byte
Usually in lines like these:
bone = armature.pose.bones[obj.name]

or:
if (objects[i].name == parentname):

I'm not sure what am I doing wrong, and I can't seem to figure out how to fix these random errors, that sometimes show up and sometimes don't, there doesn't seem to be an easy way to debug this, is there any way I could tell why this is happening?
I'm not sure if it's the way I'm reading python, or it's something else.
Thanks for reading!


texts: Texture uv map is not applied to the object while I'm following the projection paiting tutorial

texts:
I don't know what's happened, but after having added a camera and some lamp to the scene, the uv maps that before has been applied correctly to the object, now stopped working. I added an image file on the texture panel and it seems that it has been recognized, but it isn't listed on the material tab. The result is that the object appears always greyish. I attached a lot of pictures, to show you the configuration in the key areas of blender settings:

Here you can see that on the texture panel I selected an image texture

Here you can see that on the material tab the image texture selected on the point 1. is not available.

Here you can see that in edit mode,I see no texture applied to the model

Here you can see that in object mode, I see no texture applied to the model

Instead, in the texture paint mode, I see the texture applied correctly and you can also see how is the configuration settings under the slots tab

Here you can see how is the configuration settings under the tools tab

uv image editor pic


texts: Blender 2.90.1 Keying Node doesn't seem to work. Am I missing a switch somewhere, or does keying need to be added to the clip like a mask?

texts:
The Keying Node doesn't seem to work. Am I overlooking a switch somewhere, or does keying need to be "added" to the clip, as masking does, in order for it to render? Here is my compositor node set up.

It is set up according to various tutorials that I found, but nothing doing. Thanks.
here is the blend file:


texts:
I wanted to do a simple test on a cube. I created uvs, added a mlutires modifier, and did some sculpting. Then I baked a displacement map, following Royal Skies tutorial. But it doesn't really displace the cube properly.
What am I doing wrong and how can I fix it?
Sculpted cube

Cube with displacement

Node tree

Displacement

Displacement set to 0.1

4K image of the displacement here

Blendfile: https://pasteall.org/blend/62d9ac2afea048e68e426552e7c9bc0d


texts: How to apply freestyle on only one mesh?

texts:
I have a scene in Blender in which I want to apply freestyle effects to just one object. Is this possible. How can I do it?
(I'm using Cycles)


texts: How to fix shading issue on a flat face?

texts: Here's a simple shape with two bevel modifiers and smooth shading turned on, but the shading on the flat surface is distorted and wrong. I've tried recalculating normals with CTRL N. How can I fix this problem?


texts: Problem when moving and changing object pose at the same time

texts:
As you can see in the image below, I can move and rotate the object correctly:

It turns out, I'd like to move it and change your pose at the same time and I can not do that.

I modified only the position of one of his bones. Without tampering with his position and this happened:

All the animation (from frame 0 to frame 100) now has the pose I put on frame 100. Detail that I did not press the 'i' key.

That's what I imagined and I wish it would happen after I hit the 'i' key.

The 'z' is the same in all the pictures, because I have not changed.

The detail is that I can cause the object to change its pose (in another test), but for this I can not move it and vice versa.

There is a video that I saw and it drew attention to me in one detail. As you can see in the 20:40 minute of the video (https://www.youtube.com/watch?v=HyVvi-TjHlM&t=1240) => Any modification he makes to the character's bones is immediately marked on the Dope Sheet, but when I make a modification to any of the bones it does not.


texts:
[![enter image description here][2]][2]When I watch tutorials I follow them as well as I possibly can but my mesh always ends up breaking.
Example the faces overlap vertices instead of being multiple faces, faces overlap them selves and kind of flicker like there taking up the same spaces.
Some of my mesh also ends up with vertices where they should be like they auto connect to another location


texts: Composite image sequence only using one image in the sequence

texts:
I am only getting a single frame of an image sequence used in my Compositor output frames.
I am trying to create a series of images from a single background (static) and an animation (png) sequence.  If I use the sequence of "anim 0884.png":

through "anim 1274.png"

, a file open seems to indicate a sequence "anim ####.png", but only seems to find a single frame (Frames set to '1'), including if I click on the Match Movie Length in the Node Item properties.

If I keep this setting I only get "anim 0884.png" used in all frames of the output "composite 0884.jpg" through "composite 1274.jpg". :

If I set the image sequence Frames=387, I only get the last frame "anim 1274.png" used in all frames:

What am I overlooking?   I need the composites to start at frame 884 because other animation occurs frames 1-883, that is rendered separately.
UPDATE:  I finally found a combination that worked for but it is not at all intuitive, and ... it ONLY works if I run it from the command line
(blender -b postRenderCompositing.blend -S Scene.compositing -s 884 -e 1050 -j 10 -a), not with ctrl-F12!

Here is a link to a zip containing the blend file and sample data:  https://www.dropbox.com/s/rucw94302txj6ce/postRenderCompositing.zip?dl=0


texts: Rendering taking too long. Is there a way to improve it?

texts:
I recently tried to render in Blender, but, it is taking the a ridiculously long time to render a frame. I've tried rendering on my windows laptop which has a NVIDIA GT 520M, 8GB of ram, and a 64-bit operating system and people told me that using the GPU won't accelerate rendering much. Instead I decided to render on my school computer. The school computer has a:
NVIDIA GeForce GTX 760 GPU
Integrated with 2GB GDDR5 memory, 256-bit memory interface

This took 20 mins a frame, I then thought my animation is 2000 frames long. 1 frame takes 20 mins, 20*2000 is 40000 mins. 40000 mins equals to 667 hours which equal to 30 days. I would never be able to hand up my assignment on time. I watched many tutorials on rendering and trying the tips that people gave me but it didn't improve the rendering time.

Here's my blender file:
(note, it is in CPU render instead of GPU render because I am currently working on it on my macbook air)

First screenshot of the render settings.

Second screenshot of the render settings.


texts: DAE not exporting materials properly and slightly changes armature

texts:
When I tried to export a model as a DAE file, the materials seem to get messed up.

Here's the original model, with all the materials' specular intensity set to 0:

Here's my export presets (there's a two link limit for us plebeians, so remove all spaces to see):

And here's what it looks like when I reimport it:

For some reason, all of the materials' specular intensity gets set to 0.5. I've imported DAE files that had their specular intensity set as 0 before. Also, all of the bones in the armature that previously had their head and tail very close to each other seem to be stretched downward. Is there any way fix this, or is this simply how Blender works at the moment?

Here's a zip file. You might need to reattach the textures in the zip file to the blend file if you want to view the model properly. If you see the model properly, ignore that last statement. I named the exported file "FitPokeZenigame00 Fix.dae".

Note: The Squirtle model does not belong to me. It was ripped from a video game known as Super Smash Bros. Brawl. All credit goes to Nintendo, Game Arts, Sora Ltd, etc.


texts:
I used to use the mouse wheel in fly mode to move the view/camera smoothly backward and forward while controlling the speed at the same time.

I updated to Blender 2.70 and it seems that this is not working anymore.
Can I still use this navigation method in 2.70? How?


texts: Pose Mode in the "Default View" tab makes my mesh darker not allowing me to select both a bone and the mesh and go into Weight Paint

texts:
Pose Mode in the "Default View" tab makes my mesh darker and unable to be selected. As a result I can't select a desired bone and the mesh and then go into Weight Paint. If I switch to the "UV Editing" tab and try to do the same thing again, it works, I'm able to select a bone and then the mesh and go into Weight Paint. What's the difference?

Thanks!


texts:
The png's are rendered well. The size, color, everything fits well. But when i convert the imagestrip into a MP4 file, the color output of the Video has changed.
The black isnt black anymore its kinda red- and grey- toned. All colors are slightly brightened..

But why? While im watching Tutorials on Youtube theres no trouble at all with this...

My feelin says its something about the colorpreferences on my system or in Blendersystem.. ?

Last week i changed the colors on my monitor.. i boost the black level and the saturation of colors. But i would never understand any connection to this mentioned problem.. precisely because the png's look perfect!

Does anyone know whats going on there?
(I tried a lot of codecs.. they do not change any colorvalues, also i tried RGB and BW in the rendersettings)


texts: I have an image with a few shades of grey in it. I need to change some of those shades into white. Is there anything more efficient than going through each pixel one by one and check its RGB values? Is it perhaps possible to somehow posterize the image with some built-in function?


texts: Interlaced footage in the motion tracker?

texts:
Blender seems to be interlacing my footage in the tracker/video editor, but nowhere else does it look like that, even if I make blender render it through the sequence editor.

This footage is impossible to track this way.

Related post on BA.


texts: When I swich scenes in blender game my scene gets darker

texts: If I run my game scene without the menu scene everything it's fine, but if I first run the menu scene of the game and then get in my game scene everything is darker and my lamps are different than the ones I set.


texts: Exporting object's rigid body sim XYZ coordinates

texts:
I created a simulation of falling apples into a box.
For research purposes, I want to be able to export the XYZ Coordinates of all apples (center of mass of objects, if possible) into a dataset, only for the last frame of the simulation.

