texts: How do I rotate on a custom axis in Blender 2.8?

texts:
I am trying to rotate a screw named "windage" but it is not rotating on the proper axis. I have created an armature and made the windage screw a child:

Structure:

Entire Model:

If I rotate windage screw on z-axis, it is wrong:

Armature and Windage Screw Alone:

The armature has the correct axis to rotate around, but when I rotate it on the z-axis it gets all out of whack:

How can I prevent the windage screw from swinging out and have it just rotate in place to animate coming out of the screw hole?


texts: Scale Vertices for Skin Modifier with Industry compatible shortcuts

texts:
when working with the skin modifier there was a shortcut (Ctrl+A) to change the radius of vertices.

How can I do this using the industry compatible shortcuts in Blender 2.8?

Thanks in advance

garv3


texts: I have a lot of edges (pictured below) and, I want to merge them all together (which in turn would create extra vertices). Is there a way to merge all of these edges?


texts:
I need a shader that achieves the effect in this image, stripes of different colors. This image was produced by uv unwrapping but that would be difficult to achieve on a very complex object. The idea is that the object is made of a material of colored layers and is then carved to give this effect. The image is in ortographic projection. The orientation of the stripes should be a parameter.

Thanks for your help.


texts:
How to save materials (the texture tab) as image?.
Example: I have these stars models, but i want to save the texture too, to don´t have any problems when i open it in a program.


texts: When I convert my particle system, the number of leaves increases drastically; I do not want this.


texts: Blender 2.8 physics passive body does not attract active ones

texts: I have a simple physics setup with a passive mesh supposed to attract active ones. Yet I cannot figure out why it does not. What did I miss?


texts: l want to make a water simulation. The fluid simulation should start after 600 frame but when l setup to simulation it starts immediately at frame one and l want it to start at frame 600. how can l make this. l couldn't find the solution. l'm using blender V2.79


texts: Bone heat weighting failed to find solution!

texts:
I keep getting the "Bone heat weighting failed to find solution"-error when I try to parent a mesh to an armature.

I've deleted doubles, fixed normals, added and removed various modifiers. I'm pretty sure it's because the mesh is asymmetrical, but that's on purpose and it needs to be this way.

I've also tried all Parenting options; the only one that gives the error message is "With Automatic Weights", but the rest just deform the mesh (bones only move parts of the mesh and weight paint doesn't seem to be an option).

Is there some way to get around this?could anyone please link to a way to parent an asymmetrical mesh to an armature?

PLEASE HELP I´M DESPERATE!!


texts: Is it possible to make curves more visible in the 3D view?

texts: I'm trying to edit a camera path and a camera follow path, but I'm finding it quite hard to see the curves. Is there a way to change their color or make them thicker? I've also seen screenshots that show frame numbers along the curves—how do I enable that?


texts: Making only the grid lines of a grid object visible in the the Render Viewport

texts:
I would like to use a grid object as an orientation tool, for properly arranging objects against my HDRI background scene. This requires that the grid lines (and only the grid lines) of the grid object are visible in the Render Viewport.

However, in the Render Viewport, the grid object shows up as a solid rectangular plane, without grid lines. The only viewport in which the grid lines are visible is the Wireframe Viewport.

How can the grid lines (and only the grid lines, so you keep seeing the HDRI background) be made to show in the Render Viewport?


texts:
Ok, I've been struggling with this all day,
I'm trying to bake the materials of the mesh on the left into a single image texture.

Everything looks good in the original one, but the baked texture always comes out flat and it just looks terrible.

Is there anything I can do to bake the one on the left into an image texture that actually looks like the original?

(Original on the left, baked texture on the right)


texts: blender shuts off without warning when rendering

texts: I know someone already wrote about this but their answer didn't help mine. I have a project that when it renders it instantly shuts down. No signs saying an error with blender. It just turns off I don't know why this is happening. Please help me I've got the project here a well for you guys to check.


texts: Script to save depth images using numpy.save instantly crashes Blender, no debug message in console

texts:
I am attempting to save the depth image generated by the 'Z-Pass' as a .npy file to be used outside of Blender.  The following script seems to work perfectly until reaching the line that actually saves the file:

import bpy
import numpy as np

bpy.ops.render.render()

# get viewer pixels
pixels = bpy.data.images['Viewer Node'].pixels
# size is always width * height * 4 (rgba)
pixels = np.array(pixels)[::4]
print (pixels.shape)

ix = bpy.context.scene.render.resolution_x
iy = bpy.context.scene.render.resolution_y
print (str(ix) + ', ' + str(iy))
depth = np.reshape(pixels, (ix,iy,1))
print(depth.shape)

np.save('C:/tmp/depth.npy', depth)

The script succesfully obtains and reshapes the depth image from the Viewer node, but when executing the final line, Blender instantly closes.

I have tried running blender --debug-all and there is no information displayed after the script's print statements.

Any help is appreciated.  I suspect it has to do with Blender running out of memory or perhaps a segmentation fault but I do not know how to  debug it.  Changing the image resolution to use less memory does not seem to fix anything.

Here's the .blend file if anyone wants to try to replicate the issue: Blender file


texts: Why does only selecting one face select multiple faces occasionally?

texts: I'm very new to 3D modeling in general. I've been working on a Blender project over the past day, and recently, when I would edit one face on the right side of my model, it would select/edit another face on the left side. Also, I can't select anything on the left side at all. Can anyone explain why this is happening, and how I can fix it?


texts:
Is there a way to prevent the quad view (CTRL+ALT+Q) from resetting?

I'm using the quad view with the "Lock" option disabled. Each time I maximize and minimize a viewport in the quad view, the top right viewport gets reset and becomes the last view I was in.


texts: Why does my 3D model disappear after applying remesh modifier?

texts:
I want to apply the Remesh modifier to a 3D model but when doing so, the model disappears.

I have very limited experience using Blender and have been unable to find anyone describing a similar problem (except for 2D text).

A blender file which reproduces the problem: http://www.filedropper.com/remeshtest


texts: Using the Rain rig, struggling to get IK hand to be constrained to a prop

texts:
I'm trying to set up a simple constraint of Rain's left hand to a baseball bat that is constrained to her right hand. But getting a really strange result where the hand follows the bat, but it glitches out. See video attached for better explanation of what's happening.
Screen capture: https://streamable.com/y5z2ay


texts:
This may have been answered in another post, is so simply direct me to that post. (I had a pretty hard time searching for it)

Here's my problem- I've been trying to transfer (or move, not yet any good with terminology) the shoes I've modeled for my character to the rig so that when I move his foot, the shoes will move with it. But every time I do, the shoes become off set from where I modeled them. (pics will be posted for better example) Does anyone know why this is happening?? Its probably a simple issue I'm just missing.


texts: Motion blur not applying to rigged propeller

texts:
For one of my projects I have a propeller rigged with an armature.  I have animated it to spin for the express purpose of getting motion blur on it (I am just rendering a still image).  However when I turn on motion blur in the render settings (shutter = 1.00) the propeller is not blurred.

Here is a simplified example scene and render.  Note the example box and cross are blurred properly but the propeller is crisp.

Thinking is was because the propeller is animated from an armature I tested a different armature-animated object but it blurs fine.

Why is the propeller not being blurred?


texts: How to add actuator, controller and action to series of objects?

texts:
I have a lot of object in my BGE environment. I can select them easily by using regular expression. All of them, also have action with specific name, too.
Now I want to add them to my game, by python script. Is there any way to add actuator, controller and set action programmatically?


texts: How do I have two different 'template_icon_view's in a panel?

texts:
I want make two template_icon_view previews in  text editor > templates > python > ui_previews_dynamic_enum.py in blender 2.8 or 2.79, but I do not understand how make two different regions of previews.

The original template script is simple, I made my library, but I want two or more library previews inside 1 panel with 2 different directories.

For example:

directory = wm.my_previews_dir

I want another:

directory_two =.....


texts: See simple effect of lighting on complicated material?

texts:
So I was trying to follow Andrew Price's tutorial on how to make the earth, per here.

So far, I have this:
and while perhaps someone was trying to do that, this is not my goal.  I was trying to go for a distinct break between night and day - or at least, a more exaggerated one.

like this.  The problem is, I have no way of seeing the effects of my work except in rendered mode, and as you can see, that would take a lot of processing power.  All I can do now is put an even bigger sphere over the earth and render it in textured mode that way, but it still takes quite a bit of power in order to check it.  Is there a better way?


texts: how can i best bend/curve a mesh or fix this glitchy looking bend?

texts:
i have an imported model of a tank/mech with a tank barrel on it, im planning to use this model for posing purposes, in the program it exports from i can rotate the turret and pose it in many ways however in blender i need to bent the turret backward on itself like seen in superhero movies or in movies where a gun barrel is bent.

i have tried using, bevel tool (doesnt work), the deform tool (doesnt work), and the curve modifier (partly works but glitches) wherever the vertex group mesh section connects to a non curved part of the mesh there is a straight then sudden 90 degree glitchy looking turn  i dont know how to fix this issue as any selecting just moves the next part of the mesh as the glitched turn.


texts: Strange lines appearing in model texture

texts:
Im making a model for a game and I handpainted the texture but in the render appear some strange lines in the texture (Like in the back of the character that is in the picture down below) does anyone have a idea what is causing this?

That texture part is represented on the right side of the character.


texts:
I'm having a problem keeping my playing field inside my box. Is there a way to make my box a rotation limit/boundary?

If you notice the x-axis and y-axis can rotate beyond the bottom of the box. Also if you make "extreme" rotations the playing field seems to rotate on the z-axis and then conflicts with the outside portions of the box.


texts:
Just starting out in the world of Blender 3d and I am trying to replicate the bottle below but am having difficulty creating the ridges that go around the centre of the bottle.

I have tried a couple of different ways of doing this but am having difficulty in finding any tutorials similar to my needs and also I am not sure on the terminology I need to use in order to search for the issues I'm having.

Attempt 1 (above)

Creating the bottle shape then using the Knife project with 'cut through' selected to create the ridges

then bevelling each individual ridge but have an issue with the shading where the vertical edges meet the bevelled curve on the ridge and in the centre.

