texts: How to mask one image and layer it over another?

texts:
I'm trying to add parts of a blurred picture over the crisp version of the picture. I want to create a blurred corners effect.

This is the original picture:

This is the vignette I want to overlay:

I tried to combine the two using Alpha Over, but the blurred version doesn't show:

I tried using Mix with a variety of modes (Add, Overlay, Multiply), but I don't get the right results. Multiply is closest but too dark:

I tried adding a Set Alpha node in various places, but if that's the solution, I don't know where to put it.

How can I layer the vignetted image over the original image?


texts: A quick way to convert 3D models into 2D

texts:
I'm trying to convert the 3D model of a humanoid mesh a 2D flat model,because I've thought : since I want to do the projection painting of an hand drawn image that's 2D,that you can see below :

if I want to get the best result I should use a 2D mesh. I have found this thread :

Convert a 3d model into a simple 2d model

and I have used that tecnique to make the conversion. Below you can see what's the result. The rendered image is good,but the exported svg file is not good. The worst problem of this tecnique is that the mesh is without textures ; there are a lot of doubles ; the body is not splitted into single parts...do you know if there is another tecnique or a combination of modifiers that gives a better result ?

This is the rendered 2D image :

This is the exported svg file :


texts: Building a blender platform for reuse with product render

texts:
I am setting up a Diamond Jewelry product render, I have gotten all the settings for the render, and generally happy with the quality of the image.
Currently I have a 200-300 products that will be rendered and obviously new products will keep getting added.
As of right now, I am loading each product's obj file in its own blender file, which means I will end up having 200-300 .blend files. If in the future I come across a little tweak to the settings/material that makes the render better/faster, is there any way to cascade this change to the 200-300 .blend files that have already been made.
I was thinking along the lines of a linked main/master .blend file, which would have the render scene/scenes created, and the product's .blend files would use these scene/scenes linked from the main/master file
I am not sure if the question is clear, but what I am aiming to do is have a "master" .blend file that will act as a platform, and the product blend files would link the scenes from this master file


texts: Quality loss when rendering in H.264 or even AVI RAW

texts:
I rendered a video in H.264 (with what was recommended in the accepted answer here in fact: Video Quality Loss after Rendering in VSE) but the rendered video was always blurrier and less contrasted than the original sequence. So I tried to not compress anything with having AVI RAW as the output format, but even that does not seem to preserve the video quality...

Attached is a picture comparing the two: the left one is the original sequence, the right one is the rendered video (H.264 or AVI RAW look the same).

I tried to play with options such as anti-aliasing, lossless output, the bitrate or even the GOP size but the result is more or less always the same and there is an obvious quality loss.

What could this be due to? I must mention that I'm on Ubuntu 14.04 with Blender 2.77, maybe this has something to do with codecs on my operating system? Or is this quality loss unavoidable, which would be very surprising to me..?

Many thanks,


texts: I have been modelling a car "Lamborghini Gallardo" with the help of a blueprint but after completing the whole model I started to smooth out all the parts but due to the edginess of the hood its not smoothing properly because it is edgy at the sides and smooth in the middle part and sub-surf modifier is not worling properly. How to solve this?? Please reply.


texts:
I have a scene where I need to be able to "interactively" cut a mesh.  I have set up a bounding box, and the object I need to cut is set inside.  When I move the vertices of the bounding box, the object is cut because of my implementation of a boolean modifier with the "union" property.  Here is an example:

However, the sphere is just being flattened in this image.  What I need is to be able to literally "cut" the sphere, so that it is hollow on the inside.  Is this possible, and how can I do it?

Here is how I want it to look, but with the ability to be animated.

Any help/suggestion is welcomed!

Edit:  I added a photo of how I want the image to look.


texts: bpy.ops.object.location_clear() Does not clear locations for keyframe'd objects

texts:
I'm trying to get all the meshes in a scene to their identity transform to export them so I can use their matrix_world to position them properly for animations/instancing/etc. I set them all back to their identity transform by clearing location/rotation/scale with bpy.ops.object.(location|rotation|scale)_clear(). However in the case of animated objects with keyframes their position doesn't get cleared, so they're exported incorrectly.

What's odd is that just doing ALT-(G|R|S) to clear them manually does clear the position properly. Is there something extra I need to do to properly clear the positions from Python?

My script is essentially just:

# Select all the objects we want to export and save
# their matrix_world so we can restore it after exporting

# Clear positions for exporting everything at its identity transform
bpy.ops.object.location_clear()
bpy.ops.object.rotation_clear()
bpy.ops.object.scale_clear()

# Export meshes to OBJ
bpy.ops.export_scene.obj(...)

# Restore transformations by setting matrix_world back to what we saved earlier


texts:
I want to animate a helicopter land on a landing pad and the blades would slowly decelerate taking about 2 minutes until they stop.

I can only find tutorials on how to keep a wheel spinning forever but I want the spin to slowly over time reduce in RPM (rotation per minute) until it stops.

There must be a physics simulation for this. I have yet to use a mechanical simulations in Blender. I know one thing, calculating RPM to manually keyframe deceleration doesn't look right and is time consuming.

So how do I set up the blades to simulate the engine shutting down and decelerating gradually until it stops?

This is for an animation rendered in cycles not for a game engine.


texts:
Hey Blender heads happy holidays!!
So I was just doing some tests and I ran into this problem, basically I first wanted to put the ear buds on the 1st view layer, so that I could get some nice lighting, and then have the background on the 2nd layer. As I was working on the highlights I stopped to do some basic animation and I realized that because this case comes up from the floor it creates an issue ( the way I have it the case will always be on top and would not be hidden by the tunnel I have below )
I tried to think of a solution but I am not sure how you structure something where you want to have independent lighting on your subject,  interact with the background ( the tunnel below ), and have NO highlights for my headphones shine on to my background ...
Any thoughts? All I could think of was using some sort of a mask but I could not think of how to implement it properly
I appreciate the help everyone!!


texts: Recover corrupt .blend file after power failure

texts:
I was working on my tutorial based project, when a surge in power made my computer shut down unexpectedly.
When I open my .blend file, it is not showing me anything. It's as if all the objects inside are no longer there, yet the file size has not changed, its still 4.35 MB.
I have tried accessing the autosave.blend file but it gives me an error code that reads "File format is not supported in file:
'C:\Users\my_Computer_name\AppData\Local\Temp\G_wagon_5020_autosave.blend'
I tried opening with another version of blender and it gave me an error that said 'missing DNA block'
Is there any possible way to recover the file to it's healthy state or is there any possible way I can transfer the objects data into another .blend file. Anyway to recover my file data?


texts:
Basically I am working on an aircraft and I had to cut out the windows (I use the Knife Project tool )

But I have these weird shadows/creases.
I know the topology is terrible but this is a quick project and I am not so advanced yet.

Thanks in advance.


texts: Merging Separate Clothing Onto a Rigged Character

texts:
I've got a character that I've rigged and made clothes for. When I place to the clothes over him, they don't move.

So I followed a guide on how to fix that using "Transfer Weights", however this appeared to be an old guide as the same options are not available in my version (2.77).

So I followed a different guide on how to use "Data Transfer" in order to transfer the vertices groups and their inherent data onto my clothing.

This appears to work at first, however if my character moves his body parts too far away from the original pose, funny things happen with the clothing:

I've had a look at the weighting and that does seem to be identical to the main body, I'm not sure what's going on at all and I hope someone can point me in the right direction to welding this clothing onto my character.

The clothing is pretty much skin tight.

Thank you :)

Here is the base character without the extras doing the same pose:

Edit: The .blend file:

Had to remove second picture.


texts: Interresting way to quadrangulate faces. Can it be done in Blender?

texts:
I have problem converting triangulated faces to quads on complex meshes. "Tris to Quads" option rarely produce any good results. When I searched web for other solutions I have found this rather strange hack in 3ds Max, which even have been simplified to short script/macro here.
So i decided to give it a try.
And here are the results:

Oryginal mesh:

Tris To Quads result (topology flow is messed up):

Hack result imported back to Blender:

So the 3ds Max hack produce almost perfect results! Topology is clear and almost all edge loops are preserved.
It would be nice to write similar script in Blender, but seems that this "Poly Bomb" is rather complex tool and I can't find any equivalent in Blender.

Example mesh to test with:


texts: Blender 3D models give incorrect dimensions

texts:
When I model something in blender to be 3d-printed, I always get wrong dimensions in stl file, even though I've set scene units to metric, scale to 1 and in blender viewport, it shows the correct dimmensions.

But when I convert and export the model to an stl file, dimensions get converted to millimeters, no matter the settings or model dimensions in blender.

For exporting blender model to stl files, I am using a blender addon named '3D Print Toolbox'. At first, i thought I need to change some setting in the addon, but couldn't find anything to play around with.

My real problem/question is - Is there something that I am missing or doing wrong?

Perhaps some setting or step that I am overlooking before exporting.

