texts: MakeHuman model vertex coordinates after retargetting with Mocap?

texts:
I am writing a script which takes makehuman model and bvh files aS input and create animation. i also want to get coordinates of each vertex in image space after rendering, i write this script

for f in range(0,tracking_frames):
                #updating frame number for tracking coordinates of vertices in image space
                bpy.context.scene.frame_set(f)
                pointTracking(curr_scn,person_name+":Body",bpy.data.cameras[0].name,f)

def pointTracking(scene,person_body,scene_camera_name,frame_number):
    # needed to rescale 2d coordinates
    render = scene.render
    res_x = render.resolution_x
    res_y = render.resolution_y

    obj = bpy.data.objects[person_body]
    cam = bpy.data.objects[scene_camera_name]

    # use generator expressions () or list comprehensions []
    total_vg = len(obj.vertex_groups.items())
    #print(total_vg)
    #print("inserting")
    tracking_data = []
    for j in range(total_vg):
            track_per_group = []
            vg_index= j
            vs = [v for v in obj.data.vertices if (vg_index in [vg.group for vg in v.groups])]
            #print(vs)
            vertc = (vert.co for vert in vs)
            coords_2d = [world_to_camera_view(scene, cam, coord) for coord in vertc]
            #print(coords_2d)
            # 2d data printout:
            rnd = lambda i: round(i)
            rnd3 = lambda i: round(i, 3)

            #limit_finder = lambda f: f(coords_2d, key=lambda i: i[2])[2]
            #limits = limit_finder(min), limit_finder(max)
            #limits = [rnd3(d) for d in limits]

            # x, y, d=distance_to_lens
            print('x,y,d')
            print("Vertex_group for:",obj.vertex_groups.items()[j][0])
            track_per_group.append(frame_number)
            track_per_group.append(obj.vertex_groups.items()[j][0])
            for x, y, d in coords_2d:
                track_per_group.append((rnd(res_x*x), rnd(res_y*y), rnd3(d)))
                #print("{},{},{}".format(rnd(res_x*x), rnd(res_y*y), rnd3(d)))
            tracking_data.append(track_per_group)
    with open("Point_tracking_"+bvhName+person_mhx2+".csv","a") as f:
        writer = csv.writer(f)
        writer.writerows(tracking_data)

how to verify that this code is updating locations of vertices after each frame, since when i checked in software itself, the object world matrix does not changes after updating frames because it shows that mhx model is fixed at origin as it was initially therefor locally vertices coordinates are also same after updating each frame.

location after retargetting bvh file changes which is shown in this picture, what i think is that as the mhx model body is fixed and therefore obj.data.vertices[0].co is producing same coordinates for all the frames.

if i did not explained it very clear please let me know! i know its hard to explain for me. Thank you in advanced


texts:
I need to call an operator from bpy. ops in its operator so that the settings menu would also be called.
Here is my operator.
class WEIGHT_OT_w_smooth(bpy.types.Operator):
    bl_idname = "weight.w_smooth"
    bl_label = "WSmooth"

    @classmethod
    def poll(cls, context):
        return context.mode == 'PAINT_WEIGHT'

    def execute(self, context):
        #bpy.ops.weight.empty_undo()
        bpy.ops.object.vertex_group_smooth('INVOKE_DEFAULT')
        return {'FINISHED'}


texts:
I have a mesh of a cubebot with separation between each element. I have used Rigify for the ease of the rig set up, but I only want each bone to control each element that correlates. similar to the behaviour of a lego rig... no bendy max flesher elements. but I Cannot decode the vertex groups and how to assign 0 weight and 1 weight to each part of the mesh... there are DEF-forarm.r and DEF-forarm.r.001 and I don't really understand the whole structure...
I would love for someone to help me with this, as I have scoured the internet looking for answers without much success.
cheers


texts: Creating Realistic Close up Sand Material

texts:
I am trying to create a scene of a close up realistic sand. Here are a couple of photos I found online of real sand, and I would like to create similar result in Blender.

http://flashwallpapers.com/beach-sand-dunes-closeup-wallpapers.html

For the lighting, I will be using a HDRI Environmental Texture. I have tried different ways of creating such a result, but none of them seem to give me a realistic result or a result close to as the photos provided. I tried, using a sand texture with Displacement , Normal, and Gloss Textures. For this case, I got a result that was ok, but it was not good for a close up, which is what I need.I also tried doing it with a particle system, but was unable to achieve the required result.

Could somebody try to help me, and show me how I can create a sand similar to the pictures, close up, and as realistic as possible. Please feel free to use an HDRI environmental texture, since this is what I want to use for my result.


texts:
I'm currently trying out the Smart UV Project function and haven't quite got the hang of it yet. After pressing OK in the Smart UV Project window, the blue loading circle of Windows 10 appears. Blender itself seems to have hung up somehow. The second time I press on the Blender window, I get "No responding" at the top of the window bar of the program and the image becomes "milky".
My question is now: Does Blender continue to work in the background despite "No responding", the blue loading circle and the "milky" picture, and is it worth waiting? If this does not work, what alternative do I have?
And why is there actually no loading bar with this function?


texts: How do I fix the diagonal lines appearing on my imported OBJ file's faces?

texts:
I have an issue with importing .obj files to Blender.
Once object is imported and I got to Edit Mode, the object has weird diagonals on it's surface (I add screenshot). So I can't edit it as a basic box object that is in Blender provided. How do I remove these diagonals and make this object normal one piece object.


texts:
Is there a way to vertically align this too, meaning to remove the space between the rows and make the elements connect?

import bpy

from bpy.props import *
from bpy.types import Operator, Panel

bpy.types.Scene.test = IntProperty()
bpy.types.Scene.test2 = IntProperty()

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        # Create a simple row.
        layout.label(text=" Simple Row:")

        row = layout.row(align=True)
        split = row.split(align=True)
        split.prop(scene, "test")
        row = layout.row(align=True)
        split = row.split(align=True,  percentage=0.7)
        col = split.column(align=True)
        col.prop(scene, "test2")
        col = split.column(align=True)
        col.operator("render.render")

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

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

if __name__ == "__main__":
    register()


texts:
How to change the quality of renders in python and save low quality render output?
Low quality, small size (not default size)


texts:
For you a tricky question : do you know a way to apply negative and positive offsets on different surfaces based on its colors in Blender ?

For this key, the green represents the surfaces without offset. The blue represents the down-facing surfaces where I expect a lack of material, so I would like to do a positive offset on the geometry. Finally, the red represents the up-facing surfaces where I expect a surplus of material, so I would like to do a negative offset on the geometry.

The goal is to 3D print this key and prevent the surplus or lack of material during the print.

Tell me if you have any ideas,

Thank you,

Clement


texts: Transparency of Image Empties not working

texts:
I'm trying to setup my blueprints in Blender, and I've more or less achieved it, but the image empties are not displaying the pictures well.

Edit: I think this picture more clearly describes my problem

What is going on with the rendering?? It's like impossible architecture.


texts: How to place checkboxes in the same row?

texts: Everyone, I want to arrange the checkboxes horizontally like this, what should I do? I tried some methods but it doesn't seem to work


texts: Volumetric shader not showing up in render

texts:
So, I have a problem using the Volumetric shaders in cycles. When I am viewing them in the viewport, they seem to be coming out perfectly fine, whereas when I render them, only the glass surface is visible and no light scattering/absorption occurs.

The Preview in the Viewport

The Rendered Image

(Sorry I have used a very low resolution, but the difference hopefully is clear)

[Edit] You can find my blend file here.


texts: Coming from Max I'm having a really hard time learning Blender (even with the 3dsMax Blender plugin that I activated). I want to reset the scene to default like 3ds Max File -> Reset. How can I do that in Blender, if that's even possible? Not reset preferences, not erase my settings, just reset the scene. Thanks.


texts: Armature Uneven deforming with Modifiers?

texts:
I've had a very vexing issue for some time now and I can't seem to find a fix.

I have an armature set up with a mesh (mostly done) but some parts of the mesh deform entirely out of sync, and this changes depending on which of my modifiers are on. I have two armature modifiers on the mesh, one allowing it to deform, and the other makes the mesh track to the armature properly. Both have vertex groups and envelopes on, and preserve volume. The problem is the spine of this model works perfectly with the one modifier, but completely breaks when i turn on the second one. Without the second, the rest of the armature is very messed up.
I've done the weights manually and have tried several layouts for the weights and the bones themselves, but the problem persists. I've even removed the spine completely and remade it from scratch and it still has the same problem. The rest of the bones behave fine so long as the modifiers are on. I have no idea why it would only be one or the other being messed up, since they are both part of the same structure.

I can try and post some pictures if need be, its just very messy at the moment.

Edit: Never shared on here but lets see if this works


texts: I'd like to draw a mesh on a Nurbs surface

texts:
I am getting started on Blender so this might be a little too basic but I searched for it in both the manual and the forum and I couldn't figure it out. The thing is that I drew some intersecting Nurbs surfaces:

The point is that I would like them to have a mesh or a grid on them so the limit of each surface is more visible. The alternative would be to draw a mesh/grid and shape it this way but I'd like to know if this can be done (easily if possible).
Thank you!


texts: Fire effect looks different when renderd

texts:
Why when looking at the fire in the view port looks better than when its rendered? And if I want the fire just to be static (not an animation) what do I do?I just render it without baking?

Thanks


texts: How can I make this Dodecahedron shaped product?

texts:
I'm trying to recreate this product for a client in Blender.

I really thought it would be a simple project, but I cannot figure it out!
I'm including the blend file here if it helps:

Here's how I got to this point.

I didn't see an easy way to create the Dodecahedron shape so I started with a circle and changed the number of vertices to 5.  I fill that shape in, duplicated it and tried my best to recreate the shape, merging vertices as I went.  I then used the Cast modifier to straighten out my shape and then at each vertices, I created an ico sphere.
I did try a regular sphere and also a sub-d cube, but after those attempts failed I tried an ico sphere.  I then attempted to delete the faces where the bars would connect each sphere, and would try bridge loops to connect the two spheres together.  But the angles I could never get right.  I've also tried mirror modifiers, but it's actually kind of a difficult shape that's hard to mirror and get right.
I then thought I could use the wireframe modifier on the shape and use a boolean modifer to merge with the ico spheres, it just didn't work, or at least isn't professional enough for this project.
I need to make this look as close to the product as possible, including the seams.
Any help is greatly appreciated!
Thank you!


texts: How can I optimize the code to parse lines in a file?

texts:
I have a working importer that needs to handle large data sets ie. thousands of primitives.

