texts:
I'm attempting to have a central turret object turn to point to a moving target. The turret is always in the center of the scene (un-moving). Using the Steering>Seek actuator is too fast and allows the turret to lock immediately to the target. I need to be able to have the turret slowly turn clockwise or counterclockwise (depending on which is shorter) at a set rotation speed until it eventually points to the target.

I found the getVectTo() Python function, which I can use to pull a local vector from the turret to the target. Unfortunately, I can't figure a way to use that vector to determine the shortest turning direction to reach the target; i.e. clockwise or counter-clockwise.

To clarify, the logic would look like this:

if shortestRotationAngleToTarget = Counterclockwise:
    rotateTurret(turretRotationStep)
else
    rotateTurret(-turretRotationStep)

EDIT:
I've done more digging and tried to implement some of the suggestions provided so far. I believe I need to be using the .angleSigned() method applied to the turret's currently facing angle, but can't figure out how to get it working. The following screen shot shows the testing scene I'm using to figure this out. I am attempting to get the output of +90.0 returned where the error occurs.

I've posted the Blend here: GetVectTo.blend

Thanks for any suggestions!


texts: How to have less tired finger muscles when using Blender?

texts:
As an old 3ds max user, I realized that Blender is tiring my finger muscles more. Why?
I am pressing my right hand finger to the mouse button AND with my left hand finger, I am pressing to Ctrl, for zooming in and out. Ok.
But when I want to pan, I have to raise my right hand finger and press again to mouse button. During this, I have to release my left hand finger and press Shift. This is 2 active process.
What i want is this (like in 3dsMax):
I want to keep my right hand finger "pressed" (no releasing) during my left hand finger is pressing and releasing for zooming in and panning. This is 1 active process.
With this, I am just moving my left hand finger. Am I wrong?


texts:
I have an empty attached to the hand bone called "Empty: Hand.R" and I set its pivot point to line up with the pivot point on the sword so I can snap the sword into place. I have a basic set up to walk up to the sword in first person view and press F to pick up the sword and equip it in hand. I have tried making the sword's location match the empty's location many, many, different ways and they are all wrong. I can set an object constraint on the sword to copy the empty location in edit mode but it wont let me apply it in the game mode. How can I put this damn sword in my hand?

https://www.dropbox.com/s/58pbegp7ul49o1c/AnimationLibrary_1.blend?dl=0


texts: Trying to bake a separate object onto a another as detail but it bakes through the other side

texts:
Currently using Blender 2.83.4
I'm trying to bake something like this, where a separate object is on the side of a mesh, and they are not intersecting.

However when baking it bakes the one side properly it seems like the ray/extrusion keeps going on so it bakes to the opposite face as well

Even if I move the other object out of the cage it still seems to bake the opposite face

The same thing will happen if I bake without a cage


texts: How do I enlarge the mouse pointer in Blender 2.83?

texts: The cross-hair pointer in Edit mode is too small for easy location. I believe earlier versions of Blender had a 'Large Cursor' option in the Display section of Preferences. Can someone tell me whether such a feature still exists, and if so where to find it.


texts: Rounding a spinner on a British Spitfire

texts:
Hi, I am attempting to make a British Spitfire to the best of my ability, but I have encountered a problem. I have used a Cone Mesh to try and replicate the spinner of a British spitfire, but I cannot get the round shape that I need for it to look realistic. I will provide a picture below.

Once I am finished with the base shape of the spinner, what would be modeling steps to making it look more detailed? Below is a picture of a British Spitfire spinner.


texts: Workflow automatization question (macro recorder/command playback)

texts:
I have a cube. I select a face of it, and do the following 3 steps:

Insert face
Extrude face
Resize face

Is there a way to save these 3 actions to be able to use on any other faces? Like a hotkey/macro to improve the workflow. What keywords to search for this?
Thanks for your help!


texts: Re-assigning the meshes vertex groups the way they where before joining all the meshes

texts:
I like to create my characters in Blender with lots of individual meshes instead of just one large.

However, when I am finished, I need just one mesh, as I use the result for gaming.

The problem is that rigging and posing works fine, but then when I select all meshes and join them.. all binding is gone. (I can re-assign manually, but it takes for ever)

I'm fairly new to all this, but I can see that the combined mesh has been arranged in vertex groups, so the information is still there..

Do you know a way of re-assigning the meshes vertex groups the way they where before joining all the meshes?

Or joining while keeping the binding?

Thanks a bunch!


texts: How do I make an individually scaling square set shader?

texts:
I've gotten as far as to make the squares, tile them and have control over the size, but I expected them to scale uniformly, but they distort as shown in the image provided. This problem doesn't happen if I use a value node. Is there a way to "pixelize" the texture that is inputted in the scale socket?
To make it clear, the first image is what I don't want, and the second is somewhere near what I want


texts:
I used MakeHuman in a combination with Blender to model and animate a character and it works perfectly. The Problem now is, that I need a variaty on different human models. Tall, small, chubby, thin and so on. Since MH is open source and developed with python it should be possible to do the modelling automatic (random measurements) from a script. Is this possible? And how? I already found out that there should be a scripting tab in the MH GUI, but I think I need some additional tool therefore to enable it?!

Hope someone has done something like this, I could not find anything helpful in other forums.


texts: How to move a dense mesh irregular object above other object surface in a especific direction?

texts: Hello I m new in Blender and I ve trying to solve the next problem for a long time but I couldn t find an appropite solution. So I m writing to you and maybe you can help me. My problem is the following' I animate one object (A) with some partticular movement then with (control L-- animation data) linked this movement settings to other object (B) so all the group have the same behaviour. Now put on the pathway of the object B linked, another object (C) and now I want the object B  when contact with object C slide obove object C surface contacting with it with out overlaping meshes and then, when contact finish,]object B follow come back its original pathway...I try setting rigid body and collision in physical properties but meshes of object B and C continues overlapping.


texts:
When I press I to activate the Insert Keyframe Menu (in the 3d-view/pose mode) a keyframe is created immediately instead of showing the menu.

This used to bring up the menu. I must have changed some setting but I have no idea which.

How do I get the menu back?


texts: Why does vertex merging cause non manifold geometry?

texts:
I am having issues with some non-manifold geometry.. I understand there are a few types or a few sources of non-manifold geometry, but I can't find the exact issue with my model..
I noticed most of it, if not all, was located where I merged vertices together. Why would this cause non-manifold geometry? I thought the goal of the merging process was precisely to make sure I had a unified mesh?
Here is the file in question, maybe I missed something:


texts: Can i bake a texture in headless mode? 2.80

texts:
I'm tring to bake an EMIT texture.
The script works inside blender, but when launched in headless mode (-b -p) gives me an
Error: No active image found, add a material or bake to an external file

an extract of the code:
        tree = mat.node_tree
        bake_node = tree.nodes.new('ShaderNodeTexImage')
        bake_node.name = 'bake_node'

        img = bpy.data.images.new("_bake", 512, 512)
        bake_node.image = img

        # trying to select stuff to avoid the error...
        obj.select_set(True)
        obj.active_material = mat
        bake_node.select = True
        tree.nodes.active = bake_node

        bpy.ops.object.bake(type='EMIT')
        img.save_render(filepath=str(out_path))

as you can see i tried to activate the image in every way, but no luck.
I've also read that the external mode of the bake method (save_mode='EXTERNAL') is not really implemented (and, in fact, doesn't work).
Any idea?
Thanks.


texts: Texture Baking in Cycles, I'm getting no Colour

texts:
I'm trying to bake some materials to use in Unity.

However the baked image textures do not capture the colour of the materials.


texts: How to add a photograph to a scene and render it realistically?

texts:
I have basic knowledge of Blender, and I use it to render geometric primitives, such as a collection of cubes with different materials.

Now I have a scene with cubes and spheres on a plane (pretty basic) on which I'd like to put a "real object" of which I have a photograph only. This object is for instance a car. I don't have its 3D model, I can only cut it from the photograph.

I would like to incorporate that object in the Blender scene (for example: the car in front of the cube) and render it as realistic as possible. The object is photographed with the right perspective, i.e. from roughly the same angle as it is going to be put in the scene. I do not have big requirements such as reflections.

How can I do it? Is there a general approach?

I am aware of the fact that this is not really the conventional approach. I didn't try pasting the image on the rendered image in Photoshop, but I guess that won't really work.

For further information: I can take new photographs of the objects, and I have control over lighting.


texts:
I have created a galaxy with a circle that is emitting particles and using force-fields to make them go in spiral form, I have used key frames so during the animation at a certain point when the galaxy is in a spiral shape the particles stop moving.

Now I want to slowly rotate this galaxy, but I can't seem to do it. I tried rotating the emitter object (a circle) and all the objects to but that didn't work. How do you rotate the entire emitter with the particle system? (or I'm doing something terribly wrong)


texts: Blender 2.8 Metaballs update 'never' is not working, seems to always update even with never turned on

texts:
I have a complex network of metaballs that I generate using my python script. I would like to (as I do in 2.79) set the UPDATE property to 'NEVER' while I'm generating them; vastly improving speed. This works in 2.79b:

bpy.ops.object.metaball_add(type = 'CAPSULE',rotation = (0,-pi/2,0))
medge = bpy.context.object
medge.data.update_method = 'NEVER'

BUT, it doesn't work in 2.8 or 2.81.

The metaballs seem to be 'stuck' on ALWAYS.
I tried just making a couple generic metaballs and setting to NEVER using the gui, but they still appear!!!

Am i missing something or is there a problem with the NEVER setting in 2.8 ?

Thanks for any suggestions or info. This is kind of mission critical.

Also, I would like to ask if anyone knows how I can improve the metaball generation blender code. I have 2.8 compiled in VS code. I'm no cpp expert but it's working.
I'd really like to make metaballs from additional primitives such as triangles.
Right now there are metaball cubes and planes, but not triangle.
I know I should ask on blender forums but thought I'd ask here too.
I have some funding for this work if that matters.