I'm new to blender, and have a basic knowledge in Python. Any direction will do nicely.


texts: How can I merge objects while maintaining the materials in Sverchok?

texts:
Is it possible to merge objects in Sverchok while transferring the materials to the new objects?
Here is  a screenshot that shows the issue. I merged the objects with the material indexes but no materials are on the new object.

I am also attaching the test blend file
blend file


texts: Is it possible to have an animatable render mask to restrict render area?

texts: Let's say I have a scene to render in cycles, and one particular area needs a much large sample rate to achieve satisfying render result. I would like to render the scene in normal sample rate (say, 150), and then I come back to render that particular area with a much higher sample rate (like 500 or higher) with an animated mask so that blender would only render that area. I know there's a mask layer thing in blender but that doesn't stop blender from rendering the whole scene first. I needed something like the render area crop, only animated. Is it possible?


texts: Issues with Rigging Weight paints error?

texts:
I'm having serious issues at the moment with rigging and modelling a droid I've built. essentially the problem is as follows:
I weight paint the hip area, all is good. during me Weights test I find that some of those weights are in fact attached to another bone. I remove it and carry on applying the weight to the right armature bone. then, when I return to the incorrect bone, I find that the weighting has been reapplied. I had a similar problem on the hands and don't know what the source is. any advice?

this is a picture of the wrong bone, note the highlighted crotch

this image demonstrates the highlighting on the correct bone


texts:
i've been trying to export a gltf file to three js from blender I have used this tutorial and realised that it may be outdated since the gltf extension they're using is archived and it doesn't appear in the group menu in the uv node editor. How do I export a 3d gltf file suitable for three.js in 2.81 version of blender. There seems to be no tutorial on this.
This is pretty confusing since I have never used blender before only maya.


texts:
So I have been using Blender for a couple months now and I'm working on a "big" project but blender keeps crashing when I add a HDRI and render cycles on my GPU.
These are my PC specs:
AMD ryzen 7 3700X
Nvidia GTX 1660 Ti

Is there a fix or am I doing something wrong? The HDRI is 927Mb.


texts: im very new to blender and for some reason im having no success installing any add-on,i followed all of the steps yet when i pick the file to be installed nothing happens.In the image this is what it gives me when i press install then it disappears and nothing.Thank you in advance :)


texts:
Recently, I have been working on a rain animation for a school project in Blender 2.79. I created cobbled street tile using texture, generated normal maps, displacement map, UV unwrapped it (was just a square) etc. so it looks like this:

After that I created actual street using array modifier, then I used method descibed in the first answer from here to create one mesh joined from array.
I also have a particle system which serves as rain so in order to add wetmaps I created separate UV map for dynamic paint, this time unwrapping whole joined street.

So now I have a wetmap for whole street and now I'm stuck because I don't know how to apply it, because normally you would use it with material of the road, but the material seems to be the one from back when I was creating tiles. Correct me if I'm wrong, but as I understand it each part which was previously different tiles from array modifier uses one material but they use it separately (material is still applied in squares) and that is ok because otherwise everything would look very bad if material from tiles would now be applied to whole road.

But how do I now apply wetmap to joined mesh, because I can't use it in material from individual tiles since it's destined for them and not for joined street. And I can't change material for street because i will lose cobblestone look. Is there a way to combine different materials for one mesh - one for whole and one for its different parts? Or maybe I've done something wrong along the way and in order to use textures like that + wetmaps I need to do something differently?


texts: When I attempt to export an open model (a .dmx file) to an MDL I get an error

texts: The error I get is "Line 88 Object has no attribute 'Hide_get' can anyone tell me what can solve this?  Many thanks!


texts:
I am in UV Editor Mode, if I click unwrap (U) with a shell selected, it unwraps the shell correctly (following the seams) but at the same time it's packed in 0-1 space.

The tool is called "Unwrap" but seems it's doing "Unwrap and Pack". I can't figure out what I am doing wrong..

How can I unwrap the shell without packing it? Is it possible?

I try to show with an example:

Shell i want to modify

Mark the seam
Select the shell
Clicking Unwrap give me this:

What i expect is something like this(just unwrap and no repack):

Thank you


texts: I am trying to import some text to place on a rectangle to make a 3d printable business card. I imported a SVG file of my text, converted it to mesh, joined it, then tried to extrude faces. When I tried to do that, the cuts appeared on the text.


texts:
I have recently been learning the compositor feature and have been running into some confusing issues. When i connected the glare feature to add glow to a scene, absolutely nothing happened...
also i recently made another scene where i have multiple glowing objects and all but one is glowing?!?!?! see attached image.
I've used glare multiple times now with no problems but twice now i ran into this problem.
thank you in advanced!

@GordonBrinkmann
@Daniel - https://drive.google.com/file/d/1UlLXuRFI9rgjxSwlm8Kr1q2K2dvb0YtG/view?usp=sharing


texts: Lock a background image from being easily deleted?

texts:
The hide/show background image button is just a few pixels to the left of the delete background image button.

When I need to toggle hiding and showing the image (my eyes go off the hide/show button and watch the image alignment with my model), I sometimes hit the delete because my mouse will creep a few pixels to the right. Then I have to load, align, resize, move and rotate the image all over again every time this happens!

Is there an image lock add on, feature or any workaround to stop or prevent this?


texts: How can I alternate rotating a bone and its associated controls around its tail and its head?

texts: Is it possible to rig a hand such that I can drag the entire apparatus around in space with one control, rotate or pivot the entire hand apparatus around the wrist with a second control (as though waving), and with a third control rotate or pivot the entire hand apparatus around the fingertips (as though revving a motorcycle or pushing oneself off a surface by the fingertips)?


texts:
When I tried adding keyframes from my second object I got this result:

Result

is there any way I can change specific keyframes to match the animation?


texts: New to Blender, have a quick question about masking.  I am greenscreening some photos, however some areas do not cut out correctly (space between ladder notches), so I have resorted to masking and using nodes in Compositor.  I was able to add a mask around the object via Movie Clip Editor, however when I add another mask to the space between the ladders (adding a square between), this second mask does not show and the greenscreen is still visible.  I am using nodes similar to how CG Geek on Youtube has in his tutorial.  A second mask option does not appear when I include another Mask input.  Any help is appreciated!


texts: How to make a prism with different shapes at each end?

texts:
I'm trying to make a triangular prism that becomes circular at the other end, but to no avail.

At this stage I have a circle with 3 vertices and another with 16, how would I connect these into a prism?


texts: Blender To Substance - Large Texture = Low Quality Problem

texts:
So I have been having problems with texturing in Substance painter Due to the Texture being way to large. I use blender and before exporting I UV Unwrap Large meshes by "Smart UV Unwrapping". Later on In the UV editor I enlarge the Unwrap to get better pixel density by making the UV squares smaller making the textures alot smaller in substance painter but when I export and scale the textures in Substance painter I start to get seams for no reasons. I dont know how to make my textures look high quality and realistic without it getting large in texturing programs. Their must be a simple solution for this that I can't see. Any help would be great!
Images:

LINK TO FILE: https://mega.nz/file/Amw2jSpa#iSp-IuTzMf_5KX7UaomA67MgAFyTGpIBvi_0WKQMVNI


texts: I made a 3D scan of one of my wife's sculptures, but I'm having trouble closing off the open ends. I want something sculptural (positive curvature in some places, negative in others), but how to close the shape for further digital sculpting?


texts: Is there a substitute for poke face option in Blender 2.65?

texts: I have been trying to make a dice watching a YouTube video and in that they are using Blender 2.81a. However, I cant afford it as my computer doesn't have the required graphic card and processor (can't buy a new one for this because I am not a professional, just a beginner). So I have been using 2.65 as it is the one which works best in my computer. When I was making this cube, there was a need to make a poke face. But I cant find that option or any other any option to do it. Please help...


texts: So I'm creating a room flooding video I've taken a picture of my room and and created a scene that has obstacles where my bed is and the walls are ect. What I want to do is render the fluid simulation against a transparent background so I can composite it on to the picture. The problem is I can't figure out how to make all the obstacles invisible and only have the fluid running through the scene and hitting the obstacles without the hdr making the fluid over exposed.


texts: The imported object does not become the active object in the scene

texts:
I import an object into the scene via bpy.ops.import_scene.obj. Before adding this object I have added some other objects in some other layers. However, after importing the new object bpy.context.scene.objects.active does not change. I tried bpy.ops.object.select_all(action='DESELECT') before importing the new object but it didn't work and the active object is still another object in the scene. I also tried the following before importing the new object:

for obj in self.scene.objects:
    obj.select = False
bpy.context.scene.update() # Which seems unnecessary, but I do it just in case

But it still doesn't work.

