texts: I am trying to animate an object with a very simple animation but it does not work

texts:
I am not very good at blender but I know the basics.
I am trying to make a simple animation in Blender. I add the keyframes, and play the animation, however, when I play the animation the keyframes between the main keyframes, does not seem to play or happen.
I have searched for this problem, but i could not find any helpful answers to my exact problem.
Edited:

On the first frame it looks normal, but it is after the first frame that the problem occurs

On this screenshot, the cube is still at the original place but it is further in the animation. Lastly

Here the cube has finally moved, but it teleported there instead of "moving" there.
What do I do?


texts: PySide2 GUI and creating a cube crashes Blender 2.82

texts:
I'm new to Blender and have come across a couple of YouTube tutorials on using PySide2 in Blender. I've followed the tutorials but have found that whenever I connect PySide buttons to functions that create objects, Blender immediately crashes with an exception. Has anyone else encountered this? The easiest way to reproduce this problem is to install PySide2 in blender (https://www.youtube.com/watch?v=LbPJt9upyXs), edit the PySide2 example add-on file found at:

C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\camtools\camController.py

....and change....

def create_new_camera(self):
    bpy.ops.object.camera_add()
    self.load_camera()

...to:

def create_new_camera(self):
    bpy.ops.mesh.primitive_cube_add()
    bpy.ops.object.camera_add()
    self.load_camera()

Now load blender, enable the addon (its in the Generic category and is called Pyside2_setup) and press N (if you are in Blender 2.78 keyboard shortcuts). Click on 'VFX Pipeline' and then click on Cam Controller, followed by 'Create a camera'. Blender should immediately crash.


texts:
Here is the Unreal Engine mannequin and several animations: https://wiki.unrealengine.com/File:ThirdPerson_FBX.zip

I am trying to have the mannequin use those animations. I tried copying the animation using Make Links > Animation Data (selecting both armatures and hitting Ctrl-L) however the mannequin mesh then disappears.

Clearly I'm doing something wrong and would appreciate some expert input :)

I'm using the following import settings for the FBX (which I found via their documentation or forum somewhere, as suggested by a staff member I recall):

Update: it turns out if I import the mannequin with the above settings, but then import the animation FBX with -Z Forward and -Y Up then I can make it animate by changing the Object in the mannequin's Armature modifier settings to be root.001 (the armature of the animation) -- the only problem is the character is then running lying down on his back (in line with the animation armature), but I can rotate that to correct I guess.

Trying the same orientation for the import of the animation as for the mannequin import blew up the character. I'm still not sure I'm going about things the right way re applying imported animations.


texts: is there a quick way to delete a group and leave the objects?

texts: I added my objects into groups to append them easily and now I have got bunch of groups which I don't need anymore. how can I delete them?


texts: I was wondering of there was a way to export a piece of the model instead of having to delete everything in the scene and then saving it and then undeleting everything again? Kind of like a select export.


texts: Is there a way to interpolate animations with arcs?

texts: Whenever you animate with key frames, even though the speed can vary, it's always only a straight line, so the end result usually looks jagged in some way. Is there a way to make an animation keyframe from point A to point B make the shape of some kind of subtle arc rather than just a straight line?


texts: Rotating a mirrored object by 90 degrees doesn't work as expected

texts:
See I am trying to make a window for a skyscraper and I almost got everything but one of the bars of the window frame. When I try to rotate it by 90 degrees it behaves weirdly. I want it to be perpendicular to the horizontal bars in the center.

with that bar selected I hit and release r on my keyboard and type in 90.


texts:
I'm new to blender (v2.92.2) and would like to know how to prevent the water from getting to the boat.
I have used an Ocean Modifier over a plane to create the ocean and modelled the boat.

When I use the difference bool tool by selecting the boat first and then the ocean, the boat disappears.

When I use the difference bool tool by selecting the ocean first and then the boat, the ocean and part of the boat disappear.

Should I be using something different?


texts: Can i colour part of the same 3D text which was converted from 2D text. ( Convert mesh to curve )

texts:
I really need to know how to color part of the same 3D text which i converted from 2D text. ( i added the text and converted it to curve and now it is one big object)
I want to change A's and D's emission color but keep rest of it blue

2ND SS https://gyazo.com/c0b664b12e43b4c160ecff892ec24509


texts:
I have a scene that sometimes crashes for CUDA errors (out of memory). So I put all elements on separate layers to figure out in rendered view which was the culprit.
Turns out, even if I have only the HDRI world background on, or even if I switch to an empty layer AND disconnect the world output node, I'm still at a usage of almost all my VRam. The umber doesn't really change at all.
Also, switching to a primitive 8bit image doesn't make a change.
In essence: verything on: 98%, everything off 98%.
What am I not getting here? Still new to Cycles, sorry :(


texts: only PART of a spherical mesh not rendering uv texture

texts: Newbie trying to create an eyeball. Used a uv sphere, modified it a bit, unwrapped (added seams) and all seemed good in the 3d viewport shading's rendered mode, but in actual render the center of the eyeball is not displaying the texture properly. What am doing wrong? :/


texts:
I am using Blender 2.81 on Windows 10, and twice have I run into the glitch shown in the image below. Both times I was in the middle of retopologizing this head sculpt (gray). I can't pinpoint the exact actions I had taken the first time I ran into it. The second time happened when I jumped from edit mode into object mode.

This happened on the default "Sculpting" tab.

Moving along the viewport disabling models, etc. did not eliminate the glitch.
Same for switching between Object, Edit and Sculpting modes.
Weirdly enough, switching to other tabs, such as "Layout", did.

This did not affect other windows. This includes videos that were
playing on Firefox, as well as the Paint window I used to screencap and crop the accompanying image.

Is this a glitch in Blender, or is my graphics card dying?

Thank you!

EDIT: Since I don't have enough reputation to answer my own question, I'll leave this as an edit.

After fiddling around with the file, I found out it has to do with the "In front" display for the retopo mesh (blue). Disabling it makes the glitch go away, and enabling it makes it come back.

Finding this out enabled me to find a similar bug report for 2.80. Since the OP had a similar graphics card to mine (both Radeon 5X0s), I assume it has something to do with AMD cards. Apparently this issue has been fixed in 2.82.


texts: How to get average z location of selected vertices in python?

texts:
I want to get the average z location of selected vertices in python.
And I want to select the vertices by their location using a range like (any vertices that lie in the range from 1 to 2 in the x axis).


texts: Good day everyone, i'm trying to figure out what will be the possible cause of the problem i'm encountering right now. I normally no problem selecting and deselecting this collection name widgets which contains my rigs for my character. now i cannot select it anymore and as you can see the visibility for "selectable" is checked. thanks


texts: 2.92 issues with weights when generating a rig for my model

texts: Tried  including the blend file to Blend-Exchange but too large The problem I am having is when I generate rig the weights I have assigned get messed up from the meta rig. I have tested moving the bones around when I weight painted and fixed any issues with mis-assigned weights. When I generate the rig and parent with auto weights finger pieces and parts of the shields on the forearms either dont follow or are stuck to other parts of the body. I have the meta rig parented to the body at this time is that correct to do? . Was wondering if someone could pinpoint the issue or is it an issue with the mesh Ive modeled. this my first attempt at rigging so a good chance Im lost. Help!


texts: Can I copy the animation made on the wrong object to another object?

texts:
Sadly i made an animation, but worked on the wrong object for the last two days. I added a lot of drivers, wrinkles and now I see I worked the whole time on the wrong object. The first object is already animated and i don't want to animate the whole thing again.
Is there a way to copy the animation from one armature to the other? It's exactly the same, only difference is that the new mesh has more shape keys and drivers.
It looks like, that the normal copy function in the dope sheet doesn't work for another armature.


texts: Jagged Edges and Antialiasing In Viewport With Background Images

texts:
I am on the latest LTR build (2.83.1) and have noticed that any geometry that's drawn above a background image doesn't anti-alias properly. See image for example:

Does anyone know a fix for this? Is this happening to other people as well?


texts: Best Strategy To Speed Up Work Flow For Repeated Actions

texts:
I'm finding that I repeat many actions and would like to know what the best strategy is to make those actions easier to do to speed up my work flow.

I'm looking for an answer that makes things geometrically shorter distance to achieve the actions and use less physical energy overall.

For example, is there a plug in I should know about? Should I create a custom mappings for shortcuts? Etc.


texts: Copying pose to mirrored side of character results in asymmetry

texts:
My character is symmetrical when in rest pose, but when I move one arm into a pose and then copy the pose to the other arm with ShiftCtrlV, it comes out somewhat different. There were a few pose libraries and actions, and I tried clearing those all out to see if it would help. It doesn't.

What do I need to do to get the poses to be symmetrical?


texts: Bounding Box faces relative to world coordinates

texts:
Is there a way to create a bounding box around an object so that, while still being minimal, it has its 6 faces parallel to the (x,y), (x,z) and (y,z) planes?

For example, when I rotate the monkey head object and toggle viewport render I get this rotated box, instead of a cube with faces parallel to the world planes. What am I missing here?

The end goal here would be to have the dimensions of the projection of a complex object onto the world planes. I thought that a bounding box would be the best way of finding these dimensions, but I might be wrong.

Any help in regard to this solutions are greatly appreciated.


texts:
I have been using this code to add a new particle system and create a name for it... I need help to choose the particle type "HAIR" and set other parameters.. This script does not work because the [part.001] keeps changing and going up. It will only work once when creating the first name.
I will need one particle system, so I can apply the code on other objects as well. It is a bit confusing.
The MBall is used as a particle to cover the entire surface of an object.

import bpy

obj = bpy.context.active_object
obj.modifiers.new("part", type='PARTICLE_SYSTEM')

bpy.data.particles["part"].type = 'HAIR'

bpy.data.particles["part"].count = 15000
bpy.data.particles["part"].use_advanced_hair = True
bpy.data.particles["part"].render_type = 'OBJECT'
bpy.data.particles["part"].instance_object = bpy.data.objects["Mball"]
bpy.data.particles["part"].particle_size = 0.15
bpy.data.particles["part"].emit_from = 'FACE'
bpy.data.particles["part"].distribution = 'RAND'
'


texts: 2.9- How do you keyframe an object's render visibility?

texts: I want my object to be visible until frame 50 then have its render visibility turned off. how can I do this? eevee


texts: Problem with paths in my script, relative to local python file

texts:
I'm trying to import data stored as a JSON. It works fine in stand-alone python, but I am having problems in Blender python console.