Thanks and any help much appreciated.


texts: How to access animated properties via python?

texts: I'm trying to animate shape keys via python but I can only access the 'location', 'rotation', and 'scale' options when I tried to add keyframes. When I hovered and clicked on the keyframe symbol next to the value, it only said 'animate property' with no tooltip. I want to know how can I utilize such property in python scripting?


texts: How to add thin wispy clouds or fog to my blender 3d scene of building

texts: When I add a smoke particles (clouds) it seems to be thick and an a certain elevation.  I'd like to have thin clouds around the tops of buildings.  Is there a different method?


texts:
how can i avoid losing the context with this modal operator?

import bpy

def get_next_area(area, reverse):
    #context = bpy.context

    areas = [
        "VIEW_3D",
        "VIEW",
        "UV",
    ]

    if reverse is False:
        for index, c in enumerate(areas):
            if c == area.ui_type:
                if index == len(areas) - 1:
                    return areas[0]
                else:
                    return areas[index + 1]
    else:
        for index, c in enumerate(areas):
            if c == area.ui_type:
                if index == 0:
                    return areas[len(areas) - 1]
                else:
                    return areas[index - 1]

class SM_change_area_type_modal(bpy.types.Operator):

    bl_idname = 'sop.sm_change_area_type_modal'
    bl_label = "S.Menu Change Area Type Modal"
    bl_description = 'Calls Change Area Type Modal'
    bl_options = {'REGISTER', 'UNDO', 'GRAB_CURSOR', 'BLOCKING'}

    def modal(self, context, event):

        area = bpy.context.area
        print (area)

        if event.type == 'WHEELUPMOUSE':
            area.ui_type = get_next_area(area, False)

        if event.type == 'WHEELDOWNMOUSE':
            area.ui_type = get_next_area(area, True)

        # -------------------------------------------------------------#
        #+ Finish/Cancel Modal
        elif event.type == 'LEFTMOUSE':
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        #self.first_mouse_x = event.mouse_x
        #self.first_mouse_y = event.mouse_y

        # self.initial_backdrop_offset = bpy.context.space_data.backdrop_offset

        #self.mouse_path = []
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()


texts: Animation node instancing an object with children

texts:
I'm trying to instancing an object with all it's mesh children, but i can't find a way, I've seen in previous version of blender the "object from groups" but now that there is the collection system, i can't.
Any good solution?

Thanks


texts: Is it possible to assign a hotkey on the checkbox

texts:
For example I want to assign on the checkbox "Wire" hot key F4
Can I do it?


texts: blender displacement working wrong im trying to make heightmap from terrain

texts:
1) i added plane and divide it 8x8 grid.
2) i just pull up most middle four vertex to test result.
3) i created new image 9x9 pixel at UV/Image Editor
4) When Top Ortho , i unwrap it with ( Project from View Bounds )

and i am trying to take heightmap (bake heightmap) but it is giving this result :

how can i take this result :


texts: Can't find in my viewport but it shows in the outliner

texts: Can anyone help, I was sculpting a human full figure. So decided bring in my eyes, I went into object mode to add a sphere and hide the figure I was sculpting pushing the H button so I could work on the eye well. Finished  with the eye, now to put in the right place on the figure I sculpted but I can't unhide it even with the alt H but the object shows in the outliner .Did everything to make it unhide but it keeps hiding from me. Please anyone at my aid as soon as possible?


texts: How to make independently editable copies of the same node group?

texts:
I'm working with a node group (⎈ CtrlG) and I would like to make an independently editable copy of it.

When I'm making a duplicate (⇧ ShiftD), there is a second node group created. However, whenever I make changes to the nodes inside this copy, the changes are also applied to the first group. How do I avoid that?


texts: How to save and load an object position?

texts:
I want to know if it is possible and how to save and load the object position using the same script that i used to save and load properties.
Here is the script: http://pastebin.com/aNZATwxX


texts: Mirror modifier not working properly with shrinkwrap (retopology)

texts: Some parts of the body mirror in a wrong way and i don't know how to solve it, it's the first time that happens


texts: Soft Body render not rendering properly / making weird artifacts

texts:
I'm trying to render a soft body simulation I did of some geometric shapes floating away. I bake the simulation and it all works fine in the viewport however when I go to render it comes out like the image below. This happens in both Eevee and Cycles. I'm new to physics simulations so I'm wondering if I may have missed something. EDIT: Motion Blur is disabled as well.
Any help is greatly appreciated!
It comes out like this:

But should look like this:


texts: Get a full numeric z-depth from a rendered image

texts:
I know this issue has been mentioned before but I looked at all similar questions and did not find my exact answer. So here is my problem:

I need to get a full depth map of my render. I mean the distance of all pixels from camera. Answers usually leads to the point that we get a grey level image which far pixels are black and close ones are white, which is not what I'm looking for. Because it does some normalizations and the RGB has some limitations which decrease the accuracy. What I need is to save all Z values directly to a .csv file (or .EXR but I don't know much about it and .csv works for me) that keeps the Z value of all pixels.

Is it simply possible? Or I should a script for it? If an script is needed what is the function to get the Z pass of x,y pixel?

Thanks


texts: Python script: Give every scene a unique number

texts:
Is it possible to give every scene the user creates an unique number? I thought about using the UUID lib for that so here is what I got so far:

def register():
    pow2_31 = 2**31
    mask32b = 0xFFFFFFFF
    p_uuid = uuid.uuid4().int
    p_uuid1 = p_uuid >> 96
    p_uuid1 -= pow2_31 if p_uuid1 >= pow2_31 else 0
    p_uuid2 = (p_uuid >> 64) & mask32b
    p_uuid2 -= pow2_31 if p_uuid2 >= pow2_31 else 0
    p_uuid3 = (p_uuid >> 32) & mask32b
    p_uuid3 -= pow2_31 if p_uuid3 >= pow2_31 else 0
    p_uuid4 = p_uuid & mask32b
    p_uuid4 -= pow2_31 if p_uuid4 >= pow2_31 else 0
    bpy.types.Scene.mhfc_uuid1 = IntProperty(
                                name="projectUUID",
                                description="An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.",
                                subtype="UNSIGNED",
                                default= p_uuid1, # most uniqueness possible??
                                options=set()
                                )
    bpy.types.Scene.mhfc_uuid2 = IntProperty(
                                name="projectUUID",
                                description="An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.",
                                subtype="UNSIGNED",
                                default= p_uuid2, # most uniqueness possible??
                                options=set()
                                )
    bpy.types.Scene.mhfc_uuid3 = IntProperty(
                                name="projectUUID",
                                description="An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.",
                                subtype="UNSIGNED",
                                default= p_uuid3, # most uniqueness possible??
                                options=set()
                                )
    bpy.types.Scene.mhfc_uuid4 = IntProperty(
                                name="projectUUID",
                                description="An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.",
                                subtype="UNSIGNED",
                                default= p_uuid4, # most uniqueness possible??
                                options=set()
                                )

The problem is that all scenes have the same uuid while Blender is not restarted. How can I generate a new random number for each scene the user creates?


texts: Cloth is colliding with some objects but not all

texts:
I’m making a bed with two characters in it and now I want to throw a blanket over them.
My problem is that I can’t understand when the blanket wants to collide with certain objects and when it doesn't.
I got it to collide with both characters, yet not with the bed. I I tweaked every parameter in the cloth simulation and looked whether it would work out.
Since there is a object collision tab on the cloth, I would expect this stuff to be so advanced, that it would automatically collide with all objects its coming across. To even make it collide with the characters, I sometimes seem to have to put a collision physics on them, for it to work, which seems odd to me.
What am I doing wrong? I’m in 2.83.2


texts:
Ok so I got this curved block

And I want to calculate it's exact length using bounding box. How can I do it?


texts:
So I'm rendering this scene with blender cycles and I'm wondering why I get this

when my computer has much more processing power.
Here's the computer I have: http://www.costco.com/.product.1128978.html  It has 16GB of ram, it should be able to do more than 181M right? If not, please explain to me why. Do I just need to get a better graphics card?


texts: How to move selected vertices on Z axis by 1mm

texts:
I'm very new to Blender and I'm having difficult doing what I would of assumed to be a basic thing - yet I'm not finding how to do it. I have several vertices selected and I would like to move them up and down on the Z axis only WITHOUT using the mouse - super inaccurate. Is there a way to have the selected vertices be moved on the Z axis by entering the value somewhere? When I do so on the right in Object > Transform, it just moves the entire model/object.
Further more, I'd like to have these vertices be moved by 1mm increments.
Thanks

Edit: I figured out to do it by typing - very odd way. Push/Pull > Z > value. I assume there's a place to input the increments now to be mm, etc for the values entered?


texts: When I plug an image to the "bump node" ( or "Displacement" ) Does it consider the black value as 0.0 height or the gray ones (0.5,0.5,0.5)


texts: Extrusion is extruding in large increments

texts: My problem is that I am working on a project, but when I extrude in it it extrudes in large increments instead of extruding smoothly.Why is this so? In my other projects the extrusion works just fine.


texts:
On the left object bevel applied as expected.
The vertices at the corners are connected
On the right object strange things happen on the corners.
The vertices at the corner aren't connected were they were connected without the bevel.
Same bevel setting applied to both objects.
I've created the triangle from a cone. and converted curve from mesh. The idea is to create a wire / tube model which I can print.
I followed instructions for tube modeling.
How to apply the correct settings?


texts: Is it possible to make call out titles in blender?

texts:
I mean some like this. In youtube a lot of videos about dat trick but only for after effects -_- no one guide for blender.

https://www.youtube.com/watch?v=sAQGWi8oT0U
Here is a good example.


texts:
I've slowly been getting better at blender but one thing that annoys me a lot is that when i press F12 to render my scene, well, it's all pixelated.
Examles:

So this here is something i was testing out, and this is when i press Shift+Z

So that's fine and all but then i go to F12 and i get this:

Now, i have read other peoples posts, and they call say "duplicate" and they all have answers, now honestly it annoys me that none of them have a good answer that actually would aid this. I've read all the things i could find, and some of the "Similar questions" and some people have the same problem as me, but i doubt there is nothing i can do?