PS: As a workaround, each time, I have to scale up the exported stl file model.


texts:
i want to know how to create adaptive suffix, that are "content aware" of the situation,  to avoid erasing object that have the same names. i think that this is a classic use of python, could someone explain or give me a link to a explanation/ tutorial that can help me understand how this adaptive renaming system work ?

for example in this code below im automatically creating a save as copy in the directory file.

import bpy
import os

try:
    os.mkdir(os.path.dirname(bpy.data.filepath)+"\\save as copy\\")
except:
    print('directory already created')

Dir = os.path.dirname(bpy.data.filepath) + "\\save as copy\\"

bpy.ops.wm.save_as_mainfile(copy=True, filepath= Dir +"Copy.blend")

the only problem is that it erase the previous .blend everytime i do the action, id much prefer to implement an adaptive suffix, that create "copy 001" if copy already exist; "copy 002" if 001 already exist... i could do that with condition but i dont know how to reproduce the steps indefinitely.

in a precedent code someone show me a way to do this ? i dont know if its specific to the situation or not, but i didnt understand how to reproduce thoses act for my situation:

import bpy

context = bpy.context
scene = context.scene
A = context.object

i = 1
pref = "%s Mirror " % A.name

name = "%s%d" % (pref, i)
while A.modifiers.get(name):
    i += 1
    name = "%s%d" % (pref, i)

bpy.ops.object.modifier_add(type='MIRROR')
A.modifiers[len(A.modifiers)-1].name = name
bpy.ops.object.empty_add(type='CUBE')
bpy.ops.transform.resize(value=(0.01, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00439353)
E = bpy.context.selected_objects[0]
E.name = name
A.modifiers[name].mirror_object = E
A.select_set(state=True)

i tried

import bpy

i = 1
pref = "neww"
name = "%s%d" % (pref, i)
while bpy.context.object.name.get(name):
    i += 1
    name = "%s%d" % (pref, i)

for ob in bpy.context.selected_objects:
    ob.name = name

i also tried

import bpy

i = 1
pref = "new"
name = "%s%d" % (pref, i)

while ob.name = name
    i += 1
    name = "%s%d" % (pref, i)

for ob in bpy.context.selected_objects:
    ob.name = name

dont work


texts: How do I get the deformed coordinate of a vertex with Python?

texts:
How might someone find the deformed coordinate via Python or otherwise when using a subdivision modifier with the 'show on cage' option?

For example, a subdivided cube with cage enabled and a vertex selected shows the location of the vertex at 1,1,1 but when manually placing the cursor near on the surface it is closer to .5,.5,.5

I know the vertex location needs to be at its non-deformed location for subdivision to even work but would like to get more accurate point locations at the surface without having to apply to mesh.


texts: Which programming language is used in Blender?

texts:
As a guy that ALWAYS loved and still loves C++
Does Blender use C++ ?
Some people says Blender and other people says Python


texts: How to access the operator instance members?

texts:
I'm testing Blender's scripting, with this simple operator from the documentation:

def main(context):
    print("OPNAME"+":", len(context.scene.objects), "object(s) in the scene")
    print(*[obj.name for obj in context.scene.objects])

class SimpleOperator(bpy.types.Operator):
    def execute(self, context):
        main(context)
        return {'FINISHED'}

In the first print instruction, I'd like to replace "OPNAME" by the name of the operator (supposedly bpy.types.Operator.bl_label). However main is not an operator's class method, so I can't access the variable directly.

When execute is called by Blender, what's the executing context? how can I access the operator instance (excluding passing the value to main)?


texts: It doesn't matter if it works like a capture or if the quality is very low. There's no reason for shadows or light, too. I hope to get only materials' color and shape of model. Just i want real-time. How can i do?


texts: I've been working the texture painting lesson in the apple tutorial by CGBoost.  Everything was working fine.  The stencil painting was working great and then the stencil disappeared.  I don't know what I did to make the stencil image disappear or how to get it back.  In watching the tutorial, there is a display dropdown in the draw tool.  I do not have that.  I am using 2.83.  When in the tutorial the alpha was reduced to 0 the stencil image disappeared and reappeared as the alpha was increased.  Since I don't have that drop down I can't do that.  It feels like my disappearance has to do with the alpha of the image - but how do I get to it.  Thanks.


texts:
I placed some bezier curves in a scene. This scene is getting exported as an .obj file later with a scaling factor of 11 and +X-axis as Forward and +Z-Axis as Up. as In a further project some insects shall move along these curves.
Now I need the handle and control points of these bezier curves in world coordinates so I can use these coordinates to calculate the bezier curves in my project. I wrote a script for that:

import bpy
import os

ob = bpy.context.object
currPath = os.path.splitext(bpy.data.filepath)[0]+".txt"
file = open(currPath, "w")

for curves in bpy.data.curves:
    for splines in curves.splines:
        for x in range(len(splines.bezier_points)):
            file.write("p ")
            handle_left = ob.matrix_world * splines.bezier_points[x].handle_left
            handle_left *= 11
            co = ob.matrix_world * splines.bezier_points[x].co
            co *= 11
            handle_right = ob.matrix_world * splines.bezier_points[x].handle_right
            handle_right *= 11
            file.write("%.3f " % (handle_left.x))
            file.write("%.3f " % (handle_left.y))
            file.write("%.3f " % (handle_left.z))
            file.write("%.3f " % (co.x))
            file.write("%.3f " % (co.y))
            file.write("%.3f " % (co.z))
            file.write("%.3f " % (handle_right.x))
            file.write("%.3f " % (handle_right.y))
            file.write("%.3f " % (handle_right.z))
            file.write("\n")
    file.write("n\n")

file.close()

The bezier curves are not at the position where they should be in my project. Is something wrong with the script?


texts:
OpenImageDenoise needs a lot of time on Cycles rendering, and while the GPU renders blistering fast 14 of my 16 Threadripper cores are not denoising. Is there somewhere a parameter to tweak to get all Open Image Denoise to use all cores?
To clarify: if usinf low sample number GPU Cycles is ready long before the denoising is finished and I see 16 buckets (32 because of Hyperthreading) denoising, but their accumulated CPU usage is 2-4 cores.


texts: Texture paint mode doesn't update correctly in rendered view

texts: When I paint in texture paint mode with rendered view enabled, my strokes are only visible if I turn off rendered mode and then turn it back on. I would like for the data to update in real-time so that I can paint effectively in rendered view. Is there any way to do that?


texts: I am trying to use the Texture Paint feature in Blender, but for some reason, the Clouds texture has black where there should not be color painted.  How do I fix this?


texts:
I am currently writing a python script to automate creation of flats from polygons.
Currently I am trying to correctly identify the insides of the generated rooms.
An example for a room looks like this:

Each wall is a generated mesh with six faces. Generally each wall has one to three faces that are pointed outwards or inwards at a time. I want to correctly identify the faces that are inside, to add different materials to them, or even add baseboards to the insides of the flat.
So my question now is: Is there a way to select all faces of each wall, that is a face that points inwards automatically, using Blender Python? (Like the example below)


texts: Is it possible to animate a transformation that go from an object to another?

texts:
Hi!
I'm trying to do an animation where these glass plates will have to pass between the left form and the right form, so I was wondering if it is possible to animate directly this kind of transformation or to animate the curve modifiers that I used to create the left one. I search for a way to do so, but I didn't find it. If an extension is required, I don't mind to install it, I personally work with sensei format.
Thank you!


texts: Weird Ripples on Shape While Using Fluids

texts:
I'm trying to create a heart that fills up with orange paint revealing its shape. However, I'm getting weird ripples on the sides. What am I missing?

Here's a link to my Blender file:


texts:
Im trying to make some dice but one of the shapes is not subtracting from the cube
 properly. The sun on the right side is only partially subtracting.

I started with some svg vector saved from inkscape, imported and then extruded them.
My plan was to subtract.

Any help?

Edit:

Edit:

Sorry I never Checked my Curves from Inkscape properly. I had some unlinked shapes. I would have thought that blender would say. "Yo, dude... your vector sux"

One of the vector files I saved out from Inkscape had some duplicate nodes that were not linked.

I went back into Inkscape and tidied up the vectors and made sure the shapes were full complete enclosed shapes with no duplicate nodes


texts: How can I achieve this texture result in Blender?

texts:
I've just received a job to make the photorealistic version of this chair. My approach is to model it like how it is made in real life. First I will model the metal frame, and then model the weaved bamboo stripes on top of it. But then how should I achieve the look in the image? I'm thinking of choosing diffferent brown shades for different stripes. Is it realistic? If not, what should I do to achieve that look?

Thank you for your time!


texts: I don't understand how to import texture files in Blender

texts:
So I downloaded a 3D model from https://sketchfab.com/3d-models/midas-fortnite-100-tier-s12-bp-skin-23ca8a5c57674b7d984e802e2ed4a436
I downloaded it because I recently downloaded Blender, And I figured out how to Import the .fbx but not the textures...
Can someone help me please?


texts:
Is this a bug or am I doing something wrong? Is there something I can test?

I am following the Blender 2.6 Manual with 2.68 Blender on Mac 10.6.8. Here I try to give life to the Gingerbread Man. However, the things that are explained under "Selection Behavior and Limit Selection to Visible" are understandable, but when I try to erase stacked vertices like described,

  You must have the Limit Selection to Visible button unselected to continue this
  tutorial.

  Now press B to activate Box Select/Border Select mode. The cursor will
  change to a couple of orthogonal grey lines. Move the cursor above the
  top left corner of the cube, press and hold LMB, then
  drag the mouse down and to the right so that the grey box encompasses
  all the leftmost vertices. Now release the LMB. The
  sequence of Box selecting a group of vertices.