When I import a file containing 2500 objects it takes roughly 90 seconds to import. Now if I import the same scene through the obj importer it takes about 10 -15 seconds.

What can I do to optimize this? Here is part of the code below:

    #read each line of the .ssynth file
for line in file:
    if  objCount % 25000 == 0:
        print ("Import progress report: " + str(objCount) + " objects")
        args = line.split()
        argsIndex = 0
        colR = 1
        colB = 1
        colG = 1

    #begin sphere shape. here we import any spheres
    if args[argsIndex] == "s":
        argsIndex += 1
        cx = float(args[argsIndex])
        argsIndex += 1
        cy = float(args[argsIndex])
        argsIndex += 1
        cz = float(args[argsIndex])
        argsIndex += 1
        radius = float(args[argsIndex])
        argsIndex += 1

        colR = float(args[argsIndex])
        argsIndex += 1
        colG = float(args[argsIndex])
        argsIndex += 1
        colB = float(args[argsIndex])
        argsIndex += 1

        # Set the Alpha - maybe we can use this later
        alpha = 1.0

        meshSphere =  bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, size=radius, location=([cx, cy, cz,]))

        #convert rgb values to hex for group naming
        def rgb_to_hex(rgb):
            return '#%02x%02x%02x' % rgb

        # Let's set the Object Color
        bpy.context.object.color = (colR, colG, colB, alpha)
        # Name for grouping
        matName = rgb_to_hex((colR,colG,colB))
        # Add a material slot to each object
        bpy.ops.object.material_slot_add()
        # Find the active material
        bpy.context.object.active_material_index = 0
        # Add that material to the slot of each object
        bpy.context.object.active_material = bpy.data.materials["SSmat"]


texts: How to convert lattice-deformed and bone-controlled eyes to exportable shape keys?

texts:
I have a rigged model of Thwomp that I need to export to Unity. The eyes are animated using an armature and Lattice Deformation modifier. As I understand it, you can't export Lattice deforms to Unity (in fact, even my bones seem to do nothing after import, but that's a different problem). So what I think could be a good alternative is shape keys, but I am having trouble.

Here is my model, a regular Gary Busey:

Here is what the rig can do in Blender. I would like to have the same capabilities in Unity after export:

Here are the objects that make the right eyeball. The right lattice deforms each of the right eyelids and the eyeball itself. I just realized I don't have the eyelids rigged right now but...baby steps:

Here is the armature. You can see that each eye is aligned to a bone that points towards the target. The parent bone may be superfluous but it is there to keep all the bones together. I would like to keep this rig on export. The single target has the desired effect of making Thwomp appear to be leering, but I can also set it at a far distance if I need him to appear less cross-eyed:

I tried to make shape keys for the right eye with the armature and lattice modifiers still active, but I found that I cannot scrub between shape keys after making them. Applying the lattice modifier and de-parenting the armature after the fact does not help. There is only imperceptible movement while scrubbing the values for the shape keys:

Whatever solution I settle on, it needs to use the existing textures and UVs because it took me 2 days (solid days!) to bake all the textures (read: Diffuse, Normal, Roughness) for this model and the eyes were the trickiest part. This is an original [fan]project and I made all the textures myself (not including the concrete texture, which is a free texture from TextureHaven--and I have since altered non-eye textures to match the UV's at a better scale, which was more tedious work):

I don't think ('THINK'!) animating the texture coordinates is an option for a mapping like this and the deformation would probably be too extreme anyway. But I am open to suggestions if your experience says otherwise.

So, recap:

How can I make shape keys for these eyes and retain my armature?
Is there a variation or alternative to shape keys that I have not considered?
Solutions must be viable with Unity

Thank you!

EDIT: I made some shape keys and they look terrible. All of them use a forward looking direction as a basis and they do not blend well together. The more extreme shapes are unnatural in the intermediary blend value even without other shapes being mixed:

How can I get my character rigged properly for my game??


texts: error on file open: numpy f2py CR_BUILD_SYSTEM

texts:
It seems my blender file has some corruption after importing an FBX and am wondering if anyone else has seen the following or knows how to correct.
Upon a subsequent session during file load I get the following errors related to some "CR_BUILD_SYSTEM":

After a while, I get errors like MMB scroll-up zooming out and panning instead of zooming in; View -> Frame-All making all objects disappear;  moving one object  moves many surrounding objects.
If I start with a clean file and append the corrupt file, the error and corruption goes away for a while but eventually returns.   I was able to find one file (rules.py) in the "Blender\2.90\python\lib\site-packages\numpy\f2py" folder if that is any clue.


texts: How do I animate a right-angle triangle inside a circle (hypotenuse of the triangle is the radius of the circle)

texts:
As I move the radius of the circle I need to show the triangle moving showing the right angle moving (on the x-axis).

Basically the three points of the triangle are: the centre of the circle (A), a point in the circumference (B) and one on the x-axis (C) - so that line drawn from B to the x-axis is always perpendicular to the x-axis and remains perpendicular as you move point (B) (or angle CAB from 0 - 180 degrees).

Here a drawing of what I have in mind.


texts: Creating a world background different from the HDRi

texts:
Recently I was trying to figure out the following in Cycles: I was using HDRi file A to light my scene, but I desired to have only HDRi file B visible in the background (i.e. using an HDRi of a daytime field to light the objects in the scene, but seeing a starfield in the background). I've been unable to figure this out—would anybody mind pointing out how this sort of effect could be accomplished?

Thanks in advance!


texts: EnumProperty fill dynamically using callback

texts:
Fellow pythons, greetings. I am trying to create a dynamic Enum property that lists all objects on the scene with a certain custom property. However, whenever a new object is created on the scene (and thus enum is changed automatically including the order of the items in it), it shuffles the values of already selected properties and breaks my whole script workflow. Is there a way to avoid that or use anything else to perform a similar task?

Here is my code:

###############################
## Portal plane
###############################

def GetGroupObjectsReferences(self, context):

    groups = []
    groups.append(('0', "None", "")) # setting a default entry as a first element of our enum

    for obj in bpy.context.scene.objects:
        if obj.WowWMOGroup.Enabled:
            groups.append((obj.name, obj.name, ""))

    return groups

'''
def UpdateFirstGroupObjectReference(self, context):

    if context.object.WowPortalPlane.First == context.object.WowPortalPlane.Second and context.object.WowPortalPlane.First != '0':
        context.object.WowPortalPlane.Second = '0'

def UpdateSecondGroupObjectReference(self, context):

    if context.object.WowPortalPlane.Second == context.object.WowPortalPlane.First and context.object.WowPortalPlane.Second != '0':
        context.object.WowPortalPlane.First = '0'
'''

class WowPortalPlanePanel(bpy.types.Panel):
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"
    bl_label = "Wow Portal Plane"
    bl_options = {'DEFAULT_CLOSED'}

    def draw_header(self, context):
        layout = self.layout
        self.layout.prop(context.object.WowPortalPlane, "Enabled")

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        layout.enabled = context.object.WowPortalPlane.Enabled
        self.layout.prop(context.object.WowPortalPlane, "First")
        self.layout.prop(context.object.WowPortalPlane, "Second")

    @classmethod
    def poll(cls, context):
        return (context.object is not None and context.object.data is not None and isinstance(context.object.data,bpy.types.Mesh))

class WowPortalPlanePropertyGroup(bpy.types.PropertyGroup):
    Enabled = bpy.props.BoolProperty(name="", description="Enable wow WMO group properties")
    First = bpy.props.EnumProperty(items=GetGroupObjectsReferences, name="First group", description="First group")
    Second = bpy.props.EnumProperty(items=GetGroupObjectsReferences, name="Second group", description="Second group")
    PortalID = bpy.props.IntProperty(name="Portal's ID", description="Portal ID")

def RegisterWowPortalPlaneProperties():
    bpy.types.Object.WowPortalPlane = bpy.props.PointerProperty(type=WowPortalPlanePropertyGroup)

def UnregisterWowPortalPlaneProperties():
    bpy.types.Object.WowPortalPlane = None

Thank you in advance for help.


texts: Blender into Roblox studio Faces and Normals problem

texts:
So basically I started a blender model to send into Roblox studio and I have already come across this problem before where parts of the faces don't show up. So eventually I learned to flip the faces so their facing the right way but I've found a new problem that I have asked a lot of people to help and no one has been able to solve it so far. In Roblox studio as you can see there is these triangle shaped holes. Then in blender there is no triangle shaped faces whatsoever. Now I did notice that the inside of the model has the wrong faces but that couldn't affect the model could it? If someone has an answer that would be amazing otherwise rip.

[]2]


texts:
I have a basic circle with lets say 20 vertices.
I then do a ctrl+right click to place a vertex somewhere outside the circle.
I then select the vertex outside the circle, hold shift, select a vertex on the circle and hit f.
And nothing happens.
I can ctrl+right click around and shift select and f lines all day. But can't seem to get the vertex to join the circle with a line.


texts: What shaders should I use to simulate dog fur

texts:
What shaders for hair particles system material should I use tosimulate dog fur like in the picture below.

Thank you.


texts: How to fix no active image found in material slot

texts:
I'm learning the texturing,give color, uv unwrap and baking through tutorial on youtube.

