texts: How can I subdivide a Surface NURB without affecting the shape?

texts:
Say, I lay down a Surface NURB Circle in Blender.  It has 4 control points, and it is circular.  Now, if I Subdivide it to add more control points, it starts to become a square.  The more I subdivide the more square it becomes:

What I'd like to know is if there is a way to subdivide the original circle and have Blender add new control points such that the original circular shape is preserved.  Same goes for any Surface NURB.  I'd like to be able to add new control points without destroying the shape of the curve.


texts:
I am a blender noob, please bare with me

Whenever i render, i get this entire transparent image, nothing showing up. I've already tried changing transparent settings, not using GPU and restarting my computer, none of these worked.

EDIT: i figured out that it seems to be the text scene causing the problem. Swapping around the text and background seems to be working fine. Looks like this: https://www.youtube.com/watch?v=2JzGj3mZDCA

My text scene is the only cycles scene i have, rest are in internal engine.

File:

Reasked, now with file

Any help appreciated!


texts:
Blender version of 2.70 and lower work just fine but now I want to be updated with the new improvements in Blender so I tried to install the Blender 2.76b. The installation process goes on just fine but when I run it, it shows:

I don't know what's the problem. I checked out the requirement page in blender.org and I think my PC meets it. Here are some information on my GPU:

Can someone please tell me what is wrong with this and how can I get 2.76b installed?


texts:
I have made a condominium on blender, however the Cycles rendered image became something wrong. Eevee render is fine. Could you advise what is wrong with my Cycles setting?
Thanks,
First pic: Eevee rendered, Second pic: Cycles rendered.

Edit mode (Wireframe)

Edit mode (Solid)

Edit mode (Rendered in Cycles)


texts: How to distribute objects ONLY on vertex groups in geometry nodes?

texts:
Thought this would be easy but have been struggling so much with this.
I have created vertex groups (indicated with red color) on a big terrain plane and now I'm trying to distribute objects only inside those areas. I tried adding the vertex group in the Density Attribute but it seems that it's using the weight of the group and it does not have a hard edge so the objects are leaking outside of the area.
Any ideas how to achieve this easily?


texts: When rigging the character verticels are flipping (solved)

texts:
So I don't know what did I do wrong when I do the rig or something but it just doesn't works correct.

screenshot:

anyone knows how to  fix this problem?

edit: I deleted the download link because the problem is solved. (but If you have it please don't use it for any work hehe)


texts: How would I create a ribbon around a hat?

texts:
Im trying to make a ribbon to wrap around a top hat that im making that it looks natural and has like creases and stuff and with a little bit hanging off the back.

Thank you! :)


texts:
I am trying out the Fracture Modifier build for the first time, everything is working just fine, except I don't have a fracture tab!?!?!

Any idea why?

My screen below:

Tutorial Screen below:


texts: Million of vertex/edges (don´t know exactly the name)

texts:
well here´s the thing I´m new to blender and I started creating a model of a human figure which I will animate in the near future. Now I´m supposed to start with the retopology phase, which gets really annoying cause every time I select the edit mode, the surface of my model is full of these millions of vertex/edges/etc. which difficults my work cause it gets really confusing to create a retopology of my model.

P.S.: I´ve watched retopology tutorials on youtube in which the view of such mesh is disabled in edit mode to make the work easier https://www.youtube.com/watch?v=3VC98kiy10Q


texts:
Does someone know how to do this?

I read a comment saying “Create a plane in Edit Mode ALT + M Center. Activate magnet + vertex +closest. Extrude dot .” but I'm confused because I'm a newbie


texts: When you have accumulated vertices in the corner of a low poly mesh?

texts:
I'm trying to improve my modeling to keep it clean and low poly.

I've run into this situation before and I don't know how to best solve it. I have extra vertices accumulated in one spot where I don't need them. Is there a decent way to disperse the vertices, and avoid pinching or making the mesh unnecessarily complex?

Should I just merge them and create triangles?


texts: How would you keep a cached nested dictionary to use in an operator?

texts: I'm wonder if it is possible to have saved globally accessible dictionary variable without creating a property.


texts: Keeping separate animated object attached to character

texts:
I have my little robot guy and he has an electricity animation that plays while the game is active. I have it attached and working correctly alongside the his regular animations in Blender. But in Unity it doesnt play the electrical animation at all and it also has an incorrect location and rotation.
To create the electricity i used the displacement mod and animated the Empty that controlled the electricity. Then i attached the "Power Cell" to the body bone as a relative.

Is this the best way of attaching/setting up dynamic objects that are part of another mesh, or is there a better way?


texts:
I'm trying to bake a diffuse layer for a shader, which is a color ramp based on a pointiness node. (attached screenshot of nodes)
When it bakes, it creates lines crisscrossing the image, outside of and across the uv layout.  When I realized that there was a problem, I stopped the bake(attached screenshot).
Any idea what's going on here?
[
[
EDIT:  I've narrowed the problem down to the geometry of one of the objects.  Same process, one object at a time, one working as expected, the other not so much.
[
[


texts: Blender 2.8; Combine Cycles and Eevee render engines into single composite

texts:
I am wondering if it's possible to set up the following scenario:
Initiate render -> Eevee render into render layer with specified render settings -> Switch to Cycles render engine with specified render settings (specifically just a free style pass) into a render layer -> Composite using compositor alpha over

Is this currently possible? I saw some solutions for combing Blender Internal and Cycles render passes in 2.79 but I am unsure if this kind of functionality is available in 2.8

My intention is to use this as a work around until freestyle is functional in 2.8.

Thank you


texts: What is the best parent to use when weight painting?

texts: I have a simple minecraft looking character and i'm trying to assign weights to my armatures and i was wondering the best parent to use in order to successfully weight paint on my armatures


texts: Is there a way to make your own custom falloff in animation nodes besides the default sphere or directional falloff?


texts: How can I tell what mesh selection mode blender is in

texts:
I'm not very experienced with scripting but was hoping to be able to find out what mesh selection mode (edges,faces or verts) Blender is in while in edit mode to make some custom hotkey assignments that takes this into account.

I have worked out how to set up a basic modal operator so need something to feed into an if statement.

Thanks


texts: UV pixel bleed from pixel snap in Viewport.

texts:
I'm new to Blender and was hoping someone might have an answer to this.

I'm currently working on a model that uses pixel art with low poly models. To do this I make tiles in Photoshop, then pixel snap the UV to the proper position on the edge of where the pixel ends. (I'm using a 256x256 map in this case). When the camera is close to the model in the Viewport the seams all line up properly and there are no artifacts. However, when the camera pulls away from the model there are some artifacts that looks like the Viewport is sampling between the edges of the UV.

I use a 50/50 gray background for tile placement so the edges around the tiles are gray, when the camera pulls away the UV edges will show a gray seam. I have tried many times to realign the seam and align all UV but the only thing that has worked so far is placing a pixel wide border in between each of the tiles. Although this also diminishes the amount of space I have to work with with a redundant pixel border.

Is there some camera or rendering setting that might help resolve the issue?


texts: Blender can't see through glass because reflections are too hard

texts:
I have this mesh

When I add glass on top of it I can't see through it when I'm at an angle.

The glass material is an extremely basic one.
How can I make it that the glass acts more naturally?(more see through less reflection)


texts: A bad quality render while it took over 12 hours to render

texts:
After 12 hours of rendering, I got a very bad result.

Can anyone suggest ways to improve both the render time and the final result? I used 225 samples (square samples enabled) on a 580 by 884 pixels image with the resolution set to 100%. The tiles were set to 128 and I rendered on my GPU. Other setting:

min.8-max.128 transparency bounces
min.1-max.8 light
diffuse: 2 bounces
glossy: 2
transmission:12
volume:30
denoising enabled

bounces


texts: Model little cracks on the surface of an object

texts:
So I was trying to model this buddy here and I have not the slightest idea on how can I achieve the cracks on the surface of the cube's faces this thing has.

Any tip or idea on how can I do that?[


texts: Random Distortion-Like in Final Image | Rendering Problem in Blender

texts:
i already rendered several scenes in blender and this is my first time to encounter this. After the compositing, the rendered image looks weird, some kind of distortion or something. I can't find any answer on google. Is it a bug or something? I use blender 2.83.
Note: the model is a very simple mesh.


texts: Modify the visibility of collections locally to the viewport with python

texts:
We have a project with 2 viewports in the same interface. We need an operator that can click on one of the viewports and change the visibility of some collections locally in the viewport that has been clicked.

We have find the following code for set the view of the viewport in local mode:

bpy.context.space_data.use_local_collections = True

And the only method we have found to change the visibility of a collection:

bpy.ops.object.hide_collection(context, collection_index=i, toggle=True)

That inverts the visibility of the current collection.

The problem is, that this method changes visibility globally and we want to change it locally.

We know that the execution context is important, but since we are executing it from an operator in the tools window of the viewport, we believe that we are doing that correctly.

Other variables as disabled in viewport, have a direct access to the variable via python, example:

bpy.data.collections["Collection"].hide_viewport = False

But the variable that we need in local does not have it.

Manually, in the interface, it is simple to do, as seen in the image

The final question is: "Is there any way to edit via python, the visibility of the collections locally to the viewport?"


texts: How can i animate the reloding effect and the bullet shell effect like shell exploding out when firing do I have to make separate model of those shells and magazine?


texts: Keyboard and Mouse not working in Blender

texts:
I recently opened the first build of 2.8 for Blender and for some reason none of the keyboard keys work, nor the mouse. I can click all the side menus and different buttons but hitting hotkeys does nothing. So I installed Candidate 3 thinking I just needed the new one. Same issue, I did a factory reset in the preferences, I tried uninstalling and reinstalling. I tried using the repair option in the Setup Wizard. Nothing has worked, I can open Blender files and what not but literally no keystrokes register.

If I go into preferences page, when adding a Add-on it says Traceback error. I also go into the Keymap tab thinking maybe I hit something but the tab is completely empty and I can't figure what to do to fix this.

If anyone knows the issue, please help because I use Blender to practice to land an Animation job one day and if I can't use it I can't progress.

