texts: Increase thickness only on specific parts of a 3D model

texts: I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?


texts: How can I make the bones go after I exit pose mode and set up my camera and everything?

texts: I'm making my first thumbnail with blender and I was wondering if there is a way to make the bones become transparent or how to get them off so I can start rendering?


texts: Why is Blender Exporting to Unity as a Rig?

texts: I'm having sort of a weird problem. I've made a model of a building in Blender. It is not rigged, there is no armature whatsoever. But when I import it as an FBX into Unity, it imports it as though it were! And because of this, Unity is doing crazy things like deleting intersecting polygons, taking entire walls out of my building in the process. Is there something in the FBX export settings that is causing it to import as a rigged model? Is there something I can do in Unity to tell it to stop deleting my polygons? Why is this happening?


texts: How to attach a Mesh to armature while keeping transform

texts:
Hey I have a problem basically I have a HumanBody Mesh and I have a bone structure/armature. The armature is one that I used for a lot of animation.

I used to have a old body-mesh the used to be on this armature but now I want to switch it out for a new body mesh.
Im trying to attach the body to the armature but the new body is in a different "pose" than the armature. And I can't change the armature's positioning in edit mode because if I do than all the animations. I previous created for it will be messed up and not work.

So to simplify my problem basically when I select the mesh then selected the armature than press Ctrl + p. To parent with Automatic weights I get this picture below all I need the mesh to do is stay in the same place it was before:

I meant (crtl + p)

The arms go upward in instead of staying where they were. I know I can go to edit mode and match the armature up like that but than my animation will be messed up. Is there a why to do it with out changing it in edit mode:


texts: Weight painted movement mesh is jagged when moving bones. How will I usually fix this?

texts: This arm is becoming jagged and folded when folding, I tried taking off some weight from the shoulder and adding some, and even blurring it a lot, any help?


texts: How do I get blender to leverage all the memory I have?

texts:
There are probably so many noob-facets to this question that it's not even funny. Basically I've never fully understood memory usage, despite being a professional digital artist for many years.

In this case, I'm trying to make sure that Blender is using as much memory as I can give it. My computer has an absurdly large amount of RAM, well over 64 gigs. I've gotten the impression that this is "overkill", but I definitely find Blender slowing down when I do high-poly sculpting, or when I apply complex modifiers.

I've set the Memory Cache Limit to the maximum, 32768 mb, but I'm wondering if there's some other obvious thing I should be doing to leverage the massive amount of memory that I have available. Or maybe the things I'm trying to do are more dependent on the CPU or other factors? I'm running Windows 10, if that matters, and I've got a 64-bit version of Blender.


texts: Why is this button only getting triggered when 'mouseover' is true?

texts:
So I made a button with a certain function and I have made more buttons like this and they worked. But this one seems to get triggered when only mouseover is true. Even though it should only get triggered when both mouseover and click are true.
Why is this not working properly?

    import bge

cont = bge.logic.getCurrentController()
close = cont.actuators['Scene']
act = cont.actuators['Action']
act2 = cont.actuators['Action.001']
mouseover = cont.sensors['MouseOver']
click = cont.sensors['Mouse']
resume = cont.actuators['Scene.001']

def actions():
    #animations
    if mouseover:
        act.action = 'Plane.010Action'
        act.frameStart = 1
        act.frameEnd = 2
        act.priority = 0

        cont.activate(act)

    if not mouseover:
        act2.action = 'Plane.010Action'
        act2.frameStart = 2
        act2.frameEnd = 1
        act2.priority = 0

        cont.activate(act2)

actions()

#Turn off guidline and resume game
def clicked():

    if (mouseover and click):
        resume.mode = 8
        resume.scene = 'Main game'

        close.mode = 6
        close.scene = 'Guideline'

        cont.activate(resume)
        cont.activate(close)

        bge.logic.addScene('Main game')

        scenes = bge.logic.getSceneList()
        for scene in scenes:
            if scene.name == 'Main game':
                guide = scene.objects['Guideline']
                guide.setVisible(False)

        bge.render.showMouse(False)

clicked()


texts: How do I connect the vertices in the same mesh/shape?

texts:
I want to get better at 3D modeling and here's my problem: I'm trying to make a mask, but I don't know how to connect vertices to fill the gap.

https://gyazo.com/87c9de5f88343ac9c12af3aabc6977f7


texts:
I've searched around and it seems that most people aren't having problems with Blender on Windows 10, but I have a peculiar problem that is so easy to forget about and illogical that it ends up being annoying.
Problem:
Whenever I am using Blender and then I minimize it use any other application or the desktop or the file explorer, Blender freezes (95% of the time, that's why it's illogical) and I have to force close it and open it back up again. This is simply uncomfortable... (Using Alt-tab does not freeze Blender for some reason.) I never had this problem on Windows 7, and when I upgraded to Windows 10, Blender immediately started having this problem. I updated Blender to 2.76b yesterday and it still has the same issue.

My computer's stats: Dell Precision M4800, Intel Core i7 2.50GHz, NVIDIA Quadro K2100M and Intel HD Graphics 4600, and 16 GB of RAM, on Windows 10 Pro 64-bit.

I'm pretty sure this is not a hardware issue considering Blender works completely fine except for freezing up when I minimize it. I appreciate any help with this issue.

Thanks!


texts: What are these spots appearing along seams?

texts:
When I paint on this texture and save, it kind of resets at the seams and gets these strange parts (didn't happen with another texture):

The .jpg that is saved contains these strange little grainy textures at the seams again.
Also when I paint at these spots with the draw brush and save, it kind of makes the new drawn color transparent over the grainy texture and shows it up again.
It is only at the seam, tried to work around it but I don't have a clue what causes it.

I guess this might have happened to someone else and probably asked before, so I apologize for a possible double question.

Any suggestions?


texts:
The scene only consists of a red texture mapped on a plane. No compositing enabled. Filmic color management with basic settings is enabled. Rendered with Cycles. No matter what color I set in the world, the red stays desaturated. Even in the material preview its not accurate. Why is that?

Also with emission shader instead of principled it looks different.


texts: Is there a way to separate geometry that shares verts/edges?

texts:
I thought it would be cool to use random selection and extrude along normals to make a sci-fi handle grip. Later, I found out that it didn't work quite the way I hoped and cannot be beveled. Is there some way to separate vertices like this:

Here's a quick example of the end result I hope to achieve.

I know I can extrude along individual faces instead of along normals, but I still want adjacent boxes to be attached.
There are too many to bother doing this by hand:

I'm still pretty new to Blender, so I appreciate any and all help/advice. Cheers :)


texts: Setting keyframe on all vertices of a mesh

texts:
I'm modelling a sea wave-field by animating the vertical positions of vertices (https://youtu.be/mWC9Gd0aSmo). This works but is very slow as I have a lot of vertices.

The code that I use now is:

mesh.vertices.foreach_set("co", vertices)
for vertex in mesh.vertices:
    vertex.keyframe_insert(data_path="co", frame = i_frame)

I was hoping that there is a way to avoid the loop and to set a keyframe on all the vertices at once.


texts:
I can't see my GPU in the user preferences. It shows none and no name of GPU is selectable. In the system device manager list I can see my GPU. I'm using blender 2.79.

My system

Device Manager


texts: Views (Front, Back, Right and Left) have been altered and added perspective

texts:
This has happened once I've used Shift+C, for when I needed my 3D cursor to get back to the origin. So that, for the Front view I get:

Instead of what I get when I open a new file:

Anyone has a clue of what is causing this?
/Ivan


texts: Why can I no longer easily navigate inside of this mesh?

texts:
While originally modeling a mesh, I was able to easily re-orient my view to inside of the mesh.  In the process, I made the following changes:

made the mesh completely hollow (removed some extraneous faces from the inside)
added texture

Now I can't seem to navigate or zoom into the mesh like I was doing earlier.  All I can do is get ridiculously close to the outer surface.  Even in wireframe mode, I either can't do this or it seems as if everything is zoomed in much too close to do anything productive.


texts:
I couldn't find any fix anywhere for this error:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\mesh_auto_mirror.py", line 167, in execute
    threshold= bpy.context.scene.AutoMirror_threshold)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Zero normal given

location: <unknown location>:-1

Any ideas how i can fix this?

edit: i was trying to mirror on the x-axis(positive side), then this error popped up

so i tried again in object mode and it works fine. i don't what's wrong with edit mode.

and sorry for my english


texts: I was wondering how you'd go about creating a visible cone of light that fades

texts: I was wondering if it was possible to do something like this but also apply the effect used in this to the cone of light in Cycles.  I was told by someone else that I need volumetrics, but I'm not quite sure how to do this.


texts: Smoke Particle Simulation not rendering in Cycles

texts:
Today I started working on a smoke simulation I want to use as a muzzle flash for a tank model I created, however I am a complete noob in the particles simulation section in Blender.

I created the animation and baked it but I can't for the life of me get the smoke/fire to render (in Cycles). When I preview render it in Cycle I just see a grey box (the Smoke Domain). For each object I have a different particle settings (see pictures).

]


texts: 3d cursor on position of vertex of subdivision modifier mesh with 'adjust cage' on

texts:
I have a mesh with a subdivision modifier and 'adjust edit cage' on. Now I want to move the 3D cursor to one of the points on the mesh so that I can insert a new object at the location of that vertex. However when I select the point, the center of the gizmo is a bit away from it (it's at the location where it would be if 'adjust cage' were off, see left image) and consequently when I move the 3D cursor to the selection, it's put not on the vertex but a bit away. The right image below is when I turn the 'adjust edit cage' off.
So is there a way to put the cursor at the location I'm after? Thanks.


texts:
Is there a workaround to assign a camera to a renderlayer?

I have multiple renderlayers (each with a different part of the scene). I would like to combine them into a single rendered multilayer exr. But I want to render each layer with a specific camera assign to the respective part of the scene.

I all else fails I will write a script to loop through the layers, activate a camera, render the image, save it and at the end combine the layers via the compositor. Or does a builtin method exist already?

I'm using Blender Internal with freestlyle and transparency.

