texts:
I am a newbie to blender. I am trying to learn to build 3D buildings for the new Microsoft Flight Simulator 2020. I have the I have the MSFSToolkit extension installed and I am using Blender 2.91.
MSFS suggests exporting to gltf, bin, and xml, so that is what I am doing.
For now, I am just trying to export a simple cube that has a stucco material applied to it. The material was created with nodes.

As Rendered in Blender

After Cycles Baking

Material Node Setup

As Rendered in Game

As Rendered by Windows 3D Viewer
I would imagine that I am missing one or more important steps.
Does anyone know of a good video tutorial that covers what I am trying to do, or can you see right off the bat what I am doing wrong?


texts: Persistent Floating Help Box in 3D View for Addon

texts:
I have an addon with awkward complicated work flows.  My users frequently get frustrated.  Until I can fix that fundamental problem, I would like to make a little floating "wizard" which attempts to guide them along by assesing custom blend data related to my addon.  I have some loose ideas that I will be trying (outlined below).  Any tips or hints greatly appreciated.

The user will have to initiate or stop the "wizard" with an operator, because the wizard will need to access blend data, doing this at Addon registration will not work.
The operator will add a persistent 'scene_update_post' app handler.  This persistent function which will asses the custom data and blend file data, and generate some "helpful" instructions whenever the scene updates. These instructions will be stored as text data as a global at the "help.py" module level.
The operator will register a draw callback, which parses and displays the text data generated by the persistent app handler.
When unregistering the addon, it will check for the existence of the app_handler and the draw_callback and unregister them

How to manage Handlers in an add-on?

There will be a "close help" operator which manually removes those handlers.

class MY_ADDON_OT_interactive_help(bpy.types.Operator):
    '''
    add gui help
    '''
    bl_idname='my_addon.start_help'
    bl_label="Start Helper Wizard"

    @classmethod
    def poll(cls, context):
    if not hasattr(context.scene, 'my_addon_props'):
        return False
    return True

    def execute(self, context):
        #add a app handler to asses info
        #add draw callback to display info
        global help_app_handle
        help_app_handle = bpy.app.handlers.scene_update_pre.append(my_addon_help_parser)
        global help_draw_handle
        help_draw_handle = bpy.types.SpaceView3D.draw_handler_add(my_addon_help_draw, (self, context), 'WINDOW', 'POST_PIXEL')

        return {'FINISHED'}


texts: What if panning and zooming isn't working

texts:
I'm not sure if this is a bug or a feature, but occasionally (usually in Object Mode) while I'm Zooming In or Panning (using Shift + Middle Mouse Button), Zooming In will stop and won't allow me to zoom in any further (I can still zoom out, but can only zoom in so much), or Panning will no longer work.

I don't believe I've pressed any key combination to trigger this, as this usually happens during a time of me zooming or panning.

I did some research and found this question here (which is similar to my issue):

Panning with Shift + middle mouse button stopped working
But unfortunately, "Restoring to Factory Defaults" is in no means a proper answer for fixing something that feels more like a bug. (Especially if no settings/preferences were changed prior to this issue happening.) What does fix this issue is @GilesDMiddleton's answer to go to Object Mode & click View All (Home button, if you have it).

@GilesDMiddleton's answer found here
This is a good answer for quickly fixing this issue (while keeping all of your settings), but it's an odd fix and doesn't explain what causes the occasional (and sudden) "lock".

Now back to my main question:

How can I prevent this "bug/issue" from happening?

Or perhaps my question should be: What can cause the "Zoom In" & "Pan" to stop working, and why does Object Mode + View All fix the issue?


texts: Objects are moved when file is re opened

texts:
When I save my model and reopen it, I discover that many objects have been displaced and moved to the origin.

However when I recover an autosaved backup file just before the save, objects are where they should be.

This is what my file looks like before saving - (or recovering an autosaved backup) which is the correct arrangement of objects

And this is what it looks like after opening the saved file.

When I File > Open an autosaved blend file, objects are relocated to the origin.  The same file accessed by Recover AutoSave opens with objects located as last edited.

As a workaround I can continue to open the autobackup and ignore explicitly saving my file but this can't be normal!

It's a messy file and I'm learning by remodelling a sketchup dxf import. File can be checked out here Save this file with a new name and reopen to reproduce.


texts: Blender functions that randomly stop working then start working again

texts:
I have recently experienced two Blender functions randomly stop working, then later start working again with no apparent reason. These functions I use daily and they worked fine for weeks before I first experienced this issue. Even now they do work most of the time. I am 99% sure I do nothing that could normally cause this to happen: no settings changed, no modifier added, ect. When they stop working/start working again, I do nothing differently than when everything works fine. The functions are:

Snapping (to vertex). When snap to vertex stopped working I found that:

only increment works, snap to anything else doesn't,
saving and restarting Blender/computer did not help,
when I continued working after snapping stopped, after about 10-15 minutes snapping started to work again with no apparent reason.
saving, starting a new default scene and appending the object I was working on did help: snapping worked again. Saving, then opening the original scene and appending back the object worked: snapping worked, but stopped working again after a short time.

Custom keyboard shortcut.

I set "0" to toggle edit/object mode and it worked fine for weeks. When it randomly stopps working I can still go into edit/object mode by clicking on the toolbar buttons, but the key "0" does nothing. I checked my keyboard and it worked.
When I continued working after keyboard shortcut function stopped, after some minutes it started to work again with no apparent reason.

I use Blender 2.70

My questions are:

Has anybody experienced the same thing and found a way to solve it?
Is this issue known? (I searched and found one single person experiencing the same issue, reporting it to developers, but when he tried to reproduce the problem, it wasn't there...)
What happens when a bug can not be reproduced although it obviousely exists? (I somewhat understand the need that a bug should be possible to reproduce before it is being taken care of, but surely there is a way of handling bugs that by nature can not be reproduced, since they seem to randomly come and go?)


texts:
I have an object that has been created by joining two objects. The entire thing has been uv mapped. When I go to "texture paint" the entire model is pink, which I expect. I click "Add Texture Paint Slot" and add a blank texture, which renders a large part of the model black (and paintable). However, all of the faces of the second object (and by "second" here, I am referring to the order of the objects when they were joined) are pink. I can paint directly on the part of the texture that is black, but I can't paint on the pink part.

Any guidance or suggestions would be appreciated!


texts: Planetary Gears: How to rig for rigid body physics engine?

texts:
The following image shows a planetary gear mechanism under a rigid body physics simulation. All gears involved are under a hinge constraint, and the central red gear is also under a motor constraint. The cylinders are used as Object 2 for the corresponding constraints, and marked "passive".

What I need, however, is for the outer (yellow) gear to be stationary and the centers of the satellite gears (blue) to move around the center. But I can't figure out how to rig this correctly.

Can someone please nudge me in the right direction?

Thanks in advance.


texts: Freestyle rendering in EEVEE show's up on top of other greace pencil objects, how do i fix it?

texts:
When I activate the Freestyle setting in the render tab for my 3D objects and render it, the render of the lines are on top of my other grease pencil objects and intersects them in an unwanted way. Is there a way to fix this? i've tried to change the origin point for all of the  3D and 2D objects but that did not fix it. Sorry if i'm not explaining the problem well, I'm happy to try and explain more.
I'm using Blender 2.93(beta) and the freestyle has a noise and a thickness modifier.
thank you for any suggestions.


texts:
How do you loft between curves in Blender.
I am finding tutorials on the subject but they seem old and outdated.
Is there a current way to do something like that? (In version 2.74)

NOTE: This is not a duplicate post because the answers that were posted are no longer valid. The CurveTools Plugin doesn't seem to work in version 2.74.
Has it been replaced with something else?


texts: wHow do i make the the sun lamp light pass throught this window?

texts:
How do i make this spot lamp light go through this window? -The window in the wall is just a hole in a plane with some meshes in front of it.
Sorry for my bad english.

My sun lamp is pointed at the window like this:


texts:
I can't smooth my cylinder. I used "shade smooth" and this is result (left one). If I add Subdivision I got the right one...(yes, object is scaled).

How can I fix my problem?

Sven


texts: Is there an option for ghosting in armature in blender 2.8?

texts: There is no ghost settings in armature properties in blender 2.8. Is there any other way to access it?


texts: Can't open blend project, want to remove corrupt objects without opening project

texts:
First time here so hope it is the right place to ask this.
After a crash a blend project won't open again. I tried to open the auto saves and with different versions of blender but it crashes right after startup.
I tried to append scenes and found the objects in the project crash.
Is it possible in any way to delete objects from a projects without opening it
like deleting bad files from the append menu ?
This is really frustrating as all the "saves as" of this project won't open. Many days of work :(
Any help will be much appreciated
Thank you


texts: Make the selected object to be highlighted in outliner

texts:
I have a complex object structure where there is multiple nested object. If the outliner structure is collapsed, How to show the selected object , so the outliner will expand itself recursively to find/highlight that object ?
The fastest way is to find the object's name and type in search box. But is there any hotkey so i can do it directly from 3d viewer ?


texts:
How can you use an object to mask out objects in blender?
As in, a cube perhaps that hides a circle, and then the cube is animated
to reveal the circle.

I want this cube to act like an eraser almost; Any part of the mesh it encapsulates needs to disappear, however the remaining portion of the mesh that is not "subtracted" should remain visible. Of course I want to be able to specify a specific mesh that the mask effects.

Also a way to fill in the gaps in the mesh that effect would create automatically would be needed in many instances.

Is this possible? If so, is there another way to achieve this?

Here is the link to the model.
I want the cube to be invisible, and as it rises I want it to reveal the sphere, which is also invisible while it is inside of the cube.


texts: How to make lamp visible to camera in cycles?

texts:
How can I make the lamps (area/point/spot) visible to camera in Cycles render?
Currently they are invisible to the camera, unlike custom mesh lights which can be seen unless camera visibility turned off.

I would like to see the lamp (ie point/sphere) directly in the camera.


texts: This is probably a dupe, but nothing so far helps. The manual says "Properties Editor : Scene : Color Management." I have searched and searched here, the manual, and in Blender itself. I need to FIND Color Management. Please tell me exactly HOW.


texts: Is there a way to see spots on a model that don't have any weight painting on them?

texts:
I'm trying to get my model's head to pose correctly but when I try to pose it, some of the face (eyes) stays in one spot.