  The pop-up menu of the Delete (X) action.

  Press X, and from the popup menu select Vertices to erase the selected
  vertices.

I only erase vertices, and I see in the front and the vertices below are not erased. Doing this by hand and following the tutorial, next time I am not able to able to extrude arms of the Gingerbread man, because again every extrusion I try is only applied on the interior vertex (I changed the view to show the problem).

Now with highlighted box:

See the discussion below in the comments:


texts: Volumetrics behind transparent objects in eevee

texts:
I have a scene where I want to put an object with a volume renderer under glass, but I've discovered that my volumes don't seem to render when they're behind a transparent object.

I'm new to eevee, and relatively new to blender overall, so I don't know if this is an inherent limitation of the renderer or if there's a setting I need to change, or functionality I need to turn on.

Can I fix this?


texts: How to make an animation so that it is smooth and plays at one speed?

texts:
I tried different settings, but I haven't received the desired result.
Either the animation is smooth but first it slow then speeds up and then slows down at the end (Bezier) or animation rude but it has one speed (Linear).
Example:

Is there a way to make the animation smooth and have it play with one speed without acceleration & deceleration?

The image above is the simplest way to visualize what i mean, but the image in this link shows the kind of objects i'm animating, and it behaves quite abrupt when Linear, but Bezier gives pronounced easing in-out:


texts: Maximizing distribution of an object on a mesh surface

texts:
I'm trying to distribute a large number of shapes onto a mesh surface. I found a command in blender that does this, but it only allows me to place one shape on each vertex/face. I would need to add many more of them.

Is there are a command in blender that will distribute the maximal possible density of a given shape onto the surface area of a spherical mesh?


texts: how to control particle rotation during its lifetime?

texts:
In Blender Internal, there's an option in the Particle System Texture panel to let the texture affect the Size of the particle. But nothing for the Rotation.
A gradient texture can be used this way to control the size of a particle as it is spawned, lives and when it dies.
Having a particle rotate when it is spawned but stop rotating after awhile, or slow down and speed up the rotation speed (of each individual particle, not the whole system) doesn't seem to be possible because of the above reason.

Is there any other way to do this?


texts: How to build a Shader for Anodized Aluminium

texts:
I have modelled this smart phone based on Iphone 6 reference images. The rendered image of the back of the phone looks like this:

If I look at real life images of this "Iphone 6 Space Gray" I feel that "my phone" misses some fine grain and a "metal sheen". Like these images

My shader looks like this (like suggested here)

I would like to build a shader that gives a realistic look of the apple iPhone space gray material. I also had a look here ... this shader is based on an anisotropic shader which I feel that should be the way to go. It also has the fine grain ... but I don't think it is the solution (and this is also too complicated for me; I would like to understand it). So .. how to build a realistic shader for this apple material ?

Concerning the proposed solutions: I really like the solution suggested by PGmath. When applying his material to my iPhone this is the result.

As I am intrigued by Physically Based shaders I picked up the suggestion of Paul Brachmann and proposed a PBS based solution using the work of PGmath


texts: Aligning shapes and quantizing distances between shapes on the plane grid?

texts:
I want to straighten the alignment of the angles of shapes so that they are straight running parallel with each other and aligned with the plane grid.

Where do I get to either reset and/or specify the rotation and translation x,y,z values to guarantee that everything is exact and symmetrical? (from a numpad1 perspective/camera view looking across the green Y line)


texts: Has appending lights and cameras been deprecated?

texts: I find in recent versions (2.69a, 2.7, 2.71) of Blender that I cannot append lights or cameras from one ~.Blend file to another. The documentation suggests that this used to be possible in versions prior to 2.5, but there is no documentation related to appending or liking for newer versions. Is it no longer possible to append lights and cameras from one file to another?


texts: Is it possible to get blender 2.79 UI into blender 2.8? Im not used to the new ui and i prefer the old one, so is there a way i can get the ui to be like the old one?


texts: Hi guys i was wondering if you can explain me what is exclude layer and what it does ?. I watched tutorial about layers it was about changing scenes visible and invisible and almost couldnt understand


texts: Associate one emitter with a specific curve

texts:
Is there any way to make an emitter follow a specific curve path and be affected by other curves that are on the same layer?

The Idea is to simulate air flowing through a group of openings in a model: so far the only way I could do that is by moving every emitter and its curve to a dedicated layer but that is a nightmare, because the number of curves I need is not small.

Any help would be appreciated.

Regards to all

Hani


texts: What are these white dots around my wheel?

texts: I just started blender and wonder what are these white circles around my wheel.


texts: I could find a proper explanation of how people bake their shadows for racing games? All baking examples and tutorials are about interior lightning or some small area etc. I really don't even know where to start on achieving this. Do I create a very long road/grass texture, and just bake on top of that? But wouldn't that be extremely memory heavy? Then how did old games do it?


texts: How to hide these lines so i can see only grass texture?

texts: I cant hide or delete this lines on grass so it is looking awful


texts: How to apply Custom Transform Orientation as a Local Transform

texts:
I've created a custom Transform Orientation (named Side). I also have an object A in which the Local Transform Orientation is set to Global Transform Orientation. I want object A's Local Transform Orientation to be equal to Sides Orientation. How do I do that?
I would prefer a manual solution, but one using Python would work too.

I did some digging and found that You can set Transform Orientation in bpy.context.screen.areas[?].spaces[0].transform_orientation but it is just an enum with the name of a active transform. Where is the quaternion stored?


texts: change the global variable value from function in bge?

texts:
I'm trying to make an inventory with 4 cells or more and 2 various items or more.

I want to check if the variable x is set to False. If so, then the cell1() function should be x set to True.
The idea is if x is True then nothing should be collected. In principle, should represent x if the cell is empty or full.
My problem is that x is always "False" after the function has finished???
Why does it work in Python but not in Blender?

x = "False"

def xReplace(value):
    global x
    x = value

def cell1():
    if sens.positive and x == "False": # sens= message sensor
        var()                          # var()= function update text in cell1/ or end object
        xReplace("True")               # "change the value from global variable x"

    elif sens.positive and x == "True":
        var2()                         # var2()= function update/set in cell2

cell1()
print(x)

console prints

True
False

I do not understand why it prints variable x twice, and why is the second line False?
I think Blender makes two variables of the same name.? Because when I write print (x == x) then comes twice True. Why does the Blender in this way?
Or is there another way to do it.


texts: How can I unwrap each face separately so it takes up the whole picture?

texts:
I want to unwrap each face of my model so that it takes up the whole picture, instead of this:

I want all of them to look like this:

I don't want to do it manually. Can anyone help?


texts:
After reading howardt's answer here about cleaning meshes created from imported .svg curves, I installed the addon AI PDF SVG.

But when I import a .svg file, I do not see the options described in "Usage".

How do I use the addon?


texts: Strategy to reduce polygon count of Comet 67P shape model using python

texts:
I've imported an obj file of Comet 67P here (newly released) and found it has over 4 million polygons. I'd like to reduce that number, but using somewhat "scientific" method/strategy using an algorithm I understand. For example - I would want to avoid alter heights or shadow positions, volume, etc.

This, this, and this link are also helpful.

So instead of "Just use decimate", could I have a strategy, or some ideas how to approach creating an algorithm which reduces the polygons - by a factor of say between 2 and 10, which maintains peaks, valleys, volume, etc. Maybe something like a "it's pretty flat around here" detector?

Note - monkey added for scale reference.


texts: Using a single worker method for properties

texts:
I am creating many boolean properties and want to be able to control the properties with a single worker function. The property name will be the logic driver. Is this possible? If so how? Or do I need to create a function for each property?

import bpy
from bpy.props import BoolProperty

def worker_func(self, context):
    r""" How to get the name of the envoked property"""
    print (self.name) #??
    """
        if prop_a:
            do stuff for prop_a
        if prop_b:
            do stuff for prop_b
        if prop_c:
            do stuff for prop_c
     """

bpy.types.Scene.prop_a = BoolProperty( update = worker_func )
bpy.types.Scene.prop_b = BoolProperty( update = worker_func )
bpy.types.Scene.prop_c = BoolProperty( update = worker_func )

class HelloWorldPanel(bpy.types.Panel):
    bl_label = "Hello"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        layout.prop(context.scene, "prop_a", text="a")
        layout.prop(context.scene, "prop_b", text="b")
        layout.prop(context.scene, "prop_c", text="c")

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

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

if __name__ == "__main__":
    register()

Thanks you very much.
A.Kal


texts: Is there a way to change the name format of copied objects with bpy?

texts:
I'm using bpy.
By copying Cube repeatedly, I get Cube.001 to Cube.999, and then Cube.1000 to Cube.9999, and then Cube.10000 to Cube.99999, etc.
Is there a way to change the name format of copied objects with bpy, so that I can get Cube.00001 to Cube.99999?
The motivation is that objects in bpy.data.objects[] are ordered by names.
With Cube.001 to Cube.999, the indexes are the suffixes.
However, when I get Cube.1000, it is inserted between Cube.100 and Cube.101 and the indexes of Cube.101 to Cube.999 are all offset by 1.