Related: multiple camera renders into multiple images


texts: What is the minimum size requirement for a Fluid mesh object in a Fluid simulation? I've heard and read that if the mesh is too small, it may not act like fluid properly when baking. But, I don't know the exact measurements of "too small". Does anybody know?


texts: How do i keep sharp edges after combining 2 high poly sculpted meshes?

texts: Not sure how to fix this shading issues and still keep the sharp angles. I found that smoothing tool helps but i loose those angles then. Does anyone know alternative to this?


texts: How do you rotate your alpha brush in sculpting mode?

texts: I have my standard brush loaded with a texture (alpha image), and I'm wondering if it's possible to rotate the alpha on the fly or otherwise, preferably with drag dot as the stroke.


texts: How to correct non-connected edges/faces?

texts:
I've an object with edges that appear to be connected to a face, but when you move a faces touching the edge, it leaves a hole in the object:

I would expect the top and side faces to 'stretch' with the selected edge, when I move the selected edge (just like the bottom one).

This shape started out as a cube. I used only 'subdivide', moved edges to where I wanted them to be and tried the 'edge split' modifier. (what did I (likely) do wrong to create this mess?)

My question is: How do I repair the object?


texts: How to exclude hair particles from freestyle render?

texts:
Is there a way to prevent freestyle from rendering lines on hair particles?

I still want to render lines on the mesh which has the particle system.


texts: Is it possible, with Python, to select an object by its scene graph path alone?

texts:
So I've been a programmer for a long time, and a modeler for a while now, and I've just gotten started on using Python in Blender. One thing bugs me about the interface and I'm hoping I'm just overlooking it.

To select an object of name 'Sphere', we would use code like this:

bpy.data.objects['Sphere']

And if 'Sphere' has a single child object, named, say, 'Cube', then we would do this:

bpy.data.objects['Sphere'].children[0]

but unfortunately, this would not work:

bpy.data.objects['Sphere'].children('Cube')

Nor this, which would be even more ideal:

bpy.data.objects['Sphere/Cube']

However, this would still work:

bpy.data.objects['Cube']

with the additional restraint that no two objects, regardless of relative location, can have the same name.

Is it even possible to find something by scene graph path like that?


texts: Creating a torus with more than 256 segments with nearly 1km radius?

texts: Is there a reasonably simple way to create a torus with minimal vertices and faces (that is no artifacts from merging extrusions) with more than 256 segments (in my case 1800 major segments and 360 minor segments) with a major radius of about 900m and a minor radius of about 50m?


texts: Advantages of using Python in Blender for Animation?

texts: How can it help aid animation? I'm learning Blender and want to know what reasons there are for using Python. I've seen some videos on YouTube of people using it.


texts: Wire with SubSurf doesn't follow surface in Edit mode

texts: How do I smooth the grid along the mesh? I've been looking for the answer all day and I couldn't find anything.


texts: List the available render engines with python

texts:
so I want to get the list of available render engines, like in the error shown to check if luxcore is available, a workaround is to list the attribute names of bpy.context.scene if there's the luxcore string but I don't think this is neat

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct: item.attr = val: enum "FOO" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES', 'LUXCORE')

This is the error thrown when you set a random string in C.scene.render.engine = 'FOO'


texts:
I created an action, "run", in the animation editor.

To create the animation, I moved the bones in pose mode and used automatic keyframes, so, for each movement of the bones, it creates a new frame.

I don't know if I forgot something, but with the animation complete, I added a keyboard sensor in the Game Logic Editor and set the key to W.

I then added an And controller and the action "run". I used the following settings:

Action playback type to loop stop
start frame 1
End frame 30
blending 3

I then connected the logic bricks. What I don't get is that when I press P and W, the character doesn't execute the animation.

I don't know what to do; I have read many pages; I have seen many tutorials, but I don't get how to do this part.

Thanks for your help.


texts:
This is the first time I'm utilizing the NLA-editor into my animation workflow and I'm having some trouble: it seems like my character is moving in a slightly different manner on every render. I have saved the exact same file on two computers and the other one rendered frames 1-99 and the other one 100-200. When I combine these two animations, there is a jump in the characters position. My feeling is that this is somehow related to playing back the animation first before rendering it, but I'm not sure if that makes sense. Or could this have something to do with "hold" vs. "hold forwards" settings? I have a messy NLA with lot's of different strips and I'm very new to it all.

What could be causing my two renders to behave differently?


texts:
Is it possible to make a ring larger, but maintain the same thickness?

I only selected the vertices of the ring, the ring is part of a larger object and I don't want to separate it.

If I simply scale it with S, it becomes thicker as well.


texts: How to make displacement to effect all the surface?

texts:
The displacement only working on the side of the woodblock, how to make it on the top of the surface? I have already added subdivision, and still, nothing happens.

Thanks~ :D


texts: Custom Nodes: can't animate CollectionProperty items

texts:
When I try to animate a property that is stored in a CollectionProperty attached to a custom node (by hovering it and pressing I), I get the following error message:

Failed to resolve path to property, try manually specifying this using a Keying Set instead

Here's my custom node definition:

class ColorRampItem(bpy.types.PropertyGroup):
    offset = bpy.props.FloatProperty(name='Offset', default=0.0, min=0, max=1)
    value = bpy.props.FloatVectorProperty(name='', min=0, soft_max=1, subtype='COLOR')

class MyCustomNode(Node, MyCustomTreeNode):
    '''A custom node'''
    bl_idname = 'CustomNodeType'
    bl_label = 'Custom Node'

    items = bpy.props.CollectionProperty(type=ColorRampItem)

    def init(self, context):
        # Add two test items
        item_0 = self.items.add()
        item_0.offset = 0
        item_0.value = (0, 0, 0)

        item_1 = self.items.add()
        item_1.offset = 1
        item_1.value = (1, 1, 1)

    def draw_buttons(self, context, layout):
        for item in self.items:
            split = layout.split(align=True, percentage=0.7)
            split.prop(item, 'offset', slider=True)
            split.prop(item, 'value')

Is this an error on my side, or is it a limitation of the custom nodes system?

Here is a Blender scene with the full working code.
To reproduce, press "Run Script", switch the node editor type to the custom node tree and add the custom node, then try to press I while hovering one of the controls of the node.


texts:
I have more or less finally rigged this character. However one of the gloves will not move (not a huge issue as I can work around this in the animation) however, the shoes are not working properly.
When I move one shoe, the other moves and warps slightly with it! As shown in the image below. I have tried separating them in edit mode as loose parts but I am not sure how else to go about this. I don't really want to have to start again with the rigging process!


texts: Run an external application with the bge

texts:
I have searched about for an actuator that can run external applications within the bge but I haven't found anything. Does such an actuator exist?

In addition, it is possible to launch a web browser within a blender game:
A plane with firefox, chrome... in the game


texts: How to completely remove all loaded data from Blender?

texts:
I'm implementing a Blender Python script to do batch conversions.
It works like this:

for each model file found in a directory:

Import the model
Process it
Export in other format

The problem is, that after each iteration, the imported models,
textures/materials and everything are still contained in the (scene?) blender instance.

How do i completely clear everything that is loaded in Blender in each iteration?


texts: How to save still renders straight to disk like animations?

texts:
Animation frames get saved to disk automatically.

Still images do not.

Is there a setting that can be changed so that single-frame renders also get saved to disk automatically upon completion?

To clarify, I mean changing the behavior of the render function, not simply changing the frame range to Start:1 End:1 (for example) and rendering as an animation.


texts: Game textures are low resolution after exporting

texts: When I test-run my game in blender, the images look smooth. Everything looks great! When I export the game to a folder, and run it on the desktop, the images have rough edges and look very low-res. Very disappointing! What am I doing wrong?


texts: Blender to unity : Send the texture tiling information

texts: i imported .blend file into unity. In blender, i don't want to control the texture mapping by modifying the UV , but i used 'texture coordinate' and 'mapping' node in shader editor to control the tiling (edit the scale parameter of that mapping node). Can i bring this 'texture tiling' information to unity via .blend file ?


texts: I know how to snap vertices to the face of a mesh one by one. Is there any way to snap multiple vertices to the closest mesh all at the same time?


texts: Dome with smokestack - how to clean mesh after boolean modifier?

texts:
I am trying to create a dome with smokestack (the best description I have - see pictures).

Creating the dome is straightforward. Then for the smokestack, I create a circle, position it and extrude it upwards along Z-axis so that it penetrates the dome roof. To combine the meshes together I use boolean UNION modifier and click Apply. Then I am having trouble creating a clean correct mesh.

When I apply smooth shading you can see the surface is funky. I tried to recalculate the normals and I played with the geometry. The pictures describe the best I could do.

Could someone, please, guide me what would be the cleanest approach of modeling a simple dome with one smokestack?


texts: I have a game that I want to use dynamic text for a Points system and a Lives system. The problem I run into is that when I create a Text Property for the dynamic text, the property name is Text - for both. I need to use logic bricks to finish what I want with points and lives, but both pieces of dynamic text are named Text ... how do I discern between the two when using the logic bricks??


texts: Add a color input and output to OSL shader

texts:
I'm trying to wrap my head around making shaders but I have no real coding experience. I've tried looking for a solution to my problem but I haven't found anything. Maybe I'm not phrasing it right? The problem is this:
I have a script that looks like this, which takes a texture with values in a certain range and then changes the range of the values while keeping their relative positions.

shader Exp_Shader(
    float tex = 0,
    float OldMax = 1,
    float OldMin = 0,
    float NewMax = 1,
    float NewMin = 0,
    output float Result = 0,
)
{
    Result = (((tex - OldMin)*(NewMax-NewMin))/(OldMax-OldMin)) + NewMin;
}

The problem is, that this works on greyscale textures but not on color. How can I add a color input and output to make this work?


texts: Animate object and render last frame using python script

texts: I have a scene where some bottles are falling into a tray. I need to create a python script that runs this animation and renders the last frame and saves it. I have been looking for a method to do it but I have been unable to find anything. I am only creating a dataset for another problem that i am trying to solve and this is the first time I am using blender and only for creating this dataset so I'm sorry if this is a very basic question.


texts:
I've been working on a model and I want to unwrap it in order to apply textures.