Here's the blender file:

Head up

Head to side

Head normal


texts:
I've got a plane with its Base Color set to a texture (let it be 100x100 pixels). When I scale this plane the texture gets scaled too, which is not what I want.
How do I make Blender not to scale this texture no matter how big the plain is? I don't want it to be scaled beyond 100%.


texts: how to make armature that acts the same across multiple objects

texts:
I mede this modle in blender and when I wanted to rig it the armature didnot move all of the objects that its assigned to the same, some moved more and some less.
my question is, how can you make so the armature moves all the objects equaly.

I attached the .blend file.
https://drive.google.com/open?id=0B9PdIZgT3LGYajB5b3lXSWVpMW8


texts: Why my background appears a blue, when I set it transparent?

texts: I am trying to render this image with transparent background, but instead it renders as blue. I have checked the world settings, HDRI. The problem only happens in render and not view port. Problem persist in both eevee and cycles. Any help is appreciated.


texts:
I modeled my room using an Add-on called Archimesh to make more easily windows doors and so on when I finally modeled the room and rendered it I faced 2 problems which are:

I added a sunlight that passes through the window of the room there is light in the room however it is really dim and the glass material of the WINDOW is not transparent I watched how BlenderGuru made the material for the glass and mine still is solid despite the fact that light is coming through the room.
The next problem is rendering I used the Cycles render engine to render the room and got a really grainy image in the sampler I tried increasing the render value to 1000 still looks like crap.


texts: Cycles is only rendering sky texture and nothing else

texts:
I was in Blender Cycles, I imported an .obj file, worked with it, added some materials to it, and clicked on the little "render" circle right next to Object Mode. I saw the building and the sky and that was what I needed.

When I went to render image, the sky was only in the background, not the building.


texts:
I saw a bunch of question talking about the grid object type. I'm not talking about that, I'm talking about the "web" that can not be selected.

Now that we have that out of the way, here is my question.

I'm trying to make a 2d desktop animation, and it is working out pretty well so far, but I'm worried that the "grid" will be visible in the final product. Do I have to worry about this?


texts: can anyone tell me why my model shows up like this

texts: i have recently started on blender.  i been working on model for a while and i came to this problem. when i render image it doesnt either show the model or show up weird. i have been trying to find what the problem is. can anyone tell me what the problem is?   heres the image ?


texts: How to render an animation made with a python Script

texts:
I have a simpĺe python script that triggers an animation base on the location of a cube.
import bpy

scene = bpy.context.scene
obj = scene.objects['Text']

def recalculate_text(scene):
    x = scene.objects['Cube'].location[0]
    obj.data.body = '{0:.1f}'.format(x)

bpy.app.handlers.frame_change_pre.append(recalculate_text)

Using a text Object it shows the location of the cube in the Viewport.
The problem is that because my python skills are very basic, i can't Render the animation; once i hit "Render animation" ( Itried: EEVEE and CYCLES: Image sequence and video) it only shows the first frame of the text object.
Here is the Blend File


texts: How to connect two cylinders with a third one connecting the two?

texts:
I am trying to make a sketch of an optical setup.
Currently I am using long cylinders as beampaths. (if anyone has better suggestions, those are also very welcome)

My problem is that I want to connect my beampaths, such that each one of them makes a full path (just like the light in the real setup) which seems to be astonishingly hard in blender. I would like to simply enter start and end point of the line, then create a cylinder along that, but could not yet find a way to do something like that and rather have to work with Euler angles.

The image shows the setup I have this far. Between the two lenses I want to show the four beams from the left being focused and exiting the lens setup, connecting to the right four paths.


texts: Workflow for a short animated film: what to do first, music or video?

texts: I really want to make an animated short film, but this is the first time and I don't know if I should make the music first or the film.


texts:
So this what happens, at first blender plays nice, no lag and fast response using the .zip installer. Then I decided to make a new partition for my 3D works and programs and this where it start to become laggish, I also tried to use trial version of C4D and MAYA and also it happens, same as laggish as blender.
By the way, these are some of my specs:

Processor: Intel i3-4005U @ 1.70 GHz (4 CPUs)
OS: Windows10 Home SL
RAM: 4096 MB
Renderer:  nVidia Geforce 930M

All drivers are updated, DirectX 12 Version


texts: How to import an image sequence into Blenders video editor with each image playing for one second?

texts: Is it possible to tell Blender somewhere, that each image should be playing for a certain amount of time or frames when importing them onto the timeline of the video sequence editor?


texts:
Hey, Guys. What i need to know in blender to made texture like that using prefer blender, red area. That game doesn't have normal maps. Fbx-model and Tga-texture

That is default game texture without normal map, i want make textures using blender and make like that relief from p90 mastery marked red. what i need to know in blender. Export tga


texts:
So, I've done a lot of searching and I've found a number of questions and posts dancing around this topic, but nothing that gives me a sure answer. I'm going to ask the question again with a little bit more framing in the hopes that someone with more technical knowledge can provide some illumination:

When rigging in Maya, the creation and manipulation of bones happens all within the same system. If I were to explain that in blender terms: object, edit, and pose mode for bones are all combined into the same mode - there is no difference between them.

For that reason, when rigging in Maya it is imperative that we apply the transformations of all the bones as we rig, especially the roll of bones because that affects our rotational axes when animating. Also in Maya, we are constantly cleaning up our history, resetting values to 0, and performing other maintenance to make sure that nothing goes horribly wrong when we skin and begin to animate a rig.

Now then, coming from Maya and going over to blender, suddenly I have an ugly bone roll of 92.3 degrees I can't apply and zero out, there doesn't seem to be a history to clear, and the fact that I don't understand how changes in 'edit mode' translate the fancy 'pose mode' is literally painful; deeply ingrained habits in one program are making me worry about the numbers I see in another program.

So, some questions I have about blender as a maya user:

Does a non-zero bone roll in Edit Mode have an adverse effect in Pose Mode?
Do I need to clear a history? Is node history even a thing in blender?
Is there a way to keep controlling bones and shapes separate, or is that question nonsensical in blender?
Lastly, if I want to export a rig/animation in fbx format, what exactly is being exported, because I'm not finding a lot of things I wish I were when I export.

Also, as a post script, if you need to ask a clarifying question please do; I really want to help you help me :)


texts: What is this ghost plane that appears with Multi-View Stereoscopy?

texts:
I just set up a rig of six cameras, and for some reason, after enabling Stereoscopy > Multi-View a plane appears that seems to be some sort of a guide, but the reason for its positioning is not clear.

Selecting different cameras in the Viewport doesn't make it change. Neither does selecting different cameras in the Stereoscopy list.

I would prefer not to have to tolerate this awkward plane off to right side of my cam rig (the active camera in the screenshot is the "Forward" cam). So if anyone knows why the plane is there or how to change its positioning/appearance, please share.
Other observations: Disabling Stereoscopy makes the ghost plane disappear. Switching the Stereoscopy mode to Stereo 3D puts it in front of my "Forward" cam (which is a better position, but since I need to use Multi-View this is not a solution - besides, I wouldn't mind the plane disappearing altogether).
Blender version: 2.9.0


texts: I am new to using blender and have been watching youtube videos on how to use it. I copied the steps of how to create cracks in a surface. I can see what it looks like if it gets rendered but then when I go to render it I get the message "no render output node in scene". It's not an animation, it's just a single image. Here is a screenshot of all my nodes and the error after trying to get it to render.


texts: What is the best fps to use if one plans to add music later?

texts:
I am about to begin animating my project.  I plan to add music later, and at that point I will be fine-tuning the animation, syncing it to the music.  At what fps should I animate?  I am new to this and bound to make some terrible mistake, so I am wondering is there any crucial detail I should know now before I animate, so I do not run into any audio/video sync problems later?  I read on one of the posts here that 29.97 fps is the best frame rate to use for animation, to avoid future sync problems, but perhaps I do not understand?

Any advice is appreciated!


texts: Texture export to dae setting or procedural issues

texts:
Hello my fellow Blender Artists and Enthusiasts,

Testing Models and textures for personal use downloaded off the internet in preparation for a more serious project.

However, I just cant seem to make it work.

My my best guess, or hypothesis for this problem (or problems) is that my procedure to attach a UV texture map to my mesh and export as a dae.file is somehow incorrect or somehow missing a step.

I have 2 meshes with 2 separate texture maps.

I have tried to assign each map to each mesh separately as well as make sure they were uv unwrapped and attached.

My models (and also my simple animations) export to other display engines such as Aurasma or Sketchfab fine, except they have no textures or colors.

In Aurasma using the dae.export file format to add to a tar and upload, what I get is I see a purple wire mesh only.

In Sketchfab .blend file export (or in-bedded add on), I see a nice model ( white) however, no UV texture map or color.

I can render the test scenes in Blender as a PNG or Movie file, and the colors etc. come out fine.

I export the models and no.

As far as I can tell, (and I have walked through several tutorials to check for proper procedural sequence) I am missing something (probably obvious) to someone more familiar with the settings.

I will attach screen shots and a link to the blend file if helpful at the bottom to try and make it more clear.

I am currently Using Windows 7 Blender version 2.77a.

I am trying to keep it simple and using only blender render.

Some of the things I have tried so far.

Checked settings for Aurasma upload

https://aurasma.zendesk.com/hc/en-us/articles/205627909-3D-Model-Troubleshooting

and also

https://aurasma.zendesk.com/hc/en-us/articles/206382776-3D-Overlay-Specifications-formerly-3D-Guidelines-

I did this (to the best of my knowledge)

Triangulate Faces
Before exporting your model or animation you must triangulate the faces.  To do this, get into Edit Mode (Next to view on bottom – select 3D mode, then select “edit mode” next to mesh. In edit mode, select all faces you need to triangulate, and then press CTR-T.