Somehow i got this error "no active image found in material slot"

( link 1: https://imgur.com/a/MBU4OuQ )
( link 2: https://imgur.com/lgtMQfq )

tried to solve it by reading forum but still cannot understand what does it mean by material slot, let alone to fix it.

what did i do wrong? need help.
version used: 2.8


texts: Snapping a randomly oriented face to another randomly orientated face?

texts: for the life of me I cannot find an answer to this seemingly easy operation. In CAD there's this command called "align" where I can simply align points on a polygon to the other points of a polygon, thus perfectly aligning the 2 faces together. However I just simply cannot do that in blender. I have tried snapping with all kinds of options on, changing the normals or the object, resetting the origin point, using different addons (works but very unreliable). I must be missing something very fundamental. A simple example is this: how do I perfectly align the blue face of that triangle tot the blue face of that square? Both are rotated randomly. I want the result to be the triangle over the square, in the square's orientation.


texts: I've made a fluid simulation and it's working exactly how I want. I would like to save the simulation as a shape key-based animation, mostly so I can do another fluid simulation that interacts with the result of the first. I have the fluid cache backed up, so I can keep it separate from the second sim.


texts: How to do line animations that transform into 3d models?

texts:
Dear Blender community,

I'm a 3D artist specialising in 3D modeling and Architecture. For my upcoming architectural 3D films I need artistic constructional animations but I have no idea where to start.

I'm desperately searching for a software that can create this type of animations

• https://vimeo.com/109276484

• https://www.youtube.com/watch?v=JrAujOIJJHE&list=WL

• https://vimeo.com/110243429

Somebody told me that the videos from Vimeo were made with Blender. Can experts confirm this? If it's true, could you pinpoint to some tutorials for beginners?

I have 9 years of professional experience with SketchUp but SketchUp doesn't do animations. I've known about Blender since ages but I was staying away from it because of the unwelcoming and uncomfortable UI and steep learning curve. But there's version 2.8 now and I'm excited to add Blender to my arsenal of programs. I just don't know if it's the right program for this kind of stuff.

Please help, I feel so overwhelmed by this task. I'd be very grateful for any advice or guidance.
Cheers,
Vahe


texts: Parts Of Object Hidden, Cannot Be Sculpted

texts:
When I enter Sculpting mode, I found some vertices cannot not be sculpted.

I switch to edit mode and I found these vertices are hidden (?not sure).
I can press Alt +H to unhide these vertices. But when I switch back to sculpting mode, these vertices still cannot be sculpted.

Switch back to edit mode and this part is still hidden. (like fig.3)
How can I make these vertices available for sculpting?
What kind of function make this situation?


texts: Functions of the Texutre Coordinate Node

texts: I've been looking around, and I haven't found any good explanations on what each of the sockets from the Texture Coordinate Node does.  Can somebody please explain this?


texts:
I'm just wondering if anyone else is missing the options in the physics tab of their Blender program with the new 2.78? It was released yesterday. I knew I should have waited before downloading it...

I've tried scrolling up, but there's absolutely nothing there. At all.

Ideas? Help? Anything?


texts: I have csv catalogue(s) of earthquakes occurring in time and xyz space that can be individually represented as cubes or spheres of differing sizes depending on the earthquake magnitude. I have little experience on Blender/Python and am wondering whether I can learn enough of these subjects in a few days to create a nice 3D visualization of my various date,x,y,z,m, and maybe some other attributes. The appearance of the earthquakes might be additionally accompanied by some sound. No physics required. The earthquakes are in local areas so no spherical surfaces required. I have been attempting to do these displays using two different programs as shown following, but Blender would be vastly better. I am stalled here: existing script I have been able to find for csv import appears to be limited to  3 variables


texts: I have a computer at home with a GTX 1060, and an i5-4460. I use this computer for most of my rendering and 3D modelling. My school issues Chromebooks, which obviously I can't use Blender on. My solution is to use a VNC server on my main computer that I can access from my school Chromebook, so I can work on Blender projects during school. One problem I have is when rendering with GPU, sometimes my VNC server will crash, and I have to physically restart my computer for it to work again. I believe this is because Blender is using too many resources. Is there a way to limit the amount of VRAM blender uses?


texts: It says Report: "Error Selected edges/faces required". It might be because i am working on a metaball that has "Object> Apply> Visual Geometry to Mesh"


texts: Can not open .OBJ file - Permissions Denied

texts:
Similar to THIS question, which has no definitive answer, I am unable to import an .OBJ file into Blender.

As you can see in the photo, the directory that is being held hostage is: C:\\Users\\Fiver\\Desktop.I am not sure why this DIR is even being referenced, as the .exe is being launched from a totally different location, and the .OBJ file is not located in C:\\Users\\Fiver\\Desktop. (why this dir is referenced is strange, and also it is strange that there are TWO backslashes in this path).

The permissions to the file, and its folders are all set to ALLOW, for all users. I can easily open this file with OPEN3D without permissions issues.

Is this a known bug?

Using Blender 2.78 on Windows7 64 bit.


texts: How to run a script with lot of nested loop without crash

texts:
I have a blender python script that I used to produce a lot of different dataset for my machine learning project. The problem that I have is that I use a lot of nested loop to simulate a lot of different scene. This is my full script

import bpy
import os
import glob
from math import pi

scene = bpy.context.scene
directory = '/home/cgal/testimageSFS/Hasil_blender/'
list_ob = '/home/cgal/3d_scans/*.ply'
lampu = bpy.data.objects["RGB"]
lampu_utama = bpy.data.objects["Lamp"]

counter = 0

rgb = {'r':(1,0,0) ,'g': (0,1,0) ,'b' : (0,0,1)}

for img in glob.glob(list_ob):

    #create face object
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.import_mesh.ply(filepath=img)
    obj = bpy.context.selected_objects[0]
    nama = str(counter)
    obj.name = nama

    #modify face
    face = bpy.data.objects[nama]
    face.scale =(0.00001,0.00001,0.00001)
    face.rotation_euler.x = pi/2
    face.location.z = 3.23

    #attach skin
    mat = bpy.data.materials.new(name = "Skin")
    mat.use_nodes = True #Make so it has a node tree

    #Add the vertex color node
    vc = mat.node_tree.nodes.new('ShaderNodeVertexColor')
    #Assign its layer
    vc.layer_name = "Col"
    #Get the shader
    bsdf = mat.node_tree.nodes["Principled BSDF"]
    #Link the vertex color to the shader
    mat.node_tree.links.new( vc.outputs[0], bsdf.inputs[0] )
    face.data.materials.append(mat)
    #take Pic
    for x in range(-10,11,2):
        for y in range(-7,-2,1):
            for z in range(-6,11,2):
                #change center_lamp position
                lampu_utama.location.x = x
                lampu_utama.location.y = y
                lampu_utama.location.z = z
                xs = str(x+10)
                xs = xs.zfill(2)
                zs = str(z+6)
                zs = zs.zfill(2)
                utama_loc =xs + str(y+7) + zs
                for pow in [1000,5000,10000]:
                    #change RGB power
                    lampu.data.energy = pow
                    power = str(pow)
                    power = power.zfill(5)
                    for i in range(-5,6,1):
                        #change RGB light position
                        lampu.location.x = i

                        #take normal picture
                        for ob in scene.objects:
                            if ob.type == 'CAMERA':
                                lampu.hide_render=True
                                bpy.context.scene.camera = ob
                                file = os.path.join(directory,nama+'_'\
                                +'_'+utama_loc+'_'+str(i+5)+'_'+power+'_a' )
                                bpy.context.scene.render.filepath = file
                                bpy.ops.render.render( write_still=True )

                        for n,color in rgb.items():
                            lampu.data.color = color
                            col=n

                            #record RGB
                            for ob in scene.objects:
                                if ob.type == 'CAMERA':
                                    lampu.hide_render = False
                                    bpy.context.scene.camera = ob
                                    file = os.path.join(directory,nama+'_'\
                                    +'_'+utama_loc+'_'+ str(i+5)+'_'+power+'_'+col )
                                    bpy.context.scene.render.filepath = file
                                    bpy.ops.render.render( write_still=True )

    #delete face object
    bpy.data.objects[nama].select_set(True)
    bpy.ops.object.delete()
    counter=counter+1
    break

The problem is I keep having my PC freeze at some point (not fixed sometimes in 6 min sometimes in 7 min) even when I run the script without GUI, this is the command that I used blender myscene.blend --background --python myscript.py. So is there any solution to fix this besides reducing the number of possible scene on my script? Thank you

My PC specs :
ubuntu 18.04
i7 3770
gtx 1080ti
16 GB of RAM

Full blend file

link to one of .ply I used :
download here


texts: How to animate a mask with interval steps and not consecutive flow animation

texts:
I'm animating a mask using the screw modifier and Boolean. but as the mask starts to reveal the LED lights, because its a consecutive flow animation, it's revealing bit by bit the LEDs, rather than one full LED at a time. How can I make the LEDs animate one at a time as the goes around revealing the LEDs.
https://streamable.com/1hwbei


texts: How to make a Particle System follow a Cloth Simulation?

texts:
I've been looking all over the internet and can't seem to find an answer. I'm sorry if this is a really dumb question, but how do I make a Particle System follow a Cloth:

How do I make it so that the rainbow colored particles follow the rainbow colored cloth instead of staying in one spot?


texts:
how can I set se normal angle of an edge, to make it soft, hard or something inbetween?? (without beveling, withou more geometry)

I do it in maya selecting the edge ...menu/mesh display/set normal angle...

or just selecting ...menu/mesh display/hard edge


texts: How Can I make the Camera follow an object but with a delay?

texts: I can get the camera to follow the object when it moves, but I would like the camera to be delayed so it moves slightly after the object moves, instead of that ridged movement where it all moves at the same time.


texts: I would like to animate my earth model by rotating it around an axis to be able to see all sides of it during the animation. I can't seem to figure it out. I would appreciate any help, as this is a project for my 3D animation class. Thanks! You can get the file here.


texts: Why does rigify generate my rig so small?

texts:
I'm a beginner with Blender, I'm trying to use it to create some basic 3d character models for my program. I'm trying to use the plugin rigify to generate a rig to create animations for my character. I add a Human (Meta-rig) armature then scale it/move it to match my mesh. However, when I hit "generate" to create the rig, I get the following:

As you can see, the actual generated rig is way to small and burred within the model. Why is this happening and how can I fix it?

Note: My object is at 0, 0, 0 and scaled 1, 1, 1.


texts: How can I catch Rigid Bodies using a Cloth in Blender 2.83?

texts:
The Problem
So far I have not been able to perform a Rigid Body simulation on one object and a Cloth simulation on the other and have them interact with each other simultaneously.
The effect I want to that of several objects falling into a net in a realistic way.
Successful Simulations:

Drop a subdivided plane with Cloth enabled onto another mesh with collision enabled.
Animate a Rigid Body with "Passive" and "Animated" enabled into a Cloth plane with the corners pinned.

