texts: Link : Use ojects and baked simulation in another .blend

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I made a simulation with a bunch of objects and rigid body constraints in file1.blend.
I would like to use it in another file (file2.blend).

I guess I need to link the object and the baked simulation. ( Note that I couldn't find the bake options in my 2.82 version, for instance the Use Library Path option ).

I could use some help ...

Thanks !


texts: How do I variate the color along one axis?

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So I have a laser-exhaust on my spaceship, coming out of the engines.

David already helped me variate the strength of the beam along the length, so it can taper off or remain strong along the length of the mesh.

But I also need to variate the color along the axis.

I'm modeling it after this: http://web.ccpgamescdn.com/newssystem/media/63965/1/EVE_Online_Retribution_OREFrigate.jpg

Which to be honest, I'm wondering if I need to scrap this material and try something else, but this feels above my head, I need some help.


texts: Partially obscuring a mesh for a video composite

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I am compositing a model into a video, in which a mesh circles around an element that is depicted in the video.
Since there is a little bit of movement, it would be better to block the obscured half with an invisible object than to just cut the mesh, but I am not finding a way to do this elegantly.
Is there a way to approach the problem this way? An object that basically makes anything behind its silhouette transparent? Or is there a better way to approach?


texts:
Is it possible to change part of source code inside blender which determines the edge length font size?
I know, the scale of the interface can be changed, but this also changes the size of the other elements.
Thank you for Your advice.


texts: adding surface (F) adds vertices, massing up subdivision surface

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I am totally new to blender, so please forgive me if it is a dumb question.
When I add a face by pressing 'F', I found out it adds an vertices to
where it seems to be middle position of selected points.
It doesn't show up in vertex select mode, but I can see it on Face select mode.
Because it doesn't show up in vertex select mode, I tried to delete it but I can't.
and it mess up subdivision surface.
I am so confused why it is happening, please help.
Thank you!

I select vertices to add face.

Pressed F and looks perfect.

But when I change to face select mode, yellow dot appears inside a circle with green and red arrows on it.

end up with weird shape because of that dot. :(


texts: Import FBX - stretched model with animation

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I have an FBX character model with animation in it. Blender couldn't read it, so I've converted it using Autodesk FBX converter.
Now when I import this model into Blender, it is scaled up, rotated in relation to its skeleton and whole mesh is oddly stretched.

How it looks:

How do I fix it?


texts: How would I Rotoscope a clip in Blender VSE? Can i?

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https://www.youtube.com/watch?v=kMBBUmgGxnU&vl=en

i know it was made in Adobe Premiere, but how can i achieve that wipe effect in blender VSE?

Edit: How can I rotoscope a clip of a person walking across the screen to reveal another clip under it in Blender VSE?


texts:
I have a profile that I want to solidify and then bevel. I'd like to mark which edges to bevel after the solidify without collapsing the stack. Is that possible in Blender?

Best,
JD


texts: What causes this different bone influence?

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I have added some bones to a mesh, and I have parented them using "Parent -> With automatic weights" in Blender 2.82.
It looks like this:

Now when I rotate the lowest bone (Blender named it "Bone"), it rotates the entire mesh like this:

However, when I rotate the smallest bone (Blender named it "Bone.001"), it only rotates a very small part of the mesh. Here is what it looks like:

What causes this difference in the rotation effect? Why is the behaviour so different? I guess it's not the bone size.
The mesh shown is part of a zombie face. In my game, the hero can shoot zombies, and at a head shot, part of the zombie's face is ripped apart.
The ripped apart skin is still attached to the head, but waves like a flag in the wind with every move.
To do this, I have created a mesh for the part that should be ripped apart. Then I have added bones to this mesh in order to simulate its movement.
Then, in Unity, I haved used the tool "Dynamic Bone" to simulate the movement.
This tool required a "root", and I have used "Bone" as the root.
The script then however moved the entire mesh.
To check why it did that, I have used posing in Blender to check what happens if I rotate the bones. That is how I got to know that the bone do not all work the same.
Thank you!


texts: Shading problem only when normal map is applied

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I have a very odd problem. My model looks perfectly fine with diffuse map on it and in Substance Painter too, but when I put my normal map on it it shows dark polys. The normals are in the right direction and I also tried to change the smoothing settings. But nothing worked. This never happened at my other models, only at the cars. (There are two more, where this issue is happening).

This dark patches also are shown in our own engine. I suspect there is something wrong with the tangent space, but I don't know much about this stuff. I tried to export it as FBX with Tangent Space checked on, but this doesn't helped either.

How you can see, the normal map is also fine. The place where the door sits is flat and shadeless blue.

Please can anybody help? This is very important for my work.


texts: How to enable GPU rendering on older Nvidia GPUs?

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I have an older Nvidia graphics card that I would like to use for GPU rendering with cycles. However, I am having difficulty enabling this feature. If I open up User Preferences, I see the following:

The only available option is "CPU". I don't see GPU listed anywhere. What do I need to do to enable GPU rendering on my machine?

Software:

Ubuntu 13.04 64-bit
Nvidia binary driver version 304.88
Blender 2.66a

Hardware:

Intel Core 2 Duo @ 1.6GHz
Nvidia GeForce 8400M GS


texts:
I have been searching everywhere, and I can't find an answer so I'm coming here!

I'm trying to create a CFL Blacklight bulb. I've attached a couple images below of what I've tried to make. I'd love to have an effect like this:

Does anyone know how to recreate this? It seems like the color is affected by time as the bulb heats up, eventually being all white-ish. That would be fine, too, but I can't even seem to get the lighting effect of the pink glow around it and whatnot. I can post pictures of my node setup if you need it, though I think I made it necessarily complicated.

Thanks in advance!

UPDATE:
This is what I have now:

I want to adjust the colors, but that isn't the issue now... The way I made this is a glass spiral that acts as the bulb. Inside of that bulb (that has a glass-like shader) is a purple material that I made that mimics the phosphor coating blacklight light bulbs have to filter light. Then, a separate mesh spiral is inside of that, and it has the emission stuff on it.

As Duarte suggested, I used the node setup he had for my emission, but used a transparent node instead of glossy. Why isn't the emission light from inside my glass causing the glass to be glossy? If I put a point light in the scene, it looks glossy.

Thanks in advance!


texts: i am facing the issue of shading in some faces in my mesh kinda sort of lines.I have tried the autosmoth option but still the problem presit.The rest of the mesh is quite smooth but in these faces some faces the problem presist.


texts: I can't get emission shader to glow in Blender 2.83 Cycles

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I created a scene with balls surrounded by glowing lightning. The lightning is shrink-wrapped to the balls to give a Tesla-like effect (not that convincing - but it's the best I could come up with). Anyhow, the lightning shrink-wrapped to the balls is not glowing at all. The emission shader for the lightning material is set to 600 (I started out at 1 and progressively ratcheted it up trying to get an effect to no avail).
I've played around with all kinds of different settings in the Glare node of the Compositor, also to no avail. I changed the Filmic contrast level to high and very high contrast. No luck.
I tried with both a daytime and nighttime HDRI environment texture from HDRI Haven. No luck. I tried with no background texture at all. No luck. I also tried with and without a Volume Scatter node in the World settings. No luck.
The lightning uses a skin modifier mesh that I tried both applied and unapplied.
Can anyone point me in the right direction to get the lightning material glowing like lightning?
Thanks in advance


texts: Tool already edits when using shortcut keys

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I'm sure this must have been thought out, but I find this behaviour really off-putting...so, let's use bevel as an example. In the supplied gif, I am first activating the bevel tool using the ctrl+B shortcut, but this immediately makes the tool active. It doesn't wait for me to press the mouse down.
Yet, when I activate the same tool via the menu, as you can see in the gif, it waits for me to click.

Why is there this different behaviour between two ways of activating the same tool? If I want to use the shortcut key, I have to put up with a tool working in a way that I do not want?


texts: When i use cell fracture or subdivision in blender with ridgid body physics. It explodes. How can this be solved?


texts:
I am starting to get into blender on my laptop (3500U quad core 6GB of RAM) and was doing fine at some basic 3d modelling but then I tried to do an animation and the room started shaking with fan noise and my laptop started sweating and the estimated time was in the days category for only a 90 frame scene. but then I thought, I have literally loads of raspberry pi`s(7) and an old laptop, and thought about doing a network render farm. so I excitedly went onto YouTube and saw loads of tutorials but they where all for blender 2.79 and not blender 2.8. I was wondering if blender 2.8 supported network render or if blender killed it after blender 2.79.
thanks in advance, Tom


texts: How to make an (open) object behave like rubber when penetrated by another

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So uh i've got this problem with a penetrating object and another object that serves as something like a condom if you will

So what I want, is for the penetrating object to not deform while moving into this "rubber cylinder", while the rubber cylinder does deform and reshape itself to the outer form of the penetrating object. That is, if the pen. object is bigger than the entrance hole ofc.

Also, when the object leaves the "rubber cylinder" I want the outer edges to follow (mid object in picture) and then jump back (right object in picture)

Parenting the size and position of the "rubber cylinder"-entrance to the position of the penetrating object would work i guess, but I think it'd create problems when the pen. object enters from another angle (not perpendicular to the entrance).
I just read another post where someone mentions Vertex Weight Proximity modifier in a combination with a cast modifier. Don't know if thats gonna work yet. Couldn't find the time to test it.


texts: Using the cycles experimental render engine, how do I use textures in nodes to create actual mesh geometry and not just bump?

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I'm trying to create displacement on actual mesh, not just bump, by using texture maps in nodes and the cycles experimental render engine. This is to create more controlled surface geometry using procedural textures than just using a displacement modifier directly on the mesh.
I run into two problems even with all the settings apparently correct, (i.e. material properties settings set to bump and displace):

When using nodes in cycles experimental render engine, the textures do not displace the actual mesh and only bump.

When using cycles experimental render engine, the object does not appear in rendering. In other words the object that is renderable using the same camera, visibility settings in Eevee render engine disappears with the only change being switching to Cycles Experimental render engine.

I am using an amd firepro w5100 graphics adapter.
I am wondering what is the likely user error here :-)
Hope this was more clear.
Thank you


texts: How do you use drivers to hide an object or mesh?

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instead of going into the outliner I would like to use the properties tab to change meshes.
I've tried to look for some tutorials but most of them are on shape keys.