Export your work as collada (.dae) using the default settings.
Bundle your file with a thumbnail and a sound file....as a TAR

A .tar file should contain:

The exported/scene model using OpenCollada (.dae file)
All textures referenced in the scene file (.png format)
.png thumbnail (256×256 pixels), named thumbnail.png

This didn't work, so then I looked over many tutorials and tried these below.

https://blenderartists.org/forum/showthread.php?229354-Textures-are-not-exporting-with-collada

and

http://support.ponoko.com/hc/en-us/articles/220291008-How-to-export-a-STL-design-file-using-Blender-2-6-

and

still making my way through this one....

I also tried editing and looking through my out liner for anomalies following below link and a few other tutorials to see if maybe something wasn't attached right somehow.

http://blender-manual-i18n.readthedocs.io/ja/latest/editors/outliner.html

https://blenderartists.org/forum/showthread.php?344926-dae-files-unable-to-import-textures

My scene and export settings look like this

Download original blend file here

https://drive.google.com/file/d/0Bx2FdbWLpg_oY0phaERWMGg5dGM/view?usp=sharing

Any suggestions are welcome.


texts:
I am trying to learn blender, and I've been doing a fun project based on youtube video last time. I've spend good bit of time on it but I seems to can't Render it properly
This is the project

And here is how it renders, I've been tried to find a solution but I feel like I just can't do it.


texts: How do you resurface these objects into one object?

texts:
This question looked as if it were the answer, but when I tried to follow the answer, I didn't get the expected result.
How do I join two separate objects so I can edit them as one mesh?

Here is what happened.
https://www.dropbox.com/s/y2aijftpztba4li/tori.blend?dl=0

My next step was to mark the inner vertices of the torii and add another face, and also add a face to the ends.  Would I have to then have to manually delete the interior parts of the object to create a manifold?


texts: Extra faces appear when I exit edit mode

texts: I'm having this problem where the mesh appears to change whenever I leave edit mode. Some extra faces seem to be there but when I go back to edit mode they just disappear.


texts: programmatically create tracking markers and set per frame coords?

texts:
I would like to import a series of coordinates for multiple "points" for multiple frames but I can't find examples.
I saw how I can add markers with bpy.ops.clip.add_marker, but I don't understand how to change coordinates over time, is it possible?


texts: Print to Info or grey out a button if no object is selected - Python script

texts:
How would you print to the info if no object is selected (no active object), or grey out the buttons for a script that is operating on a mesh object? I understand you could run a
self.report({'INFO'}, 'No Object Selected!')

in a execute function, but I already have an execute function for my Operator which is running fine when an object is selected. Basically I either need a grayed out button when no object is selected, or an error report telling the user to select an object first. I believe this might be possible with a Poll, but I don't know how to write it to check for an active object or not and print error to info, etc.


texts: Face set colors not showing in sculpt mode despite trying multiple things (2.91.0)

texts:
Blender 2.91.0
Cannot see face set colors despite creating face sets, setting face sets, boxing face sets, drawing in face sets, making sure face set is being shown in viewport shading and overlays options.
I saw another stack question talking about modifiers being the issue. I have no modifiers.


texts: Understanding the dynamics implementation (rigid, soft body and Force Fields)

texts:
i'm currenty studying the blender dynamics and physics implementation for research purpose, but i'm struggling to do so. I've already searched extensively in the documentation pages but still I haven't found a more in depth description on how the developers implemented those functionalities, neither I'm able to grasp a general understanding of the system.

The core components I'm researching are Rigid Body, Soft Body and Force Fields.
While i've got confirmation that Rigid Body is handled by the Bullet physics engine, looking at the source code i've realized that the Soft Body is internally developed, and still I cannot figure how those two systems interact with each other, with the Force Fields effecting also both of them.
What do you suggest I should look into, to grasp some more information about that?
If you happen to know any of this, how would you summarize the interaction between forces, rigid body, soft bodys and particles so I can go and look how each component is made?

I was also wondering if there's some documentation on the original papers by which those implementations were inspired, but the only piece of evidence i've found so far is some link to the "Fast Simulation of Mass-Spring Systems" paper, from which I guess the devs wrote the code for the deformable meshes


texts: I'm not sure how to ask this question. Basically, I built a part in the right half of my screen, looking at it from the Y perspective (numpad 1). I applied a mirror modifier, across the X axis. I left a gap in the middle so that I could more easily create the part. Now I want to scoot the part along the X axis so that there is no gap in the middle. I know how to move the whole part together, but how can I move it so that the leftmost vertices are exactly stuck together, completely eliminating the gap?


texts: How to make a plane with no color changes regardless of lighting conditions and have shadows cast on it?

texts: I wanted to ask how to have the material of a plane be consistent or on par with the color value given to it regardless of lighting conditions and have shadows cast onto it on render? The image will be rendered on Cycles.


texts: Apply texture to the full height of the UV Island?

texts:
Full faces are unwrapped but it shows the texture like not the full height, please help!

.blend file


texts: Can I run Blender on my universities server through SSH?

texts: My university gave me access to the institutes mainframe via Putty for programming purposes.I dont know anything about servers or these connections but I was wondering if it was possible for me to render on it? Or even run programs if possible.


texts:
I've traced a bitmap of a political map in inkscape. I've even simplified the nodes of Russia and Canada to have less total nodes than e.g. Brazil.

However, Russia and Canada can't seem to import properly into blender, with or without the simplification.

I'm very confused about the reason or how to find anything about this problem online, so any hint would be greatly appreciated.


texts:
I have a linux vps that has some spare resources left from main activity. I can not get the GUI working, but I was thinking if there is a way to use it for baking with python script.

I see that there is an operator:

bpy.ops.ptcache.bake(bake=True)

But what is the right context for it?

Also if anyone has ideas to get the GUI working under Ubuntu VPS, that would be much appreciated.


texts:
In the attached picture, that the model is in the center of the point. I want to change from pivot point to point, where I want to picture it.
In Maya 2017 Student version works like this, when it is possible to change with the D keypad.
Blender is so possible?

Thank you in advance for your help!


texts: Strange, indescribable color glitching near edges when using viewport shading in Blender 2.8

texts:
I am new to this website. I've been having a problem with viewport shading after installing 2.8. I am trying to make a VHS cassette (for no particular reason), but I have a problem that hasn't been addressed yet, from what I know.

The cassette is supposed to look like a regular VHS, of course. But when I enter look dev shading, it ends up looking like something I can't really describe with text.

It does this strange thing, adding artifacts to the thing, particularly near the edges of the mesh. The artifacts get smaller as I get closer to the mesh. They seem to reset when I move the camera, beginning to grow back when the camera stops.

Hopefully, someone can find out how to help me out here. For now, I'll just continue working on the model. I am using Eevee, and the computer I'm using is a Dell Inspiron 3668. As mentioned before, I am using Blender 2.8.


texts: Animation Nodes - How to make text creep up?

texts:
This is for future projects with motion graphics. I wish to mimic below with Animation Nodes.
Assistance appreciated. Thanks in advance.
.

This below example with little more bounce than the former.


texts:
The object i'd want to sculpt becomes darker only in Sculpt Mode and i can't interact with it. What can i do?
I was doing something with Subdivision Surface and after deleting the Modifier the problem started. I can't go back, I tried going Command+Z but nothing.


texts: Editing individual vertices in unwrapped UV Map?

texts:
I'm very new to Blender and have been able to get by with video tutorials thus far but this one issue has me a little stumped.
While unwrapping, the vertices by the edge of the seam have become distorted and no longer fit the provided UV map and are stretching and cutting off parts the texture.  How can I edit and re-align the individual effected vertices on the UV map to fit the original texture properly and prevent stretching?  I'm using 2.79 by the way (can't update further right now).

Thanks in advance to anyone who can help!


texts: How to get thick lines around windows via UI settings?

texts:
When I saw a video on the Blender YouTube channel, I was attracted to one theme.

The theme is that there is a dark gray line between each window.

What changes do I have to make in the Theme Editing to get the same results as the attached image?

I changed all the colors of the interface to blue, but I didn't get the same results as the themes in YouTube videos.


texts: Accessing the Render Engine Type as a String from a Driver Expression

texts:
I am trying to make a Render Engine switch for node-trees, that will give control over ignoring or using certain node-chains depending on what render engine is used.
This is basically an improvement on this question's suggested answers. Automatic material switch by Render Engine
My solution is trying to achieve this with a driver that looks at the name of the scenes designated render engine and compares it to a given string. In my example, this is 'CYCLES', but of course the switch could in this way be used to check for other engines as well.
Yes, I am aware this can be achieved by a node setup and by using the numeric position return value from the render engine enum, but these values will change if an engine is added to this list or removed from it. So a string check is much preferable.

The problem I am currently facing with this is, that I do not know how to access the name string from the enum. I can only get the position value from it.
If anybody has further insight into the datastructure, I would be much obliged.


texts: Mesh arms twisted when connected to armature

texts:
The arm of my mesh gets twisted by my armature, and I cannot rotate the bone that is causing it:

I cannot find anything online to help with this, not sure what is wrong.

http://pasteall.org/blend/index.php?id=52715 (Models/Characters/Armature)

EDIT:


texts: Pro Lighting Skies Ultimae. "Upgrade required to 2.8" error on 2.82

texts: I installed 'Pro Lighting Skies Ultimate' with no problem, but it's not working because on the preferences tab it says 'upgrade to 2.8x required', even though I'm running 2.82. Any thoughts on how to fix this?


texts:
I am animating a fight between two characters and I ran into a scene where I wanted one of the character's weapons to shatter like glass when the other character slices it.
 I have used a few things that supposedly do this including the cell fracture add-on but it did never finishes they top part of the sword , but the methods I've found do not work with a sword such as a katana.

I'm hoping for a way to either make the cell fracture work or find another way to break the object like glass.

here is what happens when i try to use the cell fracture on the katana:

Here is the original katana in edit mode:


texts: Game engine flight animations, controlled by contact with floor, not keys

texts:
I have an issue with this file: http://www.pasteall.org/blend/32354

I would like that fancy jet-pack action that he does to only activate when the foot control leaves the ground, and all the other actions to cease to exist while he is airborne, even if I'm not pressing spacebar.

thanks for your help.


texts: How can I get a shape with a emission node to be brighter in the center?

texts: How to achieve similar effect with cycles in Blender - I mean stronger emission I middle and little darker on edges? I've tried to work with gradient nod but without success...


texts:
I have a mesh and a list of displacemnt values for each of the coordinates of a second mesh. The two meshes represent the same surface but the location of the vertices is different.
Would it be possible to apply such a displacement to the underformed original mesh?