I have a folder Applications/blender.app/Contents/Resources/2.74/scripts/addons/uhoh and in it I have wowtest.py, a blank __init__.py, and test_data.txt which contains the JSON.

This is wowtest.py

def wowtest(fname):

    import json

    print('hmmm.... will this work?')

    with open(fname, 'r') as infile:
        xdic = json.load(infile)

    return xdic

And this is what happens in Blender's python console:

>> import uhoh.wowtest as wow
>>> wow.wowtest('test_data.txt')
hmmm.... will this work?

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/Applications/blender.app/Contents/Resources/2.74/scripts/addons/uhoh/wowtest.py", line 9, in wowtest
    with open(fname, 'r') as infile:
FileNotFoundError: [Errno 2] No such file or directory: 'test_data.txt'

I have put a second copy of test_data' up one level (in/addons`) just in case, but this doesn't help. What am I missing?

NOTE: I will run this from a script next. If there are differences, please let me know.


texts: How can I bevel geometry that approximates a curve?

texts:
Consider a mesh like this:

This one is created by bisecting a sphere with some planes and then carving out another sphere out of it with the Boolean operator, but for the purposes of this question, any "curved" mesh will do.

How can I bevel the "curvy" edges of such a mesh? It consists of many faces and edges (because of the sphere geometry), but even if I select all those edges individually (see below) and then try to apply beveling only to those edges, the result is a huge mess. It either "stops at the next nearest edge" (best case) or produces a broken geometry. For more complex shapes, the result is really really bad.

I understand why this happens; for Blender, this mesh is not a set of "4 flat faces and 2 curved faces", it's a set of many small, flat faces, past which beveling doesn't really work.

I can, of course, bevel things manually by doing something like... create a torus that would just barely touch the mesh along two of its "faces", then create a cylinder from which the torus would carve out a chunk with a Boolean operator, then Bool that "beveling object" out of my mesh. All of this requires a massive amount of precise calculations with trigonometry. I've done this before when I absolutely had to, and it's not fun. Below you can see a quick illustration of this "manual beveling" process (ignore the slight mesh imperfection in the last image, I made a typo in the exact coordinate during one of the steps).

Is there a way to do such beveling (of "curved edges", not flat ones!) with a few clicks?

I've searched extensively for things like "beveling an already curved object" and so on, but it wasn't fruitful.

Link to the example file, as requested in the comments: https://www.sendspace.com/file/uf79rx


texts:
I'm trying to put a piece of text into Blender 2.76, most of it works and is OK, putting the ❤ symbol into the text editor pane works. When I try and put it into a text object, all I get is a square symbol (i.e. can't display it).  I've tried copy and pasting the char in (even the Insert Text pane entry field), tried changing the font and run out of ideas.

Is there a specific font I should use?  Or is there something else I'm missing?

Update:
Finally managed to get something I was after, here's a render of it so far...


texts:
I'm trying to map an image onto a shape(svg) that is the same as shape/size as the image.  I'm trying to do a digital version of decoupage cards. I cut out each shape as a layer. I export the base shape for the layer as an SVG from Inkscape. I then export that layer's color data as an image.

After getting stumped I attempted to follow this: SO texture mapping question to no avail though.

In Blender v2.7.6, I blow away the default cube. Import the .svg. Click on the svg, in the Properties->Curve->Texture Space I tick 'Use UV Mapping'.
I then go to Properties->Texture->Image load up the image ->Mapping I set Coordinates -> Generated. And this is what I get->

If I try the other method and extrude the path and then turn that into a mesh, switch to the Compositing view, I get this:

I'm unable to move the mesh around or do anything. I'm a bit stumped at this point.  I followed this youtube video for that method

I can easily get the texture map to appear on a cube or plane but I'm not sure what I'm doing wrong in this situation.

Sample files per request: image map->
svg->SVGfile


texts: Help with applying the same texture to different shaped objects

texts:
New to the forums, been using blender for about a year and I'm struggling on a current project.
I'm doing still renderings of skirting boards which all have different profiles and there are 60+ total (see images) is there a quick way to apply a texture to all of them but have it in the same place every time.
I can UV unwrap no problem but getting the textures to be in the same place across each object is proving difficult. I want to basically have a wood texture on them but they need to look consistent when across the webpage i.e the texture cant be in a different place each time.
Thank you for any help.


texts: Multiple Alpha Meshes Stacked Turning Black

texts:
So uh, I'm rather new to the Cycles Engine, and while I've been able to find a lot of it out, I'm struggling with one specific thing.
The center of this model I'm working on, (Not my model by the way) has a kind of ball of lightning in the center, comprised of multiple plane meshes kind of randomly rotated within the model. However, attempting to recreate this in cycles is giving... odd results.

As you can see, the alpha is getting applied properly, but as multiple of the meshes layer up, the meshes kind of, create a blackness again, as if they were created without the alpha layer. But as you can see, the edges of the lightning, where there isn't another mesh behind it, is still transparent.

You can observe it more here with this tower of planes, after five or so, they suddenly turn black.


texts: Transparency on decal not rendering correctly. (Decal Machine)

texts:
Were using decal machine (the plugin) to add some details on the floor of our scene.
We have used decal machine before and it worked before.

The problem is the square of discoloration that forms around the decal, as far as I know we haven't changed the decals.
Brighter lighting lessens the visibility of the square, but it's still there.

Anyone have a clue what's causing this?

EDIT:  Some extra information:
Some other HDRi's have better results where it is less visible but the problem is still there.

It works in a fresh scene, and so far I can pretty much transfer most of the scene to a new file and the decals work. (still working on this, will update if there are any assets which cause the problem.)

I still really want to know what causes this.


texts:
I'm fairly new to Blender and trying to stay simple but have good form with some beginner modeling.

I am fussing unnecessarily over a lot of things just to see how they work and chose a simple (but not) project to model, the iPhone X.  If you're an Apple hater that's ok I didn't choose this because of the brand or whatever but because there are so many good reference photos to work with since Apple takes so many hero pics and videos.

Anyhow I can't really figure out Subsurf, and I know I will need to before I can ever seriously model anything.  I've attached two images.  See how in the rendered view there's "stretching" (is that what you call it) on what I hoped would be a flat glass surface?

I read lots of stuff to try to solve this on my own, and tried everything in the EDGE, VERTEX and FACE menu options under MESH, but nothing seems to be making this better.  Everything seems to make it worse.

(See the little "fins" poking up from the reflection of the plane?)

TL;DR: How do I make the stretched edges in the render go away when the desired result is a flat surface?


texts: How to check the pose bone have property which is driven?

texts:
I hope to check whether each pose bone transform values are driven or not by bpy..
At current I check it by bone name which rig vendor set (like sholder_drv), it work for the rig but I hope to know more flexible way to check the bone property have driver or not.
Is there good way  only get pose bones which have no driven property?
(about this case, I only need to check pose transform value is driven or not)
/////////////////////////////////////
At current I could get driver path of the armatture fcurve
'''
def get_driver_list(ob, li):
    drvs = ob.animation_data.drivers
    if drvs is not None:
        for drv in drvs:
            drv_path = drv.data_path
            print(drv_path)
            li.append(drv_path)
    return False
'''

Then Current problem is, data_path type = string
so I could get path, but could not find easy way to get bone name, which include in the driver data_path.  (need strict check,,)
'pose.bones["lSmallToe4Drv"].rotation_euler'
Is there good way to access bone.property by data_path.to get the bone.name correctly?


texts: Noob in BGE Just have anything work with python script

texts:
Folks I have spent many hours trying to get out of the starting gate, there are many nice tutorials which step through using python scripting in the game engine (three I have tried - which claim to be starters(. As yet I have not gotten anything to respond. Ok not completely true on a windows machine I was able to get a print out (not in the python console window but in a console which was generated on running the game engine) - I work on either linux or windows machines and yet the tutorials never seem to get even the most basic response (move a block with a key) using python. This has not been a problem with the logic blocks. I save the named script which I try to create to test, I set up an always block which is wired to the python script which is in turn seen and selected in a control block - I am in "pulse mode" (continual looping sort of correct?) but still nothing ever moves or responds.... As an aside In linux under the window tab there is no toggle system console option and no second console log pops up upon running the game engine, and the system terminal does not seem to be the place and the python console window option does not seem to be tied to bge ....It feels like something very simple is missing but darn if I can tell what it is.... Thanks
Addition Below is one screen shot to address a comment and provide perspective the sphere is just for reference and not used. The console in this case gives a syntax error - The same error occurs when I change the name of the control object from own to Cube to as shown Player...... THANKS !


texts: How to animate arrayed objects with a delay?

texts:
I have this spiral of spheres, created using the Array modifier and an Empty for the object offset.

I would like to animate the spheres, so that Sphere 1 moves, then Sphere 2 moves, then Sphere 3, and so on, like when an audience does "the wave." Each sphere will start moving when the previous sphere is about to stop.

Is there a way to add a time delay or an offset to animations?


texts: Is it possible to dynamically reduce the number particles based on distance from camera?

texts:
I want to render an animation in which a car drives along a certain stretch of road. To one side there is a grass field, but this is quite big, both in the direction perpendicular to the car, and along the direction of travel. I don't have enough memory to put highly detailed grass on the whole field, so I was wondering if it was possible to reduce the number of grass strands based on the distance from the camera.

Or maybe there are other tricks to achieving this?


texts: Is there a way to disable self-cast shadows on grass (particles,) but still have grass receive shadows from other objects?

texts:
Hello persons, so I'm trying to achive ghibli or breath of the wild style grass using only generated texture nodes, (ie not image textures, math) and that much is turning out okay. However the issue I'm currently stumped on are the grass shadows.
To achieve toon-like / watercolor-like grass it has to be shadeless as to not cast shadows on itself, but I also want objects like trees and people to cast shadows on the grass as well. As much as I looked, I couldn't find a way to keep the grass from casting on itself, but also allow it to receive shadows (or something comparable) from other objects.