To get around the issue temporarily, I did bpy.context.scene.objects.active = bpy.context.scene.objects[0] after importing the new object. This way I manually change the active object which is not ideal, and I should not be the case.

I am a bit confused why deselecting the objects does not work. I wonder, am I doing something wrong?


texts: Is there a "Volume Select" equivalent in Blender?

texts:
3D Studio has a modifier called "Volume Select" that allows using an element's geometry as a sort of selection force field that influences elements in its path. It can be used to transform many at once, as illustrated below.

Is there a way to do this in Blender? If not a modifier, maybe a script? I'm trying to animate a block of cubes that shrink and grow in a pattern and something like volume selecting would help a lot.

Thanks!


texts:
I'm new to Blender and I'm following some tutorial and reading the documentation.
Here is described how to rotate or scale an object.

I imported an stl file that is shown rotated of 45 degrees on z-axis.
When I select, its dimensions are:

X 201 m
Y 201 m
Z 15 m

This is because it's rotated of 45° as said (it's a magic wand, like a rod).
So I rotated it by 45° using the transform panel (or R key).
Well, now it's aligned to the Y axis!

But the dimensions are still the same!
I'm expecting something like:

X 15 m
Y 283 m
Z 15 m

I'm in trouble now because I cannot scale it as desired.
Surely I'm missing something obvious... but I cannot find it out from the documentation.


texts: How do I avoid deformations while rendering?

texts:
After adding some dunes to my scene, I realized after rendering, it shows polygons as if they were deformed. I tried to "smooth shade" but it didn't work. I also tried to apply subdivision surface, tried with all layers up to x4 to make sure it goes away, but it still doesn't.
Take a look at the images below:

See all the polygon changes on top of the dunes?

How can I fix that?


texts: When I try to change the texture on a cube all of the cubes change

texts: I am trying to input a texture on blender for one cube for a project. But whenever I try, the entire structure gets changed. In the picture I am only trying to change the color of the cube selected but the entire thing is changing? Any tips? Thanks.


texts: Composite render layers from a different machine?

texts:
I'm using blender guru's method ( http://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing/) of separating my scene into different layers for rendering so that I can use one of my GPU's that only has 3GB of VRAM, BUT, since I have both an NVIDIA and an AMD in my machine, and a cpu, I am running 3 instances of blender all at the same time, each using a different part of the machine to render out an animation. I am ALSO rendering using the CPU's of a few different machines. All of them point to a dropbox folder so they can all see which frames have been render or are being rendered.

My problem is compositing the layers once they've been rendered.

In the Blender Guru article, he renders in one instance of blender and opens the rendered file  that blender detects in the previous renders function. I don't have that luxury. Is there a way for me to open my rendered files after the fact for compositing?


texts: What techniques have been used to repeat geometry or other detail to the infinite horizon?

texts:
When I composed my first hopping cube video

I would have liked to have the camera pitch up enough to show the horizon, except I didn't have enough geometry to extend the cobblestone street and the sidewalk all the way to infinity (mostly because that would require infinite stuff).  Even in that shot it is clear that I need to widen the "sidewalk" to cover up the "sky"box.

Contrast with

where the ray tracer can use the procedurally replicated geometry.

http://www.pasteall.org/blend/29031 is a failed attempt at faking out the horizon, even with low detail.  It fails because lighting's interaction with the geometry gives it away.

Some techniques that prevent you from having to deal with infinity include

put the scene in a box (usually a room)
put the scene in a canyon (which is just a box without a top so you can see the relatively featureless sky)
route the road into a tunnel, or around a corner and hide the horizon with other geometry (which is really just a variant on the canyon).
have no detail on the ground at all (flat color or gradient)

Those are all dodging the question of interest to me:

What techniques have people used in blender to fake various kinds of detail repeating into the distance (instead of just obstructing the view of infinity)?


texts:
Is it possible to have all the faces exact size without losing the shape of the mesh. With or without addon. With the Looptool adon we can have equal spacing in the verts.

My mesh was subdivided and applied. How can i have equal size of faces all over the mesh. In my model top faces are small bottom are big. Any suggestion . Thanks


texts: How do I add 2 face and make this a cylinder?

texts: I am trying to combine these 2 faces to make a cylinder, I was following along a video blender guru tutorial about making random icing and what he was doing was extruding the icing while I am finding a way to make my icing short.


texts:
I am using Blender 2.8 and Cycles. When I zoom in on the 3D meshes in my scene, I can get very clear closeups.

When I render (using Denoising, 1200 samples, 1920x1080), zooming in on the resulting image shows smaller meshes in the scene as blurry. I worked hard to achieve a realistic look with many smaller meshes, so I want to be able to see them close-up in the rendered image.

If I do not care much about rendering times (that is, less than 2 days; preferably less than 1 day), is there a way to render a highly-detailed image of my scene? If so, how?

Thank you,
edsager


texts: Cannot activate addon "Import Images as Planes"

texts:
In trying to experiment creating terrain using height maps, I have had difficulty getting the addon "using images as planes" to work. In frustration, I uninstalled my Blender and re-installed 2.79b. The addon does appear in the inport-export list, however when I try to activate it I get this error:

Report Error:

Traceback (most recent call last):
File C:\Program Files\Blender Foundation\Blender\2.76\scripts\modules\addon_utils.py", line 324, in enable mod=_import_(module_name)
  File C:\Users\user\AppData|Roaming\Blender Foundation\Blender\2.76\scripts\addons\io_import_images_as_planes.py", line 1
Python 3.5.1 (v3.5.1:37a07cee5969, Dec 6 2015, 01:54:25)(MSC v.1900 64 bit)] on win32
^
Syntax Error: Invalid Syntax

I can't seem to get around this. How do I activate this addon or what do I have to do to get around this problem.

Thanks, all


texts: Wierd unwanted painted textures refusing to be deleted

texts:
I started painting the texture of a model I scanned using photos of the scanned man, using stencil brush.
After I finished painting the front face and the left side I started painting the right one, and then everything went wrong- everything got horrifically blue and no matter what I do I cant get the texture blank again, or atleast white!
help! what can I do to start texturing again from the start?
Thanks in advance to all helpers.

all previous textures are now deleted and nothing is changing


texts: In viewport, mesh is see-through, objects behind it are displayed on top

texts:
Many years of blender experience and just encountered this infuriating little problem:
I have a red ball mesh, a green rod mesh.
No matter how they are positioned, the viewport displays the red ball mesh BEHIND  the green mesh. SMDH


texts: Geometry nodes modifier resets when applied

texts:
Trying out this nice idea (https://www.lushogames.com/post/simple-rocks-with-modifiers)
When i apply the geometry node (to export FBX); the whole thing flattens out.
What obvious thing am I missing here ?


texts: Is there a way to make the object move infinitely?

texts:
Like if it had some kind of invisible propeller.

Thank you.


texts: How to close a half filled hole after boolean difference?

texts:
I have used a boolean modifier on my structure, thus willing to make a cylinder-shaped hole in it. For some reason I do not know, once I applied the boolean the two edges of the holes were only partially connected by vertices.
[]
From there on, what method could I use to bind the rest of the hole ?


texts: Green faces in sculpt mode but I don't think I did anything

texts:
I was re-making an anvil following blender guru's tutorial(because I applied modifiers in wrong order and screw up without backup) but suddenly I saw gaping holes in my mesh and had a mini-panic and reverted back to my auto save. Then, I realized there are green faces where the holes were.
So, I thought maybe there are loose vertices or something so I went and looked in edit mode. But I couldn't find what was off about it.
I've tried to merge it by distance, smoothing it but it didn't do anything. I don't know why it's happening or what I've done wrong. But other side looks fine witch is making it more confusing.
I'm assuming it could be the multi-plane scrape tool, but other parts where I've used it are fine and I am stuck


texts: Can I bake the animation of a mesh and get rid of its armature?

texts:
Bare with me since I am not so familiar with the baking animation process.

I have a mesh, where its vertices (and so its faces) get moved as a result of its armature.

There is an animation based on some different poses.

I wanna take this animation to use it in unity. But I don't want to drag the armature with me.

So is it possible to just "bake" the translation (motion) -animation- of the mesh and just drag the object along with its mesh and an animation only?


texts: (Rigify) The bone of the hips is controlling the bones below him and not the bones above

texts: The bones of the hips are influencing the bones below and not the bones above, is possible to make them influence the bones above?


texts: Boolean modifier cannot be executed error

texts: I'm trying to create a background for a friend with his username, so I've created two text objects, and given them meshes. I hope to make some pretty cool semi-transparent materials for them. However, some of the materials for the objects' perimeter shows through from under the front and back surfaces. I understand the Boolean modifier can perform a "negative extrusion" so to speak on the area in which the two objects intersect, but when I select carve, I get a warning saying that the modifier cannot be executed. Can anyone tell me how to correct this?


texts:
I just found out about this situation. So my scene involves different propellers facing on different directions.

Now the ones that are globally aligned, i don't have a problem rotating it to the Y axis because it's position is relative to global orientation. I get into trouble with propellers facing different direction. I cannot rotate them properly anymore.