Error Messages: sorry for the home screen one I barely missed it.

Ran the debug_log This is a brief summary because it is far too long.

location: :-1

location: :-1
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\utils__init__.py", line 187, in register_module_call
    register()
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\startup\bl_operators__init__.py", line 70, in register
    register_class(cls)
ValueError: register_class(...): already registered as a subclass

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "", line 1, in
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy__init__.py", line 81, in
    main()
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy__init__.py", line 78, in main
    utils.load_scripts()
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\utils__init__.py", line 260, in load_scripts
    test_register(mod)
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\utils__init__.py", line 229, in test_register
    register_module_call(mod)
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\utils__init__.py", line 189, in register_module_call
    import traceback

File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\traceback.py", line 5, in
    import linecache

File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\linecache.py", line 11, in
    import tokenize

File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\tokenize.py", line 33, in
    import re
  File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\re.py", line 122, in
    import enum
  File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\enum.py", line 2, in
    from types import MappingProxyType, DynamicClassAttribute
ImportError: cannot import name 'MappingProxyType' from 'types' (C:\Users\ahuls\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\types.py)

location: :-1

location: :-1
WARN (wm.keymap): K:\BlenderGit\blender\source\blender\windowmanager\intern\wm_keymap.c:467 WM_keymap_poll: empty keymap 'Grease Pencil'

WARN (wm.keymap): K:\BlenderGit\blender\source\blender\windowmanager\intern\wm_keymap.c:467 WM_keymap_poll: empty keymap 'Grease Pencil Stroke Edit Mode'

WARN (wm.keymap): K:\BlenderGit\blender\source\blender\windowmanager\intern\wm_keymap.c:467 WM_keymap_poll: empty keymap 'Grease Pencil Stroke Paint Mode'


texts:
Eveything was working fine while I was in the BGE until for a reason I don't know, the scene doesn't render. Or to be more exact the 1st layer doesn't render.

I tried to copy all layer 1 objects to layer 2 and then when I pressed P, layer 2 stopped rendering as well.

What do I do wrong? I've seen people talking about clipping etc. but I didn't mess with any settings.

Here's the blend file so you can recreate the above.


texts: Vertically move several vertices while keeping their alignment

texts:
Here is my current object:

I want to move the selected vertices up the Z axis, I want the vertices on the other side (i.e. top of the object, right of the picture) to stay in place, and I want the vertices in between to move accordingly with there two constraints:

They must keep their horizontal position (only Z displacement).
The general left-right edges must stay linear (no angles at a middle vertex).

I tried the following things, nothing worked:

Moving only the selected vertices up, creating a dummy edge between the far left and the far right, moving a middle vertex up with "snap to edge" enabled. → The "snap to edge" isn't precise when moving along Z axis.
Moving only the selected vertices up, selecting all the other top faces, and using "scale along local Z" (shortcut S, Z, Z) to size 0. → The local Z is the one for the full object, not the selected vertices normals.
Moving only the selected vertices up, with linear proportional editing on. → The bottom vertices are closer from the selected one than some I want to move and it changes the bottom of the shape too.

How can I achieve my goal without too much pain?

EDIT

The final general shape should look like this:


texts: How would I integrate a texture with a particle 'carpet'?

texts: I have a 'rug' mesh with particles that constitute the fibers of the rug. I want to have my rug take on the visual properties of whatever texture I choose. What is a route (or routes) I would take in order to do this?


texts: Why is it creating two vertices in the same spot?

texts:
So im new but im going all out and trying to model a pistol and for some reason when im about to start beveling the edges, it messes up because there are two vertices located in the exact same point.  So I have to move one out of the way, then delete one, then create new faces.  Its very frustrating and I cant think of anything im doing wrong.  All I know is that it seems like it might be happening when I do a "loop cut" I think is what is called. (hitting ctrl+R)

edit: Ok now after playing around trying to see what the problem is, it got worse.  I didn't change any settings but now every time I try to move a vertices or an edge it just has multiple copies under it. I'm literally unable to do anything to the model without messing it up now.  Please help


texts:
I have a cube and created Text objects on all sides of the cube. After converting the text objects in meshes this is the result:

After joining all text meshes and the cube (selected the cube as the last one) this is the result:

Question: What is happening here? Why is my "W" suddenly changed?


texts: Reshape a model so based on face constraints

texts:
I'm wondering if there's an easy way to do this, or what the best approach would be...
Given an existing model:
I'd like to define a basic shape, like a rectangle of a specific dimension, and make it so that the model's surface is replaced by repeating units of this defined shape. The size of the units can't change but the angle between the units are flexible. The model would have to stretch/bend/contort but the defined shape shouldn't budge.
For context:
I'm working on a art project where I'm trying to put together small pieces of rectangular wood panels to build a lowpoly 3D model. I have a regular ol' computer 3D model, and I'm hoping to find a way to represent it with small rectangles to help figure out how to put all the wood pieces together to build the 3D model.


texts: How to make particles change colour over time in Eeevee?

texts:
I just started tinkering with Blender (specifically 2.8) for the first time ever, and I've been looking up old tutorials on particles and how to change their colors over time, but I'm stuck on the colurs in the ColorRamp just sticking to one. I've been using Eevee to render.

And here is the effect I'd like to make, except the blue particles turn to another color:
https://gyazo.com/868e518fb69b1910f22e282557ecea6f


texts: Monoprice Pressure Sensitivity not working

texts:
I have a monoprice 10x6.25 tablet. Input works just fine, I can move the mouse with the pen, click, right click and drag. However when I attempt to paint or sculpt with the pressure sensitivity button enabled, no pressure is detected.

The driver has a test area that allows me to test sensitivity. I can paint different sized strokes based on pressure in that area without trouble.

The device also appears in the Device Manager as a HID Tablet. I will install Gimp 2.6 for further testing (I am aware of the 2.8 issue) But I'm curious if anyone else with a monoprice tablet had the same issue.

Thanks for your time!

Using Blender 2.78 on Windows 10

EDIT:

I downloaded gimp 2.6 for Windows and the pressure sensitivity for the tablet worked right out of the box. Blender is the only program so far that is giving me trouble. See attached image drawn in GIMP:

UPDATE:
I retrieved my old Wacom Bamboo Tablet from work (model CTE-450) and plugged it in. Out of the box Blender accepted the pressure sensitivity. I believe this narrows the issue down to specifically Monoprice and Blender.

Looks like I'll be carrying my Wacom to and from work for now.


texts: Emission plane is casting a shadows in cycles

texts:
My emission objects (which are flat planes) are casting shadows parallel to their faces. Rotating the planes causes the shadow line to move but not to diffuse.

Blender screenshot:

Render with shadows:

Under Cycles Settings I have tried turing off shadows for both the emission objects and the ground, but the shadow is still there. What do I have to do to fix the issue?


texts:
After practicing sculpture, I decided to get into animation and run into a problem. I started practicing animation, but I have a problem.
I chose the bones for this exercise.
The exercise was to make a turn of paper and I wanted it to fly, to do it in other ways, but I had never done it before with bones.
At the time of trying to fly, the plane is deformed very ugly.
Any idea how to fix it?


texts: Im animating my favorite game character in 2.91 and have run into this issue. I'm taking this walking animation from mixamo and adding it to my character who I've also added a control bone(red)/IK setup to. The control bones do not follow the rig and end up deforming the character when he walks. How do I get the control bones to follow the character without causing any deformations? The character on the right in the picture has no control bones, and is doing what he should be doing in this simple walking animation. Thanks


texts: How can I put a modifier at the top of the modifier stack?

texts:
I have a modifier that I want to put at the top of the modifier stack.

How can I do this in python?


texts: Video clip editor motion tracking masks overlay

texts:
This is the situation:

I have a video with the following image display on a tablet (you can see the video here video here
I want to substitute the image you see one the tablet in the video (green background with crossed white/black circles) with an object plane with an image
Mind that in the video background, there is the hand of the actress that overlay the screen of the tablet (so, obviously, the texture of the plane has to be alpha where the "hand-section" of the movie frames overlay the plane).

My .blend file is here. (the video file is not packed, I've already done some camera motion tracking/plane deforming work)

So, my question is:
- is there a more or less automated way / addon in Blender using which I can get my goal?
- any suggestions?

Thanks to anyone ;)


texts: Totally white shadeless material in Cycles?

texts:
Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black.
Or make the geometry totally white with not shadows or lights at all, and the background totally black.

I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.


texts: Continuing division of cylinder to top faces

texts:
I have a cylinder that I made and the scaled the top faces down to make it more barrel shaped, and I colored in part of it, and I would like the top faces to divide the same way the body does, so 32 segments and have it divide up until the center, I tried to figure this out but am struggling to find a way that isn't difficult, though I'm sure there is an easy way. Here's a picture with a very poor drawing to hopefully help clarify what I'm asking. Thanks!

I would like it to continue the divisions up like how I have (poorly) drawn, all around the cylinder, on both top and bottom faces


texts:
I have a cylinder I wish to adjust the length of. This is simple when aligned to one of the three axes, as I'd just grab the end edges, set the axis, and type the distance to move by. However, this is not aligned to any axis, thus making this a little more complicated. While I can rotate the whole mesh to align with an axis and follow the aforementioned method, doing this for multiple objects would be time consuming, and I'm wondering if there is a better method.

According to the 2.79 manual, there are vertex and edge slide tools. However, the edge slide shifts the selection by a percentage, not an absolute value. The vertex slide supposedly has a way to set an absolute value by pressing E, then entering your value, but I haven't had much success with it. Both edge and vertex sliding seems to have the same effect, whether I've pressed E or not.

What am I doing wrong here? Alternatively, is there any other way to achieve the desired results?


texts: How to generate a normal map from a bump map?

texts:
I want to generate a normal map from a bump map in Blender. It is possible to do it with Crazy Bump (you need to flip it in Y to make it compatible with Blender), i want to reproduce the result in Blender.

Here is the Source:

And the result:


texts: Can't get node editor to add volume scatter for smoke domain in 2.71

texts:
I downloaded the latest stable (2.71) after seeing a slightly older tutorial on smoke in cycles (https://www.youtube.com/watch?v=oSiV5gg_lCs).