Problem is, when I click on "unwrap", the model doesn't take all the space available, and some parts are stretched in a very weird way, even tho (I believe) the unwrap was done correctly, and anyway I think it'd be impossible for it to look like that, even if I made a mistake.

The scale is 1 1 1 (I've applied both rotation and scale).
Furthermore, when I click on "unwrap" once again, nothing changes, it looks like it is stuck, somehow.

Any ideas?
Thanks.

this is the stretched part of the model. As you can see,it's basically a cylinder, and you can notice my seams.


texts: How do I make the light go behind the Earth?

texts:
Additional info:

I'm working in the compositing section, and only there it looks like that. If i turn on rendered mode, it will look like this

If you need any more info please ask me!


texts: Moving mesh in object mode, armature is not moving, mesh stretches

texts:
im trying to do a robot walking animation, i already did a walking cycle im quite satisfied with, but when i try to move the robot in object mode, the armature does not move and the robot stretches. Anyone know where could be the problem?
Here is the blend file : https://en.webshare.cz/#/file/ZuNNgzrKUF/anim-2-blend


texts:
playing around with bender to optimize my material use to build my 6 year old daughter 2 mini ramp (or quarter-pipe).
Building the main structured posed no problems but now I am trying to "bend a piece of plywood". The idea is I create a cube of the plywood dimensions and place it in the curvature of the ramp. That way I have excellent visuals if it fits and how much I need.
I tried simple modifier but it tends to change the size of my plywood.
What is the best way to make this work?
Plans are used from: DIY Skate plans

So basically: bend the selected box (plywood sheet) onto the curve of the quarterpipe


texts:
I'm trying to edit a video using Blender and the video playback is really slow for some reason.  The input video is 3 AVI clips all resampled to 25fps. They were all different framerates, so I used another program to resample them to all be the same so they'd sync.

I've built proxy frames for all 3 tracks at 25% and even tried reducing their JPEG quality to 50%.

In the preview, I get about 4 to 6 fps so the video doesn't keep up with the audio.  If I set the sync to either of the two options other than No Sync, the video freezes for seconds at a time.

I had an old version of Blender so I just updated to the latest official build yesterday but that didn't make any difference.

My system is a couple years old and not exactly top-of-the-line, but it doesn't suck (usually).  It's got a 4Ghz AMD FX-8370 8 core processor (8 logical cores, 4 actual cores), 16Gig of RAM, NVIDIA GeForce GTX 750, and everything is on an SSD. And Windows 10.

The video is rendering as I write this.  CPU utilization is about 8%, memory only about 32%. Disk activity only about 1% and GPU about 8%.  So it doesn't seem to be hardware bound.

Is there some setting I should adjust to get better results?


texts: How to connect two vertices with curved edge

texts:
Is there a way to do something like this

from this?

I've created the first one by adding circle and removing unwanted parts, but what if I couldn't start from scratch and wanted to create it out of two vertices only? Thanks


texts: why i cant create a hole with bool tool addon

texts: I have array of 10 sphere. With the array applied. I removed all the doubles and checked the scale of both the mesh. I tried to make a hole with the Bool Tool addon. Selecting the sphere and the mesh pressing ctrl + -(minus) key. 2 Sphere disappear and it did not cut the hole. It looks like they joined the mesh. Thanks


texts: GPU rendering via CLI not working in 2.81

texts:
Blender 2.81 seems to have broken CLI headless rendering with CUDA GPU.

Here's the Py script people often use: Rendering on command-line with GPU?

blender -b *.blend -a -E CYCLES -P script.py
Blend file has CUDA enabled on another machine
Shows line that says Activating GTX 1080 Ti
nvidia-smi shows 0% usage, CPUs are 100%

Any ideas on a fix?


texts: How to export blender file with armature to glb

texts: I am pretty new to the tool Blender, I am using version 2.8.0 and I have a robotic arm with some animations using the bones and armature, it works fine but when I am trying to export it to a glb file a lot of portion of the file is lost when it is called in the three.js file, is there a way to counter the problem?


texts: I have a sphere with wall thickness that is separated for 3D print to 36 pieces that intersect a little. I need to randomly pierce it by holes. So I a made the 36 pieces a one object, model the cylinders also made them one object and then tried to subtract them from the sphere. As I expected, the Boolean went mad and it turned out badly. How to achieve the desired model with working Boolean or in other way? Here is my file.


texts: Blender molecular addon to create full object

texts:
When using the molecular addon i was thinking about how these molecules could be rendered in different ways. Firstly, each molecule as a ball, this is how it is normally done, but i want to find out how to do it another way.

Is there a way of using all the outside molecules as vertices of a object and creating a solid object using these. This could be done by making faces between the outside molecules of the object.

Is this possible and how would i accomplish this?


texts: Hue difference when using multiple and different GPUs together

texts:
I tried to use my older GTX 560 Ti with my GTX 780 to get faster renders, but I encountered this strange behavior when combining them :

I thought that the different CUDA kernels (sm_35 and sm_21) were the cause of this weird tiling effect.
However, this does not happen when I use only one GPU (and I get exactly the same results for both GPUs, no blue hue) :

GTX 560 Ti only :

GTX 780 only :

If you have any idea that may explain this, please let me know! :)


texts:
How would I make a good plastic reflection for this object?

the black is pretty ok but the colored tiles need a better reflection


texts: How can I increase the direct light intensity and keep the indirect dark for a particular shader without the compositor?

texts:
I’ve been banging my head trying to figure this out. In the attached image, you will notice that there are two versions of the black glossy shader. On the top is a normal glossy shader (zero roughness) set at 0.1 value, and the bottom, the same shader but I added extra intensity to the “light” sources in photoshop to match the same light intensity of the other steel and rose gold shaders.
Now my question: Is it possible increase only the light intensity of the direct light hitting the black shader without also increasing the intensity for the indirect light hitting it (or anything else around it)?

If I increase the shader value to .3 or higher, the “light” source gets brighter but so does the indirect bounce light below. If I set the value too high, the black starts to look like a slightly dimmer version of the steel shader to the left.
black metal direct light.PNG
black metal direct light.PNG
1400×1635 286 KB
Originally I set up a cryptomatte node tree for every version of each shader and just adjusted the contrast and color in the compositor but something happened where it crashed and now I can’t open that file anymore. [edit] Every time I try to append my compositor cryptomatte custom node, it crashes blender and I can’t open the file again. I’m pretty sure it’s the compositor node causing the problem. [/edit] If I could get the black shader looking like this before the compositor, it would save a lot of time and also remove the possibility of another unexplained compositor crash/file corruption.
I’ve tried to reproduce blender’s zero glossy bounces (see link below) as a glossy shader and just add that to my current shader, but I’ve been unsuccess in finding out how to produce this effect with the light path node.

Does anyone know how to make a glossy shader that only accepts direct lighting and leave everything else as is? Is this the best path towards my goal, or is the a better way?
Thanks!


texts: How do I make editable text in the Game Engine?

texts:
I am making a "game" in the Blender Game Engine which requires some editable text. The game is basically a fake operating system with a photo editor and text editor so far.

I tried using the text string property and linked it to the keyboard sensor with all keys enabled. This works okay but the text box properties don't apply to the game engine so the text just goes on in one direction instead of wrapping.

I also tried using the following Python script:

import bge
from bge import logic, events

def main():

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

    keyEvents = logic.keyboard.events

    hitKey = [k for k in keyEvents \
                    if keyEvents[k] == logic.KX_INPUT_JUST_ACTIVATED]

    if hitKey != []:
        print(hitKey)
        characterValue = bge.events.EventToCharacter(hitKey[0], True)
        print(characterValue)
        own ["userInput"] += characterValue

    own.text = own ["userInput"]

main()

I got most of the way through the process of making the script but for some reason while playing the game my keyboard input doesn't affect the text. I had all the right properties, names, etc.

Is something wrong with my code? Also, if possible is there a way to use the text box in the game engine?


texts:
I am quite new to Blender and I'm working on a laptop without a graphics card. While I was working on a project, I encountered a new (for me) type of problem. It was an out of  memory error. I've already watched some YouTube videos about it, and have been looking for answers on this site. This isn't the type of out of memory problem I normally experience, because I have tried to open it on many different computers (some of them rather powerful). This latest error appeared after I deleted a smoke domain.

It is my fifth project in a row that has crashed while I was almost finished, so it's getting really frustrating.


texts: Why Does Blender Distort UV Maps By Default?

texts:
I have a simple question: why does Blender distort UV maps by default?

To illustrate my question, here is what Blender does with a UV map of a very simple mesh of a wooden barrel:

And here is what you get with a similar mesh in (I think) Maya:

The difference is staggering: the one in Maya is nice and clean with no distortion and, more importantly, full use of the available texture real estate, while the one in Blender is distorted and with a lot of "dead space."

Why does Blender do this? How can I get a normal UV unwrapping with isles that is not distorted and uses all or most of the available texture space?

I have tried conformal UV unwrapping, but other than a slightly smaller distortion it was the same awful unwrapping.


texts: How to export vertices' locations in a .dat file?

texts:
Is there anyone know,

(a) how to do an ico sphere of radius=0.5;

(b) how to set the verticles' number and faces' number in an ico sphere;

(c) how to export all vertices' locations in the following format to a .dat file?

! each row has all three vertices' location for a face.
x1 y1 z1 x2 y2 z2 x3 y3 z3

....


texts: Multiple objects being edited in edit mode

texts:
I've tried googling this but I don't even know how to word it. I'm fairly new to blender and i've just been using it to edit some models slightly. I've come across a problem on some of the model.

This model was taken from a .x3d file I've imported and wish to edit, whenever I select any of those cylinders and tab into edit mode, they all tab into edit mode. Anything I do to one, effects the others, and this is undesirable. Is there anyway I can stop this from happening?

Thanks a lot

Let me know if there is anything else you need me to add.


texts: Video editing workflow - VSE and compositor slows down framerate when previewing?

texts:
Inside the VSE timeline, when applying a movie clip no matter the size of the video, it would play normally and its FPS will play smoothly, even if edited or modified.