Here is an example of my scene:
https://youtu.be/Pd1ffT_APTo

So my qeustion is can you rotate object basing on there LOCAL POSITIONING? not GLOBAL?


texts:
This is my first use of Python in blender, although I have had Python experience elsewhere some time ago (Arcpy).
I have a mesh object with several faces that has a material calculated for each face using a complex node group that I am utilising from another licensed coder.
I know that the faces are all a block colour and not a mix of different coloured pixels.
Having selected the mesh, I would like to get the RGB (or hex) value for each face. This would allow me to manipulate the output colours without compromising the complicated node group.
I am struggling with the operators and types in bmesh to get this info. I have seen some solutions online but all seem to be using a very old version of Blender Python and have not worked. Anyone have a 2.83 solution to this issue?
Cheers


texts:
I'm out of options, I have to ask... Why is the knee in the below picture not always pointing to the ik.knee.l bone?

I've read this (VERY informative) and I also followed this tutorial... But no luck. I'd appreciate any help/insight into this. Because I have a whole lot of problems with ik in general, and hoping the answers will fix other problems I've run into, namely the hand and finger bones.. lol One problem at a time though.

I was under the impression that the way IK works, is if you move the leg ik bone at the foot, it would move the chain correctly, do I need to add another pole somewhere to keep the knee from bending the wrong way? The way the kneecap would.

The blender file can be found (Updated) here: https://drive.google.com/open?id=1DKorMRirof7BCtw3VI2uHUaKg1PXESyl

I attempted to add another ik.bone/target on the thigh, but that didn't work.


texts:
im trying to transfer weights from one object to another. Ive downloaded and edited this guy and i wanna use the skeleton of the girl because it has very cool IK, and im not proficient enought to make an IK skelly by myself. When i use automatic weights it looks kinda decent but it has some horrible morphs around some of the muscle areas.

i have also tried these two tutorials, and none worked. im currently using blender 2.78.

Transferring rig weights from one mesh to another in blender 2.76

https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76

can someone help me to find a way to transfer weights from the girl to the guy?.


texts: How to search for files in Sequencer by format, through my Custom Node?

texts:
I am creating a Custom Node that handles Audio. I want to get the list of all Sound Strips (Files) that has been already added to the Video Sequencer. I want to create an Input that when you click lists such files. I have seen such nodes in the Compositor.
What can I do to achieve this? I checked the code of compositing nodes in github and it is all in C, I want to implement this in Python. Also, if I do implement this, can I also add a Custom Input Socket that accepts Audio Files to the same Input? Can Blender support that? Blender Documentation for Nodes and Audio seems to be very poor. (Please don't mention Animation Nodes, I am trying to create a separate Node Editor)


texts: Python : Get selected objects in outliner

texts:
To get the selected object in viewport, we use :
bpy.context.selected_objects

But in outliner, if i select some objects there, then what is the python function to get/collect the selected objects in outliner ?


texts: How do I fix my upside down video, and make it so it is not compressed and choppy

texts:
I am making a small documentary on blender 2.9 (I think) for history class. While doing this I did not encounter any problems until I added a video from my phone to the script.
Now the video is upside down, and it is extremely compressed and choppy. It doesn't even match the audio because it is so compressed, and I don't know how to fix it.

(I blurred my face for privacy reasons)


texts: Is it possible to prevent a Displacement modifier from affecting certain parts of a mesh?

texts:
A Displacement modifier is doing a great job making a mesh look a realistic object, but there are certain spots, such as a dozen or so vertices at one corner of the mesh, where I don't want any displacement effect.  The displacment is making a mess of things in those spots.

I don't want to undo my brilliant sculpting work there and re-do it after applying the modifier, or to fix the mess afterward. In fact, I don't want to apply the modifier.  Never mind my particular reason, since other Blender modelers may have the same question and want to animate, adjust the Displacment settings later, copy the object but have different ripples in the objects (using global coords), or whatever.

What would be nice is a way to modulate the "strength" setting with a grayscale image or painting in a UV map, but I'm not seeing how to do that.  I'm one of: unlucky at Google today, stupid, or ignorant of some non-obvious feature in Blender.  Maybe there's a nodes editor way to build a processing pipeline for modifier parameters?


texts: bisect plane normal (mesh and bmesh) how calc the 3th vector to mathutils.geometry?

texts:
UPDATE 1:  how calc the 3th vector to mathutils.geometry.normal(vectors)??

After @Chebhou answer I tried my "bisector tool" again... with mesh and bmesh.. now the problem is the 3th vector to calc the plane_normal in mathutils.geometry.normal(vectors)

I think that 3th vector should be align to view..... then I tried with camera and or cursor location with this results:

inicial state is:  download .blend please

the first try with"pure" bisect tool give this data... this is correct then I need reproduce this same data with my addon:

bpy.ops.mesh.bisect(plane_co=(1.57825, 1.50332, -0.165924), plane_no=(0.695399, -0.691791, 0.194541), xstart=167, xend=628, ystart=443, yend=422)

and this result:

second try is with bpy.ops.mesh.bisect that give me this data:

in this case vectors are vertice 1 and vertice 2 selected and the camera location

as you see the cut is good but the location (I think the plane_co) is wrong!

bpy.ops.mesh.bisect(plane_co=(1.36157, 1.69042, 0.804025), plane_no=(-0.660225, 0.660225, -0.358059), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=404, xend=770, ystart=468, yend=450, cursor=1002)

last try give me this data:

as you see , plane_co is correct but the plane_no is incorrect!

how calc the 3th vector to mathutils.geometry.normal(vectors)??

ORIGINAL POST

Actually I have a problem with the bisect tool...

this is from mesh:

bpy.ops.mesh.bisect(
   plane_co=plane_co,
   plane_no=plane_no,
   use_fill=False, clear_inner=False,
   clear_outer=False, threshold=0.0001,
   xstart=0,
   xend=0,
   ystart=0,
   yend=0,
   cursor=1002)

and this from bmesh:

bmesh.ops.bisect_plane(
            bm,
            geom=visible_geom,
            dist=dist,
            plane_co=plane_co,
            plane_no=plane_no,
            use_snap_center=False,
            clear_outer=False,
            clear_inner=False)

after a lot of effort I thought that  I found the plane_normal equation..... for example for  bmesh:

         v1,v2 = [v.co for v in bm.verts if (v.select == True and v.hide == False)]

        # plane_no math:

        normal = ((v1.y*v2.z)-(v1.z*v2.y)), ((v1.z*v2.x)-(v1.x*v2.z)),((v1.x*v2.y)-(v1.y*v2.x))
        print("thenormal " + str(normal))

        plane_no = normal
        plane_co = v2

but NO!!!

Actually I know that xstart=0, xend=0, ystart=0, yend=0, are the initial and final location of Operative System Cursor (not 3d blender cursor).. and this data help to  blender in order to calc the plane_co

anyway... I can calc the plane_co because it is any point in the cut plane... but actually I don't know how to calc the plane_normal....

thanks for any help


texts: Height Blend Mask and Vertex color based Material Blending Shader

texts: Im trying to texture a building and I want to mix diferent textures of bricks, damage and all, I´m combining them using vertex paint as a mask but.... Does anyone knows how can I make a heightblend like shader to mix two different materials based on their heightmap and vertex color (like in Substance Designer Heightblend). I want to paint a vertex color mask that is also tweaked by the height of both materials so the textures don´t blend in a gradient but in a more realistic way. If anyone knows where I could find info about this....  Thank you!:blush:


texts: Why is my object moving out of place during a Cloth Simulation?

texts:
I am using a Cloth Simulation on a plane to create a cushion. However, when I apply any form of Pressure it moves out of position. Below are images of the setting, the first frame and the second frame.

Download link for blend file:
https://drive.google.com/file/d/1rJHK0OowcqgRXycC6CE3E25_-qoBLOiF/view?usp=sharing


texts: I exported the model into Unity and only the blue faces are shown. I think am doing something wrong, because when I select the blue ones they appear alone, but when I select the red ones both are shown.


texts:
I can't get bpy.ops.make_links_data to work with context overrides. When I select objects manually, it works fine, but the following doesn't:

bpy.ops.object.make_links_data({
    "active_object": source,
    "object": source,
    "selected_objects": [source, target]},
type='MODIFIERS')

I would expect the objects given "selected_objects" to have the same modifiers as the object in "active_object" or the one in "object". This does not seem to happen. (I can't see anything happening at all.)

When I manually link the modifiers (which works), the line

bpy.ops.object.make_links_data(type='MODIFIERS')

appears in the scripting panel.