After adding a mesh and then hitting Space to add "Quick Smoke", I cannot get the smoke domain in the node editor to allow me to add a Volume Scatter like the tutorial.  As a matter of fact, I can't find any "Attribute" nodes either.

I found volume_scatter in the source code as shader options in the node editor's include files, but I can't seem to get a shader to apply to the quick smoke.

Any ideas on what I'm missing?

3-days frustratedly yours,
--Josh


texts: How to make square sides curved like Cylinder?

texts:
I need to know how to make curved sides of square ( cube mesh ) just like sphere
I have square empty from inside like that :

When I make bevel just the vertex become rounded but the sides edges still not curved like that :

I want to make side edges curved like a cylinder just like that :


texts: Realistic Interior Lighting In Blender 2.8

texts:
I'm trying to make realistic interiors like this:

or this:

with soft lighting and a lot of bounce/indirect light. Any lighting techniques that would help make renders look like these renders? manual lighting with lamps? or HDR'S?  or both?


texts: How to find pixels which are getting occluded in the next frame?

texts:
I have 3D model of a scene with several objects that are transformed from one keyframe to another one (translation, rotation, scaling). This scene will be rendered as animation with write_still=True so the final results are images per each frame. I am interested in finding pixels that are visible in one frame but are occluded in the next frame. A simple example could be something like this:

First frame ----------- > Second frame

In this example, the colorful plane is fully visible in the first frame but is getting behind the gray square in the second frame, so not only the bottom left corner of it is occluded now, but part of the background near the gray square is also occluded by the colorful square. In the next image, the occluded areas are highlighted white. I would like to have a binary mask that shows which pixels from the first frame will be occluded in the next frame. The final goal is to do this by Python interface, but any suggestion to solve this is very appreciated.

Please note that objects are 3D, they might rotate or scale too. Lighting will change and the camera motion is also involved. A more complete example is as follows:

First frame

Second frame

Occlusion map


texts: Render is blank, doesn't show what camera sees

texts:
Newbie here. I don't know what happened. I was was able to make one render and save it as an image. I moved the camera and added more lights, and the render hasn't worked since. I didn't change any settings or anything, it just stopped working. I even made a new camera and it didn't help. I also changed to F-stop and altered the distance settings. I'm still getting nothing.

Can anyone help?


texts: Blender equivalent of 'graph materials on selected objects'?

texts:
Former Maya user here. Is there a solid way to 'graph materials on selected objects'? In Maya, you could right-click in the hypershade, select that option and Boom! All the textures and nodes that affect that object show up. Is there an equivalent in Blender? I'm positive it's there, but where?

Reason being, I added an image plane by dragging a png into the scene, and now I want to make it glow and animate and do stuff. But selecting it, I can't see its nodes in the shader editor. How do I do this?

Thanks in advance!
-Elliott


texts: Efficient way of selecting object created via operator

texts:
I'm looking for an efficient way to select an object that is automatically created by an operator. Specifically, in my case, it is the bpy.ops.hook_add_newobj() operator that I use to hook a control point of a curve to a new Empty object.

What I came up with is

objs = bpy.data.objects.keys()

bpy.ops.object.select_all(action = 'DESELECT')
bpy.context.scene.objects.active = curveOBJ

bpy.ops.object.mode_set(mode = 'EDIT', toggle = False)
bpy.ops.curve.select_all(action = 'DESELECT')
curveOBJ.data.splines[0].points[0].select = True
bpy.ops.object.hook_add_newob()

bpy.ops.object.mode_set(mode = 'OBJECT', toggle = False)
objs_new = bpy.data.objects.keys()

obj = [obj for obj in objs_new if obj not in objs]

And it works fine, but it is ceirtainly not an efficient solution, especially for scenes with lots of objects. Is there a smarter way of doing this?

Thanks in advance to everyone,

Cheers


texts: How can I use weight painting correctly in Blender?

texts:
Before when I was weight painting, I noticed that after changing the weight of a bone some other bones would be dramatically changed as well. When I try to undo the unexpected weights the whole mesh becomes broken. Now, when I try to subtract the weight, instead of subtracting it adds. Can someone please help me? I've been spending hours on this!

This is my blend file:
http://pasteall.org/blend/index.php?id=50825


texts: How to convert solidified plane to cube/rectangle

texts: I took a plane, and applied the "Solidify" modifier to it.  Is it possible to convert that to a cube, or rectangle, so that I can manipulate its edges with the bevel tool more easily?


texts: Making an addon, how do I pass information between a UI panel button press and my custom operator?

texts:
I have a UI panel for my addon, with a couple of buttons that should all invoke a custom operator class which append objects from another blend file.

My questions is how do I append specific object based on what specific button is pressed without making a new class (with an execute function attached) for each button.

I have a decent amount of scripting experience but classes and Blender's addon making are super mysterious to me. I know how to pass variable into functions, which is a technique I use when scripting, but have no idea how to do this within classes.

That's my ui_panel.py, which currently has one button but ultimately should have multiple buttons that append different objects from a blend file which store all my assets:

class UI_PT_Panel(bpy.types.Panel):
    bl_idname = "UI_PT_Panel"
    bl_label = "My Panel"
    bl_category = "My Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        row = layout.row()
        row.operator('wm.appending_basic_objects', text = "Append object")

And this is my append_operator.py, which should have a variable handling which object is appended based on which button is pressed in the UI (or something equivalent to that):

class Append_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.appending_basic_objects"
    bl_label = "Append the basic objects"

    def execute(self, context):
        path = (r'C:/Users/')
        blendfile = "Assets" + ".blend"

        bpy.ops.wm.append(
            filepath = blendfile,
            directory = path + '/' + blendfile + "/Object/",
            filename = 'my_object')

        return {'FINISHED'}

Finally I have an init.py which only register and unregister classes (still have no idea what this mean but I know it's necessary).


texts: Missing msvcr120.dll during installation

texts:
I'm new to Blender and having trouble installing  it.
It looks like I'm missing "MSVCR120.dll". I've looked on the Blender site and found only closed jobs for this error.  I saw that in the .zip file from the download page it has it included but it still pops the error when trying to start Blender.

Could anyone help and tell me when MSVCR120.dll needs to be installed?

Error from win7 x6424gb ddr3 1600, amd fx8350, twin gtx750TI

  Problem Event Name:   APPCRASH
  Application Name: blender-app.exe
  Application Version:  2.7.3.0
  Application Timestamp:    54beacf4
  Fault Module Name:    MSVCR120.dll
  Fault Module Version: 12.0.21005.1
  Fault Module Timestamp:   524f83ff
  Exception Code:   c000001d
  Exception Offset: 0000000000092bc3
  OS Version:   6.1.7600.2.0.0.256.1
  Locale ID:    1033
  Additional Information 1: 9c5b
  Additional Information 2: 9c5b99d1538af1465d6588ee6e30c6d2
  Additional Information 3: 16bd
  Additional Information 4: 16bd3220bb13198108855400ad31c1a0


texts: Can a link in a node setup be temporarily disabled?

texts:
To debug a messy material node setup in Cycles, I want to remove one link between certain nodes, then restore it when I'm done putzing around.  Being absent-minded, I don't trust myself to remember.

Is there some easy way to turn off a link temporarily, making it as if it weren't there,  without actually deleting it?

Whatever trick there is to do this, it should be visually obvious, so I can see that the link is disabled.

I'm using Cycles for materials right now, but I assume what I'm trying to do could apply to anything using a nodes editor.


texts: How to show an object in viewport as it is in another keyframe, without going to that other keyframe?

texts:
This is keyframe 1

This is keyframe 2

I would like to see the object as it is in another keyframe, without going to that other keyframe. For example, I would like to see the object as it is in keyframe 1, while working in keyframe 2. I want something like this:


texts: Moving armature doesn't change transform data in Properties window

texts: I'm trying to animate a tail wagging.  But sometimes (it seems randomly), the data in the Properties window doesn't change along with the movement of the armature.  The result is that when I try to set a keyframe, it has no effect.  The keyframe gets set to the original location of the armature rather than the new location.


texts:
I'm doing a video edit for a special effect of explosion and I'm encountering a little problem:

I did a mask around a car, to make the car visible in front of the explosion, but, like the majority of cars, this one has windows. That's why I created another mask for the windows, but here comes the problem:

I do not know how to "mask a mask", i.e. making holes in a "parent" mask (the car's one) that would sort of "cancel" the parent mask for this specific zone. And the few masking tutorials on the internet do not cover this.

So, if anyone knows the answer, I'd be happy to hear it, by the time, I'll continue to tweak with the color mixers to see if I can approach something good.

Thanks in advance :)


texts: OpenCL build failed on AMD R9 290 - Insufficient Private Resources

texts:
I'm running Blender on windows. Recently I tried to use GPU rendering with my AMD R9 290, but upon rendering, I get an error reading "OpenCL build failed: error in console."

Meanwhile, in the console:

Device init success
Compiling OpenCL kernel ...
Build flags:
OpenCL kernel build output:
Error:E013:Insufficient Private Resources

OpenCL build failed: errors in console

CPU rendering works fine.

I'm running Windows 8. Driver version is Catalyst 14.4.


texts: Lip sync animation with rigify+pitchipoy armature and papagayo

texts:
I would like to configure the lip sync and the eyes movements on my character rigged with the rigify/pitchipoy armature and papagayo. I don't like the shape keys. I prefer to use bones and pose library. So,I found this script :

lip sync script

and I tried to follow this short tutorial :

short tutorial

Now,the problem is that it is too short and some important parts are missing ? Infact it starts with the pose library full of phoenemes,but I don't know how to add them into the library. Or better,generally I know how to add a pose,but in this specific case,I don't know which kind of phoenemes are those and how to create them. I have exported the dat file from my audio file and this is the content :

but now,starting from these phoenemes,what should I do ? Should I create a pose for each phoenemes moving the mouth bones ? But in which ways ? Does the script make the pose automatically based on the phonemes that it finds in the dat file ?


texts:
Ok Im not sure whether this has been addressed specifically but I have some planet orbit rings that I need to rotate ON the axis, meaning they stay at an angle but rotate -

so far Ive parented the ring to an empty and am just rotating the empty which results in this (NOT good):

The tilt should always be more/less like #1 - how can I do this?


texts: Transparency showing as black on a mix shader (multiple image textures)

texts:
First time here, still pretty new to Blender.