texts: Script question convert vertices normal from objectspace into tangent space

texts:
I have a request on storing the smooth shaded mesh's vertice normal into the vertex color in tangent space. I did some calculations but get the wrong result.
Here is my code, anyone has an idea of what's wrong with me....
import bpy
from mathutils import Vector

current_obj = bpy.context.active_object

mesh = current_obj.data

# precalculation mesh tangents and normals
mesh.calc_tangents()

if mesh.vertex_colors:
    vcol_layer = mesh.vertex_colors.active
else:
    vcol_layer = mesh.vertex_colors.new()

for face in mesh.polygons:
    for loop_index in face.loop_indices:
        vert =  mesh.loops[loop_index]
        vertIndex = mesh.loops[loop_index].vertex_index

        # i think this will output the averaged normal based on the index of vertices
        smoothedNormal =  mesh.vertices[vertIndex].normal.to_4d()

        normal = vert.normal
        tangent =vert.tangent
        bitangent = vert.bitangent

        # smoothed normal (object space -> tangent space)
        smoothedNormal[0] = tangent.dot(smoothedNormal)*0.5+0.5
        smoothedNormal[1] = bitangent.dot(smoothedNormal)*0.5+0.5
        smoothedNormal[2] = normal.dot(smoothedNormal)*0.5+0.5
        smoothedNormal[3] = 1

        vcol_layer.data[loop_index].color = smoothedNormal

mesh.vertex_colors.active = vcol_layer

mesh.update()


texts: Horizontal lines showing in volume scatter shader

texts:
I am creating a landscape scene, and to get clouds I scaled a cube by a lot in x/y directions and set its material as follows:

A quick render resulted in the following pattern:

It is possible to see transparent horizontal lines in the clouds. Above image was rendered with 16 samples. Higher sample counts (like 4096 or more) resulted in smoother, but still visible lines. What could be causing this? Note: a workaround by translating the vector or changing the scale (even slightly) is possible, but I'd like to know the underlaying cause.

Blend file


texts:
How can the Blender User produce more usable bandwidth when creating images sequences from Dynamic Paint?

As an example I may want to use a different color where wave data is active.

Histogram. Image above.

Accentuated/Mapped Data which is consistent with some scheme of thinking.  Not Random. Image above.

For example the surface type of Waves did not use much bandwidth.  Though I may have a separate question to set expectations.

Current Situation which is a Problem

File Formats

PNG - uses @1% of the potential color value

GIMP or Blender histogram

OpenEXR (EXR) - uses @3% of the potential color value.

GIMP will not open EXR.
XnViewMP histogram

The color value is a measurement of the brightness of a color.

Desired

I would like to use near 100% of the color value range.

Related Success

Images produced by Dynamic Paint with Wave and Paint information.
Histograms are needed to detect the color information.
Color differences are too subtle to detect with this Blender Users eye.
Color is remapped with the color ramp.

Blender Internal Render


texts: Update all materials, but keep their color and textures

texts:
I am working with a very large scene file that was imported as .obj. This gave me basic blender internal materials with colors and textures. I then used an addon to convert all of the BI materials to Cycles ones (https://blenderartists.org/forum/showthread.php?394600-Materials-Specials-amp-conversion)

What I have now is every material is a Diffuse Node with a color, or with an image texture node hooked up to it with the appropriate texture.

What I would like to do now is make a more complex node setup (likely in a group), and then copy it to all the objects in the file, but have them keep their own diffuse color and texture.

Are there any existing addons or scripts that can do this?


texts: Question about parenting armature and body parts in 2D animation Blender

texts: I have a doubt about 2D animation in Blender, as a beginner I need lot of suggestions please help me. After rigging the human body parts, parts should be parented to that particular armature or it has to be parented to the body.If it is parented to armature animation of body parts is not proper. If parented to body then there is no connection to armature and the model gets spoiled by keeping poses with the pivot point.Can any one tell me what to do? and how to do?


texts: Blender cannot show mesh properly in viewport

texts:
This behavior is so bizarre that I can't explain it in just a few sentences.
When I start up blender (version is 2.81) as always, there is cube in the middle, only that my cube isn't visible, there is just outline. In material preview and render mode, cube is visible but black (probably because of materials). When I deselect the cube, not even outline is visible.

When adding another object, that object becomes like mirage of previous object. On its place there is non-clickable solid that looks like previous object.
EXAMPLE:
after startup, torus is added above the cube. There is outlined torus, but cube is visible instead of torus. If another object is added, it will be torus and so on. This happens only with meshes (not curves, metaballs etc.).

When I render the image, everything looks how it should be, problem is only in viewport.
My specs:
Blender 2.81.16
Windows 10 Pro
Processor: Intel i5 2.30 GHz
8 GB RAM
Graphics: AMD Radeon HD 6470M, latest driver installed


texts:
I try export FBX and Obj from Rhino 7. Then import into Blender.
After that I come back Rhino then add new models. Save replace old file with same name.
I import into Blender, they will create all new models with old model. It mean duplicate models.
I need a way to update model
Thank
Travis


texts: VSE Blender (editing formats native RAW, XAVC, ProRes, cinemaDNG)

texts:
I wanted to see if someone worked in the Blender VSE with XAVC video formats (codec used in Sony cameras) and RAW CinemaDNG and ProRes (used in cameras like the Blackmagic codec). I'm interested in editing and post-production work on Blender in Linux. Does Blender accept these formats as native? Can you use them in the Blender VSE?

Estimados. Para la edición y posproducción trabajo en Linux con el software de Blender. Quería consultar si alguien a trabajado en el VSE de Blender con formatos de video XAVC (códec usado en cámaras Sony) y formatos de video RAW CinemaDNG y ProRes (códec usados en cámaras como las de Blackmagic). La duda es si Blender aceptar estos formatos como nativo, si se puede trabajar con ellos en el VSE de Blender. Muchas gracias.


texts: Material duplicated after Copy Paste object

texts:
I am working on keyboard and I have to copy paste text objects for each button. I applied a material on first letter. Then I used Copy Paste method to duplicate text object (letter) and when I open material it shows me that its duplicated material. I want to change all letters (buttons) with single material change. But if it has multiple materials each for it's own letter I will have to change color of each material.
So my question is how to duplicate object/text without duplicating material.


texts: Why do the objects imported to libGDX look white?

texts:
I have made a simple tree in Blender, which includes materials; However, when I import the objects libGDX, they don't have their materials. In Blender it seems fine.

Is there a way to get the materials transferred over?


texts: How to disable wireframe for a second 3D view when in edit mode?

texts: When I enter Edit mode, all 3d views show me wireframe. I want my extra 3D view to show me no wireframe when I enter Edit mode. It is possible in 3ds max by reference copy.


texts: This is my current sculpt.  What other details do artist get into an initial sculpt before baking into a retopologized model. This is just the sculpted model with a shader. Is it too difficult do add more detail at this stage should I bake this, then paint more detail in say gimp/krita?


texts:
Because of Masking*, I try to move from Image Editor to Texture Paint in 3D Viewport . With  Viewport Shading \ Material Preview \ Diffuse Color  and  Material Properties \ Texture Interpolation \ Closest, I almost can replace it . But I met these issues:

Every time when I Eyedrop some colors from 3D Viewport, picked color is brighter than the color i was picking . (3D Viewport still has modified rendering brightness, and I don't know what to do that would fix this)
Soften works with threshold of 9%, compared to fine 5% in Image Editor . ;

Video
Does anyone know how to solve these ?


texts: How to access vertex normals from a shape-key in Python?

texts:
I am experimenting with WebGL and I have a mesh that is animated via shape keys.

I can get access to the regular coordinates of the shape key pretty easily:

if bm.verts.layers.shape:
    skd_json = {}
    rval['shape_keys'] = skd_json
    for skn, sk_l in bm.verts.layers.shape.items():
        sk_v = [xyz for v in bm.verts for xyz in v[sk_l]]
        #sk_vn = [xyz for v in bm.verts for xyz in ???]
        sk_json = { 'vertices':sk_v,
        #'vertex_normals': sk_vn
        }
        skd_json[skn] = sk_json

However, the mesh I want to draw is smooth shaded, so I want to get the vertex normals for each of the shape keys so I can do some basic Phong shading even when the model is deformed.

How can I access these vertex normals via the python API?


texts:
Blender has a very irritating quirk in which it fails to save an image that you have painted on, when the .blend is saved. To fix this you have to remember to use "save as image", before you save the .blend. Is there anyway to automatically save the image when saving the .blend?

P.S.

A script free solution(or a script that runs whenever I save, no matter which button/keyboard short cut.)would be of great value!


texts: Lightsaber effect in cycles without compositing?

texts:
couldn't find anything on the internet for something like this, but is there a simple node setup for creating a material (in cycles) for a lightsaber blade? Simply white in the centre with a coloured glow on the outside. I have experimented with mixing shaders with emissions but cannot get the white centre.

What I want:

What I do NOT want:


texts: Is there an easy way to model this romantic / floral pattern?

texts:
I've just started learning Blender and I'm trying to model a key with a help of this reference picture but I feel like extruding and manually placing all vertices to cover it is very time-consuming.