(This is in Blender 2.8.)


texts:
I am using inserts from kitops/classics inserts from hard-ops.  But I have had this issue before without booleans or anything other than importing an obj. file on its own.
I get invisible faces but only at certain angles.  Though some on the cube shown like the switches have no switch visible except the edges. Some do work.  But in edit mode the faces seem to be missing and I don't see how to fix it?
When I apply a brush boolean union, you can see that the object shows fully as with the grey gear insert next to its copy in metallic on the cube.
So what is actually happening if I also get this with plain obj. file sometimes? Blender 2.9, though this happened in other versions too.


texts: Common Strategic Junction Types in Topology / Topologizing?

texts:
Is there a common group of junction types a re topology-artist should be aware of?

Explanation of question:

It seems I've been thrust into the world of re-topology now that I am making more use of zbrush.

I noticed there are many times when mesh-density changes should occur either upward or downward depending on detail. I also avoid using tris, which means more puzzling situations: How to scale / decrease density without using tris?

The whole issue boils down to this: Face Junction types.

Perhaps this is a naive assumption or oversimplifiction, but I wonder if there exists a small visual reference of common junction types used in topology. A certain 'holy grail' or reliable catalog of junction types, possibly named, and explained?

As I'm very new to this, I've attached a screenshot of one I commonly use in downscaling or upscaling mesh density, but I'm sure I could be using different approaches / face arrangements.


texts: select_next_item() work only with history selection?

texts:
I'm trying to use select_next_item() function to select the next vertex , and I select the vertices from a List .

Unfortunately it does not work

Here is simple code:

import bpy,bmesh

obj = bpy.context.object.data

bm = bmesh.from_edit_mesh(obj)

vert = []

for v in bm.verts:
    if v.select:
        vert.append(v)

bpy.ops.mesh.select_all(action='TOGGLE')

vert[0].select=True
vert[1].select=True

bpy.ops.mesh.select_next_item()

bmesh.update_edit_mesh(obj)

Thanks in advance.


texts: I'm following a tutorial on exporting UV maps to Photoshop.  I only have Gimp, but I figured the principals are the same.  I went to UVs -> Export UV layout.  Then I saved the PNG file to my computer.  Then I went into Gimp and opened the PNG file.  But all I see is an alpha background in the proportions and scale of my UV map.  There is no UV map, no colors, nothing.  Any idea what I'm doing wrong?


texts: Wave Modifer - speed and width convertion

texts:
I have been trying to retrieve the bpm to add a pulse sound on a video.
My wave modifier is at a fixed
speed of 0.103147 | width 1.77972 m

How the speed value of the wave modifier could be adjusted to time? (which is the opposite but could be useful if i reiterate this idea..)

The value of speed in the wave modifier in the manual says speed per frame, so I would assume 1 would mean one wave per frame.  it seems to work but also width is affecting i'm not what to test anymore that's why i thought one of you might be of help.

Thank You!


texts:
I have downloaded some free plant gfx models from the internet, and they all come as a seperate .gfx file, and a folder of textures.
Following guides online I have tried to apply these textures to the model in order to export an .obj for use in Sketchup and CityEngine. However, I am running into issues where the texture in the guides turns transparent, but not on my screen.
I do not know what I am doing wrong. Can somebody check my nodes and help me out?


texts: How to attach a texture to an imported .stl file

texts:
I have a .stl file I created in Freecad and I want to put a stone texture onto it for 3d printing out. I figured out how to attach an image to my part but that doesn't print out the stone texture.

Do I need to attach a 3d image to my part or can I use a regular image and somehow make it a 3d image on my part?

I downloaded a stone texture 3d image displaced 3D model of a stone pattern from the internet and that actually printed out on my printer but I cant figure out how to attach it to my part. I've watched 8 videos and none cover that.

I would attach my .stl file here but I don't see an option for that. It's just a round cylinder and I want to attach a stone texture to it and it wrap around the part and then be able to 3d print it out.

It's a gaming piece I'm making for my son.


texts: How to create a plane about such dimensions as the length of other edge?

texts: How to create the square (plane) about such dimensions as the length of some  other edge from the scene?


texts: Deleting face leaves 'hole' where it shouldn't

texts:
Alright, I'm fairly new to Blender and I'm currently following this video tutorial (Blender Tutorial: Create a Spaceship Corridor in Blender by Blender Guru) in order to get familiar with basic modelling, extrusions, mirroring etc.

At 7:25 (direct link), the guy creates a little handle for the door/structure thingy he's currently modeling. He selects a face at the lower part of the mirrored model, goes to extrusion mode (E), cancels extrusion (ESC), scales it (S) and then he decides to remove the lower face.

It should now look like this:

However, when I follow the exact key combination (shown at the lower right of the video), I end up with that:

Did he somehow 'extruded' the face by moving it inwards? There aren't any keys showing up that might indicate this.

I hope this isn't a stupid question. Blender heavily relies on keyboard shortcuts for efficient working and until I'm not 100% familiar with them, a lot of it is pure sorcery. :)


texts: How do I overlay a lightmap image on another texture?

texts:
I just learned how to create a lightmap to add ambient occlusion to my object by following this explanation:

How do you bake ambient occlusion for a model?

Now I have a lightmap saved as an image (and currently mapped on my object), but I want to add a texture to my object as well. My texture is in an image file. I know how to add textures, but not overlaid ones. How do I do this in Blender Render?


texts: How to add extra loop cuts without affecting subsurf

texts: I'm trying to model an iPhone. I have made the base shape for the phone by using a cube with subsurf modifier. Im now trying to make a button on the side but I cant do this without adding loop cuts and this affects the shape of the phone due to subsurface. How can I make a button as seen in the picture to my model while keeping the rounded shape the same of the current model?


texts: Is there any way to fill empty space in a uv area considering another part of the uv that i want to keep immobile?

texts:
I have made some content for my The Sims 4 and there is a big limitation regarding the free uv area, since The Sims 4 is one of those games that put all the avatar content in one image ... (image of the uv area attached below)
I would like to know if there is any way for me to automatically fit the uv of my clothes in a specific area, without overlapping the uv I want to keep immobile, just using free / empty areas ... any plug-ins or something?
in advance, thank you very much !!


texts: How can I get rid of these artifacts in blender internal render?

texts:
[Why do these weird artifacts appear in the render (blender internal) and how can I get rid of them, without switching to cycles? No double faces or intersecting geometry in the scene... The artifacts occur when a mesh is in front of a plane with a transparent image.

]1


texts: Was modelling a lamp yesterday,rendered it (one on the left), then saved and closed Blender. I then came back to the file today, added some objects to the scene, then rendered it again (right), somehow the lighting has gone wrong. Afaik no settings were changed, can anyone help how to revert to the one on the left?


texts: Weird reflections on glass bottle render with cycles

texts:
If you look at this PNG you notice this "reflection" near the bottom of this bottle. Why is that so hard? Where does it come from? from the bottle itself?

I rendered it a couple of times, I increased the area lightings like crazy, deleted objects from the scene, all lights aren´t viewable in renders and viewport. no changes at all....
I also checked the world environment, changed a HDRI (indoor studio light 4k)
The only thing I notice is, when I am Changing the camera perspective, then this stuff changes the position.


texts: What does a red background for filename mean in an Image Texture node?

texts:
Normally the image file name is black on light gray.  Here, it is red.  What does that mean?

I know it's not the file missing. The scene renders just fine, with the image texture doing what it's supposed to.

I'm using 2.70, Cycles, making an elaborate animation with complex materials.


texts: Tool indicators dissapearing in blender 2.91

texts:
As the title says, sometimes when working, my indicators disappear, for example: in edit mode when using one of the tools like vertex slide, shear or anything else, normally a little visible box or handles show what you are editing. Often its gone and it only comes back after i restart blender. Just want to know if this is a common bug in the beta or just me accidentally clicking something.
Thanks in advance!


texts: Should I be using loop cuts near edges to give my game models harder edges?

texts: The title pretty much explains it all. I've been modeling various different things for a personal game I'm working on, and I'm trying to keep the poly count low. That lead me to wonder if the method of using loop cuts near edges to make them more defined is the best method for something like a game model.


texts: Passing variables in IntProperty constructors ignores changes in the variable when creating more instances using CollectionProperty.add()?

texts:
Sorry if the title is unclear.

I'm working on an addon which involves a UI with a list of IntProperties. I need to be able to add and remove elements from that list on the fly, and I want the min/max values of these elements to vary. See comments in the code snippet below for further explanation, and feel free to copy/paste this straight into blender to test it for yourself. Just have an armature as your active object, in Blender 2.8, run the script and check the new category created on the N panel.

import bpy

my_armature = bpy.context.object
my_min = 2
my_max = 7
# So first in order to be able to add and remove properties on the fly at all,
# I need to put them in a CollectionProperty,
# which I can only do by extending bpy.types.PropertyGroup.
# (Correct me if I'm wrong about anything this far)
class IntPropContainer(bpy.types.PropertyGroup):
    # While declaring the property, I pass in the my_min and my_max from outside the class scope.
    # As of 2.8 I have to use ':' instead of '=' for creating properties, for reasons that are unclear to me.
    value: bpy.props.IntProperty(name="Int Property", min=my_min, max=my_max)

bpy.utils.register_class(IntPropContainer)
bpy.types.Armature.my_ints = bpy.props.CollectionProperty(type=IntPropContainer)

# Adding a property to the collection
my_min = 5
my_max = 10
my_new_int = my_armature.data.my_ints.add()
# I would expect my_new_int.value to have its min and max set to 5 and 10.

class MyUI(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_idname = "OBJECT_PT_my_ui"
    bl_label = "My Label"
    bl_category = "My Category"

    def draw(self, context):
        layout = self.layout
        layout.row().prop(my_armature.data.my_ints[0], 'value')
        # The min/max of the property are the original 2/7 instead of the new 5/10.

bpy.utils.register_class(MyUI)

The problem: I expected the value I added to the UI to have its min/max set to 5/10, but instead it's 2/7 - the original values of my_min and my_max. This means any properties I create within this colelction property will have the same min and max values, which is not what I want.