I have an object that I've applied an image texture to. The object is a can with a label that wraps around 90% of it. The object's "label" texture requires two different material types:

A moleskin-like material with low refraction for the "background" of the label.
A semi-flat metallic material for some of the lettering and design
elements on the label.

To achieve this, I used a principled BSDF and a glossy BSDF and fed them into a mix shader.
I then added another image texture of the label "base" (acting as a mask for the metallic elements to come through) and fed the color output into the factor of the mix shader.

This effectively achieved the result I wanted, however, the transparent portion of the image texture (the non-metallic one) is showing up as black. I tried playing around with a transparent BSDF and an additional mix shader, but I couldn't figure out how to get it routed to be able to get rid of that pesky black.

I've been scouring the web for solutions but haven't made any headway. Any help would be greatly appreciated!


texts: I've imported an stl into blender, and I'm trying to create morph targets. For some reason, when I go into edit mode, I can't select the vertex. When I click the window it just moves the crosshair with a circle thing aroud, but does not actually select a vertex. What am I doing wrong ?


texts:
Is it possible to list, in Python, all the subtracted objects?
I've got a big wall (Wall) with 3 holes (Cube, Cube.001, Cube.002). I made the holes with a boolean difference and I wish to list the names of these objects.
In this case I want to list:
list = ['Cube', 'Cube.001', 'Cube.002']

Thanks in advance!


texts: CUDA error: Launch exceeded timeout in cutCtxSynchronize()

texts:
I am trying to render my scene with my GPU (GTX 660ti) but it always fail with this error and crashes driver.

Rendering blender's BMW benchmark scene works just fine, there must be something wrong with my scene.

Here is the .blend .


texts:
I am getting an error when trying to center the cursor in a python script

import bpy

bpy.ops.import_scene.obj(filepath=objFilePath, axis_up='Y')

bpy.ops.object.select_by_type(type='MESH')

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
view3d = bpy.context.screen.areas['VIEW_3D'].spaces[0];
view3d.pivot_point = 'CURSOR'
view3d.cursor_location = (0.0,0.0,0.0)
USER = os.environ['USER'];

bpy.ops.export_scene.fbx(filepath="/Users/"+USER+"/house.fbx", path_mode='RELATIVE', object_types={'MESH'})

Error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/private/var/folders/48/ptx7wqz138x4_shgs5nk6szm0000gn/T/AppTranslocation/DEB386B3-C3FC-4FAB-B7A2-0954C07B91CF/d/blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_center.poll() failed, context is incorrect

I am trying to center the origin of my model in batch mode of blender.


texts: Pose Mode - Dynamic Updating of Mesh Attached to Armature

texts:
More of a visual annoyance I have on my hands,

When I grab a part of my armature, I can see the armature and bones dynamically move, but the position of the mesh connected to the armature won't follow until I click to release the armature part, where upon it will snap over to where it should be.

Typically when you drag a part of the armature, the mesh would update as you move, so I'm guessing its a toggle that I accidentally flipped, but I don't know where it would be or what it's called.

Would anyone happen to know?


texts:
I've noticed that when doing compositing in Blender that I end up with hot pixels that are sharp and distracting. The result in this case was using a color node to layer an emission render pass over an image to make a washed out pink grid back to the red it was in cycles. I do the same sort of color blending in Photoshop with much better results and no hot pixels. Does anyone have an idea why this is happening or how to better achieve the same effects in the compositor ? I would like to be able to use the awesome nodes like glare in blender to achieve a composited final image. Here are some screen shots to show the issue.

Here is the result without color nodes or curves being used. Fixes hot pixels but comp is not really what I desire. Photoshop version looks right:


texts:
Hi how can i create a copy of animation. In adobe Flash we make a symbol a movie clip. For more information about what is a movie clip watch this video
If we make a movie clip and once drag and drop that movie clip on the art board we can create many copies. Is there any option or how can i create copies just drag and drop and get that animation. Any suggestion or Help Thanks


texts: Render specific meridians/parallels of a sphere

texts:
I would like to render specific meridians or parallels of an UV Sphere to obtain this kind of plain images.

I have been trying with the Wireframe Modifier but I can't find an easy way to render just the ones I want.

Any clues to do it in an easy way?

Thanks for you help in advance


texts: I rendered my animation, but with "png" as output type for the image. Now I have the rendered animation in Blender (I can see it with Ctrl+11) and 250 png images in a folder. How do I get a video I can export from that?


texts: In export UV layout, there is no option to export the UV map to .tga file format; there is only the option to export to .svg, .eps, and .png. How do I allow blender to export UV maps to .tga as well, as all sources online seem to indicate .tga should be possible as well.


texts: how can I model sculpture parts and exporting them for laser cut without distortion?

texts:
I am a blender beginner. I am making metal sculptures by welding laser cutted pieces. normally I am drawing several random shapes and exporting them as dxf/dwg files. I use those random shapes , deforming them by hand and welding them.
I decided to create more accurate pieces. I modeled a face then I Uv unwrapped . I exported that unwrap and cut it. However, as you might imagine unwrapping was different then the real shape. While eyes and nose are very top of the head become huge. It did not satisfy me because of size distortion. (I am adding picture of my trial with face unwrapping)
I am looking for a solution to produce more accurate pieces. for instance, I want to project curved 3d forms (like nose)  to 2d surface with minimum distortion. then I can bend those pieces with hand and weld it together. to sump up, I am waiting for any advice that help me to design metal pieces closer to the original blender design.
Thanks for your help :D
an example with random pieces:

laser cut of Uv unwrapping :


texts: Would this spiky hair be doable using particles system?

texts:
I'm trying to create hair like that using particle system with a curve object, but the results are not very encouraging:(

From the particle system panel I've disabled physics and added some random rotation to the particles.

I'm beginning to think that perhaps I should not use particles for this kind of hair?


texts: I did a video shoot of a panel discussion. There are four people on the panel. Two to the left are in focus, two to the right are not. Is there a way to isolate the people to the right (not in focus) and use sharpening techniques on them?


texts: Is it possible to twist a circle into a sphere?

texts:
I'm wondering if something like this is possible to make in Blender:

This animation I found on Dribble looks really amazing. The person who made it says it is done on Cinema 4D.

It looks like a string starting with a circular shape, then it is being twisted into a sphere with equal spacing in between. The sphere is then rotated and finally returning to its original circular shape.


texts: Baking Normals and AO: Lots of of Black Patches in the Bakes

texts: This is an image of the AO With the node Wrangler But the Black Patches are everywhere...


texts:
I need to write a script that allows me to bend a hair to exact coordinates. I've been using -

bpy.context.object.particle_systems[0].particles[0].hair_keys[0].co = (x,y,z)

but particles[0] seems to only allow 0-5 hair_keys.

Is there anyway to script an increase in the number of hair_keys? Any sample code would be greatly appreciated.

Thanks!


texts:
I'm well aware of motion tracking, being able to put three-dimesional objects in video (or video effects/CGI) but what if I want to put it in a single image? I tried doing motion tracking with my still image but, it didn't work. All I want to do is make it look like there's text in the scene. BTW I'm using Cycles (but I'm okay if it works better in blender-internal.)

I tried adding a reference image, but I can't seem to get the rotation and location right of the object, it doesn't look like it's part of the picture.
So how do I get the object to look like it's part of the scene?

Here's the image I'm trying to add text to:
(it's to large to upload)
https://www.pexels.com/photo/green-grass-field-113723/


texts: I saw a really nice pendant and I want to make it in blender 2.8. I a begginer and I don't know how to do it from start to finish. Here is a picture of the pendandt. Should I model it in the sculpting mode? How?


texts: Weight paint, I can't subtract but can draw

texts: I can draw in weight paint mode, but can't substract. Brush weight/strength are both 1.


texts:
My goal is to add every created vertice to a list.

import bpy
import bmesh
def add_vert(loc):
    bm = bmesh.from_edit_mesh(bpy.context.edit_object.data)
    v = bm.verts.new(loc)
    bm.verts.index_update()
    bm.verts.ensure_lookup_table()
    vertlist = []
    vertlist.extend([v])
    print(vertlist)
    return {v}
add_vert((1,1,1))

This is what I get as output:
[<BMVert(0x0000020E20C3CF20), index=12>]
[<BMVert(0x0000020E20C3CF58), index=13>]
[<BMVert(0x0000020E20C3CF90), index=14>]

This is what I would like: [<BMVert(0x0000020E20C3CF20), index=12>,<BMVert(0x0000020E20C3CF20), index=13>,<BMVert(0x0000020E20C3CF20), index=14>]


texts: Merging vertices and other tools ignoring SubSurf in 2.80

texts:
I'm trying to connect two shapes in blender but whenever I try to connect the vertices, whether it's through merging them individually (alt + m), using the bridge tool, or through Remove Doubles (now called Merge by Distance), the vertices behave as if they aren't being affected by the subsurf modifier. Here's the shape without the modifier on:

And here it is with the modifier on:

Turning the modifier off or removing it, merging the vertices, then adding the modifier back still causes the same error. I assume this is a bug but I want to know if there's something I'm missing. In the meantime I suppose I'll have to model the entire shape as one piece.


texts: Issue connecting animation to character in Blender Game Engine

texts:
I've got a game engine with working movement, camera controls, etc. I've added a model and parented it to a moving cube and it worked fine. Then i felt it was time to add some animation to the model. I made some working animations (running) and the animation itself works fine on the 3d screen when i play the timeline. It is saved as an action.