For example; skin 1 is hidden and skin 2 is un-hidden when the value in the custom properties tab is changed.


texts: Why does Blender seem to freeze when I run this script?

texts:
I'm extremely new to Blender. I've watched a few guides on modelling, rigging and animating and have made myself a character with a bunch of animations. But I'm not looking to export the model, I'm instead looking to save the animation as a batch of sprites from an isometric view.

I found this script just googling "blender render isometric". However when I run the script blender freezes for a few seconds and there's no file to be found. I don't quite understand how scripts are executed.

import bpy
from math import radians

angle = -45
axis = 2 # z-axis
platform = bpy.data.objects["RenderPlatform"]
original_path = bpy.data.scenes[0].render.filepath

for i in range(0,8):

    # rotate the render platform and all children
    temp_rot = platform.rotation_euler
    temp_rot[axis] = temp_rot[axis] - radians(angle)
    platform.rotation_euler = temp_rot;

    # set the filename direction prefix
    bpy.data.scenes[0].render.filepath = original_path + str(i)

    # render animation for this direction
    bpy.ops.render.render(animation=True)

bpy.data.scenes[0].render.filepath = original_path


texts: How to set the camera position and rotation to my view position and rotation?

texts:
Hello I have many problems with poitioning the camera in blender. ( I am a noob sorry)

But what is the way / shortcut to position the camera  to my view so it will see what I see in the editor.


texts:
I am making a scene in Blender that involves a character walking into a diner. He simply opens the door, enters, and walks a few steps. However, the issue that I am facing is that I want the camera to start tracking the guy the moment he walks in. It may sound pretty simple, but I couldn't figure out how to have the camera follow the guy so that he's always in the center of the camera view. I don't want the camera to be static and rotate to the guy's direction, rather, I want it to move along as if it was on a track. The problem is that if I parent the camera to the rig, it will start following it and moving before the character reaches the middle of the screen (the camera is pointing at the door already).

As another possible solution, I created an empty which copies the rig movement and then added the Child Of constraint to the camera. I followed up by parenting the camera to the empty using this constraint and keyframing the influence so it kicks in when the guy is in the view center. It worked, but the camera snaps when the influence turns to 100%, so tweaked it a bit and Set Inverse many times until I had a shot where the camera follows the guy with no snapping, BUT it initiated the movement in a very linear way, I want the camera movement to start off smoothly, the interpolation modes did not solve the issue as the influence key frames are next to each other to eliminate the snapping issue.

Any thoughts on how to fix this?


texts: How can I adjust Cycles material displacement amount?

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The experimental feature set in Blender 2.75 includes an option to allow the displacement socket of the material output node actually displace the mesh instead of acting as bump-mapping.

However I can not figure out how to control the actual displacement amount.  Simply adding a math multiply node does absolutely nothing.

So how can I change the actual displacement amount?


texts: How to give uniform thicknes to edges of an object using materials(nodes)?

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Here I want to create a thick border around my object using materials (Nodes).
Here is my model and material.

But, when we see closely, there is a variation in thickness of side borders.
The side borders are slightly thinner on top and thicker on bottom.
What is the best possible way of getting uniform thick border on sides of this kind of objects?

Note: What I meant uniform is, The border should have constant thickness from top to bottom.


texts: how to render animation in background on mac

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i try to render my animation in background with this command:
blender -b /Users/cd/Downloads/name.blend -x 1 -o // -a
Unfortunately it renders just a still image as animation. so it is a .mov file, but no animation at all.
the animation has some physics in it -> maybe ...do i have to bake it first!?
If i render it manually in Blender it is an animation. What am i missing here?


texts: Random Render Times with CUDA GTX 1060 3GB Blender Cycles Rendering

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I have a system contains Ryzen 7 2700x 32GB RAM and GTX 1060 3GB.
I am rendering a scene and that scene is rendered by CPU in 6~7 minutes.
When turn on the PC, all applications are closed and often Graphics card render fine with render time of around 6 ~7 seconds. In rendering my CPU and GPU are very closely matched.
But after 2nd or 3rd frame GPU starts to slow down and it render each tile very slow. And then it takes 35~40 minutes per frame. CPU is fine it renders 6~7 minutes even for 48 hours , CPU render time was consistent.
But GPU goes way too slow. THe only solution is to restart the computer and dont open any file just render with blender and some time GPU render for hours in 7 minutes but most of the time from 5th 6th frame onwards GPU slows down dramatically.
I have tested my graphics card for other benchmarks and hardware test and i play games on it, its hardware seems fine.
My speculation is that VRAM of GPU is the bottleneck here, which is 3GB?
Can any blender expert help me in this regard?


texts: Subdivision Topology : Cut Triangle into Plane

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I have a simple plane of quads, and I am trying to cut a triangle into the plane (using sub-division).

I can kind of get it, although I end up with triangles, and it feels hacky.

I want the end result to be a plane with a sharp triangle cut into it. Any suggestions, or pointer to resources of how to cut various shapes using quads and sub-d? (I havent had much luck with google).

Example of what I am currently doing:

Triangle in Plane


texts: Reset move gizmo to object face or geometry

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After rotation has been applied to an object, is there an easy way to re-align the move gizmo back to the object geometry?
NOTE : All gizmos in the image are LOCAL, not global. A shows the desired result, B is what I have now.


texts: Once you apply spin to a bezier curve with a set amount of set amount of steps, is it possible to go back after switching over to object mode and increase/decrease the amount of steps?


texts:
I modeled the octopus and I am working on rigging.
I applied IK constraints to the legs and the direction in which they bend is as shown in the GIF.
This is generally good.
However, my octopus sometimes walks upright, so my legs need to bend in the opposite direction.
Can I reverse the bend direction of the IK constraint?
I tried to move the pole target in the opposite direction, but it creates a vortex.
If it wasn't possible, did I have to straighten the octopus' legs in the modeling phase in the first place?

Following moonboots' answer, I replaced IK with Stretch To.
The results seem to work fine.
When I move the pelvis of my octopus, I can attach its legs to the ground and freely set the bending direction of the knees.


texts: Crazy Distortion when Subdividing with Multires

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I want to sculpt with a texture brush so I'm using Multires to add detail to my mesh, but after three subdivides this happens:

Does anyone know why this is happening and/or how to fix it?


texts:
When using the grid and snap-to, it uses various distances based on your zoom level. Is there a way to turn that off?

I want to snap to the zoom level I'm explicitly telling it to be at, not some arbitrary number because I happened to zoom out.


texts:
How can I create a spiral that follows an arbitrary bezier path?

Here's an example of this in Fusion 360:
So, in other words, this is a bezier curve that winds itself around another bezier curve to produce a spiral. The spiral profile, climb angle, and distance from the central bezier curve should all be customizable.


texts: can i change keyboard shortcut for move/rotate/size in EDIT mode?

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I'm a 3ds max user wanting to switch to blender. To help me with the transition i want to change some keyboard shortcuts. More specificaly the shortcut for move/rotate/size. Don't want to change all of them but some.

In Object mode this is not a problem. I could change it to the 3ds max defaults (W / E / R)
But in EDIT mode i can't seem to change the default (spacebar G / spacebar R / Spacebar S) to the (W / E / R) keyboard shortcut. Is it possible to do this or do i always need to press spacebar first?


texts: How do you render at a higher resolution, but save a png at a lower resolution in blender python text editor

texts: so I wrote an add-on for blender where it sends an email when the render is done and attaches a png of the render. However, the maximum size limit for attachments when sending the email is 10 mb. When I save a 4k render as a png even with 100% compression it still is 17 mb, well above the limit. I want the 4k render, so I can save it on my computer as 4k, but is there some way of either lowering the resolution when saving it using the python script (to 1080p for example) or to lower the resolution before sending it through an email. I've thought of using pil but one that is pretty heavyweight, and two, I can't seem to figure out how to add it to the blender python. What other possible solutions are there?


texts: Tabs in Properties sidebar of the 3D view?

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I can add tabs in the Properties sidebar of the Dopesheet Editor, or the NLA Editor. But i cannot add tabs in the Properties sidebar of the 3D view.

But the UI guidelines says this should be possible by simply adding a bl category to the panel header. bl_category = "Category Name"

See here: https://wiki.blender.org/index.php/Dev:Doc/Projects/UI/Tab_Guidelines

What makes the Properties sidebar of the 3D view so special? What would i need to do to allow tabs there too?


texts: My render layers are gone (Video Sequence Editor)

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I tried to render my Video by using "Render Animation", but it just gave me an error that said "All render layers are disabled". I tried to enable them, but it appears that there are no render layers.

Am I missing something or are all my render layers gone? Is there an easy way to restore them?

I am working on version 2.79, but I did switch briefly to the 2.8 version, which might've caused this problem.


texts: Blender game Engine collision sensor, property value

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my problem is that i have 3 platforms that react to a specific object.
If the object hits the platform i want to change the property value to 1, so that my game knows theres the object on the platform.
Sadly it seems like the property value doesnt count up.

my blender version is 2.79a

Greetings
Jonathan


texts: Scene rendering from pivot point of an object

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I'm pretty new to  render and got an issue when I tried to render this scene because the active camera switches to another wiew from an origin point of another object (Plane.001) there are no other cameras and the active camera is an fspy camera because i used a photo reference and it's an easy program to use but this issue might be becouse of the program.

I also triedd to add another camera and use that camera but it always render from the same origin point and there aren't other cameras in the scene

I have no idea of how to fix this please help

this is what i see when i try to render whit the right camera active


texts:
This is a really simple model, I can't get the bevel op to smooth the edges because the normals are wrong.

Normally(!), calculate outside fixes all this, or is this a bug in 2.82?


texts: Cycles rendering with OpenCL keeps freezing

texts:
I've been using my AMD Graphics card for GPU rendering in Cycles for a while. I've never had problems, everything worked fine for months, until recently.

When rendering with GPU, I can clearly see the rendering process freezing and taking way longer than usual. I'm working on a specific animation, and my frames used to render in aprox. 5 minutes. Since a few days, it's been taking enormous amounts of time, over 12 minutes, for the same image, same samples and all, not a single tweak. When I look at the render progress while rendering, it seems the scene just stops rendering for 30sec for every tile its rendering. The samples don't move, the progress bar stays stuck, nothing seems to be happening.