TL;DR Want to make my renders not pixelated so i can make the low-poly scenes i've been making better. So i can actually zoom in without seeing pixels.


texts:
I made a glass and have some fluid falling into it.

I applied the fluid, smoothed it out, re sized the glass, added some ice cubes....

The glass renders and so do the ice cubes... just not the fluid!

Here are some screenshots.

Preview Render:

And a sample of the final render (also taken at low quality):

As requested, here is a link to the .blend file


texts: Possible to force popup dialog to refresh?

texts:
Is it possible to force a popup called with invoke_props_dialog to refresh ?

For exemple, if i have a check box and i want, when this check box is activated, to display some options, it's not working.

How oblige Blender to make a refresh ?


texts:
I've been wondering how artists make low-poly 3D models look like they have hair or fur.
Recently I stumbled across this animated Corgi model on Sketchfab, and it looks like the artist made some spikes that stick out of the model to make the corgi look fuzzier and messier:

These fur spikes overlap the model and curl at random angles, but somehow the artist kept the topology pristine: The spikes and surrounding mesh are still mostly quads, and all the quads are mostly square.
How could I replicate these fur spikes and still keep a nice topology?
I tried to replicate a single spike with the "Grab" sculpting tool by pulling a vertex hard to the right:

However, the quads on this spike have become highly distorted, and the spike looks jagged and flat.


texts: I am having some issues when rendering an image, my rendering screen is turning into grey even when making a full render. What am I doing wrong?


texts: Problem with baking normal map with xNormal, blender hi-poly low-poly cage

texts:
i have a problem with baking the texture maps in xNormal, it looks like xNormal is ignoring some faces completely. Maybe someone has another idea what the problem could be i already tried everything i could think of.

Thank you, in advance.


texts:
How can I get particles to randomly move on the surface of a sphere?

I am emitting small sphere-particles on a larger sphere but cannot get them to randomly move on the surface and not disappear through the larger spheres.


texts:
Let's say I have 4 cameras on a scene:

I would like to render with the first camera, see what it looks like, then switch to the "next" camera quickly and see what that render looks like.

Currently, to switch cameras I have to click on a camera and set it as active and finally I can render (I don't have a number pad so I have to go to the menu and set it each time; else I'd use Ctrl+0). What I would like to know is whether there is a way to switch cameras and set it as active all in one step?

EDIT:
I'm not asking how to set a camera as active, that's doable via menu, what I'm asking for is a guide for a "quick toggle" between cameras; a quick way to switch active cameras without an animation.


texts: How do I make a glass with a thicker bottom than top?

texts: I am trying to make a cup with varying thickness. The top of the cup is much thinner than that of the bottom part of the cup. I have tried playing around with the Clamp but it doesn't get the bottom to raise up as high as I would like. How do I get an affect like this?


texts:
So I haven just started to make mods for pokemon swords and shields. Also this is my first time using Blender. I did not learn like how to use Blender step by step. I just gathered information I needed. Now I understand breifly the modeling tools, bones, and weight painting.

Ok so now here is the problem I am having. The way I mod is extract pokemon model file(.dae) and then import it in Blender. Then in that I modify the model. At first I only focused on the appearance of the model and ignored the animation. Now the parts (my mods just normally add body parts/accessaries to the original models) distorts when there is an animation. I then figured out this might be something to do with the weighting of the model.

However, the models imported do not always have distinctive bones rather tiny bones with relations. I have tried to magnifying them, converting them when importing (below are the settings I used when importing. Bones were created but there are still relations). Both methods have the problem when weight painting.

So I guess my second methods should be close but I still could not get the weight painting working properly. Whenever I try to select a bone in weight painting mode, I could only select "sample group" as seen in the screenshot below.

I tried weight painting the added parts' weight to zero with all possible relating "sample groups" selected. But the resulting animation does not seemed to be affected.

Could this be resulting from "sample group" was selected rather than a single bone when weight painting?
Or is there any other things I can do to fix this? Thanks a lot.


texts: How can I average out a certain range of keyframes?

texts:
For my Blender rig, I have a bunch of parts that are animated. I want to average out the keyframes so each keyframe is at an equal distance from the other. So for instance I have 15 animated keyframes, I want each animated keyframe to be far from each other by say 5 keyframes.

Is this doable?


texts: How to make 3D models for a game that looks high-poly but has a low poly mesh?

texts:
I'm new to blender and have followed a bunch of tutorials for the last few weeks. I've gone from knowing nothing about 3D modeling to been able to complete the Donut tutorial by Blender Guru, with some awesome results.

The reason why I wanted to learn blender is because I wanted to make a skin for my favourite game called Depth. And of course I didn't just wanna re-texture an existing model, no I want to make a whole new model becasue me I guess...

Making a model wasn't the hard part and I managed to make a model that I'm really liking. However as I ventured down this path I soon realised that I have to take the poly count to consideration...
I've talked to a seasoned skin maker in this game community who told me I need to "quad draw" in order to make a low poly model and then somehow fuse the low with the high poly model. Sadly as he's not using blender himself I couldn't get more help than that. Found It hard to find good tutorials on this subject specially those that use blender, so my question is:

Anyone who knows good tutorials that have a detailed information on how to make 3D models made for games and what I need to do to "quad draw" and fuse models together?

Additional question while I'm at it. For this game I need to export an FBX 2014 file. are there any addons that allows me to export this version of FBX?

Thanks in advance for any help or responses!


texts: How do I make an object transparent but colored?

texts:
So I can make a transparent object but... I can't change the color of it. Any part of the object that is in front of another object puts a colored tint on it (That doesn't really matter since the object won't be covering another object in renders anyway). But any part of the object that isn't covering another one just ends up black.

I have a transparent background in the rendered image, and I want the object to appear transparent lime green over the fully clear background, making that part half-opaque. But, while it is transparent, it isn't colored the way I want.

Here's an example of what it looks like in rendered mode in the viewport. The plane has a transparent material and the cube doesn't have any. I want plane to appear lime green over the background but instead it only does on other objects like the cube, and it just looks black on the background:

Strangely enough it does have color everywhere in the material preview, even on the background, it's just still kinda dark though:

Here's an image of my node setup for the transparent object that I learned from a tutorial:

If anyone can help, that would be very appreciated!

I'm using Blender 2.81 by the way.


texts:
I run blender on a three monitor computer.  I'm new to blender and 3D modelling though I have played in Unity and other places for a while.

I have created a startup file that opens a blender window for each monitor and distributed various parts of the views so I can see the whole model build.  Every now and again I want to look at other information and minimise blender.  If I do that, blender will never restore the window.  It will just be waiting for ever and thus I have to kill blender and start again.

This seems a real basic so I doubt many people are suffering this or there would be lots of Solutions/Moans on the net.  Anybody got any idea what is going wrong here?

I'm using Windows 10 on Rhyzen.  I've 32GB Ram to play with and a middling AMD graphics card.


texts:
I want to delete all bones in an armature which contain a specific word but I can't figure out how to. This is the script:

ob = bpy.context.object

if ob.type == 'ARMATURE':
    armature = ob.data

bpy.ops.object.mode_set(mode='EDIT')

for bone in armature.bones:
    if fnmatch.fnmatchcase(bone.name, "something"):
        armature.delete(bone)

And returns the error 'Armature' object has no attribute 'delete'. What am I getting wrong?


texts: Why can't I sculpt on a plane I added a solidify modifier to?

texts:
So, what I've done is to model a dagger using a plane.
And to that plane I've added a solidify modifier, however, when I try sculpting it using one of my brushes it only turns into a disfigured piece of junk.

How can I solve this?

I saw a video from a few years back and it looks like that person is scaling the plane, but when I try the same thing it doesn't work (hence why I added the solidify modifier).

I'm a blender noob so don't be afraid to become too detailed in your answer.


texts: Grease Pencil keyframes vs Object Keyframes (Python Scripting)

texts:
I'm new to any sort of python scripting, but I'm trying to alter this script to snap all selected Grease Pencil keys to the playhead cursor, exactly like in this thread.
Snap a bunch of keyframes to the cursor?

While this this script is old, it works just fine in Blender 2.9. It take regular 'transform' keyframes on an object and correctly shift the selected group to the playhead. In this image, I've got keyframe on my entire grease pencil object, and the script works. Notice that in the Dopesheet, the sub-menu is showing "Dope Sheet"

Where it goes wrong is that it's not recognizing any "grease pencil keys". Notice that in the Dopesheet, the sub-menu is showing "Grease Pencil"

Here are some scenarios for what I suspect could happening, but could use some help to figure this out.
Scenario A. There's an inherent difference between Transform Keyframes and GP Keyframes. So I suspect that the type of python "callout" is different between Transform Keys and Grease Pencil Keys, and python is only recognizing the regular keyframes in this script, which is why it's still working on the grease pencil "object transform keys", and not on the "drawn GP keyframes". In order to get it to work I'd have to find and swap to the 'correct callout' to ignore the regular transform keys and do the action on grease-pencil keyframes only.
B. it's less likely, but perhaps it's that the script states that it's searching the "Dope Sheet" and "Graph Editor" but is not specifically calling out the sub-menu of the grease pencil within the dopesheet, so python isn't recognizing that I'm searching for keyframes in this menu area, and only searching in the "dopesheet-->dopesheet area"
Anyway, any help in the right direction would be really appreciated. Also, I'm aware that you can simply move and scale the keys around manually in the dopesheet, and you can even snap them to the current frame, but that's not what I'm trying to achieve here. The goal is to take the selected group of keyframes and use python to move the selection towherever the playhead is located.
--thanks


texts: Headless Blender using Cycles without X-server?

texts:
I would like to render with Cycles on a headless machine, without an X-server.

Has anyone done this with success?

I am getting the following error on Linux using Blender 2.78a:

$: blender -b cube.blend -E CYCLES -x 1 -o cube -f 1
terminate called after throwing an instance of 'OCLRT::xcb_error'
  what():  XCB ERROR: X session is not running!
Read new prefs: /home/mbomba/.config/blender/2.78/config/userpref.blend
read blend: /home/mbomba/Documents/art/3d/cube.blend

Update:
To clarify, this works fine if executed in a terminal when an X session is running.  I'm wondering if it's a bug -- I was thinking about automating a cluster to render animations but the X dependency is kind of raining on my parade.