First, I select the armature itself, then open game logic. From there I set the controls up in this order.
Keyboard as Sensor with W key as toggle ---> and ----> action "Player Walk" attached to "player walk" action animation. Set to start on frame 1 and end on frame 25 of the particular animation. Also set to -LoopStop-, blendin at 5, continue is checkboxed, priority is zero however i've set it at seperate values and no difference was made.

I go to play the game and the model that is parented to the moving cube works fine but the animation doesn't show. Even though the animation works perfectly on timeline. I've followed many tutorials to the best of my ability but I can't seem to make it work, not even when the sensor is set to always. Any help would be appreciated, I'm willing to attach a video if necessary.


texts: If I were to animate a few steps of a walk going forward and using IK to keep the feet in place as the body moves overtop, is there any way you can loop this animation so the character keeps walking forward? Without him returning to his original spot every time?


texts: Textured plane doesn't match original image

texts:
Image is 4K.

Render settings:

Blender Render
Ortho camera with perfectly matched plane
Shadeless material
All kinds of interpolation in texture settings are disabled
Filter size is lowest possible

There is difference, even in full resolution:

Without Gamma node it is barely visible, but I am not sure which resolution will be final 4K or 1080P, so I put 50% of 4K in render settings.
And at half-sized render original image is obviously sharper.

Full oversampling also doesn't do anything with that.


texts:
Let me start off by saying that I'm very new to blender.

Alright, so I need to know how I would go about rounding off the edge of this model:

(heres a wireframe of that model)

to make it look like this picture:

if you look at the previous picture closely, you can see that the circled area is kind of rounded off. How would I do this?


texts: When I generated the rig I noticed that the L and R poles (set to the proper feet by default) are flipped. This obviously causes quite a few issues. I used the metarig in 2.91 and only removed the facial controls.


texts: How do I make a displacement modifier affect multiple objects?

texts:
[![enter image description here][1]][1][![enter image description here][1]][1]I've ripped this model out of a game, a character that is made up of multiple objects . I want to 3d print it , but since its from a game it doesn't have detail in the mesh , but in a displacement map , but since I want to 3d print it the detail needs to be in the mesh . now the legs , body and arms are different objects but there uv wrapped on one texture.
The displacement map is just one image for arms , legs and body , but I need to have the displacement modifier treat arms , legs and body as one object . Why I cant just join the objects together using Ctrl + J ?
because the displacement map is made for the way that the objects are uv wrapped and joining them together would destroy the uv wrapp and thus make the displacement map useless.

Update:https:
I put the original nrm file in as well


texts: Blender 2.83.0 suddenly begins crashing on startup with call to libc.8.so

texts:
Blender version 2.83.0 has been running nicely on my system for several
months.  Suddenly a couple of days ago, it started crashing on startup just after a call to libc.so.6. I suspected an out of memory problem since all other versions of blender (various 2.7x versions) also quit working at the same time, and so I closed everything else running on my system. This action did not fix the problem for any version of Blender, so I suspected memory fragmentation, since my system stays up for a long time without being rebooted. After I rebooted all other versions of blender worked, only 2.83.0 kept failing. I haven't found a solution to this problem online other than the usual install new graphics drivers, etc. which don't seem to address my problem since the program had been running just fine.  I've looked for munged configuration or cache files but have not found any likely candidates. Moving the config files aside as one poster suggests did not fix the problem.  Any help would be appreciated.
System is an HP Pavilion A6109n;
graphics: VGA compatible controller:
Advanced Micro Devices, Inc. [AMD/ATI] RV710 [Radeon HD 4350/4550];
OS is Fedora 31.
Blender is being run from the command line without any options
crash log:
# Blender 2.83.0, Commit date: 1970-01-01 00:00, Hash unknown