Attempt 2 (below)

Creating a cylinder bottle, then again using the knife project with 'cut through' selected to create the ridges

then adding adding a lattice modifier to create the shape of the bottle but again still with the same shading results after adding a bevel.

So my question is am I creating this in the correct way (knife project) and I need clean up the mesh or is there 'simpler' way of creating this?

As I said I am very new to Blender 3d so I apologise for the vagueness of the question but am very keen to learn the correct way of doing things at the start so not to get into bad habits. Any help would be gratefully appreciated.


texts: What do these hotkeys do in object mode? I accidentally did this in object mode and now the whole file is screwed up. Objects are invisible even though the eye icon is white in the outliner. same case for being able to select an object. I there any way to revert to the default state?


texts:
In Unreal Engine, the roof(this is a plane) of a house object created by Blender is transparent from inside.

I guess that it is necessary to recalculate inside normals.

However, if I do that I will lose the outside normals and the roof is transparent from outside, I think.

So how can I resolve this problem? Shouldn't I use a plane for the roof?


texts:
So I have made a wall out of bricks with rigid body, with Convex Hull enabled on every brick, and what I want is to have it collapsing into a big pile of bricks. It is sort of working except, that the bricks just can't stop bouncing, even though there is no external force acting on them. They just can't stay in one place. Bouncing is set to 0, Friction is beyond imaginable, it is technically maxed. Raising the Friction from 1 to that almost infinite number did help a lot, but didn't solve the issue fully.
I tried every possible setup combination in the Rigid Body settings, but it is still not working properly.

Also, I have a second question, regarding if I am able to bake rigid body physics or not?

Download: https://mega.nz/#!otBDWZDI!YvbpjFBP0dlo_eLxB57QCEpd3g2M9oJtBZ_B0W-Mvv0
Alternative Download:

(Just run the simulation and watch the damaged building)


texts:
I am new to Blender so I started to watch tutorials. Recently i have been doing tunnel tutorial. But i have problem with rendering.

As you can see on the picture above there is a problem with tracks and walls. As for the walls i dont know if it is a issue with textures or rendering. But on the rails there is no textures, yet there is a problem. I tried to render only rails and lights and i still get same result. I am rendering on Blender render.
I am working on default Blender settings, so maybe i need to adjust settings to my computer.
Best regards


texts: How can I create a diffuse texture for stylized models?

texts: How can I create a diffuse texture for my rendered models or game assets ? If possible with a single node setup and no compositing needed.


texts: BKE_bpath_absolute_convert: basedir='', this is a bug

texts:
I am getting this error in the terminal after running my script(2.79b). What am I supposed to do?

This is basically my script

import bpy
import os
import glob
import time
import tempfile

fname = bpy.path.basename(bpy.context.blend_data.filepath)

 fname = os.path.splitext(filename)[0]

 tempFolder=tempfile.gettempdir()

 finalpath=os.path.join(tempfolder,fname)

 bpy.ops.wm.save_as_mainfile(filepath=finalpath, copy=True)

thanks


texts: How to join two cylinders with different inside diameters together as one?

texts:
I'm new to Blender. I need a part like this but I cannot find it ready made, so I decided to give it a try and do a 3D print.
I made two cylinders with cylinders fill nothing and added the Solidify modifier. These two cylinders have the same outside diameter but different inside diameters. I want to join them together as one object. I tried select both and join, didn't work. It messed up the different diameters. Any one can advise how to do this properly?


texts: Curtain relocates and doesn't appear in render image or animation

texts: I copied a curtain model to my blender files and made some modifications including scale and color. When I render the image or animation, the curtain disappears from the scene and relocates to a different location without saving my changes in terms of scaling. How can I render the curtains in the scene and allow for my changes to be saved in the render view and final rendering.


texts:
I recently started blender and I made the basic shape of my model in edit mode and I want to start sculpting. I'm trying to sculpt details like folds in the skin, but I'm not able to add really small details like in this youtube video.

I looked for some videos on sculpting details but none of them really helped me. I'm assuming I'm not able to add these details because I don't have enough vertices but I'm unable to add a subdivision modifier because I was impatient and started sculpting the flank with the dyntopo on and a bunch of vertices were added and the app crashes when I try to add one.

I'm using shade smooth to make it look smooth. I'm not sure how I should proceed and I need advice.

Thanks, sorry for my run on sentances.


texts: Is it possible to use blender eevee like a game engine, where I add objects and movements on the fly?

texts:
I am using blend 2.9 where the game engine has been removed. I am interested in the high quality cloth simulator in blend eevee, which is much more realistic than the old blender game engine, Unity or Unreal (by realistic I meant the basics, such as in unity the cloth doesn't apply force back to the world). The functionality I am seeking is

run the animation
see that I want add a hook onto a vertex of the cloth
animate that hook to move that vertex

But it seems that every time I add something during animation, like a hook, selecting a vertex, the animation turns completely weird. Is there a way around this?


texts: Rotate a 2D surface around an axis to generate a 3D volume

texts:
I have a collection of discrete points that describe a surface $S$ as in the image below.

I would like to revolve the surface around the x-axis to create a volume. Is it possible to do it in Blender?


texts: Why bool tool cuts without creating a face?

texts: I use bool brush to cut the cylinder but the cut leaves empty space instead of leaving a face. Why is that?


texts: I have downloaded a Binary FBX file from Mixamo. When I open the animation in 3D Viewer, it plays normally, but I can't get the animation to play in Blender 2.9. I can't find any keyframes at all when I select the armature. I exported the video with skin at 24 frames per second, then 30. I can't make it work in 2.8 or 2.9. Do you know any good fixes for this problem?


texts: Convert N-GON to quad with the given topology

texts:
I used this thread to make a screw thread on some cylinder. The acccepted answer poster say that the method will leave 4 ngons at the end, that could be solved to quads with some thoughs. Even if the result is acceptable with thoses ngons, you still can see a little flaw in the shape once subdivision is added.
After many tries I am not getting it right, and more generally, I have a hard time with retopology and understanding edge flow. How would you get rid of thoses ngons ?

Thanks.


texts: subdivision surface sharp edges problem edge loops and creases don't work

texts:
how would i go about sub-surfing this and keeps its sharp edges?

more specifically i am having difficulty with subdividing the the plate like objects on its upper arms and thighs,i have tried the usual methods such as moving edge loops and adding creases but they all leave some kind unsightly deformity, especially when combined with the solidify modifier.

most of the other parts of this model such as its torso and head subdivide without issue.

just what am i doing wrong and how do i make its arm and leg plates smooth with deforming or losing definition?

this was marked as duplicate and linked to a question which told me to use supporting loops and creases which as i already stated doesn't work.


texts:
I have problems rendering with Blender 2.79 on my GeForce GTX 760 which has 2048 MB. The untit runs out of memory when about only 220 MB are filled with texture images.

Why is this so and how can it be avoided?

The attached image from a Blender command line protocoll gives details.


texts: Blender 2.8 - CTRL+R not working(loop cut and slide tool)

texts:
Pressing CTRL+R on the attached file does not activate the loop and cut tool.
Why is this tool not working in this context?

Thank you.


texts:
I'm getting these weird white edges on certain textures (appears only to be on those that have transparency in the texture.

It only appears in render result and not when I'm actually in the workspace itself. I've read around many times and can not find the answer so have always resorted to removing grass and leaves, however, I'd like to keep them in on this render. As it's going to be an animation and would look better.

I'm using Blender engine as cycles doesn't work right with Mineways imported worlds (you have to do extra work which I don't know).

I know nothing about nodes, just putting that out there. So if your suggestion involves nodes (alpha over) keep in mind I'm an idiot when it comes to nodes never learned them.


texts:
I have written up some pieces of code and put them together. I wanted to know where I am going wrong and if there are other ways I can make an object move in a circle (orbit). Here is a piece of code that I attempted to do using key frames.

EARTH = bpy.ops.mesh.primitive_ico_sphere_add(location=(10.0, 0.0, 0.0))
# first and last frame index
nfirst = bpy.context.scene.frame_start
nlast = bpy.context.scene.frame_end

for i in range(nfirst,nlast,10):
    period = (2 * math.pi * math.pow(1.5 * math.pow(10, 11), 3 / 2)) / math.pow(GRAVITATIONAL_CONSTANT * MASS_OF_THE_SUN, 1 / 2)
    total_frames = period * FRAMES_PER_SECOND
    # Multiply by minus one so we orbit counter-clockwise
    radians_per_frame = -1 * (2 * math.pi) / FRAMES_PER_SECOND

    # Set frame like this
    bpy.context.scene.frame_set(i)

    # Set current location like this
    #EARTH.set.location.x = 0
    #EARTH.set.location.y = 0
    #EARTH.set.location.z = 0

    EARTH.keyframe_insert(data_path="location")

Thank you for your help, I hope I was more specific in my question this time!


texts: How do I switch the active camera during an animation?

texts:
How do I switch active camera temporarily in the middle of an animation?
Thank you for the link, yes that is what I'm trying to do. But I'm not having much success. It seems that when I try to bind a camera to markers it binds that camera to ALL markers not just the marker I've selected. Note, I pressed A in between to clear all selected markers, then selected the marker I wanted by right-clicking on it. What might I be doing wrong?

Mark clint dion (apologies if I've got that wrong but I have to do this on a phone, its very fiddly and the part that had your name disappeared when I pressed  edit) yes, I appreciate what you are saying but I'm still very much a novice and I don't have all the terminology yet. I try to be clear but I don.'t always realise other possible interpretations exist which might cause confusion. Please forgive me for that
Best,
Gary


texts:
I'm new regarding painting a model in Blender, I had some difficult with making a texture to paint, but when I did that, while painting this weird noise appears and I can't seem to find the solution.

What can I do?


texts: How to stop fluid simulation to stick with moving obstacle after collision

texts:
I have this little guy here jumping into a pond.

However, the fluid simulation is causing a weird bubble-like wrap around him as he swims in the water.

How can I fix this?