Update 2:
I compiled a version of Blender using the WITH_HEADLESS flag and I get the same error when I run it without X.

Update 3:
While I haven't been able to assimilate any of this information into a coherent solution, after some research I found that people encountered the same error occurs frequently with Beignet / Intel OpenCL driver installations.

Update 4:
I tested this via ssh on another machine and it works fine.  It must be a problem specific my system.  I would like to know what library is causing this issue, but I plan to do most of my rendering on the other machine anyhow.

SOLUTION

As sambler suggested in the comment, changing set(WITH_CYCLES_DEVICE_OPENCL TRUE) to set(WITH_CYCLES_DEVICE_OPENCL FALSE) in intern/cycles/CMakeLists.txt prior to building allowed me to render with Cycles in a tty.  The issue must be related to the OpenCL drivers on my system.


texts: Creating dynamic animation in blender using python scripts

texts:
I am new to blender and python scripting in blender, so please forgive me if I am being vague because I have no idea where to start.

Currently I am working on a project whose output I wanted to show using animation in blender. The script would be running continuously and what ever result it generates the o/p will change accordingly. For example consider this python script,

def doCalculations(*args):
    ...

while(True):
    x = doCalculations(...)
    print(x)

Say this function generates numbers between 1 to 5. Now say I have two cubes in blender. Then if the generated number is 3 then I will project 3 spheres from cube1 to cube2. The function doCalculations would run indefinitely in background and the animation generated will change accordingly.

Is there a way to achieve this? Thanks in advance.


texts: How to create a button in Custom panel to take you to the specified url

texts: I am having trouble creating a button on a custom panel, which on clicking will open the browser and take the user to the specified url. Can anyone help me with the code!


texts: Is there a way to select two individual UV islands, and grouping/parenting them to each-other?

texts: Is there a way to group UV islands together? That way you can overlap identical islands and when you pack them, blender doesn't just take them apart?


texts: How to pass a property from popup to execute

texts:
I'm writing a Curve Outline Addon which works quite nice as a script, but I'm getting confused with the UI integration: I would like a simple popup asking for the Outline amount which interactively shows on my Curve. Instead I have a popup which forwards my property to the execute and then applies to my Curve.

Somewhere I didn't completely grasp the concept of modal/pass_through and invoke/execute...

class CurveOutline(bpy.types.Operator):
    """Curve Outliner"""
    bl_idname = "object._curve_outline"
    bl_label = "Create Outline"
    bl_options = {'REGISTER', 'UNDO'}

    outline = bpy.props.FloatProperty(name="Outline", default=0.1, min=-10, max=10)

    @classmethod
    def poll(cls, context):
        return context.object.type == 'CURVE'

    def execute(self, context):
        createOutline(context.selected_objects[0], self.outline)
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)


texts: How can I receive shadows on an image-plane and at the same time ignore incoming lights? (Cycles)

texts:
In the Image below I've placed some 'feathers' on top of each other.
They are made of image-planes with transparent backgrounds.

The problem I have is that I would like the feathers to receive shadows from other feathers. However I don't want them to catch lights (which happens on the left where I've added a strong spot-light)

The feathers on the left have these node-settings (which reflects lights and shadows, and also casts them):

And the feathers on the right have these...
(which ignore lights and shadows, but do however cast shadows on other objects)

The ideal thing would be to have the node-settings something like the feathers on the right (seen in the last picture), but that the image-plane also can receive a shadow.

Is it possible to achieve this using only the node-editor?  (or do I have to use render layers?! I'm not sure how to do that either...)

If someone knows a good way to solve this, please let me know! :)


texts: How do I add random spotting to the same face in cycles?

texts:
I would like to add random spotting to the same face to decrease the amount of vertices needed. Take this Dalmatian for example, suppose its body was only made up of 12 faces. I would like to avoid making a texture as my actual model is more complicated. The spots are only one colour and the surrounding area is only one colour. How could I do this in cycles?

I would also like to know how to control the amount of spots produced.


texts: Is there a difference in doing Anaglyph 3D directly in blender instead of using other apps?

texts:
I am working on an anaglyph (Red/Cyan glasses) 3D animation for work. After doing some brochures in Photoshop I can get the image to really pop off the screen.

However when I try those same techniques in Premiere (copying the file and make one red channel and the other green/cyan, then separating the position of the two copies slightly) I can't get it to pop like the still image in Photoshop.

I then went back to Blender and used the built in Anaglyph and rendered a few frames. It seems like it may pop out a little further than doing it in Premiere, but not by much.

So my question - is there a difference to doing this in post (Adobe Premiere) and actually have Blender render out the channels? I don't see a huge difference between the two (even after playing with the convergence).

Was the Big Bunny movie (3D) rendered in anaglyph 3d or was that done in post?

So what things should I consider to get the depth like they in Big Bunny. https://www.youtube.com/watch?v=My9VvshJDL4

Any help would be appreciated.


texts: Using razer Core X with amd 5700 XT on Mac

texts: Hi I'm on the verge of getting an eGPU Razer Core X and an AMD 5700 XT on macbook pro 15" 2.6 GHz Intel Core i7 32 G RAM for archviz but I need to make sure it's compatible with Blender


texts: How do I unhide the Channels region in Graph Editor?

texts: I know this may sound stupid but I got a bit angry before and pressed a key by accident that hid the Channels region. I now (hopefully) know what to do, and it involves the Channels region. I don't know why I got so mad, I have a bad temper.


texts: Why Always sensor is not sending pulse consistently?

texts:
(Please refer to the attached picture.) I set up a very simple Blender Game Engine demo as follows:

Attach an always sensor to the default cube.
Attach a motion actuator to the cube.
Set the motion to rotate 1 degree about z-axis.
Add a game property: integer variable 'tick' (initial value=0)
Enable the debug info of the property.
Attach a property actuator to the cube.
Set the actuator to increment 'tick' by 1.
Wire both actuators to the same controller.

Now I can play with the demo. Trying various combinations of the parameters of the always sensor (activate true, false, level, tap, invert, freq, ...); I can see the cube rotates and 'tick' updates continuously or once only.

What puzzle me is, by using the defaults, the cube rotates continuously while the tick increase once only. How come when BOTH actuators are connected to the SAME controller, yet the motion actuator get triggered steadily while property get triggered once only?

Can anyone please explain?


texts:
I am looking to reduce the size of the shadow being cast on the mesh in the background..

I have only one light which is a sun lamp with ray shadow on, the mesh i have receive, receive transparent and cast buffer checked and no matter how near or far i put the light I cannot get the size of the shadow to change.  Can anybody help. cheers.


texts: Texture paint is grainy in some areas of the mesh and solid in others. I am also not able to select regions for paint masking

texts:
Thanks for taking the time to look at my problem. I have never modeled a day in my life but recently I am trying to learn more about Blender as my company produces incredible models and I personally want to learn more about the process. I have created my first model (Gabe) through a guide available on SkillShare. The guy is using the same version of the program I am, but appears to be getting different results.
For instance, some of my paint is turning up "grainy" in some areas and smooth in others such as the feet.
Additionally, there are strange lines on the feet that I cannot paint over.
Lastly, I am unable to select parts of the model/mesh with the masking tool function such as the upper and lower parts of the beak. This is probably something I am not understanding/messing up on as the guy in the tutorials kinda just did it without showing specifically how to do it, just vague steps you can only make out if you are going at 0.25x.
Thank you all so much for the help!


texts:
I have a scene with hundreds of objects and even if I started by unwrapping multiple objects groups at once and packed them in the same tiles, sometimes there are parts that I fail to select.
Is there a way to identify or select the objects left without UV?
Ideally I'd look for a filter in Outliner but I don't see it. Blender 2.8


texts: how to fix python error exeptional illegal instruction

texts:
Please help; I'm stressed as I have a project to pass and I can't open Blender. It says something like Error: EXCEPTION_ILLEGAL_INSTRUCTION.
Please just help me, I'm really stressed, so please understand my attitude. The screenshot is blurred because Blender closes after 1 sec so it's hard to screenshot it).


texts: Middle mouse button doesn't always rotate view

texts:
I am having a problem with the most basic possible thing: the middle mouse button will only rotate the view sometimes.  If I left-click somewhere (on or off an object), sometimes it stops working.  My mouse is a Microsoft 5-button, with tilt wheel.

I am a completely novice Blender user.  Clean install, factory settings, mouse works in every other application.

I left-click in the 3D view, which moves the red-and-white reticle/crosshairs. Then I try to use the middle mouse button to rotate the view.  Sometimes it works, but sometimes nothing happens (though the scroll wheel always zooms reliably.)  If I keep clicking and re-clicking the middle mouse button, eventually Blender will decide to rotate the view, but it's not a certainty.

Once it permits the view to rotate, the situation is stable until I left-click somewhere again. Where in the view I click (for both left and middle buttons) seems to have no effect on the problem.