I remember updating the AMD Radeon software a few days ago, and I think this might've done the problem. My AMD software version is 18.4.1 , and my OpenCL version is 24.20.11001.5003 .

As much as I'd like to download an old driver and replace it, I'm not sure which one would make it work back to normal.

Has anybody experienced the same problem recently ? Why was it working fine for so long and decided to get weird now ? I am aware of some compatibility problems with AMD cards, but why was everything rendering so fine on this exact scene before ?

Here are my specs : I'm rendering GPU with AMD Radeon R9 Fury Series. 16GB RAM, and my CPU is Intel i7-6800k. I'm working with Blender version 2.79b .


texts: Blender is seriously broken for me all of a sudden? What is going on?

texts:
So I haven't used Blender too much in about a week or so. I decided to open up some of the last things I was working on and was horrified at what I saw. At first, it was hard to tell what was going on exactly, and I still don't know what is happening, but it looks like some severe rendering bug related to shaders.
I can't even really describe in words what is happening because it's so weird. But basically, when I go into Material Preview or Rendered View, my mesh goes completely broken and gets some weird, warped, transparent property. I've recorded a video with a new file.
Video of bug
I think this might be related to my updating my video card driver a couple days ago. I would revert, but the reason I updated it because otherwise Steam wouldn't launch. Has anyone else seen anything like this before? I've reinstalled already. Is this some severe bug or am I being really stupid here?


texts: Is the top row (menu, etc) customisable or is it fixed?

texts:
Below is the screenshot of my top row (I don't know the correct term). Since it is long, I wrapped it in multiple rows, but they are actually one row.

There are I do not need, at least so far, like the "Scene", "View Layer", or the Blender icon button. And there is an empty area. But it is missing some button I would like to have. For example, I would like to have a button to "Toggle Window Fullscreen", or a button to minimise the window (when Blender is in Fullscreen, that button will be useful).

Can I add/remove things to/from the top row?


texts: Blender 2.83, compatibility with files from older versions

texts:
This might be a silly question, but when opening a file from Blender 2.79 in Blender 2.81, the layout of the screen is different and some materials get messed up.

Does this or something like this occur when opening files from 2.81 in 2.83? I'm contemplating downloading the latest version and I'm in between projects and don't want it to mess up my workflow.

Thank you for your help!


texts:
For GPU rendering I use a GT 650 Ti Boost. Strangely, rendering jobs consume all my CPU time so anything else I do on the computer is just as choppy as when I do a CPU render.

I have Blender configured to use 6 of 8 cores when it does use the CPU but that doesn't help either. It's an FX8350 CPU, with 8 gig of RAM, so that should be lots of horsepower too.

Since there are guides for setting up multiple instances of Blender to handle GPU/CPU renders on alternate frames I would expect the CPU to remain largely free during a GPU-only render.

Does anyone have insight/tips as to why it's sucking up more resources than it probably should?


texts: How to Solidify a mesh so I can use it´s measurements to build the object it in real life?

texts:
I built a geometric sculpture in blender that I want to build in real life.

So I need its exact measurements and that the walls of my object do not overlap. In the reference image I use a cube as an example. The cube measures 200 x 200 cm. Assuming that my wall is 20 cm thick, I need my mesh not to overlap, and its measurements. Is there a tool or a way to do it? Not even sure if thickness modifier is the right way to do it.

In the third image you can see my sculpture, the 4 pieces i need (with the thick walls (faces) and the two examples of what I need using cubes). As you can see, the cube walls do not overlap because the wall ends just where the other one starts. Sorry for my bad english.

See the reference 2 as an example


texts: I'm interested in removing one object's geometry from another. I should be able to do this with a boolean modifier on the larger object (the "car") targeting another object (the "window"). I would then like the window not to show when rendering. I expected to find this option in the outliner view (based on this forum post), but maybe this has changed in blender 2.80? In the outliner window, I see the "Hide in Viewport" option, but where is the option to hide it in the final render?


texts: How to color the lineset with vertex color

texts: i exported a line with the x3d format from paraview, and imported it into the blender. May i know how to color the line in the blender, please? Because there is usually an existing vertex color for the face object but there is no vertex color for the line object.


texts:
I know the question can sound odd, but here's something I aim for:

I often need to create mockups, but I can't figure out how to model sheets of paper that are bent and closely packed. I tried to create planes with solidify modifier, bend them manually and then use array modifier to copy them. But it looks boring and unrealistic. I think that the visible pages should be created manually, but everything that lies beneath seems to be very hard to model in my case.

In the second example, you can see that sheets of paper seem to be different in size, position and maybe even in colour. The book's edge (the edge of the book's interior) looks rough just like in real world. I know it's a matter of randomness, but... how to achieve this kind of effect? I was wondering if my strategy of creating separate planes is good. Maybe there is a better way?

Basically, I'm looking for some idea that would help me to create bunch of pages that look like an open book.

Thanks in advance guys!


texts: Boolean operations consistently producing weird results

texts:
I have two cubes. One is 6x6x6 and the other one is 4x4x4. I am careful to ensure that the normals are properly facing outward and that the scale and location has been applied. Yet no matter what I try and do, the boolean union seems to fail.

What am I doing wrong?


texts: Using 3D manipulator widget set to rotate moves object instead of rotating

texts:
I have set the 3D manipulator widget to "rotate", but when I select the x-axis rotate I grab the object instead:

Any tips on how to fix this? Thanks for reading :)


texts: Need help with displacement mapping please!

texts:
I got a new job in, and I need to make a design for 3D printing. It's for a growing pot, and everything is allright, but I have no idea why I can't make my displacement modifyer to work.

This is the reference photo:

Here you will fin the project uv-mapped and with the displacement pattern for the ingravings:
blender exchange file:

https://www.dropbox.com/s/c1meqh0khlvv0vm/8813-058_Hvidestenpotter_Ingraved.zip?dl=0

I would really like to know how to use the displacement mapping, as it would make future work a lot easier, I just can't find anything on the problem here :/

Kind Regards
Anders


texts:
How to parent two object without selecting them manually in blender python scripting console? I want parent object which stored in variable like

Add a cube at the origin:

a=bpy.ops.mesh.primitive_cube_add()

Create an empty object:

b=bpy.ops.object.empty_add(type="SPHERE")

How to parent a to b?


texts: Need help with modelling a Juice Spout Pouch

texts:
Blender noob here! Just started learning how to use blender a week ago and I am having troubles creating a mesh of a juice spout pouch with the left, top and right sides sealed, I did one using a plane and mirroring and extruding the edges, but the mesh is a mess and I cant create the bottom of the pouch so it is just a hole.
What I have:

The edges are actually a big mess because I used a plane and mirror, then extrude it, so there's some volume, but the sides are supposed to be sealed together and thus have no discernable volume (I hope this makes sense). It looks somewhat fine from top down camera angle but I want to know how to actually model this correctly :/ I also attached 2 images of meshes that I am trying to achieve! It's from a model on cgtrader, I can't figure out how to achieve that. Thank you so much for the help! *TLDR: Is there a better way to model this than plane > mirror > extrude edges? Can't seem to get that bulgy rectangle in the middle with flat, sealed edges at the sides.
What I want:


texts: How to add an object to the scene through python

texts: I have an object that I got by accessing bpy.data.objects[] by its index. I later call .copy() on this object to copy it and it works, I get a copy but it isn't added to the scene, how would I go about adding the copy to the scene?


texts: How to prevent the decimate modifier from working on vertices outside the vertex group (with python)?

texts:
I am using the 'decimate modifier' to decimate my mesh. The modifier should only work on a given vertex group. But sometimes (when the ratio is getting lower) the modifier is working on vertices outside of the group. But I really don't want that! How can I disable this behaviour? If the modifier can't decimate more than it should simply stop.

Can I somehow find out if the modifier is working outside of the group and simply set the ratio to a higher value (with python of course).

Thanks!


texts: I'm new to the Blender Game Engine; I've tried to look it up, but no luck. Whenever I play the game, only the default cube is shown, and every other object I create isn't showing. I can't tell much more detail since I don't know too much about the problem, but how do I fix this?


texts: Need Repeat Driver Properties with Python Script

texts: I'm trying to Copy Targets to multiple Drivers without me having to manually put them in every driver property. I basically just copied over the Data from the info panel and tried to run it in python console but it gives me a syntax error. Is there a better way to do this ??? Preferably using a script which I can run


texts: Why is the rotation gizmo not working in 2.74?

texts:
When I left-click using the Translate or Scale gizmo it translates or scales according to axis, as expected; however, when I left-click close to the colored circles of the rotation gizmo, it doesn't rotate the object and just moves the 3D cursor.

Is it a bug? If yes, is there a standard way of reported such bugs (I've seen the blender.org/forum is closed)


texts:
https://www.youtube.com/watch?v=5VpqwG1Th-w

This linked video shows a problem I have. On each of the faces that I select (in the video) I use "extrude individual faces". Then I scale them all individually. I do this to create new faces inside the once I selected.

The purpose is to have create two different shaders to use on the newly created faces, and the other smaller faces.

But like the video shows it creates an issue on the top of the mesh. I have been told it can be sorted out by enabling autosmooth. While it helps it does not solve the issue completely.

Another problem occurs when I add edge loops to smooth out some of the Subsurf so that the faces looks less circular.

So my question is how to sort this issues?


texts: Why viewport is getting to slow despite blender runs on Intel 6 cores CPU?

texts:
Im running Blender 2.79 on Linux Debian with the new Intel Core i7-8700 CPU @ 3.20GHz and a 16Gb of RAM. I made 40 metaball spheres for testing speed and memory. Unfortunately i saw that the speed of the viewport was dramatically slow in order to move objects around. Is this something that we expect or i must adjust some settings to achieve better speed ?
Thanks in advance.


texts: Is there a way to have vertical stripes on all timelines?

texts:
I find it difficult to visualize and calculate a 1 second of time with a solid grid slab. I thought maybe if there was a background pattern that slices a second or a half second into vertical bands would make it easier to time animations.

Image is a mock up of what I am talking about. Where the animation is at @30fps.


texts: Animation flipped 180 degrees in Unity with .fbx export

texts:
I don't know if the problem is in Unity or in Blender. I'm asking both communities.