# backtrace
blender(BLI_system_backtrace+0x37) [0x55d78fa6ea27]
blender(+0xcff2ba) [0x55d78d7042ba]
/lib64/libc.so.6(+0x3c6b0) [0x7f74bb93a6b0]
blender(GPU_draw_list_command_add+0x5f) [0x55d78f94891f]
blender(+0x10bcb2d) [0x55d78dac1b2d]
blender(+0x10be0b7) [0x55d78dac30b7]
blender(+0x10e8264) [0x55d78daed264]
blender(+0x10b5b3e) [0x55d78dabab3e]
blender(DRW_draw_render_loop_ex+0x2f0) [0x55d78dabae60]
blender(view3d_main_region_draw+0x93) [0x55d78e14af63]
blender(ED_region_do_draw+0x851) [0x55d78dd22221]
blender(wm_draw_update+0x4ba) [0x55d78d9d4c3a]
blender(WM_main+0x30) [0x55d78d9d2b90]
blender(main+0x321) [0x55d78d6d6821]
/lib64/libc.so.6(__libc_start_main+0xf3) [0x7f74bb9251a3]
blender(_start+0x2e) [0x55d78d7006ae]
```


texts: How to make the mirror and actual mesh switch places

texts:
I am working on a model from a video from Daniel Kreuter and I made a mistake and but the head outline and eye outline on the opposite side.
i want to know how i can make the mesh and the mirror side switch places


texts:
I would like to know if there is a way to move a portion of the sculpture "downwards", like smooshing it so it  can be more at the same level of it's surroundings, but preserving its  outlines and main shape, losing the minimal amount of detail.

Like in this simple example of an eyeball, the iris is with too high elevation:

I could use the grab brush from different angles pushing it downwards, but it seems inefficient...

Maybe the best way of doing this is in edit mode then?

I know this example doesn't have much detail and would be faster making it from scratch, but I would like to know: what is the best workflow in cases like this? Is there a nice technique to squash things?

Thanks!


texts: Snapping FK to IK for whole action instead of single frame

texts: I used Blenrig 5 to rig a character. I am applying a mocap animation to it. It was succesfully done. Now to cleanup the data, I want to use IK legs. Since mocap data is applied to FK bones, I need to switch to IK bones. In blenrig, there is an option to snap FK to IK for current frame but not for whole sequence. I tried baking animation too. Is there a script to solve this? or any other way?


texts:
I want to make a button and press it with a hand in blender with physics. I know I can do it with Keyframes in timeline, but I want to make a reusable button so I can create a lot of button which can be pressed in future animation.

My idea is to add a spring to the bottom of the button and linked to the box. So when I press it, it rebounds back to the original location.

However, I find it doesn't work as expected. I find I have several problems.

I can't limit the button movement in only one axis level (like z-axis)
I can't limit the spring movement too
The button move out of the box after it is pushing my the spring
I don't know if using spring is a good idea as its movement is not that good. The button is shaking.

Hope anyone can share some experience and advice to me. Thanks in advance.


texts: Unable to stack object onto another with face snapping

texts:
Sorry, don't understand, how to use face snapping. I have read this http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Snap_to_Mesh but unable to see some reasonable behavior. I see object jumping somehow, but with no apparent sense for me.

Proof: http://www.youtube.com/watch?v=Y3K_3w8wfr8


texts:
Is it possible to bevel the outline of a procedural texture?

This would be the desired effect (result prepared with an image editor):

For example, we have the default Brick Texture, and its Mortar Size can be thickened, but there is no built-in parameter to taper off the edge with a bevel to give it a more rounded look.

Bricks with the default settings (left) and thickened mortar (right)

The best idea I can think of is to stack Brick Texture nodes of different Mortar Sizes to create a stepped gradient. That however has resolution limitations, plus using that many nodes may negatively impact render time.

So I am wondering if anyone with a bit more vector know-how than myself knows of a way to generate a vector curve that transitions between two mortar sizes to achieve the result more elegantly. Any ideas?

Here is a concept image - the blue curves representing the vector transition:


texts:
I am trying to make an interactive website (like www.3dtuning.com) using CAD models from the engineering team (.stl ) with Blend4web PLugin. But the output file size (html) was too big  (1.2GB!) so that the browser didn't display it. Then I reduced the size to 500 MB using Meshlab. The output now opens in a browser but small parts of the models are missing and 500 MB is still too big for a webpage.

Some people I spoke to say that I should model in Blender on top of the CAD models, use the Blender Models and discard the original CAD Models. This seems redundant because I am remodeling after the engineering team has already modeled it once.

Is this a normal procedure for making such websites?

I have already read other similar questions on the site, but they don't seem to have the answer.


texts:
(This is a re-upload with a link to the file)
I have a scene that is pretty much ready for render, and in the render mode of the viewport it looks good. But whenever I try to render it, materials change and the lighting goes wonky. I can't see any reason why this would happen. I'm using the current version of blender.
File:


texts: What causes fire to gradually turn off or disappear?

texts:
I use blender 2.80 (The old smoke simulation). When I bake the last 251 frames of the movie, the fire works well then, it gradually turns off!

Click here to download the blend file.

Here are the steps to reproduce the issue:

Bake.
If you navigate before frame 9039 you will find the fire in the rendered image.
Around frame 9039, the fire gradually disappears or turns off.
At frame 9060, the fire completely disappears in the rendered image.

I need the fire to last until frame 9172 so the fire should be present in this range (8922-9172) without getting weak, disappearing, or turning off.

Q: What causes fire to gradually disappear?


texts: i have  a problem , because when i render my project. On my scene appears rectangle.


texts: Whenever I try to apply quick smoke to an object it neither shows up in my object view or render. I have tried multiple times to get it to work but nothing happens. I've tried searching the answer online but no one else appears to have the same problem. I'm using 2.8 and the render engine is in Eevee.


texts:
is there a way to reset the mean tilt for all selected points of a curve?
I can't seem to find a way (I wish there was a scale (S T 0 option or similar).


texts: The models that I modeled using bevel and boolean in Blender are malfunctioning when I throw them into the Marmoset Toolbag. How can I fix this.


texts: I made a model in Blender, and went into Texture Paint mode to give it some color and whatnot. When I painted it, though, not only does the paint appear where I want it to, it appears almost everywhere else! I turned off symmetry and it still does this, can anyone help?


texts: How can I make stubble facial hair in Cycles?

texts: How do you add stubble facial hair in blender cycles to a character? I have tried using the particle system for hair but it just makes uneven patches of hair that is the skin color of my character.


texts: Is there a way to avoid a Smooth modifier interfering with a bump-map?

texts:
I have a path that consists of a cube primitive, using four modifiers to get the effect I want (sort of):

Bevel
Array
Smooth
Curve

For the material, the most important part is a bump-map driven by a noise node.

The problem is that the Smooth modifier seems to interfere with the bump-map. I really don't want the Smooth modifier to affect the material at all - its purpose is to get the path to follow the curve more gracefully.

In the image below, I have split the sample path into two sections: the first three slabs have smoothing turned on, and you can see that the path curves gracefully, but also notice the distortion of the material. In the last three slabs, the smoothing is turned off, the slabs are angular but the material is clear.

If you zoom into the image, the distortion on the first three slabs becomes more obvious.

Is there any way to either:

Get the smooth modifier to smooth only the shape of the object; or
Get a similar effect using something other than the Smooth modifier?


texts: How would I go about making my rigged avatar do an animation from a GIF?

texts:
How would I go about making my rigged avatar do an animation from a gif? I split the gif and made it a background in blender, then I layered my avatar over each frame and I'm moving each body part to match but I feel like this is not the best way to do this. There's a lot of guesswork and I feel like I'm making it more complicated than it should be. I guess my question is, is there a more professional way of going about doing this? Is there maybe a way to motion track a gif or something? Please feel free to add tags I wouldn't know what to tag this question as.

this is the animation I'm trying to make my rigged avatar do

this is how I'm currently doing it in blender


texts:
I am hoping to create a blender game using procedural generation(to reduce file size). According to what I have read, procedural generation deals with generating models,texture,etc using a procedure/code. Easy by definition, But I have no idea where to start with. All I can guess is that it deals with blender's python scripting.If I am correct, please help me proceed. If not, help me understand the correct way.

Also, Does procedural generation reduce file size tremendously? If so, at what cost?


texts: Does anyone know a good resource that gives a full tutorial on UV unwrapping?

texts:
I'm currently amateur-ok at UV unwrapping, but I want to learn how I can straighten UV islands and be able to organize them better, but I haven't found any good resources.
Does anyone know a good one?


texts: Why don't I see light reflected off a mirror in Cycles?

texts:
I want to render mirror balls. In the real world you would hit each mirror ball with a spot light.

To test if this would work in Cycles, I made a mirror ball and hit it with two spot lights (shown with red and green arrows) as shown here:

However, although you can see the direct spot light effect on the walls, the mirror balls show no light and no light is reflected onto the walls from the mirror balls.

What I would want to see is light on the other side of the wall (i.e. in the area circled in red) because that is the direction the second spot light is pointing, and directly perpendicular to the normal of a few faces of the sphere.

Why don't I see any light reflected from the balls?

Here is the project file:


texts: Triggering UI elements from a script or commandline

texts: Is it possible to trigger UI elements of addons through an external python script or a commandline option? To automate some processes of the add on without the need to reverse-engineer it.


texts: Why can I not change Particle System settings anymore?

texts:
I'm kind of new to Blender, so this might be a really easy question to solve - I just couldn't find anything on the internet so far.

I created a particle system and already changed the settings to how I wanted them to be.
Now I want to change the lifetime of the particles (make it longer) but I can't figure out how. When I try to do it how I did it the first time, it doesn't work because the setting panel seems to be 'blocked' or so (see picture).

When I select the Particle Setting specifically, Blender tells me that it is not yet implemented.


texts:
I would want to try to achieve this kind of animation but i am not sure how to proceed. what i am interested in is the "follow path of the hair particles"
Any help or advice on how to proceed would be awesome!
Full animation: https://www.instagram.com/p/BsJ05RWHBV8/


texts: Voronoi texture Eevee rendering problems with 2.81

texts: I am having problems with Voronoi texture node on Eevee after the new update (2.81). It is working fine on Cycles and older versions of Blender (Cycles and Eevee on 2.80)


texts: My imported STL file has WAY too many tri's in it to edit effectively. How can I reduce it and keep the detail?

texts:
I am using Blender 2.79.

I've imported a very detailed model originally made in Z-Brush and from there exported to an stl file, (I do not have the original Z-brush file to convert).

I imported that stl file into blender and used CTRL-J to join everything. I then tried the "Remesh" modifier to reduce the face count and convert to quads. I set the "Octree Dept" to 12 (highest it would go) but it still has too many faces and I do not see any quads. I can't select all the triangle faces to even edit the pointed ears of this elf creature! Blender shows it at 186,504 faces and the same number of TRI's. 92,986 Vertices.

I have 8 Gigs of DDR4 RAM and a 2-year old AMD Ryzen CPU. I have my Blender preferences set to use my GE Force GTX-780 GPU (set it to use CUDA), so it's not a totally lame PC.

How can I reduce the face count to something manageable (and EDIT-able) while still retaining as much detail as possible?


texts: How do you apply a gloss and spec map on one cycles material?

texts: I have never seen anyone apply a gloss and a spec. map in cycles and I would be very interested to see how this is done so I can start using the gloss textures I have from gametextures.com. Some also have a height map which I assume I am supposed to just use on a displacement modifier.


texts:
Currently i am trying to change the viewport of the 3D View window using a python script. I am using this function

bpy.ops.view3d.viewnumpad(type='TOP');

But it always get this error

  RuntimeError: Operator bpy.ops.view3d.viewnumpad.poll() failed,
  context is incorrect

The same error is gotten when I use this function

bpy.ops.view3d.view_persportho();

Waht is the problem?


texts: Clipboard erased when quitting Blender on Ubuntu

texts:
If you highlight text in Blender and press CTLC to copy it, then quit Blender, you can no longer paste that text.

Why not?


texts: Can’t position Gradient Texture on Object (eyeball) properly

texts:
Every time I try to center the light in the middle of the eye like in the tutorial, it doesn't work and ends up centering around where I put the mark seam.
It's supposed to look like this:

But turns out like this:

If anyone knows what's wrong and can help me I'd really appreciate it. Thanks, tutorial's linked below if that helps.

www.youtube.com/watch?v=E0JyyWeptSA

And here's my blend file:


texts: How do you add an object from another scene in the BGE?

texts:
I have several scenes that will be using the same objects over and over. So I created a directory scene so I can pull objects to their places (while the game is runing) with no problems. But I don't know how to add objects from another scene. Can someone tell me the code for this or if it is even possible.