Other Methods Tried:

What is the easiest way to simulate trampoline?
How to make cloth 'catch' a falling object, slowing its fall?
Creating a Soft Body Surface that Responds to Different Masses of a Rigid Body Object

Is it Possible?
I would've thought that this was quite a common use case, however, the fact that I have been unable thus far, to find an exact guide on how to approach this problem, I'm beginning to think that it may not be possible to simulate the two entities together.


texts:
I have a pretty consistent problem every time I model a character and I feel like its largely to do with the topology.

The amount of faces is different on the other side which gives me the impression that if I were to extrude the legs then the number of faces would be uneven for the two sides.
Are there any tips on topology for future reference? I've been a blender user for years but I could never find the modelling technique that suits me best - I tried modelling from a cube but that only meant I'm restricted to the amount of faces that I subdivided it with.
I also attempted to model using a reference and using planes to surround the drawing, which gave me this weird problem. The faces get really small behind the head so when I model the torso the faces get even smaller.


texts: My rotation driver variable loses a value greater than 180 degrees

texts:
I am trying to use the axis of rotation of a bone in a driver variable.
By the way, there is a problem when the rotation value is greater than 180 degrees.

For example, the transform displays -207, but the driver variable value displays 153.
I want to use -207, not 153.
I tried different Euler axes and quaternion as rotation options, but it didn't work.

How can I use a value greater than 180 degrees in the driver?

Thank you in advance.


texts: Previewing single lights in blender (cycles)

texts:
I am looking for a way to quickly disable all but one emission source on a scene to gauge how much of an impact it is on the overall scene.

I can hide other light emitting objects and change environment to black and then unhide all but what I'm looking for is a single shortcut. Like for example, Ctrl+Shift+Click on a node will preview just the node (with the Node Wrangler addon). I'd like to be able to click/shortcut on an object and have only its emission shown.


texts: I have this orange glow in my render and I want to get rid. of that and just keep the orange bals without the glow how can I do this? (you can see the glow in the middle of the picture)


texts: How can I view a cross section of 3D objects?

texts:
I'm looking to view 3D objects by using / adjusting cross sections is there an option to do this in Blender 2.83?
Something like this:

Most information I've seen seems overly complex https://youtu.be/JAzlC3VZDfw


texts: How can I make my cloth sim show tight folds?

texts:
I'm trying to achieve visuals like the following:

Unfortunately, this is the best I've got so far...

I'm using the 'pinning with hooks' method seen halfway down this page - I'd let the cloth drape itself naturally over the figure (which looks pretty close to my target!), but I want to have the objects below the membrane to rotate and move. Hence the pinning.
If there's anybody out there with experience on tight cloth folds, I'd really appreciate some notes.


texts: Does blender have useful skinning tools?

texts:
I come from maya, and I'm used to several skinning tools that are quite useful, such as mirror skin weights on command, use a spread sheet to see all the weights of each vertex, copy skin weights between meshes, prune small weights, remove unused influences, etc...

I'm starting to rig in blender and so far the skinning process has been tedious and boring, compared to maya.

Is there any addon that helps with the skinning when rigging? Or is there a tab with skinning options in blender?


texts: How to fold a disk into a cylinder while the edge are touching

texts: I am really new to blender and I am looking to do modeling. How I can show a circular disk folds into becoming a hollow cylinder?


texts: Smooth part of mesh geometry / subsurf only faces on one side

texts:
This is very specific task as I can see here.
The picture:
Need to make this selected part more smooth, better use subsurf with detached frame part, as you can see it. And mark upper and lower edges sharp to not be REALLY round. But the problem, it will be round anyway and also very much deformed quads all over the place.

What directly required is to add more transverse edges at selected area and move it to form more smooth surface. It only will make more same tris as you can see, but less long. Btw this element also requires smoothing upper edges row at both sides. And what is the thing, no modifier can do that. Catmull-Clark is pure mess of different shaped surface everytime.

And right here you gonna see wrong smoothing even with auxiliary edges.
Can you help me?


texts: I'm building a color ID baker and I'd like to access the margin slider on my addon. I've looked in the API and gone through numerous attempts, but I can't quite figure out the python command to change it, much less implement it elsewhere.


texts: What does this orange collection instances mean in the side panel

texts: They are emptys, but look like mesh unable to translate or rotate.


texts: How can a Diffuse material not be effected by light?

texts:
I downloaded a model from blendswap.com and when I rendered it I got this -

The scene is made up of: the model, plane, hdr map and hemi lamp that is lighting the object. As you can see, the ground plane is not effected by the light. Its node setup is this -

Why is the plane not effected by the light? I even replaced it with other lamps but the effect is the same. Why? How is that done?


texts:
How to know which object is using a material.

I know that a material is used 4 time -> picture under:

I'm searching a solution with python and I'm blocked here :

bpy.data.materials['Y.000a'].users

But this function only return the number of users and not the name.

Of course the solutions, that I'm searching for, doesn't have to obligatory use python.


texts: Create Realistic Lips Without Sculpting Them From Scratch?

texts:
so far I've gotten pretty far in my character creation process and I've managed to create everything on my character without having to sculpt anything from scratch. It's a realistic-looking character and so far he looks pretty decent with procedural shirt and pants textures, procedural leather, a procedural face pore texture, and for the wrinkles in the clothing, I didn't sculpt them from scratch. I created the wrinkles in the clothing with the Blender sewing system, then, I only sculpted out imperfections and cleaned up stuff.

I feel like after all this work I've reached a stumbling block and that's the lips on my character's face. Is there some sort of maybe combination of procedural texture + real-life texture I can use to create the lips from scratch without sculpting? I tried to take pictures of my own lips and create a sculpting brush using the anchor sculpt tool, and it ALMOST looks okay but not really (I created my own brushes for my characters' hands and they turned out pretty nice). I took the lips pictures with my 1080P Panasonic G6 camera and I'm afraid maybe the quality isn't good enough? I also tried texture painting my lips, but the quality was too poor for it to look good.

How can I create realistic lips from scratch without sculpting and without downloading someone else's lips texture from the internet? I've gotten this far without doing anything like that and I'd like to keep it that way. I'm not looking to create a 100% realistic lips texture just something that looks good enough if I angle the lights in the right places for photos and videos. Thanks in advance for any ideas.


texts: How to make a skewed orthographic perspective camera?

texts:
is it possible to have a skewed orthogonal perspective camera?
I want to make a perspective like in the old ultima games where the x and y axis are aligned with the screen and the z axis is at a 45 degree angle.
Essentially the same question has been asked before here: How can I get a cabinet projection camera?
However sadly I can't use the proposed solutions there.
I cannot shear the image after rendering because I need the image to be pixel perfect.
Also I cannot transform the rendered model because that will mess with the lighting.
Ideally, I'd like to be able to enter the view transform matrix of the camera directly myself. Can this be done somehow, maybe via scripting?


texts: My texture doesn't apply on a surface but does on an other

texts:
My problem is a bit curious ! I've got 2 simple planes. And on them I apply a texture, exactly the same. But on one of them, the texture is not showing. Can you explain me why ?
One precision : the surface in which the texture is not apply is an import of Sketchup, but I flattened it to have a very simple plane, I recalculate normal, I verified there is no double faces... so I don't understand why I have this problem.
Thx for your help !


texts: How do you delete specific objects without deleting everything?

texts:
I'm sorry for asking such a simple question, but I'm new to Blender, and even after much research I couldn't find a solution to this problem.

When I try to delete a specific unneeded object in object mode, all of the objects I entered get removed. How can I get rid of the unneeded object without getting rid of the vital ones?


texts: Why does my text object look weird along its edge?

texts:
I am new to blender, and after I created a text object, I found it had a black material along its edge.

Here is view display and render display, which shows the problem. I don't know understand what is causing this. It looks unrealistic and bad—is there any way to beautify it?


texts:
I get this weird normal map when I bake from high poly sculpt to lower poly retopologized mesh created with Retopoflow 2.0.
No area or angle stretch is present in those areas so I have no idea what the cause might be.
Has anybody experienced this before?

Thanks


texts: Creating a character to do an animation but have been very unsuccessful in getting clothes to act like they are on the character. Created him in Make Human. Exported with just s shirt on so I could use that to make his robe/gown. Copied shirt and created gown. Tried many videos and even though none were that similar to mine I tried them all and it partially works when gimbal moves. Anyone else make and rig clothes in similar manner?


texts: I want to copy animation data but I don't want to use CTRL+L, how can I do that?

texts: I have a dozen objects in my scene right now. I have one of them moving along the Z axis. I want to copy that movement to the other objects. Right now I'm being told I should use CTRL+L to link animation data from the one object to the rest. However, I later want to be able to manipulate the individual objects further, but when I do that, it copies that change to all of the objects, because their animation data is linked. How can I copy the keyframes from one object to many others without using the Link Animation Data command so that I can manipulate them individually after that?


texts:
Wow, I got excited when I finally gave up and got help with this problem. I found the exact solution on a previous post:

The question was how to keep the shadow of an object in one layer from being casted onto another object in another layer. I wanted to keep the shadow of layer two from casting onto the object in layer one, so I figured it would be done as so:

The problem is that it did't work. I've spent hours trying to select every possible combo of buttons and scouring the web and I can't get it. I need to quit being like a stubborn mule sometimes and know when to get help. Any of which would be much appresh.


texts: Navigation gizmo missing after loading a file

texts:
I am using Blender 2.82a on Mac, and it seems every time I open this particular file, my navigation gizmo (viewport top right) along with the zoom, pan, and camera buttons that are usually below it are missing!

I have tried to Load Factory Settings, and they reappear in the new and empty file. But whenever I return to my Blender file they remain missing!

Not sure if it's a stupid question, and in reality it's just a hot-key that I may have accidentally pressed, but I am new to Blender and would really love the help with this!