When exporting an armature animation from Blender with .fbx format and playing it in Unity, it always flips the model 180 degrees before playing it. It sometimes also moves the model to the origin. Both issues shown in the picture below.

Any idea what causes this and how to fix it? I've spent hours trying all kinds of things. The flipping issue I was once able to solve by adding a keyframe to frame 0 that contained the location, rotation and scale data, but that only worked once.


texts: I don't know what is wrong with my python script

texts:
I am trying to generate a bunch of points from a bezier curve. I am converting my curve to mesh then gather vertices then delete the mesh as discussed by helpful contributors in the past.

But the points I generated do not match the curve 3D location. Please see attached screenshot, blender file, and code.

To recreate my problem:
1. create a bezier curve
2. manually move bezier curve on all 3 axies
3. run the python script
4. see points generated do not correspond to the new 3D locations of the curve but rather match its original position only (when it was created at origin).

Thank you!

    #https://blender.stackexchange.com/questions/34145/calculate-points-on-a-nurbs-curve-without-converting-to-mesh
    import bpy
    obj = bpy.context.object
    scene = bpy.context.scene
    obj_mesh = obj.to_mesh(scene, True, 'PREVIEW')
    verts = [v.co for v in obj_mesh.vertices]
    print("total numbers of vertices generated = %d"%len(verts))
    for i in verts:
        bpy.ops.mesh.primitive_uv_sphere_add(size=0.05, location=i)
    bpy.data.meshes.remove(obj_mesh)


texts: How should clothes be modified to fit a character model?

texts:
Starting with a prefab model of t-shirt I tried to scale it to fit better but the result isn't satisfying. Some parts of the models mesh become visible.

Is there any option or modifier that could add some spacing between body and cloth,
or should I try to tweak loop-cuts manually?


texts:
So I tried to sculpt on a reasonably high poly model as shown below. Earlier the model was low poly and only the necessary loops to maintain the overall shape.

In both instances, while making fast strokes with dyntopo active at various settings, blender lags and makes rough, angled strokes although I intend to make smooth, curved strokes, as shown below.

I figure it maybe a problem with the configuration of my rig, although i maybe wrong.

My rig :

CPU : AMD Ryzen 5 1600

RAM : Corsair DDR4 16 GB 3000MHz

GPU : AMD Sapphire RX 580 8GB

Motherboard : ASUS EX-A320M


texts: Blender adding extra bone when exporting FBX causes problems with Unity & Mixamo

texts:
I've been exporting animations from Blender to Unity for a while and I've never had any problems so far. Recently, I tried Mixamo, a free library of animations which uses a specific armature system. The auto rigger they have isn't very good, so I decided to download a model with their own armature in order to use those bones as a base for a better rigging.

The issue comes when I'm finished rigging the mesh and I export it along the armature in an FBX file. Blender adds the armature object itself as a Node in the hierarchy which, seems to break everything. I'm not using custom animations, but instead Mixamo's animations with a different skinned mesh. Therefore, I need the same hierarchy of nodes(as well as the same names) in the armature tree.

The exported custom object is marked in red and Mixamo's model in green. As it can be seen in the picture, the yellow arrow shows the extra armature node (which is the armature object in the Blender scene).

Does anyone knows a way to avoid this addition ?

Disabling leaf bones as seen here : FBX export adding extra bone doesn't seem to solve the problem either. I've also seen a few posts with a similar issue but happening with Unreal Engine, but I couldn't find anything that helped me.


texts: Blender freezes, but no resources are maxed out

texts:
I have a complex object in Blender (about 336,000 vertices) to which I'm trying to apply modifiers. A smooth modifier is pretty quick, but a laplacian smooth takes a really long time. I have to wait about 5 minutes every time I change one of the settings. If I click any button during this wait, windows says 'blender (not responding)' and the screen gets grayed out, but after some time it actually manages to process my change.

I would understand this slowing if blender would say, overfill my RAM, or max out my GPU, but this is not happening. I cannot find where the bottleneck is.

I'm on Windows 7 Professional 64bit with intel core i7 3.5GHz, 32Gb of RAM, and I use a Nvidia Geforce GTX 750 Ti. Whenever Blender is stuck, I see no changes in CPU usage, GPU load (as monitored by Techpowerup GPU-Z 2.7.0), GPU memory used, GPU temperature. Blender's memory usage goes up slightly, by less than a Gb, but it's nowhere near maxing out.

If I were to upgrade my PC to make this process faster, which part should I upgrade?


texts:
I'm trying to model my face on Blender using this tutorial and it gives links to reference photos.

The thing is, as I mentioned above, I want to try and model my face.

So I've decided to take photos of my face. But it doesn't seem to be working well (not symmetrical enough and stuff), so how exactly should I take my reference photos so that it would work well when I try to model it with the Mirror modifier?

Note: I only have the 'webcam' on my Macbook Pro and the camera on my Hongmi phone and I don't want to spend money on a new camera.


texts: Is there a way to lock the topology in edit mode?

texts:
I wonder if there's a script for locking the topology of an object when you are editing so you are only allowed to do transformation operations, grab, rotate, scale, and so on, no "destructive" operations.

I use ManuelLab and Makehuman for making my models, and I accidentally change the topology, be ripping, extruding, edge looping, so I try to restore the original topology but then I encounter that the vertices indices are all messed up, and because of that if I try to join a shapekey from ManuelLab the shapekey gets corrupted.


texts: I am trying to create the net of a soccer goal using blender's cloth simulator. Right now the net looks really rigid and unrealistic. The cloth is a plane with subdivision and a wireframe modifier. I currently am pinning it on all 4 corners of the plane so that it stays attached to the goal. How do I make the cloth not seem so tight and rigid and add a bit of natural sag due to gravity?


texts: "Time remap" or slow speed of cloth particles driven by a force

texts:
I have a scene with a particle system, which emits a few planes, to which is assign a cloth simulation. A wind point force emitter drives the particles in a swirl. Cool.

The overall action is getting to be what I want with the settings shown or in the file attached.

What I would like, however, is for the speed of motion of the particles to move at something less than the speed they do now... say 15% of present. The amount of vertical offset from the force would be the same, the same swirliness.... just slower... Like if I remapped time for the scene. Since there are other things going on in the scene, I cannot really remap, however.... so I just need to control fairly precisely the speed with which the particles move.

All input welcome.

UPDATE: The solution I accepted below seems to nearly work, or I am understanding it poorly. Here's the jerky motion I am getting... usually, anyway.


texts:
I've a simple scene with two objects with the same material.
Strangely, one of them is darker and I just can't figure it out why.
No it's not their normals, I've already checked it.

Here's the scene:

Normals:

They don't have any textures. The worst is, if I export it into unity, the problem persists, so clearly something is wrong here, I just don't know what.

Any ideas?

Thanks!


texts:
I am trying to select the loop of faces that you see partially lit all around the sphere. Please note that I am able to do that for all the other loops by clicking on alt+rmb. Whith these thinner sliceses (that i obtained by adding loop cuts). I have tried in any way also searched the web and videos, but wasn't able to find a way out.
Any suggestions please?


texts:
I was trying to render out a sequence with OpenVDBs imported from Houdini and all of a sudden Cycles stopped rendering out the actual volume but only the reflections caused by it along with my model in the scene. I can see the VDBs and everything else in the scene without issues in the viewport even in rendered view. The issue persists with Eeevee as well.
I tried moving everything to a new project and it works for a little while but it disappears randomly in the render never to be seen again. I even reinstalled blender but that didn't help as well. If anyone can offer me some advice I would appreciate it as openVDB is just so amazing!
Here's what the render and viewport look like for the same frame:

My project file: https://we.tl/t-JHqUIjXRkV


texts: Strange behavior when separating by loose parts

texts:
I have built a huge tower of blocks by using 3 modifiers that duplicate blocks on the x, y, and z axes. I applied 1 of the modifiers and separated (by loose parts), and this is what happened:

The cubes before separating:

Modifier configuration and initial cubes:

None of the cubes are touching; there is a tiny distance between them.


texts:
I Have an object made out of 2 merged Bezier curves (one 2D and one 3D) that I extrude in the Z-Axis and I can't manage to fill the object. I know this is a typical issue but I could not find my way around out of the help from other Q&A in the forum.

Any help / suggestion?

Thanks!


texts: I modelled a table in Blender and painted the texture in 3D coat, when I've done painting and imported the texture back in Blender, a part of the texture look distorted. I tried drawing a straight line onto the texture in Blender's texture paint mode, it still appear zigzagged on the mesh. Any idea why?


texts: Is there a quick way to orient the 3D cursor to geometry in Edit Mode?

texts:
Blender 2.8 introduced the nice feature that the 3D cursor can be automatically aligned to geometry when clicking on a surface in Object Mode, if 3D Cursor > Active Tool "Surface Project" and "Orientation: Geometry" is activated.

To place the 3D cursor aligned to the surface normals in the center of a surface I currently need two steps: I first place the cursor in Object Mode somewhere on the surface of interest, then switch to Edit Mode, select the surface and move the cursor with Shift-S "(2) Cursor to Selected" in the center of the surface.

Is there a way to place the 3D cursor aligned a face normal in Edit Mode without leaving Edit Mode?

Although 3D cursors in Object Mode and Edit Mode are independent, as stated here, fortunately, the 3D cursor does not change its rotation, when switching from Object Mode to Edit Mode.


texts: How can I replace a material from Python?

texts:
I read this first to get an idea on assigning materials.

How to assign a new material to an object in the scene from Python?

I wrote a script to replace one material with another. It seems to work on an active object but does not replace materials on selected objects if I loop through them. I do not know if it is because the rest of the objects are not active or there is another reason.

How do I correctly replace materials with others?