This is in the game engine and I would like to know if there is a way to add an object in game, while the original is in an entirely different scene. For instance if I wanted to add a character model called "Bob". "Bob" is in scene "directory" I want him to be added at the location marked by object "point".


texts: How can I use physics connect functions in Blender 2.8?

texts:
I've been taking tutorials of Blender at the age of 2.79(we still live in this age basically), and I am pretty used to the physics tool bar functions in 2.79, you can create physical constraints between a bunch of object for example. I used to made caterpillar track with that function at that time.
However in 2.80 when I find connect inside the object menu, it just doesn't work.


texts: How to combine Views of a Multi-View Camera in Composite

texts:
I am trying to create a single stereoscopic image in which two camera angles are laid side by side, so that a Google Cardboard lense would converge the two. I have set up two Multi-View Cameras, (one for Left and one for Right), to create the two different views needed. I can use Switch View nodes and translate each of the views to their respective sides of the screen, and should theoretically be able to use Overlay to combine the two as shown below:

However, there seems to be no way to actually combine two views into a single image. If I try to save the resulting composite, it saves it as two files with Left and Right suffixes, but I want blender to do the work and combine the views into one single composite side by side. (I could go into photoshop and change it, but it seems like blender should have this functionality).If I go into the Composite Render Result, the image I get out still depends on the view that I select at the bottom. It appears that there is no Node that combines two views into one in this way.

Here you can see how I get two completely different results by choosing Left:

compared to Right:

even though it seems like the overlay should simply make them one. Also, hooking the Overlay result into both sockets of a Switch View Node does not combine them into one image, either.

I know there are several workarounds, such as setting up Render Layers with two completely different object orientations or two scenes, but I would like to know if there's any way to achieve this simple effect natively. Any help would be appreciated,

Graves Broderick.


texts: Transform Vertices by Matrix around Custom Point

texts:
I need to scale the vertices to 0 around the median point as here. Should get something like this

I use Mathutils and multiply the Matrix.Scale(as Axis I take the average of all vertex normal) by Vertex Coordinates. But then I get something like this

I don't understand how to scale Matrix by my Origin. For Origin, use the average coordinates of the selected vertices

import bpy
import bmesh
import mathutils

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

verts_sel = [v for v in bm.verts if v.select is True]
verts_co = [v.co for v in verts_sel]
verts_nor = [v.normal for v in verts_sel]

axis = mathutils.Vector(sum(verts_nor, mathutils.Vector()) / len(verts_sel))
axis = axis.normalized()

origin = mathutils.Matrix.Translation(sum(verts_co, mathutils.Vector()) / len(verts_sel))
mat_sca = mathutils.Matrix.Scale(0.0, 4, axis)

mat_out = origin * mat_sca  # combine transformations

for v in verts_sel:
    vert = mathutils.Vector(v.co)
    v.co = vert * mat_out

bmesh.update_edit_mesh(me, True)


texts: Export the animation of one bone to .bvh

texts:
I'm having a hard time figuring out how to separately export the animation of a single bone into a .bvh file.
I'm currently working on a project with a MakeHuman body, but I only want the motion of the right foot, is this possible? And if so, how?

Thanks a lot


texts:
I would like to add a custom frame rate slider in the timeline header, but I can't figure out how to do it.

I've tried to add following line in space_time.py (between line 75 and 77), but nothing happens:

layout.prop(scene, "render.fps", text="")

What am I missing?

Thanks.


texts: Constraint camera to move with object's bone

texts: I have a person and a camera which is looking directly at him from side view. My question is how to set a constraint to move camera with spine bone? The camera should not rotate with bone, just move with the person to keep the side view. I have tried to set camera as the spine's parent but it rotates along. Also, I used child of, transformation, track,... constraints but can't figure out the right way. Another issue is that after setting the parent relation location of camera changes. Any help or suggestions is appreciated.


texts: Setting up Tracking Stabilization via Python API

texts:
I have a project that uses the (Intel) RealSense camera and I am capturing a short set of frames that feature a single face. The camera SDK provides me with a good way to do landmark recognition in image space. So I can tell where the nose/mouth and other features are located.

I have some strict constraints on what I want the final set of frames to be stabilized like. And have been able to meet those constraints by using the video stabilization system manually in Blender. Unfortunately I need to process quite a few of these, and manual editing is out of the question.

My question is: Is there a  way for me to programmatically supply the initial tracking points for the stabilization system, and have it process the whole video using those initial points.

For example: I provide ears and nose (x & y image space coordinates), as the points to track in the first frame. And Blender uses them to track + stabilize the rest of the frames.

Thanks for any advice, and please tell me if you need more detail for this question.


texts: How can i make vertices that are along an edge but not part of it cut into the edge and do it for many vertices?

texts:
https://webm.red/L9JA.webm

you can see the problem here through the webm and i want to fix it for the entire mesh and not just a few vertices.


texts: What's the fastest way to change textures for 100 objects?

texts:
I had to convert all my PNGs to JPGs, reason why now I need to switch to those new texture files.
Batch converting the image files was easy and fast. But how to do the next step in Blender now?

Thanks in advance guys

DPC


texts: How do I focus the camera on a certain area or object?

texts: I was working on a scene and the camera moved pretty fast in it that you couldn't even see the object in it. So I would like to know how you focus the blender camera on an object so that when the camera moves fast you can see that object clearly.


texts: How To Delete This Red Box on My Screen?

texts:
I was editing my mesh and I wanted to only see a part of my mesh, so I pressed alt+B to only show a selected area. However, I did ctrl+B and created a red rectangle on my screen (I don't know what it does).
Does anybody know how to get it off?


texts:
whenever I try to render an image all the props/rigs and sky appear in the final render but the actual scene/environment does not.
this is what I'm trying to render:

this is what is rendering:

please help this is for a final year multimedia major project!!!


texts: How Can I Select All Channels that Have Been Added to a Channel Group in the Dope Sheet or Graph Editor?

texts: I created a channel group in the Dope Sheet to help organize a lot of finger bones for a character's hand, which allows them all to be located under one collapseable section. But this group consists of many channels, so the expanded list of them is quite long, and my Dope Sheet editor window isn't quite tall enough to show them all at once. If I want to select them all, I need to either shift-click them all, one by one, or box-select them. But in either case, I will be needing to scroll the editor window vertically to get access to all of them first. So I'm wondering if there is some way to automatically select all channels when those channels belong to the same channel group.


texts: I am using split screens, and the issue I am having is that it uses for rendering randomly one of the split screens, how can I choose which of the screens to be used always for rendering?


texts: Modeled car disappears in 'play mode' of game engine

texts:
I spent some time modeling a taxi, but when I press P to go into play mode of the Blender Game Engine everything gets messed up. I have included screenshots below:

BLENDER GAME FILE: Blender file


texts: How can I write a Python script to turn all normals on a curve to face outward…!

texts:
I’ve completed a few professional projects in C#/Unity, have worked through 90% of Microsoft’s Beginners Guide to Python, just started Python the Hard Way and have done a bunch of beginner Blender Python tutorials. I’m kinda starting to become familiar with Blender’s api.
I’m currently trying to build a network of interchanging, overlapping roads similar to the image below, which is then wrapped into ball of twine (but roads).

I’ve got one road working, as seen in this tutorial, then wrapped it into a ball with this answer.
The following is my current effort (file link here ):

You can also see this attempt as the blue ball in centre right of the following image (the other images are examples of my ultimate goal):

Here it is in 3D! =D

    Junction Test01014
    by reverendspeed
    on Sketchfab

My problem is I can’t seem to get the roads to all face outwards - the beziers are being bent somewhat randomly. I’ve been pointed in the direction of this control , but unfortunately I’d need to apply all my modifiers and then change the direction of the bezier control points independently - which obviously slows iteration to a crawl.
I’ve been trying to think of what kind of code I need to get all the normals oriented correctly - presumably:
I import Math and Mathutils
select all the curve points (bpy.ops.curve. select_all ( action=‘TOGGLE’ ))
and get a Vector3 list of the curve points
Going through each point, I’d get a Vector3 from the centre of the bounding box to the current point
Then set the bounding box quaternion to face the Vector3 direction…
…But I’m not sure how I’d do that. Or where I’d get the bounding box centre of a Curve - or if I can get that box after the curve has been twisted up by the modifiers.
If I try to apply the rotation, will this happen to the modified object or the underlying data? Would it be possible to undo this change when I want to unroll the sphere and edit the underlying bezier?
…
I’m really confused, folks. I think I’ve talked myself into a corner here, and I’m not sure where to start with the code. I’d really appreciate any suggestions you could make.


texts:
new to Blender but quite familiar with Maya. Been learning Blender 2.8 and all was going well until I hit the Rigify. For whatever reason it seems to have not attached the blue joints to the green bones, and not to attach the green bones to the mesh.

When I move the green lines in any way it has 0 effect on the mesh, basically all I can do on the arms and legs is translate the blue circular joints around to create the illusion of rotation. The green guys do nothing.

I've lost track of how many Rigify tutorials I've watched and how many times I've restarted, even in a fresh scene with a different character. What could I be doing wrong here?

Running Blender 2.81 on Windows 10, using the basic human metarig, have not deleted anything from the Metarig, positioned metarig in edit mode, Python auto-run is enabled.


texts: How to export vertex colors or vertex group as polygroup for export?

texts:
I would like to know how is the correct process to export a 3D model with correct "vertex group" or "vertex color"  to use in zbrush as polygroups to make my work easy.

1 - first of all I modelled this bucket in blender to use as Insert multimesh.

2 - the next step is create a "vertex paint" ?.

3 - then I go for export menu ,  choose as obj file , but before , I apply 0,0,0 to (r,l,s transformations) and go to this tab (check if this board are correct , I do not know what's the effects in those blue box I ve marked).

4 -  Now , In zbrush there are not polygroup (one for the strap , one for the metal button and one for the main bucklet , I just see only one polygroup for all the object see the image).

5 - the most quick solution is to separate the mesh in zbrush and create differents polygroups manually for every bucket and his pieces, metal button and main strap. but I prefer to use blender with group previously.


texts:
A quick question about shader surface colour values in Cycles.

If you set the surface colour of a shader to values greater than 1, for example the diffuse shader in the image below:

Can it be said that this material is reflecting more energy than it is receiving? e.g. will the albedo of a diffuse shader ever be pushed beyond 1 by increasing the colour values above 1?


texts: Freestyle lines not showing up in final render

texts:
I'm trying to render a cartoon image with Freestyle lines. The lines render perfectly in the preview window, but they do not show up on actual render output. Could someone please help me with this?

View my render settings:

https://s3-us-west-2.amazonaws.com/rd.temp/RenderTab.PNG

View my scene settings:


texts: Creating areas with different levels of resolution in the same model?

texts: How can more resolution be added to certain parts of a model? For example, on this piece of popcorn the green areas need more detail. How can the whole model stay low poly and only quads while adding the extra detail?


texts: Placing an image under a transparent object won't reflect in it

texts: So I'm basically placing a sample poster under some transparent dominoes I created. First I had a normal plane under the objects to see the transparent effect but when I placed an image (I imported it as a plane) the grey blender background only reflects in the dominoes. I feel like there is a simple solution to this but I'm new to blender and hoping someone can help me out!


texts: Particle emission begins from the frame I start rendering from, not the frame it should begin from?

texts:
I'm trying to render a simple animation of the camera circling a lit candle, with particle emission beginning at frame -100 so it's lit before frame 1.

To speed things up I'm rendering to pngs across multiple computers. For example I've set things up to render from frame 1, frame 20, frame 40, and frame 60 on four PCs. However the first few frames on each computer seem to show emission starting again, i.e. frames 20, 40, and 60 show no particles.

How can I fix this so I can collate all my files at the end for one smooth flame animation? Is this a known issue?

Any advice or tips for a novice would be great!


texts:
Can someone please help me wrap my head around this.
I have a character that is rigged and walking. He is wearing a trench coat. I am wanting the lower half of the coat to be responsive to his legs but also to hang freely.