^ As you can see in this provided image, the result from the front (left image) appears as I would want it to look, however the moment you view the grass from an angle facing away from the light source (right image,) it's made apparent the grass is casting shadows upon itself, making the whole thing appear dark. I'm looking for a way to prevent the grass from casting a shadow onto itself, but allowing other objects like a cube to cast shadows on the grass.
Misc details:
Running real time in Eevee. Currently rendering particles as paths (not objects,) texture is plugged into an emmisive material node to achieve simple toon effect, so it isn't a diffuse material; the current shadow effect is instead just a color hue shift determined by a Diffuse > RGB to Shader > Color Ramp > Mix RGB (fac) mask. However as explained, it isn't solving my issue at hand.
Any advice or attempt help is much appreciated, thank you.


texts: Creating a colored translucent material for Plastic/PVC roll

texts:
I'm trying to make a material that closely resembles the below photograph (ignore the hue)

As you can see, my results below arent all that great, Whilst I'm okay(ish) at the modelling side, I'm useless when it comes to materials and in this instance I've hit a brick wall!

Any advice on the correct material setup would be really much appreciated! Please feel free to explain like you would to a five year old!


texts: In my human walk animation, when I play the animation, only the bones of the human move. How do I link the bones to the body so everything moves together?


texts: Cloth behaves strangely when trying to make a coat

texts:
I'm trying to make a coat and use the cloth modifier. I enabled colision but the mech of the coat just colapses.

Does anyone know what is wrong?


texts: Increasing topology without affecting shape keys

texts:
I have a mesh with multiple vertex groups and shape keys, and I need to increase topology.
I'm using blend4Web, which doesn't export modifiers, therefore one should apply them to realize their effect.
So my question is is there any way to increase topology in edit mode without messing up the shape keys and vertex groups?


texts: I have a simple shape with a bevel modifier making the edges smooth (using weights). I added a boolean modifier cutting 4 holes in the shape. I want those holes to have a bevel as well (less than the first bevel). I try adding another bevel modifier after the boolean so that I can bevel those edges. No matter what I adjust, I can't get the bevel to work on those holes.


texts:
I have multiple low-performance computers, and I was wondering: could blender cache the same animation on all of them?
Now notice, I want to cache, not render. I know there are lots of answers out there for rendering, but this is asking about caching.


texts: I am watching a tuto on NLA doing on blender 2.66. I have the 2.72 version. I can not found the complete  properties  of animation in the NLA window (image2) as in the 2.66 version (image1).


texts: Huge gap between curve and mesh when using array modifier

texts:
I'm trying to fit my mesh's created with an array modifier around a curve.
It seems to be going in the right direction, but the array modifier

1) Has a major gap between the curve (the window outline which has the orange highlighted)
2) causes some meshes to be elongated (near the top of the curve)
3) Seems to be creating too many mesh objects to neatly fit around the curve (there will be overflow).

Why are these 3 problems occurring and how can I fix them?
Thanks!


texts: Pie menu goes away after selecting an option

texts: For example when I used the pie menu to set the mode to edit mode, the pie menu immediately goes away after i select edit mode. How do I keep the pie menu floating even after multiple lmb clicks on the menu. There was a similar post here which was old, and I'm asking this again because the pie menus are updated now maybe ?


texts: Normal map stopped displaying properly for some reason?

texts:
Normal map shows up properly in UV edit mode, but seems to actually be somewhat displaced. I've tried to re-bake it, but it doesn't seem to fix this problem at all.

Normal map shows up properly in UV edit mode, but seems to actually be somewhat displaced:


texts: I have a 3D egg model in blender. I seperate it from half and i want it to be solid. I try to use solidify modifer but there is weird looking problem. It's not match with other half. If i didn't check fill rim it's okay but i want rim filled too. Thanks!! (Sorry for my bad english)


texts: How to make "object A" keep distance from "vehicle with physics" and follow path at the same time?

texts: This is what I have. Is there a way to make empty object keep constant distance from a car and follow curve. If not, how to make it happen in a different way if possible?


texts: How can ı create transparent plastic texturing?

texts:
I tried create plastic transarent texture but i didnt succes because i used through glass texturing as you see,
I need plastic at the same time transparent texture like this:

how can i create?

My Current project :(


texts: What is this dot? Not fireflies question

texts: I fat fingered a key, saw it show up; how do I get rid of it?  What is it? It shows like the orange dot that marks the last selected object,  but it's white; orange dot is still doing it's thing on other objects. ty.


texts: Display and set internal operator properties from custom Panel UI

texts:
I've been attempting to display operator property attributes from a Panel interface with the following code:

class MyPanel(bpy.types.Panel):
    # ...
    props = row.operator("my.button")
    row.prop(props, "foo")
    row.prop(props, "bar")

class MY_BUTTON_OT_Button(bpy.types.Operator):
    # ...
    bl_idname = "my.button"
    foo = bpy.props.FloatProperty()
    bar = bpy.props.BoolProperty()

This does display the properties, but they appear to be static and I cannot set their values from the interface.

From what I gather, the operator-specific draw() function is only used when the operator is explicitly called from a menu. Is there any similar way to define an operator interface inside a panel?


texts: How to i extrude 4 faces at the same time

texts: I want to extrude them all to the center but i don't know how to do it, any recomendation¡?


texts: How to interpret Blenders python tips when hovering

texts:
I'm trying to understand the blender tips you get when you hover and object. I think i am misunderstanding something, because I can't use the commands blender are giving me.

For example, I want to change the world background color to white with a blender script.

If i hover the setting I get a python command.  I can also go to the scripting tab and see what python commands blender executes:

bpy.data.node_groups["Shader Nodetree"].nodes["Background"].inputs[0].default_value = (1, 0, 0, 1)

But if i copy that to a python file and execute it with blender it does not work:

KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'


texts: Noise in thin gaps between meshes in cycles

texts:
I´m new at this and Im out of my depth. The problem is this: rendering in cycles, at some places of the model, specially in the thin gaps between different meshes (marked red), I get a lot of noise. See image attached. I´ve raised the samples, the bounces, etc... and it alleviates the problem but still persist. What am I doing wrong? Do I need to add even more samples? That would a pain.

I´ll add the render, world and material settings. I hope you spot something inusual. The file is quite heavy, so I´ll only waste your bandwidht as a last resort.
I´ve already tried to disable the bump mapping, in case it was that causing any normal problem or something, but it didn´t work.


texts:
I cannot figure out why the following line of code throws the error "AttributeError: 'NoneType' object has no attribute 'rotation_euler'"

bpy.context.scene.camera.rotation_euler =(0,0,0)


texts: Bake sound to F Curve giving square curves?

texts:
Just working my way through this tutorial . . . Got to about 5.55 in the video and hit a snag.

My soundfile loads into the graph editor, but instead of appearing as a series of curves, it shows up as collection of squared-off straight lines.

Here are the import settings:

. . . and .blend file.

Anybody know what gives?


texts:
I cannot understand why my rendering looks so fake.
Can you give me your advices ?

Here it is nodes shader :

EDIT :
I would like to get this object modeled


texts: Why can't I export in formats other than Sketchup and blender?

texts:
I wanted to convert a few 3d files from old sketchup versions to other formats like DirectX and PMX/PMD. I tried following instructions from different sources and I keep hitting this barrier. I make sure the addons are checked and saved but whenever I try to export them, it fails and gives me these errors (See Pic). I tried shrinking the model, merging parts into one, checking the updates for the addons all to no avail.

Any insight would be helpful!

addons used
-Sketchup addon Worked for importing to blender 2016 file year
-DirectX X format
-Meshio PMX/PMD


texts: A Black Material Problem on imported DAZ Obj materials

texts:
I'm currently trying to materialize a DAZ Imported OBJ Character and the process was difficult, but I'm making good progress in the translation. However, I've run into a wall.

Im trying to simplify the materials and I'm trying to work my way to only a few materials for the model. The problem occurs when I try and take exact node groups of a material, and plug them into another material in order to effectively combine them.

This is my Node group. When I put it into another material and use the necessary UV Input node and connect it to that materials output node, I get a black mesh error. You can see the error on the straps. They should all be white.

The above image is a picture of me disconnecting the Bikini strap material, because its not necessary. I have copied the nodes into the Bikini Bra material from the bikini strap material.

In the above picture you can see how I put both the Node group along with the parent material into a mixed shader. It still doesn't work. In this picture we can see the data pane as well. My thought was that there was some kind of UV or extra data that I wasn't seeing, that somehow connected to the materials, making them specific to the nodes. Effectively only allowing me to use certain materials, excluding me from the new ones I created. Hence causing my current predicament.

The major problem seems to stem from the objects inability to deviate from the materials directly imported from DAZ, for a reason that I don't know. As long as I use the original generated material slot directly imported from DAZ, my custom node group works. The logic is working.

But if I copy and paste that same logic into another material, even if it was originally generated like the other materials. It wont work. The bikini strap example was used with two imported materials from DAZ, the only materials that seem to work.

The above image shows my Torso.004 Material working, even though I made the material a unique copy. Independent of my newly created material I will show you next.

As you can see, the newly created material, is using the same exact nodes from the torso.004 material imported from DAZ. The only difference is that I created a new material to house those same nodes that worked before.

Anna_Body is the new body material I wanted to use so it could house my different node groups into a combined single material for the mesh body. I find it peculiar that it doesn't seem to have the same data children as the other materials. Even though in the nodes, they reference the same images as the original materials do.

As above, you can see my new Anna_Body material doesn't have any of the kd.91 texture files, even though I do in fact reference them in the node group I made and put into the custom Anna_Body material.

In this picture you can see into Anna_Body Material group. I even made sure to make a copy of the image as unique so there wouldn't be any cross over conflicts. This unique node group works in the original torso.004 material as well, just not when I disable Torso.004 Material and try to use the Anna_Body Material instead. The nodes are effectively the same.