Appreciate any help and thanks in advance :)


texts: Using drastically different scale sizes for different objects

texts: I'm making my first complex scene and am trying to emulate the size of real world objects. I have a pack and a sword, which will be the main focal point of the piece. The kicker is, in my mind's eye, there's a huge mountain in the distance. I want to put it in "real world" scale so it sells the the distance and size when I set the camera f-stops. If I set my scale to miles or km, it gets really hard to find the pack and sword in the view port after I scale them to size. How do I go about using different such drastically different units of measurement in the same piece?


texts: Is it possible to use 'S' to toggle stabilise stroke in grease pencil? Currently, this is assigned to shift+s, which I would like to set to create straight lines.


texts: How to bake all sides of a model on a cuboid?

texts:
I want models to be low poly for mobile development. So I want to bake textures of highly detailed models downloaded from internet, to sides of a cuboid(that closely fits the original model). This will make the new model look almost alike and high detailed while reducing the polygon count. I have achieved some success with baking a "Full Render" on a plane (although I'm not sure why pink appears black, suggestions are welcome)

Note: I will use unshaded in jMonkey, so I don't want normal maps. I think "Full Render" is all I need. Suggestions are welcome.

Screenshot of jMonkey unshaded material properties:

My questions are as follows:

How will using a cuboid and baking all sides "Full render" of the model to its faces compared to using a more detailed retopo of the original model and baking textures to the UV unwrap of it??
How should I retopo the model (in this case)?
How to bake textures in one go to all sides of such cuboid/ retopo of the model.

I would be glad if someone could enumerate the steps in which I can achieve so?


texts: Customizing a shortcut for the UV Editor no longer works in 2.8+

texts:
Customizing a shortcut to Snap Cursor to Selected in the UV Editor used to work in 2.79
The syntax to define this shortcut is no longer working in 2.8+
That syntax is: uv.snap_cursor

After typing it in, the Target drop-down selector appears, indicating that Blender still recognizes the command on some level.
Furthermore, after performing this action using the standard ShiftS (and Pie Menu) the Console indicates that the command has not changed. It just doesn't seem to be assignable to a keyboard shortcut anymore.

What needs to be changed for this to work? Thanks.


texts: How to make an object appear to be buried in sand?

texts:
My first thought was to use a fluid simulation, but that would act too much like liquid and too little like sand, unless there's some way to configure it differently.

Ideally, I want it to look like the object was dropped in the sand a long time ago, and wind has slowly buried it.


texts: Why are some objects not showing on the depth pass?

texts:
I am using blender2.78c to create a visual parking scene model, by using the python script I could produce a RGB picture of the parking scene as well as the depth image.

RGB picture

And depth image

My problem is: Why is it rendering only the cars and not the lightposts?


texts: Rigging objects to Second Life Armature Issue

texts:
In the first picture, I used the Second Life Avatar with skeleton and rigged a pair of test "feet" to the avatar. I was able to also transfer weights from the avatar to the "feet". When in pose mode, everything moves like it should.

In the second picture, I again have the Second Life Avatar with skeleton and am trying to rig the foot we wish to use. I am able to parent it to the skeleton by selecting the object (foot) and the armature, press Ctrl P and choose Armature Deform with Empty groups. When I then click the object and the legs of the Avatar, I go into Weight Paint Mode and try to transfer weights like I did with my test "feet" and I get an error stating the source mesh does not have any vertex groups. I'm at a loss as to how to give it vertex groups while not messing with the preset weights and skeleton as these must remain the same.

How do I give my foot vertex groups so that I may transfer weights from the Avatar to the foot?


texts: Particle system on sapling addon tree forces the leaves to be impaled

texts:
I am currently watching a tutorial on YouTube "How to Create Low Poly Nature - Blender Tutorial" (at about 23/25 minutes).

The sapling addon is doing great, so is the weight paint view, but when I add a new particle set, go to hair, set emissions to 20, and do everything else that the "CGGeek" does, my leaves are impaled, using the center of my .png texture instead of the tip.
I must have repeated the steps in this video half a dozen times for this one section.

Here are some pictures of my screen:


texts: Curve Modifier doesn't work at all in some curves Not even deformation of shapes

texts:
I've been working on a project that is basically just a lot of bezier curves that I have to put some complex shapes on, I use the common Array with Follow Curve and then the Curve Modifier, it works wonderfully but there are some curves that for some reason seem to not work at all.

They don't even deform the shape on any axis, it just sits there doing nothing. Why is this? I checked all the settings in the curve tab but everything looks the same as the ones that work!

Blend File

Example of 2 curves

Edit: Updated file, as you start up you can see 2 curves, one that works with the modifiers and one that doesn't.


texts: Is it possible to get the Compositor File Output image sequence to match the Rendered video?

texts:
I've done some basic Compositing starting with a sequence of EXR files. All I put was a Glare Node, Composite output, and File Output. In the Compositor I set the file output to PNG and specified a folder. The Composite Node uses the main Blender Output Properties rendering an MKV file which is saved in a different folder so we keeps things separate. After Ctrl+F12 I get both the PNG sequence and the video file but only the video file has the Compositing applied. The PNG sequence looks just like the original EXR sequence. What am I missing?
Edit: A screenshot of my Compositor Nodes


texts:
I'm trying to create something like this.

This is what I've gotten so far. It's not what I want it to be.

How can I create the shape like in picture 1?


texts: I feel very stupid asking this .... but uh ... I have this brick wall and I gave one of those bricks a particle system. But now I don't know any more which brick. How can I find the brick with the particle system ?


texts: Forest by particle system and Tree addon?

texts:
I try to make a forest.
I built some tree by the Sapling addon, but every each tree are 2 separated objects: the bole, which is a curve, and the leaves, they are planes. The leaves automatically are parented to the boles. I made group from these tree-boles.

In an other layer, I made a plane, subdivided. etc. and in the Particle system tab-Render-Group section i chose this group as source.
But only the boles are disappeared in the " forest". Why can I not see the "children" leaves?


texts: How do I prevent a texture from stretching when using a boolean modifier on the object?

texts:
I made a lava planet and used the boolean modifier on a cube to "eat" it away.
For the planet I made a material in the Shader Workspace. When I move the cube on the planet and it eats the planet away the material is moving and stretching.

How can I "lock" the material on the planet?

So here you can see, that the material is stretching and not staying in the position it is in the first picture:

So how can I "lock" the material on the "skin" of the planet, so it doesn't move or anything, when the cube is "eating" the planet?


texts: Subscribe to 'Finished' event of modal operator and get result of the operator

texts:
I am currently writing a python script and call a modal operator of an external addon like this:
bpy.ops.uvpackmaster2.uv_pack("INVOKE_DEFAULT")

My problem now is, that this call only returns {'RUNNING_MODAL'} but I need to wait till this is finished before I run other tasks. Furthermore this operator can also fail - or let's not say fail, it can require further action and a further run.

I am looking for something like the 'addEventListerner' known from JavaScript or anything like that. I am very known to programming but kind of new to python. Is there something similar I can use?

Also, the second part of the question: I use the addon UVPackmaster2. If I invoke the uv_pack function the addon at first checks if there are some problems with the uv_map, if so the problematic faces get selected. If there are no problems the packing process starts and ends after a few seconds/minutes.
It looks like there is no specific output I can use to determine if the process requires further investigation or if it run properly. I only thing I saw, was that the plugin puts output on the report via self.report(...). But I really don't like the idea to parse the report output to get the information in which state the process is. Do you have any better ideas? Or how I could patch the addon to support me with useful output? But I don't know how a modal operator should communicate with my script.

I allready found this Running code after a modal operator finished its job but I really don't understand how the example works. And how I could adapt this to my problem.

thanks and best regards!


texts:
I've designed a modal operator that changes the geometry of a mesh when the user clicks and drags the mouse.  I'm able to see the geometry update in the viewport I'm dragging in by tagging a redraw with
    def modal(self, context, event):
        context.area.tag_redraw()

However, this does not affect other viewports so I cannot see the updated geometry in any other viewport until I finish my operator and mouseover the other viewport.  Is there any way to tell Blender to updates those viewports right away?


texts:
I have two scenes ["scene", "HUD"].
In "HUD" is a healthBar (plane), in "scene" is a player, that contains collision sensor and python controller. I need to reduce player's health and show it in HUD. This is my script:

import bpy
import bge

cont = bge.logic.getCurrentController()
health = cont.owner["Health"] #Health is property
health -= 10

#try change healthBar dimension - full health has dimensions[1] = 1.0
hb = bpy.data.objects["HealthBar"]

hb.dimensions[1] = health/100

cont.owner["Health"] = health

This is not working. Dimensions of "HealthBar" changes, but only after the game (When I run game again, I see healthBar smaller). Where is the problem? Is there any function to update view, refresh or redraw?


texts: How to save mesh coordinate when batch exporting stl files?

texts:
When I Batch export objects of a scene each one into a single stl at the same time, it seems it resets the coordinates of each one.
Is there a way to make it save the coordinates so I can load all the stl files in another software and let the meshes still being in the correct position, and not at the origin?
Thanks.


texts: When I open blender, my textures and materials turn bright pink?

texts: When I open blender, the textures and materials I used turn bright pink. Does anyone know how to help?


texts: On the screen that I use, there was a cross in the middle of the circle. I think, I have entered this mode with "c" and I have found no solution to exit this mode.


texts: cycles renders fire in single image but not in animation. how to fix?

texts:
well the thing is: blender renderes my burning text just fine when rendering a single image. but when i render animation the output is black. i checked like 10 different posts on that and nothing helps.

i didnt change anything between the images other than pressing the animation button instead of render.

frame 40 single image render:

frame 1 animation (yes it shows in frame 1. the text glows.)


texts: Mirror and Subdivision Surface is causing a problem

texts:
I added Mirror modifier to my Archway and everything is fine untill I add Subdivision Surface.