Naturally, I am thinking to put cloth physics on the lower part of the coat (that was separated from the upper half). I have duplicated the legs, decimated them and then added a collision modifier.
It isn't quite working out the way I had hoped. The coat is still passing through the legs and the pinned group at the top of the cloth portion isn't moving with the rig.
Is there a better way to do this? I would be grateful for any advice.
Thank you in advance.


texts:
I downloaded this old 3DS max file for a dog, then exported it from Max as an FBX using the settings you see in the image on the left. I imported it to Blender with the settings you see on the right and it triangulated the mesh. I looked at another answer that said to uncheck triangulate and preserve edge orientation on the Blender import but there are no such options. I tried checking and unchecking multiple items and reimporting it to the same triangulated result. I have also tried exporting and importing as a DAE but that did not work. Unsure what do try next.

Any suggestions? For a way to import as quads only or detriangulate.


texts: Windows generated blend file compatibility with Mac OSX

texts: How can I share and make compatible a windows generated blend file to a Mac OSX Blender user?


texts: How do I use Proxies in the VSE correctly?

texts:
When I choose a 'Proxy Render Size' in the properties panel of the preview window then it seems that this is all I have to do in order to boost up the performance of the preview display for playing video. At least it is visible that the resolution changes to a chosen value that seems to match to the chosen proxy render size.

But I have watched a tutorial in which it is explained that I first have to make settings in the properties panel in the sequencer window under 'Proxy/Timecode' > 'Set Selected Strip Proxies'. According to the tutorial the button 'Rebuild Proxy and Timecode Indices' should be pressed then. After that the computer starts to calculate data which takes a moment. It is explained in the tutorial that only after that process is finished one should select the proxy render size in the preview window.

Now my question: What is the difference between both choosing proxy render size in the preview window directly versus making selections in the sequencer's properties first and then choosing proxy render size in the preview window and why do I have to stick to this order?

The Tutorial is 7 - Blender Video Editing (Preview Performance BOOST! [ Video Proxy ]) from Mikeycal Meyers.


texts:
I am trying to compose a shot that combines video layers and 3D.

In the shot, there are two video layers, one is the background and one is an alpha layer of a ghost floating around.

They are both .mp4 / H.264 video layers shot with a DSLR, one of them made transparent with an alpha layer. They would both be 1920x1080.

They could be imported in Blender as "planes as images" but any other way that works is good.

I am trying to make the Ghost layer emit particles, from the border of the object (not the edge of the frame) resembling green smoke or steam. The particles should come from the edge (all around) of the ghost layer.
I looked into doing this in other software (After Effects with Particular), but haven't found a way to get the results I'm looking for, which have more to do with curls of smoke than particles.

Here is an alpha video with a ball instead of a ghost you can use to help solve this question.
And here is a .blend file where the video was imported already


texts: Having rigid bodies sliding off an animated object

texts:
I'm trying to create an animation in which an object is lifted from the ground and several smaller objects slide from on top of it and drop to the ground.

Is there any possible way of doing this in Blender currently using physics? In other words, can I have rigid bodies slide down from animated objects? Any strategies/hacks are welcome!


texts: Render suddently coming out black in Blender 2.91

texts:
I have been working with a blender file for a few hours with no issues. Then all of a sudden, I noticed the the lighting had changed in the Modelling view.   I went to check how it came out in a Render and the render is completely black, with some tiny white dots which seeem randomly placed like stars.
The scene looks like there is a load of ambient lighting still there when I disable the sun effect in the World tab.  Yet despite the extra ambient light (which I don't want) AND the sun clearly shining away in all of the edit views, the render is black and I can't work out why.
I will post a screenshot and my Blend file below:

Here is my .blend file:
http://files.staging.x-rm.com/nick/house6.zip


texts: Empty Image renders in front of transparent object

texts:
I am trying to model with a reference image in Blender 2.80. I want to see both the reference image and my mesh in a transparent overlay so nothing blocks anything else. I assigned a material to my mesh and set its "Viewport Display" with an alpha of just less than one, so it should remain mostly transparent. However, the images that I pulled in render completely in front of it as soon as this transparency is added. Is it possible to make my mesh render transparently in front of an object?

the images rendering in front of the transparent mesh:

The alpha channel for the mesh's material:


texts: The "wiki" states that an objects radiance value is written out into the render float buffer.  Where in the source code is this buffer and how do I access it (variable name?)


texts: I need to make the transition smoother between the 2 different colored objects in my scene, somehow like one of the colors fades into the other one, while still keeping the line between them.


texts: How can I turn off the display for these orange dots on my hair particles?

texts:
Changing the particle select and display modes won't solve it.
The orange dots just keep floating in air when I comb the hair.


texts: How to rename different UV maps in blender 2.74

texts:
In every tutorial i've seen, there is a Name field under the "UV Maps" section of the Data for an object.  The latest tutorial i've seen said simply it was version 2.7.  I am using Cycles renderer.

However I have no Name field, nothing in right click, and nothing I could see in the UVs menu seems to have anything to do with naming it.

How can I rename my multiple UV maps?

Edit:  I didn't think to ask about renaming vertex groups because it wasn't obvious to me that they would have anything in common.


texts:
[![I used blender's old versions many years ago. In 2.8 UI has been changed. I am at a loss. I am in need to get a rendered image tomorrow, a cars interior picture, I got the .blend file from internet (https://free3d.com) (url will be given below) but unable to render the image with intended perspective (intended one is shown in green in picture).

Please help me get a nicely rendered image of the required perspective. It will be very helpful for me. URL of .blend: https://we.tl/t-2b2hcIFG9y ]2]2


texts:
My situation right now:
I am able to deselect all objects with Python by doing bpy.ops.object.select_all(action='DESELECT').

My goal: Deselect all Keyframes of the active object with Python.


texts:
Can anybody help me with changing colors of a mesh in animation? When I change the color and set the keyframe, the last modified color of the mesh is applied on all previous keyframes.
When I press i to set keyframe, which keyframe should I choose from the rolling list?


texts: Moving a vertex makes only half of the connected faces move in the right way

texts: Sorry if the title doesn't accurately describe my problem, I am new to Stack Exchange. I need to make all the faces move up equally, but the ones circled in yellow only move up half way, while the ones in red are how I want them to move. This has happened to me multiple times with different models and I am trying to find a solution


texts: I am working on a gun turret for a spaceship. The turret has three parts. It resembles a Gatling gun type. I have animated the barrels to start turning very rapidly to simulate rapid anti-aircraft fire. The first keyframe is set to o degrees in the rotation, I then move the keyframes 3 seconds further and then enter 5000 in the rotation. The animation starts exactly as I want but about half way, the rotation slows down and then accelerates again. It does the same thing when rendered. What causes this slowdown? Could it be the processing power of my laptop or is there a better method to use? Thank you.


texts: Twist like SimplerDeform but with bones?

texts:
I want to create the same sort of twist that you get from the SimpleDeform modifier, but by using an armature so that I can have more control of it. I want to get at least 360degrees of twist, maybe up to 720. The object is basically a cylinder.

If I use just a couple of bones, then when they twist, they pinch to no thickness in the middle. What is the proper setup with bones to get the amount of twist I want?


texts: I've just installed 2.91.2, and I can't find the "bake" button for smoke sims.  In previous versions, it was in Physics Properties under Settings.  The manual says it's now in the Cache List, but doesn't say how to get to it.  I don't see any baking options under the Cache tab.  Can someone tell me where I can find "bake"?  Thanks!


texts: How to cut holes in a plane with multiple meshes without adding to the plane?

texts: I'm trying to use the boolean difference tool to cut holes in a plane with a mesh. Whenever I try I end up with a weird 3d object completely different from the plane that I'm looking for. Am I approaching this in the wrong way?


texts:
To begin, I'm using a MacBook Air 13" early 2005 model. I cannot render high-quality images with ease. I can only render on the iMacs my school has allowed me to use. If samples/quality is a part of my problem (Below), please let me know, I just really don't want to do the render if it is going to give the same results. Thanks.

Problem:
I have a scene where the camera is staring at leaves in trees. When I render, the images produce fine, but because I am wanting to use volumetrics and such, I have separated the scene into three layers.

Close branches
Tree canopy, volumetrics and a plane above creating a patchy effect in the light (Often used in ocean scenes to replicate light entering the water)
Clouds (Volumetric)

When I have rendered a small strip at 512 samples (CPU), I noticed the z-Buffer has black dots scattered throughout. This is on both layer 1 and 2 (Above). Layer 3 was unaffected.
Images:

Image of effects on final composition (Combined layers) -- Note white dots due to Z-Buffer:

FYI:
The Leaves are made from a black and white texture, which is randomly coloured and bump mapped. They are then used as particles on the tree.

Could this be due to overlapping planes?

EDIT:

The blender file as requested
enter link description here

Thanks again,
BFB


texts:
I want to make a mirror and but hide the room around it that it reflects.
But I want this as a 3D model (not for a render or a video)...
Not as easy as it seems. Any ideas?
Thanks
B


texts: When i export fbx file my textures dissapear

texts: I try to use it on mixamo or unity. but there is no textures. I textured it with uv


texts:
Came across Nimate for realtime motion capture in Blender. I have few questions regarding that. I am running on Linux with Blender installed.

Nimate is free now?
Whether delicode nimate needs to be installed to get blender plugin working
I couldnt get the plugin working (delicode nimate not installed, only plugin installed) on 2.75a and 2.63
Are there any alternatiives?


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I am working on a really big project and I made an error in my mesh so I had to remove the faces and used ⎈ CtrlF to add a new one back but it ends up like this:

Is there any way I can use something like ⎈ CtrlR to add a few new loops in that one face? It does not need to be aligned with the old one, I just need to add something in there.


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I appear to have lost the ability to expand Outliner hierarchies manually.

I am able to expand and collapse with +/- but it expands everything visible collapsed and collapsing collapses everything.

I used to be able to click on the +/- bubbles to open/close the specific item I want but this is where my problem lies. I can't. At least not anymore, which is what I need because my projects contain a lot of seperate objects at times and expanding everything is hella messy.

I'm not sure if this is an issue caused by version, a script, or a hotkey/preference I may have selected to cause this inability. Was hoping someone might know so I don't have to reinstall everything to fix the problem.

I also can't select items on outliner with left click either. Which maybe the source of the issue.


texts: So I created a bear mainly out of a single plain, and added different materials to different faces and uv mapped it. the stomach of the bear had a different texture then the other body. When I rendered it, the stomach texture wasn't there! the first picture shows after rendering.


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Based on what I have read so far, I'm the 3,600th person to ask this question, but every answer I have read (or have seen on youtube) thus far does not solve MY wonky rotation prob.

--Animation of rotating objects are constrained to global axis.  Got it.
--Creating an empty object and then parenting the object-in-need-of-rotation to the empty.  Got that too.
--Rotate the empty in animation to backdoor the issue.  Check.
--But somehow tilting the empty global axis to match my non-global axis of rotation?  While I can tilt the empty, the axis of rotation remains global.   I've tried it 40 different ways. I suck.  But a quitter I am not.


texts: How to get actual rendering progress and estimation from render_stats python handler?

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There is render_stats bpy handler

It seem like it is invoked every time rendering engine prints to console smth like

Fra:0 Mem:410.70M (0.00M, Peak 450.46M) | Remaining:01:16:22.96 | Mem:307.83M, Peak:307.83M | _mainScene, interior | Path Tracing Tile 18/8160

I am wondering if  there is a way to get numbers like estimate(01:16:22.96) and current tile(18) from render_stats handler in python script?

Now the only way I see to get this is parsing blender output which is not very cool

There is something alike it in UI, but there is no tooltip with python snippet for it:

This question may seem alike Is it possible to get render time per tile?, and it's stands there that you can't. But in there it's about render time for specific tile, and I am asking about render time estimation for particular frame, may be you can get overall estimation?