I really tried to make this as clear as possible, if you want more information I can give you pictures. Because this is a Daz proprietary model (victoria 7) I am not allowed to distribute the blend file.

Any suggestions or ideas would be welcome or even references, I've scoured the interwebs but I really don't have any idea of what I should even look into to find a solution or even the cause for this. Anything would be awesome, thanks for taking time to even consider the post.


texts: How do I select and deselect only one object?

texts:
I am in "preferences >input> object mode / mesh" looking for the place i can change the default settings in order to being able to select one object with LMB and deselect it with MMB. I only found the setting "(De)select all". But can´t find anything similar for only one object, thus, my changes affect all the objects that I might have in the scene.

Thanks a lot.


texts: How to decrease the polygon count on my mesh?

texts:
I'm an absolute beginner. I'm trying to reduce the count of polygons in my mesh.

I've looked at some tutorials online and I know what I need to do is go through the decimate process.

I can't locate the decimate function on my interface.
Can someone please show me how to find the "decimate" menu in my interface. The interface is unedited from the stock install.


texts: Why is my mesh inversed when Imported to Unity?

texts:
So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes.
Put a UV map on everything and it all looked good in Blender.

Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.

Does anyone have an idea of what's going on and how to fix it?

Thanks,
James


texts: Is there a way to calculate mean curvature of a triangular mesh?

texts:
So I've written a script which does this:

Before:

After:

The code is:

#fname - filename of imported .stl
#thic - required thickness of output model
#txt - ascii or binary stl
#cyc - cycles of smoothing
#cut - times triangle divided
#fac - smoothing factor
#per - smoothing reps
#bbX - bounding box X
#bbY - bounding box Y
#bbZ - bounding box Z
#trX, trY, trZ - count of elements in array
def s_surface(fname, thic, txt, cyc, cut, fac, rep, bbX, bbY, bbZ, trX, trY, trZ ):
    bb = [[(bbX/2, 0, 0), (1,0,0), True, False],
          [(-1*bbX/2, 0, 0), (1,0,0), False, True],
          [(0, bbY/2, 0), (0,1,0), True, False],
          [(0,-1*bbY/2, 0), (0,1,0), False, True],
          [(0, 0, bbZ/2), (0,0,1), True, False],
          [(0, 0, -1*bbZ/2), (0,0,1), False, True]
         ]
    tr = [trX, trY, trZ]
    bpy.ops.import_mesh.stl(filepath=fname)
    ob_new = bpy.context.selected_objects[0]
    bpy.context.scene.objects.active = ob_new
    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.normals_make_consistent(inside=False)
    bpy.ops.mesh.remove_doubles(threshold=0.02)
    for i in range(cyc):
        bpy.ops.mesh.subdivide(number_cuts=cut)
        bpy.ops.mesh.vertices_smooth(factor=fac, repeat=rep, xaxis=True, yaxis=True, zaxis=True)
    bpy.ops.mesh.normals_make_consistent(inside=False)
    for i in range(len(bb)):
        bpy.ops.mesh.bisect(plane_co=bb[i][0],plane_no=bb[i][1], clear_outer=bb[i][2],clear_inner=bb[i][3])
        bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.normals_make_consistent(inside=False)
    bpy.ops.object.mode_set(mode='OBJECT')
    for i in range(3):
        bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
        bpy.ops.object.modifier_add(type='ARRAY')
        bpy.context.object.modifiers["Array"].count = tr[i]
        bpy.context.object.modifiers["Array"].relative_offset_displace[0] = 0
        bpy.context.object.modifiers["Array"].relative_offset_displace[i] = 1
        bpy.context.object.modifiers["Array"].use_merge_vertices = True
        bpy.context.object.modifiers["Array"].merge_threshold = 0.01
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Array")
    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
    bpy.ops.object.modifier_add(type='SOLIDIFY')
    bpy.context.object.modifiers["Solidify"].thickness = thic
    bpy.context.object.modifiers["Solidify"].use_quality_normals = True
    bpy.context.object.modifiers["Solidify"].use_even_offset = True
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Solidify")
    nfname = ""
    nfname = fname[0:-4] + ".stl"
    bpy.ops.export_mesh.stl(filepath=nfname, ascii = txt)

Surfaces I am trying to smooth are supposed to be triply periodic minimal surfaces, so it means that after smoothing is applied mean curvature is meant to be 0 in all vertexes of a mesh. How can I calculate mean curvature to check if smoothing is done right?


texts: 3D model is partially black in texture mode

texts: I created a 3D figure and after I wanted to see how a texture applies to it I found out that it looks partially black, but cannot figure out why. I tried recalculating normals, but it didn't help. Can someone please help me?


texts:
I am new to blender and have been having issues with something I thought is relatively simple.

I tried looking for answers to this but could not find anything that can help me.

Basically, I followed a video to create a "simple" heart shape mesh using 2 cylinders and a cube I had combined them into a single shape, removing the overlapping part with Boolean modifier.

However, when I tried to use it to cut the shape into a cube, I can't get it to work properly.

I noticed that the heart mesh has the sides of the cube connecting to the half cylinders have multiple faces etc.  But the model appears to be air tight.

Can I get some suggestion as to the easier to go about doing this or fixing the issue I am having?

Any pointers will be very much appreciated.

p.s. I wanted to upload the heart mesh I have but I don't know how - I am new to this forum too.

Edit: Here is the example of what I am trying to do.

I wanted to create an mesh (in this case a heart) as follows:

Then use it to cut into another mesh as follows:

Boolean does not work as expected even if I tried making the cut using Boolean modifiers the cube first, then the cylinders separately one at a time.

The tried various combinations of combining the heart mesh, playing around with the mesh, applying the mesh as separate components etc but cannot get Boolean modifier to work.

What would be the best way to accomplish something like this or a cut through?  I know it works for simple shapes but not for primitive shapes.

Thanks again.

Edit:  Here is the heart mess sample for cutting.  Thanks.


texts: Issues with getting to the material button

texts: I'm very new to blender, and I'm following a guide on how to make and color spheres, but I can not get to the materials button to get any farther. The farthest one in the properties tab I can get to is data, and I can not find a way to get any further right. How do I fix this issue so I can get to the materials? Also I have another question, I'm not sure what to call it, but the lower right portion of the screen with lots of options, when I drag from the right edge of the screen, it makes another portion with the same settings, so how can I get rid of these extra portions without having to restart? Thanks for any help


texts:
I have tried using the Subframes option. It hasn't done a thing.

So I have an object which gives off 3 particles into the air.  I have an Icosphere object on a different layer with a particle instance modifier on it.  That allows me to add a particle system to the Icosphere to create some awesome particle trails

But the particle system that is attached to the Icosphere creates clumps of particles on each frame.  I am wanting a nice, smooth stream of particles being emitted from the main particles.

Is there a way to fix this, or does the Subframes option not work with the Particle Instance modifier.

Here is my .blend file: https://db.tt/DhdNlo3h
I am using Blender 2.72


texts: rendered image looks distorted or blurry

texts: When I rendered the animation as images, the images produced looked somehow distorted or blurry. Can anyone help me to fix this?


texts: Is there a way of applying the true displacement

texts:
A new experimental feature that comes with Blender 2.78 for Cycles is that you can affect the geometry's displacement by plugging in a texture into the displacement input of the material output and setting the bump method to true.

My question is: Can you apply this deformation somehow? And if yes how and if no are there any work arounds?


texts: BGE: Getting keyboard entries on screen, entered characters are black

texts:
In an application I would like to get a gamer's name to use it later in my Python code. So far I am using "Dynamic Text Display" as shown in http://www.youtube.com/watch?v=GKO4jfAHtjk. I find the procedure pretty complicated. In an older version of the appliction it worked, but now I get only black boxes instead.

I made a lot of changes and don't know where I lost it. In the object I check I think everything according to the clip above. Still all black.

Then I tried to get the name from the keyboard events, but since I am using a german keyboard I run into trouble with our special characters. It seems that the program assumes an US keyboard. I even thought about changing the bge.events. EventToString() method to cover my keyboard type, or create a new one based on it. But I did not find the source code.

Any ideas? I prefer a Python solution based on the keyboard events, getting the keyboard events right.


texts: How do I programmatically set hair position and shape in Blender 2.8?

texts:
I’m working on a project where I set a (relatively) small number of hair strands using particle system. In Blender 2.79 I’d just loop through obj.particle_systems[0].particles and set each particle’s location and hair_keys[].co. As discussed in https://developer.blender.org/T58792 this doesn’t work now in Blender 2.8, but there seems to be a workaround? (or new intended behaviour?)

Anyway, I don’t get it to work. The hair strands are not updated to the positions I try to set anymore.

So my question is: In Blender 2.8, what is currently the best way to set the hair strands’ position and shape programmatically?