Because the problem seems to appear completely at random and is so transient, it looks to me like a bug.  If it's not, I have no idea how to tell it from normal Blender behavior.  I've tried using Emulate Three Button Mouse, but the problem seems to occur for alt-left mouse button as well, so I know it's not my middle mouse button.


texts: N-Gons on body mesh of robot character? Fix or Leave N-Gons?

texts: I'm new to Blender and have been modelling a robot arm as part of a video game character that i'll be importing into Unity. When i bevel its edges it gives me N-Gons on some faces... Does this need to be fixed with the knife tool (creating circular edge loops around the arm)? I'm asking because its arms are technically a hard surface body and i feel like i'm making a newbie mistake by creating so many knife loop cuts (creating a lot of new polygons) to have a quad only mesh. Can i leave the mesh with N-Gons or does it need to be quad only?


texts: How to use those arrows for scaling the cube?

texts: Im following a tutorial but they dont tell you how to bring those arrows in. Can help me how?


texts:
I'm trying to make an orbit animation and I did so by using this video:
https://www.youtube.com/watch?v=K02hlKyoWNI&t=182s

When the keyframes were set I went to graph editor. There I used the key option to make the movement linear by using the interpolation mode, and I add a cycles modifier like this to keep the motion going[
for both objects (small and big sphere, I'm not refering to the objects in the centre).
The difference is that I can't seem to get the big sphere to keep on turning after the offset of the object has achieved 100% (one round around the orbit) while the little one just keeps going until the end of the animation.
The orbits are made with BezierCircles and I noticed that the orbit with the ongoing animation also had an animation:

When I go to the graph editor I see the following differences:

I also noticed that the correct working orbit in the dope sheet editor has an keyframe at the start of the timeline while the incorrect working orbit does not.
Maybe somebody in here knows what I'm missing or how to fix the problem so I can keep them both spinning even after they reach an offset of 100%?


texts:
I learn plugin writing/
So, I created plugin, was add empty object on active vert

bl_info = {
    'name': 'Empty on active',
    'author': 'Igor Yuchimenko',
    'version': (0, 1, 0),
    'blender': (2, 71, 0),
    'category': 'Add Mesh',
    'description': 'Tested addon create empty on active vert'
}

import bpy
import bmesh

class vertempty(bpy.types.Operator):
    bl_idname = 'v.empty'
    bl_label = 'Crete emty on active vert'
    bl_options = {'REGISTER', 'UNDO'}

    def active_vertex(self, bm):
        for elem in reversed(bm.select_history):
            if isinstance(elem, bmesh.types.BMVert):
                return elem
            break

    def execute(self, context):
        me = bpy.context.object.data
        bm = bmesh.from_edit_mesh(me)
        avert = self.active_vertex(bm)
        bpy.ops.object.add(type='EMPTY', avert.co)
        return {'FINISHED'}

def addToMenu(self, context):
    self.layout.operator("v.empty", icon = "OUTLINER_OB_EMPTY")

def register():
    bpy.utils.register_class(vertempty)
    bpy.types.INFO_MT_mesh_add.append(addToMenu)

def unregister():
    bpy.utils.unregister_class(vertempty)
    bpy.types.INFO_MT_mesh_add.remove(addToMenu)

But on run (when menu clicked) I get error

  RuntimeError: Operator bpy.ops.object.add.poll() failed, context is incorrect

So, as I understand, empty can't add to object mesh, so Ш get an error.


texts: Cycles Render vs Baked Texture... Not Even Close

texts:
i don't get this.

so here's my object, in 'preview render' mode.  you can see it is almost totally washed out with light.  YET, when i bake the texture, i always get a muddy middle-toned colour all over the surface.

why does the bake texture not resemble the render preview?  (i was told they will 'never be the same' but this is... QUITE different, and i can't seem to lighten up the bake.)

i have one sun light in the scene, straight overhead.
i set the world background colour to white.
i then added a sphere around the objects and set it to emissive, to try to get an ambient light all around.

is it possible the emissive sphere is casting a shadow on the object?  is there a toggle that makes it not cast shadows in the render?  or something?

also, i was reading that cycles render doesn't recognize hemisphere lamps, and just treats them as sun lamps.  is that still even the case??

in my image, i have posted my material (it is super basic), render settings, world settings, sun lamp settings...  what am i doing wrong?  am i missing something?


texts: scaling with an equal distance from each vertices

texts:
I'm trying to make a machete but when I'm trying to make it have a sharpness I extruded, loop cut the top of it so I could scale the front faces to give it a sharpness but how do I scale it so it moves all the vertices an equal distance away from eachother

thanks to anyone who replies :D


texts:
I am trying to render an animation in cycles without the background. However, every time I have it render, the background still shows up.

I used the compositor to add a background image so I can animate the object around the background. I set the output to RGBA and set the film to transparent.

Now I want to use it in After effects and I simply want to export/render it without the background and make it transparent.  How do I do that?


texts:
First try on sculpting a skull + doing retopology, and I'm a bit lost at this point. I'd like to use the skull in a simple animation, but multiplied manifold (over a 100 times), so in order to do that it needs to be much simplified, but without losing the details, so it still looks real enough.
Tried several different end results by applying the shrinkwrap mod to get a decent result, but none of them really turned out satisfying enough.
The best result I've ended up with, still has 45000 faces (added screenshot).
So my questions are:
-is my retopology too detailed for what I'd like to achieve?
-what's the "best" next step from here on to finish the retopo (meaning possible alternatives to shrinkwrap etc.)?
Thanks for your help!


texts: What format, codec, and color settings should be used for youtube?

texts:
There are probably 10,000 threads and articles dedicated to this and I've read about half of them but none of the suggestions are helping.

My scene has the exact contrast and saturation that I need for an LED promo video I'm working on.  But when I upload to youtube (or Vimeo) it completely loses both.  I know that youtube reformats and re-compresses, that's not the problem.

It looks like it's reading the video's format as 16-235 and so the contrast gets squashed.  But I'm outputting in sRGB color space and I've also tried VD16.  I've outputted MP4, MKV, AVI, MOV.  I've used H.264, MPG2, and DIVX codecs.  Nothing seems to work.

It's actually worse than the gif shows.  The screenshot / photo-edit / .gif conversion really degrades the images:

Basically, is their another format and/or color space I should be encoding with?

EDIT: The video is comprised of PNG images that were previously rendered and I used Filmic.

EDIT 2: As troy_s states I need to set the range.  As I said earlier it looks like it's a 16-235, but I don't know how to set it to 0-255 in Blender.  Is there a way to do this?


texts:
I need a way to have multiple materials per polygon. Basically what I want is to have one "layer" of materials to create a colorID mask and another "layer" to export a mesh with the correct Texture Sets for Substance Painter (the latter creates a separate texture for each material the mesh has). In most of my cases the two don't match (I want multiple colorIDs on the same Texture Set-material) so I idealy need a way to have a single mesh, which I can dynamically change, while having two layers of materials on it, where I can disable/enable a single layer to make an export.

I thought of have a feeling that one can do it by splitting the object in blender into several objects and then writing a script that assigns a single material to each object, but It would be preferable for me to have a single object with two material layers.

Another idea I had is to use vertex groups, but they are invisible in viewport and should still be manually selected to apply materials every time before export (and I do export often). Maybe there is a modifier that can allow two cloned meshes on two different layers, both of which change whenever you change any of them, while maintaining unique materials on each layer?


texts: Blender Animation: Animated Influence over the period of time of a repeated action strip

texts:
I have an action strip (frame 00...10), which is repeated 40 times via its playback settings (resulting in a 00...400 "big" strip).
I want to animate the influence of the resulting strip (0...400) in a whole.

How can I do this.


texts: Want to render a 3D mri image in Blender, either in nii.gz format or numpy array

texts:
I have 3D mri images in niftii format that can be converted into numpy array, and i wanted to know what the best way to render them in Blender (or any other 3D software really). Matplotlib and mayavi haven’t really been cutting it for me, and i feel like this is a rather straightforward problem without a straightforward answer?

And another thing i was wondering was whether i could overlay two of these images on top of each other, or would it be best to transform the two into one voxel to render.

Thanks so much!


texts: Is there a hotkey (or a way to hotkey) to cycle grease pencil brushes?

texts: I Ctrl+Tab to the draw mode. Shift+Space to select the draw tool. Is there a hotkey to select the brush I want or cycle through them?


texts:
How can I paint terrain with normal map? In texture paint mode I can choose one texture to paint, but what if I have a pair of texture? (color + bump)

For example I have a pebbles looping texture. It would be great if I could also make a big bump map as I paint the pebbles.


texts: Open EXR does not produce desired header

texts:
I am using these nodes for the production of many iterated multichannel openEXR files:

The script is very similar to this:

def take_picture(index):
    bpy.context.scene.use_nodes = True
    tree = bpy.context.scene.node_tree
    nodes = tree.nodes
    links = tree.links

    # create layer + metadata nodes
    rl = nodes.new('CompositorNodeRLayers')

    l_node = nodes.new('CompositorNodeValue')
    l_node.label = 'Wavelength'
    l_node.name = 'Lambda'
    l_node.location = 300, 0
    l_node.outputs['Value'].default_value = 5

    # output node
    f = nodes.new('CompositorNodeOutputFile')
    f.label = 'EXR Multichannel'
    f.name = 'OutFile'
    f.format.file_format = 'OPEN_EXR_MULTILAYER'

    f.file_slots.new('Lambda')
    f.file_slots.new("image_" + index)

    # Links
    links.new(l_node.outputs['Value'], f.inputs['Lambda'])
    links.new(rl.outputs['Image'], f.inputs['image_'+index])

    # set filepath + name + render
    bpy.data.scenes["Scene"].render.filepath = '//Rendered images/Test/im_%s' % index
    bpy.ops.render.render(write_still = True)

Running the script creates multichannel .exr in the correct destination folder with the correct name, but all node-related headers are missing. The header does not include 'Sun_Int', 'Lambda', 'Lai_FOV' etc ... So I cannot acces any of the values that I wanted to be saved with the image itself.
If I include metadata note or enable some of the metadata in the UI to be included, these do appear in the file header. Only for some reason there is a very annoying "b" added in front of everything, so if I type a note "hello" and I call print(file.header()['Note']) in python, I get " b'hello' " instead of just 'hello'. This is also true for the camera name, Blender version etc.


texts: Prioritizing modifiers between different objects

texts:
I know I can prioritize modifiers in an object to decide which modifier will be computed before of another and viceversa, but can I prioritize modifiers between multiple objects?
For example, imagine we have two objects called A and B, they both have 2 modifiers, Am1; Am2; Bm1; Bm2. Can I prioritize them so that the computation order is the following: Am1 - Bm1 - Am2 - Bm2 ?
If not, can I at least prioritize one object on another, so that all the modifiers of an object are computed before of the other?


texts:
I am new to blender, i have downloaded the fbx animation from mixamo and wanted to edit the model with the animation

Here the thread of archer does not move with the fingers of model lady. I have no idea how can i edit this ??? Any help please ??


texts: How to return view window back to original location

texts:
How can I return my view window back to the original location?