To summarize:
Mesh 1 --> undeformed;
Mesh 2 --> deformed, different vertex locations, I have the list of displacement for each vertex

I want to apply the deformation I have for Mesh 2 to Mesh 1

Thanks


texts: How to render an animation in EEVEE with Anti Aliasing off?

texts:
Yo, I'm somewhat new to blender, but i've been practicing with the EEVEE engine and  making low poly models, but I'd like to render model turntables without anti-aliasing if that makes any sense, here's an example of what i'd like to achieve https://imgur.com/lUgy5UL
I've looked at some tutorials but I couldn't find anything as specific as what I want to achieve, and since im new to this I just assume that type of render has to do with anti-aliasing

Thank you for your time


texts: How to remove personal data from a blend file

texts:
How can I remove personal data from a .blend file?

I was asked to upload a .blend file in order to reproduce the issue. I removed all objects from the scene as far as possible and also removed all Python code as far as possible. This is good: it makes the file small, the sources for potential problems are eliminated and you can focus on the real problem.

However, when I look at the .blend file with Notepad or a Hex editor, it shows many paths on my system, which include my user name and other information. Note that I don't have any external references to files (like textures).

For this time, I can replace the personal data in a Hex editor, however, this is not a good approach in general, because

it only works as long as the file format does not use a checksum to verify the integrity of the file. (So I'm lucky it works for .blend files)
it only works as long as the file is not compressed, because changing a compressed file breaks the compression. (Strange enough that the .blend file is still the same even if I use compression)
if you accidentally delete a character (so that the file becomes smaller), the file becomes invalid
you need to know in advance what you're looking for (you need to know the search term) - and there might be many
it's a lot of work to do for something which doesn't bring additional benefit


texts:
I've been using Grass Essentials for grass in my scene, but I've recently noticed that the grass isn't casting shadows. I've added a bright light to amplify the issue below. The first image is from the rendered viewport, the second is the scene render.

Previous answers online don't seem to be of any help here.

Converting ~60,000 grass strands to a mesh is not an option.
Strand Render is no longer an option in 2.81, and isn't relevant here since this uses a Collection as the render object.
All Ray Visibility options are enabled for the emitting ground plane.

The Render settings for the particle emitter are shown below. Thanks for any help in advance.


texts: How do you change the color of a control on a rig

texts: I am using the Rain rig and I am trying to change the control of the main control. The problem is that it is hard to see the YXZ in the graph editor with white on yellow. Thanks


texts: How can I find the selected metaball elements in Edit mode with Python?

texts:
If you have an active object you can find the currently selected sub elements; e. g. in an active mesh you can find the selected vertices while looping over them and check the property bpy.context.active_object.data.vertices[i].select.

In an active armature you can achieve the same with bpy.context.active_object.data.bones[i].select_head (or select_tail).

But for metaballs I cannot find a property
bpy.context.active_object.data.elements[i].select or something like that. How can I retrieve the selected element(s) in a metaball object?

Background: In Edit mode you can add additional metaballs to a metaball object. I want to move the selected elements via Python.


texts:
Im new to blender, but I've rendered things before and this is the first time this has happened.

In trying to texture and render my city scape, I seem to have screwed up my settings. Can someone tell me why my renders look like garbage?

Ive included render view and 3D view screenshots for reference.
Thanks!


texts: A cuboid appears in the final render instead of window blinds

texts: THE window blinds in my scene appear with a large cuboid covering it. This is only  showing up in the render output. I tried making the window hole with a boolean modifier and without- but this cube shape is appearind either way. I'm still a learner, can someone please help?


texts:
I found one tutorial of software PTC Creo 2.0 to try to do the same in Blender, I imported the path from Illustrator like .svg file, place in the zone to project, but when use shrikwrap modifier, nothing happen or deform the path. I post the images of the my process and the tutorial like reference. I reading this link: Some similar question like this... but is a rectangle and my path are irregular form and don´t have the same project form like tutorial.

My model before apply modifier...


texts: spikes emerged when i put displacement node in blender 3d 2.8

texts:
soo i im using image texture for base color   and  displacement
then i enabled  experimental from render tab
then i enabled displacement and bump in materials - setting - surface - displacement.  and i observe one directional spikes which i assume should be normal to plane but arent

pls help


texts:
So I'm pretty new to blender and even watching multiple tutorials I couldn't quite find a way to do what I want. I want to make an animated gif for my site that is my name "walking".
The image explains a little better. However when I rig this it deforms the mesh letter, what I want is the letter follow the "bone" but without bending and warping.
Makes sense? Can I assign each letter do a different bone?


texts: I am working on 3D reconstruction using structured light technique. Can the hardware(consisting of camera,a projector) be simulated in blender to generate the light pattern and project it on the object so that the generated images can be used to plot the point cloud?


texts: How to check if mouse is in View3D Window from modal operator (2.80)

texts:
In the context of a modal operator, I would like to perform an operation when the left mouse button is clicked in the VIEW_3D area, WINDOW region. (similar to setting the cursor location with a mouse left click, assuming 'right click select' is enabled)

So far I have the following code:

import bpy
from mathutils import Vector

def mouse_in_view3d_window(event):
    regions = dict()
    for region in bpy.context.area.regions:
        regions[region.type] = region
    mouse_pos = Vector((event.mouse_x, event.mouse_y))
    window_dimensions = Vector((
        regions["WINDOW"].width - regions["UI"].width,
        regions["WINDOW"].height - regions["HEADER"].height
    ))
    return (
        regions["TOOLS"].width < mouse_pos.x < window_dimensions.x and
        mouse_pos.y < window_dimensions.y
    )

class SCENE_OT_set_cursor_in_view3d_window(bpy.types.Operator):
    """ Test operator for 'mouse_in_view3d_window' function """
    bl_idname = "scene.set_cursor_in_view3d_window"
    bl_label = "Set Cursor"
    bl_options = {"REGISTER", "UNDO"}

    def modal(self, context, event):
        if bpy.context.area is None:
            return {"PASS_THROUGH"}
        if mouse_in_view3d_window(event):
            bpy.context.window.cursor_set("PAINT_BRUSH")
        else:
            bpy.context.window.cursor_set("DEFAULT")

        return {"PASS_THROUGH"}

    def execute(self, context):
        # run modal operator
        context.window_manager.modal_handler_add(self)
        return {"RUNNING_MODAL"}

def register():
    bpy.utils.register_class(SCENE_OT_set_cursor_in_view3d_window)

if __name__ == "__main__":
    register()

This gets me close, but still returns False when the mouse is in the dead space below the UI and Tools regions, as well as the dead space between header buttons:

Is there a way to improve my mouse_in_view3d_window function to account for these additional areas? Blender seems to accomplish this internally, as mouse clicks in these areas are passed through to the viewport (e.g. clicking in 3D space to set the cursor location).

Thanks for your help!


texts:
I am trying to use the difference mode to make a hole.

But when I select Difference and the object it does this?

I removed all the doubles and recalculated normals on both objects but it still does this?

Blend file


texts: Something is wrong with io_export_md3.py

texts:
I try to export mesh to md3 format using script taken from here:
http://www.katsbits.com/smforum/index.php?topic=326.0

The upper and middle part of the test model is exported without errors. The problem occurs when I try to export the bottom part (l_legs). The contents of the error below:

Traceback (most recent call last):
  File "C:\Users\...\Blender\2.76\scripts\addons\io_export_md3.py", line 792, in execute
    save_md3(settings)
  File "C:\Users\...\Blender\2.76\scripts\addons\io_export_md3.py", line 745, in save_md3
    md3.Save(file)
  File "C:\Users\...\Blender\2.76\scripts\addons\io_export_md3.py", line 404, in Save
    s.Save(file)
  File "C:\Users\...\Blender\2.76\scripts\addons\io_export_md3.py", line 258, in Save
    v.Save(file)
  File "C:\Users\...\Blender\2.76\scripts\addons\io_export_md3.py", line 109, in Save
    data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1], tmpData[2], tmpData[3])
struct.error: short format requires SHRT_MIN <= number <= SHRT_MAX

location: <unknown location>:-1

I have only basic knowledge of Phyton and I can't understand what is wrong.
The test model is here


texts: Texturing each object separately VS all in the same texture file

texts:
I am making a blender model of a Living room. Inside of this Living room, I have several objects that can be used not only in that Living room, but in other kind of rooms. For example, I have:

LivingRoom.blend ==> Basic walls structure, floor, ceiling.
Television.blend ==> A complex model of a TV.
Statue.blend ==> In this blend file, I sculpted a Statue.
Couch.blend ==> The design of a couch
And so on... (Lamp.blend, Fan.blend, Painting.blend, Extinguisher.blend, ... you get the point!)

The main file, as you guessed, is LivingRoom.blend, inside of which I will be appending all the others. As I said before, I did it this way because those other objects will be reused in other parts of the house (like in the Kitchen or in the Basement, for example).

I need to Unwrap AND create a Diffuse Map + Normal Map + Specular Map for each object.

But I am presented with an elementary question: should I UV Unwrap + Texture all files in separate Texture files? These objects are to be used in a Game Engine like Unity. So I have two options:

Creating an Albedo.jpg, Normal.jpg and Specular.jpg for all objects. Downside of this method? I would end up with 3 maps for each objects, and the number of textures would increase quickly (in this case, I would have 3*8=24 texture JPG files).
UV Unwrapping + Texturing all files ONCE they are inside of the same .blend file. Drawback of this method? I would end up with an extremely messy UV Map and giant Texture files. Furthermore, I think I would lose quality/control over each element separately later on (although with Texture Painting I think this last problem is under control).

I want to clarify this question is a possible duplicate of another question of mine, where I didn't get any quality/useful answer. PLUS, this other question includes texturing also.