Bad solution

I can of course add my_min and my_max variables to within my IntPropContainer class, and then set an update callback function to clamp the value to within those bounds BUT this is not ideal because it allows the user to move the slider out of the min/max bounds, and only after they let go of left mouse will it snap back, which makes this solution very clunky from the user's POV.

Reason I want to use IntProperty over ID Properties

This is simply because I want to use the update callback of IntProperty, ie. I want to run a function whenever a value is changed. Finding a way to do this for ID Properties could very well be an alternate solution to my specific problem.


texts: Problem with scipy installation for Sverchok

texts:
I'm trying some voronoi with Sverchok and I've see a videa that referes to 3D voronoi node but i found that to run it i need scipy installed.
I've tryied to install it from sverchok from comand line and from anaconda but I cant made it work.
I have blender 2.92 and I use Win 10


texts: Alright So I'm working on something that already had a UV map and I'm adding onto it. I opened up the UV editor to see what I was working with and low and behold the UV map for the new additions are not there I worked on seams for the new addition but I really do not want to redo the seams for the whole object. What do I need to do to be able to open the additional object AND the old object in the UV editor should I make them separate objects or is there another way?


texts: Blender 2.82 particle system - how to exclude object nad prevent overlaping?

texts:
I'm doing one of the first archviz in Blender and I have a problem with particle system.

First one I can't find the way to "exclude" object (in this case a lamp) from my rock particle system.
What I do is simple weight paint which is not the most accurate thing (not enough vertices on the emitter).

The second problem is rocks in particle system itself. I mean I made a collection of different shapes and use it as a source for Hair Particle. But many times those overlap instead stack on each other. There's any way to avoid it? Each of those rocks should have some kind of collision on it?


texts: Mirror weight painting from left to right in a character

texts: I've found that weight is not the same on both sides even if I already mirrored it.


texts: Separate stl into two stl's based on size of chunks-for 3d printing

texts:
I always fear that this is a noobie question, I'm sorry if it was.

I have an stl file that represents a chemical structure:

The small spheres being one type of atom, the larger spheres being a different type.  My goal is to split this file into two files, one stl which includes all of the larger spheres, one stl with the smaller spheres.

My goal being to load these two files into my 3d printer software where I can assign a material to each stl for different colors or transparencies.

While still in Blender, how do I separate these two stl's based on object size?


texts:
This is what i got but how it works can anybody explain me.

Node wrangler auto texture setup

This is my image below

Is there any quick way to add a bump node. With press 1 click it should set the nodes and just can add the images in the position. Like a macro or any addon just press 1 click and it set all bump nodes and i have to just drop the images in that. Im having 75 buildings and i want to add all of them the bump so always i have to select the material add 5-6 nodes so if there is a quick way. Any suggestion or help. Thanks

or


texts:
In 2.79 I can draw individual pixels by setting the brush size to 1px, like in this example (16x16px image):

Starting from 2.80 the drawing produces extra pixels:

As you can see the antialiasing is disabled, I also tried to tweak all the other settings, but wasn't able to achieve 2.79 behavior.


texts: I am trying to model this golf rain jacket and I also have to neatly fold it in the same way you would fold any shirt. How can I do this?


texts:
What are the visual priorities of edge colors in blender?
How it decides which color to show when edge is marked with different properties?


texts: can't rotate, scale, grab only cube in object mode

texts: as I write in the title, I can't rotate, grabe and scale the cube in object mode in blender 2.9. When I try to grab the cube, the origin (the little sphere) moves but not the cube; I try to unselect "only locations" in trasform pivot point menù, but it's not select and it doesn't work. when I try to grab, rotate and scale camera or lamp it works.


texts: Need help with generating colour id map!

texts:
I'm trying to find an easy way to generate Color ID maps in blender to use in Quixel, Substance painter or designer. But there doesn't seem to be any sure shot easy way. I don't have access to Maya or 3ds max but I do have substance bundle, zbrush and 3D coat.
I do all my modelling and UV mapping work in blender, So It would be really helpful if I can easily generate quality color id maps for my assets before putting them in substance for texturing. I've tried assigning different emissive materials on the mesh and trying to bake textures in cycles. But its really time consuming for complex meshes.I also tried using this addon with a low poly mesh with red, green and blue materials applied on different faces but it gives a black and white result something like this.

Please help me with this.


texts: Blender not responding and showing white screen

texts:
Blender is not responding and shows a white screen. During rendering, my screen goes blank completely and turns on after a couple of seconds, but when it turns on I see that the blender is not responding. what to do? video card AMD RX vega 64 processor Xeon e51650 3.9 ram 32GB
https://i.imgur.com/AKCdIpD.png


texts: Is there any way to turn off light contribution from the HDR environment maps in Blender Cycles?

texts: I want to turn off any light contribution to the scene by HDR maps. Background texture must be visible but there should be no light contribution to the scene.


texts: I'm working on trying to submit a bug for an issue while running Blender 2.78c under Wayland, and need to know if Blender has a Wayland backend, or if it is still using X11 via Xwayland when running under a Wayland session?


texts:
I have a setup with the Kinect + Blender + Ni Mate software here.

My recording is all nice and ready. My pose is constrained to the bones of the "Kinect" one. My keyframes are all on empties it appears, but my armature is constrained to those.

I want to now export the animation to FBX. However, when I go to do so, it takes half an hour. When it is finished, the .fbx file is 700kb but if you try to import this into anything (like Unreal Engine 4), it takes another half an hour to load back in and expands RAM memory to a wopping 4+GB with animations everywhere, presumably per bone.

I want 1 animation file for my armature with only what is in the recorded clip. What am I doing wrong?

My settings for export are:

Only export Armature
only export Selected.
Only deformed bones is checked under "Armature" tab
Under animation I have checked "Baked anims", "Key all bones", "All actions", Sampling Rate 1.0, Simplify 1.0

I also tried to "bake action" using the answer here but that took just as long, broke the animation in blender for me.


texts: Cloud generator addon unable to create mesh?

texts:
I am new to blender and I'm working on an animation centered around a plane flying through the clouds.

I am using the cloud addon particle system to generate clouds using the following tutorial as a guide. https://www.youtube.com/watch?v=uK2l6Yrtqhg

I've got my clouds set up the way I want them but I can't convert the particles into a mesh in order to use them in other scenes. I have been told that there should be a great big convert to mesh button in the modifiers tab but it does not appear.

Have I missed something? Any help would be appreciated.

Thank you very much!


texts: Finished texture painting and reopened blender and now it only shows as black. How do I fix this?

texts: After texture painting a mesh, I reopened blender, and I can see the material fully done in the paint slot, but it only shows as black now when selected. Unsure how to fix this.


texts: Is there any way to import blender animations to unity.?

texts: I am building a glowing platform for my 3D game. i had used cycles render(emission node) to create a glowing effect. The effect works perfectly on blender but not in unity.


texts: How to keep the gradient when joining objects?

texts:
On the left, the petals are separate (linked) objects.
On the right, they're joined into one object - but the gradient type changed.
How to keep the same gradient type when I join the petals together into a single object?


texts: Duplicate and scale edges but keep in the same mesh

texts:
So I am working on a low poly car, I forgot to add more detail around the wheels, so I want to add new edges at the exact position as the current but scaled up. I am not the most advanced blender user and can't seem to find a way to basically extend these edges but keep one connected to the outer face and the other connected to the inner face of the wheel.

See:

How would I achieve this? Thanks!


texts: I used the bezel tool and then some of the vertices were inside the model so I merged them so ones that were on the edge and it ended up creating some odd lines that aren't attached to any edge handles?


texts: How to get XYZ euler rotation of 3DView?

texts:
I'd like to extract the user view orientation of the current 3DView. Since I didn't find a direct command to get it, my approach would be to take its matrix using bpy.context.region_data.view_matrix.transposed() and somehow convert it to a Euler rotation (ignoring its location), but I don't know how to do it.