I’ve made a minimal example that tries to make a row of 5 hair strands. See this comparison of the code run in Blender 2.79 and Blender 2.80, respectively:

Here is the Blender 2.79 code that gives the desired result:

import bpy

# 1. Use initial cube as object and set CYCLES
obj = bpy.data.objects['Cube']
bpy.context.scene.render.engine = 'CYCLES'

# 2. Add a particle system
psys = obj.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
psys.settings.type = 'HAIR'
psys.settings.use_render_emitter = False
psys.settings.use_strand_primitive = True
psys.settings.cycles.radius_scale = 0.2
psys.settings.hair_step = 3
psys.settings.count = 5

# Connect and disconnect (needed, but why?)
bpy.ops.particle.disconnect_hair(all=True)
bpy.ops.particle.connect_hair(all=True)

# 3. Set hair positions vertices
for m in range(len(psys.particles)):
    psys.particles[m].location = (m, 0, 0)

    for n in range(len(psys.particles[m].hair_keys)):
        psys.particles[m].hair_keys[n].co = (m, 0, n)

# Toggle back and forth to update viewport
bpy.ops.particle.particle_edit_toggle()
bpy.ops.particle.particle_edit_toggle()

And here is my current best attempt at the corresponding Blender 2.80 code (with some minor API-changes + the aforementioned workaround):

import bpy

# 1. Use initial cube as object and set CYCLES
obj = bpy.data.objects['Cube']
bpy.context.scene.render.engine = 'CYCLES'

# 2. Add a particle system
psys = obj.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
psys.settings.type = 'HAIR'
obj.show_instancer_for_render = False
psys.settings.use_strand_primitive = True
psys.settings.radius_scale = 0.2
psys.settings.hair_step = 3
psys.settings.count = 5

# Connect and disconnect (needed, but why?)
bpy.ops.particle.disconnect_hair(all=True)
bpy.ops.particle.connect_hair(all=True)

""" https://developer.blender.org/T58792 """
#https://docs.blender.org/api/blender2.8/bpy.types.Depsgraph.html  <--- relevant?
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = obj.evaluated_get(depsgraph)
psys_eval = object_eval.particle_systems[0]

print('Number of particles:\n  %d  (psys)\n  %d  (psys_eval)' % (len(psys.particles), len(psys_eval.particles)))
psys = psys_eval
""" ------------------------------------------------------- """

# 3. Set hair positions vertices
for m in range(len(psys.particles)):
    psys.particles[m].location = (m, 0, 0)

    for n in range(len(psys.particles[m].hair_keys)):
        psys.particles[m].hair_keys[n].co = (m, 0, n)

# Toggle back and forth to update viewport
bpy.ops.particle.particle_edit_toggle()
bpy.ops.particle.particle_edit_toggle()

Note: I posted this exact same question on BlenderArtist.org, but afterwards read that StackExchange may be more suited for this type of question so I'll attempt here as well.


texts:
I'm making a water sim and I noticed when I rendered a frame that some of the water reflected the light weirdly, like a square or polygon.
The fluid closest to the camera also looks square-ish. How can I fix this and make it smoother?
[.blend file] https://pasteall.org/blend/19c9ec28feac4a66b8cd4d5c3370761c


texts: Ways to create woven rattan garden furniture?

texts:
I'm working on a scene and need to model a garden chair with woven material similar to this:
https://www.bau-outdoors.co.uk/shop/outdoor-furniture/garden-dining-chairs/montreux-woven-rattan-garden-chairs/
I have modelled all the frame of the chair but am struggling to come up with any ideas of how to create the fabric. The frame is alot more curved than the image so would need more work to get it wrapped around. Would it be possible to use a normal map and a texture or is there a way to use arrays or a cloth sim to get it to wrap around properly? Any help would be greatly appreciated as I am replicating an image so would really like to keep it accurate. The chair is not the focal point so does not have to be perfect.

Thanks


texts:
I'm trying to put together a script to help create scrolling text. I'd like the text to scroll up within a container & be invisible before it enters and after it leaves the container. I've got a few working-ish versions of it. My application is very render time sensitive, though, and the versions I've created have very very very long render times for how simple this effect seems it would be.

An example image...

This image shows a cube's bounds surrounding a text object that has been converted to mesh. My understanding is that I cannot make the text transparent/clip it if the text is not mesh (is that true?).

Anyway, I'm achieving the effect, now, using a boolean modifier between the text mesh and cube. If the text moves to any side of the box, it gets clipped (which is exactly what I want).

However this process isn't perfect. I'm seeing some weird popping in and out of existence at the edges (on both the inside and outside of the cube). Note the "S" in "Something, and the "e" in "see", among others.

This popping is unpredictable for me; a letter may pop when partially bisected by the cube, but may or may not when bisect to a greater or lesser depth.

Overall Question -- How can I achieve this text effect? I'm trying more solutions which are increasingly ridiculous, but are achievable because I primarily script my Blender work, not do it by hand.


texts: Is there a way to locate where options are in the interface?

texts: I'm new in this and I'm working on the gingerbread man tutorial. My problem is that sometimes I don't find some buttons and I would like to know if there is a tool for finding them.


texts: uv smart projecting multiple objects via python loop issue

texts:
i have 100 of objects in a scene, which i need to assign UV (smart project), so they don't rely in default cubical space of shader. i tried following code ( written in few minutes) upon running, it only work (as expected)on first or last object. just can't figure out why. only one object shows texture after running. ahh..

import bpy

meshObjs = []
for each in bpy.context.selected_objects:
    if each.type == 'MESH':
        meshObjs.append (each)

    # clear selection
    bpy.ops.object.select_all(action='DESELECT')
    # iterating mesh objects
for obj in meshObjs:
    d = obj.data
    #obj.select = True
    bpy.data.objects[obj.name].select = True
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.mesh.select_all(action='TOGGLE')
    obj.update_from_editmode()
    print (obj.name)
    bpy.ops.uv.smart_project()
    obj.update_from_editmode()
    bpy.ops.object.mode_set(mode = 'OBJECT')
    obj.select = False


texts:
I've downloaded some tutorial footage that includes a Survey shot, it is basically a person moving aroung a sword. I tracked the camera without a problem, but the object is having some problems. I am trying to use the survey shot but I have no idea how to do that in Blender. Does anybody knows how?

This is the link https://www.hollywoodcamerawork.com/tracking-plates.html
just scroll down and will see the Virtual sword.

This is the survey shot


texts:
I created an object using the mirror modifier around the global x and y axis, but since I started adding cylinders intersecting one of the mirror planes I already applied the modifier.

Now I want to edit the mesh, while still keeping symmetry in the y-direction, in which the object is still completely symmetrical. I read you can do this through Mesh --> Mirror --> Mirror Y, but when I click this and edit a vertex, nothing happens (neither for x nor z).

I am sure the geometry is exactly symmetrical as it was created with the Mirror modifier around the global axes. Strangely when I click Snap to Symmetry it says 0 already symmetrical, 0 pairs mirrored.

Can anyone tell me what's up, or if there is an alternative for what I'm trying to achieve?

It is all one object and one mesh.


texts: UV textures not applying to skin modifier

texts:
Please excuse the fact that I am a beginner in Blender. There may be something obvious that I am missing.

An exercise I tried recently:

1) Open a new blender default file.
2) Collapse all of the vertices of the cube to the centre.
3) Add the skin modifier to the object.
4) Extrude the vertex.
5) Open UV editing, and try to unwrap the mesh to apply texture.

I observed that I was unable to apply a texture to the mesh. I suspect that this is because of the fact that blender is trying to apply texture to the underlying mesh, rather to the mesh generated around the edges and vertices by the skin modifier. Would there be a way to UV map the skin generated mesh, and if so, what would that method be?

Thank you in advance.

Post Script:
if you have any criticism of this question, I would appreciate being told what it is, rather than just receiving a down-vote. Also, for this particular question, I spent several hours googling to try and find a solution, however, the Internet tends to siphon one into the most popular results, rather than the most helpful, but obscure, so it is entirely possible that I have simply been barking up the wrong tree.


texts: Where can I find Blender 32 bit version?

texts: On the blender.org Download page it only says 64 bit installer. I have a Windows 7, 32 bit computer and OS.


texts: How can I speed up multiple object joining (Python)?

texts:
Context:
I am working on a tree generation script and I am pretty happy with how it turned out, but I encountered an issue when adding leaves to my tree. The leaves themselves have no modifiers and for for the sake of this question could be replaced with the default cube(their vertice number does not exceed 30).
The Problem:
Initially I thought that the coping and placing the leaves to their respective branches on the tree took the longest to complete, but after I ran some tests it turns out that actually joining the leaves to the tree is what took the longest. (Almost 3 or 4 times more than copying and moving them around)
I used the below function to join my leaves to the tree:
def JoinTreeObjectsWithTree(tree):
    global treeObjects
    #join leaf with Trunk
    tree.select_set(True)
    bpy.context.view_layer.objects.active = tree
    for treeObject in treeObjects:
        treeObject.select_set(True)

    bpy.ops.object.join()
    bpy.ops.object.select_all(action='DESELECT')
    treeObjects = []

The tree objects array is the actual array where the leaves reside and the tree is well the main body of the tree as an object.
Is there a way to speed this up?


texts: Why can I see though my Mesh (even in renders)?

texts:
I have a 3D model of a computer processor and I think I messed up some settings.
I can see through the head of the processor and the pins below the process unit are visible and I know that this problem is not because of Camera View Clipping because I can see the top part texture of the head.
Note: I' using EEVEE engine.

No inverted normals:


texts: I dont know how to explain it but the camera tracking is not rendering correctly on the blender file i attached... It rendering the markers i used and the hole in the wall and it doesnt look right.. heres a link to the blend and blend1 file:https://drive.google.com/folderview?id=0BwmMw7JLbSKcUjJWMUcwR0U2QlE&usp=sharing


texts: Finding grease pencil erasers via python in 2.8

texts: I'm writing a script to index through the grease pencil brushes but I would like to filter out eraser brushes. I can determine if the brush is used for grease pencil by bpy.data.brushes[0].use_paint_grease_pencil but I can't find how to determine if it is a grease pencil eraser.


texts: Is inset with vertices merging to prevent overlap possible? v2.8

texts:
I want to apply an even inset but need to prevent overlap which is inevitable for the shapes I'm working with using the inset tool. Is there anyway I can have the vertices/edges auto merge that overlap?

I've ticked the Auto Merge option for the inset tool but that doesn't work for me, perhaps because the overlap is so great.


texts: I have the setting of the fluid perfect but the domain is too small and if i make it bigger then the fluid messes up. How do I change the domain size without it effecting the fluid?


texts: Why do objects following a path have a random drastic rotation?

texts:
For this blend file I have a curve with many vertices that form a consistent smooth path. I'm animating a walking spider along the curve, it follows the curve perfectly position-wise, and "follow curve" is also checked to enable rotation. I also pressed "alt+g" to make sure it's position is at its default and everything is set how it should be.

But, for seemingly no reason whatsoever, between literally just one frame and another, there are these extremely intense changes in rotation that make the spider rotated completed off its axis for the rest of the path animation as it moves. When I played with the curve in edit mode, I have no idea why this happens, but tiny slight changes in a vertex location have this extremely devastating effect on the spider's rotation to the point where it just flips completely around it's axis completely. How do I prevent this sort of thing from happening? It's a completely smooth curve, all of the arrows have a smooth transition in their orientation from one another, I see no reason for this. A similar thing occasionally happens when I'm rigging bones.


texts:
Using Blender 2.8

My mesh is slightly edited and disappears when activating Dyntopo. However a current workaround is to add an empty mesh and join your broken mesh into that one. After that you can sculpt it as normal.

