texts: How to move a mesh without disturbing origin point

texts:
Whenever I try to move a mesh in any direction, the origin point also moves along with it, I am working on a project which is based on particle emanations, so I have to make the origin point glued to its original location.

Can any one help me out for this?


texts: Why does this baked Ambient Occlusion have a dark patch on one of the faces?

texts: I'm baking Ambient Occlusion for a game asset. It worked on the cable part (see image and blend file). But now on the camera, on its side it makes a weird split on one face, half of the face is shaded, the other not, also other faces of the camera are not shaded. But the front of the camera is shaded. What am I doing wrong here, how to get proper AO for this camera object and fix the erroneous face?


texts:
I have to create boxes, cylinders and spheres, to scale them and to rototranslate them in space by using a matrix transform. This is the code for a box:

myObj_TR = Matrix((
    (1, 0, 0, 0),
    (0, 0.707, 0.707, 0),
    (0, -0.707, 0.707, 0),
    (1, 0, 0, 1)))

bpy.ops.mesh.primitive_cube_add()
bpy.ops.transform.resize(value=(1,2,.3))

myObj = bpy.context.object
myObj.data.transform(myObj_TR)
myObj.data.update()

The problem is that in this way the box results sheared; it seems that the scaling is actually applied after the rototranslation.

I think that a workaround should be parenting my objects and then rototranslate the parent. Are there alternative ways?

Thank you


texts: Is there a way to "apply-scale" to a character who has already been groomed without messing up the particles size? * I’ve already tried "disconnect and connect hair ", it didn’t work. Thanks


texts: Can one modify Fly mode in blender to be active on press/hold of a key?

texts:
In the Unreal editor, when you hold down the RMB, you can use the mouse to rotate the camera and WASDQE to move around in 3D space. When you let go of the RMB you effectively deactivate Flight mode.

Can one set up something similar in blender? I have a gaming mouse with extra buttons so it would be handy to have a "activate on press" and "deactivate on release" for say the 4th mouse button in blender.

I find "Fly Mode" indispensable in other software but I find the activation and deactivation in blender to be really clumsy.

Is it possible to customize it the way that I'd want?


texts:
Is there a way to disable smooth transition on key-frame animation in Blender?

Lets say I have a character modeled in Blender and now wish to animate it.
I want this character to have really bizarre spazz-like animation that doesn't seem realistic.

So I'd like this characters arm to 'teleport' between frames. From up to down and so on. Right now, the key-frame system forces the hand to transport visibly to the location.

This also would open doors for animated textures as changing image on object using AnimAll add-on.


texts: Normal map doesn`t show up on more complicated meshes

texts: The Normal map just won't work on my mesh (it's created using metaballs) but if I try anything simpler, for example, a cube, everything seems to be working. Could it be because of my computer capacity or do you know what else could be the problem?


texts:
I try to see an fbx file animation I took from a game, but when I launch it nothing happens...
It's my 1st time using Blender so maybe it's normal I don't know.
Thank you for helping, if you need more informations just tell me


texts: Blender I Hotkey not doing what it is supposed to

texts: I am trying to make an animation in Blender. To set the keyframes I am supposed to press I, but it doesn't do anything associated with the animation. It my be doing an invert. I have no idea. I am a beginner and help would be appreciated.


texts:
I named my actions in the Action Editor. 01_Stop, 02_Walking and so on.. However, when I export my model and my animations (actions) to .fbx, the names are messed up, it adds the name of every parent the action has, something like Rig|Rig|02_Walking .
Is it possible to delete this while exporting ? I need to write the name manually in my code.

Edit by other user: I have posted a bounty on this question that is about to expire so in the interest of getting an answer, I am linking to a file whose exported .fbx has the behavior described by OP.


texts: Plot single vertices based on xy coordinates from CSV file

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I'm aware there are numerous posts/questions already been raised on this, but upon reading the previous posts, I'm not quite able to find exactly what I'm looking for. So apologies if there's a duplicate post that already answered this.
Basically, I have a CSV file with 3 columns = x coordinate, y coordinate and pixel value (based on 255 greyscale). All I want to do is import this CSV file in Blender and plot the points as vertices, using python script. That's it. So if there are 3 points in the CSV file, I want those 3 points created/plotted in their respective xy coordinates as vertices in Blender.
I've seen examples of python scripts for adding mesh objects. But I simply want to plot the points given the xy coordinates in the CSV file, as vertices. Not add existing 3D objects/meshes.

This is the code I have so far:

import bpy
import csv

with open(r'file path\img_pixel_coor.csv') as csvfile:
    csvread = csv.reader(csvfile)
    for i, row in enumerate (csvread):
        print("i = "+str(i)+". row = "+str(row))

This prints:

i = 0. row = ['494', '216', '86']
i = 1. row = ['494', '217', '86']
i = 2. row = ['494', '218', '86']
i = 3. row = ['494', '219', '85']
i = 4. row = ['494', '220', '84']
i = 5. row = ['494', '221', '87']
i = 6. row = ['494', '222', '87']
i = 7. row = ['494', '223', '88']
i = 8. row = ['494', '224', '92']

The print is just to show what's in the file (logging purposes).

Also, would it be possible to put this script in a python file, and run it from a python file, without having to manually open Blender, i.e. can you control externally from a python file, to open Blender and run the script, without having to actually open Blender software manually yourself?

Any help would be greatly appreciated.

Update:

Here's a sample of how the CSV file looks like in the first few rows, to demonstrate how the x, y and pixel values are structured:

Finally, how do I smooth the vertices more. As you can see from the image below, the surface of the mesh is very spikey. I used the code below, but it's still very rough/spikey surface.

for p in ob.data.polygons: #Set smooth shading (if needed)
    p.use_smooth = True

Many thanks in advance for any help.

Illustration (my understanding):

of the code:

# Vertices store the color values as Z
vertices = [Vector( (x, y, int(z_max * random.random())) ) for x, y in product( range(x_size), range(y_size) )]

# Get base face indices
face_basis = ((x * y_size) + y for (x, y) in product( range(x_size-1), range(y_size-1) ))

# Each face is a square for the base index turning around counterclockwise
faces = [(v, v + 1, v + y_size + 1, v + y_size) for v in face_basis]


texts:
Is there any way to get Eevee to reflect like Cycles does? My settings for the scene are identical. I took a screen grab of the F12 render window in Cycles then again in Eevee (see picture) - no other changes were made. Only part of the sphere is reflected in Eevee but in Cycles it's perfect.
The background image is an HDR and no other lighting is used but I did try lighting the dark side of the sphere in Eevee but it made no difference so I cancelled the light source (point).


texts:
Anyone who has used Blender for a while has probably tried to duplicate a scene via Full Copy. They would have then found that in the duplicated scene, all of the materials were duplicated as well, receiving that infuriating .001 ending. Normally, one might be able to change all the materials back to the originals and then reload the file (as suggested here) to get rid of the duplicate materials. I can do this, but I have A LOT of material slots in my project, and the work is incredibly boring.

So basically, my question is...

Is there a button, script, feature, or anything else that would disable the duplication of materials when I duplicate my scene.

Note that if the answer is a script, I will need to be walked through how to use it as my Python skills are about a -52. :)


texts:
In blender 2.79, I was able to create a gradient following the shape of a face (like a ngon circle with 8 edges) using the parametric output of the Geometry node plug into the quadratic gradient.

But it appears that it was a bug in 2.79 that has been corrected in 2.8.

Is there a way to reproduce this gradient using the node system in 2.8 ?

Thanks for your attention.

Edit :
I find this way to have a nice gradient with corners (I don't want a spherical gradient), but it doesn't follow the shape of the face, unfortunately :


texts:
I'm trying to fix Norman Blender Rig (https://www.blendswap.com/blend/7749)
because it's an excellent rig for animation training.
Would any of you have a faster solution than redo every facial driver by hand ?


texts: Rendering issue (JPEG artifact on characters mouth/non-transparent background) how do I fix this?

texts: I am rendering a Roblox character in Blender to make a GFX. I seem to be continuously running into this issue, no matter how many times I re-render the image. How do I fix this?


texts: Why are Texture Coordinate or UV map used before mapping node?

texts: I learned how to use textures. To control the size texture, I use the Map node. The input of the Map node should be a Texture Coordinate or UV map and it seems that they are very important because when I remove them, the texture disappears. I don't understand what they are and why they must be used. I tried to read the manual but it seems that I'm too beginner to understand it :D I'm not trying to do a specific thing. I'm just asking about the general concept. Thank you,


texts: How to duplicate an Archimesh generated object in blender 2.8

texts: I am creating a kitchen scene, and in order to create cabinets I am using door objects made in archimesh. The problem is when I try to duplicate the doors, the only way to do this is to select all of the separate objects (or shift-g from the empty that is created). I found this post: How to duplicate the empty which says to use dupligroup, but I cannot find it in blender 2.8.


texts: Having a photorealistic earth in the background of an animation

texts:
I have created a model of a satellite and created an animation for its tumbling, but it just occured to me that I'd need to have it be more realisitc mainly by having earth in the background at some parts.

I tried to add an earth model in the background with lighting and everything but it slows down everything drastically.

Is there a way to have an effect similar to that seen in the video?