However, when inside the compositor, connecting the movie clip node with the same footage to the composite node and using it as a scene strip, previewing the VSE reduces the frame rate, ranging around 6 or 1fps in previewing. This makes previewing the video nearly impossible, especially trying to utilize blender as a video editor.

List of things i've attempted to fix this:

1.) Inside the VSE, i tried adding a proxy to the scene clip in the VSE timeline and especially in the preview window. I selected the scene clip, checked proxy, selected 25% and rebuild proxy and timecode indices. In the preview window, I unchecked openGL preview and selected proxy render size to 25%.

Though, Even at 25% of the proxy size, it seems to only effect the movie clip but not the scene clip.

2.) I've tried to change the dimension of the render inside the properties panel. Even at 1% of the dimension, the FPS barely gets adjusted, generally staying at 6FPS or lower.

In most cases, The the fps may somewhat run smooth when generally changing the dimension by 17% , but the preview window in the VSE is too pixelated to see my results.

3.)I've tried to change the alpha of the scene strip, nothing change.

4.)I went to the system in user preferences and made the sequence/clip editor's memory cache and adjusted it all the way to reach its limit, nothing has changed.

5.) I've tried to add the movie clip as a plane, but nothing worked.

My laptop is able to play 4K videos so I am quite confused why Blender cannot handle a simple clip no matter the size that is outside the VSE.

One or the other, a movie clip node and even a render layer node of the movie clip as a plane when applied as a scene strip does not change anything.

Thanks.


texts: Adding thickness to 3D Scan of face in Blender

texts:
So I have a 3d scan of a face, pictured:

And it has no thickness whatsoever, I'd like to add some so that it can be 3D Printable (my printer can handle the vrml/obj format and tons of colors).  I've tried solidify but it puts a bunch of cracks through the face:

And I've tried using the bisect tool, then hitting f to fill the holes while what I bisect'ed was still selected, and all of the holes won't fill.  I've also tried some of the solutions from this question: How to make a perfectly flat bottom for 3D-printing topographic relief?
but it creates those same cracks.

Lastly I've tried selecting every vertice and extruding backwards, and whatever this is happens:

Any ideas?  I'm sorry if this has been answered somewhere else.


texts: How to get the effects to follow the object's animation?

texts:
I'm using MakeHuman, bvh files and the smoke simulator. Just adding fire to the subject, fine tuning the fire, but when I run the animation, the fire does not stay attached to the subject when the bvh file kicks in.

How do I get the Domain to follow along with the moving subject in order to keep it burning like a person on fire moving around?


texts:
Is there a way to mark a mesh (or a face in a mesh) in Blender as not visible from the backside, regardless of the view settings?

I'm creating meshes via the Python API, but if you know how to do it from the UI, let me know too.

This has to do with implementing the "solid" flag from the X3D standard.


texts:
I have two surfaces, representing the inner and outer surface of a skull.
To calculate the thickness, I thought about calculating the length of each inner surface's vertex normal for the vertex until it crosses the outer surface.
I'm trying to use these fantastic functions:
https://docs.blender.org/api/blender_python_api_current/mathutils.geometry.html

You can take a look at the surfaces here:

Any help will be most welcome!
Thanks,
Noam

***** Edit ******

I tried to use ray_cast as @batFINGER suggested. I might do something wrong, but it gives me strange results:

inner_skull = bpy.data.objects['inner_skull']
vert = inner_skull.data.vertices[0]
hit, loc, norm, face = inner_skull.ray_cast(vert.co, vert.normal)

I ran this code after making sure all the normals are pointing outside.
That gave me the same vertice pos as the hit location. So I tried to add the normal to the starting point:

hit, loc, norm, face = inner_skull.ray_cast(vert.co + vert.normal, vert.normal)

That gave me no hit at all. (I check and vert.co + vert.normal doesn't cross the outer skull)

Any suggestions?

***** Edit 2 *****

I ended up using the following code, which is really not optimized, but does work:

def check_vert_intersections(vert, surf_obj):
    for face_ind, face in enumerate(surf_obj.data.polygons):
        face_verts = [surf_obj.data.vertices[vert].co for vert in face.vertices]
        intersection_point = mathutils.geometry.intersect_ray_tri(
            face_verts[0], face_verts[1], face_verts[2], vert.normal, vert.co, True)
        if intersection_point is not None:
            return intersection_point, face_ind
    return None, -1

***** Edit 3 *****

I used @batFINGER solution and it's great! I've just changed the loop to go over the vertices and not the faces, because I needed the thickness to be calculated for each vertice.
You can see a video of the solution here:
https://www.dropbox.com/s/xik3ucmnc94qaba/skull_points_thickness.mp4?dl=0


texts: How can i make a translucent material on Cycles?

texts:
I'm trying to make a translucent material on Cycles but still i'm not very experienced with nodes....i want to make a solid color that is still translucent or can receive some light on the borders, for example, like this image:

It's like organic, but translucent at the same time.

Or as a more realistic reference, like this:

Which kind of material will be the best option in order to make this?


texts: Blender 2.83 and 2.90.1 wrong file permissions on MacOS prevent installation for all users

texts:
When Blender 2.83 or 2.90.1 are installed on MacOS Catalina (10.15.7) the folder /Applications/Blender.app gets the inappropriate permissions that make it readable only for the user that installed the application. The problem happens with direct installation through the downloaded DMG file or via Homebrew (which just downloads the file for you).
This makes Blender unusable for all other users.
The problem seems to have persisted at least since 2017, see this related question, so this makes me think it is not a bug but a "feature", alebeit a very stupid one.
One can fix the permissions with something like this from the command-line
sudo find /Applications/Blender.app -type d -exec chmod a+rx {} \;
sudo find /Applications/Blender.app -type f -exec chmod a+r {} \;
sudo chmod a+x `find /Applications/Blender.app -perm +100 -type f`

but it is a bit stupid that I have to do this. Is there a good reason for this? I am unable to find any information about this, can someone help out?


texts: How does one seamlessly loop an animation containing a Noise modifier?

texts:
I've searched and found some ineffective "solutions" to the issue I am experiencing.

I am animating a flickering candle flame and there is probably a much easier/more effective way to do this, however, I'm extremely new to Blender and CGI in general.

I have an object that I applied my candle flame shader to and opted to use a Noise modifier in the Graph Editor to manipulate the X, Y and Z scale of said object.

Mixing in an emission shader to the object did not give the effect I was going for. I opted to add a point light behind the object and again, use a Noise modifier in the Graph Editor to manipulate the Power and Z location. I also added a low Watt point light in front of the object, to illuminate the front surface, since the light behind washed out the flame shader due to transparency. (I believe)

I've been able to closely match the power of the light to the flame "flicker" size as well.

Where I'm falling short is the seamless loop of the animation. My first and last frames are not even close so there is a stutter at the end/beginning of the animation loop.

I have tried to manually set keyframes at the start and end of the animation. (Did not work)
I have tried to use the Restrict Frame Range setting with just the Noise modifier. (Did not work)
I tried to switch from Eevee to Cycles and use the Restrict Frame Range setting with that as well. (Did not work)

I really want to stick with Eevee as the Render Engine using Blender 2.8.

I suppose the gist of all this are the questions I have.
1) Is there a more effective/more simple way to achieve this effect using Eevee?
2) Is there a way to make the loop seamless while using the Noise modifier without having to endlessly tinker with the Noise settings to align the first and last frames?

The video is here:
https://youtu.be/qjzqhZsvGBw

There is no audio since I don't have a mic yet.


texts:
How do I convert .xmf file to an .obj file with blender?

.xmf file is a 3D type of file. Can anyone help me?


texts: How to get reflections from 3D to show up on real images

texts:
Andrew Price released a nice tutorial on how to nicely put 3D objects on top of a real image: https://www.youtube.com/watch?v=wjWoglMYXBE

I have seen images, such as this: https://s3.amazonaws.com/blenderguru.com/uploads/2015/11/mercedes-benz_g-class-673x457.jpg which have 3D elements over images and have actual reflections from the object showing up on the wet asphalt.  How can this effect be achieved using render passes (or any other way)?

Here is another example (from Nathan Craddock):


texts: Color hair particles by emitter's texture

texts:
Following this answer I wish to color my particles based on the emitter's texture.
The problem is, the feathers of my papagei don't even remotely look like the colors from the base mesh's texture.
Here's what I see in the viewport. The mesh has the paint I assigned to it.
 I turned off the feathers for now, they are white btw.
Next is my material setup for the mesh (which is also assigned to the hair):

This featherColors material is what determines the color.
And lastly I present a quick preview render from the viewport, which is all brown-ish. Note that the mesh itself is colored brown as well for no apparent reason.

Could someone lend me a hand so the feathers pick up their colors from the emitter's texture?
Note that by "feather" I really just mean clumped hair particles. Those are not individual meshes.


texts:
Any suggestions on how to increase cycles rendering quality?
I would like to have this image as HQ as possible.


texts: Seeing invisible objects in the dope sheet

texts: Is it possible to make objects that are invisible in the viewport remain in the dopesheet?


texts: Are these artifacts or just graphical glitches?

texts: When I switch from object mode to edit mode and from a certain angle the vertical edges turn into those doted lines. Is there only a display issue or a real topology issue? Thanks.


texts: Speeding up the Object Synchronization when rendering

texts:
When I have large scenes with lots of geometry building the BVH and "synchronizing" the objects. Is there a way to speed it up?
I am using Blender 2.77.


texts: Snap object pivot to object pivot of target?

texts:
It's often useful to snap the pivot of one object to the pivot of another. The snap options for snap target are volume, face, vertex etc but no pivot. For the object being snapped centre is available, which in object mode is taken as pivot, but it will snap only to certain objects such as empties. The only way to do this is select the target, use snap pop-up menu to snap cursor to target, select the "snappee", use snap menu again to snap it to cursor. Alternatively use the 'Align Objects' dialogue.
It works but it's tedious, particularly if lots of objects need to be snapped. Surely there's a direct 'select and snap' workflow? If there is I haven't found it.


texts: I have modeled a section of a wall. That section can be arrayed so that it looks like one seamless wall. I have an array modifier on the wall. I also have am uneven terrain. I have a curve that guides the wall. I have shrinkwrapped the curve so that it sits on the terrain. I expect the the wall to be on the terrain. Instead the wall is hovering in the air although the curve is doing what I expect it to do.


texts: After looking around the web for a while, I've gathered that GPU rendering in Blender is supposed to be much faster than CPU rendering, but on my machine, the CPU is actually slightly faster? My GPU is a GTX 1070ti with a 200mhz OC and my CPU is an i5-8400. Rendering a simple image takes around 45 seconds on the CPU and 50 seconds on the GPU even with the 200mhz OC. Is there something I messed up in the settings? Or is it supposed to be like this?


texts: Can the clone brush sample surfaces facing away from the camera?

texts:
I am touching up some textures on a high poly mesh from a 3D scanned truck.  The truck tire on the left side is missing color information, therefore I would like to clone the color information from the right side tire.