Please and thank you!


texts: Nonuniform Moving of Vertices of Meshes Along Local Normals

texts:
I have a 3D surface with N vetrices and M faces. I also have independent numpy arrays for face normals, n, vertices coordinates, V, and the triangulation of the vertices in F.

For each vertex, I also have a function, f(iVertex) = h_i that defines how much the vertex should move along the local normal, which can be outward (positive h_i values) or inward (negative h_i values). In other words, displacing the vertices along the local normal are not uniform and is different from vertex to vertex according to the function f(iVertex).

The closest solution I found was posted here. However, I don't want my surface to get disintegrated and I want the faces to remain connected even after displacing the vertices. How can I move the vertices based on f efficiently in Blender using Python without disassembling the faces?


texts: Pipette brightens the color in texture painter - Blender 2.8 Beta

texts:
Pipette brightens the color in texture painter.

How to replicate:

Go into texture paint mode.
Select fill tool.
Select a color e.g.: R: 0.250 G: 0.150 B: 0.070.
Select Blend mode Mix.
Fill the mesh.
Go back to fill tool, click the color and click the Pipette.
Pipette your colored texture and it will become a brighter color e.g: R: 0.277 G: 0.156 B: 0.071.
When filling with this brighter color it visibly brightens the texture, and when using pipette again it increases in brightness again.

I was expecting it to retain the same color (R: 0.250 G: 0.150 B: 0.070).

Before pic:

After pic:

Is this a bug or am I using an incorrect mode?


texts: How can I make "planetary gravity" or such in the game engine?

texts: I want to make a space game where you launch a satellite and see how far you can get it using "gravitational slingshots" (using planets to have your satellite orbit the planet for a short period of time, and then break out and slingshot around another planet or star). I have tried to use a few python scripts to make objects have gravity, but none of them are working. If any of you knows of a code that works well, please tell me. Thanks!


texts: Cant apply texture to object because it is missing UV coordinates

texts:
I have this simulation of rope (made with gravity rope).
when I try to apply complex texture to it via Keyshot- I get the error that the texture can not be applied because there are no UV Coordinates.
It seems like the deformable meshes that are exported are exported without UV coordinates- even though UV is selected when exporting
any advise on how to export the Alembic file with UV coordinates is much appreciated.
here is a link to the file
https://www.dropbox.com/s/r4o7buvql748ps0/rope%20test%205.blend?dl=0
thanks!!


texts: Why does the measurement tool not snap to vertices?

texts:
I want to now the width of an edge. So I tried to use the measurement tool and select two vertices. But to my surprise this it did not snap. Why doesn't the measurement tool snap to the vertices when I enable the snapping to vertices option?
Se also:
https://youtu.be/aIFSPqxgq0s


texts: I'm trying to figure out how to move the 3D view header to the bottom.  It used to be at the bottom by default in version 2.79, but now it's the other way around.  Could someone show me how to move it?


texts: How to animate, while switching though objects

texts: In Mario Odyssey, The characters eye's are too difficult of a shape to do regular eyeball topology. So they rely on a plane that is Iris/Pupil like. But sense The eyeball can't be rigged, sense the eye's are a oblong shape. They use a verity of other object's to do the blinking. But my question is how does one animate such a complex eye. I'm referencing this Luigi model from Mario Odyssey. Nintendo Switch - Super Mario Odyssey - Luigi I have all the eye object's for blinking. but I don't know how to set this up for animation.


texts: How should i go with modeling this pistol grip piece?

texts: im trying to make this pistol grip or at least somewhat resemble this.


texts: How to refresh mesh after changing vertex groups in Python?

texts:
I've written a Python add-on that modifies vertex groups in weight paint mode.

The add-on successfully completes its task, but afterwards Blender's 3D view (with bone heat colors in weight paint mode) still shows the old weights (even if I rotate the view etc.).

Switching once to edit mode and back (or to object mode and back) will update the displayed mesh.

Is there a method I need to call in order to update the displayed mesh?
Something akin to bmesh.update_edit_mesh() in edit mode?

Full add-in code here, if needed:
https://devel.nuclex.org/framework/svn/blender/trunk/normalize-weights-subset.py


texts: Write cycles material node output to image file

texts: How can I write output of a Node/Node Group in Cycles Render to the file (PNG or something else)? I saw a special File Output Node, but I can't find in Search ShiftA).


texts: Texture Paint, problem encounter every time I reopen my blender file

texts:
I am still quite new to blender texture paint, and I have been following a tutorial on how to texture paint with layer. The problem I'm encountering here is every time I close and reopen my blender file the texture paint looks complete off(I have double check and save all image before closing).
An image before I close my blender(Apologies for the amateurish painting, I have been trying to solve and pinpoint the problem through retracing my steps)

Here, is the image after I close and reopen blender, as you can see the stroke end up with a "water-stained" outline.

My node set up  for the texture paint.

I'm really confuse on what is causing the problem, or is this method which require the artist to finish everything in one go. An advise to fix this problem is greatly appreciated.
*Edited:
Not sure if this is important information, but this is the setting that I using when creating the "layer" for image texture.


texts: Size of fluid increasing with no understandable reasons

texts:
Initial volume:

After rotating, size of fluid became bigger:


texts: Blender 2.8 How do i make objects with Render View disabled to not be visible on Viewport / OpenGL Rendering?

texts:
I have some objects which i do not want to be disible on the Viewport nor the OpenGL rendering previews, back in 2.79 it worked just fine by disabling render view on the outliner and enabling the 'only render' box on the right side pannel (the one you view with N on 2.79)
and now in 2.8 there's the 'hide overlays' option but it doesn't hide those objects anymore.

is there a way to get the same result in 2.8??


texts: How to animate an object rotating on its own axis?

texts: I want to animate a planet spinning on a slight tilt, like the earth does. I want to use a generator (in the graph editor) to have consistent, procedural motion, but animating any single axis of rotation uses global coordinates. How can I achieve this effect?


texts: Render with CLI and **then** save image with python command

texts:
I have this need: render with command line, with "-o" output option active, and then send a "-P" command, where into the python script I want to save again the image rendered.

So, here what I came with in a Windows batch file:

blender.exe -b "myFile.blend" -o "/outputPath/image##" -f %framenumber% -F EXR -x 1 -P pysave.py

And this works as expected. The pysave.py file on the other hand, doesn't work at all. Here's what it looks like:

import os
import bpy

filename = bpy.path.basename(bpy.data.filepath)
filename = os.path.splitext(filename)[0]
filepath = bpy.path.abspath('//')
fileoutput = filepath + filename

# if filename:
    # bpy.context.scene.render.filepath = filepath + filename)

Scenename = 'Scene'
img = bpy.data.images[0]

bpy.data.scenes[Scenename].render.image_settings.file_format = 'TIFF'
bpy.data.scenes[Scenename].render.image_settings.color_mode = 'RGB'
bpy.data.scenes[Scenename].render.image_settings.color_depth = '16'
bpy.data.scenes[Scenename].render.filepath = fileoutput
img.save_render(fileoutput)

bpy.data.scenes[Scenename].render.image_settings.file_format = 'JPEG'
img.save_render(fileoutput)

As you can see, I'd like to save an EXR via CLI (so i can take advantage of the placeholder / no overwrite feature) and then a TIFF and a JPEG in the same location. But nothing comes out.

How should I do? Thanks in advance...


texts: How do I move bones relative to global position rather than its parent?

texts:
Is there any way I can transform my bone in pose mode relative to the world instead of what it inherited from it's parent in Edit mode?  When I try to do absolute transformations (see red arrow in image), I'd like to zero out everything and have the bone move to 0, 0, 0., but if I zero the transformation it's only relative to parent.

Alternatively, I could use a way to stop a bone from inheriting the move a parent makes between Edit mode and Pose mode.  I already know about dis-selecting "inherit rotation" and "inherit scale" but I still need my bone to inherit those things, just not the move from edit to pose.

For background, I'm taking already created models that have already had their pose and edit positions created, and I'm just trying to modify/add to them.

Oh, and one other way I could solve my problem is if I could parent my bone in Pose mode instead of Edit mode.


texts:
.blend file
Why is the shrinkwrap not applied?
Tutorial: grow faces over single axis
From:

To:


texts: Improving AA in Cycles / Removing jaggies

texts:
I am noticing quite some jaggy edges in my renders. I don't see AA options when using Cycles. Increasing the samples only seems to reduce noise.
The images show the problem areas marked. They are using different sample settings, but the edges are exactly the same.
You might have to download and zoom in to see better.
With "samples" i am referring to the samples in the properties window of the render tab (properties->render->sampling). First picture was using 24 with "square samples" checked, second one was using 300 samples.

Here is a zoomed version, 200%


texts: How to properly import an obj with all materials and textures using python?

texts:
I'm just about to import an .obj mesh to Blender and render it all by using a python script.

There are three files: .obj, .mtl and an image texture. I've checked the three files and confirmed they are in correct formats. I tried to manually import it to Blender and everything works well.

However when I use bpy.ops.import_scene.obj to import the mesh, even I set filter_glob="*.obj;*.mtl", the render result has no material as well as no texture applied.

Q: I would like to know whether I need to set any additional parameter to make it work...?


texts: How can I increase the amount of frames, but replicate the flip fluids simulation exactly?

texts: I made flip fluids simulation where an object falls into water and makes an interesting looking splash. The simulation is 30 frames long. The objects motion is controlled by key frames one of which is on frame 1 and the other of which is on frame 30. The fps is set to 60 in both blender settings and flip fluids settings. To increase the amount of frames and make it slow motion, I set the animation to 450 frames, moved the second key frame of the falling object to frame 450, and changed the fps to 900 in both blender settings and flip fluids settings. From what I understand, that should produce the exact same mesh in both simulations. The same mesh on frame 30 in the first simulation and on frame 450 in the second simulation. However, the second simulation does not appear the same and instead it is very uneventful since it barely produces any splash at all. So how can I increase the amount of frames, but replicate the simulation exactly?


texts: Array modifier is scaling objects for seemingly no reason

texts:
I'm somewhat new to blender (I've been using it for a few months but am still not fully comfortable with it). I'm trying to take a cylinder and duplicate it around an origin in a circular shape. I'm trying to get it to look something like this:

I looked up some tutorials on this, and they said to put an empty at the center of the rotation, and add an array modifier to the cylinder with "Object Offset" set to the empty. I did that, and instead of rotating around, the cylinders are getting scaled (it looks exponential). I'm not sure why this is happening. It's happened before but I wrote it off as some bad modifiers I applied earlier. But this is simply a cylinder and an empty. A screenshot of my setup and results is below:

It's kind of hard to see, but the empty is at the origin of the grid, inside the second smallest cylinder. The really small, thin cylinder is the one to which the modifier has been applied. Thanks!


texts:
When using the Video Editor mode of Blender 2.82 (I have not used other modes) I get 1-3 FPS max when previewing the video. My processor, GPU and RAM are all no where near maxed out: GPU is at 5%, processor at 30%, RAM around 3 GB out of 8 GB. I can run any game that I download, including heavy games like Assassin's Creedy Odyssey so while my computer has it's limitations, 3 FPS doesn't feel like the ceiling. When I actually render video (not just preview) I ALWAYS get 0.3s to render a frame, regardless of the changes made. There's also a huge lag when dragging videos along the timeline, the actual drag animation lags by up to 5 seconds sometimes.