Without Subdivision Surface modifier:

What Am I doing wrong?
Here's Blender file:


texts: Follow path offset field can't be keyframed, generates error

texts: There is a camera following a path, and when I press I while over the Follow Path > Offset field, it throws an error of F-Curve with path 'contrains["Follow Path"].offset_factor[0]' cannot be keyframed, ensure that it is not locked or sampled, and try to remove F-Modifiers. There are no F-modifiers and it isn't locked or sampled. It has a Limit Rotation constraint on it as well but removing that doesn't help. How can I resolve this?


texts: how to determine an errant origin point's object?

texts: How do you determine an errant origin point's object? This presumes there are many overlaying objects.


texts: Filling large gaps between curved geometry using faces?

texts:
I have this:

And want this, but also with thickness (not shown in photo):

(1) Is there a reasonable way to create it with editable faces and (2) have it be a slightly thick, 3d object without collisions along the edges? I tried doing a Boolean modifier for the faces, however, I could not subdivide or loop cut any at all. I am not sure if it is because the vertices on either sides of each "wave" are in much different places.

(3) Finally, it would be nice not to have a zillion subdivisions on the faces or loop cuts along the wave, while maintaining the smoothness.

I created the curved plane using a Path and Bezier curve. I think I could just solidify the curve and then try to fit a seperate polygon along the walls, but this doesn't seem proper.

Any tips would be greatly appreciated. Thanks!

EDIT: clarified question


texts:
I created a rigged lamp, where the lamp shader is made of a circle curve bevelled with a bezier curve. Now when I rotate the armature, the lamp shader gets completely deformed, even though the 'Deform' checkbox is unchecked for each bone in the armature. Is there something I can do to fix this?

My .blend file can be found here:


texts: Python: Generated (Orco) Texture Coordinate to 2D Image

texts:
Summary: How to sample/evaluate a procedural texture using Generated (orco) texture coordinates, such that the resulting image will affect the object identical to that of the procedural texture, when used for texturing (BI) and displace modifier using Generated and Local texture coordinates respectively.

Long Version w/ Code: I'm trying to save a procedural texture with Generated texture coordinates as 2D image. Such that when the image is used with Generated texture coordinates it gives the same exact result as the procedural texture.

Before continuing I need to clarify that I'm not interested in "baking" solutions or those involving UV mapping and looking for a python alternative that can properly map the Generated texco to image x,y grid. Also everything below is done in Blender Internal.

I have two objects with identical geometry.
The first object on the right, object RIGHT is being displaced using a procedural texture with Local texture coordinate system. For the material texture I'm using the Generated mapping which perfectly corresponds to the Local texture of the displacement modifier.

The second object on the right, object LEFT is being modified by a displacement modifier using our saved image texture (from procedural), and similarly has a material texture with Generated coordinate system corresponding to Local coords of the modifier.

This image texture used for LEFT is the sampled version of the Procedural texture of the RIGHT.

I've been able to generate this image from the procedural texture using the evaluate function from the API. The code generating the image is below:

import bpy
import numpy as np
D = bpy.data

image_object = D.images["Untitled"]
texture = D.textures["Wood"]
pixels = D.images["Untitled"].pixels
rows = D.images["Untitled"].generated_height
columns = D.images["Untitled"].generated_width

data = np.asarray( pixels, dtype="float" )

print("Texture Copy Started")
print(data.shape)
data3d = data.reshape(rows, columns, 4)

# Values below are arbitrary to get some reasonable results
# probably some formula to get proper results
scaleI = 70
scaleJ = 70

for i in range(rows):
    for j in range(columns):
        x, y = i/scaleI , j/scaleJ
        # texture.evaluate takes in a coordinate. How to get the correct one?
        intensity = texture.evaluate((x,y,0)).w
        data3d[i,j][0] = intensity
        data3d[i,j][1] = intensity
        data3d[i,j][2] = intensity

# Ensure (0,0) corresponds to bottom left and is blue
data3d[0,0][0] = 0
data3d[0,0][1] = 0
data3d[0,0][2] = 1

# Ensure (width/2, height/2) corresponds to middle and is green
y = int(rows/2)
x = int(columns/2)
data3d[x, y][0] = 0
data3d[x, y][1] = 1
data3d[x, y][2] = 0

# Ensure (255,255) corresponds to top right and is red
y = rows - 1
x = columns - 1
data3d[x, y][0] = 1
data3d[x, y][1] = 0
data3d[x, y][2] = 0

D.images["Untitled"].pixels = data3d.reshape(rows*columns*4)
print("Copy texture completed")
print(data3d.reshape(rows*columns*4))

Resulting in the following for a 256x256 image.

My main question is how can I sample the procedural texture considering the texture coordinates of Generated (orco) such that when I use the image texture on LEFT I will get the same exact result as RIGHT, meaning they both look identical.

I've read a lot about this, but the material is quite obscure. From here, I've read that **Orco(v) = 2*(v-center)/size** for v, vertex. But I'm not sure how to use this knowledge in computing the image.

On the other hand I've read that **(minX, minY) --> (0,0)** and **(maxX, maxY) --> (1,1)** for Generated coordinates, but I'm not sure how this correlates with the above formula for Orco(v)?

Before anything, I want to say that I greatly appreciate your help in advance.

Here are some resources that I've already looked at:

Image Pixels to Vertex Weight
Blender Displace Modifier Source 1
Blender Displace Modifier Source 2
Convert Procedural Texture to UV maps without rendering
Extracting Blender Original Coordinates
Displacement Modifier and Texture Coordinates


texts: How to use an alpha map in Blender Render?

texts: Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?


texts: My eevee render engine shows results like this for any scene though my cycles engine can render how it's supposed to

texts: this is how my Eevee renders scene there is a lamp and a cube in the centre of the frame yet it shows nothing every time.


texts: Update Edge Info when using script in Edit Mode

texts:
I'm editing a mesh using a script, while in Edit Mode. I need to display the Edge Angles while editing, but these don't get updated until I leave and re-enter Edit Mode.

Is there a function I can call to force updating the displayed Edge Angles while staying in Edit Mode?

Minimal example (slightly edited from "Bmesh Simple Editmode":

# This example assumes we have a mesh object in edit-mode

import bpy
import bmesh

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)

bm.faces.active = None

# Modify the BMesh, can do anything here...
bm.verts[0].co.x -= 1.0

# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(me, True)


texts: How to set the display device to None in a python script?

texts:
I want to set the display device in Blender 2.69 to 'None' rather than 'sRGB' using a python script.

I have tried the following:

bpy.data.scenes[0].display_settings.display_device = 'None'

and

bpy.data.scenes[0].display_device = 'None'

The first one gave this error:

  TypeError: bpy_struct: item.attr = val: enum "None" not found in ('sRGB')

and the second one gave this error:

  AttributeError: 'Scene' object has no attribute 'display_device'

Any idea what I'm doing wrong?


texts: Recalculate kinematics to avoid collisions with bones

texts:
I've a very simple question but I haven't found the solution anywhere.
Let's see if you guys can give me a hand :slight_smile:
I would like to know if in blender it's possible to avoid collisions (for example of a tentacle) with any object, so that blender recalculates the inverse kinematics to ensure that the bones do not pass through the object.
I've tried using the "limit distance" modifier, but it can only be applied to the IK bone that is separated from the chain. However, when this modifier is applied to the rest of the bones, it has no effect on the rest of the bones that make up the kinematic chain.

So, how can I avoid, for example, the collision of the sphere with the rest of the bones to ensure that they are not crossed by it?
Thanks a lot.
A greeting.
Raul


texts: How to deform and fit an array along multiple separate curves without going one by one?

texts:
I have generated a series of Bezier curves using animation nodes and would now like to array a rope object that I have made along each curve. I know that I could do this manually by copying the object each time, applying an array modifier, eye dropping the curve for curve fit and then applying a curve modifier and eye dropping the curve again. But for over 200 curves this would drive me crazy! Is there a way to speed up this process, without using scripts ideally?
Thanks!
Rowan


texts: Convert Cycles depth/z to distance to image plane

texts:
I want to simulate a depth sensor with Blender Cycles, but the z-pass returns the length of the sight ray and not the distance to the image plane.  Here is a formula to convert the depth map, but I am not sure how to derive the terms from Blender, or a Python script using the Blender API.

I guess the focal length (f) can be derived with

bpy.context.object.data.lens_unit = 'MILLIMETERS'
f = 1000 * bpy.context.object.data.lens

The y-coord of the principal point by using the resolution

cy = bpy.context.scene.render.resolution_y / 2

The y-coord of a pixel (ys) and the length of the sight ray (zs) are also clear, but how can I derive the density (d)?


texts:
I know about depth of field but I have no clue how to set it to my liking.

Is there an add-on for those of us who aren't camera savvy about adjusting focus? Like a visual line to show what is in focus or a measured distance something like in focus from 1 meter to 10 meters?


texts: Place a video on a still picture of a monitor

texts: I want to combine a video and a static image in Blender. The image shows a monitor and I want to place a video on its screen. How can I do that?


texts: Exporting issues (no thumbnails in windows explorer)

texts:
I've constantly had problems with video encoding when I'm looking to make wallpapers for wallpaper engine. I've tried asking on the forums on steam but they (literally the developer) aren't sure what's causing the issue so I'll give it a shot here. When I export a video with these settings here:  I get finished videos that do not have thumbnails in windows explorer. They end up playing fine in VLC but won't upload into Wallpaper Engine. In the past I've actually given up and exported videos as AVI and then used a converter to convert them to mp4. This obviously reduces the quality and on the video I'm currently working on I don't want to sacrifice quality. Looking through the forums the only advice I can see is to use H264, and any mp4 file should work, so I'm wondering if anyone has any ideas on this end.
To go over a couple things quickly:

It isn't a size restriction
Any videos with thumbnails upload fine but ones without are what is causing the problem which leads me to think it may be metadata or encoding?
I see issues on the steam forum with other people experiencing similar issues and it turned out to just be a local thing, updating video driver fixed it for them (done that and no luck) so I am open to ANY ideas, no matter how out of the box.

Thanks,


texts: Can the new Eevee Renderer render Freestyle lines?

texts: And can it render using the Toon BSDF? I've heard people claim it can use the same shaders as Cycles, and i'd like to know if that's true.


texts: Duplication with rotation only on the Z axis

texts:
I'd like to know if it's possible to duplicate an object along a curve so that it follows the curve but only rotate on one axis (Z axis), and not on the X or Y axes. First picture is the result I want, second picture is the result I get with an Array + Curve Modifier. Dupliframes doesn't give any good result either. Thanks in advance!

file is here: http://pasteall.org/blend/index.php?id=48706

EDIT : solution found with a Dupliframes, then a Constraint > Limit Rotation for my object... Thanks everyone


texts: How do you export a blender file as an .avi file in Blender 2.74?

texts:
I am working on a video file in Blender. I have saved it as a .blend file already, but I want to save it as an .avi file.