The problem is when I start painting onto the new tire, it doesn't sample the surface of the other side of the truck. Rather, it samples the same side of the truck simply because it's what you see in the viewport.

Is there a way to make the clone brush sample from the other side of a mesh, even when the camera isn't pointing directly at it?

If not, can anyone recommend a good workaround? I thought about doing a screen capture of the colored tire from a straight angle, then using that image to paint onto the other tire, but that seems kind of hacky.  I also thought about duplicating the colored tire and boolean-ing it in place of the non-colored tire. I also considered re-baking the uv-map and then taking it into GIMP/photoshop, but this is very arduous since the UV map from the scan is extremely arbitrary, not to mention it's a .OBJ with like 600k triangles.

Thanks in advance for any feedback you guys can give me!


texts:
I encountered a really weird problem recently.
I was animating in blender, when all of a sudden my X position was offset. I went into the graph editor to try to fix it, and this is what showed up:

All my keyframes were white, and I couldn't modify them. Please help!


texts: Creating structure on the surface of a sphere

texts:
I currently started working with Unity and require a few 3d models for my game idea. I want to use Blender for this and have so far up to zero experience with it.

I have a sperical planet as the game environenment and I want to build streets, bridges etc. on it. I want these structures to be 3-dimensional, that means the streets are a little bit raised up compared to the rest of the sphere's surface. Same goes for the bridges. How would I do that.
I understand the concepts of the Blender's vertices, edges, triangles and quads, but I think the best approach would be to make extra model for the structures that have the spheres "curve" so they can be put on the sphere wihtout having odd geometry instead on working directly with the sphere's geometry. This would also make it easier to mix the different models.
I thought of building straigt part of the street by creating a "ring" and make its radius bigger than the one of the sphere and cut out pieces. But for a curved street this approach does not work that easily.

Do you have any advice or guide on how to accomplish this?


texts: Is there any alternate to Mirror modifier. I want to flip my model like a mirror but i do not want to use the mirror modifier. I have a model with 3-4 object and i want that complete model to be flip without joining. Later i have to use that for animation so i do not want to join them. How can i flip my complete model without using mirror modifier. Any other way or is there any addon


texts: Gradually flatten overlapping vertices on XY-Plane

texts:
I would like to connect plane with ocean modifier to a flat plane.

I m thinking to keep an x-distance overalapping and i would like to apply a weighted-average that will start moving gradually all vertices of ocean plane to the flat plane.
Does anyone know how that can be achieved?
In link below I have attached the blender file.
https://files.fm/u/rty9tnrz3
Thank you all in advance!
P.S I would like to use this technique for animation purposes


texts: How can I fix animated text to stay inside the 'LCD screen'?

texts: I'm creating a typewriter effect with animation nodes and I've trouble with figure out how to make text stay inside the 'LCD screen' as I hoped text will stay inside the box but it kept typing over the box. I'm not really sure how can I fix this problem. I hope anyone can help out with this?


texts: Diffuse node compability for glTF exporter

texts:
I got a problem using glTF exporter for Blender (To upload 3D content on Facebook). I downloaded the last version of the add-on on this site: https://github.com/KhronosGroup/glTF-Blender-Exporter

The problem is that there is only 2 node groups for Cycle rendering, glTF Metal and glTF Specular, but there's no glTF Diffuse node group for instance, and using the normal shader node provided by Blender don't work while exporting.

So I was wondering how to get this node group, or if I have to create it, maybe I miss something, I don't know.

Thanks for reading !
(PS: I got the last Blender Version and I followed the Khronos Group tutorial, I found nothing)


texts: Tie an animated tail flap to Z position change

texts:
I have created a (frighteningly realistic) swim cycle for an object, and then added a path. The object follows the path using a constraint: as it swims along the path, the tail flaps.

I then added noise to the object's Z position. (I 'animated' the armature's location on one cell, then added an F curve modifier with noice to add some change to the armature's Z location.)

I would like to tie the rise in the Z position to be tied to a downward tail stroke, but to have some randomness in it... and I would like to end up with a keyframable value, so I can increase/decrease tail speed with a corresponding increase in the Z position change -- albeit with some noise making it not completely linear or predictable.

I have gone this route so that it looks less mechanistic... which is to say there may be a better way to do it overall... but the goal it so have an appearance of something swimming perhaps in a current... and not to have a clock-like precision in speed/location of tail.

Fish tails go side to side, I know... so say this is a porpoise... Anyway, the goal is to get an animatable value that drives both things -- flap speed and Z location change -- in a not-completely-predictable way.


texts:
You know how UE4 does a few things right? Year rare but it does. Here is the question. Is there a plugin that allows you to do what you can do with UE4 with animations? I.E import basically an armature, then import FBXs with the same ones, then use the animation across the board. Of course also storing the animation. Much like you would the pose library over there in its own little list.
It would be far easier to store animations, then export them one by one instead of opening blender project, creating animation, exporting animation, then resetting everything, saving it as a 2nd version, remaking animations, exporting etc. We all know why I would save it as a new blend file. I had to go back to an old rig today and I am so happy I saved it.


texts: Blender Cycles Procedural Cut Aluminum (Cut Aluminium)

texts:
Photo rendering aluminum extrusion profiles in Blender Cycles.  Tried achieving this using image textures, but doesn't work very well.  It's so reflective, you take a photo at one angle, and your object always has that same reflection, even when you rotate the camera.

How could the same be achieved with procedural texture?

It's very shiny, highly reflective, with saw marks that reflect light at different angles.  Also has a rainbow reflection in the metal at certain angles.

Rainbow part not necessary, but would be a bonus.  I've noticed other metals have similar effect.


texts: Can Blender manipulate remote assets, without me having to download them to the client machine manually?

texts: I have the opportunity to produce some educational videos leveraging an entertainment company's branded characters. The educational course will be delivered online and students will be using Blender installed on their own machines. Can anyone tell me if it is possible to have students use and manipulate these branded character assets within Blender, without ever actually downloading the assets to their machines?


texts: How to scale the top of a mesh w/o distorting the structure

texts: How can I make the top I need the top of my build narrower than the bottom?  On the right, you can see the effect I am trying to achieve.  I needed to add windows to the original downloaded build so I just started over with a grid mesh so I could get everything even. Then mirrored and merged to get the four sides.  I tried morphing as suggested in a youtube video from a similar question on this site., but it flattened everything out.  It's not a cylinder so I can't simply circle select and scale.  I am sure there is some simple modifier for this, but I can't seem to frame the question in the proper format to search for it.


texts: In Pose mode, when I try to move a armature, even though I weight painted the rest of the mesh to ensure nothing else would get dragged along also, the beetle deforms on it's side, destroying the mesh when I try to move it. Any help is greatly appreciated!


texts:
Machine and Software Specifics:

Desktop with i7 CPU AMD Radeon HD 6670 video card (DVI)
8 gigs RAM
500 gig hard drive
Windows 10

This machine only crashes when I render, which I do from a command prompt. Sometimes it works just fine, usually it does not.

Are there any settings that I should check to stop this from happening?

Thank you


texts:
I'm trying to wrap a plane around the stl of a city, in order to obtain a watertight geometry from a poorly defined base file.

Shrinkwrap is pretty awesome for that, but I'd like to improve it further and be able to smooth the jaggy edges I get, see pics below:

The shrinkwrapped version

The original

Does anyone know a trick to improve the quality a bit ? Here is what I've tried:

Increasing subdivision helps but does not completely solves the jaggyness
Smoothing did not work well
I tried projecting back with additionnal shrinkwraps horizontally with distance limiter but it wasn't robust at all...
Rhino has a drape tool that does this with a nurbs approach but I couldn't find any equivalent in blender.
Other CAD packages have the ability to "snap" to a surface, which might solve the issue, but I could not find anything equivalent in Blender.

Thanks !

Edit : Following advices in comment, adding a second subsurf does smooth well. The result is now identical to Rhino Drape tool.


texts:
I Have been Working on a Photoscan and am trying to clean it up in Sculpt mode. When I Switch back to Object Mode all my changes are lost, everything I did in Sculpt mode are all gone.

For example this is what it looks like in Sculpt mode:

But when I switch to object mode it looks like this

Here are the wire frame picture in edit mode
enter image description here


texts: hi guys, is there any possibilities to change these mirror ball reflections to my interior scene reflections. as you can see this doesn't looks very good... thanks


texts:
I want to apply the beveltool to this mesh:

To achieve a form like this:

But the rusult is this:

You see the gap between these to rectangles?

I want to get rid of that gap and i want a smooth inner corner (at the gap) but i don´t know how..

Thanks for your help!


texts: Movie set as image texture not playing in cycles?

texts:
So, I set a .mov file as the image texture of some shapes and when I try and scroll through the timeline, the preview/render just stays as a single image. It should be changing accordingly, right?

I've been trying for hours figuring out and searching for answers—I think I did everything right setting the thing up, but surely something somewhere has gone wrong.

Here is a screenshot of the different views I have:

Thank you for your help!


texts:
I have several parts of a vehicle in Blender. I need to have pictures, png files highly prefered, of side/top view of these objects. The key point here is that I need them to keep their relations, e.g. if two objects have the same length, I need them to have the same length in pixels in the exported pictures.