What I've done:

I've gone into Preferences and increased Sequencer Cache Limit to 8 GB, but the ram is still not fully utilized.
I've set system to use OpenCL and use my AMD 5600 XT graphics card, and I've gone to Render Properties and set the Render Engine to Cycles with the supported feature set, GPU compute mode. I've changed tile sizes, experimenting with 1 tile / frame, and using auto tile size. I've used the Eevee render engine as well. All of these changes have absolutely no effect: I still get 1 frame per 0.3 s.
I've installed the latest drivers for my graphics card.
I've observed my GPU usage from AMD Radeon software: so I know my GPU is actually at 5%.

These are all of the suggestions I've seen, and none of them have done anything for me whatsoever. Obviously with free software you're going to experience problems but I don't think it should be unusable on a relatively expensive computer.

As an additional experiment, I've noticed that if I just load a video in on it's own, and do absolutely nothing to the video, I start with about 18 FPS for under a second and then drop to around 4 FPS for the rest of the preview. The bottom line is that's still way too few frames without anything being maxed out. What settings can I change to resolve this?


texts:
I have just received my new Linux computer, I am coming from MAC background and I am having a few problems.

I have a AMD 3970X with Nvidia 2080Ti with 64Gbs Ram but my system lags and Blender crashes.

I am having better results from CPU cycles rendering than with GPU. When I choose to work with both in the system preferences, Blender crashes all the time, my 2013 old iMac did better than this.

What am I doing wrong? Must I install something in Linux to make it work?
I am using the Arcolinux distro


texts: How to merge hairlocks into single mesh and sculpt it?

texts:
So, I've tried to make hair using curves and I want to merge them so overall shape looks more smooth.
I tried to sculpt it but blender just doesn't allow me to go to Sculpting Mode.
Is it possible to do at all?
This is how it looks like now.

This is the result I'm trying to achieve.
I drew the outline to help you better understand what I'm trying to say.


texts: I've been struggling on importing models in blender because most of the models that I imported are like this. How do I fix them. Any help will be Appreciated.


texts: Rotating texture in node mapping make texture gone after rotate more than 90°

texts:
I am rather new on blender, in this case i was making an eyeball
i want to combine transparent and glossy shader and in the last step i need to rotate the texture to make the transparent side facing front/ the iris but whenever i try to rotate the texture using node mapping color ramp in y axis,
my texture gone when i rotate it after a certain degree its like having a wrong rotation pivot or something and make me unable to rotate the transparent side reaching the front
here is the screenshot :

blend file : http://pasteall.org/blend/index.php?id=52047

Thankyou and sorry if my explanation isnt clear enough


texts: How to know the size of a Text object with Python?

texts:
I am trying to measure a Text Object with Python, but I am getting discrepancies when I run my code in the Blender Python Console and then in the Text Editor (with output to the System Console).
My code is as follows:
import bpy

# Create text object
obj = bpy.ops.object.text_add(location=(0,0,0))

# Set the text
bpy.context.active_object.data.body = "Hello World!"

# Find the text size (try with two methods)
dimensions1 = bpy.context.active_object.dimensions
print(dimensions1)

dimensions2 = bpy.context.object.dimensions
print(dimensions2)

If I run this code from the Blender Console I get the following object in the viewport (measured to be like 5.3 m in the x direction, with the Measure tool, as shown):

And the Blender Console reports the correct size as a result (5.3160 in the x direction):
<Vector (5.3160, 0.7000, 0.0000)>
<Vector (5.3160, 0.7000, 0.0000)>

But if I run the very same code from the Text Editor, which reports the results to the system console the size reported in the System Console is quite different:
<Vector (1.8980, 0.6910, 0.0000)>
<Vector (1.8980, 0.6910, 0.0000)>

Yet the object in the viewport is keeps the same size as the first one (5.3 m)!?

Am I doing something wrong?
Why one method gives the correct result (5.3 m) and the other not (1.89 m)?
Why the mismatch between the results?
Can you reproduce these results on your computers?

Thanks in advance for your ideas.
(I am using Blender 2.83.0 on Mac OS 10.13.6).


texts: Why is it rendering twice before I get the final rendering?

texts: Is that normal? The last time I checked it, it was near 100% rendering, now it's at 4% as you can see. Why is it starting again?


texts: Can I use the OptiX AI-Accelerated Denoiser for rendering animations?

texts: Can I use the OptiX AI-Accelerated Denoiser for rendering? I can only find it for viewport denoising, not for denoising a render. How do I enable the OptiX AI-Accelerated Denoiser for rendering, and can I use it for rendering character animations?


texts: how to programatically color an arbitrarily large number of faces

texts:
I've got a bit of a puzzler here

I am using blender to import 3d plots that I generate using a 3d graphic utility. What I want is for the blender objects that I create to have a perfect radius, so that they seem like continuous lines with a given linewidth.

So, the most natural way I have found to do that is to import my XYZ points, connect them with edges into a mesh, then convert the mesh to a curve, and set the curves bevel depth, then set the shading to smooth. So, this produces a beautiful line-like object, whose cross-section is always a perfect circle around the line that I want created. The overall effect is to generate something that looks like a 3d line graph

OK- so far, so good. Here's the tricky bit. The next step is that I want to be able to color the graph in a programmatic way. that is, I want to be able to import an RGB or HSV value with each vertex, and have blender color the 3d-line segment that comes out of that vertex with that RGB color. The issue is that, as far as I know, there is no "faces" that I can select to color in the curve object. That would suggest that I could convert it back to a mesh, at which point, the new mesh would be of the appropriate shape, but all the vertices and faces would be tough to ID.

One thing I tried was to import each 2-vertex line segment as independent meshes, then convert each to curves, then color each of the 10000 little curves differently to produce the illusion of a smoothly changing color scheme. This technically works, but since blender has to create maybe 10000 independent objects, it takes a prohibitively long time.

Another thought I had is to generate custom X3d files myself, but the issue there is that the actual "making the line 3d" part actually happens in blender, when I convert the mesh to a curve and use the bevel tool. All that actually comes out of my 3d graphing utility is a series of xyz points corresponding to the vertices that connect up my line.

most recently, what I did was figure out how many vertices are generated given a specific bevel-resolution from the curve that I'm converting from, then I generated a program that "knew" that, say, faces 1-10 would correspond to the line segment that would have joined the first two vertices from my original x-y-z euler points. this actually worked perfectly, if a bit slowly, but I have again run into a problem-- it seems that blender only allows about 32000 materials, but I often have millions of faces that I want to programatically color. So, is there any property that faces have that would allow me to directly set the their RGB value without having to resort to adding new materials? (thus allowing me to circumvent the limit)


texts: Snap vertices to grid on some objects in my model is broken. How can I fix them

texts:
I am working in blender 2.91.2 and I have a model that I want to snap its vertices to the grid want to make it ready for pixel art textures.
The character is made up of blocky objects and some of them have vertices that properly snap to the grid, but most of them snap to seemingly random positions if at all.
Take for example, the head and the neck here, the head's vertices snapped into position correctly, but in this screenshot, the only place the selected face on the neck will snap to that is remotely close to being flush with the head is here. It is like it is on some completely different grid. But when I drag it around with ctrl held, it doesn't even snap for most of the space that I drag it through.
Any ideas what is wrong?


texts:
I am learning blender and I would like to simulate a particle system. I have successfully done that with single colored particles. I am not sure how to change the color of the particles in equal interval. For ex, I want the particles to start with red color and after few frames change to green color and then back to red and vice versa for the entire lifetime.
I am not sure of what nodes to play with. Some help is much appreciated.


texts: How to average UV maps between multiple Blend Files

texts:
Blender has this very usefull function "Average Islands Scale" for UV maps. I would need the same option to apply a Global UV Scale, e.g. a 1x1 plane's uv map would have the same dimensions across multiple (complex) Objects and Blend files. Is that possible somehow?

Still looking for a usable workflow. Even an option to have somewhat equal scales across multiple Objects within a single Blendfile would be better then nothing.


texts: What are the differences between lamps in Cycles and Blender Internal?

texts:
I've noticed that if I have an existing scene setup for Blender Internal and I switch to cycles, the lighting is completely off. I sometimes have had to start a new scene and import the models I want from the previous scene to get the lighting to work.
What is different in the way they work?


texts:
I have successfully enabled the experimental OpenCL support and my scene (surprisingly) renders fine, without any crashes or artifacts.

My setup consists of two AMD cards and an Intel CPU. Choosing either card as a GPU Compute device works fine. Enabling all devices together also works, but (presumably due to different cycles feature set supported) some tiles are differently lit. Moreover, the render is slower, as for some reason the GPU's wait for the CPU to finish before going on to the next tile.

The question is, is there a way to enable both GPU's but not the CPU as a compute device?


texts:
I have been working on character modeling for the first time, having done static objects for some time, and have run into an issue. I created the hands and feet separately of the rest of the model, then connected them, but at the wrists and ankles I am getting odd distortion, as pictured. I've already eliminated N-Gons, converting them to tris, and flipped normals, but nothing seems to work to eliminate the distortion. I cannot identify why this is present, or how to remedy it. Any explanation or fixes?