How do I do this? I have watched multiple tutorials and have no idea what to do. I am using Blender 2.74.

Thanks.


texts: Python script to snap selected object to cursor

texts:
anyone know python script for Object>Snap>Selection to Cursor?
(Assuming I have the object selected)


texts: Wrong Size and Position After Importing in Cities Skylines

texts:
I used Blender in Mac OS to create a model for Cities Skylines game. The final model is like that.

But when I import the model in Cities Skylines, the preview is like that.

Any help?

Thanks,


texts:
I have been playing with freestyle lately. I end up with the following wrong rendering with discontinuous contours on the blue shapes and I really don't understand why. The freestyle setting are showed below. I found some similar old problems on the forum, but did not find any solution that work for me. The render is done with Eevee, but Cylces does not improve the problem.
Thank you very much for your help!


texts: How to change a python script which was distributed via blender?

texts:
I am having some problems with Smart UV Project (Smart UV project creates overlapping uv-coordinates).

The wiki says that Smart UV Project searches seams and uses them to unwrap the mesh (https://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html#smart-uv-project).

The script for that is written in python (why not in C/C++? That could be a lot  faster because the algorithm could be parallelized.) and is located here Blender\2.75\scripts\startup\bl_operators\uvcalc_smart_project.py. In Line 494 to 498 edge_seams is set. I also want to mark the edges as seams so that they are highlighted in the viewport.

But when I change something in the script (just a simple print("test")) I can't use Smart UV Project anymore because I get a lot of error messages when starting blender.

search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_
set'
search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_
set'
search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_
set'
search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_
set'
...
location: <unknown location>:-1
search for unknown operator 'RENDER_OT_preset_add', 'render.preset_add'
rna_uiItemO: operator missing srna 'render.preset_add'

C:\Program Files\Blender Foundation\Blender\2.75\scripts\startup\bl_ui\propertie
s_render.py:136
search for unknown operator 'RENDER_OT_preset_add', 'render.preset_add'
rna_uiItemO: operator missing srna 'render.preset_add'

Why can't I edit these files? Are they locked or something like that?


texts:
I did this with Instancing on faces in object properties

But when I export it as OBJ. It looks with the sphere I first created. I just need this for a photoshop art im making, but im so noob at blender


texts: How do you create a dashed circle in blender?

texts:
How would you create a dashed circle in blender with an empty circle object?
I want something that looks sort of like this:

Related: How do you create a dashed line in Blender?


texts: Are there any other script delays besides sleep?

texts:
In my game i need a way to delay a script for x amount of seconds.
Generally I would use the following...

import time
time.sleep(x)

but when I use this Blender decides to crash.
Is there any other delays I can use that will not crash Blender or is there something wrong with the way I am using sleep?


texts: Attaching one object to each hand of a Mixamo action

texts: I have downloaded the Mixamo action Digging. I have modelled a shovel mesh (with no armature in it) and can parent one end to one hand. How do I parent the other end to the other hand to get the guy to dig the hole? Will I have to create bones for the shovel?


texts: Strange bone rotation after importing from unity

texts:
I just exported an animation from Unity (which was part of the standard assets). Strangely, when imported into Blender, the rig was quite messed up (see picture).
This makes it quite difficult to skin the model again, and thus to do any animation.
Do you have any idea about why this happened and how could I possibly solve it?

Initially I was thinking that this may be a problem of rotation, but I am not really sure. And even if that's the case, how could I rotate each bone around each local axes when they are grouped together? (that is, without having to select and rotate each single bone one by one).


texts: texture paint, only part of the mesh is paintable?

texts: I'm super frustrated with this one, I've spent a lot of time on the mesh, got the uv's layed out all nice, and now when i go to paint it, it only lets me paint part of the sleeves. What am I doing wrong? I'd rather edit in photoshop so is there a way to just fill the uvs? I tried exporting the uv's and nothing showed up.


texts:
I have an animation and i'm trying to make it loop perfectly, but you can clearly see the "jump" from the last to the first frame. My last and first frame are exactly the same, and i tried to set to the last framse -1 but you still can see the jump. I'm doing it in 30fps and i don't know how to fix this.

I've read about the graphe editor but i don't understand anything in there... Here's a pic of my graph

What do i have to do here? It's not very readable as a graph. I've clicked normalize to get this view, cause with normalize unchecked it's even worse

EDIT: Forget it please, i actually changed my starting position.

For those animating a tail. If it's a waving tail, you need to start with tail set to the most left/right position and end in the same position. My mistake was that i start with my tail in the middle.


texts: Linking the color of one mesh to a second mesh

texts: I have a series of tubes that were inputted as VRMLs with varying colors. I have made a path out of them and have the sphere following the tubes. I want to link the color of the sphere to be the same as the tube while the sphere is traveling in time over the tubes. How can I link the colors? I also want the sphere to glow with the color of the tube.


texts: Exporting Vertices from Blender 2.8 to a .txt-File to import it in ArchiCAD as Terrain

texts:
Hey I'm a total Beginner in Blender

I would like to model a certain Terrain in Blender with the Sculpting Mode and export the Vertices to a .txt-File to import it in ArchiCAD as "field surveyor datas" which gives me a Terrain.

I have no clue about programming and unfortunately there is no funtional Add-on for my problem. I've allready  searched in the internet but I haven't found anything helpfull.

Is it possible to Export the coordinates of the Vertices to a sequence like this:

0.0 0.0 0.0

2.0 0.0 2.0

1.0 3.0 1.0

(in each row are the coordinates of one point, every coordinate (xyz) is seperated by a space)

and save it as a .txt file?

Thanks for your help :)


texts: Self-excluding Transparency Material in Cycles

texts:
I'm trying to create a Cycles material that allows a material to be transparent, but not show its backside or any intersecting meshes that use the same material, despite which direction their normals face. (See the attached image created in the Internal engine for some sort of idea of what I mean.)

Preferably this could be mixed with the opaque, "default" version of the material (such as a Principles BSDF) to allow the final material to have a more interesting material with various colors, roughness, and normals.

Is there any way to achieve this effect in Cycles?


texts: Texture Paint: No brush on UV map (Left)

texts:
I was following Blender Guru's 2.8 tutorial, when he got to texture painting.
It was going well until I tried painting on the UV map like he did.
I am literally missing the Bush tool from the Tool Bar.
Does anyone know how to fix this?
Before any ask no the UV Map not the 3D view, I see the 3D view has it. But I need it in the UV map.

Because of confusion of whether I was in Texture Paint here is a closer view.
As I stated in a comment I used the 3D view to paint. Hence the discrepancies.


texts: Blender Game engine Animation Not playing

texts:
The Tux character in the attached blend does not play the walking animation. The parenting is set correctly (armature) and all modifiers have been removed.

Any ideas?

GoogleDrive Blend


texts: Disable object automatic dragging after duplication

texts: After duplication, objects automaticaly follow the mouse pointer, is there a way to disable this behavior?


texts: How can i enable composite node in python?

texts:
though with the codes i have searched in google , it still doesn't solve the problem, i want to enable one specific composite node like this :

and this is the inactive state:

From inactive state to active state , there is only such script indicated in Google

scene = bpy.context.scene
compositing_node_tree = scene.node_tree
compositing_node_tree.nodes['os_composite'].select = True

But it just functions select node rather than enable node :

How can i enable this specific composite node in python?
Thanks if you have any ideas!


texts: How do I make Blender 2.8 use my graphics card?

texts: I had been using Blender 2.79b on my computer for a while and had my NVIDIA GeForce 1650 card doing my renders fine. Then when I upgraded to 2.8, the card was not recognized as a compatable compute device. It didn't even show any options.


texts: Material that's only visible if seen through another material

texts: I'm trying to replicate the "polarisation" effect - so if you look through a piece of glass that's polarised you can see an image behind that image that normally would be invisible or white as it's been polarised too. So, I want to have a see-through material I can apply to something, so that the thing behind it is only visible if seen through that material. Is that possible? If so, how?


texts:
Hi!
I'm a beginner in this and I'm having some troubles while sculpting which is after joining two meshes the color changes. I've been looking for answers everywhere and I often find the solution: select object/go to mesh/normals/recalculate outside... But the thing is it seems it doesn't work anymore, or at least I did it badly.
Besides, I don't know where's the option "normals" to then click recalculate outside, I only could find the shortkey (ctrl+n for recalculate outside) but again, it didn't work.
The version I'm using is 2.91.0... If you know the answer, please explain to me with details and images if it's possible, I don't know all the tools yet.
Thanks for reading :)


texts: Blender is not rendering my animation in Cycles, even though it is set to that, why?

texts: I try rendering my animation in cycles, and I have it set to PNG sequence, and it is set to cycles in the sidebar tab. It renders out very quickly though and I know that shouldn't happen, it should take a few hours. It does look good though, however, I bring the sequence photos into the video sequencer but the video is very slow and makes it hard to edit or add sound. Anyone know why?


texts: cycles bake script error: "Circular dependency .."

texts:
I'm working on a simple bake script - if the materials are just colors the script works - but if any of the materials include a texture - then I get a "Circular dependency for image.."

when I manually replicate process of this script - baking works fine.