How would I do that?


texts: Cycles Render on GT750 GPU (MacBook Pro) 2GB Graphics - 2.79 Blender

texts:
I have a GT750 Graphics Chip in my MacBook Pro, it has 2GB of dedicated VRAM, I would like to use this to render rather than the CPU.

The MacBook also has a Quad Core i7 2.6GHz and is able to render using the cycles engine perfectly, however looking at benchmarks even though the GT750 is not a hugely powerful chip, it should still perform better than the CPU.

I have gone onto NVIDIAs site and downloaded and installed the latest CUDA Drivers, and then restarted my Mac. I then went into 'User Preferences -> System' and only OpenCL is available, there is not a option for CUDA. Please see the screenshot.

If I go ahead and use GPU / cycles rendering on OpenCL the application just quits without any errors shown.

This is using Blender 2.79

Thank you for any help


texts:
I have a cube sliced by a plane:

I would like to get the part of the plane inside the cube. So I figured a boolean modifier would the trick. Whether I apply it to the cube or plane or chose union, intersect or difference I always end up with some 3D object - some part of the cube. I would like to have only the plane part of the boolean.


texts: What is the best way to procedurally texture an object without the hard edged seams I am getting?

texts:
I have a simple image I made which can be tiled to produce a relatively nice texture. I followed some tutorials with chainmail and using the blend function it looks nice, but for other textures I cannot blend them. My nodes are set up for Texture Coordinates -> Vector Transform -> Mapping -> Image Texture (set to Box, which is what gives the best result but has hard edges) -> Principled -> Material output.
Is there a way to made it seamlessly wrap around a complex mesh like a body. I don't mind some mild stretching as a compromise.


texts:
When I copy/paste an object I want from one blender file to another (which normally works) I cannot see the pasted file. I have checked to see if it is on a different layer, and it is not. I have also checked to see if the scaling is merely off, or if the perspective is clipped too close. I have changed the scale by a hundred fold, and still see nothing and have adjusted the clipping to closer, and still no dice.

Any ideas?

Images attached (I want to place the cylinder onto the rectangular surface). Photo three suggests that the object is there, but something happened to it.


texts:
I'm currently trying to import an exported .gltf into my program. I'm now at the point where I need the information of the image. But in the .gltf is no 'image' or 'texture' section, even if I check 'Embed images'.

In my test model I took just the default cube, unwrapped an uv map and painted the model. After all, I saved the image.

Am I completely mistaken in my procedure?

Ask me about any information you need, I'm not really familiar with blender, I'm just scratching its possibilities to create basic objects.

Thanks for your help!


texts: How to remove all pie menus in Blender 2.8?

texts: I like Blender 2.79 - why? Blender 2.79 did not have pie menus shoved EVERYWHERE. In 2.79, there was an option to enable and disable them (emphasis on the disable). I find pie menus exceedingly annoying. (Example: out of habit, I instinctively press Z to toggle to wireframe mode. Instead of getting to wireframe mode, I get this weird pie thing in my face). No one likes pie in their face. I can not find an option anywhere to disable the pie menus in Blender 2.8. Is it possible to disable them in Blender 2.8, or is this a helpful feature we are stuck with?


texts: Bevel edges on rectangle not working as expected

texts: I'm trying to bevel edges on a rectangular shape so that it matches the shape of the object behind it(more roundish), but when i do so I end up with a spape shat is proportional to the sides of the rectangle. I tried all the settings on the bevel menu without any luck, what am I doing wrong?


texts: Couldn't get the mix shader and the proper node editing only few options are available what to do


texts: I have a little game I am working on, and I ran into a small issue. When i do a weapon swap, an animation plays of the gun coming out of the bottom of the screen, but you can still shoot while you are not supposed to. What a player can do is immediately swap between a sniper and a secondary and the sniper will be able to shoot as fast as a rifle. How can I have a property set to 1 when a certain animation is going on and set to 0 when the certain animation is completed?


texts: Video files don't load, audio is missing

texts: so I downloaded a template file for a youtube intro and it has 4 files in it but when i opened the blender file the other videos didn't open with blender, also the audio doesn't work.


texts: Can i "execute" the Compositor node graph without re-rendering?

texts:
I have an image rendered, and its showing in the Blender Render window.
In the compositior, i have a file output node set up to write out .tif files for each render pass. Can i somehow execute just the node tree without having to re-render my image?

Ok, so the proposed answer said:
"Delete the renderlayer node from the node setup, and then blender won't render the 3D scene."

Feeling stupid here, but, if i remove the renderlayer node, then my file output node won't have any inputs anymore. It's direclty connected to the passes of the renderlayer node to output each pass as a .tif file.
Secondly, what button do i have to press to then execute only the compositor nodes??


texts:
MakeHuman 1.1.1
Blender 2.8a
OSX

I first created a 3D human model and exported it as .fbx file. Next, I imported the image file to Blender 2.8a, then I found that:

the imported image is too small (so small that I had to manually enlarge it), though the image was created at a normal size in the MakeHuman.

What settings should I use such that after the image is imported to the Blender, it will display at the same size as it was in the MakeHuman?

Thanks

Eugene


texts: Any way to turn off the black lines in curve edit mode?

texts: Is there any way to turn off the black lines in curve Edit Mode?


texts: Strange circle(arc) around camera in the viewport render and in final renders

texts:
I have some weird arc around camera. It gets more obvious when I zoom in the camera, and become bigger when zoom out. I checked face orientation and its fine. So I couldn't find a solution.
Edit1. I checked object visibility and its ok. Adding blend file link.
Blend File


texts: This issue happened when I tried to grasp and rotate the bone in Pose mode. Why could this happen?


texts: Most efficient way to remove unwanted vertices in an object with 59,000 points?

texts:
I have imported a 3D-scanned .OBJ file from KScan3D, which is 3D scanning software. I am trying to scan a model car, but would like to remove all the unnecessary points for the purposes of 3D printing. The scan included much of the floor, which I would like to remove.

Below is a picture of the mesh:

What is the fastest way to eliminate the points on the floor? Is there a "drag-and-delete" tool added to recent versions of Blender?

Thanks!


texts: Is there a way to modify Rigify's IK stretch so that my mesh's limbs do not lose its volume? I'd like my arms and legs to stretch but I don't want them to turn into thin noodles.


texts: How to align the vertices of one object with the same vertices of another object?

texts:
If say you created a sphere (A), and moved its vertices around. Could you create another sphere (B), same as the original, and have B match its vertices with the altered vertices of A?
If this is possible, how would you do it?


texts: How to: material for custard ( preferably pap )

texts:
The mesh is ready but all material combination I'm trying don't even come close to resemblance.

PS: is the content of the plate I'm trying to recreate.

Any help?


texts: I've just started to learn Blender by following a tutorial on youtube. My problem is that when I remesh this object, the surface breaks. I don't know what causes this since I'm following the tutorial step by step, and nothing happens similar to this. Any ideas why, is this a bug?


texts: Mesh freaks out on weight paint ( legs twisted )

texts:
The rig was used prior on another mesh and contains semi useful anim data.
I just finished trying to hook a different character up to a copy of it and things have gotten a little funny.
Basically everything's acting as it should except for for the legs. They crumple up into little strings and twitch around.
I figured out that flipping the leg around in edit mode fixes the issue. But, the rig already has a few animations that I would like to bring over to the next character which flipping the leg bones 180° would ruin.
Is there anything I can do on the mesh level, or with the roll, that would fix this instead of dealing with the bones?
These screen shots are post rotating the deformer bones:


texts:
I am making an animation in which I need to have a 360 video in the background as the environment texture in World panel instead of an HDRi. Is there any way to so this?
Thanks.


texts:
Is there any option or an addon that would disable auto grid subdivision when zooming in viewport?

Basically I just want the grid to always behave the same as it does in orhtographic view - stay to the specified scale, never subdivide on its own and ideally offer a couple of hotkeys to alter the grid scale quickly.

I found the "Minimum Grid Spacing" parameter in the options, but it seems to have no effect no matter how high or low I set it.


texts: Mesh changes translations from object mode to edit mode

texts:
Hi there so I've gotten into a tangle.
I'm happy with my mesh and it's translations in object mode, but when I move to edit mode the translations are messed up!

I have applied a rigify rig, and have been weight painting
help
thanks.


texts: How to create a procedural brick texture for a simple building without object size changing the texture size?

texts:
I want to create some procedural textures that I can quickly reuse to texture objects.  For this example I want four sided cubes (ignore top and bottom) that are wrapped in bricks.

But, I want the bricks across different objects to be the same size, even if the objects are different sizes. You will notice in the image above that the "large building" is twice the size of the "small" building and the large building's bricks are also twice the size. I believe this is because the procedural texture in "UV mode" is based on the bounding size of the object, so the brick size does not change regardless of if the scale is normalized.  If I use the object node option, but that will not wrap the bricks around the cube. The only way I know to wrap the bricks is to use the Texture Coordinate node and UV as an input.

Here is my material setup.

I think the key would be to use some math so the input value nodes to the brick height and width nodes are based on the object bounding box size, but I don't know how to get this as an input to modify my brick size.

I also tried using a different object for the "object node" in the Texture Coordinate node, but the bricks did not wrap.
Thanks.


texts: How to bake high to low poly normals for multiple objects on one normal map?

texts: Imagining I have multiple objects which make up a scene including high poly and low poly of each object and I want to put all of the baked information onto one map. What would be the easiest way to achieve this? Turn all of the objects into one or do a high to low poly bake individually or something else entirely?


texts: I have a problem with making a game like Sonic Rivals. As you see in the game Sonic tracking his way from down to up and from right to left. In the game, I'm just pressing right and left and Sonic chooses his way but in the blender game engine nothing helps me. I tried track to prop and constraint, can you help me please


texts: Cycles reflective materials not rendering transparency correctly

texts:
A reflective material in Cycles will reflect the world color even if the world color has an alpha of 0. If the world has a transparent material, the reflective material will show black pixels instead of transparency.
Example:

The plane on the left is a has a simple glossy shader with roughness 0. It reflects the cube and the world color, even though the world color has alpha 0. As you can see (behind the cube itself), the render properties are also set to allow transparent background. The glossy shader doesn't support alpha it seems, which is a bug in my opinion.
Example 2:

Here the world is set to transparent but the glossy shader is still not rendering transparency.
The principled shader has this issue as well.
Does anybody know a workaround?


texts: How to make object transparent on "texture" view mode

texts:
I have managed to make an object transparent on solid viewmode, but It is fully opaque when "texture" viewmode is selected.