Recalculating mormals fixes it locally, but just shifts the problem to another, nearby part of the model.


texts:
New blenderer here,
I have 2.9.1 and have downloaded https://blendswap.com/blend/20195, a free set of rock brushes.  When I append the .blend file, it does not contain a brushes folder (it does have freestylelinestyle, image, light, material, mesh, object, scene, texture and world).  I know there is supposed to be a brushes folder because when I first downloaded it, there was one.
I have downloaded the file again (twice) and reinstalled blender, but it can't find brush folders now in anything I download now, even different free brush sets.
And suggestions?
EDIT:  just to close the loop on this in case someone else has the problem, I had to reinstall 2.8.2.  The brushes folder would not appear in 2.8.3 or any version of 2.9


texts: How to force the update of a property in python?

texts:
I'm writing a function that should return the frame when a field reaches a certain value in the property window.

To be more specific here the function:

def getFrameFromPercentagePosition(context, pCurveObject, pPercentagePosition):
    context.scene.frame_current = 1
    while pCurveObject.data.bevel_factor_end < pPercentagePosition:
        context.scene.update()
        context.scene.frame_current += 1
    return context.scene.frame_current

The field bevel_factor_end is animated between 0 and 1 and I want to know the frame when its value reaches the pPercentagePosition value.

But, after some debugging, I've found out that pCurveObject.data.bevel_factor_end is always 1.0 in this script. However, when I do manually in the interactive console by asking the bevel_factor_end of the active object, it gives me the right value.

How can I make sure that a got the correct value for this property?


texts: Volumetrics - Different results GPU vs CPU

texts:
Hey fellow Blendy people,

I'm running some benchmark comparisons between various render engines involving a lot of small, simple scenes.

Anyway, on my test scene for volumetrics, I'm noticing a large discrepancy between GPU and CPU rendering. All other settings in the scene are identical.
Any ideas? I've never come accross this before, though to be fair I rarely render on CPU.

As you can see from the picture below, it's as though the volumetric density is different.

Any thoughts on this would be greatly appreciated.

Bill


texts: How to extrude a cylinder from plane without ngons?

texts:
So basically I want to extrude a cylinder (pipe in my model) from plane. I can do it easily with subdividing plane, delete faces from the center and then us To Sphere command. But problem is that this workflow will produce ngons on plane attached to this particular face.

Any ways to do it without ngons/making loop cuts all over the place?


texts:
I am trying to make the infinity stones and I am struggling to make them glow.

This answers doesn't translate to my issue since the solution involves creating a duplicate of the object scaling down and making it emit light. This ruins the transmission shading of the original object.

In  the films they emit a strong light from their cores. I want to animate them spinning in a circle so the glowing effect must be done in blender. I am currently using an hdr to light them. (using a gtx 960m chip so the less taxing the better).


texts: Is there a faster way to select objects?

texts:
I'm on Part II: Step 4 of Sims4Studio.com/thread/164/start-finish-access

Every time, I right click each line, I will miss a click, all my previous selections disappear.

I have been using blender for two years off and on. I still don't get it.  I wish the devs knew the level of difficulty they have added to the GUI. Forget tutorials. Every person is hitting their keyboards without explaining which keys or functions complete each action.

This is just one of my 99 problems.


texts: How to make this script compatible with Blender 2.8 API?

texts:
The error I'm getting is:
TypeError: Converting py args to operator properties: : keyword "constraint_orientation" unrecognized

I've been told that it's due to API differences since 2.8, particularly "constraint_orientation".
The code in question:
import bpy

def reset_shape_keys ():
    for name, shape_key in get_active_block().items():
        shape_key.value = 0

def get_active_block ():
    block_id = bpy.context.object.active_shape_key.id_data.name
    return bpy.data.shape_keys[block_id].key_blocks

def select (selection):
    bpy.ops.object.select_all(action='DESELECT')
    selection.select = True
    bpy.context.scene.objects.active = selection

def select_last_shape_key ():
    shape_key_count = len(get_active_block().items())
    bpy.context.object.active_shape_key_index = shape_key_count - 1

def remove_shape_keys (object):
    selection = bpy.context.object
    select(object)
    shape_key_count = len(get_active_block().items())
    select_last_shape_key()
    for i in range(0, shape_key_count):
        bpy.ops.object.shape_key_remove(all=False)
    select(selection)

def apply_modifiers (object):
    selection = bpy.context.object
    select(object)

    for key, modifier in object.modifiers.items():
        if key != 'Armature':
            bpy.ops.object.modifier_apply(apply_as='DATA', modifier=key)

    select(selection)

def super_apply_modifiers ():
    original = bpy.context.object
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
    backup = bpy.context.object
    backup.name = 'backup'
    remove_shape_keys(original)
    apply_modifiers(original)

    for key, shape_key in get_active_block().items():
        select(backup)
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})

        meshed_shape_key = bpy.context.object
        select(meshed_shape_key)
        reset_shape_keys()
        get_active_block()[key].value = 1
        bpy.ops.object.convert(target='MESH')

        select(original)
        meshed_shape_key.select = True
        bpy.ops.object.join_shapes()
        select_last_shape_key()
        bpy.context.object.active_shape_key.name = key

        select(meshed_shape_key)
        bpy.ops.object.delete(use_global=False)


texts: python: get global position of parented/constrained object

texts:
I'm trying to find a solution to this other question I have.

How can I get the global position of an object, that is either parented to another object (i.e. the child's global position) or has its position controlled by a constraint. (like "Follow Track")

The resulting Data should be usable in a script or a driver.

This seems simple, but I can't find a way to achieve this. Any help would be much appreciated!


texts:
Hi I I would like to know , why it is different between this 2 options in my uv editor ?  in the firts Image  there is full blue, in the strech -> Area I know it is right (blue) but when I press the strecht->area as in the second picture. it is show me orange and green which is not accurate I think.
 (consider I am trying  to make a texture atlas and the parts of my object will be snapping in the case with the geometry is the same and share the same uv space as in the images.)


texts: Any extrusions (including solidify modifier) only extrude faces in global y axis, rather than using normals

texts:
I'm trying to create a shirt for a model by extruding some faces out a bit, but no matter how hard I try, the faces won't extrude properly. I've scoured the internet already, but haven't had any luck finding a solution. I'll add the download for the file if you want to see for yourself.

As you can see, the normals on my mesh are correct. There aren't any duplicate verts or faces.

But when applying any extrusion or solidify, the generated faces only scale out in the y axis.

Here's the link to download.

Download Romy.blend from Dropbox


texts: black displacement artifacts using micro-displacement and adaptive subdivision

texts:
I am currently using micro-displacement along side with adaptive subdivision.

However I have stumble upon a weird artifact.

As you can see there are some black pixelated artifacts along side the crevices.

This is my node setup:

Do note that I'm using Remington's PBR shader.

Because of my current reputation I cannot post more images, I hope these are enough information to help me solve the problem

Best Regards,

Lukas

** The brick texture is from polligon along side with the gloss, normal and displacement maps.


texts: How do you make an image emission without washing out the image?

texts:
I am trying to make a computer monitor. This means I have to have an image texture for the screen. My image texture is currently connected to an Emission BSDF shader. Unfortunately, when the emission is bright enough to emit light, the image is white-washed. I tried adding a Brightness/contrast node to the image before pushing it into the Emission BSDF, but it seems to directly counter the Emission's strength.

The desired light level

The desired image brightness


texts: Blender crash on Open/Save/Import/Export but app works as normal

texts:
Sorry to ask this nooby question here but I've not had any luck elsewhere.
I'd love to get stuck into using Blender and was doing fine for a few days but then I opened Blender 2.79 portable so I could export some 3ds files and since then I've not been able to open, save, import or export anything from Blender 2.83.
I can use 2.83 in a single session and everything works fine but as soon as I do any of the above Blender immediately crashes, even for example trying to save the default Blender scene.
I've tried deleting the prefs folder, uninstalling everything and starting again but still the same.  I've also updated my graphics drivers.
W10, i7, GTX 1070, 48GB RAM.
Please could someone help me get to the bottom of this.
Thank you


texts: Blender rock UV seams visible all the time

texts:
So I've been trying to get the hang of making some rocks inside Blender. I've tried a couple different ways of sculpting the rock with quads and triangles using the multires mod.

The problem I'm having is that on all the rocks is that when they are unwrapped and I've baked the high to the low the seams from the unwrap are still visible. This is not just a Blender problem, I've taken the rocks into Unreal Engine 4 as well (not these rocks specifically) and the UV seams are still visible and affect the textures as well.

The reason I'm confused is that I've used this method before, except I used XNormal, the reason I'm not using it for these rocks at the moment is that exporting out from Blender is a bit taxing on my system. Another thing is that when I render the rocks in Blender I can actually see the polygons of the low poly, like it was not smooth shaded (which it is), this doesn't affect anything in UE4 so it's fine but If anyone has a fix to it please tell me. I was also using a cage for the baking.

Images of the rock, normal map and UV unwrap below:
[![enter image description here][1]][1]


texts: is there a quick exact way to connect two cylinders with different size?

texts:
I have this two cylinders and I want to connect them to one part.
So I want a plane to lay down on their surface (or just connect them) so that they touch only the surface/tangent of the cylinder like pic2.
Is this somehow easy and exact possible?
my current solution is: i use a plane and try to lay it like i want to find the exact face i need to bridge the faces. But i cannot believe that such a great tool like blender hasn't a better solution than this. (pic3)


texts:
Does anybody know why my camera is not showing anything and the Rendering is grey blank?