Code is posted below:

import bpy

def replace_material(object,old_material,new_material):
    """
    replace a material in blender.
    params:
        ob - object for which we are replacing the material
        old_material - The old material name as a string
        new_material - The new material name as a string
    """
    ob = object
    om = bpy.data.materials[old_material]
    nm = bpy.data.materials[new_material]

    print ("ob is ",ob)
    print ("om is", om)
    print ("nm is", nm)
    materialnum = len (ob.data.materials)
    print ("materialnum is", materialnum)

    for i in range(0,materialnum):
        # test if the old material is in the slot and replace it
        print ("running ", i)
        if ob.data.materials[i] == om:
            print ("match found", ob.data.materials[i])
            ob.data.materials[i] == nm

def main ():
    #get a list of objects selected
    selected = bpy.context.selected_objects
    active = bpy.context.active_object
    for obj in selected:
        replace_material(obj,'DEFAULT BASE','Default Base')

main()

Sample blend here:
http://www.pasteall.org/blend/42037


texts: Change the channel color in Dopesheet/Graph Editor

texts:
I am trying to change the color of the channels in the DopeSheet, Graph Editor and Timeline.
Can somebody tell me where to change the yellow-ish color so I can actually read the channel names?
I tried finding it in Preferences-Theme-Graph Editor, but it isn't there.
I'm using the dark Theme in Blender 2.90 on Ubuntu20.04


texts: How to make Instancing Faces and aligned to face normal in Geometry Nodes?


texts: How do I fix the UVs on this propane tank?

texts: So I was trying to find a way to convert an FBX file from ASCII FBX to Binary FBX and when I converted it this happened and I did some research and found out that it was that the UVs were messed up. I'm very much a noob when it comes to Blender and I have no idea what those are and how to fix this. Is there anyone that could help me?


texts: Rendering pixel-wise normals as RGB colors - artifacts

texts:
I am dealing with the following problem. I have a fixed camera and the mesh representing a surface. I use the cloth simulator and wind source in order to generate various shapes of the mesh. For each such shape (frame) I would like to render the normal map, i.e. the per-pixel normals encoded as RGB colors. Following the wiki entry about normal mapping [1] I first created the texture (see Figure 1) which I apply to my mesh with the Coordinates Mapping set to "Normal", so that Blender would sample the texture according to given pixel's normal.

I set the materials Shading to be "shadeless", since I don't want any light source to alter the rendered color, i.e. the RGB color of each pixel should exactly correspond to the normal of that point on the surface to which the given pixel backprojects. When seen as a vector
(RGB - 3D coordinates), it should always be unitary. The rendered outputs look fine, but for some shapes there appear to be strange artifacts (see Figure 2 - it comes from editor view, but the actual rendered image looks the same).

Not only these dark stripes obviously should not be there, but when I inspect their color, I can easily see that it does not correspond to a plausible unitary normal, i.e. the Blue channel value must fall within the range [0.5, 1.0] (see Figure 3).

I think the problem must relates to how Blender interpolates the normals across each face. In all the images above I used Shading = Smooth, but if I set it to be Flat the artifacts do not appear anymore (see Figure 4).

Does anyone have an idea what could be causing this and how to avoid that? Or would you suggest any other way to render the image where each pixel has the colour which corresponds to the normal of the surface point it represents?

Thank you for any suggestions.

P.S.: Sorry for putting everything in one image but I do not yet have enough reputation to post more than 2 links.


texts: Units display while in Orthographic Blender 2.8

texts:
Please tell me you can still display Units while in orthographic in Blender 2.8.

I don't like (or want) to use Overlays only in Edit mode. That is clunky.

If you don't know what I'm talking about:


texts:
I am writing an importer and exporter for a custom binary format.
In this format I have triangulated mesh. Each vertex has position, normal, and UV.

The importer code sets them like this and it is displayed properly:

mesh = MyMesh(file_name)
bl_mesh = bpy.data.meshes.new(object_name)
bl_mesh.from_pydata(mesh.positions, [], mesh.indices)
bl_mesh.create_normals_split()
for l in bl_mesh.loops:
    l.normal[:] = mesh.normals[l.vertex_index]

bl_mesh.normals_split_custom_set_from_vertices(mesh.normals)
bl_mesh.use_auto_smooth = True

But the exporter code does not give me the same results.

mesh = MyMesh()
bl_mesh.calc_normals_split()
for l in bl_mesh.loops:
    mesh.indices.append(l.vertex_index)
    mesh.normals.insert(l.vertex_index, (*l.normal[:]))

I have tried accessing the obj.data.vertices[].normal but the normals there are wrong as well.

How do I get custom normals from the mesh?

UPD.
The full source code of the extension is in this repo. The model used is nvx/model.nvx from the repo. All interactions with blender objects happen in the io_nebula/bl_nvx.py


texts:
Here is a screenshot:

I want to use the scale tool to move the selected vertices closer to each other, but I want to do so without affecting the shape of the face. The normals of the two face may not be the same either (they might point in reflected directions, i.e. one measures 30 degrees and the other -30 degrees).

In 3ds max you can enable face constraints, and then all vertex movements happen only along a face. Is there such a thing in Blender? Or is there another way to achieve this.


texts: Hi, When I do the cloth simulation for this tshirt, there's a fold in the shoulder area. I've tried smoothing it out in sculpt mode however it doesn't remove it and I've tried playing around with physics settings i.e 'self collision settings' however it still remains


texts: Blender 2.8 Eevee - Removing Ambient Occlusion from specific object?

texts:
Most of us know Eevee's Ambient Occlusion

My issue is I have models such has hair with its own custom normals and the AO in Eevee is causing it to look weird.

Is there a way to remove the AO effect from specific objects?  I thought it could be done using the AO node but im unsure.


texts: how to use displacement maps on Eevee Blender 2.8

texts: how to use displacement maps on Eevee ? is it a coming feature. Because right now on 2.8 I can't seem to make it work.


texts:
I'm extruding the faces selected on the screenshot.
With the selection active I press Alt+E (region vertex normal). the result that I'm getting is shown in the animaiton above. The extrude isn't done proportionally at the sides and height or z-axis.
May I know the reason what I'm doing wrong and how to make it extrude all the sides proportionally?


texts: 2.8 remove doubles has changed to Merge by Distance

texts:
I'm using 2.8
Is there no default short key combo to remove duplicates now?

I see that I can quickly add a shortcut for it - but it seems to me that it's something that should be in the mesh (w) menu. I use it all the time.

Thanks!


texts: Just started blender, following the donut tutorial. Using Blender 2.8. made another donut to practice, when adding Lights I can't find the 'Use Nodes' in the Light settings. Some help would be appreciated <3


texts: changes in edit mode not showing in object/sculpt mode

texts:
i'm trying to make a simple character and i'm having some problems with the ankles i keep scaling down and no changes what so ever take effect in sculpt and object mode here's some pictures :

could someone help me with this and thank you very much :)


texts: Is it possible to add modifier to one side on a material?

texts:
I am trying to make an ocean wave. I have a rectangular block and want to add several modifiers and I got like this

I want to split the ocean wave using a floor material to remove the excess region. And I have posted about it in Split question on stackexchange
I got a suggestion that because of topological issues spliting the portion is not possible. And I really doubt that it is coming because of modifiers getting added to the bottom face of the material. So I just want to know if it is possible to add modifiers specifically on a plane to avoid split topological issues?


texts: How to make smoke emission not be affected by force field?

texts:
I'm trying to make a scene that contains two smoke flow sources inside the same domain. I want a force field to be added in the scene to affect the specific smoke but the other to be unaffected by it.
 If possible, I want both the emitters to be in the same smoke domain. If I have to make separate domain for each of them, it will cost me for render time. So, any help will appreciated. Thanks.


texts: One of my objects doesn't appear in 3D View Full

texts:
For my imaging and modeling class, we are to make an animation as part of our final. I've imported 4 objects from Slicer into Blender and have the animation that I want down.

However, one of the objects (Corpus) isn't visible in 3D View Full, and if I assign it a material, the material doesn't show up.

This is my first time working with any animation software and I'd appreciate any help.

Here is the blend file.

Thank you!


texts: I have this mesh that I cut the top half off. Now I want to like fill it all around with faces and wonder what tool I could use for that?


texts: Long Neck. Grab Head and whole neck follow. How?

texts:
I have create a brachiosaurus. Now i have to animate every bone in the neck and in the tail. Which takes a lot of time.
I search for a solution, where i can grab the head an the whole neck follow the movement of the head, same for the tip of the tail. Like bending a hose in reallife. Does somebody know, what i have to change in the bones?


texts: Is there a way to pack all simulation results in to one file?

texts: So I have a simulation that I will do on one computer then move to another to do the rendering.The reason is because computer A is faster at simulation but bad at rendering computer B is horrible at simulation but is great at rendering. So would there be a way to put all of the simulation files together(Packing doesn't work).


texts:
I have a navigation mesh (as shown in the attached picture). The navigation mesh consists of curve and array modifiers. As it is has an array modifier, it consists of strings of planes (I see it when I switch to 'edit mode').

My question is, can I iterate over the navigation mesh to get its the length and coordinate of center of each small planes in the navigation mesh. If yes then, please give me some python based example. Thanks in advance!


texts: Garbage collection in Blender leaks memory

texts: I'm working on an iterative process for optimizing the placement of some objects. This iterative process seems to leak the memory (I use numpy matrices). I do destruct the lists and matrices after each iteration but seems not really helping. I've enabled GC collector and still, I have the problem. When I reload Blender the saved files take less memory, and the memory is totally freed. Can we get access to what is going on reloading Blender? I've already found some solutions but none worked with me.


texts: Blender to Unity vertexanimation for low poly battleships

texts:
I have programmed a mobile game in Unity, in which some low poly ships are visible simultaneously. The performance is good, but I would like to reduce the number of meshes and materials. Until now I have always animated the ships in Unity and separated towers, planes and other moving parts from the mesh. But now i would like to join the mesh completely in Blender and then animate it without bones/rigging, so that the performance in Unity is not affected by all the bones.

Is there a way to animate from Blender to Unity with a vertex animation? With AnimAll it is possible but relatively complicated. How would you normally proceed in this case? Rigging every single tower and ship is a waste of time, because the models are not supposed to deform organically, only the towers should rotate, ships should sink or airplanes should take off. Is it all too much effort for that little bit of performance that I get more out of it?

Thanks for your help!


texts: Can blender use both CUDA and OpenCL simultaneously?

texts: I plan to build a compact Workstation using the 8-core AMD 4000 APU with a possible NVidia 2070 Super GPU Card that can boot in either Linux or Windows. Can Blender use both the APU and GPU Card simultaneously for renders? Thank you all!


texts: Why don't my edges bevel in the same direction?

texts:
I am working on a project to create a bed frame like the one pictured below. I figured the best way to do so would be some beveling.