The reason I need it transparent for textured view is that I'm editing the object to match a picture projected on a plane behind it. Help!


texts:
How do I create a Green lantern like construct material  in Blender.
Hear are some reference images.

This is my attempt but It's not exactly what I'm looking for. For one think I'll like a a bit of a glow.

If you can help please let me know.


texts:
I have to create a similar animation with the attached image.
How to create  this effect in Blender?
Thanks in advance!


texts:
I wanted my retopology mesh to look like it has more detail so I decided to make a bake an image texture that I could use as a normal map. The detail isn't showing instead I get this

Also if you know any better ideas about what you need to do after retopologizing (how to make retopo mesh look like a high res mesh) please tell them.


texts:
This is a very general question about the latest solutions or workarounds to this Rigging issue in all softwares. I am generally a beginner in character animation. I'm only halfway through my Body Mechanics course so I definitely don't have a rich knowledge on the subject. I have been using the Auto-Rig addon for my character and things were going smoothly until I found out that FK>IK Snapping came with a big price tag that rendered the whole scene useless without me noticing this till the very end. The character's arm got twisted and it couldn't be undone unless I start the animation over.
Is there a script, technique, or an approach, to avoid arm spinning at all? any advice would be highly appreciated.


texts: How can you make normal map part of the mesh

texts: Its basically reverse baking so can you do that ? I'm not going to upload my blend file cause I believe in this case it is unnesecarie


texts:
Im trying to edit edit a texture to have a shiny color but I cant get it right.

I want it to look like the one on the right.

Here is the
It doesnt have to look exactly like it just anything to get rid of that glow. Thanks in advance.


texts:
I was messing around in blender when I noticed that my view was snapped to an object. When I moved it so did my view.

What is this feature and how can I enable/disable it?


texts: I just bought Blender cloud, and I'm trying to find how to login. I saw that there is an addon but I was unable to find it. Is the Login Addon supposed to be included in blender cloud addon?


texts:
Recently did a liquid splash via Gleb Alexandrovs tutorial.

So smoke + flow field + particles + meta-balls to get some sort of fluid splash going on.
Where I noticed, none of these processes are able to use multiple cores. Grinding my 6 core / 12 thread CPU to a worse experience than a heavily OC-ed 2 core little thing. Making the whole experience quite unpleasant if using more than 550K particles.

Is there a way to make Blender 2,78 use more cores outside of rendering?


texts:
I want to create a custom perlin noise node (NOT a node group, an actual scripted one), and be able to run it on GPU. Is this possible? OSL does not seem to be 100% supported on GPU, so is it still possible?
The idea is essentially to create a node similar to the Noise Texture or Musgrave Texture. Could I do this without OSL, or somehow compile it so it is available on GPU? I think all the standard nodes are in OSL, so what makes them work on GPU?


texts: Why is the camera drifting when following a path and tracking an object?

texts:
Is it possible to put a camera on a path and maintain it at a 1:1 ratio? what I mean by this, is if you look at the image below, it sort of drifts when rotating around..

I have it tracking an empty in the middle of the bed frame.

An example of the drift I'm on about: compare the camera location in the view port on frame 1 compared to frame 70, u see how the camera kind of moves away from the nurbs?

Thanks


texts: How to animate different parts of a robot arm

texts:
I am trying to make a robot arm.

I am able to add animation to one of the objects easily, but then whenever I try to add animation to other objects there is distortion in the first animation.

What I tried:

I have used parent relation but somehow changes in the child are effecting the animation of the parent.
I tried using bones and armature but exporting that as a .glb file is giving another time, all the animations and figures are getting distorted.

Is there a better way to do it?
Any help would be appreciated.


texts: Blender 2.65 .blend file is not loading correctly in Blender 2.76b

texts:
I've just recently moving to Blender 2.76b from Blender 2.65. One of my .blend files made in 2.65 is not loading correctly when opened in 2.76b. When opened, one of the mesh is strange.

When viewed in Edit mode > wireframe display:
1. Mesh lines are in different color and they seems broken (like unclear fax machine image).
2. Edge selection (only edge selection) gives no change of color which indicates that the edge is being selected, but it was selected.

When in viewed in Edit mode > solid display:
1. Mesh lines are normal but the whole mesh is in different color.
2. Vertex, edge, and face selection is normal (they give different color when selected).
3. When using GLSL shading, the mesh does not display any texture, even though UVMapping is already done correctly (strangely, when in Object mode, the texture is displayed correctly).

When in viewed in Edit mode > texture display:
1. When using GLSL shading, the mesh does not display any texture, even though UVMapping is already done correctly (strangely, when in Object mode, the texture is displayed correctly).
2. Mesh lines are normal but the whole mesh is in different color.
3. Vertex, edge, and face selection is normal (they give different color when selected).

Any explanation why this happens? Thank you.


texts:
my problem is: how to create a 3d cut pyramid letter.

So, let's consider a single letter "A",
what I want is the possibility to have a 3d "A"
in which one of the two face is smaller than the other.

I thought it was easy: select a face and shrink it,
but then the other face goes crazy.


texts: Objects don't follow the particles system/vertex group

texts:
I'm totally new to blender and I'm trying to learn it for scientific pourposes; in particular for creating crystal lattices. In order to do that, I found an addon called Bravais Lattice Creator (BLC), which, sadly, works only on blender 2.79. However the view of the latest version, 2.91, is much better than the one of 2.79, allowing me a better stacking of the diferent crystal layers.
However when I open a file made with Blender 2.79 in Blender 2.91, what happens is that if I try to just move a crystal lattice (vertex groups with a sphere for each vertex), blender moves only the vertex group, while the spheres are totally impossible to be moved. Moreover it see the two system as one; infact if I change, for example, the spheres with cubes, it changes correctly, but still impossibile to move.

In the version 2.79 this problem is not present.
(Moreover Blender 2.91 can exploits the graphic card of my notebook, a nvidia 1650 ti)
Does anyone has some suggestion?
Thanks


texts: How to show face in edit mode after hiding with "H"

texts:
Very simple question but I couldn't find answer

I'm modeling some complex stuff which I need to hide some faces to move forward, but after I'm done I want to display those faces back


texts:
I want to make an object - a fork in a vertical position - fall and hit a flat surface, and when it hits the surface I want it to fold in on itself as if it was made of a very very soft metal...but hold its shape as pictured in this sketch I made .

I've tried soft body, but it collapses to absolutely nothing, as in the end result has no form and no volume. Any advice would be appreciated since working it out by trial and error takes a lot of baking time!


texts: How to extract side-view outline (e.g. top view) of a 3D object to 2D surface?

texts:
I want to make some 2D version of 3D particles. I used to shrinkWrap the 3D mesh to a plan, and draw NURBS curve manually along the boundary. However it is too time-consuming!

Is there any easy way to extract the 2D curve, i.e. the orange outline shown above, or clean the internal vertices of a shrink-wrapped mesh?

Update:
The knife project tool is not usable in my case, as the mesh consists of 20k+ vertices. The blender seems "dead" when using it.


texts: Transparent layer rendering in the Blender Render Settings

texts: How can I get the transparent layers in the Blender Render (Not Cycles Render) settings?


texts: Removing default gravity in "world". Planetary gravity simulation

texts:
How to remove the gravity in scenes (or world) in Blend4Web?

I already used m_phy.apply_force_world(obj, fx_world, fy_world, fz_world), and m_phy.set_gravity(obj, gravity), but still the balls I added to the scenes always fall.

I am making simulation of planetary gravity, so I need gravity of zero.

If I make the object "static" in order not to fall, can it be moved by m_phy.apply_force?? And will it be affected by collision?


texts: How to make Hair without use of particles system?

texts:
I'm searching for technique to make realistic hairs in blender internal without using particle system.

I found this trick

But is there any way to do this in blender?

Any answer will be appreciated


texts: How do I render the current 3D view port?

texts:
I have a series of keyframes (objects with animation) that play in the current 3d viewport, are listed on the dope sheet but for some reason the render nodes are pulling from an older scene with objects that are deleted and/or hidden.
I tried disabling the composites and sequencer in render settings and just about everything else to have blender render my current scene but it is linked to a node that displays an older scene.
I did repurpose a previous scene built new objects, key frames etc., so maybe that is why.
I have no idea how to have Blender just render what is currently displaying in the 3D view port.


texts: Auto Smooth can it be applied permanently to a mesh?

texts:
Is it possible to apply auto smooth permanently to a mesh, so that it looks that way even if auto smooth is deselected and the changes that auto smooth makes can be seen in edit mode?

Update: I am referring to the Data tab, Normals group, Auto Smooth check box.


texts: Mesh auto unhide when select another object

texts:
Please tell me how to "permanently" hide part of a mesh.
In edit mode, I  select mesh of object "A" then hide, but when I select another object, that part of object "A" is automatically unhidden.
Any help would be really appreciated


texts: How do I add high detail to smooth surface?

texts:
First off, just a quick back ground. I'm new to Blender, but not new to modelling. I've have a go in the past with good results.

However, I'm trying to model a Helmet from the game Destiny but in high detail for 3D printing.

I'm trying to replicate the carvings on this Helm as seen here..

This is what I have so far..

Now would I be best selecting the faces of the plane, duplicating and modelling the detail as a seperate object, or subdiving the original mesh?

Cheers
Steve


texts:
I'd like to get all collections in the current scene and can't find a way to do that. I found bpy.data.collections to get all collections stored in the blend and C.scene.collection.children to return the first level of sub-collections. However, I can't find out which collection is linked to each scene. I wonder if there is a simple way like iterating through the objects in context C.scene.objects?