If anyone has a clue why this happens I'd like to know more.


texts: Creating an object "spawn point" for batch rendering in a product catalogue with hundreds of items?

texts:
Let's say I want to batch render different car models on a scene by creating a "spawn point" for each car to appear in the scene. This spawn point will control the car's transform properties such as location, scale and rotation. My car models are stored in each of their own .blend files and only contain the car model (with material and textures etc, no cameras, lighting or world objects). How can I achieve this in Blender? I'm certain this is a fairly basic problem as product catalogues would need to batch render thousands of objects swapping into a scene.
Ideally I would like my automated workflow to look something like this:
blender --background garage.blend --python script.py -- car1.blend spawn1
Where garage.blend is my scene with lights and cameras, car1.blend is my car model and the spawn1 argument is the "spawn point" I want the car to appear.
I understand that Blender has the append functionality that would simply import the car model (then I would manually move it to the location I want) but since we are doing batch rendering of maybe hundreds of cars this would not be feasible task. Another method would be to use Python scripting to automate this after the append but some of the car models are poorly organized and don't have proper names and grouping (their only consistency is they are facing the same direction). Also for future maintenance I want to avoid as much scripting as much as possible.


texts: How can i create this slightly bumpy wall?

texts: I want to create a material that looks just like this, how do i do it?


texts: Is there a shortcut to find an object in the outliner?

texts: I have a scene with a lot of objects which can clutter the outliner very quickly. Is there a shortcut to find the selected object? Basically, if I select an object, I would like to have a shortcut to move my outliner view to include that in the displayed portion of the outliner.


texts: Action Constraint won't select Action baked from Copy Transform (2.8)

texts:
I'm trying to turn a mesh's action into an action that corresponds with a bone in my rig.
I duplicated the bone in Edit Mode, separated it into it's own separate armature. We'll call this RefBone.
I parent RefBone to the mesh, bake action in Object Mode with:
Only selected bones, Visual keying, Clear Constraints, Clear Parents
Bake data is Bone and Pose just to be safe.
I don't unlink the Action from the Action Editor
The bone I want to apply the Action Constraint to we'll call ABone.
Copy Transform is applied to ABone copying RefBone (World=World) in Pose Mode.
In Pose Mode I bake a new Action with:
Only selected bones, Visual keying, Clear Constraints
Bake data is Pose.
Both bones were baked in WXYZ
ABone's new baked action is saved as a fake user.
When I go to select the action in Action Constraint, I cannot select the Action I have made.
I can select other Actions both corresponding and not to ABone.
I can't select the Action linked to RefBone.
It does not matter if I unlink, have it selected, or unselected in Action Editor.
Trying to select the Action continues to add users to the Action.
It does not matter if I have all the other Action Constraint settings set up.
I have tried re-baking ABone with Object also selected in Bake Data to no benefit.
Is this an issue of having multiple actions on one bone?
Or is a tiny step breaking the process?


texts: objects do not block shadow that goes to shadow catcher

texts:
I'd like to render only the vase and shadow to then overlay on other shelves and walls, and then do the same with other objects besides the vase.

If I set the wall and shelf to "shadow catcher" and uncheck "shadow" from the shelf's ray visibility, I get this.

I've tried many things and spent countless hours on this, but I can't find a way to have the shelf block the shadow and it's driving me insane. Every single shadow catcher article and video I've seen shows it with a simple plane, and in that case there's obviously not issue...
Is there a way to get it right in this scenario? I can only assume there's a way to substract the shelf shadow for the vase shadow, but if there is, I haven't found it ;)
Any help will be appreciated.
Using Blender 2.92 in Cycles.
Update:
My goal is to have 2 images, roughly like these, that I can combine to have the final result. Having many dozens of different shelves, objects and backgrounds, I thought I'd rather try to do it that way rather than render every single combination possible.


texts:
Like the description says. In Object mode the scaled cube is there, but missing in edit mode. Blender 2.81 a

There are missing other meshes too, but i guess its the same problem.


texts:
I'm new in this community.
My name is Francesco and I am passionate about Blender.
I hope to learn well.

I have a problem I can not solve...

I wish animate the alpha channel and all the material properties (and textures) of an object and then render an animation in OpenGL. How should I do?

Thanks for your help.


texts: Video Editing, Is there a way to make the speed value animated?

texts:
I added a Speed Control filter onto a clip inside the Video Sequence Editor. When I tried to make the Multiply Speed value of this filter animated, both by making it a key frame and by making it dependent from a driver, I got the error message: Multiply Speed cannot be animated.

Am I doing something wrong?
Why is this value not able to be animated?
Is there a way, for instance an add-on to make it work?

My goal is to  make a movie play at first very fast but then drop the speed continously until it is played in slow motion.


texts: How to scale a texture so it appears smaller or larger on an object, during texture painting?

texts: How can I change the texture to make it appear smaller on objects, or larger?


texts: I've read and seen all the questions and the directions say that you have to click and drag the tab used to create a new window over the window until an arrow appears and it will remove the view window. BUT I KEEP TRYING AND NOW I HAVE OVER TWENTY WINDOWS OPEN I NEEEEEDDDD HEEELLPPPP! can someone tag a youtube video or make a better description of how in hell im supposed to close these lol.


texts: How can I import a binary OBJ file sequence?

texts:
I've been using my own application to generate binary OBJ sequences and then import them into Blender for rendering purposes. In Blender versions above 2.8.2 I couldn't find a way to import the bobj file.gz and it's bothering me for a long time.
This is where I can import my .gz sequence in Blender 2.8.1:

Is there any way to import my bobj.gz sequence in versions post 2.8.2?


texts: Material not rendering properly in cycles

texts:
So I was setting up a texture to use on a rock, this is what the current node setup is:

This is what the preview of the material looks like:

In the preview render, and the final render the rock ends up looking like this:

I couldn't find any problems with the node setup so far, anyone know what could be causing this sort of problem?


texts: How to properly apply PBR displacement on non rectangular Planes?

texts:
I modeled a floor for a room in a building by using a Plane, therefore the floor geometry is not rectengular (due to corners etc.).
I added a pbr texture to the Plane object, unwrapped the uvs (by using "Project From View") and added the Subdivision Surface (using Simple mode) and Displace modifiers (as shown in Figure 3). The Displace modifier has a texture set which is linked to the displacement texture provided by the pbr package I used, the Coordinates are set to UV.
At first I tried to remove all unnecessary (inner) edges from the Plane (creating a NGon), but this resulted in an uneven subdivision as illustrated in this screenshot:

Figure 1
So I tried to divide the Plane into rectangles of the same size (using Loop Cut), but there is one rectangle which is smaller than the others (due to the shape of the Plane). The subdivision now works, for the most part, the way I had it in mind but there is still the problem that the divsion of the smaller rectangle results in a much finer structure than the divsion of the other (large) rectangles (obviously).

Figure 2
This is a problem for the displacement since some spots on the Plane will be much more busy than others. But whats even worse is that there can be holes in the geometry at the edges that connect different sized rectangles, as shown in the picture (within the selection).

Figure 3
I am currently out of ideas how to takle this problem and I'm not even sure if this is the right way to set up the displacement for a non rectangular Plane.


texts: Are personal information stored in the project file?

texts:
How risky is it to share a .blend file?

Does it hold a variable some where with your computer name?

If Blender is installed through Steam does it hold your Steam username as a variable somewhere in your blend files?

I searched around and couldn't find any information about this. If this is the case, how can I remove my personal information from the project file.


texts:
I'm new to Blender so please excuse this question. I know there is already a question regarding this topic, however I'm having trouble with the solution posted there.

I want wo wrap text around a cylinder, but it should not be flat but "stand" on the curve, like this:

To do so, I created a bezier circle and used the "Text on curve" option to make the text follow the circle. Now it looks like this:

In the answer to the question I posted above, it says I should rotate the text on the x-axis to achieve the "standing" effect. However when I rotate it on the x-axis, it looks like this:

What am I doing wrong? Thanks for your help!

P.S. Please excuse my english, I'm not a native speaker! :)


texts: How to control/change the unit of measurement precision of the ruler?

texts:
How to change the ruler's unit of measurement precision to show only 10ths, 100ths, 1000ths, etc. appropriate to the scene (e.g. architectural vs precision machining).

Example: x to y measurement = 13.00657.

Require: x to y = 13.0 (instead of going to the Nth place beyond the decimal).

Where to change the ruler's unit precision?


texts: all my collada files import without textures

texts: I downloaded characters from miximo but when I import them into blender they all seem to be dark without textures .and some nodes appear to be disconnected please help


texts: NLA Action of material Mix Shader node FAC value

texts:
I'm creating an animation where regions of the brain light up and turn off, cued to  video and sound. Many many keyframes of essentially "fade on / fade off" switches for each of the 6 highlighted regions.

I started keyframing the Mix Shader node FAC values using a transparent shader to "turn off" the highlight, but there are too many keyframes to do and it's getting out of hand.

This feels similar to NLA actions - drop "cerebellum on" action strips where I want to turn "on" the cerebellum; and more easily adjust timing and add transitions to suit video...

...but I'm not able to create an action strip of a material! Is this possible? Is there a trick to do it?

I then thought of using an empty's x location to drive the FAC value of the mix node in the material and create action strips of the empty, but don't know how... does this require a Python script?

Is this something the fabled animation nodes could help resolve?


texts: Blender removes my fluid simulation cache when rendering. (Help)

texts: I know that this may sound weird. Blender removes the cache I baked for my mantaflow simulation and ends up rendering a "box" type of thing. Is there any way to fix this?


texts:
I recently made my UV in blender, after I finished it I exported my model as FBX. After I imported it in another program, but I don't no why.. it see just one part of my UV.