Note that I'm not talking about a camera object but the user view.


texts: I would like to create a cube with slightly rounded edges (less round than in the diagram above though) that morphs into a flat, cylindrical front with a gentle curve towards one end. (The diagram is not to scale at all.)


texts: UV mapping - Comes in reverse and then mis-wraps to other parts of the bottle

texts:
I tried to uv map a liquor label onto a bottle and it comes in reverse.. fine... so to compensate I reverse the png file so it's shown correctly.. however now the label shows up on the side of bottle too.. which of course was NOT part of the UV faces I selected. Any ideas how to fix please?

The png label and blend file are here:  http://www.aworkofmarc.com/1/blender/teeling


texts: At 13:05 in this video tutorial, Steve adds an image texture in node wrangler from a textures folder. I searched my computer for 2 hours in the Blender Foundation folder, and could not find any "textures" folder. Where is it? He chose a Metalbare.jpg file from it.  Zero search results for that file also. Can anyone tell me where to find these?


texts:
Imagine this scenario. Crane 1 picks up a boulder and puts it into a cart, the cart moves, stops and then the boulder gets picked up by Crane 2.

Armature wise everything works. I'm having difficulty transferring the object

My issue is:

Boulder is child of a bone in crane 1 using constraints. it gets moved by the animation but I can't get the crane to "release" the boulder. Setting the influence to 0 leaves the object where it was before it was picked up.

I can get round this with 3 scenes, but I want to just use 1 in a continuous flowing animation

Whats the proper way to do this?

Thank you in advance for any help
Sean


texts:
I'm trying to make a shading in blender 2.8 that looks like the handle of the Glock
like in the picture


texts:
I have this mesh:

I Bisect it, select one of the parts, and Separate>By Selection.

My problem is that because the vertices are not shared, there is a visible seam between the two parts. Is it possible to be seamless?

The whole mesh is smoothly shaded, but I've tried setting the bisection vertices and edges to flat shading (in order to have the same normals), as well as marking the edge as a seam and unwrapping, but it didn;t improve anything.


texts: How to fix streched texture areas after unwraping UVs?

texts: I just UV unwrapped my first model and I have a problem with the texture. The UV unwrap looks fine (all blue), but in the 3d model it's not that good. The texture stretches and I'm not sure why. I'm using Blender 2.80.


texts: How to add a 2D png into my tracking data instead of using a 3D model

texts: I have a GIF I'm working on where I track a 2-D PNG of Nero's head onto tracking data. Trouble is, every tutorial I go to uses a 3-D model (like the monkey) to link to the tracker and none uses a 2-D image. Is it possible?


texts:
Goal

Particles density produced by Texture Image Sequences such as black and white.

Current Situation

Unreliable Failed results.

Question

Below particles correspond to Black and White, if I take manual intervention by clicking say ramp on .... ramp off repeatedly, the usual incantations.  I have never achieved a successful render of an image sequence.  Single Image I can achieve as in the below pic.

Has anyone achieved reliable results with the above goal and if so how?


texts:
Recently got back to trying to learn 3D-modeling, last time i gave up because of the UVs never working, or never working as i expected them to anyway.

So, whats the problem here? why are the UVs uneven? Why not like in the 2nd picture?


texts: Following a tutorial, I created a black Material and selected Faces in edit mode and hit 'Assign'. Nothing happens, however. What can I be doing wrong?


texts: How to compose alpha information on a render result with transparency?

texts:
I would like to compose in Blender a very simple result (actually simple...)
Attached you see what I have.

How to do this in Blender?!

Thank you in advance.

Chris


texts: In blender, I am trying make an object emit smoke in different colours at the same time based on where on the object it is emitting from. Is it in any way possible to use a uv map on an object to control the smoke particles emitting from that object?


texts:
Has anyone stumbled across a decent way of importing .jt CAD files into Blender? Direct import would be nice.
Currently I am using CAD Exchanger (paid license) but if someone is using an different  app (preferably free/ open source) to do a conversion, I would love to hear about it.

Thanks!


texts: Color looks mouch more saturated when in shadow

texts:
I'm trying to setup kitchen scene. Currently playing with colors of the cabinets.

Scene is lighted through the windows (visible in reflections above), no indoor lighting yet.
I feel like color of left and top cabinets is not only darker, but also much more saturated than the bottom ones.
Is this some kind of issue with lighting I have applied?


texts: In the blender game engine, are there any ways to cast shadows aside from using a sun lamp or a spot lamp?


texts: edges missing in wireframe view, but visible in edit mode

texts:
Sorry, I'm still a newbie to blender,
but why are some edges visible only in edit mode, but not in wireframe view? is it a bug or am I missing something here?

edit mode: Edges visible.
Object mode, wireframe view: Pooff, they're gone. what can i do to fix this? / thanks


texts: Is there a way to hide the masking lines when using Texture Paint with masking enabled?

texts: I'm getting into painting textures onto my models using Blender's texture paint.  I like that Blender provides the 'face selection masking' button that lets me mask out faces that I don't want to accidentally paint.  However, when enabled this feature outlines all the selected faces with bold white lines - making it really difficult to see the results of my painting.  Is there a way to hide this overlay?


texts:
It happened once before with another project and It was related to a keyframe that was messing around with the hair somehow but now, I can't see any keyframe in the Dope sheet.

After I try to render though, the hair are messed up in the viewport and everything goes back to normal whenever I move the timeline slider. This Is why I found strange it doesn't seem to be related to a keyframe..

It's a messy hair job for now anyway and doing it all again will not be a whole day waster but I'm posting in case something like this happens at a more crucial time of a project.

Thanks

Hair Normal

Hair Render Preview

Render mess up

Aftermath of render


texts:
I want to rotate an object around some axis during one period in my animation and rotate it around another axis during another period.

What is the easiest way to achieve that?

Example: flip dice from 6 to 5 and then from 5 to 3 by rotating around the edge which is staying on the ground.


texts: Mesh displaying strangely in edit mode- vertices and faces show, edges don't

texts: I've been using sculpt mode on a mesh (with dyntopo) and using edit mode to make tweaks, but this time when I entered edit mode some of the mesh was displaying strangely. The shape of the mesh still shows, and the vertices and faces still show, but there are no visible edges between them, and the affected areas don't work with proportional editing. I can't think of anything that would intentionally cause this, but I'm hoping it isn't a bug because I don't know how I would recover my mesh... Ideas?


texts:
I want to make a tree with some branches out of a curve like this simple one (I've created this with the ALT+C, convert to curve:

When I set the depth to a non zero value and set the Fill settings to full, it looks like a tree with branches. But when I change the radius on the joined point, only half of the "tree" is getting bigger/smaller. When I look inside, the problem is obvious: There are essentially two separate pieces stuck together:

What can I do to get a nicely connected mesh I can work/modify on?
Is there something I do fundamentally wrong?
Is it bad practice to stuck connected parts of a mesh together?


texts: Automatically merge close vertices in Bezier curve

texts:
Is there a way to merge close bezier points to automatically close curves in poorly formatted SVG files?
I'm creating some shapes from FreeCAD great sketch module in order to have constraint modeling (would be so cool to have it in Blender & inkscape):

As far as I can see, all the curves are "closed" (i.e. I don't have any place where two points looks to be a single point). However, when I export the SVG, I don't know why (FreeCAD bug?) but each curve (except the circle) have a single position in which the curve is cut. For instance, I can move one vertex to see it explicitely:

The problem is that once I merge all the curves with Ctrl-J, set to "2D" mode and "fill: both", only the closed curve will be filled:

I can manually close them via "Ctrl-B" to select the two points, then "F" to close. This works:

But it's quite long when I have many shapes (the longest part being to find the disconnected parts by moving each dot one by one), and I need to redo that every time I change my .SVG. Is there a better way to automatically merge close points in Bezier curves?


texts: I have this 3D model which I imported into blender and the texture is covered by shadows and darkness, how do I turn it off or make it less shadowy?


texts: uv mapping moving images on a mesh with dynamic distortion correction in python

texts:
I have a series of images I want to project on to a mesh as a "movie" using a script. There is distortion that I need to compensate. I can provide a list of pixel coordinates that map to some vertices, or all vertices, or even write a transforming function if necessary (random slightly related link).

This list or transform is dynamic and would be calculated per animation frame. If I use a list of pixel coordinates to map to vertices, can blender shape the image smoothly in between these pinning points?

The mesh changes shape, so I need to do this algorithmically. I can not just pre-process the images offline.

How would I set this script up?

Illustration: Cartoonish representation of a distorted mathematical grid in the pixel space of each image to be mathematically mapped to vertices of a mesh:


texts: How should I link objects from external .blend if they have modifiers?

texts:
I'm starting to learn how to do asset management for a project by linking from external blend files. I haven't figured out a good workflow for linking objectes that have modifiers on them. It's particularly ugly when the modifers reference other objects in the library (e.g., lattice) What is the standard workflow for dealing with linked objects that have modifiers relying on other objects in a lbrary?