I was having trouble on the original object. I decided to show my example on a new cube to get my point across.
I added loop cuts similar to the bedframe I am working on.
I extruded my loops cuts to the desired size.
When I threw on the first bevel I got the results I wanted, but when i threw on the second bevel I did not.
I want all of my bevels to match the first one.

Here is the link for my test file so you can see what I did.


texts: Modify properties in the .blend file (command line)

texts:
I'm writing an application which will display a nice looking 3D model of a building. The building will have some areas which will change their color depending on some data points provided by the application.

The application will invoke blender's command line rendering feature to generate a PNG out of the .blend file, which then can be displayed in the UI.

The point where I'm stuck is how to change some material colors in the .blend file.

All hints are appreciated.


texts: Graph in Graph editor too small - Animation tab

texts:
I'm currently learning blender with the donut tutorial from blender guru. In Part 4, Level 4, he's switching from the "Layout" tab to the "Animation" tab at 5:27. Here's a link to the video. Now, my problem is: the graph editor is tiny. I can see the different vertices, but the graphs are very close to each other. I've looked in the settings tab, looked after a solution on the internet (especially here), but I can't find anything that solves the problem.
Thanks for your help! I am looking forward to your answer.


texts: How to get camera matrix frame by frame in animation?

texts:
I am trying to create a 3D scene using blender. I have made a model and camera path using blender interface. However, I want camera matrix to be exported frame by frame as well.

I know using Python script interface might do the job. Thus, I am wondering if I can animate frame by frame and in processing each frame, I can output camera matrix as well.

I know bpy.ops.render.render(animation=True) can render all the frames at once. Is there a way that I can do frame-basis?

Any comments are appreciated.


texts: Skin modifiers automated armature loses influence over mesh after applying modifier. What can I do?

texts:
( Beginner question )
I first created character using skin modifier. Next I made armature through skin modifier. Next I animated character and everything in posing worked, I saved animation data.
Next I applied skin modifier ( I had to do it in order to texture paint character later ). Armature stayed but it lost influence over mesh completely, my animations stopped working ( Only armature was animated, mesh stayed in place ).
How can I fix this ? Is there an easy way to regain armature influence with the same weights ? Or should I work around this problem by somehow not applying modifier in the end ?
The only thing I care about is to both be able to use skin modifiers simple automated armature, as well as be able to texture paint my character


texts: Is there a way to duplicate objects betwenn two objects?

texts: Is there an add-on or other way to  duplicate specified number of objects between other two objects? Modo has this function and for 3dsmax I have a script: https://youtu.be/A1rFqZxpxjc


texts: How to get a MovieClipSequence Clip File via Python

texts:
I was wondering whether it was possible to get the name of the Clip File of a Sequence via Python.

The current Sequence can be accessed via:

bpy.context.scene.sequence_editor.active_strip

I had a look at the Blender Python API, but did not find anything there.

EDIT:
I guess I did not express myself quite clearly. My question is whether (and if so - how) it would be posssible to get the associated Movie Clip of a VSE Strip of the type 'Clip' (imported via the Movie Clip Editor and then added to the VSE via Add -> Clip... -> <Clipname>).


texts: Everytime i load my project, the material is missing

texts: I just started to learn blender few days ago,I follow BlenderGuru and made some donuts, but everytime i load my project, this donut bread material is missing. I did save a UVunwrapped texture and ColorTexture in jpg type, but I can't seem to load the texture back to my project, is there something i need to do to fix the material on the object?


texts:
I want to make a beer foam, not just for an image. I want the beer fluid to pour in the glass and automatically make foam on the top of the glass and drop down due to over flow.

It should be in animated not a static render.

I have seen video that shows how to render the foam, but not as animated video. Is there a brief explanation how it works?


texts: How to make these scripted duplivert meshes always face "out" using duplicates?

texts:
How can my script ensure the dupliverted meshes on an icosphere faces, and on its vertices will all be facing "outwards". There is an excellent answer that describes using a different technique using an "all-in-one" or a single multi-monkey-faced larger mesh, but that makes it more difficult to animate the shape mesh.

I'd like to understand the logic and/or math behind how bpy.context.object.use_dupli_vertices_rotation actually works. If I understand it, then I will be able to script the desired behavior in more complex situations every time without trial-and-error.

Here's an example. How can I adjust the script so that all the monkeys will reliably face "out" - in the direction of the vertex or face normals? (and which one is it exactly?)

note: I will not always use monkeys on icospheres - this is an abstraction. I'm working towards correctly animating this constellation of 4,425 Earth-facing satellites where I'll have roughly eighty rotating circles with sixty "monkeys" each. However I will also be using 2D meshes in a second project (rather than circles), so I really want to understand the underlying logic/math of the orientations, both on 1D (circles) and 2D meshes.

edit: Here is one of the images from the linked satellite question to help illustrate why I want to learn to use dupliverts, and not create and keyframe four thousand individual "monkeys":

Potentially adjustable things:

# monkey.rotation_euler = 0, 0, pi   # ??

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) # keep_transform ??

bpy.context.object.use_dupli_vertices_rotation = True  # ??

Ok here is a basic script:

import bpy, math

pi = math.pi
loco_f, loco_v = (-5, 0, 5), (+5, 0, 5)

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

bpy.ops.mesh.primitive_ico_sphere_add(location=loco_f, size=4, subdivisions=2)
shape_mesh_f = bpy.context.active_object

bpy.ops.mesh.primitive_ico_sphere_add(location=loco_v, size=4, subdivisions=2)
shape_mesh_v = bpy.context.active_object

bpy.ops.mesh.primitive_monkey_add(radius=1, location=loco_f)
monkey_f = bpy.context.active_object
# monkey.rotation_euler = 0, 0, pi

bpy.ops.mesh.primitive_monkey_add(radius=1, location=loco_v)
monkey_v = bpy.context.active_object
# monkey.rotation_euler = 0, 0, pi

bpy.ops.object.select_all(action='DESELECT')

monkey_f.select = True
bpy.context.scene.objects.active = shape_mesh_f

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.object.dupli_type = 'FACES'
bpy.context.object.use_dupli_vertices_rotation = True

bpy.ops.object.select_all(action='DESELECT')

monkey_v.select = True
bpy.context.scene.objects.active = shape_mesh_v

bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.context.object.dupli_type = 'VERTS'
bpy.context.object.use_dupli_vertices_rotation = True


texts: Execute script WITH GUI 'Context' object has no attribute 'active_object'

texts:
I'm trying to create some automated test that will launch blender open a specific file and call an operator from an addon.

The operator is using bpy.context.active_object and it works perfectly when calling this operator from blender window.

The test are launched with GUI to respect the user environement as much as possible. Unfortunately this is not enough, i got the error:

  'Context' object has no attribute 'active_object'

This problem doesn't occur if I don't open a file before calling the operator in the script.

If I call the operator manually (in the exact same blender instance opened automatically for the test) everythings works fine.

What can I do to call this operator from an automated script without making any modification to the initial addon?

A generic solution would be usefull since I have a lot of operator to test and most of them are using bpy.context.active_object or bpy.context.selected_object

Here is a minimal example: (Tested on Blender 2.73)

The addon: (CANNOT BE CHANGED)

bl_info = {
    "name": "test addon",
    "description": "test addon",
    "author": "Pyros",
    "version": (1, 0, 0),
    "blender": (2, 73, 0),
    "location": "3D View",
    "warning": "development",
    "category": "3D View"
}
import bpy

class OBJECT_OT_addon_operator_to_test(bpy.types.Operator):
    bl_idname =  "mesh.operator_to_test"
    bl_label = bl_description = "Operator to test"
    bl_options = {'REGISTER', 'UNDO'}
    def execute(self, context):
        ob = bpy.context.active_object
        print(ob.name)#do stuff with object
        return {'FINISHED'}
def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)

The script:

import os
import sys
import bpy

base = sys.argv.index("--")
blendFile = sys.argv[base+1]
bpy.ops.wm.open_mainfile(filepath=blendFile)#without this line everything looks to work fine
bpy.ops.mesh.operator_to_test()
exit()

And a little python file to launch the test

import os
testfolder = os.path.split(os.path.realpath(__file__))[0]
scriptPath = testfolder+"\\script.py"
blendFile = testfolder+"\\base.blend"
os.system("blender -P \""+scriptPath+"\" -- \""+blendFile+"\"")

EDIT:
A solution would be to launch blender with a file to open instead of opening it in the script:

os.system("blender \""+blendFile+"\" -P \""+scriptPath)

This solution would be acceptable but I'd prefer to open the file in the script to have more control. More than that I want to understand why this errors occurs.


texts: Reload Startup File Causes Blender to Stop Responding

texts:
Whenever I use Ctrl+N to reload my startup file, Blender stops responding for about a minute. If I use File> Reload Startup File it works instantly. I personally prefer using the shortcut, so this is rather annoying.

Is there a specific reason that Ctrl+N would take longer?

Windows 10, Blender 2.77a


texts: Parts of the mesh don't move when moving bones

texts: I just started using Blender, so I don't have much knowledge about its tool and stuff. Anyway, I was trying to animate an object, put the bones and assigned the vertex that wanted, etc. But when I move a bone that moves other bones together, some parts of my mesh stays behind. I checked to see if I have selected some wrong vertex, but nope. I believe it has something to do with loose faces that has no edge and vertex, but I'm not sure and have no idea of how to fix it. If anybody could help, please! I'm desperate! And thanks!


texts: I'm trying to model this character's helmet as an exercise, and I've reached a snag. As you can see from the photograph, the geometry behind the gem cross straight over the helmet, but as it stands, the edges on my sphere all converge at the center, making it very difficult to get a clean extrusion. I'm currently experimenting with dissolving that center vertex and then quadding the remaining hole so I can manipulate the loops more easily, but I feel as though there must be a better way. How should I go about editing it to rectify the issue? Thank you so much!


texts: Blender 2.8 beta texture baking: Sub pixel sized vertical areas in UV map do not get always baked

texts: I am baking color and lighting to texture with the baking feature under render panel. For some reason small sub pixel sized vertical areas in UV map do not get always baked on the texture. Is this a bug or a feature? Is there anything I can do about it other than manually expanding those areas or increasing texture resolution?


texts: What is fastest, rendering on a CPU or a GPU?

texts:
For Christmas my parents gave me a new graphic card. Even though I got a new card (R9 390), the rendering times are really slow.
I am asking if I should get another card instead or perhaps its better to get another CPU like i7 5820k. Right now I have a i7 4771.