Is there an easier way of modeling strange patterns like this one?


texts:
I have read pretty much all the articles available on this problem but I can't find a solution. Or at least all that a true beginner like me can undersand.
I have Blender 2.82a and when I go for rendering I just have a grey image, even with the cube provided by Blender, In both Eevee and Cycles renders.

What am I missing? all is visible and selected for rendering, clipping is untouched, camera and light active. What else?

I would like to use Cycles.
P.S. Long rendering times apart, is it ok for a MacBook Pro Retina Late 2013?

Many Many thanks for your help


texts: I am trying to make a Mugler mask as shown in the image below but I have no clue how to go about doing this!I'm quite the beginner in Blender and I'd really appreciate some help on how to make this. Please help!


texts: How do I create a squeeze tube packaging?

texts:
I've just moved from Cinema4D to Blender and I would like to create a squeeze tube where it is rounded at the bottom and tapers into a thin ellipse at the top. In Cinema4D I used a loft nurb and a circle spline. I've found the cirlce path in Blender but how do I connect them to create this shape?

Thank you for any help.

Edit: I want to create packaging like the image below.


texts:
Is there any way to change the ray visibility of multiple objects (say from selected)?

I have been trying to say make 150 objects invisible for diffuse - do i have to go by hand?

or is there way to write

bpy.context.object.cycles_visibility.* = True/False

but not to object?


texts:
I am trying to make an image with black fire against a white background but whenever I change the color ramp to black the fire just disappears, any help is appreciated.!
This is the node set up I have for the color (https://i.stack.imgur.com/qWJcw.jpg)


texts: How to reduce amount of edge lines as in picture?

texts:
I am currently moddeling a house using a guide on youtube. Pretty much everything went allright untill I ended up questioning myself on this:

In the screenshot below you can clearly see there are a whole bunch of lines and edges, which are making the interface really messy and hard to work in:

Now what I basically want to achieve is the following:

Which will most likely be a lot easier to work in.

You might have noticed that the outer edges of the building aren't visible either, how can I fix these two "problems"?

This might sound like a dumb question, but thank you all in advance for taking the time to help me out!


texts: I get weird shapes when I extrude and scale a mesh

texts:
I am currently doing the doughnut tutorial, part 6, from this link, and I am now supposed to model a plate. Unfortunately whenever I copy the instructions, I get these really weird shapes and my plate looks messed up.

I extrude and scale it but it just doesn't come out right.

created the circle

extruded

scaled it


texts: Automatically generate 100 animations, each with a different texture input (BLENDER)

texts:
Problem to solve:
Automatically generating 100 animations using the same animation base, just using a different texture every "pass"
I come from the Adobe world, where things like Automate -> batch or Import -> Variable data sets were there to help me with my repetitive flow. Im a bit of a new user when it comes to Blender, but I do love it so far. I'm stuck in a Blender where I just can't wrap my head around and would appreciate your brain power.
I am trying to create multiple animated showcases for our shirts. We have a shirt body object and would like to change the shirt texture for about 100 shirts and export short animations as movies. The animations are about 200 frames in duration, so we are looking at a total of about 20.000 frames rendered, ideally that would result in 100 separate animation movie files.
Visual flow of the process that I have in mind

I am looking for help on a solution where I could retain my default scene, with all the camera moves, lights and just run either a script, or generate repetitive keyframes with a script, so that each animation can feed of from there. I know that I can replicate this 100 times and define different textures, but its just not developer friendly going forward when we will change the scene and the ambience of it.
So far I've *tried feeding the texture as an image sequence How to automate rendering of the same object with different textures? (but that changed my texture on every frame and still didn't get me closer to a solution. I do see how this would be helpful to have a variable data set approach for still images like in photoshop, but I just can't solve it for an animation?
(Maybe a solution here is to somehow change the texture to switch on every 100th frame instead on every frame and somehow and loop the keyframed animation 100 times?)
I've researched a bit on replacing textures with python, however that would entail running the solution on a local computer since the script has to be feed into the command line and blender renderer called multiple times.
Since 20.000 frames is also quite a bit for my setup, ideally the solution would be baked into the blender file so it can be sent off to a render provider for faster results.
Thank you very much for you attention and your help.


texts: How to get matching pixels of 2 cameras?

texts: I have a set up a scene where 2 cameras are looking at the same object. The cameras are separated by some distance. I need a python script to find the correspondence of the pixels in the two images produced by the two cameras. More concretely, I want to find pixel coordinate (u, v) in the first camera's image and its corresponding pixel coordinate (u', v') in the second camera's image such that (u, v) and (u', v') both correspond to the same world point (x, y, z). Please help.


texts:
In Blender 2.92, I have Prefetch Frames enabled in the Video Sequence Editor, and a Memory Cache Limit of 16384 in the Video Sequencer > Memory Cache System settings. I've closed and reopened Blender and rebooted, but still don't see an orange stripe in the sequencer indicating that frames are being prefetched (and I do get some performance/framerate issues during playback).
Is there any reason prefetch would be working but not displaying the orange indicator stripe? Do I have to enable that in the display? Based on the performance issues it would seem that prefetch is just not working...
Edit: I should also say that I am splicing mp4's together that I recorded from my camera. It's a fairly simple setup...


texts: How can I automatically extend edge loop selection?

texts:
I have a cylinder that I erased some faces near the middle of it on the side like this.

However I when I Alt click the edge of it, it doesn't go completely around the new edge like this:

What I automatically want it to do is this (I just custom selected all the edges to show you what I mean):

So is there anyway to add edges to the edge loop without clicking every single one?


texts:
I am learning UV mapping, trying to map an image on one side of a cube but it does not spread properly on the whole face.. Here is what I get:

I know this can be done simply by applying materials to the specified sides but I want to apply different images in future. Can anyone tell me what is going on? I want to color the central part only, not the boundary.

Thanks


texts:
thanks for taking the time to read my post.
I have a mesh terrain which i edited using the sculpt tools and found that it caused many vert issues due to their over-use (noob mistake on my part). I've spent days trying to find a quick solution as I will likely need to do the same a workflow again to another 120 hexes for my game.
Can anyone advise of the quickest way to fill in the gaps between the hex edge and the terrain mesh (2 separate objects). I am familiar with the triangulate function but having a hard time getting the mesh to combine correctly with the edge mesh even after testing pretty much all the modifiers.
The goal is to be able to remove offending polys that are in -Y axis range (below the ground of the terrain) and then use an efficient workflow to add in the missing areas quickly > triangulate > done... hopefully?
Any help appreciated. Thank you!


texts: Decimate/un-subdivide turns quads into diamonds?

texts:
This is my mesh before subdividing:

After subdividing x3:

After un-subdividing x3:

The diamond topology mess up smooth shading and make the edges look terrible from certain angles.

It might seem like there's no point in subdividing only to un-subdivide, but the purpose is to get the smoothness that subdivisions give, but still retain a low poly count. How do I obtain to a low poly count, but keep the smoothness of subsurf and decent toplogy?


texts: How to get really defined plane changes?

texts:
Im trying to do some anatomy practice and I really want to get these types of sharp plane changes on my figures like this image below

I think I have the anatomy and topology right but I can't figure out how to bring out those sharp edges and obvious plane shifts. Anyone know how to do this?

Edit: I mostly box module so a non sculpt mode solution would be preferred


texts: Is it possible to add holes on volumetric clouds in eevee 2.92?

texts:
I'm trying to figure out if it's possible to add a hole/s in volumetric clouds whether it be in the mesh or some kind of texture trick, but I'm having no luck at all. I also need it to be able to be animated.
Using eevee 2.92
I'm looking for a similar effect to these.


texts: The metalic look of the material looks opaque

texts:
My final renders look "opaque", "poor","doll", "boring" in comparison with my viewport shading and i don't know what to do to improve it. (I use Cycles render)
The metalic look of car with its physics and the lighting goes away in the final render... and the window is opaque black and doesn't react to light at all, al the normals are correct and i didn't use any texture for the materials, i used procedual materials with nodes, i didn't took pictures of my node trees but don't think that's the problem,(i even used blender's Glass BSDF) but i'll show you guys what i mean...

Can you see the differences between the 2 images? please any tip would do just fine! here is 3 a.m. ATM and i'll go to sleep, but tomorrow i'll read the comments! good night everyone!


texts: How to create a model from drawings just like Smoothie-3D, Paint 3D or Monster Mash?

texts:
I want to find some way to imitate this technique. (draw a curve that becomes a model with a few clicks)
The same can be done with Paint 3D as seen here and Monster Mash as seen here.
The most I can do is convert the Grease Pencil to mesh and with the vertices create a plane, but inflate it is so hard.
Does anyone know a method to imitate in Blender what is done in Smoothie-3D, Microsoft Paint 3D or Monster Mash?


texts: Do subsurface modifiers need to be applied if an image texture is used as an object's materials?

texts:
My guess is yes, but there may be a better way to do this so I'm asking.
I have been trying to bake the appearance of rendered objects onto their materials like this tutorial, which adds a bit about how to then export such models to Sketchfab. The baked textures follow the lines of the object as though subsurf has been applied. Is this a case where you have to apply the modifier?


texts: sort of a dumb question that I may already know the answer to, but should I model eyelids on a character that's gonna be able to blink?


texts:
Recently I bumped into the Blender Fracture Modifier. As this seems a very interesting "hidden treasure" I am now playing with it. I have installed the latest build for MACOS and I have made a setup where a wrecking ball should smash a wall. I made this very long wall .....