Thank you!


texts: How to make an object copy scale from another object in one direction?

texts:
So I have a square object. I want to make it scaled narrower but by using "other" object as guide. So when I rotate that other object the direction of the scaling of the  square changes to the axis the other object is pointing towards? So If rotate the other object 45 degrees the scaling axis also changes by 45 which causes the square to be skewed of sorts. But the main object doesn't rotate.
How do I do this (drivers, constraints, modifiers? I want to animate this so I need individual control of both rotation and scaling direction but I can't get the scaling direction to work no matter what. Below is an example image and sample file.
how I want the square scaling to change as I rotate the scaled round arrow object:
https://i.stack.imgur.com/IOhFU.png
link to blend file:
http://www.mediafire.com/file/72wjclt55kmlg3b/copy_scale_rot.zip/file
So the scale rotates with the round object but rotation is not copied.  There is a similar question asked in 2017 but that does something weird with the scaling and the result is not scaled into one direction but sort of second scaling added into one direction that rotates...


texts: Two manifold objects becoming non-manifold when joining them how can I fix this

texts:
When I do a check manifold both objects have 0 non-manifold edges but when I combine them it becomes non-manifold and when I try and fix this it covers the hole which will have the screw in it.  How can I make this manifold without it covering the screw hole.  This is to be 3D printed and my 3D printer doesn't like non-manifold objects.
The box with the threads inside of it has been tested to work well when printed with my 3D printer so I just want to continue to re-use it without adjusting it's scale.
PS: I checked for doubles and did merge by distance.
How I did the join:

Select screw/nut or object that will make hole
Select object that will get the hole
Ctrl (-) (do a boolean difference)
Apply modifier
Select both objects and select Join

When I click Make Manifold it covers up part of the screw hole at the bottom.

I'm using Blender 2.90
Blend file is attached


texts: Making holes in an object using an image as a reference

texts:
I have an object already created in blender, a tree, or a human, or a pipe.. and I need this to be drilled with multiple holes.

The holes are painted in an image, that is, it is an image that has a repeating an images pattern (they can be circles, squares, or any form).

Here are some examples for drilling-pattern:


texts: How Do I Set Up Blueprints that are Not Really Designed to Model Cars

texts: So I have really wanted to make a 2016 Camaro SS but there are no really good blueprints for it. So Im using regular images that give the front,side,top, and back, however, it still does not quite work. How do I set up them in a way that they will work?


texts: How to get reference to object(s) added by an operator?

texts:
From my python script I want to add some objects to scene and process them later (add constraints etc.).
If the object to be added is an Empty, I can simply write:

>>> name = "MyObject"
>>> obj = bpy.data.objects.new(name, None)
...
>>> process(obj)

However if the object to be added is a simple mesh, we may use bpy.ops.mesh.primitive_* operators, which adds objects (e.g. cube) to the scene.

>>> bpy.ops.mesh.primitive_cube_add(radius=2)

But how can I get reference to the newly added object? It returns {'FINISHED'} instead of the reference to object.

>>> obj = ???
>>> process(obj)

We do not know name of the new object (and I'm not interested in guessing it:)). Instead, I've tried using the index, but it did not work (gives wrong result):

>>> obj = bpy.data.objects[-1] # We don't know the name :(
bpy.data.objects['Lamp']
>>> # ^^ bpy.data.objects['Cube'] was expected


texts:
I made two edge loops and managed to flip one of them around using E then F, but the other one won't flip around.

I want the top edge loop to mirror the bottom one (both in orange)

Cheers.


texts: How to transmit uv and texture when using Tissue

texts:
When I create a mesh using a tissue, the material and texture are transferred from the source mesh, but the UV is not transmitted.

I can manually edit the UV because the result in the above image is simple.

However, if the density of the pattern becomes more complicated, UV editing becomes too difficult.

Let me know if you have a way to transmit UVs in the Tissue or easily edit complex UV patterns.

--(new image)


texts: cycles orthographic render with gradient background

texts:
I created a basic rainbow gradient background in cycles with the colour ramp set to constant. With the standard camera this appears as expected.

But when I switch to orthographic camera I only get one colour.

I can tweak the Z location in a mapping node to move the gradient around and the changes are represented on a glossy Suzanne correctly. but the background is only one colour, at a time.

I change the position of the colour ramp stops and even using 6 decimals points of precision can not get more than one colour to appear on the background at a time.

I get that the orthographic camera is flattening the background and causing a greatly reduced angle of view but should I be able to set up the background to to be a very small colour ramp rainbow?

I also thought about using the compositor, but found the images in this answer to low-res to read. How to create a gradient backround in the compositor?


texts: Bone heat weighting: failed to find solution for one or more bones after i remove doubles

texts:
http://www.pasteall.org/blend/33521 my link
i already search for some solution and try it but still no working.


texts:
I am currently setting up a workflow in Blender where I want to use reference / linking instead of importing assets, so everybody working on the project will always have the latest assets and so on instead of having to constantly re-import.
Just as you would do in Maya.
My problem is that I have for example a character with rig as a fbx file that I save as a Blender file so I can link to the collection file. The problem is that it is not possible to animate the rig of the character. You can't go in to pose mode or import animation or mocap in to the rig.
Anyone have a solution to this?


texts: Apart from ticking the Compress box, what would be the best method of compressing my textures? Without them, my file is about 6Mb, with them, I've got it down to 16Mb. I have three textures I made in Photoshop that are 6.18Mb, 1.46Mb and 4.08Mb. How could I go about compressing them?


texts: Texture painting with flow, hardness, density

texts:
I am wondering if the patch linked below patch to add more options for brushes like flow, hardness, and density will be implemented into Blender. I do not see it in Blender 2.90 but it was created Sep 2019 by Pablo Dobarro. If it is unknown when it will be implemented, how can I incorporate it into my build of Blender?

https://developer.blender.org/D5697

Thanks.


texts: What is the best way to copy/append geometry from one bmesh to another

texts:
I get geometry from bisecting some mesh bm_tmp by a plane and I want to copy/append the resulting geometry r['geom_cut'] (only the edges and vertices of bisection) to another bmesh bm. I solved it by the following snippet, but I was wondering if there is a better and more efficient way to copy geometry to another bmesh

import bpy
import bmesh

bm_tmp = bmesh.new()
bmesh.ops.create_monkey(bm_tmp)

geom = bm_tmp.verts[:] + bm_tmp.edges[:] + bm_tmp.faces[:]
r = bmesh.ops.bisect_plane(bm_tmp, geom=geom,
    plane_co=(0, 0, 0), plane_no=(0, 0, 1))

# Get all the vertices and edges
verts = [v for v in r['geom_cut'] if isinstance(v, bmesh.types.BMVert)]
edges = [e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)]

# Copy geometry
bm = bmesh.new()
vertmap = {}
for v in verts:
    new_vert = bm.verts.new(v.co)
    vertmap[v.index] = new_vert

for e in edges:
    idx0, idx1 = e.verts[0].index, e.verts[1].index
    bm.edges.new([vertmap[idx0], vertmap[idx1]])

I tried bmesh.ops.duplicate(bm_tmp, geom=r['geom_cut'], dest=bm) but it is not implemented yet: NotImplementedError: duplicate: keyword "dest" type 4 not working yet! for Blender 2.79.


texts: Color ramp isn't working correctly with particle info node?

texts:
I'm animating a spot welder which throws off some sparks (with help from Andrew Price's spark tutorial) and I can't actually get them to change color in relation to their age. Here's my node setup:

The color nodes on the top are all you need to pay attention to. If you look, I've got a color ramp that I tried to use to get the sparks to shift color as they get older, but for some reason it isn't working correctly. The divide node seems to always be giving an output of 1, no matter what the age of the particle is. This means that the sparks only ever have the color of the very end of the color ramp. I've tried moving the left color picker over, even to within about 1 pixel of the right one. It has no effect and the sparks keep the color of the right color picker throughout their entire particle lifetimes. I did also make sure to actually give the particles a lifespan. Does anyone know why the divide node might be giving an output of 1? The age to lifetime ratio should start at 0 and progress to 1.

This is what the rendered scene looks like:


texts: How do I align my grid to background footage?

texts:
I have a background-image set up and now I want to align my grid to it?

How do I do it. I remember watching a video where I could simply rotate it like an object?


texts: I have modeled a vessel which carries tons of weight I want to make a kind of building animation for the vessel all the parts drop from top smootly and sequent do you have ideas how to make it.


texts: Trying to make multiple actions with different durations

texts: So I made two actions on a single armature (to which is attached an object), one for running and one for walking. Now, when I play one and adjust the playback time (timeline, I guess) thingy it plays nicely but the other one doesn't get to play all the way. I hope you know what I mean. So my question is: how do I make multiple actions that have different a duration on a single armature


texts: need help parenting the armature to the mesh and animating

texts:
i need help parenting my armature to my mesh all i get is a bone heat weighting error and when i do get that to work my mesh doesn't move with the armature and it wont let me weight paint this is in blender 2.82 i didn't have this problem in an older version i used which was blender 2.3.
heres my file if anyone can find out why here --> http://www.mediafire.com/folder/ebhkuinu9sa80/VGT_SSJ4_ADPTD


texts: How can i add stylized cracks on my sculpture?

texts: How can i add cracks on my stylized game asset sculpture ? And how to get a good result without having to increase the polycount? Also how can i get a non-destructive workflow where i can continue to sculpt without the cracks and then edit the cracks?


texts:
Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.

Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right).
Is there a tool/transform/way to correct the circle?
Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help.
I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.


texts: how can I select Animation in Action Editor (Blender Python)

texts:
i have a tiny problem, i search a Python Command the in [Dope Sheet > Action Editor]
choose/select a Animation (in Collection).

i saw the Python access bpy.data.actions["Walk_Anim"] but i can't find the exact reference.

her one example by my problem:

i use Blender v2.78 and i have the Animation:

" Crouch_Anim "
" Idle_Stand "
" Jump_Up "
" Walk_Anim "

my Skeleton use now "Walk_Anim" but i wish try to set him on "Idle_Stand" (but only with a Python Command)

my question is now, how is the right Python Command for the selecting the Animation in the Collection.

best regards
- TheDevil

P.s. i'm a newbie in BPy


texts: CUDA rendering on Linux Mint or Ubuntu variants

texts:
I know that nobody likes duplicate questions, but I haven't found my answer on any of the other questions with this topic.