When I have saved some more money I could buy a better processor, but perhaps its better to sell the graphic card and buy another card instead? Perhaps a gtx 980ti? I am 12 years old, so  I dont want to waste my money.


texts: How to select all objects of a certain viewport draw type in blender 2.8?

texts: Due to having bool tool a lot in my recent work, it the cutting objects' draw type to box. I now need them in wireframe mode but due to the mixture of objects with several draw types in my scene, it would be difficult to set the draw types of the objects individually hence the importance of this function.


texts:
I've found this really cool video: Bureau Klaus Alman - Plastic Dreams, and among many other amazing scenes there's one where a strip of sticker gets torn off the surface of a plastic bottle, and as some glues would do this one strings before letting go of the sticker, then leaves a stain on the plastic.
The scene in question.
I want to automate the task like it was in that other program, and would like to ask if this is possible with the tools Blender already has, or will this require a custom addon or algorithm?


texts: How can a force be applied not to the center of a rigid body object, but to one specific vertex of the object?

texts:
Scenario: a stationary bar-shaped (rigid body) mesh floating in space (i.e., neither gravity nor friction/drag), that gets a short-lived force vector applied to one of its corner vertices, where the objective is to do a physics simulation/animation of the bar's movement in response to that force.

Problem: Force Fields seem to only work on the center of the object. Obviously, the somewhat complex rotational motion that would be expected in reality is not simulated at all. I guess the solution might be to use Particle Physics instead, but I haven't been able to find out yet how exactly. Can you help me?


texts: Glass jar becomes black in cycles render

texts:
Im quite new to blender and i was wondering why my glass jar becomes black in cycles render.Here is the photo

The first photo is on eevie render while the second photo is on cycles render


texts: How to always have the local Z axis pointing upwards in the viewport?

texts:
I am editing an object, use local transform orientation.

Here it is

Why is not Z, the blue arrow pointing "screen upwards"?

That would make life so my easier!


texts: Blender Nodes in Editor doesn't show preview Image

texts:
I have a small problem with my blender lately. I want to make some compositing with my compositing nodes but the problem is, blender won't show me the preview Image. I have a Screenshot for you guys.

The preview Image itself is enabled, but it just won't show.

Thanks for your help in advance!

-Marten


texts: So a few months ago I did the donut tutorial in cycles, then I opened it in eevee. Unfortunately,there appears to be an outline. I have the Eevee toon shader add on, but I can't find it in my preferences, so I'm confused as to how there are outlines. My nodes are similar to the cycle nodes, but with the principled shader.


texts: I have downloaded free photogrammetry assets from aixterior.com. Some of them don't come with an actual 3D-model and I don't know how to use them. As you can see below there are just Albedo and Roughness layer. What do I do?


texts: Hi, i'm new with blender, i was already making some things and reading many questions & answers here to learn. But now i would like to star with some personal projects, and here is where the problems begin...


texts: Material based in mesh and not on verices

texts:
I want to create a T-Shirt, that has this pattern on it, like shown in the picture, my problem is that I want to have the image texture based on the mesh, and not on the density of the vertex.

So that the pattern is evenly distributed. I have made a UV Map node connected to Vector from a Mapping node with a scale's factor on X and Y, which is connected to a Image Texture, connected to the material output.

I'm sorry, but i cant take a picture of it.

When I take a vertex and grab it on the Y axes, the image is also scaled in the Y-axis, so that my pattern is scaled on the Y-axis.

I don't want my pattern scaled, but increased in numbers, so that it fits.


texts: Difference between Octane render and Eevee render?

texts: I am blender beginner. I found Blender has 2 renders, eevee and cycle. But I also find an Octane render in website. What are the differences among eevee, cycle and octane? Is octane an addon? Is yes, how much?


texts: If we take a circle not a sphere and not a cylinder. A circle with 32 edges and make face with F and i want to divide that faces in 6 equal parts.  As Loop cut do not work on faces. How can we make it.


texts: Bending a mesh along spline which it's also following,not working

texts:
I have some sleepless nights because of this and now I really have to ask you this =)
I’m working with Blender 2.80 Beta and maybe it’s also a slight Blender bug as I have seen others achieving this the way I wanted to achieve this (with the first mentioned solution of mine).

The idea: Similar to creating this “alien worm” based on this gorgeous showcase (at 3:27 - 3:39):
https://www.youtube.com/watch?v=2hGSDD9-Tkc

I used a long cylinder mesh with quite enough subdivision, (location: 0,0,0), rotated it to be the same direction as my path curves start and applied rotation/scale/etc (also to the spline itself), set the origins to the front of my worm mesh and the origin of the path curve to where the start is, parented the mesh to the spline and added a follow-path constraint (this part is all working and it’s following the path exactly), then I added the Curve modifier to the cylinder but this one offsets the mesh to somewhere else and it also doesn’t seem to follow the path in it’s offset location (I mean I could live with an offset). When having a circular path, it doesn’t go in a circle, it moves around in an “8”. The body bends sometimes but this bending isn’t looking at all as it should^^ I tried using a short cylinder mesh and add an array modifier to it, but have the same exact problem. tried other modifiers which all don't give the result i need.

Do I really have to rig it or is there an error in what I'm doing?

Here's an image (as requested, thank you!) of the project:

Thanks everyone for reading :)

All the best,
Oli

edit: I had a subsurf modifier in place (above the curve modifier), then I applied it and it's the exact same thing happening. the first image looks as if everything's going to work fine, it also bends along the curve, but as soon as i press play, the mesh goes up in the air and deforms quite strangely. I uploaded the simple project: dropbox.com/s/ypwgabfig436krc/SpaceWorm.zip?dl=0 Thanks a lot!!

What is strange is that for following the path I  parent it to the curve with option "follow path" and then to be able to add the follow path constraint I have to first un-parent it again and then add the constraint. Otherwise it never follows the path. maybe it's got to do something  with this, not sure

Even though the offset and bending of the object behave not correct,it's a little  bit better in blender 2.79 but also not as expected..

EDIT 2:
First "video" shows without parenting, but with follow path constraint

Second "video" shows with parenting (follow path) and w/o constraint:

Last one representing the total  fail when using a more complex path,  on the right side you can see the curves settings, went over quite everything, nothing works:


texts: Why is there no motion when adding clips into Image texture node in Cycles?

texts:
No matter what I choose, it shows me only the 1st frame as if it was a single image although I choose the Movie option and the number of frames is more than 1.

How can I fix it?

I tried different projects and different videos, it is always the same.
Also I'm not sure if it's the same problem, but I've seen lots of tutorials using Images as Planes feature and they could see a picture on a plane in Material View. I can't.


texts: Using the UE4 mannequin for scale in Blender

texts:
So I am rather new to Blender, UE4 and modelling in general and am currently about to create a modular pack to import into UE4 and create a scene. I have done reading on units and scaling in both programs and have made sure I am going to be 1:1 for the process though I am scratching my head with one thing... the mannequin for reference.
I will be creating hallways, walls, doors, windows etc etc and want to make sure they all look and feel right in context. So as far as I can tell in my research, the UE4 mannequin is 183cm tall in UE4, so I am rather confused after exporting it and importing it into Blender that it comes out around 210cm tall in Blender. I thought I was 1:1 where does this 27cm difference come from and what is the way out of this? Oh, and I want precise not approximated size.
I can't find an answer anywhere.
I'm at a loss because I am a noob. Any help would be appreciated thank you.


texts: Is it possible for 2 objects to be attached together but both objects are animated differently?

texts: In other words, I am designing a flag that's falling off a tower, and I want to make the cloth part of the flat ripple as it falls while it is attached to the pole which is also falling.


texts: Face missing in edit mode but visible in object mode

texts: I'm having a weird glitch i believe. I'm new to blender and was fiddling around, practicing with a random helmet mesh and added a boolean intersection into the helmet. After this, when I am in edit mode (with wire-frame turned on, a trigon in my mesh is not showing, but when i switch over to object mode the hole disappears. I checked face selection (hotkey 3) to see if there was a duplicate helmet or surface covering up the face but there is nothing. Is this a glitch? My blender file: https://gofile.io/d/zFCbER


texts: I'm creating a script which adds some features to blender's builtin console. The script requires there to be some properties on the console (unique to each console). I'm wondering what the best place is to put the properties. The only thing I can think of is bpy.types.screen but that isn't really connected to individual consoles. Is there a better place to put the props?


texts:
I've watched a couple of tutorials on youtube but none of them give me the result I want.
My cubes always turn out like this where one side is transparent and others are not, I want them to look like the cubes from the PS2 intro. Below are the settings I added to the cubes material and what I want it to look like


texts: How to unwrap UV for each non-adjacent selected faces?

texts:
I want to select "Face Islands" on the main mesh. I know that each of them must have the same geometry. But I want to do only one UV unwrapping for each one. I think that I will have to individually select faces, then unwrap, then adjust the UV for each selection, which very tedious.

The three windows on the top floor have been individually selected, UV-unwrapped, and material-assigned.

The six windows on the lower floors have the exact same geometry. I was hoping that I could select all of them and UV-unwrap for each disjoint selection. The normal behavior for this is it will put all 6 windows in the same UV map.


texts:
So I've created an X and I used a mirror to make the right side of the X and have it symmetrical to the left side. As shown in the picture:
The problem I am having is when the image is rendered it looks like this:

At the axis of symmetry for the X there is a weird black line? I think it's due to two lines meeting at the same points? I don't know how to fix this and I would really appreciate any help. This is my first time using blender ._.


texts: My soldiers all march to the same spot, how do i give them seperate orders simulanelously?

texts:
In a follow up to this fantastic question that I've been waiting for some one to ask, I would like to know how I can send d people in an RTS game to different locations. I already have an empty being added with a different property each time I click, but I don't know how to get flocks to only steer toward an object with a certain property, and not just the object.