This video shows exactly what I have in mind


texts: I made my viewport background black and dont know how to change it back

texts: While I was working accidentally got distracted and pressed some keys not sure which ones... I only saw a menu pop up for a second and then suddenly my viewport background became black.


texts: installing add-on to blender portable, but to the app directory

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i would like to install an add-on to my blender portable. however when i install it using a downloaded zip via the "install add-on" button, it lands in the local profile folder "AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons".
i would like it to land in the folder "BlenderPortable\App\Blender64\2.81\scripts".

how can i do that?

i tried installing it and copying it over to the desired spot, but blender correctly gives me a duplicate error. if i delete the "Roaming" version, the extension is not shown in the list.
any pointers/helps? is there a config file that i can edit manually and point it to the desired folder?


texts: I've imported a character into Unity for a college project and for some bizarre reason, the legs of my character 'squash upwards' when his idle animation plays, either in-game or in the preview window. If I load my character up in Blender though, the animation is perfectly fine. Nothing deforms incorrectly. I'm not sure what the problem is or how I could fix it. I've also tried exporting it as an FBX file, but the animations flicker or the character completely disappears when they play.


texts: My model looks BALD when I use cycles render

texts: I created this models hair with the particle system in eevee and it looks fine there but when I convert to cycles her hair looks very thinned out and idk why.


texts: Grease Pencil Fill Bucket Tool Functionality with Python Script

texts:
Is it possible to get a similar functionality to the Fill Bucket tool in Grease Pencil with Python? I am developing an add on to automatically matte out Grease Pencil drawings. I need to be able to fill in grease pencil shapes with python commands, similar to if I were using the Fill Bucket Tool.
Any help would be awesome!


texts: How to make a "reflective tape" material in cycles?

texts:
How can I make a cycles material that gets very bright when a light is shown on it, yet still has normal colors?
I'm talking about the "Retroreflective sheeting" that can be seen on road signs, the tape on big trucks (like in the image below), traffic barricades and clothing.

Image by TollGroup on  wikimedia commons

This reflective stuff has a interesting property where the colors show up perfectly well, but when exposed to a light source they seem to reflect much more light the normal. This site has lots of good reference images.

I have tried different combinations of glossy and diffuse shaders, but none work as I have yet to get the super bright reflections.

How can cycles make a material that reflects so much light, and keeps the colors correct?


texts:
I unwrapped part of my mesh (front of an iphone screen) and added the image texture.

Strange things are happening but this image texture is not mapping correctly. What is wrong and how to solve this problem ?


texts:
I've been trying to scale the UV map for a 3D arc (i.e. a slice of a hollow sphere) to fit the entire bounds of the UV map.

Unwrapping the mesh results in a circle, which I'm looking to scale up to the bounds of the map as in the following:

I played around with proportional editing - i.e. moved 4 diagonal vertices (top left, top right, etc) to the 4 corners using the sharp falloff, and then moved the 4 edge vertices (top, left, etc) to the 4 edges using the smooth falloff. But the best I could come up with was the following, which results in a really horribly warped map:

If there's a better way to go about doing this (or a better way to use proportional editing correctly), I'd love to hear about it.


texts: How do I fill an area with faces lined up in a grid over a not flat surface?

texts:
Hello to everyone again,

I'm looking for an addon or a short cut to fill fast and simmetrically a NOT FLAT surface that needs to be closed with vertices. Doing it manually it takes a lot of time. I tried to do CTRL F and then Grid fill,but it didn't work. Neither F key works. Check the attached screenshot. thanks.


texts: Rendered video pulses to lower quality and back to high quality

texts:
In my output video there a pulse that occurs after the number of frames specified in the "GOP Size" setting. With the setting of 18 that I have in the image shown below, the pulse occurs every 18 frames. During this "pulse", the video seems to move to a lower picture quality and then quickly returns back to a high quality.

Here are my output settings:

If I set "GOP Size" to zero, the picture quality of the video degrades substantially. The maximum value for "GOP Size" seems to be 100, so the pulses occur a little over 3 seconds apart.

Is there anything I can do to alleviate this?

Any idea what I might be doing wrong?


texts: How to run reload current image from disk automatically

texts:
I am using Blender 2.8.

I loaded a video file as background image in the 2D Animation mode, and want to draw some strokes to trace the video.
But when I change the current frame, the video image doesn't update to current frame. In the Properties Object Data window,
The number left to the Frames changes.

I need to click the "Reload current image from disk" button right to the video path to draw the current frame in the video.
Auto Refresh options is selected.

What I want is when I changed the current frame, the video changes the frame automatically.


texts:
How do I put an image (Google Maps satellite view, flat to start with, later to be 3D topology) onto a part of a sphere?.  The map is of an Earth region a few miles long, and I’d like to model it as accurately as possible, e.g. the correct visible distance from a standing adult’s eye-level above surface to horizon.

What is the best way to do that?

Or is it necessary (or simpler) to define the whole sphere and then zoom the viewport and rendering view onto just the required part ?  I can see that for a uv sphere, this would imply a massive number of elements (faces/facets, nodes, edges...).


texts: I'd like it to move nearby vertices slightly when I edit a vertex

texts: When editing a mesh, I can select a vertex and move it, and it moves independently of the other vertices. However, I'd like for it to move nearby vertices with it, and the pull drop off with distance. For example, if I could select the vertices at the corner of the mouth and move them around, slightly modifying the upper lip, chin, and cheek slightly.


texts: batch edit keymap / shorcut to replace all the modifier key from 'cmd' to 'ctrl'

texts:
Hi is there a way to batch replace all the 'cmd/oskey' key to 'ctrl' in the keymap ? i'm trying to bring keymap from mac/osx to windows and want all the hotkey to map for example from cmd-R to ctrl-R etc. is there a better way rather than manually edit them ?

Thanks.


texts: I am trying to recreate a blender menu inside a project, and I want to match the fonts. I have done a lot of research, but a lot of the results just tell me how to add fonts to Blender and not what the original font is. Does anyone know which font Blender uses?


texts:
I have a few vertices selected, obviously in edit mode.

Running bpy.ops.info.select_all(action='INVERT')  in the Python console gives me a RuntimeError: Operator bpy.ops.info.select_all.poll() failed, context is incorrect though ?
That's exactly the command the GUI shows me when hovering Select > Invert, and doing it though the GUI works of course.


texts:
Did you know how to model this bevel ? I need to reproduce them but i can't.

Best regards,
A Frenchman in shit


texts: Weight paint not showing weights for right bone

texts:
My shoulder bone is selected but the weights for the head bone is showing like this

No matter what bone I select, it always shows the weight for the head bone. When I paint over it, the effects are reversed like adding subtracts weight and vice versa .The weights of the shoulder are affected. Is it supposed to work that way?


texts: Modifier Properties don't show up for a collection

texts:
I have a collection and inside there there are several objects. I want to add a modifier to all the objects in the collection, but I couldn't find the modifier properties when I select the collection. How do I get the modifier properties to show up?

In another object that's separate from the collection, the modifier properties are shown:


texts:
I got a test project where I created 2 gauges composed of 20 planes for every 5% each. First one works great and update nicely, second don't even show any planes. I tracked the results with a isVisible boolean parameter where i assign them if the gauge is supposed to be visible or not.

No matter if the object visibility is setted on, nothing appears. I'm wondering if there is a limit of event triggers at the same time in the same scene or something like that

Can you guys help me with this issue?


texts: Help on Themes. Unable to change color of attached section

texts:
I just started learning blender yesterday. I was customizing the themes but I am unsure as to what section is the following (with the dark gray background and black text). I am unable to read my layer names clearly.
Thanks!


texts: Avoid armature deformation after add Track to Constraint

texts:
actually I want to add multiple empty controlers for each bone in armature

actually I can do all Track To bone constraints but I get unwanted deformations

after checking, the problem is with the bones that have some kind of parent

Currently I have tried to change the pairing to another object, or modify the constraint parameters, but nothing works.
I'm clearly doing something wrong, but I don't know what it is.
I would appreciate that you guide me on the right way
thanks


texts: How to install an add-on from a workspace template init file?

texts:
How do I make a workspace-template-file execute a script?
In this case I would like to make the Video_Editing template run a script, which will add some buttons to the header.
That is in playback_functions.py which is located in the same folder as init.py
bin\Release\2.91\scripts\startup\bl_app_templates_system\Video_Editing\__init__.py

This is how to init file is looking with the two lines added:
import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    import os
    from bpy import context
    screen = context.screen
    for area in screen.areas:
        if area.type == 'FILE_BROWSER':
            space = area.spaces.active
            params = space.params
            params.use_filter_folder = True

    filename = os.path.join(os.path.dirname(bpy.data.filepath), "playback_functions.py")
    exec(compile(open(filename).read(), filename, 'exec'))

def register():
    bpy.app.handlers.load_factory_startup_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_factory_startup_post.remove(load_handler)

playback_functions.py:
https://pasteall.org/Of5O
EDIT:
This works for getting the template installing add-ons, but only when running the script in the Text Editor, and not run as template, so do I do this?
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

import bpy
from bpy.app.handlers import persistent
import os

@persistent
def load_handler(dummy):
    #import os
    from bpy import context
    screen = context.screen
    for area in screen.areas:
        if area.type == 'FILE_BROWSER':
            space = area.spaces.active
            params = space.params
            params.use_filter_folder = True

    path_to_script_dir = bpy.app.binary_path.replace('blender.exe','')+"/2.91/scripts/startup/bl_app_templates_system/Script_Editing"
    file_list = sorted(os.listdir(path_to_script_dir))

    script_list =[]
    for item in file_list:
        if item.endswith('.zip'):
            script_list.append(item)

    for file in file_list:
        path_to_file = os.path.join(path_to_script_dir, item)
        bpy.ops.preferences.addon_install(overwrite=True, target='DEFAULT', filepath=path_to_file, filter_folder=True, filter_python=False, filter_glob="*.py;*.zip")

    enableTheseAddons = ['textension', 'code_editor']

    for string in enableTheseAddons:
        name = enableTheseAddons
        bpy.ops.preferences.addon_enable(module = string)

def register():
    bpy.app.handlers.load_factory_startup_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_factory_startup_post.remove(load_handler)

if __name__ == "__main__":
    register()