I built a computer with a GeForce GTX 750 GPU (made by Gigabyte).  It supposedly has 512 CUDA cores.  I followed this tutorial, (which enabled the Nvidia proprietary drivers) and was able to enable dual monitors and all the desktop graphics that are needed.  Unfortunetly, the GPU processing option still doesn't show up in Blender.  I've tried installing nvidia-cuda-toolkit, and that didn't make a difference.  I also tried to update my drivers from nvidia-346 to nvidia-349, and this had no apparent effect either.  What can I do to enable GPU rendering?  (I've tried both blender installed and just downloaded from the site).


texts: Scale operator icon OR make template_icon clickable

texts:
I am trying to present the user with a gallery view to select a item from the thumbnails. Ideally, they click a button, are presented with the gallery view, and with a single click choose the item. I am able to open a dialog and display the thumbnails with template_icon (top), but I can't seem to get an event to handle by when clicking on them. I can show an operator and scale it to the size I want, but the icon is tiny and I can't seem to make it bigger (bottom):

I got something working with template_icon_view but it had a few drawbacks:

I need to display one of 9 variants of item selected in the Sidebar - so the subset displayed in the gallery is not sufficient for the Sidebar, and I don't want to have to display both the one from the template_icon_view and the variant as a template_icon.
Minimal ability to add captions
Poor scrolling with a large number of items

Is it possible to either scale the operator icon or handle a click on a template_icon ?
EDIT Aug 7, 2020
Since posting this, I have settled on the following:
def draw_gallery(self, context, tp):
    global THICKET_SCALE
    layout = self.layout
    # TODO:
    #  - add a filter box (not sure how this will work yet)
    panel_w = context.region.width
    # cell_w = int(0.75 * scale * bpy.app.render_icon_size)
    cell_w = 175
    num_cols = max(1, panel_w / cell_w)
    o = layout.operator("thicket.change_mode", text="Cancel")
    o.next_mode = self.next_mode('CANCEL')

    # Search box to filter on name and common name (label)
    r = layout.row()
    r.prop(context.window_manager, "thicket_search", icon='VIEWZOOM', text="")
    r.operator("thicket.clear_search", text="", icon='CANCEL')

    grid = layout.grid_flow(columns=num_cols, even_columns=True, even_rows=False)
    for plant in db:
        search = context.window_manager.thicket_search.lower()
        name = plant.name
        label = plant.label
        if search not in name.lower() and search not in label.lower():
            continue
        cell = grid.column().box()
        cell.template_icon(icon_value=get_preview(name).icon_id, scale=THICKET_SCALE)
        cell.label(text="%s" % label)
        cell.label(text="(%s)" % name)
        o = cell.operator("thicket.select_plant")
        o.filepath = plant.filepath
        o.next_mode = self.next_mode('CONFIRM')
    o = layout.operator("thicket.change_mode", text="Cancel")
    o.next_mode = self.next_mode('CANCEL')

This uses a template_icon and a separate operator to choose the plant. I am not using template_icon_view for the reasons listed above. This code is now part of the open source Thicket Add-on: https://github.com/Thicket-Blender/thicket
Ideally, I'd like to be able to either scale the image icon on an operator, or add an on_click event to the template_icon (which does not appear to be the Blender way of doing this).


texts:
got a strange problem - after i install .py script it doesnt show up in File - Export section. Here's the some code:

bl_info = {
    "name":         "Yoba Exporter",
    "author":       "----",
    "version":      (0,0,1),
    "location":     "File > Import-Export",
    "description":  "Export YMesh",
    "category":     "Import-Export"
}

import bpy

class exportymesh(bpy.types.Operator) :
    bl_idname       = "object.exportymesh";
    bl_label        = "Export YMesh";
    bl_options      = {'PRESET'};

    filename_ext    = ".ymesh";

    def execute(self, context):
        export()

def menu_func(self, context):
    self.layout.operator(object.bl_idname, text="YMesh (.ymesh)");

def register():
    bpy.utils.register_module(__name__);
    bpy.types.INFO_MT_file_export.append(menu_func);

def unregister():
    bpy.utils.unregister_module(__name__);
    bpy.types.INFO_MT_file_export.remove(menu_func);
if __name__ == "__main__":
    register()

Could someone help, please?


texts: How to do multi-pass rendering on customised shaders?

texts: I'm using customised shader to achieve a specific aspect. I'm confused by the fact it is dealt with by the game engine, not the rendering engine (??), but my actual question is: how do I do multi-pass rendering? I need to access the depth, color and normal buffer from previous passes to do a toon-outline effect. I couldn't find how to invoke the shader directly on the involved Python script.


texts:
I'm trying to install this addon but can't:
https://sods-blender-plugins.googlecode.com/files/io_import_z64_v4.rar
I just installed Blender 2.7.5, I was using 2.7.2 previously.
I have placed it into the addons folder and tried to install using file several times.
it says there's an unexpected EOF when parsing, ast.parse can't read it,  and addon missing 'bl_info' gives bad info.
Blender's console:

I've done everything I can to try to figure out how to get the addon to work and have been unsuccessful.


texts: How can i let collision objects stop from going through cloth

texts: I am trying to put a rope around the cloth using keyframes but the cloth is not moving backwards. Instead, the rope is moving through the cloth. How can i make sure the cloth simulates tight to the back of the rope.


texts:
I am trying to texture a flag pole model I made recently and after UV unwrapping it I tried to arrange the islands so they would be understandable.
However I couldn't find the island select mode, it just isn't there and I can't figure out why.

Can anyone tell me why this is and how I can fix it?


texts: I'm using a high number of samples. Why is my render coming out in low quality?

texts: Can someone help me determine why my render is coming out in such low quality? I have Cycles up to 500 Render Samples, but I have no idea why it looks like it's only using one.


texts: Window cut pinching after bevel applied to windows edges

texts:
I tried to search an answer to my question, but didn't find a solution so far, so looking for Your help.
I'm trying to create a modular sci-fi corridor.
As You see in the first screen shot - this is the topology resulted, when I cut window in the simple shape, and after apply bevel to window edges - there is some pinching arises as seen in other two screen shots.
What can I do to eliminate those pinching?
I want to keep it low poly - I need to transfer this item to Unity.

Blender file: https://drive.google.com/file/d/1KkKK7gSejsb-GbL_0kJa2EZMsFYSdx2N/view?usp=sharing


texts: How to force draw() update on viewport for "fade out" effect?

texts:
I couldn't find anything that answered my question, so here it goes:
I'm doing a basic draw method that writes something on the viewport, but I want it to fade out. This much I got working. The problem is, unless I'm actually moving the viewport, the text won't update (video).
https://youtu.be/VWcwE7n0yOs
Is there a way to force the viewport to update every time I fade out the text or is this a blender limitation?
Here's my code (just paste it on Blender's text editor and press play)
import blf
import bpy
import time

fade = 1

class DrawMessage:
    def __init__(self, context, text) -> None:
        self.text = text
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
            self.draw_text_callback, (context,), 'WINDOW', 'POST_PIXEL'
        )

    def draw_text_callback(self, context):
        font_id = 0

        # Draw some text:
        blf.position(font_id, 2, 80, 0)
        blf.color(0, 1, 1, 1, fade)
        blf.size(font_id, 50, 72)
        blf.draw(font_id, "{} and {}".format(context.scene.name, self.text))

    def fade_out(self):
        global fade
        fade -= 0.025
        print(fade)
        if fade <= 0:
            bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')
            print("REMOVIDO DEPOIS DO FADE OUT!")
            return None
        return 0.1

    def remove_handle(self):
        bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')
        print("REMOVIDO!")

context = bpy.context
dc = DrawMessage(context, "DRAW THIS ON SCREEN")

timer = bpy.app.timers.register(dc.fade_out, first_interval=3)

Thanks a lot for your time! :)


texts: I want to export my model to fbx. The rest of the mesh exported, leaving the hair particles. I have click on convert in modifier and the converted to curve. But my machine cant control and stuck and blender kick me. 4-5 times i tried but did not get success. It it could have converted to curve and i could have bevel, How accurate i can make the thickness which the hair particles had and the artificial thickness giving with the bevel in the curve. Any suggestion or help how it works.


texts:
I am a blender noob trying to use bpy.ops.mesh.knife_project() in my script. It fails with the message:

  RuntimeError: Operator bpy.ops.mesh.knife_project.poll() expected a
  view3d region & editmesh

Already tried this method. It fails with the same message

Here is the relevant part of my code. insulator is the active mesh object. knife is the curve object to be used as knife.

knife.select = True
insulator.select = True

override = context.copy()
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override['area'] = area
        override['space'] = area.spaces[0]
        for region in area.regions:
            if region.type == 'WINDOW':
                override['region'] = region
                break
        break

bpy.ops.view3d.viewnumpad(override, type = 'BOTTOM', align_active = True)
bpy.ops.view3d.view_persportho(override)

#bpy.ops.object.mode_set(mode = 'EDIT', toggle = False)
#bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.knife_project(override, cut_through = True)

The view changes to bottom and orthographic view, but the script halts at knife_project.

The blender python reference gives very little information about this function.

Any ideas?


texts:
I have a logo consisting of two letters covered in fur that I am trying to get blowing in the wind for a client project. I have a wind force field on which is affecting the hair fine, but the hair doesn't flap, it just drifts in the wind direction and stays still.
I'm sure I'm relatively new to Blender so I'm sure I'm just doing something wrong. Does anyone know what I might be doing wrong?


texts:
I'm trying to figure out which render engine to use for the VSE only..

I'm unsure that something changes but maybe... the cycles one can use the GPU instead of game and internal?


texts: Python: join objects without updating scene

texts:
I currently try to speed up my script by using

bpy.context.object.copy()

instead of

bpy.ops.object.duplicate(linked=False, mode='DUMMY')

It really is a lot faster, but I don't seem to be able to join the copies without linking them into the scene and calling for a scene update.
bpy.ops.object.join() doesn't work, I guess because the copies are just data sets flying around in memory and not being linked to the scene.
Updating the scene and joining afterwards is not an option because it's as slow using the .duplicate() function.