Q: How to get all collections of the current scene?


texts: Light bounces differently in the viewport cycles render compared to the final render

texts: The view port render looks different to the final render. Any ideas why?


texts: FIX(connect/merge) loose vertices after an edge split modifier

texts:
I'm modeling a very high poly complex weapon, and I've applied an edge split modifier on it, so now most of my vertices are loose and I can't manually add bevel. I'm sure there should be another way apart from manually merging every. single. vertex.

Perhaps I can reverse the effect of the modifier somehow or at least there should be a way of merging edges.


texts: How to prevent texture from tiling? (inb4 using mapping node)

texts:
How to prevent texture from repeating across the object surface in cycles?
Mapping node doesn't seems to work in this case.


texts: Baked texture is way darker than render in cycles

texts:
I've been searching for quite a while for a solution but can't seem to find what I'm doing wrong or if it's even possible.

I have a scene with models which are all fitted with materials (just diffuse colors) just the way I like it. I've been rendering until I was satisfied with the way it looked. My plan was then to bake everything so that I had a texture that resembled the render so I could use it in a game engine.

Now the result is disappointing because the baked texture is way darker than the render itself. I think it maybe has to do with ambient occlusion settings? If I uncheck Ambient Occlusion, the result stays the same.

What am I doing wrong? (images attached)

Thanks in advance!


texts: Python script causes blender to crash when executed

texts:
I just started automating some task in blender by using python scripts.
The script performs the following tasks:

creates a new material
puts the new material in the 1st material slot
Rename a batch of the same meshes
Unwraps the meshes

Im experiencing crashes everytime i run this script:
Im aware that the code might be very insufficient and can be improved.
Can any1 of you tell me why the script causes blender to crash?
Help would be much appreciated :-)!
bpy.data.objects["Window Panel"].select_set(True)

so = bpy.context.active_object

material = bpy.data.materials.new(name = "WindowPanel")
material.use_nodes = True

so.data.materials.append(material)

bpy.context.object.active_material_index = 8

bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')
bpy.ops.object.material_slot_move(direction='UP')

bpy.context.object.active_material_index = 0
bpy.ops.object.material_slot_remove()

bpy.data.objects["Window Panel"].select_set(False)

for o in bpy.data.objects:

    if o.name.startswith("Window") and ("Panel") in o.name:

        o.select_set(True)

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

for i, obj in enumerate(bpy.context.selected_objects, 1):
    bpy.context.view_layer.objects.active = obj
    obj.name = "WindowPanel" + str(i)

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.lightmap_pack()
bpy.ops.object.editmode_toggle()

for o in bpy.data.objects:

    if o.name.startswith("Window") and ("Panel") in ob.name:

        o.select_set(False) ```


texts: Window Generator Disappears when changing perameters

texts: I have downloaded and installed the window generator add-on and indeed when I go shift>A add window it shows up the default. The problem comes from when I go to change the parameters the window just vanishes. Probably a stupid noob thing but my project is at a standstill until I figure it out. Any help appreciated.


texts: Can you bake a normal map with the empty space around the objects transparent?

texts:
Is there an option in Blender to set "background" areas of a normal map bake to have an alpha of 0?
What I am doing exactly, for my own reasons, is baking the orthographic normals of various objects onto a plane in front of them, like this:

But I want everything except the object itself to be transparent in the normal map texture that is baked.
I am using a Python script to also bake maps for objects at every different combination of rotation, generating thousands of files like so:

So any solution or workaround for my particular case has to be scalable. If there is some option or feature in blender to render the empty space around objects onto the normal map with an alpha of 0, finding that is the main goal for me.
I've considered a workaround like rendering a mask with the object silhouette white against a black background and manually multiplying that with the alpha channel of the normal map in Python before saving, but if there's an option I can turn on to avoid the work of writing that script, it would help - doing that would also add to the render time, which is already quite significant, so if I can go a more direct route I would put that ahead of a workaround like that. I'm still fairly new to Blender.
Thanks!


texts: How to fix mirror modifier doing weird things?

texts:
I had my mesh mirrored correctly at first but then I decided to work on the hand in a different layer (Two) and then copy past it back to layer 1. I then selected both meshes and pressed Ctrl+J to merge the 2 into 1 in object mode. However I forgot to apply the mirror modifier before merging the 2 (not that I thought that would matter) and the mirror modifier disappeared so I go on to connect the hand to the arm in edit mode change back to object mode select all and add another mirror modifier.

Y axis:

Top view of when morring Y axis:

I've tried all Axis and they all seem to be mirroring weirdly in a diagonal fashion.

Things I've tried already

I've selected all vertices that run along the center from top to bottom on the Z axis then Pressed Shift+S and selected "Cursor To Selected" followed by Shift+Ctrl+Alt+C selected "Origin to 3D Cursor" and still have the same results.


texts: How can I get the new Templates to work in Blender 2.79?

texts:
The Blender manual states in this article that 2.79 introduces a new Template System. This empowers the user to dynamically change aspects of Blender, like the startup splash screen, keyboard layouts, certain scripts, etc. The beauty of this is that users can create their own application on top of Blender when exploiting this.

I was following the manual as best as I could, but my templates never actually show up. This is the content of the folder I'm currently using:

The folder location is set via environment variables BLENDER_USER_CONFIG and BLENDER_USER_SCRIPTS. So they are not at their Default, but this has always been working nicely for me.

I would now expect to either be able to switch to that template either using the Splash Screen or the File Menu. But my custom template isn't listed anywhere. What am I missing? Even if I manually generate a ZIP file and use Install Template from File, Blender puts the files in that location just fine, but never actually shows or loads the template.


texts: I was looking for a way to animate a procedural texture when a stumbled upon this.  I was wondering if there was a way to do something similar with a Musgrave texture.  As in the other post, I would not like the texture to seen as moving.  I assume that there is no way to do this in Blender without using a script.  The example also did not have a vector input, which I would need.


texts:
A lot of times when I'm rendering in Cycles, I enable BVH caching to speed up my render time. The only downside to doing this is that in scenes with high geometry my hard drive fills up quickly.
Is there some sort of solution to clearing the cache at the end of the render?


texts: Get position of the camera in each frame of the animation

texts:
I tried this code that I found in the net in order to print the location of the camera in each frame of the animation.

import bpy

camera=bpy.data.objects['Camera']
sce = bpy.context.scene

for f in range(sce.frame_start, sce.frame_end+1):
    sce.frame_set(f)
    print("Frame %i" % f)
    print(camera.location)

After execution I get a fix location while the animation is fine.

I get like this:

<Vector (-35.4940, -2.9554, 5.3437)>
Frame 41
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 42
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 43
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 44
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 45
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 46
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 47
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 48
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 49
<Vector (-35.4940, -2.9554, 5.3437)>
Frame 50
<Vector (-35.4940, -2.9554, 5.3437)>`

How can I rectify the code ?

I have tried also the code given in this discussion :

How can I get the location of an object at each keyframe?

but it doesn't work. I get the following error :

AttributeError: 'NoneType' object has no attribute 'action'

What is the problem?

Thank you


texts: Exporting FBX to unreal engine deforms my mesh

texts:
the question is pretty straight, i'm exporting my rigged mesh and the armature to fbx, then i import it from unreal engine and the result is what is shown on the right image, i made some animations in blender and the rig itself is pretty clean, what is causing this issue and how can i solve it?
(The blend file from when i'm exporting the FBX does not have an animation)


texts: Inconsequent shading problem. Tipps for a Beginner

texts:
I am new and try now to UV Map my model but in this process i see some problems on my model. Maybe u see whats the problem or have some advice for the next model to avoid this problems.

U see here that it looks like that my eye box isnt well connected with the rest but it is i delete some faces to connect it again manually.
Same Lines showing on the legs.

As u see on the following pictures the result after i shade it smooth.
I already tried as say above to delete some vertices and faces and stich them together again but it dont helped.

Hopefully u have any advice for me :)


texts: Best import file type / shading not displaying correct or editable

texts:
i was having so may issues i modelled the start of my work in skp, now it looks fine here but when imported to blender its not.i tried all the import types now & they all vary in what is shown in blender.

for example skp - dae
its goes from smooth to faceted and i can't shade smooth in blender.. nothing happens

Also when i edit the vertices the face dont all move with the vert..i'm stuck as i camt seem to moel this is blender and i can import either..


texts:
I am using only objects from photogrammetry and the scale is far from ok when I import them. I would like to be able to scale it automatically on selection if its mesh volume is lower than a precise value.

I tried to do this like below :

def setup_handler():
   for h in [x for x in bpy.app.handlers.scene_update_pre]:
       if h == scale_function:
           bpy.app.handlers.scene_update_pre.remove( scale_function )

   bpy.app.handlers.scene_update_pre.append( scale_function )

def scale_function():
    if bpy.types.Object.test != scn.objects.active.name :
        bpy.types.Object.test = scn.objects.active.name
        if bpy.context.mode == 'OBJECT':
            volume = volumeDeterminationFunction()
            if volume <= 1 :
                scale=3
                bpy.ops.transform.resize(value=(scale,) * 3, mirror=False, proportional='DISABLED', snap=False, texture_space=False)

I call setup_handler function in a draw function class, but it doesn't work, maybe I should call the function elsewhere ? if you have any idea ? Thanks


texts:
So this guide https://docs.unity3d.com/Manual/BlenderAndRigify.html
says to delete the WGT bones.

I'm guessing these are bones that were used to create the control polys for the rig... so why are these left laying around overcrowding my view tree instead of being deleted when the rig is done being generated?

Is there a way to easily remove the (100 some odd?) WGT bones all at once?


texts:
I'm creating a very simple animation. Here's one frame of it:

The only moving object in the sphere, but blender renders the whole view for each frame. Is it possible to optimize the rendering process of this animation?


texts:
Bone layers, I can't find any information on how to use them other than how it separates bones. I clicked on a few of the squares, now I can't pose my character anymore as nothing is selectable. Even when I put all the squares like they were I can't get the dots to change. I realized I need to know how this works. No books or videos or articles explain properly for me how this system works. When I read the Blender.org manual my head wants to explode.

How do I unlock the layers?
How do I move what is in a layer?