Updated template folder: Script_Editing.zip (212.1 KB)
This folder should be unzipped and placed in bin\Release\2.91\scripts\startup\bl_app_templates_system\


texts: Extruding from a plane creates a hollow shape

texts:
I am making a house in Blender with the help of architect sketches. I have done the wall shapes as 2d-planes, and when I extrude them to create the 3D-wall, it creates the wall but with one end hollow or open if you will. Is it suppose to do that, or am I missing something? Now I have to select the edges to close the gap with "Alt F", and I would love to avoid that procedure. Thank you in advance for your answers!
Best regards Ulf Nilsson


texts: Cutting out shapes with Boolean Difference

texts:
I'm trying to cut out several identical complex holes from a sphere. (I want a spherical hole, with a beveled edge and slices in the rim). So I've made a negative of the complex hole (a sphere with  cone and two planks.) and JOINed it all together. Now I can place it wherever I want and cut multiple identical holes.
I move my cutout into position within the large sphere, select the large sphere, then Modify > Boolean > Difference and choose the cutout. Then I Apply it.
It does not seem to cut out the shape. In fact, it even leaves a bit of the smaller shape left over. (I am certain all parts of the negative cutout are joined.)
Obviously, I am doing this wrong. I suspect it has to do with how I made the JOIN to make the complex shape.
What am I doing wrong?


texts: Appended layer not rendering any objects

texts:
I'm something of a noob to blender.  I appended a model of an engine to the 2nd layer of my project, and for some reason, no objects from this model show up when I render.  If I add a cube to the 2nd layer, the cube shows up behind an outline of the engine, but not the engine itself.  The object in layer 1 shows up fine.  For the life of me I cannot find why the objects from this model don't show up.  I have the render visibility turned on for all of them, and I can't find anything else that would change visibility (ie the layer is lit, etc.)

Can anyone point out to me what I'm missing? Its probably something obvious.  Here is the file: https://www.dropbox.com/s/5q1lnq91oxtpkbg/Blend%20for%20SE.blend?dl=0


texts: Object with driver issue when rotating around Z- and X-axis

texts:
My object (a mechanical arm) is Clamped To a curve.
I am using a driver to move this mechanical arm around the curve.
When rotating this curve around the z-axis or x-axis, the entire arm starts acting weird and changes postion.
Click here for a more clear Video
-32.4° Around Z-axis:

-33.6° Around Z-axis:

[Edit] I'm using the 'Follow Path' constraint now, which didn't work at first. I figured out that I had a problem with some of my rotations and axis. Fixing this fixed all of it.


texts: "Bake" all Particle systems into their object

texts:
I have a blender project setup, it is simply a building and a pond that are sitting on a sculpted ground plane. The ground plane has several particle systems setup on it: big and little trees (for a forest), two kinds of grass, some reeds around the edge of the pond.
Then I have a camera that does a dolly move around the bank of the pond, while facing the building. The way the particle systems are setup is: a few parents and very many children that are generated at the time of render. All of the particles are static, (they don't change in any way through the extent of the dolly move).

So when rendering the ground plane particles have to be generated for EVERY frame of the animation even though the particles don't move or anything.

My question is this: is there a way for the children particles to be generated for the first frame and used again and again for the full duration of the animation?

I've done a lot of searching for baking in Blender, but that only has to do with textures (from what I've read). I've searched for "precompiling particles" but that didn't yield anything along the lines of what I was wanting. As you can tell, I'm not even sure what terminology I should be using. Any advice would be appreciated!

Here's a low frame-rate and "rough draft" of my animation: enter link description here


texts: Blender 2.8: I can't enter into Fly mode to move the camera

texts: I have a spanish keyboard, so I can't insert the "shift + grave accent" key combination. My keyboard can't insert the "grave accent" character itself.


texts: How to pin a distinct bone in a rig while animating

texts:
Here is my scenario: A character sitting on a chair is resting his elbow on a table while moving his hand which is controlled by inverse kinematics.

How can I stick or pin the elbow to the table while I animate the hand and the chest?


texts: How to show textures in the 3D View editor?

texts:
I have added some textures to objects in blender but the textures don't show up until I render the file. it can be difficult to know what the objects look like without rendering it. is there a way to have textures show in the editor even if they are at a lower res?

In editor:

Rendered:


texts: Blender Emission Without Blowing Out Texture (Eevee)

texts:
So, I want to add emission to an object without blowing out the texture underneath it. Here's my material setup so far:

What would I add (and where) to make add the emission? Thank you!


texts:
I'm having an issue with trying to export my UV layout in Blender 2.76b on Windows 10.

My model has seams and is unwrapped and the UV map is working properly. However, when I try to export the UV layout the resulting image has no lines, it's just a blank canvas.

I've been able to successfully export the layout of this project less than a week ago with no noticeable changes other than some adjusted UV coordinates.

Steps I've done to export the layout:

Switch to UV Editing screen layout
Change 3D View to Edit Mode
Select all vertices in 3D View and UV editor
Go to UVs > Export UV Layout
Export the layout as a .png with the "All UVs" flag checked

Any assistance in figuring out what's going wrong would be much appreciated.


texts: Normal/Bump/Color created in Substance Painter doesn't appear correct in rendered model material

texts:
I created this

material in substance designer and generated the normal map, bump map, and color map and imported it into blender with a node setup like such

(note that I've tried both "Color" and "non-color data" with no difference between the two).

However, I end up with this in the render (zoomed in for detail):

Note that the handle part on the bottom left is lacking a material, and the entirety of the rest of the cup has the material applied. I've noticed that the noise shown is just an artefact of the default render I've set up.

As well, this is further strange because the material shown in the material viewer looks quite alright

Before you ask, yes I have quadruple checked that the material is applied.

Thank you very much for any help.


texts: Why do original legs have orange dots, but mirrored ones do not?

texts:
I tried to follow a tutorial about Bones but I had to delete them and recreate them from my memory but now I have a problem. Please look at my photo! I've got 4 legs mirrored via "modifier" and 4 bone structures which I duplicated on the other side. I parented everything for a bit more overview.

Now I'm confused why the original legs on the right have those 4 fat orange dots, I think I need them on the other side, too! What did I do wrong?


texts:
I have an animated page (plane) which uses NLA to move.

I am not having any luck attaching an imported image (image plane) onto the same plane so that it inherits all of the same modifiers and animation.

I've tried parenting the image to the page but that doesn't work.

My blend file is here.


texts: How to flatten a face to avoid distortion (make an ngon planar)

texts:
I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology.

The result is nice, except for some ngons faces that contains some weird normals, due to the elevation difference of several vertices:

How to avoid this? My first guess is to "flatten the face, but I can't figure out the way to do this operation.

I must specify that the face is not perpendicular to the Z axis, so a zero-Z-scaling (S Z 0) won't work here.


texts: Blender show me a blank window in the render window?

texts:
I would like to render my model as image, but when I click on render image, blender only shows me a blank window, I just tested Eevee and Cycles, but there is unfortunately no difference. When I click now on render, Blender gives me only black images.

Would be awesome, if someone could help me!


texts:
I have imported a large topo surface inthe DXF format it's area is around 10000 sq meter .
When I have imported the DXF  file  is not visible but the properties of that DXF file is available in property panel
Plz tell how to slove this issue
And I have also tried to import the Revit Architecture file in form of DXF  but same problem has been occurred for that too


texts: How can i make hollow cylinder but to be closed on top and bottom only hollow inside?

texts:
I want to make a cylinder that is hollow that's simple i did: Cap Fill Type > Nothing

But then the cylinder is open from top and bottom. I want it to be closed and hollow only inside hollow or empty and not open on top and bottom.

Then i want to add a door or to cut some nice square on the cylinder side.
In the end i want to convert this to a unity3d object so i can move inside the cylinder.

The problem is how to make it hollow/empty without keep the top and bottom open?
How to cut/make door ?
How to convert to unity3d object ?

I did this simple tutorial:

Hollow Cylinder


texts: Assigning Shaders Based off UV Map Colours

texts:
I am wondering if it is possible to assign different shader's based off the colours of a Texture Painted UV Map that is assigned to an object? I've seen a couple of tutorials that use the Separate RGB node to split the colours, and then assign the shaders based off the result, but i was unsure if there was a simpler setup that followed a rule of 'if UV mapped texture = certain colour, assign this shader', possibly involving a ColorRamp node, for example?

Here is my progress so far:

Essentially each colour on the sphere would have a different shader assigned to it.

Thanks!


texts: Could someone please tell me how to add a small shine to an object, it should like this:


texts:
Has anyone had any luck installing the mhx2 importer under Blender 2.79 or 2.80 under Ubuntu 18.04?

I have followed the installation instructions correctly, and in Blender  2.79, User Preferences installs the files and shows that the mhx2 importer is installed in the "Makehuman" category.  However. when I activate the plugin, this message appears:

This script was written Blender version 2.80.0 and might not function (correctly), though it is enabled

No mhx2 option appears in the file Import menu.

So I tried downloading and installing the Blender 2.80 beta, then installing the mhx2 plugin, but the results were even less satisfactory.  The installation proceeds without errors, but the Preferences pane does not show that the mhx2 importer is installed at all.

What am I doing wrong?


texts: I have a simple cube with simple images as a material. I Uv unwrapped it and I made sure the camera was on for the show in render in the outliner. The first image shows the 3d view, and the second shows the render view. I don't have any nodes because I am in blender render. I also have a motion tracked image but no nodes either.


texts:
I actually dont know what I'm doing wrong, I am probably not seeing something.

Link to file:


texts: Non-uniform fading from one texture to another

texts:
I'm just looking for broad suggestions here. I'm barely post-noob:)

I'm animating a pool of water which will start green and murky, then be magically transformed into clear and sparkly. It's pretty easy to just keyframe the material to change from one to the other, but what I'd like to do is this: have the texture change from a central point, expanding until the whole body is changed: ie, in mid transition, the murky green would have an expanding clear sphere at its centre.