The script works like this:

for each object within a group named 'bake':

create a new image to hold baked texture
loop thru each object material + add extra image node
bake object
remove extra image node

test file:
http://www.pasteall.org/blend/39951

# list items in a group names 'bake'

import bpy

# bpy.ops.baketool.bibake() - quick test to use BAKETOOL addon for baking from CI - it works well

bake_size = 512
uv_channel_name = "B"

# function to create new image
def create_new_image(name):
    # create blank image
    bpy.ops.image.new(name=name, width=bake_size, height=bake_size) # new image

    return

# function to add nodes
def add_bake_nodes(mat, name):

    # make sure using nodes
    if mat.use_nodes == False:
        mat.use_nodes = True

    nodes = mat.node_tree.nodes

    node = nodes.new(type="ShaderNodeTexImage")
    bake_img_txt = "bake_img_" + name
    node.name = bake_img_txt
    nodes[bake_img_txt].location = 300, 160
    nodes[bake_img_txt].image = bpy.data.images[name]
    nodes[bake_img_txt].select = True

    node = nodes.new(type="ShaderNodeUVMap")
    bake_uv_map = "bake_uv_" + name
    node.name = bake_uv_map
    nodes[bake_uv_map].location = 100, 160
    nodes[bake_uv_map].uv_map = uv_channel_name
    # connect nodes
    outn = nodes[bake_uv_map].outputs[0]
    inn = nodes[bake_img_txt].inputs[0]
    mat.node_tree.links.new(outn, inn)

    return

def remove_bake_nodes (mat, name):

    nodes = mat.node_tree.nodes
    bake_img_txt = "bake_img_" + name
    nodes.remove(nodes[bake_img_txt])
    bake_uv_map = "bake_uv_" + name
    nodes.remove(nodes[bake_uv_map])

    return

def select_none():
    for obj in bpy.context.scene.objects:
        obj.select = False
    return

bakegroup = bpy.data.groups['bake']

print ("ITEMS TO BAKE: " + str(len(bakegroup.objects)))

# select none
select_none ()

for object in bakegroup.objects:
    objName = object.name
    print ("name: "+ objName)
    object.select = True
    bpy.context.scene.objects.active = object

    # num materials
    num_materials = len(object.data.materials)

    # create new image for bake
    create_new_image(objName)

    # add bake nodes
    for num in range(0,num_materials):
        print("  -material "+ str(num) + ": "+ object.data.materials[num].name)
        object.active_material_index = num
        material = object.active_material
        # add bake nodes to material
        add_bake_nodes(material, objName)

    # bake object to internal img data
    # assume bake settings are set
    # select UV channel B
    uv_textures = object.data.uv_textures
    uv_textures.active = object.data.uv_textures[uv_channel_name]
    bpy.ops.object.bake(type='COMBINED')

    # remove bake nodes
    for num in range(0,num_materials):
        object.active_material_index = num
        material = object.active_material
        remove_bake_nodes(material, objName)

    object.select = False


texts: How to set active Pose Library selection from Python (for running ops)

texts:
(I also asked this on Blender Artists)

I’m trying to run:

bpy.ops.poselib.apply_pose(pose_index=index)

For some reason I can’t seem to be able to find way to set active pose action to be able to run this.

I’ve found how to get access to current action (I think):

context.object.animation_data.action = bpy.data.actions.get(sel)

But it isn’t the same thing. Doing this does work for selecting action, it sets current action in Dope sheet BUT it doesn’t set it in Properties window’s Pose panel… rendering it useless.

I would need to be able to set the actual Properties window Pose Library panel selection.

If I run ops code with incorrect Pose Window selection, it just fails …but if I change target pose library manually, it works.

One would think that if ops exists, there has to be a way to also select which one of Pose Libraries to target.

Any help appreciated!


texts: What's wrong with my meshes in edit mode?

texts:
What's the problem with my meshes?
running blender 2.77 on ubuntu 14:04

It's got these crazy shaded triangular divisions on all my faces? all models seem to be this way.

Also, while i'm in edit mode the faces are difficult to select.


texts: I have been having an issue with proportional editing

texts: proportional editing tool stops working after making size adjustments to the doughnut in tutorial 2. it was working then just stopped I tried to reset to default didn't work so I uninstalled then did a fresh install but nothing helps. here is a link to a video showing what is happening https://www.youtube.com/watch?v=-b2pGRT1XTk


texts: Bad quality mesh, Narrow tris as result of Ctrl+t (exporting stl file)

texts:
I am trying to make a relatively simple 3D-model. resulted quad mesh is very good (fig). however, when I convert the quads to tris I would get this very narrow triangles which I do not want. the only reason that I change the quads to tris is that I need to export the .Stl file, and apparently .stl automatically change the mesh to triangles.

is there any way to avoid this narrow bad quality triangles?

I've tried to merge them with the adjacent faces, but then they are not triangles anymore, and when I import it as stl file the same narrow triform.


texts: Color difference between 2 objects in Object Mode/Solid View

texts:
Blender 2.79
Two objects with identical material settings and no texture.
Viewed in Object Mode/Solid View the one on the left has a dark, bluish tint. The two look identical in other views and render with identical colors. But why the different colors in Solid View?  A minor but nagging and annoying nuisance. Much thanks from a newbie.


texts: transparent background for volumetric smoke? Bug?

texts:
I'm trying to use transparent background in a simple smoke simulation.
As soon as I check transparent, in the film settings (cycle), the image loose the color (it is indeed transparent but black).

I've a simple volume shader and just a white background

EDIT: as requested here is the blend with a quick smoke with default settings, nothing specific.

I've seen this closed bug and this question maybe the bug is still there?

Anyone can confirm this behavior and have a workaround with the compositor?

Because simply mixing the black transparent png with the color doesn't produce the same result


texts: How to select with an "xray" sort of effect?

texts: I would like to press RMB and select not only the vertices/edge/faces on the front side, but the back side as well. I'm convinced this effect must be implemented, but I've been unable to find it or google for the answer.


texts: Cycles: How do I exclude the Environment Texture from reflections?

texts:
In a Cycles scene I have an equirectangular image serving as an Environment Texture background (set in the World settings).

I have a glossy object being partially lit by the Environment Texture, as well as getting reflections from it.

Is there a way I can exclude the Environment Texture from affecting the glossy object completely? I want the image as background wallpaper only. The glossy object should be affected by other objects and lights within the scene: everything except the Environment Texture.


texts: Combine 2 normal maps (1 for layout and 1 for detail)

texts:
So my question got closed when it is not even resolved.
here: How to use normal inside normal
So I want to combine 2 different normal map with different size.

Normal map for the object layout

this object normal map is in low poly.
Then I want to define the texture normal (like bump, etc) in another normal map:

The second image is the normal map for each small chunk piece of the texture. For example for every 1cm - 5cm of the texture should follow this normal map. So the 2nd image / the detail normal map should be repeated many times covering the whole texture.
How can I do this?


texts:
I made an account just to make this post because I've googled it 50000 thousand times and nothing. Please keep in mind I'm new to blender, I've only been using it a few times and this is my first time rigging.

Okay so I'm trying to rig my character to move but it keeps doing this-

It looks fine at first and it does move, but its also moving things that it shouldn't. As soon As I move that left arm bone, the right one has a seizure. I have no idea what the problem could be. Any help would be appreciated :(


texts: Deselect objects that do not have UVMap?

texts:
I am in need of a way to remove a UV Map datablock of the same name from all selected objects in my scene. I have accomplished this...

import bpy

for obj in bpy.context.selected_objects:
    uvt = obj.data.uv_textures
    uvt.remove(uvt['UVMap'])

BUT I am looking to improve the functionality of my code to filter through all the selected objects, check to see which objects have the unwanted UV Map datablock, and remove the UVMap from only the matching objects.

For example: Plane.001 has "UVMap" & "Map2", and Plane.002 has only "Map2". Right now, if I have both objects selected, I get an error saying that it couldn't find bpy_prop_collection[key] "UVMap" and fails to execute the script. This must be because Plane.002 doesn't have a "UVMap" datablock...

Here's my current code:

import bpy

for obj in bpy.context.selected_objects:
    uvt = obj.data.uv_textures
    if uvt != "UVMap":
        obj.select = False

    uvt.remove(uvt['UVMap'])

How can I have blender deselect Plane.002 and then run the script only on objects that actually have "UVMap" datablock?


texts: Why don't hair particles rendered as an object follow parent object when the parent object is falling under gravity as a rigid body?

texts:
I  have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder.  I then enable rigid body physics for the cube. I also have a passive plane below the cube.  When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?

If I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube.  The cube falls through the plane below, but the cylinders are stopped by the plane?

Here with soft body added (to top of stack).  Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!


texts: How to make gear constraints that work both ways?

texts:
I have this gear setup:

I call the top gear the Rack and the bottom gear the Pinion.

I can set a Transformation constraint up so that if I spin the rack, the pinion spins too (in the correct direction at the correct rate). I can also set it up so that, if I spin the pinion, the rack spins too.

However, I cannot do both at the same time. I cannot set it up such that spinning the rack spins the pinion AND spinning the pinion spins the rack; I have to choose one or the other.

In essence, I can only have one "drive" gear, and the other gear is merely passive.

How do I configure my constraints so that spinning either gear spins the other one?


texts: Overlapping objects can't be selected individually

texts: I'm just starting out. I'm as green as it gets...and I'm stymied. I'm trying to build a biped with primitives with the intention to use Sculpt Mode to smooth it out. I've got a sphere for the head, another overlaps it for the hair. But the two shapes insist on moving as one. I can't select one and move it without moving the other. How to handle this?


texts:
In the render preview or when i render the scene this black boxes show up.
they look different and change form from from every angle. All objects are imported  as images as planes.
some produce these black boxes, some do not.
please help, thanks.


texts: I can't see the original content of my viewport

texts: I accidentally removed the original screen of my viewport when I clicked the cursor in the split screen view. How can I see the original state of my viewport? The one that has colors because I already added some colors to it and now the one that I'm seeing is the original right screen in the split screen view. The original content(the one that has colors) in the left view is now gone.


texts: The Subdivision Modifier Keeps Causing My Models To Warp Inside Of Itself

texts:
So I am having a problem where the subdivision modifier will constantly distort my models in a very odd way. The subdivision modifier causes the model to warp inside itself at the middle of my model. I will include a before and after picture of the application of the subdivision modifier. I am getting fairly annoyed with this problem so I would very much appreciate if some one could clarify why this is happening.

Thanks, Nova


texts: Knife project on smooth cylinder resulting in streaks

texts:
I've been having this problem where, when I Knife Project an ellipse shape onto a smooth cylinder, I have streaks on it like so:

I have tried Edge Split and that fixes the problem, but it makes the mesh look really ugly (like it's flat). How would I go about solving this?


texts:
I am linking in a rigged character to another file. But I cannot seem to get the "Curve Guide" physics to work for the hair of the character.