Here it's result from blender  and here's on other app
If anyone of you guys knows why I have that problem and has any idea how can I solve it, please tell me, I really need to know how to fix it :(.


texts: Falloff node setup similar to 3DS Max falloff node? Need perpendicular / parallel falloff for correct fabric rendering

texts:
Notice: After all of the awesome advice given here, I ended up creating a node group that clones 3DS Max's falloff map (for the most part). Feel free to download in my latest answer to this question.
In 3DS Max and VRay, I can create a "Falloff" map. Here is a description from the docs:

The direction used to specify the angular falloff varies, depending on the methods you choose. However, with the default settings, the map generates white on faces whose normals point outward from the current view, and black on faces whose normals are parallel to the current view.

I'm not sure at all how to implement this in Blender - I am not a node wizard. but it's extremely valuable when creating materials for fabrics and textiles. Intuition tells me someone has managed to implement this already.
Here's a screenshot:

Edit: I just created a couple of images that show this map in action when rendering clothing / textiles. I would recommend opening both images in to tabs and then quickly cycling between them to see the change.
With Falloff:

Without Falloff:

Going to add an edit here. Here are the things I have tried so-far without much luck:

Layer Weight Node (Facing into MixRGB factor)
Fresnel Node
Velvet Shader BSDF (This has given me the best results so-far)

Velvet Shader attempt:

Can someone point me to a working/better implementation or substitute for this behavior?
Really appreciate any help at all.


texts: Let two objects stick together while manipulating with bones

texts:
I created a dragon in Blender and wanted to move on rigging it. I have the body (wing bones) and wing skin separate. When I move the bone wing skin and wing bone disconnect.

What is the easiest way to prevent that?

(Some works with weight paint, but I wanna know if there is a more reliable method)
Thank you


texts: RAY MARCHING in BLENDER like this CODEPARADE video? With fractals, infinite loops, repeating infinite spheres...etc?

texts: Hello I saw an amazing video https://www.youtube.com/watch?v=svLzmFuSBhk here with the spheres....the fractals....the infinite repeating planes....etc, is it possible to do something like this in blender? is it already in there somewhere? would it be possible to add it? anyone else dont anything like this? will it be added to blender soon if possible? Thank you all!


texts:
All of a sudden my right mouse button will no longer select in edit mode.  In order to select, I have to use the C or B selection mode.

If I happen to push the right mouse button after one or more vertices are selected, the selected vertices are deleted. In object mode everything works like normal.

I'm using 2.76b and Windows 10, this is a new problem, it was working fine. Perhaps I inadvertently set something?

Tried a different mouse, same issue, reinstalled Blender, same issue.

Thanks everyone.


texts:
Blend file is hereIn the following picture I have a noise on a mesh, and a cylinder.

I want to cut the cylinder along the edges of the noise mesh.

I tried so many methods, nothing worked..


texts:
It is possible to color individual faces of a model by going to edit mode and assigning different textures to each face.

I'm using a low poly model to which I apply a subdivision modifier and subsequently a decimate modifier. When I go to edit mode I only see the faces of the original mesh. This does not map well with the final result and therefore I'm not able to color it appropriately. How could I color individual faces without applying the modifiers.


texts: Why I don’t see colors in object mode on my donut? If I take for example render mode or shading mode, I see them. Moreover if I turn new file blender on and paint cube, I see colors in object mode normally. What’s the matter?


texts:
How do I extract a color from part of an image and use in keying?

I want to pull out a rect from the corner, like 10x10 to 100x100 and feed it into the key color of the keying node. This is so I can auto detect if its a green screen or blue screen input.


texts:
For Post Production in the Compositor, I heavily rely on using Object/Material Index masks. Normally, I select a single object and then give it an unique number in the Pass Index/Material Index slider in the Object/Material tab. Using the ID mask node in the compositor usually gives a black/white image mask.

However, this doesn't seem to work on group instances. When grouping objects together and using the resulting instance, one can still give this object a Pass Index value. But the result isn't a black/white image, but rather a white/alpha file (but messed up), or the file is completely empty.
Giving the individual objects of an instance a Pass Index doesn't work as well when using the instance itself.

Is there a way to get the Pass Index on instances to work?


texts: I have 4x4 Planes subidivided , i would like to sculpt them all at the same time so the remain connected at the edges

texts:
I know i can select multiple thing to sculpt but that still leaves me with disconnected edges. : - )

BUMP


texts: I want to merge the nurbs sphere with a cylinder as shown in the image below. I am a bit new to blender and very unsure how to go about doing it. The way I learnt to merge two objects is with ctrl + j but this does not work in this case.


texts: EXTRUDE - is this the best way to simulate separate wooden planks on vertical face

texts:
In an effort to try and make the face of a vertical surface represent 2 planks of wood, one above the other I thought of the Extrude tool which I have never used before.
I had no trouble using the tool (except for some strange reason moving now jumps preset distances instead of smoothly so I have to hold the CTRL key while dragging) BUT I cannot work out how to select each part to mark the seams for applying texture.  Is there a better method and if not how do I select each part separately. I have included an image to try and explain what I mean - the large top object in the view.  Thanks in advance.


texts: Texture doesn't seem to apply to this model

texts:
I'm trying to work this model:
https://opengameart.org/content/undead-male
When I open the model the textures provided are not applied. I select the face, arms and leg and go into the UV Editing tab where I add a texture. It looks like the model is unwrapped correctly on the texture, but the model still is just showing it's base color. I know I'm just doing something fundamentally wrong here.


texts: IK on legs works only after you rotate a bone in the IK chain

texts:
I've been having this problem for a while. So I have a rig for a robot I am doing and the arm IKs are working as expected.
But when I move the leg IKs the IK isn't working.

The first half of the image is the original position of the IK target.
But when I rotate slightly a bone in the IK chain it works properly.

Here is the blend file with the rig:
https://www.dropbox.com/s/6zrcv0caqeh8pmd/rigg.blend?dl=0

I've been trying to figure out the problem for a while but I can't solve it. I don't even know how to google it, couldn't find anything.

A pole target might solve it but I can't use it since as far as I can see I won't be able to limit the rotation of the IK bones.


texts: How do I parent an object to a vertex which is modified by a curve?

texts:
I'm currently modelling a watch. The strap is curved by a curve modifier. I want to parent the buckle of the strap to the end of the strap so I can change the Bezier curve of the strap and have the buckle move and rotate with it.

the strap (left) with the curve modifier applied:

the strap in edit mode:

I tried parenting the buckle to a vertex of the strap but it doesn't seem to take the curve modifier into account.

I hope someone can help me with this issue.

MVMT_chrono.blend download link


texts: Are there any advantages of bigger/smaller tiles

texts: While rendering is there any difference in performance with smaller or bigger tiles. Also are there any other effects of changing the tile size, wouldn't a smaller tile size be better because you can see the render result faster?


texts: Modelling a building from image that is not flat

texts: I'm looking to create a 3D model of this building, but the only photo I have is the one attached. What is the best way to model the building if the photo isn't looking straight at the subject.


texts: i'm trying to get a tablecloth on a table but it kind of stays above without touching, how can i fix that please ?


texts: Fluid simulation doesn't work while using a sealed container as an effector with the inflow inside?

texts:
Apologies if this question has been asked before, but i've searched around and couldn't find any solution, especially amidst all the confusion between versions before 2.8 and after.
Also to note : I'm relatively new to blender, only been tinkering with it for a couple of weeks now. I've checked normals, made sure all modifiers are applied before starting simulation. Though in this case, its only a subdivision modifier.
I'm trying to make fluid inflow inside a sealed cylinder, like magic. But after countless hours of fiddling around and searching up online, i've found that :

if i remove the top of the container, fluid particles will show completely.
creating a small cutout on the side of the cylinder will only generate a small section of the particles.
Removing the container as an effector allows full-flow of fluid particles.

Goal : to see if i can show flow through a 'filter' medium.
Cheers :)


texts: Set shortcut to use 3DConnexion SpaceMouse button?

texts:
How can I setup the right (or left) button on the 3DConnexion's SpaceMouse Wireless to act as ⎈ CtrlZ keystroke in Blender 2.7x for Mac?

3DConnexion's own SpaceMouse settings don't work.


texts: How do we control which 3d View the render result is displayed in when multiple 3d views are visible?

texts:
I'm rendering some simple 3d shapes to an isometric perspective (orthographic cameras etc) using the Blender internal.

The render is lightning fast so I dragged out another 3d view so Blender is divided into two 3d Views, one on the left one on the right. (Properties editor is on the far right as usual).

When I press F12, initially Blender displayed the render result on the right hand view.  This was great as I could make small changes to the camera (on the left) and immediately see changes in the full render just by pressing F12 again.

However every so often when I press F12, Blender seems to randomly decide to put the render result in the left hand view and the right view now returns to the 3d View.

This a a real pain as I then have to re-open the tool and information panels and select the camera again etc.  It then also happens in reverse after a while (right now I'm rendering to the right window again).

I thought it may depend on which view I last selected an object in, but in my testing it seems to make no difference.

Does anyone know how I can lock the render result to a specific 3d view when there are multiple 3d views visible?


texts:
This seems like it should be easy, but I've searched SE and YouTube to no avail so far...

I have a mesh in my scene, representing a vehicle's drive shaft. Here it is, with everything else hidden:

However, the local axis (shown here) lines up with the scene's global axis, which isn't going to be useful when I try rotating the shaft around its length.

How can I transform the mesh's local axes so that, say, the x axis aligns with the drive shaft's length?