Specifically, I want to have options panel to the right of the view window.

Thank you!


texts:
I have a problem. When i export Blender object as .fbx with goal to upload it on Iclone7 I have problems with moving materials. Before I upload model in Iclone I need to format it in 3DXChange(Iclone plug in for transforming formats)

When import my model in 3DXchange i dont get any materials. Someone has experience with this?

THanks a lot!


texts: Imitate Copy Transform Constraint in BGE

texts:
To put it simply, I need something like the Copy Transform constraint that'll work for the BGE.

I have a setup for landscape Level of Detail, in which there are 2 scenes (one for high-poly models and one for low-poly models), each with a camera. The high-poly scene's camera has the low-poly scene set as a scene background.  Look at this video for more info on my LoD method.  The problem is I can't figure out a way to make the cameras in each scene move in exactly the same way while in-game to make the scenes line up correctly.  If needed I can use Python scripts, but I don't know the language all too well.  Thanks to anyone who helps in advance.


texts: I have changed the rendering to the gpu but blender keeps doing it with the cpu

texts: Hello as I said in the title, i changed the rendering to my gpu because is better than my cpu, but for some reason, when i open the task manager it turns out that blender is using 100% of the CPU and nothing of the GPU, I have already changed the options and I really don't know what happens, I am new using this. Attached image.


texts:
I was wondering how to blur a video background (a person is talking and you wish to remove the background)? Should the compositor be used?

Example video that you can use for testing: http://www.youtube.com/watch?v=zncqb-n3zMo

Example of blurred background image:


texts: Can fluid or smoke be simulated using particles instead of a fluid or smoke sim? And if so, how?

texts:
I was watching Disney's Practical Guide to Snow Simulation and towards the end of the video there was a section on using an MPM for more than just snow. This got me thinking, can particles be used in Blender to simulate a fluid or smoke (without using the fluid or smoke simulators)? And if so, how could someone do this?*

* I get that since there are probably thousands of variations on fluid/smoke sims, a general answer probably isn't possible. Could you give a relatively simple example for each?


texts: Is there a way to export an object to Unity 3D while keeping any applied textures?

texts:
I exported a .fbx file to Unity 3D, but it retained none of the applied textures.

Is there a way to create a textured model in Blender and export it into Unity while retaining the textures, without having to export my UV layout and retexture it again within Unity?


texts:
I hit some hot key that I'm unsure of and now the grey main menu bar at the top of the screen is gone and I don't know how to get it back.

edit: It's the bar with File, Render, Window, and Help tabs.


texts:
I have 3 animations on my movie: broke, fire, and smoke. I want the broke first, then fire, then smoke, but they are all starting at the same time. How to delay fire and smoke animation? You can see from the gif, as the plane is going to the ground, the ground fire is already burning. I just want the fire to burn when my plane crashes. i want to delay fire and smoke. how can i do that?

i did make a video for you. because my English is not good. look this video. i want to fire animation be active when plane arrive the graund. if you watch the video you can understand better me. look this video. youtube.com/watch?v=YS1LRsoSh7w&feature=youtu.be  if i change destinity and flame rate just animation smoke and fire not showing but moving. i want to animation delay when plane arrive the graund. and active.

youtube.com/watch?v=YS1LRsoSh7w&feature=youtu


texts:
just a quick question : is it possible to save the UV map with the UV export layout when we create a mesh,  so we can just use it for do the baking and dont be obliged to unwrap again?

I hope im clear enought with my broken english.

Thanks


texts: Texture atlasing in blender to substance painter?

texts:
I am working on many assets for a game proyect , I used blender to model the props and prefer substance to work on pbr shader for unity engine 5.5 , first of all , before ask my question , I need to introduce you to my workflow (check it in pictures above) :

so In the picture up there , you see the props with respective ID map , all of them in the one UV space called  "texture atlas"  ( remember when you pressed "start manual unwrap" in Texture atlas , it creates an ONLY ONE OBJECT called "TextureAtlas_MergedObject" ).

then , I check all the name of the materials from the mesh of every objects , as in this picture (texture atlas make the ability to create all the objects in provisory single mesh object) .

so nothing extraordinary at the moment , the thigs will change in substance painter , so I need a help (consider this is not a modular design  , where there are structures as wall and you can Uv's them with 90 degree , this is more difficult , cause angles , shapes )

so...before to introduce you to my  problems check this in substance :

so at simple view, everything seems to match , every "main shader" search the information of the texture atlas uv space , consider that it was ONLY ONLY ONE object (merged, cause when I create the texture atlas , every objects joins in only one objects...so the exported one , it is only one object! then I will or I prefer to separate this object)

well continue with this thread , when I export all the texture , the desired texture I ve been created in substance , the folder shows me every piece of meshes, but not the atlas , look at this ;

so in the picture above , the pixel that are Furthermore the UV space , there are NUll values , not exist as iteration of the objects in real time , they exist as pixels but when 3D models are created as objects in Unity or whatever, the UV just recognised the limit of the uv , might be some bleeding space to avoid seams ... I think substance always create a blur extened pixels furthermore the uv space...so my doubt here is I would like to keep the Texture atlas not portions of it, I ve noticed I ve only see in my export folder, just portion of the atlas.

check this ... I think the most powerful thing the texture atlas can make or handle is the way of put many objects in uv space, but substance painter not showme the others object in my texture atlas, just use their uv coordinates and create me individual portions of the uv ... I hope you can help me .

consider this is a texture atlas , every uv's are in the same space, a head a piece of spoon , a tomato , and stuff,  (the last picture), I ve painted it on texture paint blender internal , but blender internal not support pbr, but the texture atlas's painting is useful as this :


texts: Will Blender update OSL specification from 1.5.1 to 1.6?

texts: Open shading language is a great feature for cycles render(Customizing parameters and algorithm so on. I try to put OSL to my lighting and shading pipeline. But OSL specification 1.5.1 leak some features like widget(For instances, Checkbox,Min-Max value etc.). It will be great if Blender can update OSL specification from 1.5.1 to 1.6. It can enhance the user(people who use my shader to work) experience. It is possible to update?


texts:
With the recent release of Blender 2.80, I was expecting it to be as polished and lag free as 2.79b
I guess I set my expectations a little too high cause I'm disappointed it still feels like it's in beta at ~0.5FPS on the default scene.

Is there anything more I can do to bump up my FPS on a GT 430?
(I will downvote any comments telling me to upgrade)

It's not my GPU that's bad as 2.79b runs well over 50FPS with the default scene...

some things I've done already is:
(1.5FPS -> 0.5FPS) I've lowered the Anti-Aliasing to single pass
(disabling makes no difference in FPS, plus I have a similar setup in 2.79b)
And I've set the texture rendering to strict GLSL.

I'm pretty sure it's not my drivers either as literally everything else I run normally runs perfectly fine >40FPS
Xonotic and RedEclipse are probably the most graphically demanding things I run out of the above statement.


texts: Sublime Text Code Editor + Blender (How Can I use a External Editor instead of Blender?)

texts:
I trying edit the python script archive through Sublime Text Editor instead through Blender Native Editor, because it give not a good support how Sublime Text Editor gives me.

I just want do this, when i edit the code through Sublime Text Editor the Blender detect that has one change in the same archive but not make nothing in script inside of blender editor without i need to click in warning button to refresh the code.

Somebody can give me a solution without need to develop so much code?(I want not be a Blender developer or study very much the Blender)


texts: How can you split an edge in 3 or more edges?

texts:
Is there a way to split an edge into more than 2 equal edges? Same for faces I was using another program that had this option and it was quite handy.

Thank you for your time.


texts: How do I re-size (scale) a model with the textures applied at the same time?

texts:
For my model to become playable in Gmod, I needed to steal a skeleton from another model. By doing so, the armature itself was pretty small compared to by huge model.

I know that I can re-size the armature to fit in my model, but by doing so, the qc file from the armature won't work since I am changing the amrmature's size (I think it works like that; I could be wrong.)

So the other way for me to fit my model with the armature is by scaling the model itself down to the armature's size.

But, since my model has the material textures applied, I don't know if the texture itself would scale down the same time as my model.

And, I don't know if the texture itself would keep it'a resolution when scaled down.

How I do I scale down both my model and texture at the same time?


texts:
As the titles says I'm having issues creating a portal that has another world in it. I tried the following guide to the letter:
Creating the Minecraft End Portal in Blender
but it isn't working. I was hoping someone could take a look at my file and tell me where I am messing up and what I am missing. Preferably with images because I'm still new-ish to blender and don't know all the names or locations of every function but any help is completely and utter welcome! I am destroying my brain over this! LOL!

My goal is to have the crystals be only seen inside the portal/gold object in the sense. Thank you so much in advanced!

Here is the file:
https://mega.nz/#!T2xhwKrQ!ZHjC0fWvLK3gdJn3WQ8kWJquqJFmNGVTepUfXwxK6eI


texts: how to have a seamlessly pattern texture with equal scale in a object

texts: how can i have a seamlessly pattern texture with equal scale in a object, i trying to make some procedural textures, but i have issues with the scale its not equal if i plug it to object or generated coordinates in this case i plug it in object (not uv because it creates seams) just like in the image showing there.


texts: I'm currently using Blender 2.83 and I'm new to fluid simulations. I want to create a volcano eruption, using fluid. I've created my collision and used a UV sphere for where the liquid will flow from. It's currently flowing down into the volcano. I want it to go up. How do I can the direction? I want it to erupt, not flow down like a tap.


texts: Mirror across 2 axis and only get two objects?

texts:
I want an object mirrored across the x and y axis but I don't want 4 copies of it.
Is there a way to do this?

I have already tried rotating it around the center point using the array modifier but problems arise when I need to rotate the object relative to the center. Its copy doesn't rotate because it is bound to the empties transform.