Some bones of the rig controls some empties that in turn works as hooks on a curve.
Finally, the curve is enabled as a "Curve Guide" which controls the movement of a hair braid.

The problem is that the curve guide does not seem to be working when I link in the character in another file. I have made the rig a proxy and I see changes in the curve placement when I move the bones, but the hair is unaffected by the the curve guide.

Is there a way to get this to work? Preferably without making local copies of things.

Note: In the character file everything work as intended. It is when I link the group containing the character, the rig, the empties and the hair emitter that I run into problems.


texts:
UPDATE:  The "screen: flip region" command from the Menu Search is either accidentally or intentionally missing from both stable, beta, and experimental versions of Blender 2.90.  Downgrading to Blender 2.8x has solved this problem for question A, however even though the Flip Region command can be executed on the panel in question B, it doesn't actually do anything. :(
A.  I am trying to move the Toolbar to the right hand side of the screen.  Is this still possible in Blender 2.9?
In scrolling through the forums, it appears that pre-2.8 there was a "flip side" feature on the toolbar that could be accessed by the search bar with F3. However the feature doesn't appear to exist post 2.8, likely due the appearance on forums that many people were doing this unintentionally and coming here for help reversing it.  Maybe I need to look in a new place?  Any information is appreciated.
B.  Similarly I would like to move this. (I'm not sure what its called so for this post I'm calling it Tool Properties).  Is there a way to move or scale up the Tool Properties or view them in the larger Editor Properties panel as highlighted?
Additionally if someone knows the proper name of the panel please let me know.

I apologize if these questions have been answered already.  I attempted to find solutions myself but have come up empty.
Thanks,
Ryan


texts: How to remove a part of the object grid which is not included object 7?


texts:
So I'm new to blender, but I've gone through the Blender Guru video series and did all that fun stuff.

So I've set out to make a mod for Fallout 4, but I've run into a couple of issues with my mod that I'm hoping someone here can help with.

So my goal is to overhaul all the bullets, cases, and cartridges with HD versions and so far it's going good, but there are a couple of aspects of my meshes I wish to improve on.

So first off, how would I go about making the type of crimp goorves seen in this bullet? I'll add a comparison of my high poly mesh as well for comparison. The crimp is very complicated and I'm not sure what method I could use to replicate it in my mesh.


texts: How to fix model after subdivision surface mod?

texts:
1) How do i fix those 4 holes after subdivision mod / loop cuts, edge split and bevel mod doesnt help either

2) And also how to fix whole model after this mod so it will look smooth and clean without deforms.

P.S Holes made with boolean mod


texts: Tau weapon. Can't get a proper circle on the weapon

texts:
I'm trying to obtain a perfect circular shape. On the right I'm just adding 2 edges around the middle, but it gives me an imperfectly circular shape, where I am trying to obtain a result equal to the one on the left. It is perfectly rounded but that will change when I do the same thing, as I did on the right.

Any ideas on how to fix this issue?


texts: Boolean intersect with all shape keys of target object

texts:
I have two objects, one lying inside the other, such that the outer object is like some kind of shell surrounding the inner one. I have a boolean difference modifier set to the outer object, its target being the inner one, so that the resulting mesh is just the area between the inner and outer objects. Think of it at a watermelon, the inner object being the red core, and the outer object being the green rind encasing it.

The inner object has shape keys, which are to later serve for animation.

What I want to do now is apply the boolean modifier permanently to the outer object, but I want the resultant mesh to retain the animation resulting from movement of the inner object.

In essence I have 4 shape keys in my inner object, and I want to apply the boolean difference operation to the outer object 4 times, one for each shape key in the inner object, and have the resulting meshes stored in corresponding shape keys created in the outer object.

I hope I've been able to accurately convey what I'm trying to do.


texts: Make python script to animate vertex points of any object

texts:
I am very new to blender and python . i want to make python script which can animate the vertex point of any object (let's example bpy.data.obajects['Cube'])

import bpy

obj = bpy.data.objects["Cube"]
obj.shape_key_add(name="Basis", from_mix=False)

block = obj.shape_key_add(name="1", from_mix=False)

block.value = 0.0
block.data[0].co = (0,0,0)
block.keyframe_insert(data_path='mute', frame= 0,index=-1)

block.value = 1.0
block.data[0].co = (1,1,1)
block.keyframe_insert(data_path='mute', frame= 50,index=-1)

the above code steps works when i set it up by GUI blender , but In script it just set keyframes but no actual animation occur on play


texts: How to get grooves/ridges patterns in blender models?

texts:
Specifically, I want to get the details (like the black ridge-sort of things) and the blue glowing line along with other shapes (you may have to zoom in to view the details clearly in the image).

How can I modify my scene and/or model to obtain the dark shadows as in the reference images?

Also, can someone explain concisely how does the mean crease and edge split work? The grooves and ridges are still the most difficult thing for me. There's just too much detail and I don't know how to model it. I tried looking online for some tutorials, and the hardops plugin seems to be useful, but I'll have to learn it and I gotta model and texture the whole thing within 24 hours.

It would be great if someone posted a video explaining how to create the black surfaces (with details as given) or maybe provide a link for some tutorial that is easy to follow for a beginner.

Thanks!


texts: Depth map obtained from orthographic camera has no white pixels even when there is no object before the far clipping plane

texts:
I'd like to generate a height map from my scene that goes from -50m to +50m (the idea is to use that height map to flatten out ocean waves as they get nearer to the shore, and possibly more advanced effects later).

My problem is that my height map values are not in the expected range. I get near-black, but no white, even in parts where there is nothing in front of the camera (actually, this only happens in the center of the depth image, where the near clipping plane "cuts off" the top of the terrain; that terrain actually has a square base that is somewhat higher up than -50m - see the attached screenshot - so I do not expect white pixels anywhere except in the clipped-off area).

The camera is orthographic, looking straight down from a height of 51m, with the near clipping plane at 1m and the far clipping plane at 101m. I was expecting this to cover the range from +50m to -50m I mentioned above.

In the compositor, I use the Depth output of the Render Layers node, which I plug into a Map range that maps the range 1..101 to 0..1. And that's my output.

But like I said, there is no white on it. The brightest pixel that I get is a CECECE.

Can someone tell me what I'm doing wrong?


texts:
I added a texture to a plane.
When rendered, the texture on the plane is all distorted.

I'd like for the texture to fit nicely on the plane.

In case I haven't submitted enough information (i.e. properties on the texture or plane), please comment, and I'll edit my post right away.


texts: How to access/edit information about included audio files?

texts:
I have a blend file that is supposed to be packed with a few wav audio files, but it seems the author forgot to pack them, and I don't have the files, if I try the option File>External Data>Pack into blend file blender shows the error:

Unable to pack file, source path '//long path/something.wav' not found

I've found the library where those files were originally downloaded, and downloaded the required files, now I want to edit the information in the blend file so that blender can find those files.


texts: How to save each individual "object" in an obj file as separate obj files?

texts:
I've been importing some somewhat complicated obj files for a project. I noticed that these models had different segments that would end with a line starting with 'o' followed by some name for that segment (I'm assuming 'o' stands for 'object'). The format I'm converting these obj models to is incredibly niche. It's a custom model format and afaik only one obj converter exists. All it can do is take the entire obj file as a single model with a single universal texture and convert it to other format which quite literally only contains a list of triangles as raw data.

This has produced an unusual issue for me. I have been forced (by my own insistence to not waste more time coding my own converter) multiple times now to hand-edit these obj models as a result of the model format. I'd have to copy the obj files X times according to however many internal objects there are and then hand delete the face elements corresponding to that object via a text editor.

Preferably it would be nice to just open a model and then click "save as individual pieces" or click save on each object if there is some spot in the editor that they are listed. Does Blender have such a feature? I've only ever used it to convert a few models to the obj format as the other converter didn't support those formats.


texts: Increase number of Loop Cuts - Apple Magic Mouse

texts:
how can I increase the number of Loop Cuts with my Apple Magic Mouse. Normally it is with the scroll wheel, but that does not work with the Magic Mouse.
And I know that I can change the number of cuts afterwards, but sometimes the cuts then are unproportional. Even if I set the cut right in the middle by clicking the left mouse button.


texts: RETOPOLOGY: am I doing it correctly? If yes, how time-consuming is it supposed to be for a full model?

texts:
[

This is the head of a bird model I'm making. The red is the retopo (plane meshes).


texts:
I'm working on a high poly Lancia Fulvia but struggling with some pinching in certain places of the model and I'm not sure how I'm able to get rid of this.
I'm guessing there's a better way for me to support the corner but I'm not sure how.
Any ideas?

Edit: Added part of the mesh + one of the better real life references I have of this part of the car.

Link to the blend file of the mesh:
https://drive.google.com/open?id=1R--psoI6_bRXm2XUXirzrJIQ-EjBV3dI


texts: This is my 1st time using pitchipoy armature and i can't generate it. This is the error messages :


texts: Undo (ctrl+z) not working in 2.82. In the keymap it shows, but it's not working. Is there any setting I need to change?


texts: How can I add a detailed material/texture to a curve?

texts:
I know how to add a material/color to a curve, but I want to add it like a detailed texture, like the sphere on the right of the image, as you can see if I render the image (left image) the curve is still just red, it doesn't have the level of detail of the real material/texture.

Is there any good way to do it? I was thinking on converting the curve into a mesh and then just add more polygons...it could work, but if in the future I need to change the curve shape, that won't help at all.


texts:
I've recently started using the Radeon Prorender, and I tried to use a bump node for some icecream, and in Eevee and Cycles it looked how I wanted, but in Radeon Prorender it had no effect. I tried to plug it into the normal from the Principled BSDF and the RPR Uber, and I tried the displacement from the material output, even with other nodes like displacement or normal. I can't get it to work, and the bump is really important for the render.

The image is my nodes that look good in Eevee and Cycles


texts:
The bevel depth (the radius of the tube) is set to 9cm but it actually isn't when compared to the background grid. This is is confirmed by importing it into sketchup and scaling it to the proper units it turns out the radius is only around 2.286cm. This problem only shows up on certain projects. What's wrong and how do I fix it?