And if that's possible, are there any hints on how to make it exactly lined up so the shaft doesn't wobble when rotating? Thanks!


texts: How to receive a msgbus notification when an object is added to or removed from the scene?

texts: I could track the object count in a variable and compare it to the size of bpy.context.scene.objects in a draw call, or similarly track the collection keys, but that feels imprecise and perhaps prone to sync issues. I'd much prefer to subscribe to something through msgbus and receive a notification when the size of the object collection changes, for example. But what to subscribe to? I managed to kill Blender a few times while experimenting with various things but so far have come up blank. My best guess is the size of a collection is computed rather than a stored property with RNA that can be used with msgbus, but I'd appreciate knowing for sure. Any smart folks out there who've been msgbus wrangling, I'd sure appreciate any advice, even if it's just to confirm that this is a silly idea. Thanks for your brain rental!


texts: How would I make an indented swirl around this sphere

texts:
How would I go about making an even swirl from the bottom to the top that is indented?
I figure you would just insert it, but I don't know how to cut the swirl shape into the object.
I tried to use the knife tool but it doesn't make a uniform curve around the object.


texts: Smoke looks blurry even though resolution is set to a high value

texts:
As you can see, smoke looks very blurry.
I have tried everything people said on other forum, but since the way blender simulates smoke has recently changed, most of it isn't helpful.

This was with 200 resolutions division and 3 upres factor. Most tutorials I watched used these setting or slightly more or less, yet they got noticeably better results, whether in viewport or rendering.
I don't see what I can do to up the quality, the edges are fuzzy and the whole picture is overall blurry.
Any help would be appreciated
Edit : this is with denoising  :

better, but still nowhere close to the cool high definition renders


texts: How do I export my model with some light (in .gltf)?

texts:
I'm working on a model and I'm trying to export it in .gltf format.
In blender, I put a light to brighten the model, but when I export it, the lighting goes away.
I'm quite new to blender and I've tried some things, such as using a tool called ssgi but with no success.
What should I do to have the lighting in the export?

The model with the light when I'm working in blender.

The same model but with no lights when I preview it.


texts: Select multiple items that are listed together in Outliner

texts: How do I select multiple items that are listed together in the Outliner? For example, have a look at the image below: if I want to select from B to G without having to shift-click on everything in between, how do I do that? For example, in Finder on macOS, you can select multiple items that are listed together: click the first item, then press the Shift key and click the last item. All items in between are included in the selection. Is there a way to achieve the same thing in the Outliner?


texts: How do I subdivide a cube via scripting?

texts:
I have an object named "Cube" selected, and I set the mode to EDIT via

cube = bpy.data.objects.get('Cube')
cube.select=True
bpy.ops.object.mode_set(mode='EDIT')

I want to subdivide each edge into 3 parts. In the editor, I can click Tools -> Subdivide, and then adjust the number of cuts below in a menu.

I cannot find any methods of the bmesh object class to do this, though.


texts: i have a plane and it is rotated in the x axis and i want to rotate the object in y axis 90 while keeping the x axis rotation as previous but when ever i am rotating the plane in the y axis it is also changing the x axis rotation and if i apply the transforms then the animation is not working correctly


texts: Beginner: Is there a way to calibrate 2d interpolation without doing it frame by frame?

texts:
I'm learning blender and trying out animating with grease pencil with the hopes of creating 2D animations for web (if anyone got any tutorials I'd gladly accept links). When I try to interpolate between two different shapes I get weird behaviour. See this gif. How would I go about changing this animation to behave as expected, with a more natural transition?

Right now I got 3 key frames at 1, 30, and 60 with 1 and 60 being the square and 30 being the circle and then just interpolating between them.

I know of the "To Sphere"-function, the square-to-sphere was just an example, I'm looking for a more general solution if there is one.


texts:
How to avoid the circular patterns on a plain diffuse surface while projecting light?

I am trying to project a few patterns on objects in Cycles render. When I project a plain white light on a diffuse surface (a plane), I could see concentric rings on close observation. Could someone help on how to avoid it? Thanks in advance.


texts:
I am new to Blender and I just got ver 2.80 on redhat 7.1

When I open Blender I see the outline of menus but I am not seeing any text. the box is completely transparent.  Even why I close Blender there is a message box outline but nothing inside it.  any ideas on what I need to do to fix this?


texts:
I am working on a cathode ray tube (CRT) based off of an original model. Is there a way to make a glass object (the tube) hollow? In reality, the tube is not filled with glass, so the glass shader default does not yield a good result. I have tried extruding the faces of the mesh a tiny bit inwards, but the result is that the mesh is distorted on the inside. I also tried duplicating the mesh, and scaling it down a tiny bit, but then I have to set the IOR of the shader to something really low, like 1.05. Is there a node setup, or just some kind of way to model your object so that you can render it like a thin glass tube? I would need to see the inner glass, though, like on here.

My render.


texts: Can I sculpt a mesh with another mesh in Blender?

texts:
I do a lot of boolean operations on meshes during my design.
I was thinking about writing an add-on similar to Multi Tools, that would allow me to use actual meshes, not just (rectangles and polygons like in Multi Tools) to carve other meshes.
Here are some possible use cases:
- Add a mesh to the scene and set it as a Carve Tool in the properties window (on the right). The carve tool changes color in object mode to become red (all red).
- Move the carve tool towards another mesh. When the carve tool intersects the other mesh(es), they too becomes red. Validate the modification by pressing ENTER.
- Change the current operation using the spacebar between Union/Intersect/Difference.

Constraints:
1) The carving/sculpting operation preserves the modifier stack.
2) The carving tool should allow future reversals. One way to do this is as follow: the carving adds a Boolean modifier to the stack, hides the carving tool mesh (including rendering), renames it and parents it to the modified mesh.

Is there already such an add-on?

Thanks.


texts: Bad Camera solve in blender with forground motion

texts:
I have a scene I'm trying to track, but I'm unable to get a good camera solve. I end up with errors above 1.46. The issue with that scene is that there is an actor moving in the scene. So I'm tracking the half of the frame which the actor doesn't cross. Is there a specific strategy to get a good camera solve with scenes like this?

Here is a link to the scene I'm trying to track. Any suggestions would be great.

https://drive.google.com/drive/folders/0By7_pLesGvS0VkFodE9DMXRHNU0?usp=sharing

thanks in advance.


texts:
If you create an object, then subdivide it (ctrl +  r), how can you later add more loop subdivides?

For example, if I try and add more loop cuts, the are confined to only a portion of the cube.


texts: After downloading my models rigged from Mixamo they no longer have any materials, is there a way to fix it?

texts: Mixamo does a decent job when I need to rig something fast but the fact that all material are gone "compensates" the saved time, forcing me to do it again


texts: Why does vert count Increase when joining different objects into one?

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I have multiple objects, and I decide to combine them so that I can animate it in one Armature, but when I export it to FBX it drastically increased in vert count, I go back in the other save before I joined them and exported it, and its drastically smaller.
Objects when separated: 13,918 verts.
Objects when joined: 42,505 verts.
Why is this happening? and can you fix it? if yes, how?


texts: not clear glass how do I fix is it hacked?

texts: i have a picture in my blender glass how do I fix? Is it hacked?


texts: Physics: Rigidbodies sticking together and softbodies not retaining shape

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I am trying to simulate a car crash in Blender 2.8, but during the simulation, several errors occur. The meshes seem to stick to each other, most likely the rigid bodies, and they will continue to follow each other for the remainder of the animation. The cars then phase into the ground after collision, jittering the entire time.
There are also issue with the softbodies, that is that they will not retain their initial "crunched" shape upon collision despite having a high plastic setting (100). I have tried to solve this issue by keying the stiffness to the moment before impact, but for some reason the softbodies still collapse before they even hit.
I have set up the simulation using the following method:

I have a deformed body which has no dynamics of any kind, which is broken up into pieces like the windshield and tires.
I then put that deformed mesh under a rigid body which is used to collide with the floor and the other car.
I then parent a soft body under the rigid body and use that and a mesh deformer to alter the deformed base, and I apply colliders to both cars and the floor.
I then toggle the "animated" function of the rigid bodies to switch from a keyed movement to pure dynamics.

An alternative to this current method would be using shape keys and sculpting the damage of the collision, which would remove the need for softbodies, but I want this simulation to be almost entirely driven by dynamics so that I can use it with any vehicle.
Attached in this link is the Blender file:
https://www.dropbox.com/s/dyl0tvlgpmzuzyk/CrashTest4.blend?dl=0


texts: How do i get rid of these circles appearing on the background I created while using emit?

texts: I've been using blender render just to make a new background for my computer, and it involves 3 planes which can all be seen: The background is one, and the 3 is one, and the ring around the 3 is one. I messed with the emit on the 3 and the ring (it's the same material for both) and the more light they emit, the more visible these spots are. Anyone know what to fix? I have indirect lighting turned on with 2 passes allowed it that matters.


texts: How can I use imperial units when entering measurements?

texts:
I've set my units (UnitSettings.system) to Imperial in Properties → Scene → Units. I can now see my measurements in imperial units. For example, I see that the Z-gravity is set to -32.185 ft/s2.

However, when I enter any units into an operator, the default (metric) units are used, and everything is 3.28× greater than it should be. For example, selecting a cube and pressing GX1Enter causes the cube to move 3′ 3.4″ along the X axis. Before pressing Enter to apply the transform, I can see that the status bar reads:

  D: 1 | (3' 3.4") along global X

Is there a way to configure Blender so that when I press GX1, it actually moves it one foot?


texts: IES light is reflected incorrectly in Cycles

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I'm trying to use IES file which is 4FT light source and Cycles renders a reflection of it as a simple spot. If I try to use that IES on Area light instead of Point light to get an actual 4Ft rectangle, IES data simply doesn't work and it just is a regular Area light. As far as I know IES only works with Point lgiht source anyway.
In comparison I used the same files in 3Ds Max and it reflects a proper rectangle. Are IES lights simply broken in Blender?
Thank you


texts: How do you download or save a texture of a mesh

texts: I was changing some textures for some meshes I was wondering if I could somehow either download the texture i made or save it to use it for other projects, is their any way how to do it?


texts: Render issue, part of character is missing

texts: I'm new to blender and following lots of tutorials to get to grips with this programme. So far so good but I have hit an issue. I have created a character but when I go to render the image, all except for the central body shows? The body is showing as the original shaping blocks not the styled and coloured clothes. Am I missing something very obvious? I have attached a screen grab which shows my character and the render image on the left.


texts: How to create keyframes for Animation Nodes, which I can see in dope sheet?

texts: is there a way to create keyframes for Animation Nodes parameters, which are shown in Dope Sheet ?