Rendering:

Camera View:


texts: "Can't edit this property from an override data-block" while adding driver

texts:
I tried to add a driver to a custom property after library override.
And I checked the message, "Can't edit this property from an override data-block."
On the other hand, proxy allowed driver to be added to a custom property.
Why is this happening? Is this because library override is still in development?
I have attached a diagram of what I tried and a warning message below.


texts:
I would like to partition a box into 3 divisions
Then make it 3d printable
I have tried the Solidify Modifier and the Loop cut
The box would be used a tray for small parts

Thanks for your reply
This is what I have in mind


texts: How to enable circular bezier curve control point?

texts: Anyone know how I can enable this circular yellow control point on bezier curve objects?


texts: How to eliminate or get rid of black areas in Blender in Layout which does not let me see what I am working on

texts:
I have a weird problem. While working on a pretty large scene, I keep seeing a "triangle" shape area which I am not able to get rid of. It's as if the view is limited or something alike. I have tried render regions and disabled that several times, but that doesn't seem to be the issue.
Rendering is OK.
Thanks a lot for your time and much appreciate your feedback. Best regards.


texts: How do I bring the cursor and X/Y intersection to the centre of the screen?

texts: How do I bring the cursor and X/Y intersection to the centre of the screen. I asked the question earlier and thanks to D. Dean it only bring the cursor and intersection together but still on the top left corner. Please how do I bring them to the centre of the screen in the object?


texts: How do you convert an expression that works in the console into a format a driver can make use of?

texts:
I'm trying to convert the following expression for use in a driver expression:

1 if ( bpy.context.scene.frame_current == bpy.context.scene.frame_end ) else 0

So there's the "Give a man a fish" answer that expresses how to tell you're on the final frame of a render, and then there's the "Teach a man to fish" answer that more generally helps myself and everyone who follows learn how to make drivers work. But at this point I'll take whatever assistance a kind soul cares to render!


texts:
I have an enum in my panel and I wonder how I can populate it from a file and then refresh it when needed instead of being static as shown below.

So if I have a text file populate.txt with the below format it should give the same result as the above one so that the values in the text file will be populated in my panel when it's loaded:

populate.txt:
1.5,A,
2.4,B,
-5.2,C,

I also wonder how I can refresh the list after the panel is already drawn and the enum is drawn (read from the text file and update the list).

This is my current script:

import bpy
from bpy.types import Panel, PropertyGroup
from bpy.props import EnumProperty, PointerProperty
from bpy.types import Scene

bl_info = {
    "name": "prop",
    "description": "prop",
}

class PropVal(PropertyGroup):
    enumv = EnumProperty(
        name="my_enum_name:",
        description="my_enum_description",
        items=[ ("1.5", "A", ""),
                ("2.4", "B", ""),
                ("-5.2", "C", ""),
               ]
        )

class EnumPanel(Panel):
    bl_idname = "EnumPanel"
    bl_label = "Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        enumval = scene.enumval
        layout.prop(enumval, "enumv")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.enumval = PointerProperty(type=PropVal)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.enumval

if __name__ == "__main__":
    register()

And this is my result:


texts: Bake Follow Track constraint to f-curve?

texts: I have an empty with a Follow Track constraint so it copies the movement of a track point in the Movie Clip Editor.  How can I "apply" the constraint to the object so I can see the f-curve of the object's movement in the graph editor?


texts: How do I smooth or sculpt eye sculpt? (stylized character)

texts:
I've been working on my character following this video: (I'm stuck at 16:24)
https://www.youtube.com/watch?v=qLWGfbkAb54&t=877s&ab_channel=Dikko
When he does it the result is smooth (16:34)
When I try to do it I can't seem to smooth my mesh-like he does. I followed everything he said to do. I Ctrl j to join the head mesh I model with the eyelid mesh I model, then in sculpt mode, all I did was use smooth and grab tool. Everything was fine until I used the clay strip. I would get these folds and creases that would not smooth out but deepens not matter how much clay I add and smooth out.
This is what mine looks like which I can't seem to figure out how to fix to match his.[1.

<img src="https://i.stack.imgur.com/is9t6.jpg" alt="This is how it's supposed to look screen grabbed from the youtube video... can someone tell me how to fix this issue?
I didn't do any texturing. The head does have mirroring and subdivision and the eye lid has mirror, subdivsion and solidifier. It's all modeling and sculpting nothing else. Pls help!!!" />


texts: Why is 'Center cursor and View All' not centering the view to my object?

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When I press Shift+C (following a tutorial by the way) my view center is not at the 0, 0, 0 it's way off.

Image should describe (after pressing 7 I'd want the top down view to be on the cube).


texts: Mastering Blender Chapter 2 Smokestack Activity

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I recently purchased Mastering Blender, the eBook, and have began Chapter 2. I am currently experiencing difficulty with the Smokestack activity. When I follow steps 1 through 4, I do not get the same Unwrap result as shown in Figure 2-8.

The screenshot provides the instructions for the Smokestack texture project:

This is a link to the Blender file of my result: http://www.pasteall.org/blend/38699.

As you will notice, there are seven parts (versus Figure 2-8's six) and also the smallest part is a closed circle (versus Figure 2-8's semi-circle). I had gotten the result shown in the book on one attempt, however, I had missed a step and had to reattempt the activity and could not achieve the same result. How to match Figure 2-8?


texts: How can lock editing to one patricular line in graph editor?

texts: I have many lines in graph editor but I sometime cannot select a right keyframe to edit because it selects a keyframe from nearby line. How can I select exact line I want to edit and lock editing to it so it wont select anything around it?


texts: Retrieve uv coordinate at hit point of OSL trace() call

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Using getmessage("trace",...) I can get the name of the geometry, it's location, the position of the hit, etc, but it doesn't appear that I can obtain the uv coordinate for a uv map of the hit geometry.

To be clear, I don't mean the uv parameter for the triangle that I hit, but the texture coordinate from a uv map.

Has anyone figured out a way to do this?


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I'm fairly new to blender and am having trouble posing my rigged character. I was watching this Video I thought I got the armature and mesh to connect as the automatic weights edit panel showed up, but for some reason when I go to pose mode and try to move the armature the mesh doesn't move with it. The next step of the video is going into weight paint mode to check all the bones have enough weight and my model is completely blue meaning that the mesh isn't connected at all. I added weight paint to the right spots so the model wasn't completely blue anymore, but the mesh still doesn't move with the bones. I am doing this project on a tight deadline so any help is appreciated.

Thank you


texts: Is there a way to change min value for Remesh modifier > Voxel > Voxel size property?

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I have to remesh with a voxel size less than 0.1 mm, but there is a hard limit set to 0.1 mm (0.0001 m).
bpy.context.object.modifiers["Remesh"].bl_rna.properties["voxel_size"].hard_min
I know one possible workaround is to use object scale, but that is quite cumbersome since I would have to change property values of all other (existing) modifiers as well.


texts: I am trying to render a 250 frame\24 FPS animation but it doesn't seem to render EVEN A SINGLE IMAGE. After a while blender CRASHES. I tried reducing the FPS rate and the resolution but it does not work. I have put the output format in PNG. Please help.


texts: Hair particle mesh color from vertex color of instancer?

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Is this possible in Eevee?

I'd like to paint some vertex colors on the instancer (NOT an UV mapped texture!) and be able to read that color from where my hair particle spawned and apply that color to a node in my particle object mesh.


texts: Why is the liquid's reflection look so weird after the render? (Blender Guru tutorial)

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I was doing the coffee cup tutorial that made by Blender Guru,and this happened:
The shadow looks weird when there is liquid in the cup.(Look like dimanods?)
But everything looks right when there is nothing inside the cup. Don't know why is that happening.
Here is my compositing.(I didn't turn on the denoising in the render properties.)
Here is how it looks like in rendered view mode

The wireframe of the glass and the liquid.
Cup's wireframe
LIquid's wireframe

Have a nice day.


texts: My mesh is partly hidden in the viewport

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I was working on my mesh when all of a sudden, I realised it was partly hidden when I go to the Solid or Wireframe mode.
I probably toggle something that only allows to show what's inside that dark grey area but I can't find what it is.
Does any of you have an answer to that problem ?
Cheers,


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I want to display a list of values in a panel, as either a list box or dropdown box. The list should contain the names of custom float data layers for vertices of the active mesh object.

The vertex colors list in the Mesh buttons uses UILayout.template_list, but how can I get it to show arbitrary (non-color) custom data layers? I guess I'm looking for something like:

The API to access the custom data as a list that UILayout.template_list can understand, or
A way to populate a UI list with custom items.


texts: How can a Normal Map affect the look of a model?

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What are the limits of normal maps? As far I understand, they can improve the appearance of a model, but how much can the appearance of a low-poly mesh be improved with the addition of a normal map? Can sharp edges appear as beveled because of a normal map?

I know normal maps don't change geometry, so I don't think you can make a pretty beveled cube out of the default cube just with a normal map. Is that right?


texts: Set image settings for each individual File Output Node, in the Python API

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In one scene I have two seperate FileOutputNodes and I want different color depths and file formats for each.
In the Blender GUI this is simple. You can press a FileOutputNode, then press N. Then the Properties panel shows and you can change the image settings for each node.
How do I do the same through the python API? I tried creating seperate bpy.types.ImageFormatSettings for each node, but unfortunately that attribute is read-only.

In particular, I want one node to have Open_EXR, 16-bit RGB; the other PNG 8-bit RGB.
I know I can create two seperate scenes and set the image settings for each scene, but I'd rather have one scene (because that's less code).


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I have been working on a character to animate and I have encountered a problem with my weight paniting. (See Image)

I've gone through in edit mode and removed all the problem vertecy form the vertex groups, and I can't think of any other solutions. (Ignore the chicken)

Any help is appreciated!

Here is the .Blend: https://drive.google.com/file/d/0BwmWa-IlNzrzUmx3alR1Q0dmeWc/view?usp=sharing


texts: Do "no cached" simulations give the same result in multiple computers?

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If a file has no disk cache and is rendered multiple times in multiple computers.. Does the physics simulation give the same result in every computer every time? (same file and not changin' the seed)

EDIT

Rendering with GPU and then CPU on different file locations gave same result.

Rendering on sheepit renderfarm splitting the frame into 8x8 tiles and so rendering on several different computers, gave corrected and same results.


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Blender noob here. Made a very simple vector square with radiused corners in Inkscape,and saved it as a simple SVG.

Imported to Blender 2.77, changed it to a mesh. Scaled it, then extruded it along the Z axis.

Blend file:

Marked a seam, hit unwrap. The resulting shape looks like a twisted towel.
Only the project from view (ortho),remotely works.
What am I doing wrong?