How can I set an object to only seek empty with property[goto]=1 while anoter group is seeking empty with property[goto]=2, and so forth? This would be really helpful, thanks.


texts: Problem with bridge edge loops (total blender n00b)

texts: So this happens when I try to bridge the edge loops of these two objects. Can someone explain to me why it happens and how I can make the bridge go "straight"? I have the mirror modifier on. Please explain in a very simple way I am completely new to modeling!


texts: How can I use a Bluetooth game controller as an input device for a game in Blender. I have tried what I can think of but I can't get it to work.


texts: I'm trying all kinds of options to make sharp edges and rounded corners for an excavator arm. Apart from just using bevel, I also have tried to use "make sharp" and "edge crease", but it doesn't look nice. Any suggestion have I can improve my model with more edges and where to put them or any other approach to make rounded corners with sharp edges?


texts:
I did IT in cycles, but since cycles isn't real time renderer its totally useless for me.

I need to do it in EEVEE or in the Shading tab, but on both I couldn't do it.

Do you guys know how to ?


texts:
How can I align the origin's rotation to the "obvious" rotation of an object?

For example, you can see here that the origin rotation isn't the same as the rotation of the empty:


texts: Eye bones are stuck on Eye Mesh when Posing other bones

texts:
I have an interesting issue. I am doing some tutorials and no matter what I do I cannot get past a specific area. I am doing Rigging and Posing, but when I go to move any part of the body my Eye Bone Rig is "Stuck" on my eyes. This is creating really odd issues as I cannot do any pose outside of move my eyes.

I can do some of the basic ones such as move arms, hands, and some minor lower body, but if I do anything that moves the entire top part of the body the eye mesh gets dragged along.

See examples below.

Here is another one where the head is moving backwards

I have been stuck on this for a while. Any help would be appreciated.


texts: Rigify rotation controls not working as intended

texts:
I developed a character and added a generic rig, previously all controls worked when rotating with shortcut key R but recently I got an issue when selecting controls and trying to rotate them with the R key. Only arrow symbols are moving but the controls do not move, it seems to work with W quaternion rotation in the Transform panel however.

Any idea what could be causing this?


texts:
I'm using Blender 2.77 and i can't find the Alpha Over Node.
I'm getting crazy.

Thanks for any help


texts: Cement material for holding objects together?

texts:
Is there any way to create a material that could hold two objects together? I don't want to use armature, because I am creating more of a building for a game, not a charecter with joints.I also don't want to join the objects, because I want to allow for the objects to seperate at some level of force. Is there anyone who could suggest something to me? Thanks!

These are my Rigid body constraint settings.


texts: Why is extrude just moving face instead of expanding it?

texts:
I have a model like this, planes, surrounded by cubes/

I want to extrude all the faces up to give it a little extra thickness before exporting to Zbrush like this

but when I make the extrusion, when I flip it back over, all of the faces on the top have just been moved, not extruded, which is not what I want. The cubes all extrude down, but the planes do not.

Any idea why it is doing this? Any idea how I can make it not do that?


texts: Materials have no color when put in unity

texts: So I am just adding a sphere that has just 1 material to unity and when I add it to the asset folder there's no material, When I extract material its just a blank material. I have tried EVERYTHING what am I doing wrong? (using blender 2.8)


texts: How do I make an object flicker at specific times?

texts:
I want to make an specific object flicker at specific times. Can I do this by using a driver? If not how?

E.g. I am creating the word "earth". If I start the animation in x time I need to make the 1st letter glow in exactly x+9 seconds, then the 2nd letter should glow in x+9+9 seconds.


texts:
The code below throws an

AttributeError: 'bpy_prop_collection' object has no attribute 'link'

How does context.scene.objects.link(loxodrome) look in Blender 2.8?
import bpy

from mathutils import Vector
from math import radians, sin, cos, tan, sqrt, floor

context = bpy.context

def loxodrome_points(spirals, revs, angle_step=10):
    a = 1 / spirals
    degs = floor(360 * revs / 2)
    segs = [radians(d) for d in range(-degs, degs, angle_step)]
    points = []
    for t in segs:
        den = sqrt(1 + a * a * t * t)
        x = cos(t) / den
        y = sin(t) / den
        z = - a * t / den
        l = Vector((x, y, z))
        points.append(l)
    return points

points = loxodrome_points(10, 10)
#loxodrome = bpy.data.objects.get("Loxodrome")
#if loxodrome is None:
if True:
    loxocurve = bpy.data.curves.new("loxo", 'CURVE')
    loxocurve.dimensions = '3D'
    loxocurve.resolution_u = 2
    spline = loxocurve.splines.new('NURBS')
    spline.points.add(count=len(points) - 1)

    for i, bp in enumerate(spline.points):
        x, y, z = points[i]
        bp.co = (x, y, z, 1)

    loxodrome = bpy.data.objects.new("Loxodrome", loxocurve)
    context.scene.objects.link(loxodrome)


texts: How can I easily model an extruded organic shape?

texts:
I am currently seeking help from the blender community to model this:

I've tried almost every tool (including subsurf) but it doesn't look like it

Can anyone show the steps on how to model that shape? I could be grateful if someone helped me

By the way,the top and "butt" (bottom left on the "sides" image) are supposed to be a little rounded and a little low-poly like (maybe both)

It also needs to be fully 3D,not 2d or flat


texts:
Is it possible to add a stroke to a mask created in the Movie Clip Editor?
I've created a mask in a movie clip that I use for blurring parts of a movie clip. I wish to create a thin black line lining/stroking the mask. So in the attached example there would be a black circle around the mask/blurred part.


texts: Why is my Render Image output correct but my Render Animation output is incorrect?

texts:
I made a test scene to develop a workflow for dividing up a Cycles animation into separate render layers, rendering them out and recombining them.

I noticed as I was putting everything back together that the frames from the render layers with masking, that were rendered with Render Animation (Ctrl+F12) have all kinds of inaccuracies where the masking is wrong, but when I re-render the messed up frame with Render Image (F12) the bad frame is suddenly rendered correctly. What is even more perplexing is that the mistakes are not consistent. When I re-render with Render Animation (Ctrl+F12), the errors can appear on different frames and other previously inaccurate frames can get fixed.

I am getting these errors when I Load Factory Settings and then open the scene.

Hopefully someone has some idea why this is occurring and how to fix it.

Below is an example of the Torus in the scene that is on its own render layer. The Torus render layer is configured so that the Cone render layer is enabled in the Render Layers>Mask section. You can clearly see that the Torus render layer output, when rendered from Render Animation, is not correct like the output from Render Image.

https://dl.dropboxusercontent.com/u/6647893/Forum_Help/Render_Layer_Animation_Test2.zip

Open GL Render of Frame 06

Frame 06 rendered incorrectly with Render Animation

Frame 06 rendered correctly with Render Image


texts: Boolean modifier is giving intersection instead of difference

texts:
I cannot get the boolean modifier right in the following file: para3.blend

What I want is to subtract the parabolic shape ("para") from the cube.

The cube is supposed to have some kind of trough after the operation.


texts: How to add details from an image to a model

texts:
I have modelled a tombstone from a reference image.
Pretty happy with the general model, but would like to also model the skull and the wavey lines as you can see in the reference image.
But how would you do it?
I tried to do so by creating vertices one by one but it didn't workout.

I also did some seaming work, but stopped for now.


texts: How to repeat texture across surface (must work in SceneKit/iOS/OS X)

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Let's say I have a texture with 1x1 size, and then a surface with a relative 10x10 size (think floor). How do I make the texture repeat over the surface so that the texture is not stretched over the whole surface, but tiles itself perfectly in the original size 100 times? Using 2.71.

I should add that I will need to use this in SceneKit (iOS/OS X), and thus will export to COLLADA. It must work in SceneKit; not only inside Blender.


texts:
When I export manually I get the full STL but when I try using the Python API I get 1k (ie empty) files.

The code is quite complex (which I'm not a liberty to share at the moment) but its final piece is called Boundary

I execute the following lines of code to export the STL,

bpy.context.scene.objects.active = Boundary
bpy.ops.export_mesh.stl(filepath="C:/Users/User/Documents/Pyticle/Volume Blender/Bob.stl")

I saw some previous questions asking this but they all suggested that the geometry was not selected which is not the case here. That is unless I'm not selecting it properly?

(An aside, a decent NURBS interpreter, that is all)


texts:
Is it possible to bend an existing curve with animation nodes?
I have created curves within animation nodes which are easily adjustable ofcourse.
But I now also have to work with existing curves.

In addition for the comment of Lemon:


texts: Difference between the scale and the size of a light in cycles?

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To adjust the shape of area light in cycles, there is the Scale, or there is size in the light properties.

What is the best way?


texts: How do I draw a parametric column or cylinder with varying radius using python

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I am new to Blender. I have been wondering how to draw a parametric column or cylinder with varying radius using a python script. The radius is a function of cylinder height (polynomial function).
Could anyone provide examples for me to look at? Thank you.

I also wonder if the add_mesh_3d_function_surface.py will help. Thanks.


texts: What's the best topology for hard surface modeling?

texts: The one with no subsurf modifier and using a bevel modifier for edge smoothing or the one with subsurf modifier? Because I hate the way subsurf modifier adding a useless edge loop in a flat surfaces and it is much harder to create a hole in it. So I'm asking any tip for this type of modeling?


texts: What is happening here? Boolean modifier works *almost*

texts:
So I want to hollow out a spheroid.
I redo the normals, extrude inwards, use p to separate the smaller spheroid copy, extrude its faces only outwards, move it into another layer, then use a boolean to subtract this from the original (big) spheroid. You see the result. It works almost.

Why not completely? What am I doing wrong? The smaller sphere's protrusions definitely go fully beyond the bigger sphere on both sides, inside and outside.

Here is the file for download: http://www.pasteall.org/blend/41696


texts: Is there a way to restore the cycles render settings to default?

texts: I need to start afresh. I'm having a problem with alpha transparency and volume scatter.


texts: How to get rid of deformations of poles caused by sub division?

texts: How can I get rid of the weird poles artifacts seen at the nose?


texts: Is MotionBuilder compatible with Blender?

texts: I want to animate a face, a Motion Capture animation. I learned that MotionBuilder is great for doing that. Does MotionBuilder work with Blender?


texts: why hinge is not rotating with the empty

texts:
Any suggestion whats going wrong with the hinge. The top part of the hinge is parent with the empty arrow. And the empty (single arrow) is parented to the (Plain axes) empty. The (Plain axes) empty has limit rotation constraint. Any way to fix this. Thanks
video