But after the wrecking ball hits the walll not only some shards are produced but the whole wall falls over. How to prevent this last things happening ?


texts: Cannot edit single NURBS curve control points after changing its properties

texts:
If I do the following:

Add a NURBS curve
Select a control point
Press N and change its y property to 0.0
Repeat this step for all the control points of the NURBS curve

Then I'm unable to edit the single control point: if I select a single control point and try to move it, the whole NURBS curve with all the control points are displaced. It seems like the curve becomes a whole object whose single points cannot be modified. If instead I just change the x,y,z values of the single control points through the panel they are edited singularly.


texts:
I have this sphere with dimensions and scale as below

How can I set the dimensions at x = 12.720m y = 12.756m and z = 12.756m and the scales at x = 0.997 y = 1.000 and z = 1.000

I have been trying with scale either Scale or Dimensions or typing in numbers but cannot get it right. I would think that changing dimensions and scale for an object should be very simple but this dumbo cannot get it done. How to do this ?

If I enter the number 12.756 in the X Dimensions field then Blender makes this

I simply don't get it.

After discussion with Rick it appeared that I had some modifiers attached to my object but the big problem appeared to be that my object was the child of another object and the parent did not allow to perform step one of Rick. After Clear Parent it was possible to Make Parent again but now with Keep Transformation, which let me perform transformations on the child without the parent interfering :)


texts:
Using math nodes I generated that pyramid like shape, but I want to impose inequalities.
The equation for the following pic is 9-8|x|-y=0 but I want to impose inequalities to the equation where 0.75<|x|<1. How do I integrate the equation  with the given inequality?

this is the current output

and this is the current node setup.

The final output has to look something like this


texts:
So I've been trying to get the hair bones to work with the whole body. I got bones to deform some parts of the polygonal hair and these bones belong to the same body armature. However the problem is when I move the head bone, it deforms the mesh where the hair bones are. So I cannot move the head up and down without the hair going off the rails because of the hair bones.

I understand this is because the hair bones have deform, but I am not bending those hair bones, why is the hair deforming? Btw the hair is a separate mesh.  I want to be able to animate the hair, along with keeping the rotation/location same when the head is moving up and down. Please help.


texts: continuous sequence of frames with multiple cameras with each camera starting at start of animation?

texts: I have baked a fluid simulation that runs for 300 frames.  I have 3 cameras, one from the left side, one from the right side, and one from the top.  Can I render a sequence of 900 frames where the first 300 are rendered from the simulation from the left camera, then it uses the same simulation and does the next 300 frames from the right camera, then uses the same simulation for the final 300 frames from the top camera?


texts: How can I set "Dimensions" on multiple objects? (Alt+Enter doesn't seem to work)

texts:
I'm new to blender. I'd like to be able to set Dimensions(from the N menu) on all the selected objects. Alt+Enter works for translate and scale, but not the dimensions.

Is there any way to make it work?


texts: how can I make droplets placed on a cup properly?

texts:
I am trying to achieve a scene where a cup of glass covered with droplets. I'm using particles system and a group of droplets from separate layer, to make it possible, but I can't get droplets appear with correct direction. I was wondering what kind of settings should be done to fix this problem, please see the screenshots below

I have tried changing the positions of each droplets in the group, but didn't work
I have tried changing the rotations under the particles but couldn't reach a good result

thanks for your help


texts: Using freestyle and normal textures in one scene

texts:
How to combine Freestyle with normal textures?
I have a townscape scene In bender 2.79. All objects have a simple freestyle outline. I want to have the bottom most object (a landscape) to be a normal texture, (not freestyle) so can add an image to it, does any one know how I can do this? Thank you.


texts: Why can't I see any transparency on my material with Eevee?

texts:
This feels like such a basic question, but I can't work it out.  I need to render a semi transparent Lego block and see the back faces of the block.

I'm using Eevee in Blender 2.8 and have created a Principled BDSF texture with a mix shader and a Transparent BDSF.  I'm passing an RGB node with black colour (I tried white too) into the Transparency BDSF. I am seeing transparency, but I can't see the back faces and cant find an option for 2 sided material or mesh in this version of blender.

How do I do this please?


texts: Multiple link-duplicated characters don't re-use armature on GLTF export

texts:
In a scene with multiple link-duplicated characters. During export, the mesh, material and animation are exported once, since each re-uses those. They are also all set to use the same armature, unfortunately the armature ends up being exported once for each character.
Normally I wouldn't mind. But in a file with a thousand characters, suddenly there are hundreds of megabytes in just bone position data.
Has anyone else ran into this problem?
Note: I have uploaded a test file and provided some additional details in the GLTF exporter issue: https://github.com/KhronosGroup/glTF-Blender-IO/issues/1188


texts: I try to parent an mesh to an armature but it shows up as a ghost child

texts: i'm trying to set clothes onto a model, and parenting them to the armature but when i do, this "ghost parent" appears. and when i put it to an fbx, and bring it over to unity, it does not show up on the armature at all.


texts: Glass shader looks dark depending on exposure setting, even though there is enough light in the scene to compensate

texts:
I always work with sky and sun light high values to emulate real light, this leads me to use negative values on the exposure, usual linear workflow for better GI bounces, this causes the glass shader to look black, somehow, is there any setting to correct this or is it a 2.8 bug?

here you can see how only changing the exposure setting and the world intensity cahnges the shader appearance


texts: Cycles render layers - make overlapping parts transparent

texts:
I am using Blender Cycles to render the following 2 layers:

However, I would like the overlapping parts in image 2 (see arrows) to be transparent, not black. I have already searched for many things here (alpha over, mask layer, etc), but I still don't know what I need to do exactly in order to make those black parts transparent.


texts:
More than likely I've pressed something but I don't know what; LCTRL + Scroll would allow to pane around in the 3D-view.
Now it doesn't. Does blender have an "undo" for settings (and not modelling/animation/texturing operations)?


texts:
I've got question how to change this weird bevel into normal bevel while im cutting, using Box Cutter.
Is there any hidden option for that?


texts:
I'm struggling with a rather straight forward operation - rotating a bone.  There are tons of examples but can't seem to get it working.
I need to rotate the bone in edit mode (if it's mode specific please share the method too).
I think my selection isn't working. Below is my code:
bpy.context.object.data.bones.active = bpy.context.object.pose.bones["lowerarm_l"].bone
bpy.context.object.pose.bones["lowerarm_l"].bone.select=True
bpy.data.objects['Armature'].pose.bones["lowerarm_l"].bone.select=True
print(bpy.data.objects['Armature'].pose.bones["lowerarm_l"].bone.select)
bpy.ops.transform.rotate(value=1.72994)
bpy.context.object.data.bones.active.hide = True


texts: How can I smooth or add loop cut without putting it between faces one by one?

texts: I want to add loop cut in each faces without putting it one by one. How can I do it?


texts: How to append render layers from one scene to another?

texts:
I have two scene versions. The scene content of both are equal, but I have added some new render layers to the second version.

Now I would like to append the render layers from version 2 -> version 1.

Is this possible without append the objects?

The plugin Copy Render Layer Addon is unfortunately not working with version 2.79, that I am using currently.

Thank you
Chris


texts: Rigid Body Sim: INTENTIONALLY breaking a chain, falling naturally...kinda

texts:
I want to have the chain break at link #2, and have the rest of the chain fall naturally. They start falling, then kind of hover. I've scaled the links up to 4.5' tall, and they still hover in the middle section of the chain after falling for a few frames. I have tried this in 2.78/9.

I'm new to the site, thanks for your help!


texts: How can I make a specific part of particles a different color?

texts: I am modeling a panda teddy bear. However I do not know how To make the different parts like arms,legs,and circles on the face a different color. I’m a noob and would appreciate the help.


texts:
I found a video about Gothic Arch modeling on Youtube using Blender 2.78.

At 1:28 the creator extrudes the vertices of the arch.

However, I can't figure out how it was done. The keydisplay does not show any special shortcuts. The extrude settings on the left seems to be default.

How to reproduce this extruding behaviour?
Any shortcuts or settings changes? Additional plugins?

I guess some shortcut since there is that small (black) gizmo with the dottet line.


texts: Camera getting automatically zoomed in to object?

texts:
When I try to render my object (I am using blender 2.91) it automatically renders closely to the object, but in the viewport, it is just where I want it (see images). This happens in both Cycles and Eevee render.
I can I fix this?
Blend file: https://www.mediafire.com/file/th3ciy0yj5g36se/Problem.blend/file


texts: Subdivide only adding vertices, wont subdivide faces

texts: I am trying to use the subdivide tool, but when I do it only works on certain faces.  The next time I try to subdivide a face, it only adds vertices to the edge.


texts: Modelling a full Windsor knot on a necktie

texts:
I'm trying to model the steps involved in tying a full Windsor knot. The very first step is getting the fatter/thicker end through a loop. In my model, towards achieving this first step, I reached this stage:

To make this, I've used a Bezier Curve and added a Nurb Circle with very low thickness to its Bevel. I got the thin and thicker ends by changing the radius of different control points. I plan to convert this to mesh once the steps are complete.
My goal is to reach a more refined version:

However, I've only manages this:

As you can see, the loop made as a result of the thicker end wrapping around the thinner end is quite large. I would like to make this loop as small as possible with two surfaces just touching each other.
My main difficulty is doing just that. My main strategy is to subdivide and use as many control points as possible. However, when I get the surfaces closer to touch each other, the model goes haywire, the surfaces crumple up and I'm not able to correct this even with the tilts and adding/removing subdivides. So basically, my question can also be reduced to if the Bezier curve can wrap around a part of itself.
I've just started with Blender 2.8 about a month ago and am quite the newbie.


texts: Blender keeps crashing when I open a file

texts:
Never had a problem.... until now, it opens fine, but it instantly crashes when I open a file, any file. It works while I work in the New/Start Up file, but it also crashes when I save that and try to Open it...