What would be the simplest way to achieve this? If anyone can suggest a tutorial they think might help, I'd be very grateful.


texts: How do I split up geometry without any gaps?

texts:
I'm trying to better organize my scene and I'd like to split up my geometry into some parts. However, there always remains a gap in between the parts and I don't get why. Of course, I can easily join the separate objects together into a single object and render the object as a whole:

Can it be that it is simply not possible to keep components of meshes separate? I can not find a way to do that properly but I'm sure there is a way. What am I do wrong?


texts: I want to access the bge module's code, but I cannot find it anywhere in the modules folder, or in any other folder from Blender. Where is it?


texts: How To Smooth Shade Newly Added Mesh To an Already Smooth Shaded Object

texts:
Hello I tried to modify and add mesh to an object that already has smooth shading. I can't figure out how to smooth only the new part of the mesh I just added. If I smooth shade the whole object again I will just add unnecessary vertices to the whole object.

Are there any alternatives to splitting the new part of the object mesh into a separate object and smooth shading as a separate object and reintroducing it to the mesh?


texts: Disable Overlays whenever Rendered view is enabled?

texts:
Is there a way to link the display of Overlays with Rendered view, so that when I'm previewing the render I'm really previewing only the render?

It's always a 2-step process of enabling Rendered view and then disabling Overlays. So I would like for Overlays to turn off by default whenever I switch to Rendered view. Then I would like Overlays to switch back on by default whenever I switch to one of the other views.
By "default", I mean that toggling Overlays on/off should still be possible once in a particular view - but Rendered view initializes with Overlays off and the other views with Overlays on.
In other words, in 2.8+ can I make Rendered view behave more like it did in 2.79 (while retaining the option to see Overlays)?


texts: Merge these two meshes and export as .obj

texts:
I'm attempting to merge these two meshes together. They are already right beside each other in the way that I want to merge them.

The top mesh, highlighted in orange, and the bottom mesh, which is a flattened cube that I've curved using a path (the black line on the right)

I'm trying to follow this question and answer to join the two meshes but I can't get past the first step of selecting both of them at one time - is this because of the curve?

Thanks,

P.S. Here's the .blend


texts: How to set up diffuse and lightmaps in the shader editor

texts: I don't have much experience with the shader editor but I downloaded a weapon model and the textures came with 3 diffuse maps and one lightmap which is very pink and I'm not sure how to set that up, since I'm used to the texture and normal maps.


texts: So I made this character but every time I try to rig the clothes it doesn't work, the base, hair, eyes and pupils work fine but everything else wants to pull on itself....how can I fix it? Thanks!! This is the file:


texts: How can I decrease the size of textures in my blend file programmatically?

texts:
I'm new to blender.

I have a big .blend file and I need to decrease the size of the textures. How can I do it programmatically?


texts: Reloading Animation Nodes (node development workflow)

texts: I am developing some custom nodes and have a question about the development lifecycle. Can I reload AN classes without restarting Blender? Or, do I need to reload blender after each change to the class’s source file? I have tried a few things using importLib and nothing works. Thanks!


texts: Floating objects in a physically correct way

texts:
How can I float an object in a fluid?
For example I have a fluid container and a ball placed in it. Then filling the container through a pipe with fluid and I want the ball to float based on its size and weight.
Is there a way to achieve this in 2.79b or in 2.80?


texts:
I have a bone with stretch constrain, when I try to move the target bone, the stretch bone goes crazy doing things not related wuth the movement i do with the mouse.

any idea how to solve it?


texts: Change selection color of active element in a group

texts:
When I use groups it is really hard to recognize the active element by it's selection color.

In this example the middle is the active.

How can I change the active element selection color if it is in a group?


texts: How to have editor panes in the workspace be different editor types

texts:
I am using Blender 2.8 (Windows 10).  I have now been able to create two editor panes in the same workspace (see this Q/A).  The new editor pane(s) is set to the same editor type as the existing pane.   Trying to change one pane's editor type changes the other pane's editor type.  How can you set them to different editor types?  A tutorial suggestions this is possible (screenshots attached).

Editor panes in my blender seem to be locked to be of the same type.  Changing one type changes the other's type to the same type:

Screenshot of splash screen with version:


texts: How can I make a line of vertices round?

texts:
I have a straight line of vertices and I don't know how to make them be arranged in a circular shape such as the top part of a dome.

Can anybody help me?


texts: How to set the default vertex count to added geometry?

texts:
I wanted to know whether there is a way to set the default amount of vertices of added geometry (Such as default circles and cylinders) ?
Changing the amount from 32 can get quite annoying as I am working quite a lot with subdivision modeling...


texts: Local Space does not work with Transformations Modifier

texts:
I'm trying to rig an object's wheel in a way that when I translate a bone of it in positive Z LOCAL axis, that wheel object to rotate accordingly on the positive X LOCAL axis.

The problem is that when I translate the bone in local, the wheel is rotating in WORLD Space and NOT LOCAL as I set it up.

So the modifiers look like this:

Extrapolate checked
Source: Location - Z: min. 0, max. 2
Source to Destination: Z -> X
Destination: Rotation - X: min. 0, max. 90 degrees
SPACE: Local Space -> LOCAL SPACE (this one does NOT work, it acts like it is World Space!)

Why? How can I make it act as I set it up?


texts: How to measure the total length of an edge loop?

texts:
I am trying to find an easy way to measure the total length of a selected edge loop, without having to manually add up the lengths of each edge given by Blender's Overlay.
I have found some suggestions that the MeasureIt addon is capable of doing this, but I haven't been able to figure out how in Blender 2.83.
Basically, I want to be able to select a series of connected edges, and get the number I would get by adding up all of their individual edge lengths, in the quickest way possible.


texts: Is there a way to override a material when working with UVs?

texts:
Basically I want a UV-Grid image showing on the model without having to touch the material of the object. Whatever image I chose in the UV-Editor should be mapped to the object while I'm in edit mode. Is that possible? I'm running 2.8 now.
Thanks


texts: How to make a 'rocky' material with procedural bump?

texts:
If I have a modeled rock and I want to somehow to add details to it like the ones from an Asteroid (like, little holes) which kind of Node setup should I need?

My actual node setup (it's on cycles) is pretty simple, it's just a regular Diffuse color and with the Output, due to the figure itself, it reacts well to lighting. But I do want little details that can also react to light (like a bump, but random).

Reference:


texts:
Well, I was triying to edit some UVs on the latest Blender 2.8 Beta build, and when I tried to use the traditional UV sculpt tool from Blender's uv editor, I couldn't,  the brush simply does not show up, so I can't use it.

So the question is: Am I missing something or is this a bug from the current build?

If I'm correct, this icons activate the UV sculpt brush functionality but currently they do nothing.

Also I already made sure to have the UV Sculpt option activated


texts: StringProperty - append to existing path(s)

texts:
I want to use a StringProperty to store multiple paths (separated by a colon). If I pass the DIR_PATH subtype I get an option to browse for a directory, but as soon as I chose a directory the existing value is overwritten. Instead of overwrite the value, it should just append it to the string.
What would be the best way to solve this? I guess I could just make my own button instead of passing the subtype, but it seems like a good way to do it?
Example code:
# code example from https://blender.stackexchange.com/questions/26898/how-to-create-a-folder-dialog

import bpy
from bpy.props import (StringProperty,
                       PointerProperty,
                       )

from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

class MyProperties(Proper

tyGroup):

    path : StringProperty(
        name="",
        description="Path to Directory",
        default="",
        maxlen=1024,
        subtype='DIR_PATH')

class OBJECT_PT_CustomPanel(Panel):
    bl_idname = "OBJECT_PT_my_panel"
    bl_label = "My Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        scn = context.scene
        col = layout.column(align=True)
        col.prop(scn.my_tool, "path", text="")