I want to be able to modify it like a mirror.


texts:
I have a Plane converted to a curve and I have another plane (with a bunch of loop cuts in it) that I'm trying to wrap around the curve. But when I apply the proper modifiers (as Ian Hubert did in this video: https://www.youtube.com/watch?v=eXldgzeuj1k ), it doesn't follow the curve. Why?
You can download the .blend file below.


texts: Fixing intersecting mesh due to sculpting?

texts: I am sculpting a mesh using dynamic topology. I accidentally got an intersection between two parts of the mesh. This happened because I used the clay brush, and I "extruded" the bottom part into the top part. The problem is that it happened too long ago to be able to undo it, or revert to saved. How can I do this without losing my work?


texts:
I created an object, and I wanted it to glow. I used to just place points of light around it, and parent them to it, but using the emit option in the materials seemed so much easier.
But when I gave it an a higher emit than 0, it went only a small distance before the light stopped. I turned it up to 200, and the object was white with light, but the light didn't go any farther.
Oh and I changed the color, and nothing happened.


texts:
How can I create a "Toggle Switch Sensor", so when I press W to move a cube continuously on the Y axis, and S to stop the movement?
Can I do it from logic bricks?


texts: Empties change position on export to FBX

texts:
I am attempting to create a series of animations for a video game that must be stored in separate FBX files. The character model has several empties parented to various bones, and their locations are important to the game. I have a base file that contains the character mesh, the empties, and the armature, and all of the animations are created from that file and saved separately. For the first few animations I created, I did not use any sort of controllers. It worked fine, and the files exported to FBX perfectly, but while creating them I realized how much easier it would be to use controllers. I added some IK constraints to the legs, targeted to a few simple meshes used as controllers.

Any FBX files exported after I added these controllers were completely unusable. The scale, location, rotation, and animation of the armature and empties was changed apparently at random. I tried to only select the armature and the empties and set the exporter to only export selected, but it did not change the outcome at all. I was able to fix this by baking the armature's animation and deleting the IK targets before exporting each animation. However, any FBX file exported from the file using the IK constraints ruins the position of the empties, whether the IK constraints are actually there or not. Most of the time, they are moved to the bone they are parented to, but sometimes they move to random positions around the armature. I have experimented with it, and as far as I can determine the IK constraints are definitely what is breaking the empties. Even after the IK constraints are deleted and every trace of them is removed (as far as I can tell), the exported FBX files still have the empties in random positions.

Why are the IK constraints affecting the empties so drastically, and is there a way I can preserve their positions through the export?


texts: How to assign materials to a text via Python

texts: I want to assign different materials to a single text object via Python. This can be done manually by selecting the desired Material slot, typing away, choosing a different material slot and typing further. But how can I do this via Python?


texts: How do I open my .blend file as a folder?

texts: I want to make my own folder of grouped objects where I store my assets. I then want to be able to drag and drop it into any blender file so i can use group instance to access that folder and import any model i want. I know there are simpler ways to do this, but i wanted an entire library similar to the extra objects plugin. The only problem is I cannot access the information inside the .blend file. If i could access those files without the need to open blender, i could transfer data between blender files easily. Is there a way to do this?


texts: Path following logic brick wont make object move

texts: I have a character wet up with the steering logic brick using path following.  I set up a nav mesh and set the character to target the player and use the nav mesh.  When I play the game the character turns to continue facing my character as I move around him but doesnt move from the spot i put him in.  I gave him a velocity acceleration and the like but dont know what wrong.


texts: Cannot set '1,2,3' keys for selection type in "Keep UV and Edit Mode Mesh Selection in Sync" mode

texts: I have set '1,2,3' hotkeys for vertex edge and face selection type respectively both in 3d View and in UV view. However, when "Keep UV and Edit Mode Mesh Selection in Sync" is de-activated, those buttons don't work, even though I did set them in that mode as well. I tried removing the hotkeys from the non-"Keep UV and Edit Mode Mesh Selection in Sync" mode and then the hotkeys start working in the needed mode. Is there any way to have them in both modes?


texts: Import image to plane not exported in GLTF

texts:
I want to create a 3D object of an image to use in AR using the Blender Python API. I've added the image to the scene as a plane, this works perfectly. The image is also shown in the .blend file. However, when exporting to GLTF, the image is missing. I simply get a blank plane, and this seems to happen to other export options as well. Aside from not exporting correctly when using the Python API, it does also not work when exporting manually from Blender.
To place to file in the scene:
bpy.ops.import_image.to_plane(shader='SHADELESS', files=[{'name': PATH}])
To export:
bpy.ops.wm.usd_export(filepath=PATH)
Any idea's? Running Blender 2.91.


texts: Applying lots of shape keys with blends using Python not working? also, is there another way?

texts:
I'm trying to make a script so that I can apply all blended shape keys (starting from a specific one and then iterating through the list, keeping them in order) so that they work well when exporting as fbx but it's making a bit of a mess for some reason and I can't figure out why. Anyone has an idea? Or is there any other way to apply lots of shape keys with blends in an efficient way?

import bpy

obj = bpy.context.object
shapekeysList = len(obj.data.shape_keys.key_blocks)
spIndex = obj.active_shape_key_index

for sp in obj.data.shape_keys.key_blocks:
    print (obj.active_shape_key.name)
    obj.active_shape_key.value = 1   # enable shapekey before copying

    #apply shapekey
    obj.shape_key_add(name=str(obj.active_shape_key.name) + "_applied", from_mix=True)

    obj.active_shape_key.value = 0              # reset shapekey
    obj.active_shape_key_index = spIndex        # select shapekey
    bpy.ops.object.shape_key_remove()           # delete blended shape key

    # select next shape key
    spIndex = spIndex + 1
    obj.active_shape_key_index = spIndex

These are the original shape keys:

These are the original shape keys left after running the script:

These are the ones that get created:

This is my first Python script for Blender so I might be missing something pretty obvious or something...
Thanks!

UPDATE: Ok if I go one by one manually with this code it works... but if I try to loop it it messes everything up, so the looping part is the one that's not working o.O

print (obj.active_shape_key.name)
obj.active_shape_key.value = 1              # enable shapekey before copying
index = obj.active_shape_key_index          # save index
obj.shape_key_add(name=str(obj.active_shape_key.name) + "_applied", from_mix=True)   #apply shapekey
obj.active_shape_key_index = index          # select original selection
bpy.ops.object.shape_key_remove()           # delete blended shape key
obj.active_shape_key_index += 1             # selec next in list

Also tried looping with this:

import bpy

obj = bpy.context.object
shapekeysList = len(obj.data.shape_keys.key_blocks)
spIndex = obj.active_shape_key_index

shapekeysList = []
for sp in obj.data.shape_keys.key_blocks:
    shapekeysList.append(sp)

for sp in shapekeysList:
    #the thing that's in the snipet above


texts: Can I use viewport modes as driver variable?

texts:
I am using an addon that replaces the default world in blender, however it's hindering the viewport performance in solid mode for about 20-30% fps drop. Is there a way I could make the driver that would switch the addon off when I go to solid view and back on when I go into render view ? The Addon I'm using is called "Physical Starlight And Atmosphere" and it has a checkbox to enable and disable it in the "N" Tab.
I'm pretty sure there is some way to put a line of code into the driver's variable to make it work, i just don't know much about coding at all.


texts: In action editor every time i press + it creates a new action but keeps the stuff inside the action i'm currently editing. Is it possible to create a completely empty action?


texts: my question is how to make blender refreshes viewport playback cache every time when the timeline starts from the beginning, say i have 250 frame, everytime it plays all the 250 frames and jump back to the first frame, i want it to recalculate the simulation from the scratch, not using the cache from the previous playback. that way i can always see the realtime effect of my adjustment, so i dont have to go into edit mode and out to refresh it. i remembered when i used 2.8 cache will always refresh when a new playback starts. im using 2.82 right now. when i do simulations, sometine cache refreshes sometimes dont. so how to make it refresh all the time?


texts:
I've been following this blender guru tutorial (Link to relevant section of tutorial)

However, once I try to render the beer material it is coming out black

I've followed very closely with the tutorial and I can't figure out why i'm getting what i'm getting. A similar question has been asked before, but the solution did not solve my problem. Any help would be appreciated.

My .blend file can be found here:


texts:
am a complete noob when it comes to 3D and Blender. This is what I want to do:

I want to create some videos of 3D spaceship models. I have found several superb models on sketchfab and downloaded them. Now, I want to finalize them so I can use them in After Effects. When I import them into Blender, I get the solid. The colors and textures are exactly as I need them, so is it possible to import the entire model, not just the grey solid and export it in a different format, one that would be compatible with After Effects? Thanks for your patience with a total noob!!

Danny


texts:
I am placing a decal (round red light) and trying to apply a material everywhere else.

The Color1 input of my MixRGB node is sending through the manual color as if it had no connection.

When I move the connection to Color1 instead to the Output I see the expected material.

What I would like is for the red light to appear over the blue material.  The pink I do not want.

Also, why do I need the Diffuse Shader node after the MixRGB node?

Here is my blend file in case it is needed ....

https://drive.google.com/open?id=0B8ZnFrE6fxi_VVVwdnhaS2VwZ1k

Thanks for any insight.


texts: How to increase the strength of a baked fcurve?

texts:
I baked an audio file to an object's Z location, however it results in very small values (mostly less than .1).
How can I increase (multiply) the values resulting from the baked fcurve?

I suppose I could bake it to another object (e.g. an empty) and then use a driver to do the multiplication, but is there a cleaner way?


texts: armature deform with automatic weights mesh deform

texts:
I am new to blender. I was following a tutorial. When I applied "armature deform with automatic weights", the left hand of the cartoon works fine while moving the armature. But the right hand gets messed up.

I have added inversekinetics constraint to move the hand. The armature name is ik.hand.l for left hand. and ik.hand.r.001 for right hand.

The attached blender file is given for reference.

https://drive.google.com/file/d/1ubYjsbgMNf39_UVACdkFKYhfEJmcph1R/view?usp=sharing


texts:
I'm having an issue with stuttering color transitions. It seems like some steps are being skipped.

I've tried adjusting various settings like bezier and linear transitions, keyframe intervals, motion blurs, playing in different software, ...

Might this be something with the color space (sRGB) or color depth?