(sorry that I can't upload the file, it's a long story)


texts: How to add resolution to a mesh created from a curve

texts:
I am creating an axe, I currently have this outline that I traced from a background image. I have converted it to a mesh from a Bezier curve using AltC, but now I want to give it some depth.

How can I add resolution to the large NGON face? I need resolution so that I can chamfer the edges towards the sharp points on each side.

Here is what my mesh looks like.


texts: I made a lot of windows with the vertical split option

texts: I made many vertical splits when I was trying to join them. To collapse them I joined the split over the original copy. Is there a way for me to get back to the original window?


texts: How can I tear two bones and their skinned mesh apart during animation?

texts:
I'm trying to create a stylized version of the black knight sketch from the movie Monty Python and the Holy Grail. Two characters are engaged in a sword fight, with one of them ultimately loosing a few limbs.

I set up a prototype character, rigged and skinned it and got to the point where I need to tear two bones of the armature (including the mesh) apart, which is causing me a bit of a problem.

I already tried to set up the parent-child relationship between the two bones that need to be seperated by using a modifier and decreasing its influence to 0 during animation. But this still leaves me with the weird deformation of those vertices skinned to the seperated bone.

Another idea might be to use different versions of the character model and swap them during animation. But first I'd like to ask if there is a less time-consuming option?


texts:
I wrote a module to rotate the camera with middle mouse button pressed, zoom in/out with wheel up/down and at last push the camera towards the direction of the mouse if the mouse is getting near to the end of the screen.

I want the camera to be a parent to the player that I have only when the rotation is taking place.So I activate/deactivate the parent actuator but a problem or an error occurs.

While the camera moves as the mouse suggests if the mouse reaches the end of the screen (That is before I press middle button once!), after I rotate the camera I can no longer "push" it under the same conditions.

I tried activating/deactivating the parent actuator or set the mode to remove itself.And all this time I was reading the physicsId of the camera to make sure it can move with linear velocity.All the readings were ok,and no errors popped so I do not know why the camera stops moving after I rotate it once.

Here is the blend file with the module inside it : test blend

and below is the script clean,without comments. Can anyone find what I am doing wrong?

import bge

bge.render.showMouse(True)

scene = bge.logic.getCurrentScene()

player = scene.objects["player"]

cont = bge.logic.getCurrentController()

wh_up = cont.sensors["wh_up"]
wh_down = cont.sensors["wh_down"]
wh_pressed = cont.sensors["wh_pressed"]

par_to_player = cont.actuators["par_to_player"]

cam = scene.active_camera

mousePos = bge.logic.mouse.position
if not wh_pressed.positive:
    par_to_player.mode = 2
    mX = max(0.0,min(1.0,mousePos[0]))
    mY = max(0.0,min(1.0,mousePos[1]))

if mX < 0.05:
    cam.localLinearVelocity.x = -5*(2-mX)
    cam.localLinearVelocity.y = (0.5-mY)*5
elif mX > 0.95:
    cam.localLinearVelocity.x = 5*(2+mX)
    cam.localLinearVelocity.y = (0.5-mY)*5

if mY < 0.05:
    cam.localLinearVelocity.y = 5*(2+mY)
    cam.localLinearVelocity.x = -(0.5-mX)*5
elif mY > 0.95:
    cam.localLinearVelocity.y = -5*(2-mY)
    cam.localLinearVelocity.x = -(0.5-mX)*5

cam.localLinearVelocity *= 0.9

if (wh_up.positive):
    cam.ortho_scale = cam.ortho_scale+5
if (wh_down.positive):
    cam.ortho_scale = cam.ortho_scale-5

if (wh_pressed.positive):
    bge.render.showMouse(False)
    cont.activate(par_to_player)
    par_to_player.mode = 1
    print (par_to_player.mode)
    mX_rot = max(0.0,min(1.0,mousePos[0]))
    if (mX_rot < mX):
        player.applyRotation([0, 0, -0.01], 0)
    elif (mX_rot > mX):
        player.applyRotation([0, 0, 0.01], 0)

print ("I reached the end of the module")


texts:
I'm new to Blender, and a few times I've loaded in other peoples models and
noticed the "triangle" segments like in the right picture are completely gone, so it's kind of hard to select the bones themselves to add a simple IK rig.

Are they hidden, gone, or a different type of bone all together?

If the last is the case, how do I change them?


texts: Adding Particle System through blender script

texts:
I am trying to make a particle system through the blender script, but I am unable to do so. I do not know much about scripting in blender. This is what I have and could you tell me how I could create a system?

obj = context.active_object
if len(obj.particle_systems) == 0:
        obj.modifiers.new("part", type='PARTICLE_SYSTEM')
        bpy.ops.object.modifier_apply(modifier = "part")


texts: How to make all faces the same dimensions?

texts:
I notice a when I model, a lot of times the faces will be different lengths and widths even with extrusion.  Or even if you made a mistake and need to clean up a mesh, is there a way to select faces and make them all even in size compared to the surrounding faces?

Another example would be making the crooked faces on the right of this picture the same as the even ones on the left:

EDIT: This is what happens when I scale to 0:


texts: I can't get my rig to attach to my model

texts:
I have cleaned up the model using the clean up tools, but every time I try to parent - armature deform with automatic weights my model grows a thousand times its size and they aren't connected.
this is a copy of the file.
https://drive.google.com/file/d/1NiiyVZrLf8ldHE7WCG9vIuKdr6NhaAf1/view?usp=sharing


texts:
I'm trying to learn more about using the info window with Python. Turning it into an addon. I feel like I got pretty close, but it is giving me an error.

import bpy

class cubeMover():

    bpy.ops.transform.translate(value=(0, 2.86946, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)

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

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

if __name__ == "__main__":
    register()

When I run the code using just this it runs fine.

import bpy
bpy.ops.transform.translate(value=(0, 2.86946, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)

But when I try and change it into an addon it doesn't work.


texts:
I have just updated to 2.80 from 2.79.
When I open a model in which I had some hidden groups they now in 2.80 have the eye icon to show they are not hidden, but they are also semitransparent in the menu. In the scene I don't see any object in the group.

How can I show previously hidden groups etc..?


texts: Blender isn't importing mtl correctly with obj?

texts:
I'm a new blender user, but have used other modelling programs before.

I've downloaded a model file and unzipped it.

When I import the obj into blender, it is my understanding (from here: How to import a .mtl file?) that the mtl should just import itself with it. However, when I import the obj, I just get a grey model with no texture. Is it actually importing the mtl but I'm not seeing it? Also for the record, I have changed no settings in blender.

Picture for reference:


texts:
Is there a way to scatter objects by texture(say, black and white texture like a checker map)? After scattering, the objects have to be instances and retain their original size and dimensions (without any deformations, squeezing you name it).
Thanks for helping me out.


texts: I have two walls that meet in the corner, one is at an angle and the other is square. I would like to be able to drag the selected edge up to match the angled wall. I want it to align exactly because I'm using the model to figure out precise dimensions. What's the easiest way to do this?


texts: Objects in random places after exporting?

texts:
I have created previous models of human organ models using Blender, which then are exported to Abaqus and Unity in order to be included in biomechanical studies, and everything went fine.

However, I am now trying to create new models for new structures, and I am using the exact same method as before and the same source for the models, but the new objects are in a completely different position and rotation as the ones already created and treated after many hours of work...

I have tried many approaches to solve this problem, and none of them worked. I do not want to lose every hour of work already spent, so how can I maintain the new organs in the positions they were before?

[EDIT]: My blender file for one example is on the provided link, and it's possible to see that the ureters are out of place, when compared with the bladder/prostate/urethra, even though they were captured from the same view, position and time, from an executable human atlas. In the pictures (the second link provided) the ureters are the objects which are highlighted, and it's possible to see that they are dislocated from the rest, even when the same transforms are applied. The second screenshot shows the export settings, and I have confirmed they are correct. Sometimes, the objects appear in a completly different position (in this case they are kind of aligned).

Blender file:

Screenshots:


texts: How Do I Bake My Texture From the Node Editor to an Image Texture?

texts: I'm Looking for a way to bake my node setup into an image texture. I don't want lighting baked into it, just the diffuse, specular, normal, roughness, etc. as separate images. I'm completely new to the subject and all I know I need to do is UV unwrap my object first.


texts: How Can I Use a Procedural Bump Map to Replicate a Natural Pattern?

texts:
So I have tried for up to five hours to try to use the nodes to make it so that the 'veins' on the image are shown on the model with a bump map.
Any insights on having the 'veins' run parallel to the shape of the antlers?
Bonus would be to remove the seams between the different regions of the geometry.


texts: Rigid body physics based pulley in blender?

texts: Hi I want to make a simple physics based pulley with two rigid body objects, so that when the heavier object moves (via physics) it pulls the other object over the pulley. I don't need the 'rope' between the objects, just the physics of the pulley. Any help appreciated.


texts: Blender freezes when attempting to import FBX files

texts:
recently I started encountering an error - when I try to import .fbx files, Blender starts to eat more and more memory which causes the computer to freeze. It worked a week ago and I'm not aware of any changes to the system - I updated graphics card drivers but that was after the issue started appearing.

The files have been exported in Maya.

Has anyone encountered this problem? Any ideas for fixing this? Should I file a bug report?

I'm using Blender 2.77a (the problem appeared in 2.77 but it worked there before) on Windows 10 on Lenovo U510. I disabled Windows updates so there wasn't this kind of change.


texts:
I have a 3ds Max scene with two objects with instanced geometry but different materials.

I exported the scene to FBX and imported FBX to Blender.

In Blender, both objects have the same material =(
(But I can see both materials as data-blocks.)

How can I save individual materials for these objects when I importing them to Blender?

Scene in 3ds Max (each object have individual material):

Scene in 3ds Max http://my.jetscreenshot.com/demo/20161124-w13n-144kb.jpg

Scene in Blender (both objects have the same material):

Scene in Blender http://my.jetscreenshot.com/demo/20161124-89eo-174kb.jpg