        # print the path to the console
        print (scn.my_tool.path)

classes = (
    MyProperties,
    OBJECT_PT_CustomPanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()
```


texts: How can I apply a different material during / after using "Solidify" modifier?

texts:
I'm trying to turn this apple into a walking character, I have solidified the whole apple, including all 4 peels. Since the solidified mesh can't be edited, I tried to extrude the cut pieces, but it didn't work for me. There's more explanation below this image. Also, I have posted last image as a desired result.

     .

As you can see, after I applied the solidify modifier, it added the thickness just what I wanted (it has weird bumps, but I think I'll fix it), but I can't edit the newly generated layer since it isn't part of the mesh. This way it looks distorted and the cut piece should have that juicy yellowy part beneath the skin. Also, the inside of the apple should be filled with the edible part too, seeds aren't necessary, though I'd love to learn how to add them too.

      How I want it to look like:


texts: I'm not entirely sure whats happening but every time I try to use Grease pencil on my mesh it comes out all scrambled and weird. Posting pic for more information,.


texts:
I imported a .dae file but there seems to appear line like objects (and circles at the end of it) starting out from the center of the world. Can you tell me what they are and can it be removed?

But when I open the same environment (.dae file) in another application, I get a proper environment.


texts: Changes made to mesh does not appear in final render but appers in viewport render

texts: I did some detailing on a mesh with the knife tool, the details appear in the rendered viewport but when I render it out, either in cycles or eevee the details dont show, it renders the mesh how it was before I did the detailing, i tried applying the scale, unwraping it but nothing works can you help me?


texts: Object Transform Origin to Geometry Floor

texts:
I have about 400 different Plant models. I need the origin to be at the very bottom of the plant so I can plant them at the correct height when I export them to Unity. Is there a faster way to do this than:

Snap cursor to Selected
Set 3D Cursor Location Z to 0
Object transform origin to 3D Cursor


texts: Automate save as shapekey for multiple animation actions

texts:
I have a model with a armature with several animation actions in it, these actions are facial expressions, and i'm converting each action to a shape key using the "save as shapekey" option in the armature modifier for the model, there are two ways that i'm doing this manually
First way is selecting the armature > selecting the action > selecting the model > save as shape key > repeat
The other way i can do this manually is creating copies of the armature + mesh > selecting a different action for each armature copie > select all models > go to the shape key tab for one of the models > join as shapes
I have been looking for a way to automate one these tasks with python, or if there is a easier way to do this within blender


texts: How are you meant to use the middle mouse button?

texts: I am switching to Blender from Maya, I was really happy when I heard about the 'industry standard' keymap, but there are many tools missing in there so I thought I would try out the blender keymap, but it feels quite uncomfortable panning around with the middle mouse button, how are you meant to do it? Do you have three fingers on the mouse and use the middle one for the middle mouse button? or just two fingers and the index finger switches between the left and middle buttons?


texts: Is there a way to use another languages for scripting on blender?

texts: I don't have anything against Python and think it is an awesome language. But I, personally, am used to be much more productive with functional languages in general. Thinks like map, fold and first class lambdas help me a lot when programming. Python's support for FP, while acceptable, is far from ideal. With this, I ask: is there any way to use another language for blender scripting? Something with a Haskell-like syntax would be great, but even JavaScript/CoffeeScript/Etc would help me a lot already.


texts: I created a simple Hight-poly and Low-poly geometry. when baking Normal, I get strange artifacts. I tried to change the settings, extrusion,used cage. without result. Explain how to deal with them. maybe I'm doing something wrong. Blender_2.83 (2.8-2.83 - working same)


texts: Which is more efficient for performing simple actions, Python, or Logic bricks?

texts: Basically, I am trying to find the most efficient way to do simple actions, such as moving objects. I started thinking, what is the game engine actually doing with the logic bricks? is it handling them any different then it would handle a python script to do the same thing? And, if it is handling them any differently, which is faster and more efficient for the game engine to compute?


texts: Is there any way to generate Inverted or taper geometry by using displacement?

texts:
Is there any way to generate reversed taper geometry? In other words: I'd like to generate the geometry you can see in the following picture just by using displacement modifiers or by using nodes:

Q: Is something like this possible by using displacement? The purpose of me thinking that this is nearly impossible is because if having a larger displacement on top, how am I supposed to depict a tapering gradient bellow it visually on a map? You can not show a dim gradient bellow a bright surface on a displacement map right?
Note: This question is not specifically about cones, it is about any type of displacement where I have a bigger surface on top of a smaller surface.
For better illustration consider a plane , Subdivide it 100 times and switch to cycles rendered mode with Displacement type set to Displacement and bump. The if i create the following Node tree , i can get the following result. The node tree is finding the Length of the origin and using a color ramp to manipulate the falloff of the resulting spherical gradient and passing through a displacement map to get the final result , but how can i taper at the bottom and have a bigger surface at the top?


texts:
Within my game I have some cubes with text which render fine. In addition to the cubes I want to display some static text, e.g. the current score. The score text has the camera as parent and a copy rotation constraint on the camera.
While this concept works fine in principle, the score text is displayed very pixelated. I already increased the font size to 50 and made the text smaller by scaling it down, but it still doesn't show nicely.
The score text is about 11 Blender units away from the camera. If I move the score text further away, it displays better, but then the text interferes (collides) with the cubes.
What could I do to improve the quality of this text?
Download SSCCE .blend file. Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press P to start game engine.


texts: Python: Check if vertex is on camera field of view

texts:
Suppose I have the following camera perspective.

As you can see some of the Cube vertices are visible from the camera, others are not.

Is there a way from python to detect if a certain vertex is in the camera field of view or not?


texts:
[![enter image description here][1]][1]what is the difference between these 2 ? can you please sepcify
and how to convert the atoms one diagram to the solid form one, can you please tell the steps?
i am a total beginner so dont mind as i have searched many places but i cant understand
thank you

File:


texts: Remesh-Modifier in Sharp mode generates overlapping faces?

texts:
I found out that it's better that a mesh consists of quads than triangles (http://blog.digitaltutors.com/modeling-with-quads-or-triangles/). So I thought I will give it a try and use the remesh-modifier to make quads.
I created a icosphere and added the remesh-modifier (see screenshot). You can see some holes which in fact are overlapping faces. That's more or less ugly and I don't want that. I know I could delete the overlapping faces and create new correct faces, but I am writing a procedural mesh add-on and so the way of doing it manually is out of the scope.

When I am using Mode: Smooth the holes/overlapping faces disappear but I am not so sure if they could come back again.
Could someone explain to me why this is happeing?
The Smooth-Mode is working without sharp-feature detection. But what is a "sharp-feature" on a icosphere? And why is it a problem for the modifier?
Thanks!


texts: i exported my uv map as an image, and painted onto the shapes in fire alpaca. when i tried to apply the texture back into blender by dragging it onto my uv map, it was off to the side and only partly overlapping onto my uv map, and the part that was over lapping did not appear in the render.


texts: Path Curve Deform creates unprintable non-manifold geometry

texts: I created an SVG vector mesh in illustrator, imported it to Blender and used it as a path to deform a triangle along. It makes a design that I rather like. Unfortunately when I convert that path to mesh, it is unprintable due to the ways the geometry doubles over itself at each vertice. Blender's 3D printing tools delete or destroy the mesh when I try to fix it. What are the keys to using path deform without creating overlapping or self-intersecting geometry? The finished form is meant to be 3D printed. Thanks for any help you might have. I have tried other mesh-fixers to fix the non-manifold issues and none of them work. I have also tried using path deform with dozens of different checked boxes and still no luck.


texts:
I imported my model from Blender into Unity and I noticed that the colors were off in the Unity scene. This is even before I add the UV map to my object. As you can see in the picture below, there is some discoloration near the duck's armpit area (and on the other side as well). I thought it could be a lighting issue, but the discoloration is still there with direct light. I also don't think it is a reflection issue. My blender model looks fine so I'm not sure where to start looking for a solution. In front of a duck I put a cube which has no lighting issues. I also changed all the Standard Shade settings of the duck to match the cube, but am getting the same result.  I am at a loss :/

EDIT:

Here is the link to download the blender file: http://pasteall.org/blend/index.php?id=51537


texts: How do I apply a flat texture to the side of an object?

texts: Okay so imagine this, I take a plane with an image on it, and shoot pixels as lines perpendicular to the plane and they hit the object, coloring it. These lines do not pass through the object, they only color the first point they hit. That way, when viewed from the angle the object was painted from, the object shows the image nearly perfectly and the model looks convincingly painted, from all angles. Can I do this?


texts: If property does not exist, use default value in python

texts:
I have a problem with my script, i want to let the user creating or not the property, but when the property is not used, blender give me an error (its normal).
i have tried things like:

if "myprop" not in own:
    own["myprop"] = MyValue

And

defaultValue = MyValue
value = own("myprop", defaultValue)

But nothing work, i allways get an error.

Maybe the second one can work, but i dont know how to use it correctly.

I have another question, my player use the Character physics, and in the physics menu, we have the Jump Force.
I want to set the Jump Force in python, i know the function for doing this is:

jump_speed

But i dont know how tu use this:

GameObjectSettings(bpy_struct)

Thank you.


texts: How to insert key to a constrained bone with "child of"

texts:
I have a character with a sword, sword is inside the same armature of character, and i want to be able to add keys to everything.

An example would be:

The character moves to the sword is at the ground, so the sword is static and character moves, now the sword does not need keys.
When character gets the sword, I would like to bind the sword to the hand, ok I can do it with the "Child of" bone constraint and everything seems fine.
I do more animation keying and everything seems good except if I go the animation begining the sword is not at the ground even if I added keys to be there, because of the "Child of" constraint.
So then I think: ok, now if I delete the chain of constraint, it would fix the begining of animation because I added sword keys when it was on his hand.
Delete the constraint but it seems the keys when character had the sword on his hand have not been recorded properly, now the sword stays static.

Is there any way to record a key with the help of a child of constraint and then delete it but keeping the positions of that constraint did?

I cant bake the constraint because is inside the same character's armature.

And I need to be keys, not modifiers or NLA strips, I want to export the animation to Unity.