Kind regards


texts: Is there any documentation or tutorial on how to replicate the Blenrig 5 spine? or Rig an Armature controlled by its hips?

texts:
I would like to create a rig that is mainly controlled with the pelvis like Blenrig.
I've tried to reverse engineer a portion of the spine, so I have an understanding of how it works.
However I can't pull it off correctly.
Does anyone know whether there is a course, documents or tutorial on rigging a spine like such?


texts: Exiting cycles render between render layers

texts:
I'm rendering a still image with four render layers (view layers) and output to OpenEXR Multilayer, each render layer to its own file output. The render has completed 2/4 of the view layers, but I'm not getting any file output to the designated folders on my hard drive. If I wanted to change the render settings for the remaining two view layers, can I close the rendering window without losing the two already rendered layers? Or is there a cache location for the renders, where I could retrieve the latest render?
Thanks for your help.


texts: Beginner: How to make a mirrored "recesses'' in a shape of a spheres into an object mesh?

texts:
I am complete beginner and since I dont know how to properly ask the question, I am not having luck with googling it. I can show you what I mean with pictures.

I am trying to make an egg shape with spherical holes in its mesh, but cannot really figure it out. Reference picture of the "holes" is this:


texts:
so im animating, and ive realised that when i use move a bone in pose mode along the global z or y axis (using the curve graph or by editing the transform) that the z axis is actually completely different. i think the difficulty arose when i moved something on its local axis, and now all of the data is messed up somehow
i have tried reinstalling to check if it was blender being weird, but it must be something within the project


texts: I am looking to create a collage of 4 different windows all displaying their own individual video content simultaneously, each manifesting in the centre of the screen and then moving to one of four corners as the animation progresses. Is this possible in Blender? Thanks!


texts: Use Python to Teleport Mouse in Blender Window (like when scaling)

texts:
I am making improvements to the VSE_Transform_Tools addon and I'd like to know if there is a way for me to use python to make the mouse jump to the other side of the screen when scaling or grabbing as seen in the 3d view:

Currently my addon does not have this behavior, as you can see:


texts: Are there shortcuts to show and hide the 3D View header?

texts:
What shortcuts will show and hide this panel?

If there aren't any, how can I make them?


texts: Fire simulation not working in eevee 2.81

texts:
I'm trying to make a fire simulation for an animation I'm making, but when I bake the simulation I get a strange result.

It works completely fine in cycles,but I want to use eevee because it's a lot faster to render.

There is no volumetric checkbox in blender 2.81, so I can't use that to fix my problems. I've been playing around with the settings of the simulation, but it ends the same. If anyone can help me, I'd appreciate it.

Here is my node setup (just in case).

Here is my Smoke Domain Settings


texts: More pixels rendered, worse screen space reflection result. [EEVEE]

texts:
Hello everyone, I'm having this problem: The more pixels being render, the worse screen space reflection outcome, also in contradict, the less pixels being render, the better the reflection.
It's actually not like better or worse though, looks like the reflection just disappear. Look at the ground of the 1000px version vs 3000px version, the reflection of the roof where the lights is being placed just simply disappears, and the reflection on the other parts disappear as well but the picture I'm having for you here is too poor quality to be analyzed further. Also if the render had even less pixels to be rendered (below 1000px for example), then it will have even better reflection than the 1000px version itself. And if it got more pixels to be rendered, reflections will gradually disappear.
Please help me solve this problem. It's a important project for my class. Any help is greatly appreciated! Thank you.
[EDIT] PROLEM SOLVED:

NEVER NEVER set the trace precision to the max (1000) as it will cause reflection errors like this. 0.999 works great, as long as not the maximum setting.


texts:
I'm very new to Blender and I try to model a database (tables and connections between them), but I'm having problems with the connections. What's the "easiest" way to create those lines? A visual representation of what I'm talking about (replace the "red line" with the "blue line", so the 1st table is connected to the 4th one without crossing the 2nd table):

I'm creating the model by creating an .obj file in python then import it in Blender. Plus Kudos if you can show me a code for this problem, because currently I'm just creating a cube between the tables (the 4-4 vertices is at the center of the tables), but it's "aligned" only on the Y axis (if I rotate the connected table around the other table, making it aligned on the X axis, the cube becomes a plain because of the vertices' coordinates).

I know/think I have to use armatures, but I couldn't make it to work.

Thanks for the hints/help!


texts: i'm just starting to use blender. I made a rookie mistake and deleted an actor from a file. is there a way to copy the beginning or end key frame from one file to another?


texts: Brush Texture is a different color when painted on my mesh

texts:
I have a brush texture that looks like this:

However, when I try to paint it onto my mesh, this happens:

The background color is clearly not correct, even though I made sure that the Brush Texture and the Canvas Texture had the same hexadecimal orange color. What am I doing wrong?
Here are my settings for brush I am using.

Can anyone help me?


texts: Export Paper Model add-on will not install on Bender 2.79b

texts:
I installed Blender 2.79b on Windows 10. I downloaded the add on script from:

https://wiki.blender.org/wiki/Dev:Ref/Release_Notes/2.79/Add-ons
https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/Paper_Model/

When I install the Add-on from file through User Preferences, the io_export_paper_model.py file gets installed in the user's AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons folder.

However when I go to File -> Export, the Export Paper Model option does not appear.

Am I missing a step?


texts:
I am trying to achieve a realistic render of a water drop on a piece of grass in cycles.  Here is my render:

The water drop looks kind of bland and fake right now; it is too dark.  I want it to look more like this:

How can I that glare effect on the water drop in blender?


texts: Run EnumProperty's update on animation keyframe change

texts:
I have a script that a adds a dropdown menu that I want to later animate the values of. In the update of the EnumProperty I update some visibility filters depending on the item selected which works fine when flipping through the items in the drop down, but when I animate the value and it changes that way the "update" doesn't get called. Can I make it so it does?
Here is an example script
import bpy

class MYOBJECT_PT_Panel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "My Object"
    bl_idname = "MYOBJECT_PT_Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "My Object"

    def draw(self, context):
        self.layout.prop(context.scene, "MyObjectList")

def print_to_console(scene, context):
    print(context.scene.MyObjectList)

def register():
    bpy.types.Scene.MyObjectList = bpy.props.EnumProperty(
        name="My Objects",
        items=[(x, x, "") for x in ["A", "B", "C"]],
        update=print_to_console
    )

    bpy.utils.register_class(MYOBJECT_PT_Panel)

def unregister():
    bpy.utils.unregister_class(MYOBJECT_PT_Panel)
    del bpy.types.Scene.MyObjectList

if __name__ == "__main__":
    register()

Then go into animate and key the property and scrub the frames, you can see that the print state ment doesn't get called.


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texts:
How would I combine these two images without losing information?
I have tried the mix node, the alpha over node, and the z combine node, but can't get it to work. Hope someone can give me a helping hand.


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texts: 'Context' object has no attribute 'view_layer' in Python Script

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I'd like to run the script here
but hit an error on the 2nd line:

view_layer = bpy.context.view_layer
Traceback (most recent call last):
  File "/usr/lib/python3.6/code.py", line 91, in runcode
    exec(code, self.locals)
  File "<blender_console>", line 1, in <module>
AttributeError: 'Context' object has no attribute 'view_layer'

Autcompleting the bpy.context object does show there's no view_layer property...maybe the docs are outdated?


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I need get/set the selected hair strands, coud it be possible? something like bpy.context.object.select
I can't find it!!!

Thanks a bunch!


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I am trying to make an animation of a bra on a woman that stays the same size and streches as she grows and expands. Using the cloth physics I've managed for the bra to fall downwards over the chest and break apart as she grows, but that isn't the effect I'm looking for, the bra is not a falling cloth per se, it's kind of an elastic that streches around the expanding body.

Is there any way to change the gravity direction in the cloth physics to flow inwards the object, so as to leave the bra " sticking" to the skin and strech while the body expands?

I've tried to use the shrinkwrap modifier but the skin pertrudes thru the bra and breaks apart too fast... The streching illusion lasts only 3 frames... :/


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I am trying to export an .STL I can actually 3D print with Blender. I have run through all the tutorials, but my model won't print correctly. I believe the problem would be solved if I could just select the outer shell of the model.

I want to extract everything that is outside (the shell) and delete the inner core. After that I would like to close holes and simplify the model to print. How can I achieve this? Thank you for your help.


texts:
So I have installed a fresh copy of Blender 2.69. I launch it. Open a new project. Hit the space bar and type Quick Smoke. I select Quick Smoke.

On load of the Quick Smoke the Domain for Smoke is Solid Black and will render only as solid black. I have not modified any other settings.

I tried a new file with Quick Fluid. I get a solid Grey/blue Domain and no render of the fluid. It seems that blender is not working properly.

Please advise.

Mind you I have Not change any settings and am loading Quick Smoke and Quick Fluid from a fresh start new session.

Thanks,

P.S. yes I did search and found 1 familiar topic however the answers provided were not correct for this issue.


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Detail: I don't use bones, I use 100% shape keys with my rigs to do facial expressions.

How do I make Blender do automatic lip sync?


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I created a chair, and added a mirror modifier as well as a subdivision surface modifier. I made sure that the subsurf mod is below the mirror mod, as you can see in the picture below. However, there is still a visible shrink in the mesh at the point where the right and left side of the mirror meet.

I also made sure that the mirror line is at the origin of the object, that all the vertices on the mirror line are indeed merged together, and that the points beside the mirror points are in  line (the meeting point is not a v-shape).

This causes there to be a visible line when rendering the image.

How can I fix this problem?


texts:
so I was following a tutorial on making detailed eyes, I don't know why but as I was making the shader, it's colouring the eye grey even though the gradient is clearly set to white?
Here's a picture of my shader,

As you can see, it's set to white, but even if I drag the gradient to fully white, it still looks a light grey...
Any help would be appreciated, thanks!

Edit: For reference, here is the tutorial I was following, https://youtu.be/E0JyyWeptSA?t=558
You can see even though it appears my settings are the exact same, his is a consistent white in the middle, whereas mine is a dark grey...


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Is there a way to make a slit-scan technique effect in the Compositor?

https://www.instagram.com/p/BV3G1tYF5Q-/