It started crashing after I (a few minutes ago) deleted all files from the C:\Users\MyName\AppData\Local\Temp folder... where it stores some of the .blend files... (I guess for a backup)... not sure if it stores any system/app files there also....

Any idea how may I solve this and or check what is causing the problem....

Thanks guys


texts: Lining edges up: Make features collinear, preserving surrounding geometry

texts:
How can I make the leading edge of the left wedge collinear with (so that the edges lie within the same line) the leading edge of the right wedge (pictured below, edges highlighted)?

The objects and their origins need to stay the same.
If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)


texts: How do I fix this weird boolean operation?

texts: So this is what I'm talking about, it's like a weird inverted normal copy of the original mesh that was put into the difference boolean. Basically I used a cube with 4 vertices and used a boolean difference operation on the main mesh part. I hid the original cube and this is what happens, I've had this happen before but I usually just get rid of it after the modifiers are applied.


texts: Programmatically getting a node input slider's max and min

texts: I have already asked this question HERE, but it was actually not answered before it got closed as someone thought it was a duplicate. I now know that I can find a soft_max and soft_min parameter of a NodeSocket, which helps somewhat, but it does not solve it. Why? Because the soft_max and soft_min do not at all correspond to the sliders' max and min. Basically all float value sockets have a soft_max and soft_min of 10000 and -10000, but some of the sliders range between [0,10] or [0, 2] or anything. This range is what I'm interested, and wondering if it is at all possible to find it programmatically. Thank you :D


texts: Glass material reflecting weird when looking from side

texts:
I have a 3d model:

And when I look front the side, it looks like this:

It shows the HDRI completely.
I want it to look like this from all angles:
But for some reason, the side shows the HDRI instead of the inside of the light.
Not sure why it's doing that. Help would be great!
Thanks
Daniel
(Note: The material is a principled shader with an index of refraction set to 1.500. And A transmission value of 1.5.)


texts: How can I store a human animation as keyframes/baked?

texts: I need to upload a project to render it on Sheepit, which doesn't allow scripted drivers. I used rigify and makehuman for the people, which means they have scripted drivers, so it didn't work; the person just remains in the rest pose. Is there a way to bake the animation on the deformed mesh so it's stored there?


texts: How can I expand an active window? Like in maya how you click space bar to focus in on just one window. Thansk for you help


texts: Vertices that seems to be aligned, are not?

texts:
Hi all and good to be here.
I'm new to the forum and fairly new to Blender. I did some tutorials and simple drawings, but now I want to 3D print my designs.

I've created a rim (1/24 meant to be used in scale modeling)
The inside of the rim containts a 'cylinder' that will be used to attach the wheel to the model car. For some reason, the vertices shown in the image below appear to be somewhat offset when I slice the STL export for printing. However, all the vertices have the same Z value of -11mm.
What am I missing/doing wrong?

According to the slicing tool the outer rim first appears on the third layer, where the center starts on the 1st.

I am aware this could also be a problem from the slicing software... but let's look at the design first.


texts:
As simple as it is to link a collection with another one just by drag and drop I can't manage to find the way in python.

scene = bpy.context.scene
scene.collection.objects.link(obj)

this seem to work only with objects, how would it be with collections?


texts: It supposes when I press 1,3,7 the view will change automatically to top, side or bottom, but somehow it doesn't work. And then I find non of my numpad work. I'm using 2.8 by the way.


texts:
I just got Blender and it works fine for the most part, but when I open the preferences window it's blank and white. Does anyone know why this might be?
Thanks.


texts:
On the blender website there is this image:

What would I need to do to recreate this, cubes and spheres falling instead of fruit would be fine. I believe this uses the cycles render I have never used this before.


texts: Blender doesn't update after I change keyframe positions with script

texts:
Hi I'm creating a suite of a few small functions which manipulate the position of grease pencil keyframes.
My script works but Blender doesn't seem to use these new values until I click somewhere into the dopesheet.
class GPencilRippleMoveRight(Operator, AddObjectHelper):
"""move keyframes right"""
bl_idname = "outliner.ripplemoveright"
bl_label = "Ripple Move Greasepencil Keyframes"
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):

    for layer in bpy.context.object.data.layers:
        keyframes = layer.frames.values()
        keyframeCount = len(keyframes)

        if keyframeCount==0: # no keyframes
            continue

        selectedKeyframes = []

        for kf in keyframes:
            if kf.select == True:
                selectedKeyframes.append(kf)

        if len(selectedKeyframes)==0: # no keyframes selected
            continue

        firstSelected = selectedKeyframes[0]

        for kf in keyframes:
            if kf.frame_number >= firstSelected.frame_number:
                kf.frame_number += 1

    # trick to update the display of keyframes in the dopesheet
    bpy.context.scene.frame_current+=1
    bpy.context.scene.frame_current-=1

    return {'FINISHED'}

Just try this code while playing a grease pencil loop, you will see the animation doesn't change until you click somewhere or call a standard operator of Blender like pressing G.
So I guess I need to force Blender to update and use the new values somehow – any ideas?
EDIT:
Ok I found a fix: by switching the object's mode it would update:
origMode=  str(bpy.context.object.mode)
if final_mode == 'EDIT_GPENCIL':
    bpy.ops.object.mode_set(mode='SCULPT_GPENCIL')
else:
    bpy.ops.object.mode_set(mode='EDIT_GPENCIL')
bpy.ops.object.mode_set(mode=origMode)

BUT .... when I loop through selected_editable_objects to use the script on more than one Grease Pencil Object, they dont have the function set_mode.
Is there any other way to achieve this ??
EDIT2: ok it seems toggling .show_in_front also does the trick as do some other properties probably. Now just to find the one with lowest impact.
But if there's is some kind of global refresh of stale data that would better of course.


texts: Correlation between image render cap size and game resolution

texts:
I am struggling a bit with the ImageRender. I want to built up a simulation using the Blender Game Engine in combination with ROS.

The plan is to record an image using the virtual camera in Blender (the selected one in the screenshot).

This is already working, but with a horrible resolution. The resolution of the image is currently 512x512:

My question: How can I improve the resolution of this output image?
I am getting the image using the ImageRender functionality with a plane object as a proxy where the virtual camera is rendering on.

Thank you in advance.


texts:
I'm not sure what I press wrong, but now, my final render doesn't show anything...just stays black.

In Viewport shading everything is visible as it should be...

Any idea? :( .....see screenshots below:

Thanks!!!

Two more screenshots with camera view....

Found what cause the problem thanks to @RobertGützkow :)


texts: Is there a way to keep hair childeren and edit the mesh?

texts:
Editing a mesh after adding hair particles will mess up the hair (I assume it's because hairs are placed based on vertex order/indexes which change when the mesh is edited).

This can be avoided by disconnecting the hair from the mesh, but this will remove child particles.

Is there a way to keep hair (including child particles) in the same state while editing the mesh?


texts: Manually Painted Vertex Weights don't export to FBX, but auto-weights do

texts:
I'm exporting using the AutoRigPro exporter. In Blender, the weights look fine (the first image). However, After auto-weighting to my rig, I needed to do some manual painting around the wrists to fix deform issues. Then on export to FBX I get the issue you see in the second image.

Any vertex I painted manually or modified in the slightest with the blur tool doesn't seem to export properly.
I checked and the bone I'm weighting to is the correct one, and is exported. The weights are normalized. There are no more than 4 weights per vertex. Any idea what's going on here and how to fix it?
Removed the link to the source file because I solved the issue.


texts: My video keeps automatically switching to 600 fps?

texts:
I am attempting to cut out exactly 30 frames of a video at 30 fps to string together with other 1 second videos.  I had no problem doing this with a previous version of Blender.

Now for some reason in Blender v2.8, every time I do so by setting my render frame start and end to the 30 frames I want (let's say 71-100), when I render it and then bring that file back into blender, the audio strip will correctly be 1 second (30 frames), but the video strip will be 581 frames.

Any help would be greatly appreciated.


texts: I am new to Renderman and I can't figure out how to render hair. I tried finding info but I can only find how to do it in Maya which doesn't have the same workflow. I found this tutorial https://www.youtube.com/watch?v=Bfbu6IH1XRQ&t=314s but it is in spanish. I tried following along and it seems like I did everything right, but still no luck.


texts: Export to wavefront always gives white for ambient ka

texts:
I'm using 2.76b on ubuntu. When I export to a wave front object, it will always set the material's ambiance (ka) as white. I've changed the World ambient color to multiple different colors, and it always exports as white.