texts: Tried to apply noise F-curve modifier on the power of a light but it isn't showing up on graph editor. Not sure what the problem could be.


texts: Can you paint over an existing image texture in Texture Paint?

texts:
I'm thinking of painting over my current image texture to fix a few errors instead of going back to my image editor and make a guess work on corrections. Is that possible?
And if I'm to duplicate an existing texture paint image, will the original be affected by the edits I'll make on the duplicate? If yes, how can I make a independent duplicate just so I can go back to the original if I didn't like the edit.


texts: How important is it to keep meshes low-poly? When I model I feel bad about adding high-poly detail and don't do it because when I started with Blender I read some stuff against high-poly modeling, but now I'm confused.


texts:
I'm not completely happy with the way particles work in blender for my particular needs and I have previously programmed particle simulations from ground up in Grasshopper and have some basic knowledge of python, so in theory, I should be able to write my own addon the way I'd like it to behave, I'm fairly new to blender though, so I don't have an estimate of how much you can access using the api.
Would it be possible to use python to add another type of particle sim to the already existing emitter and hair types using an addon, or would this require a change to blender's source code?
Thanks in advance.


texts: How to get the global y-value of a list of vertices?

texts:
I am afraid the solution is very simple but I don't get it :(

I need to extract the smallest global Y-coordinate out of a list of vertices. I tried it like this but the result isn't quite right:

vert_list = [bpy.context.active_object.matrix_world * vert.co for vert in bpy.context.active_object.data.vertices]

min_value = [min(vert_list)]

print(min_value[::1])

On the one hand the given value is wrong and on the second hand I get all three coordinates, not just the y value.

Do you have a tip for me?


texts: How do I prevent the brush color using a gradient in the weights?

texts:
Good day. I cannot figure out how to draw weight without gradient. In the example below, you can see that the brush only paints red, while mine always paints with a gradient. How can I do applying weights without gradient? Is this a specific setting of the stroke method ?
example

my brush


texts: I am brand new to blender and have been working on some really basic things. When I look at it in solid mode everything is in color but when I look at it in the material preview mode, render preview mode, or when I render it out the whole thing is in Black and White. Under Output Properties, the color is set to RGBA. If anyone could help that would be great. Thanks!


texts:
When I select an object by clicking right or left mouse button, the objects moving with my cursor.
I'm new to Blender, not sure if this is a normal default. I tried to disable translate under 3D View, it's not doing anything. How can I disable this behavior?

Thanks.


texts:
So I was trying to make a particle simulation where the particles collide with a fixed gear that rotates when the particles collide with it.
The gear

As you can see I have locked the locations of the gear and limited the rotation to the Y axis only in the transform locks in the object settings, I also added rigid body active and collide physics to it (collide because I need the particle system to collide with it).
Without the particle system

The cubes are active rigid body objects that also have the same transformation lock settings as the gear, and the groundfloor is a passive rigid body. In this case we can clearly see that the gear rotates when colliding with the cubes
Now with the particle system

I added a plane and added a particle system to with the particles set to object (Cube), as you can see the particles surely collides with the gear but the gear doesnt rotate like it did previously when the same thing was done with cubes.
So how do I make the particles collide and rotate/move a rigid body object ?


texts: I have an edge that does not bevel as expected, what might be wrong?

texts:
Here is video of the problem: https://www.youtube.com/watch?v=9rAeFdRckN0

What might be wrong with those edge to bevel in such way?

Edit1 : Here is dropbox link to file. https://www.dropbox.com/s/d7lc0zirimptwcm/wheel.blend?dl=0


texts: Skin Modifier 'Skin Resize, Ctrl-A' Not Working!

texts:
Just started learning about the skin modifier and immediately came across this issue. The shortcut to scaling is Ctrl A, but this error messages pops up. Does anyone have a solution for me?

Thank you!!

Edit: I already tried rearranging the modifiers, but the same problem exists. Does it have to do with my using Cycles instead of Blender Render?


texts: Physics on armature not updating correctly

texts:
I am Trying to set up an armature with Physics. I found this neat trick wich ALMOST seems to fit all my needs:

Rig that reacts to gravity?

Basically i have one seperate object, only consisting of a few verts with physics on it. Emtys are parented to the verts, and in the end those empties act as IK targets for the deforming bones. On its own this setup works perfectly fine!

But there is one Problem: When i try to incoorparate this Method into a Rig it does not always update properly.

It is hard to explain, so i made this Video to show you whats wrong:

https://youtu.be/jleXmNuBMEI

On the Right i have a very basic character. Here the "physics" rig is seperate from the rest of the rig for the body and works perfectly fine. The "physics" rig is, as a whole, parented to the Head bone of the "body" armature.

On the left is what happens when i join the Rigs. The Base bone of the "physics" rig is parented to the Head bone. Now it wont update properly, and yes, this does show up in the final render. In looping animations there always is this jump at the first frame.

I often render animations as image sequence, so i can pause the render at any time and resume later. But every single time on the first frame rendered there is this jitter.

It does not matter if the physics are baked or not. Even when the "physics" part of the armature is not even parented to the head bone or anything else this jumping appears as soon as its part of another Armature.

In the End i want to use a setup like this for all kinds of physics, animating floppy ears for a dog or fat-physics on an overweight character fox example. Or Bounciness on certain parts of the female anatomy. So i cant really have seperate meshes, and i cant deform one single mesh with two different armatures.

So, my question is what causes this behaviour? Or am is this a completly wrong approach? It seems the method described above works perfectly fine for all those purposes. But this Problem makes it completly impractical, sadly.

Id be real happy for all suggetions


texts: I am relatively new to Blender. I come from Sketchup for modeling and Simlab Composer for rendering. In Composer there is a function to save the material palette. Then if I have a model that uses similar materials I can re-apply all of the materials in one click using the saved material file. My question is does Blender have a similar function? I figured out how to append materials, but then I have to go through and apply them. For example any material that uses nodes does not append with the nodes intact. So I have to append the node tree and then redo the material with the correct nodes. This is very tedious and time consuming. Maybe I'm doing something wrong? Thanks in advance.


texts: How do I add a procedural confetti pattern to a plaster wall?

texts:
Okay,I'm gonna ask this again and I'm gonna be more specific. Do you remember in FNaF how you see a triangle shaped confetti texture on the walls? The clearest view of it is in the West Hall as displayed in the image below. Well,I am trying to find out if this can be done procedurally or if I have to use an image texture for it.

Can someone please help me out? If you can,I'll give you a big,fat thumbs up and I'll check your question as the answer.


texts: I simply can not figure out why I am getting a post bake nasty normal map on an object, while I get a clean bake on the other object that appears to be identical in every aspect. I am baking with the exact same settings? and have tried various UV channels, I am stunned. Thanks.


texts:
Is there anyway to cleanup vertices/edges in edit mode?

I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.

Update for clarity:

So I have a mesh like this:

And I delete some parts of it and end up with some edges/vertices that do not have any faces:

Can I automatically select and/or remove those?


texts: Why does it not allow me to change the raidius and the amount of subdivisions?

texts: The tab is grey and when I try to add more subdivisions and change the size of the radius it wont let me and the tab just dissapears.


texts: Blender slow even on low poly model after adding armature

texts:
I created a model with multi-res modifiers, baked normals, and then removed all my multi-res modifiers leaving me with a low poly model of a human figure. Then I added a rigify armature, and now it's running very slow.
To click on any of the bones, it takes about 11 seconds to register the click and highlight the bone. It ran ok until I added the armature. I had my husband open it on his computer, and it runs MUCH better on his computer.
I'm running an 10th gen i7 with 32GB of Ram, and I have no other programs open. My husband is running a nothing-special 4 year old gaming PC with 8GB of Ram. The only advantage I can see that his computer has over mine is that mine is a laptop so only has the on-board intel graphics chip. But that shouldn't matter because it's not using the GPU while just modeling, right?
My question is - why is it so slow and how can I make it faster ? Thanks!


texts:
I have some issues with renderings
My CPU and GPU date from '11.
Can someone give me some specs that will do the job quick and with high quality?

Hope i did not bothered you with my question and am lookng forward to  your advice
Hope to hear from you .

Kind regards


texts:
I'm importing a .obj file(s) from another software that results in changes in scale and location. I don't want to have select all objects individually and apply scale and location changes. I've tried the following:

import bpy

bpy.ops.object.select_all(action='DESELECT')
if bpy.context.selected_objects ==[]:
    for obj in bpy.context.scene.objects:
        if obj.type == 'MESH':
            bpy.context.object.location = (-6.0, -3.0, 0.0)
            bpy.context.object.scale = (0.001,0.001,0.001)

It selects one object and that's it. Any help would be appreciated! Thanks!


texts: Where or how do you find the keyframes for properties in the Dope Sheet?

texts:
I have some keyframes for the Radius of DoF on the camera. Let's say I want to change the interpolation on the value changing from Linear to Bezier or the other way around.

I know I have show only selected in the dope sheet, but otherwise it gets way too cluttered, and would take minutes just to find it, and I'm not sure if it is there.

How do I find the keyframes of properties so that I can edit them?


texts:
I use Linux Mint 18.3, I updated my system, then, when I startup Blender it crashed. This is the error:

# Blender 2.79 (sub 0), Unknown revision

# backtrace
/usr/lib/blender/blender(BLI_system_backtrace+0x30) [0x17914d0]
/usr/lib/blender/blender() [0xd2b9d1]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f2a3cad74b0]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x5e2eb6) [0x7f2a0f6f5eb6]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x5e4559) [0x7f2a0f6f7559]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x5d1468) [0x7f2a0f6e4468]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x5d2345) [0x7f2a0f6e5345]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x3f34da) [0x7f2a0f5064da]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x3f3ddd) [0x7f2a0f506ddd]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x42a333) [0x7f2a0f53d333]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x17812e) [0x7f2a0f28b12e]
/usr/lib/x86_64-linux-gnu/dri/i965_dri.so(+0x17dda3) [0x7f2a0f290da3]
/usr/lib/blender/blender() [0xd2f76d]
/usr/lib/blender/blender(wm_draw_update+0x882) [0xd312b2]
/usr/lib/blender/blender(WM_main+0x28) [0xd2c678]
/usr/lib/blender/blender(main+0x376) [0xce5b96]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f2a3cac2830]
/usr/lib/blender/blender(_start+0x29) [0xd28689]

Can someone help me? Please.


texts:
I have linked an object from another .blend file that has fluid obstacle physics. I have an inflow fluid object flowing onto it and a fluid domain object surrounding it.

However, the fluid simply flows through the linked obstacle object. Are there any properties I need to tweak or is this not possible?


texts: Addons not appearing when I search for them

texts:
I am trying to install a addon that lets me import MMD files but it is not appearing after I press the button "install from file" and select the file.
Here are some pictures of what I do to install it.

As seen above it is nowhere to be found! (sorry for the poor quality pictures)


texts: How can use the mapping node for two noise textures

texts:
I'm actually creating a planet with this node set up :

I would like the continent texture to be appearing only near the poles but they keep appearing randomly like this :
I guess I have to use the mapping node in some ways but I can't fix it
Does anyone have a solution ?


texts: Text Editor Scripts not available in the Python Console - but are available to scaling drivers

texts:
Summary - Background

Created a text drivers.py file in Gedit
Opened drivers.py in Blender Text Editor
Selected [x] Register

Summary - Issue

The scripts are available to my scaling drivers

No problem there

When I try to run a test value in the python console I get the error

NameError: name 'driver_Combo' is not defined

Summary - Question

Do I need to do something to make the (external) scripts available in the Python Console ?

Full Details

Just recently started learning Blender.

I am using driver scripted expressions for [ Transform ] [ Scale ] of objects.

I was creating (and testing) scripts in the Python Console:

all good with achieving my driver scaling
scripts created in Python Console were not being saved with my .blend

Now I have moved them into the text editor:

Created a text drivers.py file in Gedit
Opened drivers.py in Blender Text Editor
Selected [x] Register

This is the content of drivers.py

import bpy
from math import degrees, radians
from math import pi
from math import sin

# def function
def driver_Combo(time):
   radius = max(abs(sin(radians(time))),abs(sin(radians(time+90))))
   if time > 360:
      radius = 0
   return radius

# add function to driver_namespace
bpy.app.driver_namespace['driver_Combo'] = driver_Combo

I'd like to have the scripts available in the Python Console to test values.

How do I make the scripts available ?

Thanks.


texts:
I created a mesh by using the mirror modifier. I cannot move the vertices of that object on the Z axis after applying the modifier.

What am I doing wrong?


texts:
I have an animation of a walking avatar using mocap. He walks and turns left. I want to change it to turn right. The rotation system of pose bones is Quaternion. How to make it?

The left bone and the right bone can be flipped, but the root bone can't be. Are there any ways to mirror across axis in 3Dview? I only found the mirror in the graph editor, which can't help.

Or should I change Quaternion to Euler for the flipping and change Euler back to Quaternion???


texts: How to modify curves and make object to follow path using Python scripting

texts:
I want to create x number of BezierCurves and manipulate them so that the objects which follow their path do not seems colliding with each other when playing animation. So, basically, I have some objects in my scene. Let say three objects, then the script should create three curves and attach them to the objects. Please have a look in this gif animated.

Could anyone guide me, how can I achieve this?


texts:
Ok, I have never done any deforming/shape blending, and Ive been working primarily in Maya here but I thought you guys on Blender exchange might be able to put me in the right direction.

Im very new to 3d and I need to make a shifting blob - essentially taking 2 spheres that have to be 1 object (HAVE to be combined or just 1 object, its crucial for putting it into Unity) and moving them around within each other to make it look like a cartoon cloud.

I watched several tutorials on shape blending as Ive found out that this means distorting objects in an animation, but most of them deal with stretching 1 shape or face, not making bulges/moving around other shapes.

This is what I have in Maya (I could do it in Blender also) but when I go to Deform->Blend Shape, it won't let me create an animation because the last 2 shapes were created by combining 2 spheres.

I just need to bulge a sphere in an animation to import into Unity. I have no idea where to go. How can I do this?


texts: How to use spring constraint on a moving object?

texts: I’m trying to animate a bike that will be going over rough terrain, and I want the rider’s body to react with physics. I’m trying to use the “generic spring” rigid body constraint, but whenever I use it, the object hanging from the spring only moves in one spot. If I want an object to react to the motion of the bike (jiggling up and down as it goes over bumps and hills) I need it to be a movable system, and to be able to react to that motion. Is there another way to accomplish this, or am I not using the constraints right?


texts: How to make parts of texture shiny and reflective?

texts:
Basically, I'm making a matte object with no highlights, and only some parts of it are covered with metallic paint that should be glossy and reflective.

Hopefully this explains what I mean:

I'm using Blender Internal render.

The "desired effect" part has Wardiso specular and a bit of reflection.

I have a specular map on the column body (blue parts are black and golden parts are very light grey), in the Textures tab it's set up like this:

I've tried bringing up the Specular in the Material tab (it's currently at 0), but it affects the parts that are black on the specular map as well. It's my first time using specular maps, did I not set it up correctly?

Anyway, is it possible to achieve the desired effect without having to separate the mesh?

UPD: Golden parts are much more shiny now. I only need to make them more reflective to imitate metallic paint properly.


texts:
Im new to Blender and i have put my mind into learning all i can about this awesome program. I have done alot of tutorials on sculping and animating, and it all gone real good.
I have now made my own version of Tux and i want it to follow a path. I have put in the Key frames for its walk rotation, but when i try to do a path constraint, Tux gets seperated from the amature and i dancing around looking all weired.

You can see him here.
http://www.mediafire.com/file/f3p4pej5mje96gq/Tux+go+wrong.blend

I have now spend 3 days trying to fix it. reading forums. I have started all over and followed many toturials on the subject.

I will never give up on this, but i hope that after 3 day there is a friendly soul who could be helpfull, so i can learn this lovely program proper.


texts: PC freezes when trying to import .fbx exported from Maya

texts:
My whole PC freezes when I try to import .fbx files which where exported on a different PC from Maya to a .fbx file.

I need to physically hold the power button to shut down my PC because it won't unfreeze again after trying to import it.

How can this happen? I am not in control of the PC with Maya on it.

I am using Blender V2.77.

One of the files where the issue is occurring can be downloaded here:
https://drive.google.com/open?id=0B2UlKqRHB4gHckJfMVRQdzdmNU0


texts: Need to understand how to show reflected light well with cycles

texts:
I want to show light reflected from a flat, mirror-like surface onto a diffuse surface. I noticed that even when everything else looks good, the light reflected from the mirror is 100% fireflies. When the roughness is increased a bit, they smooth out quickly to what I would expect. NOTE: mirror is flat - this is not a caustic issue. However, that is the direction I'm going next. Also, I'd like to see how well Blender can do - "just use another rendering program" is not helpful here.

Is there a concise yet accurate way to explain why this happens? I'd like to understand as much as possible.
Is there some particular setting (beyond just "Samples") that I can use to improve the reflected light pattern smoothness (for a given render time)?
Could Light Portals be used to reduce render time for smooth reflected light?

The images below are 100 samples. 1000 doesn't really fix it.

I have found that this answer by @gandalf3 seems to address part of my question already - but I'm still interested in trying everything I can within Blender, before resorting to those measures.

Edit: This Blender Cookie is the best discussion/tutorial I have found so far on ray tracing and nodes in cycles. The .blend file is here.

So a ray from the camera hits the "floor" at a certain point (pixel) indicated by a tiny cube. Actually, in the case of a mirror (specular reflection) a similar number of rays from that point would reach the light directly and by reflection. So we can't just say there are "fewer rays". There is something more here.

DIfferent areas require very different number of samples. Words describe my impression of how much noise in the direct lit areas, direct shadows, and reflected lit areas.

The .blend file is here.


texts: Viewport shading option "shadow" not displaying shadow

texts:
I'm trying to get the viewport to render shadows to help visualize depth when working in an orthogrpahic view. I toggle the shadows option in the viewport shading menu, but it seems like the only thing that happens is the objects are shaded a little darker. I've tried messing around with all of the parameters with no success. I've included a screen cap of objects with and without shadows switched on. I'm sure its something simple that I'm overlooking but I haven't been able to figure it out. Thanks!

I'm looking for it to display hard shadows in the solid viewport shading mode to illustrate depth as seen in this image
here is a screen recording of what happens now when I turn on shadows, and change the shadow options parameters.


texts: How do I use the alt left-click shortcut to select an edge loop without making the closest vertex active?

texts:
Sorry if this is a dumb question, I'm a beginner to Blender.

At 6:55 in Part 1, Level 3 of the Modelling - Blender Beginner Tutorial by Blender Guru, he uses alt left-click to select an edge loop of the coffee cup base. Note he is in edit mode with vertex select set on when he does this. He then scales in the edge loop, which scales in towards the centre equally on all sides.

When I use alt left-click not only does it select the edge loop but it makes the closest vertex or edge (depending on my selection mode) active. So when I scale it in, it scales the selection towards the active vertex/edge, pulling it off centre.

How do use alt left-click to select an edge loop without making the closest vertex/edge active? I could  manually select the loop on the mesh with xray active, however that defeats the ease and convenience of using a shortcut.

I'm using Blender 2.82. This is the tutorial in I'm referencing https://www.youtube.com/watch?v=7a0cHFs7jkw&t=415s


texts: VSE: Fade to white via a bloom transition

texts:
I have a video that I'd like to fade out to white by increasing in glow intensity until it is pure white.

Here's an example of a "before" photo (courtesy of Pixabay):

The problem is that I can't get the Glow effect in the Video Sequence Editor to get any more intense than this:

The above photo is using these settings:

Boost Factor can't be raised above 10, and Blur Distance can't be raised above 20, so I can't reach pure white. Is there a better way to go about achieving this technique?

Thanks


texts: Glass shows up black when I render it as a transparent png (no background)

texts:
I'm trying to render a glass bottle on a transparent background. There is lighting set up, and you can see the glass when you render it on a background, but when you omit the background from showing up in the render, it comes out black.

How do I make it so the glass shows up normal and not black without a background?


texts: Can't blender do a snap like the Sketchup?

texts:
Sketch-ups snap to the left corner and move.

Blender doesn't sort by left.
I know it's based on active after changing the origin.
It's very uncomfortable. Is there any simple way to cut short?


texts:
I can add a background image and, for example, assign it to top or bottom, cut off half the box, mirror add my other modifiers but this is when the problems start.

If I try to sculpt, the image simply goes away.  I have to hit top and then orthographic again to get the image back.

I guess I could assign the image to the camera and do the same thing and it would stay there, right but why does the image go poof as soon as I grab a brush and try to do anything to surface I am going to start working with?

If anyone knows a tutorial that covers this, please let me know.  I have chased my own tail for 4 hours in YouTube and in the Blender.org community and not found an answer.

Thanks!

Richard


texts: How change origin from object with collision area without change pivot area of collision?

texts:
Please look the pictures.

Have a explanation on the pics
Please help me if possible.its for spawn correct ragdoll object to position of the box.
Thanks


texts: Extruding along an edge without creating new faces

texts:
So I am working on a fun little project. It's been months since I last created something in blender and even that was my first time. First up: here is the file.

I cannot for the life of me figure out how to make all the edges "extrude" (maybe it's the wrong word) so that this shuriken gets blades.

I've been googling for hours, but I cannot seem to describe what I want in a simple search query. I hope someone knows what I mean, any help is greatly appreciated!

P.S. After making the blades I would like them to kind of "inverse bevel". I couldn't find any info on that either, so if anyone could point me into a direction I'd be quite happy.


texts: I have icosphere subdivide and separated. I have duplicated one mesh and separated from the sphere. Selecting all the mesh and the separate mesh i press ctrl+L to link. But the result is the mesh rotate. I want edit the link mesh which is separate so that all the mesh with icosphere follow.


texts: What’s the best way to make a low poly version of this for exporting to substance painter ?


texts: Color into Alpha - Nodes and Vertex Paint

texts:
As a way of easily blending materials together on a single object, and to allow me to do so on arbitrary parts of the model (without needing to segregate a specific part of the model's UV map or duplicate the material*), I've started experimenting with using vertex painting.
By vertex painting greyscale, I've managed to mix between two textures (on arbitrary parts of the model) by using the greyscale as an alpha for other textures. But, to get more textures, I'd need to be able to use different colors. How can I use this vertex paint color information to drive the alpha channel of various other textures within the material?

If someone knows a better way of doing this process, I'd be keen to know it!

* e.g., putting a dirt patch on a long wall model sharing one texture: doing so would usually change the texture an every repeat of the texture, where vertex painting directly onto it and using that as an alpha for other materials allows me to do only a specific part.

Image here is example of what I mean. The red parts become white, the rest becomes black in the first, the yellow parts become white and the rest white in the second, and so on. These various black and white channels can then be used as an alpha for other textures. However, it shouldn't be limited to just pure red, green or blue, I'd like to be able to mix potentially a dozen materials in one place.
Also, to be able to mix them with varying levels of opacity, could the brightness of the color itself be used to give transparency? In a way, a specific shade of red would be one texture, but a darker red of the same shade would give less transparency to that area of texture, allowing the texture underneath to show through more.
Just my thoughts on what I'm trying to figure out.  Again, if someone knows a better way of doing all this, let me know. Thank you.


texts:
So I'm trying to use an overlay mix shader to map a skin onto a replica of a car from the video game BeamNG.drive. It doesn't look right, still. As you can see in the comparison, the camo is covering up the grille, which is an effect I don't want. Is there a way to fix this? Below is a download link for the blend and textures, too.

Download link to the replica's body and textures: https://drive.google.com/file/d/1TiFgDiN8jyoRT3zb5lrSkbjOURJLpl8k/view?usp=sharing


texts: I have a camera and I want to move it with the mouse and also move a character, but when I try to move the character it moves to another. I don't know how to explain better. XD. Please help. Thanks.


texts: Blender Voxel Remesh - Why one side of my model is not remeshing as good as the other

texts:
I am trying to voxel remesh my model which has for sides with identical complicated geometry.

When I voxel remesh at 0.01 3 sides come out quite good but the 4th has a lot of holes.  The photos explain better this result. At the start, I had the same problem on all sides so I added a couple of multi-resolution modifiers on the model, and 3 of the 4 sides came out good.

Can someone tell me why? Or if there is another modifier that might help me or something else I could do, please.


texts:
I tried looking everywhere but everything I've found so far seems to assume that I already know what it is.

Thanks!


texts: Is there a way to keep rigid body properties on object after baking physics animation to frames?

texts: I bake an objects physics rigid body animation to frames and then the rigid body properties for that object are removed.  Is there a way to keep them?  I understand that since the object is now keyframed that those properties are useless for the frame range that was baked, but what if I want to use the object in more physics later on (or would that be something you just don't do?) ?


texts:
Is it possible to align procedural wave texture in Cycles perfectly - say - vertically? Because when assigned to an object (in node editor), it's rotated ~45° or so...
I tried playing with mapping, but it's never perfect...

Sphere; loc, rot, scale applied; not unwrapped:

Node setup:


texts: Texture paint with face selection masking now shows wireframe

texts:
So by default if you hide parts of the mesh and go into Texture paint mode and turn on Face Selection Masking the parts are hidden and there is no wireframe.
I toggled something so it shows up now and the other parts are visible too and that is global, I got no idea what causes this.


texts:
Blender view port doesn't display scale (cell size) of the grid.

Grid cell changes depending on zoom in/out (1 mm, 10 mm, 100mm, etc) .

I haven't found an option nor a plugin.

Without knowing current scale it's hard to estimate object size.


texts:
I am creating a lego man and would like the legs beveled so that the edges are not too sharp. This works fine for simple objects like the body.

But the legs are made from a cylinder, which is chopped off at the bottom then its vertices are extruded to create the blocky part of the lower leg.

Is it possible to get a bevel on this type of object, or should I create the leg using a different technique to get smoother edges?


texts: Does Cycles support udims for displacement?

texts:
As the title says: Is there currently a way to use udims/multi tile textures that go into cycles displacement output?

The only way i got it working is by creating a new material for every uv map. but this is not as handy as using a single material.


texts:
Alright!
I really wanna learn how to bake textures. I have a weapon model which uses 30 textures its a single model but those 30 textures covers different parts of the weapon.
I am a game modder and I am converting a weapon which uses 30 textures I watched videos on youtube but it didn't helped me at all.
If someone can tell me how to bake 30 textures to single uv map that would be a lot of help.


texts: Converting the Sponza Palace ceiling into square-like faces

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I wish to convert into "square-like" quads the ceiling of the Sponza Palace mesh (from the original by Marko Dabrovic, converted to OBJ and available at the McGuire repository).

The mesh of the ceiling is mostly quads already (in theory it should be all-quads, but I guess there was some topology problem when converting to OBJ, and this created a non-manifold mesh with some triangles at the base of the arches). The file available at the above link already has these problems, I didn't find a version without these problems, supposing there was one.

I'm no expert at Blender mesh editing. I tried to subdivide the faces, but the resulting quads, although smaller, kept the original aspect ratio. I wish to subdivide the longer edges only, so that the subdivided rectangles tend to convert into square-shaped.

So my next try was to use the "select larger" tool after selecting an edge that I wished to subdivide. It helped, but undesired faces appeared in some edges, and I couldn't progress more than one subdivision.

Do you think of some procedure I could follow? I don't really need perfect squares, I just wish quads with the longest side not longer than twice or thrice the shortest side, for example.

Also, I don't need that all quads have the same size. So, it would suffice if I could just subdivide the horizontal edges four times, for example. This would create some too large quads, and some too small ones, but it would suffice for my purposes.

If it helps, here's an image of the Sponza ceiling. Yes, what you see are quads (with some triangles at the bases -see the ugly diagonals at the bottom of some arches-, as said above):


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It sounded so simple to use displacement for a cube, but I found there were a lot of question about that.
I would like to model a cube with imperfect edges. So I made a base model like this:

It had beveled edges:

I sculpted a hires cube and created imperfections along the edges and the faces:

I generated a displacement based on the simple cube. Of course it had to have UVs. I used the default UV layout:

The beveled corners looks like this in the UV editor:

I generated displacement map with the default Blender Render engine (v2.79). And it seemed OK.

But the rendered image had some problem with the edges:

I tried to subdivide the base geometry but it did not solve the issue.

How can I fix that problem?

What would be the ideal workflow for this (stressed cube) task?


texts: Bone dissapears in edit mode, but seen in pose mode?

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There are no constraints on it.

Once I go into edit mode, it's gone! I can't find it and I can't delete it, it just come back when I go back to pose mode.

Thanks for the help.


texts: How do you transform a mesh with rig into another?

texts: how do you transform a mesh with rig into another, for example, a game or an animation of the Hulk, that transition between Dr and the monster, how do I make this transition of two totally different mesh’s? For objects, I know you have the Shrinkwrap option, but it doesn’t give me much control over the transition, thanks, you are beautiful, God bless you!


texts: Select or find everything that a driver is driving?

texts: How can I find out all properties that a driver is driving without manually checking every object in the graph editor?


texts: In making a mask, how do I remove the outer area and lay the inner area atop video?

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This is only my first time in making masks in Blender and I wish to learn this for my future motion graphics.
See photo below. How do I erase the shaded area surrounding the bezier on a maroon rectangle and later drop the inner area on top of video?

Assistance apprecitated. Thanks in advance.


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i'd like to stick vertices to another object,

make the cylinder take the selected vertices.
i hope the explain clear


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I am learning how to use blender. After I create an animation in blender, how do I send the output from a blender application so that it remains interactive?

I mean, I can save as .exe but it is not interactive. How do I create a standalone file that has buttons to fast-forward and rewind the movie and change the camera view when I do something like dragging with mouse?

EDIT
I have an animation in blender. I want to export a standalone player with buttons/features that can change angle of view and do something like change frame rate of animation, or such stuff.


texts: Unable to select more than one object in Edit Mode

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I have created 6 cubes in Object Mode and I can select each of them individually or by box selecting. However when I tab into Edit Mode I am only able to select the last one selected in Object Mode. The remaining 5 cubes will not select. This behaviour is same when trying to select Vertices, Edges or Faces. When I return to Object Mode and change the selection then go back into Edit Mode the object I had been previously able to select will not do so and it is only the one I last selected in Object Mode that will select.

Been on this for hours now and would love some suggestions of thins to try

Additional: I found that I could select the meshes if I added them when in edit mode from the add tab. However, The final 3 meshes all ended up sharing a point of origin which I had not deliberately done. When I deleted them and then went into the Object Mode I could no longer return to the Edit Mode!! I am now as I hit the Undo keys several times.

Been working with Blender for several days now and was enjoying it. Personally this doesn't now feel like a stable release to me!


texts: How do i have my fire simulation have a better framerate/ quality?

texts: I'm relatively new to blender, so I do not know entirely how to use it. I followed a fire simulation tutorial to a tea, however my frames would only go to 8 frames per second and the quality of the fire is very poor. How would I go across fixing it?