Here is what I've tried so far: In lib.blend, here's an object with a lattice modifier:

Here's how I link it in scene.blend:

1: Link the teapot Ctrl+Alt+O

2: To be able to place it on a table in the scene, I make it a proxy object: Ctrl+Alt+P

3: Now the proxy object lost its modifiers, so I link the lattice object from lib.blend, and add a lattice modifier to my proxy teacup. (this is just an example - I've actually got quite a few modifiers on my asset)

4: Since I'm moving the teapot, I need to move the lattice object along with it (to keep the deformations sensible), so I make the lattice a proxy object.

This seems clunky. Is there a better way to manage assets from an external blend file?


texts: Use a texture as an influence map without showing any diffuse color

texts:
I'm trying to use material for color and texture for the appearance (smooth,rough...)

But it assigns me the color of the texture too.
I'm trying to make the gem in here: http://www.blendswap.com/blends/view/70566
Thank you!


texts: Blender 2.8 Merge by distance work. It does't remove doubles

texts: I stacked two cubes one on top of another. Went in Edit mode and x ray view. Selected all the joint vertices. Then tried merge by distance. Merge distance 0.01m and Merge distance 0.0001m. The function only works if I go merge distance 2m then of course I dont get the results I won't. With is remove double vertices.


texts: Computing and animating mesh deformations

texts:
I have two different meshes with the same topology, and I'd like to animate one deforming to the other.

I believe I need to somehow compute and apply the deformation between the meshes, and set the second mesh as a shape key of the first. Is such an operation feasible?


texts: How can I export georeference bodies and planes to ..obj maintaining all CRS georeferenced coordinate data

texts: Using blender 2.83. Generated model with BlenderGis. Exporting planes and bodies only. Export to .obj files. Importing the .obj files back to blender 2.83 works but importing into other GIS does only preserve local x,y,z coordinates and not the georeference coordinates.


texts:
I'm trying to get this pattern to repeat seamlessly so I can export it to a game engine. It's not too hard to get it working when the stripes are horizontal or vertical, but I'm struggling with the rotation. the stripes have to be slightly irregular, so they cannot be 100% parallel. I'm just using a mapping node small x, large y scale and rotated around z 315°. Solutions outside of Blender are welcome, too.

EDIT: here is the node setup.


texts: UV Mapping - During or After Building Process?

texts:
I'm in the process of modeling a stave church, I've built it [3] times already. I had to because I'm learning from my mistakes while learning new things about blender each day.

My question is should I UV-unwrap each piece as I complete it, i.e the clock tower on side of building, the overhang roof etc? Or would it be OK to build the entire thing, then do the process of unwrapping?

I'm dying to get it done and UV-mapped so I can texture it either in Blender or import it over to UE4 and texture it there, or is it better to everything in Blender and then import?


texts: Rig a zbrush model in blender and send it back to zbrush with GOB?

texts:
Allright,there is the thing,I got a model build in ZBrush with subdivision levels,and I sended it in blender with GOB addons,rigged it,posed it,and then when I sent it back,it doesn't work,in zbrush it just created a new Tool and didn't catch my pose,Buuuut!!this workflow works just fine with Maya and with default GOZ app.
My goal is getting the model rigged and posed meanwhile keeping the subdivison levels alive, Is there any genius can help me?


texts: where are the buttons to select faces or edges view gone? loaded factory settings, still not there.


texts:
*Sorry for my bad English.

I'm trying to install and use Blender 2.79b on my new computer which uses Windows 10 64-bit. But it always crashes on startup. After double-clicking, a console pops up and shows "found bundle python: C:\Program Files\Blender Foundation\Blender\2.79\python". Then the window of blender show up with grey screen and it closes.

I tried to run it in compatibility mode for Windows XP, Vista, 7 and 8, updated the last GPU driver. I have installed Microsoft C++ Distributed 2005, 2008, 2010, 2012, 2013, 2017. I tried Blender 2.79 but it had the same problem.

My specs:
Intel Pentium G4400
8 GB RAM
Nvidia Geforce GT 1030


texts: Merge multiple meshes into one single mesh?

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Is there any addon that will allow me to merge multiple different meshes into one solid mesh?

I've spent a great deal of time constructing a fancy window frame, but I made it out of multiple individual meshes.


texts: Will audio render in sync, like when previewing in textured or solid mode?

texts: I am trying to lip sync a character, which requires timing. In the cycles render engine in textured mode, things are slower but I animated the character that way, so my sound is in sync. But if I go to non texture mode and everything is gray, it's all faster and the sound is out of sync. When I render a movie file will it be at the slower speed and be in sync, or the faster speed like in solid shading. Here is just a little image of the scene if it helps.


texts: Texture Painting - object is pink like it has no texture

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I have a simple object, I UV unwrapped it, gave it a material and a texture but if I go to Texture Paint it still looks like it has no texture - I mean, it's pink - and Blender doesn't let me paint on it. It doesn't say anything, it just doesn't work.

If I don't add anything at first and click on Texture Paint then add an Alpha texture, Blender gives a material and a texture but the object is still pink and I still can't paint on it.

Any ideas why?


texts: How can I get a list with the 2D screen coordinates of visible Vertices in 3D view without having to convert 3D to 2D?

texts:
The bgl module allows us to obtain various information displayed in 3D Blender view.
For example, I made a script that gets the 3D coordinate where the mouse cursor hits a object:

import bpy
import bgl

"""Functions for the mouse_coords_to_3D_view"""
def get_viewport():
    view = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view)
    return view

def get_modelview_matrix():
    model_matrix = bgl.Buffer(bgl.GL_DOUBLE, [4, 4])
    bgl.glGetDoublev(bgl.GL_MODELVIEW_MATRIX, model_matrix)
    return model_matrix

def get_projection_matrix():
    proj_matrix = bgl.Buffer(bgl.GL_DOUBLE, [4, 4])
    bgl.glGetDoublev(bgl.GL_PROJECTION_MATRIX, proj_matrix)
    return proj_matrix

"""Function mouse_coords_to_3D_view"""
def mouse_coords_to_3D_view(x, y):
    depth = bgl.Buffer(bgl.GL_FLOAT, [0.0])
    bgl.glReadPixels(x, y, 1, 1, bgl.GL_DEPTH_COMPONENT, bgl.GL_FLOAT, depth)
    #if (depth[0] != 1.0):
    world_x = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
    world_y = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
    world_z = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])
    view1 = get_viewport()
    model = get_modelview_matrix()
    proj = get_projection_matrix ()
    bgl.gluUnProject(x, y, depth[0],
                     model, proj,
                     view1,
                     world_x, world_y, world_z)
    return world_x[0], world_y[0], world_z[0]

"""drawing point OpenGL in mouse_coords_to_3D_view"""
def draw_callback_px(self, context):
    # mouse coordinates relative to 3d view
    x, y = self.mouse_path

    # mouse coordinates relative to Blender interface
    view = get_viewport()
    gmx = view[0] + x
    gmy = view[1] + y

    # draw 3d mouse OpenGL point in the 3D View
    mouse3d = mouse_coords_to_3D_view(gmx, gmy)
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(1.0, 0.8, 0.0, 1.0)
    bgl.glPointSize(30)
    bgl.glBegin(bgl.GL_POINTS)
    bgl.glVertex3f(*(mouse3d))
    bgl.glEnd()

    context.area.header_text_set("hit: %.2f %.2f %.2f" % mouse3d)

class ModalDrawOperator(bpy.types.Operator):
    """Draw a point with the mouse"""
    bl_idname = "view3d.modal_operator"
    bl_label = "Simple Modal View3D Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type == 'MOUSEMOVE':
            self.mouse_path = (event.mouse_region_x, event.mouse_region_y)

        elif event.type == 'LEFTMOUSE':
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            context.area.header_text_set()
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        # the arguments we pass the the callback
        args = (self, context)
        # Add the region OpenGL drawing callback
        # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
        self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')
        self.mouse_path = []
        #self.wx = bpy.context.window.width
        #self.wy = bpy.context.window.height
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()

But now I want to get a list with the 2D vertices in screen. How can I get it without having to convert 3D to 2D? If anyone knows, please tell me.
Can be the Vertices index too


texts: How do I resolve a path with backpaths (..) in the image.filepath?

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I'm trying to find the directory where an image file for a slot texture is located.  It works fine for most paths, but when the paths are qualified with .. (to back up a directory) it will then crash when I try to use os.listdir.

So, for example, this works if the image path is straightforward (Windows only -- not interested in any other OS since this only runs for Windows):

V:\somepath\geo\this image.png

mypath = mtex_slot.texture.image.filepath
for filename in os.listdir(mypath)

but this fails if the image location includes backpathing:

V:\somepath\geo\..\textures\this image.png

where the directory structure where the file is located is:
V:\somepath\textures\this image.png

The image location works in Blender with back paths -- which is to say specifying it that way in the image path will correctly resolve.  But it will not resolve in the os.listdir function.  So is there a way to read this in Python, or must I parse it myself by writing my own backpath function?