Is there any option how I could join my copies without updating the scene?
Thanks a lot!


texts: How to reverse camera direction tied to a path?

texts:
I have tied a camera to an invisible box.
Next I have tied the box to a path.
After adding key frames the camera inside the box moves through the path.
However, at some point of the animation, I would like the camera to "reverse". That is, I'd like the camera to follow the path as previous, but I'd like it to rotate to point to the other direction.
The illustration shows more precisely what I want to achieve. The camera circles around, rotates to point downward and goes up (zoom out from the plane).
Red - camera orientation
Black - camera movement
When I add a key frame on the box, or camera, Blender seems to ignore my settings. I suppose because box and camera are tied to the path.


texts: UV unwrapping wrong but render is correct

texts:
I downloaded the 'Autumn' model from Blender art gallery to render it in my own open-gl-like renderer. This works fine for the body of the dog where uv unwrapping is fine.
But with the 'scarf' object the uv unwrapping behaves strange (see image).

Scarf unwrap is not properly aligned to the image texture (scarf is the orange-red scarf-like part of the image) ...
... but the render output of blender is fine. How can that be?

I tried to remove modifiers but that did not help.
Why does blender display the rendered output correctly even if uv unwrap is not aligned?
Moreover: How can I realign the uv unwrap to  match the texture?
Hope anyone smart can help me out.


texts: So I have a character with multiple animations attached, however not all animations can be deleted while some others can. I use the same method on all of them yet those animations won't go away. As shown in the image, all animations with the prefix 0 gets deleted from the file, however the ones that don't show the number just stay there forever. The way I delete animations is by holding shift and clicking the x button formerly known as unlink. I've also tried space bar -> remove animation and they are still there.


texts:
I have an object that is not connected, and want to make it connected by adding the shortest possible edges, i.e. by finding the closest pair of vertices that are not in the same connected component and add an edge between them, and repeat this.

I tried to make set1 of vertices with "select_linked" and set2 with the others, and then loop over all pairs of one from each set, explicitely calculating the distance, and saving the shortest one. That is very slow.

I tried numpy.linalg.norm. Even slower.

Then I found cdist in Scipy, which calculates all distances between two sets. Input must be ndarrays, not sets, so I must convert. Much quicker, but still too slow for larger objects. (OK for small objects, but I have one with 60.000 vertices, which seems completely impossible. My computer dies.)

Probably I should avoid the all-to-all loop. Any ideas?

The min distance should be very small, so I could skip all pairs that are too far apart, but I won't know this until I have calculated the distances. Right?

PS Any easy way to do profiling in python in Blender?


texts: How do I use blenders python .transform.rotate() snapping function

texts:
I just want to use this python script to snap the rotation of a plane to another plane.
bpy.ops.transform.rotate(value=0.0, orient_axis='Z', orient_type='GLOBAL', orient_matrix=0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, orient_matrix_type='GLOBAL', constraint_axis=False, False, False, mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_target='CLOSEST', snap_point=0.0, 0.0, 0.0, snap_align=False, snap_normal=0.0, 0.0, 0.0, gpencil_strokes=False, center_override=0.0, 0.0, 0.0, release_confirm=False, use_accurate=False)

it looks like the snapping option is available to use here but I can't get it to work.


texts:
I want to bend this character's arm bend, so I use some bones. But of course, there are always deformations. Well, apparently bone drivers are the answer.
But when I go and look at tutorials on it burns my brain cells very quickly.
If there is an alternative that works as good or better and is easier please tell me


texts: Is this Python3? MultiFile Add-On Tutorial

texts:
I'm using Blender 2.79 with Python 3.6 on Linux. I'm trying to learn to set up a multi-module add-on and this is my reference:
Multi-file Add-on Tutorial

Unfortunately I am finding in cases the ".append()" or ".values()" code is failing. I am thinking perhaps this is because I am using Python 3.6 and perhaps the tutorial uses Python 2 (I'm completely new to Python as of a few days ago). Is there a Python version mismatch causing the errors?

If so, is there a recommended multi-file/multi-module add-on tutorial around using Python 3.6?


texts: export to mesh particles and alpha-powered texture

texts:
I have a scene of nature with grass (particles), trees (sapling and particles) and I want to export the scene to mesh files (obj, ply or similar) with corresponding color value. Here are some problems that I have:

grass particle cannot be exported
the leaves (modeled as planar object with alpha-powered texture) are all exported as rectangles. I want them to be planes but with shapes of leaves
the color are not matched, the trees are all green?
I also want to export the corresponding pass index of each object as well


texts: Why are all textures rendering differently?

texts: As you can see in the bottom right, the textures that appear when I render as completely different from what I have and get when I export as obj+mtl.  I believe this is because I used an old object and edited/overwrote the textures on the walls, but how can I get rid of those original ones?  I need to get the render to use as a png or jpg format.


texts: Is it possible to change the text color inside the VSE by changing the source code?

texts:
I would like to know if it is possible to change the color value of a text strip made in the VSE.

The default color is white, but what if you have a background which the predominant color is white?
Is it possible to change the text color via python or changing the source code since there is no option in the user interface?
Meaning a different solution other than to render the text with an alpha background and then change it by color correction and re-render it again.


texts: Is there a move topological brush in Blender?

texts:
I can't find a way to change falloff to use the distance on the topology rather than the absolute distance.
It is very difficult to sculpt things like fingers. When I grab one finger it automatically moves the others.
zBrush does have this brush, but I'd really prefer to stay in blender.

Is there some option/addon/workaround to this?


texts: How do you set the scale for a specific project?

texts:
For my current project, I've decided to use metric units. I am trying to work at the millimeter level, but when I create a new object (Cube) it's set to a one meter scale by default. How do I tell Blender that I want the default scale for all new objects in this blend file to be set to, for instance, one centimeter?

When using the Blender units scale I didn't concern myself with this stuff, but I'm trying to be more accurate in my designs.


texts:
I am trying to figure out how to scale some rotated geometry as if it was not rotated. I'm not sure if that makes sense, but imagine this situation: Let's say I have an oblong cylinder that is rotated at an odd angle and I want to scale the cylinder so that it is now round, how could I do that (see pic)?
I tried scaling along normals, while that works for certain things, say I wanted to make the cylinder longer a normal scale along the z axis works, but trying to scale it like in my example does not work, along any axes or any orientation.
Another solution I thought would work is to orient my camera along the top face with shift+n7, however it doesn't seem to align the camera perfectly and that causes scaling along the view to distort. Sometimes if the shape is perfect the camera alignment will be perfect, but if it's off by just a tad the alignment get's out of wack.


texts: My Image Texture is glitching out and does not appear normal. It looks fine in renders, though.


texts: Change the shortcurs for axis lock "x,y,z" after transforming ie:. "g"

texts:
I´m trying to change the X, Y, Z, shortcuts, usable after transforming something, usually using G, etc.

But after some trial and error, and extensive searches on the key binding panel, I'm a bit frustrated, there is a way to change those?

Would gladly change to F5, F6, F7, since they are much more intuitive for me.

Besides that is there a way to move in two axis? like X+Y? without changing the camera view.

Thanks guys.


texts: I have a very odd lighting glitch on my ship hull mesh. Does anyone know why this is occurring. Topology is good, normals are facing outward, and there are no double vertices. I’m using Blender 2.8.


texts: It appears a lot of people had this nightly build at some point, but I am unable to find the download anywhere, as it was nightly it seems undocumented. In need of the Vertex Alpha support they added to it, without updating to 2.8 just for this would be ideal.


texts: Video editing. Audio and Video strip have different length

texts:
When I import a video in blender, I get audio and video on two separate channels.

And beside the name displayed on the channel I get some number:

video name: path | number I am talking about

The numbers in both the audio and video channel, do they have to match? The guy in a youtube video tries to match them by changing fps, and they match for him. But I can't get them to match.

So, do they have to match? How can I do it? Would there be any problem if they don't?


texts:
Unreal Engine uses materials and UV maps for static mesh morph targets. Can I setup my model to facilitate this functionality? You can see the documentation page for Unreal Engine here.

The documentation is for 3DS Max so I have no idea how to convert this to blender, as I have no access to 3DS Max.

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html

Cheers, Rigel


texts: Boolean object won't disappear in render

texts:
This boolean object appears when I render. I turned off the render and view option in the outliner but it still appears.

Please help! Thanks!

I tried turning off all the render and visible keyframing in the outliner, but I still get the same problem. Here is the before and after, 1st is render view and 2nd is the actual render result.

The boolean object that keeps appearing is used to hide the paper halfs, so there are no shredded papers revealed before the shredding machine, and no unshredded paper revealed after the shredding machine. Here is the result before I render below.

I get this "mask" result when I render it out, but in some parts of the animation that cube will show up. I checked my keyframe timeline and there are not keyframes near where the mask will randomly appear.

This is what i'm trying to achieve! But the boolean object keeps appearing in my render.


texts: Rendering Animation Only showing world background?

texts: When I am in my file and choose to look at the work space in the render mode instead of object mode everything appears to look correct. The 2 planets and tie fighters I have moving are in place, lighting is hitting both objects and everything appears to work okay. However something is happening when I go to render my file, It appears that the world background I created, black with stars occasionally is the only thing that is appearing? Is it covering the cameras view? Are the other objects in the scene invisible? What am I missing? Thanks.


texts: Why is my rendered animation showing a hexadecagon border around my image?

texts:
I am using blender 2.91 for Mac. I am trying to animate an inflating balloon flying away on a still image. When I toggle to camera view everything looks ok, yet when I go to render the animation I get a darker image with a hexadecagon border around the image. I attached two screenshots below to provide further context for my question.
Thank you in advance!


texts:
I'm expanding on this question I asked previously.

I'm working on a programming idea and I'm prototyping it in Blender. I need to create a map from a series of blocks. As seen below.

I then want to select and remove all faces on the interior where a face is duplicated. In my previous answer, one user suggested a two step process to select the interior faces:

Remove Doubles
Select > Select all by trait > Interior Faces

But that doesn't scale up. If I make a larger object, interior faces includes a lot of incorrect selections.

Is there a way to remove the double-sided faces on the inside of this mesh without using scripting?


texts: Can I use the VSE to append multiple strips?

texts:
Can the video sequence editor be used to add several image sequences together, on top of each other?

Here's how I'd do it outside of Blender with Imagemagick in a bash loop:

for f in render1/*png; do
    frame=$(basename $frame)
    convert -append render1/$frame render2/$frame ./stitched/$frame
done

...then import the frames from stitched into the sequencer.

Would take two frames like these:

And turn them into this:

Can the equivalent operation be done directly in the VSE?


texts: Animating a shape key that has been hooked to a driver

texts:
I'm using VMComix's excellent fully rigged Porl character (https://www.blendswap.com/blends/view/14445) to experiment with character animation and have found all the sliders in the N menu that allow for animating common movements like making an open hand into a clench, etc.

However the character also has facial expressions - I'm trying to get him to go from basic facial expression in frame 1 to 'Jaw Drop' in frame 20.

I only seem to be able to activate the Jaw Drop from the Graph editor by switching type to 'Scripted Expression' and Expr to 1. However there doesn't seem to be any way to keyframe this.

I'm a Blender amateur and I get a feeling I'm overlooking something incredibly obvious .... any pointers would be greatly appreciated.


texts: Can I use a programmable gaming mouse for modelling

texts:
Hi I just wanted to know if I could use a gaming mouse (with programmable 6 button) and assign the extra buttons to some modelling tool hotkeys in blender. Is there any option to add the extra buttons on the mouse to add an assignment like that?

Thanks in advance.


texts: How do I make smoke dissipate after its stopped

texts: So I have made a smoke simulation and set the starting point and the ending point of it. Is there any way I can make the smoke dissipate after it's stopped? Since right now it only freezes.


texts: extrude region (vertex normals) direction problem

texts:
Following tutor4u video making a mic (part 2) I came upon extrude region vertex normals for the mic stand bracket.

Selecting extrude region vertex normals I attempted to add .1 and enter, but the extrude only moves down in the z direction. Also when I click on extrude region vertex normals with my mouse and slide the mouse over the working window the extrude begins (downward in the z direction) by my just moving the mouse in any direction on working window.

The video does not show any problem like I'm having, I'm sure I have all settings the same as the tutorial. I'm using Blender 2.79 (same as tutorial) only I'm using a mac computer, tutorial appears to be windows OS. I also made sure that I have no vertex duplicates.


texts: When I use the smoothing brush, the colors don't show up in my renders

texts:
I have been following Blender Guru's blender tutorial from 2019 and it's gotten up to the point of rendering. The colors are supposed to be solid, but it seems like places I went over it with a smoothing brush turn up as the basic gray/white color.
Extra info that may or may not be useful (I literally started today)

The render is in cycles, but the same effect showed up in eevee
All the affected areas were places I used a smoothing brush when sculpting
No other brushes I used had this effect
I am using my GPU to render
I went over more of my donut with the smoothing brush and did another render. Any spots I went over with the brush also became that same color in the render, so I think I can deduce it is the smoothing brush causing this.


texts: Using displace modifier to model a circuit board

texts:
Is it possible to model something as complex as a circuit board using the displace modifier?  I've been working with the settings but can't get it right.  I've UV mapped the image over my mesh and used several subdivisions.  If anyone could show me step by step or point me to a tutorial, that would be awesome.

Here's the image I am trying to model:


texts: Pinning cloth to animated model is making cloth go crazy

texts:
Something is wrong with my cloth.
I made a wizard robe skirt but it goes out of shape when I bake it.

Here is my file.


texts: bake settings logged command different from the actual command

texts: When changing the bake settings i.e, enable/remove diffuse. The log in the info panel is different from the actual command. Is it a bug or am I missing something ?


texts: How to convert vertex colors to materials

texts:
Title says it all
How do I convert vertex colors into materials?
I need this because .OBJ doesn't export the vertex colors with it
it doesn't need to be 100% accurate, if there were dark red and bright red then it'd assign something like normal red as the material(so if there are like 500 different colors per faces it wouldn't make 500 materials cuz it's inefficient instead it'd just round to the nearest color)
and no, im not planning on using textures


texts:
What is the right way to create two moving bodies collision by script?
Since both of the objects been animated they collapse into each other when colliding. How can I prevent this from happening?

Part of my code:

bpy.data.objects['Cube'].rigid_body.kinematic = True
bpy.data.objects['Cube'].location = [-5,-5,1]
bpy.data.objects['Cube'].keyframe_insert(data_path='location', frame=1)
bpy.data.objects['Cube'].location = [0,0,1]
bpy.data.objects['Cube'].keyframe_insert(data_path='location', frame=20)
bpy.data.objects['Cube'].rigid_body.kinematic = False

bpy.data.objects['Sphere'].rigid_body.kinematic = True
bpy.data.objects['Sphere'].location = [5,-5,1]
bpy.data.objects['Sphere'].keyframe_insert(data_path='location', frame=1)
bpy.data.objects['Sphere'].location = [0,0,1]
bpy.data.objects['Sphere'].keyframe_insert(data_path='location', frame=20)
bpy.data.objects['Sphere'].rigid_body.kinematic = False


texts: Is it possible to autofix malformed extruded object?

texts:
I am trying to close the following object:

I have selected it's edges around opening and pressed F. But it gave me

This means, that object contains malformations like duplicate edges and vertices, infinitisemal slits and so on.
Can I fix this automatically?


texts: Corner of the room is a little bit lighter and shinier

texts:
I am making my first scene in blender and I can’t figure out the render setting of EEVEE.
The main issue I can see in my render is in the corner of the room, where the corner gets little bit lighter and shinier. How can I fix that? Any other tips on improving my render would be very much appreciated.
Picture of my render settings and wall material.


texts: Bone heat weighting failed to find solution for one or more bones (tried all fix, don't work)

texts:
I've modeled with guy this week and I wanted to rig it, but I got this error. I've tried all the fixes I've founded (remove doubles, deleted constraints, delete modifier, add and apply decimate modifier, etc.).

Here is the blend file:


texts:
I can't subdivide the front face in a model. I want to put more materials on the model, I used a Boolean modifier, and caused triangle faces. I don't know if that makes any difference but I need to subdivide it so badly it's getting on my nerves.

Thank you

Here's a picture of the model


texts: House architecture- How to extrude or move a face along an edge

texts: I am trying to create a roof overhang and am wondering if there is a way to move or extrude the fascia along the same angle as the roof? Is there a better way to create roof overhangs?


texts: What is the difference beteen Visual Transform and Bake to Keyframes?

texts: Why is it that, Visual Transform and Bake to Keyframes act in a similar fashion. I mean whats the difference between the two?


texts:
I'm using Blender 2.81 and my object isn't being render.

All the aquarium renders fine but that "purple cube" on the right never appear on the render animation. I'm using eevee to render.

my object isn't being rendered - I don't know if this is the cause, in 2.81 the camera icon doesn't appear on that spot.


texts: How To Project Texture With Molecular Script?

texts:
I have been working on a project based on Molecular setup.
A rubik's cube(Source) just falling on plane(Emitter particles falling on plane from the rubik's cube).
I did all things correctly for simulation. But for the texturing setup I got stuck. I can't project the texture from rubik's cube to particles. I followed some youtube tutorials too.
You can find my setups on below image.

click to enlarge


texts: Does anyone know how to make this energy spreading effect

texts: I just need help in finding how to make effect of spreading energy on sword


texts: How do I check if a F-curve is baked and therefore locked for future keyframe insertion?

texts:
I'm currently developing and add-on in which I'm finally baking the keyframes to a desired f-curve. Once baked I can't insert new keyframes into that f-curve as it gets locked when baked. Is there a direct way/method to get a bool value to check if a f-curve is locked/baked or not?
Thanks in advance.


texts:
Could you guys please help me with this annoying problem? Is there a special way to go about fixing this marking seam problem? There's no edge crease and everything's in smooth.
I tried blending the UV edges in texture paint, but that doesn't make any difference.

edit:
I forgot to mention that it only shows with the UV normal. any of the other textures it doesn't show.

Thank you in advance!


texts: I need to convert a Particle System to a mesh object, so I can export it to Unity 3D. How could I do this?


texts: F-curve modifier animation - whole values only

texts:
Is there a method to have the graph editor only use whole values between key frames? I've tried linear interpolation as to remove any ease in/out.
For example:
I have key frames at frame 1 and 100 that control a modifiers value (also 1-100). When animated at animation frame 50 one would think it should read 50 in the modifier value, but its 49.637 and frame 51 is value 50.963. I'd like the values to only be whole numbers to remove random effects.
So perhaps something that generates stepping in between frames?


texts: How can I animate radial symmetric object?

texts:
I want to make some kind or door animation for my unity project
and I have hard time animating and putting in keyframes.
I saw this tutorial on youtube and followed the steps.
https://www.youtube.com/watch?v=-GdiOhqi_XY
now I want to animate them, but It doesn't work.
right now ovelapping of objects doen't matter. I just want to animate my gate as if opening and closing.


texts: Render glass distortion and not background

texts:
I am doing a simple scene in Cycles with glass shards. I added a plane with the image I want as a background. However, I need to render only the glass shards, and their distortion of the background, and not the background it self.
How could this be done?


texts: Vignette is distorted and not symmetrical

texts:
Situation: I am setting up a Vignette effect for my scene. Like what I do normally, I have a lens distortion node, math node (set to 'greater than'), blur node, and a mix node (set to multiply).

Problem: However, for this scene, the vignette effect seem to have a weird shape and it's not symmetrical either. Below is the result. How do I fix this? Thanks.
Here is my blend file


texts: Is there a way to easily blunt a corner vertex into three vertices?

texts:
I want to take the pointedness out my corners by blunting them.  i want turn the corner vertices into 3.  Imagine my drawing to be a corner of a cube...

I tried to bevel using CTRL-SHIFT-B but it changes so much of the surrounding geometry.. too many side effects for what I want.

Thanks for any insight.