Steps I use:

Create new blender file w/ default cube
Click on World tab in properties.
Expand World subsection
Set Ambient to pink or something
File -> Export -> WaveFront

When I go to open up the .mtl file, it will still show as all 1's for the ka component for any material.


texts:
When I add an image with a transparency layer on the bottle, it darkens the entire bottle and I have no idea what's going on. I followed this guide to the word but can't seem to figure out what I'm missing.

This is what it looks like with the text image.

This is what it looks like without the text image.

Here's a screenshot so y'all can see real quick what the setup's like.


texts: Imported Alembic (Animated mesh) I need it to have same # of vertices for fluid sim

texts:
I am working on a project where I plan to have multiple fluid sims running, I am having problems with my imported animated mesh, where each frame has different number of vertices. (This has previously been exported as alembic) then reimported, so I can start on fluid sim #2

I am trying to create the 2nd fluid sim and want the first simulation(Imported Animated Mesh) to be an obstacle so the new mesh kind of flows/moves with it.

The problem is when using the 1st imported mesh as the obstacle with option export animated mesh for calculations. Blender tells me that the exported mesh,  must have the same number of vertices for each frame.

I have tried the shrinkwrap modifier on a cube outside the animated mesh and it doesnt give me the best results. it stretches the cube over the fluid but doesnt really fill in voids etc...

is there a way to rebuild the mesh to be the same number of vertices for each frame?
such as using decimate in a way it deletes only a few vertices to make the count the same for each frame?

cheers
Shaun


texts:
I am making an animatronic using an arduino and I wan tot control the servos with blender. I have looked through every post an tutorial and nothing seems to work (I am a complete blender noob) I want the rotation of a servo to change with the rotation of a cube here is the python code I have

import bpy
from math import degrees
import serial
ser = serial.Serial('COM5', baudrate = 9600, timeout = 1)
def cube_rot_report(scene):
    cube = scene.objects.get("Cube")
    if cube:
        #rot = cube.matrix_world.to_euler()
        rot = cube.rotation_euler
        ser.write([degrees(r) for r in rot])

clear the handlers
bpy.app.handlers.frame_change_post.clear()

bpy.app.handlers.frame_change_post.append(cube_rot_report)

here is my arduino code

 #include <Servo.h>

    // Servos to be used
    Servo servo1;
    int pos = 0;    // variable to store the servo position

    void setup()
    {
      // This is using pin 9 (change accordingly)
      servo1.attach(9);  // attaches the servo on pin 9 to the servo object
      pinMode(13, OUTPUT); //LED
      // initialize the serial port
      Serial.begin(9600);
      servo1.write(45); //initial servo position
    }

    int angle, light=0;

    void loop()
    {
      // wait for the servo angle
      if(Serial.available() > 0){
        angle = Serial.read();
        servo1.write(angle);
        if (light==0) {
          digitalWrite(13, HIGH);
          light=1;   // set the LED on
        }
        else {
          digitalWrite(13, LOW);
          light =0;    // set the LED off
        }
      }
    }

please help! :)


texts: When I sculpt it doesn't show in object mode

texts: I am pretty new to blender. I am working on this character, however, everytime I switch from sculpt mode to object mode, it doesn't show the changes I made to the object in sculpt mode. I believe this might have started because I switched the "lock object mode" to off. I already turned it back on, but it still doesn't update. Please help.


texts: im just getting those artifacts in the viewport ,they just showed up .whats the problem here?


texts: Want to achieve similar blanket Marked as "?". How to make grid bumps with wrinkle after the cloth simulation & baking etc?


texts: How can I disable interface smoothing of point clouds in 2.9?

texts:
I am working with point clouds and for a greater precision need to match viewport's point drawing of Blender 2.91 to 2.79.
Here is a comparison between them (Object mode):

As you can see newer version is much bulkier due to outlining or extra smoothing.
In preferences I totally disabled antialiasing and set "Thin" line width.


texts: How to do a bezier interpolation mode animation along a path?

texts: When I parent an object to follow a path and animate it, I only get a linear mode animation and changing that in Grapth Editor to bezier doesn't work! How to do that?


texts:
I'm writting my Thesis about a method for an additive manufacturing method for thinks like styrofoam aka EPS.

Now I want to simulate the light distrubution in small balls of Polystyrol hit by a concentrated sun beam (with a telescope with an angle) and with a normal laser ray (parallel monocrome light).

My first question is if there is a possibility to get the color distortion of PS like shown in the wikipedia picture. In the nodes I don't see a possability.


texts: How to bake refraction/transmission as seen from a specific camera viewpoint?

texts:
I'm trying to adapt the OSL script from this answer, which allows baking of reflections as seen from a specific direction, defined as FakeCamPos:
shader osl_reflection_normal(
  vector FakeCamPos = 10,
  int IsCameraRay = 1,
  output normal ReflNormal = N)
{
    if (IsCameraRay)
    {
        // Normal pointing from FakeCamPos to here
        normal fakeCamNormal = normalize(P - FakeCamPos);

        // Reflect fakeCamNormal across the surface
        normal fakeReflection = reflect(fakeCamNormal, N);

        // For some reason I points towards the camera? Otherwise we'd use -I
        normal incidenceNormal = normalize(I);

        // The average of the incidence normal and the fake reflection normal gives us a normal that reflects one to the other.
        ReflNormal = normalize(fakeReflection + incidenceNormal);
    }
}

This works great for reflections, but not refraction. Is it possible? What would be the correct calculation to achieve this?


texts:
I have a mirror modifier and applied material on it. Why i cant see same material on the other side.

Any suggestion or help. Thanks


texts: How can I find the proper focal length of the cameras in Five Nights at Freddy's using BLAM?

texts:
It's been a long time since I last posted and I need your help. For a few months now,I've been trying to find the focal length of the security cameras in Five Nights at Freddy's. Every time I tried,it was always inconsistent. Then,I found BLAM (which I'm still unfamiliar with) and I tried using it to solve my dilemma,but it didn't work either. Could someone please help me?

P.S: I heard that BLAM has a new predecessor called fSpy. Should I use it instead?

Here's an example of some rooms from FNaF2 that I want to replicate in Blender:

1. Main Hall

2. The Office

3. Parts & Services


texts: Rendered image does not show transparency or lighting

texts:
I have exactly 1 day experience of Blender so this is sure to be something really basic. I have created a scene with a light and a single cube with translucent material, when I look at the scene through the camera in the Blender UI I see this, which is what I would expect:

but when I look in the rendered PNG file I see this:

i.e. no shading or transparency. I just want the rendered image to match what I see in Blender.

One thing to note - I need to be able to render the image using code only, so telling me which menu/button to use within the UI won't help me.

My script is as follows:

import bpy
import mathutils, math

scene = bpy.context.scene

# Lights
light_data = bpy.data.lights.new('light', type='POINT')
light = bpy.data.objects.new('light', light_data)
light.location = mathutils.Vector((5,5,5))
bpy.context.collection.objects.link(light)

# Camera
cam_data = bpy.data.cameras.new('camera')
cam = bpy.data.objects.new('camera', cam_data)
bpy.context.collection.objects.link(cam)
scene.camera = cam
cam.location = mathutils.Vector((5, -5, 5))
cam.rotation_euler = (1, -0.5, 1)

# Action
mat = bpy.data.materials.new(name='mat')
mat.diffuse_color = [1, 1, 0, 0.5]
bpy.ops.mesh.primitive_cube_add()
cube = bpy.context.object

cube.data.materials.append(mat)

scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = "cube.png"
bpy.ops.render.render(write_still = 1)


texts:
I have an object with many nested children. Some of this children are hidden as i want it to be. I want to do some operation to all of children but If i select hierarchy from outliner or shift-G /select children , it will ignore the hidden/invisible children.
How can i do the proper selection so all the hidden objects will also be selected ? I don't want to unhide them, because later i need to select them one by one again to hide them back and it's painful because it's a complex structure.


texts: When I started using 2.90 version, Pose mod started to lag (when choosing some bone). There are no lags in previous versions. I have: RAM 16 gb, 64-bit OS, AMD Athlon X4 840, Nvidia GeForce GTX 960


texts: What's the shading algorithm behind Smooth Shading?

texts:
When I flip between flat and smooth shading, I see that the vertex normals flip between n vertices for n meeting faces and single (averaged) normal.  Once the vertex normals are deduced, how're objects with Smooth Shading rendered?  I'm interested in the shading algorithm/interpolation model (Phong, Gouraud, etc.) than the illumination model (like Blinn-Phong, etc.) used.  When smooth shading, are lighting calculations done per-vertex or per-fragment?
I'm a graphics programmer (OpenGL) who recently started learning Blender.  I'd like to understand how Blender works under the hood for better understanding.
I searched in the manual but couldn't find anything regarding this, understandably.  The Blender 3D Wikibook says Phong while an answer here says Gouraud.
When flat shading, the usual technique is to just shade the entire tri or quad with one lighting calculation performed with the face normal.  I hope this holds true with Blender too.


texts: How to use KX_CharacterWrapper.walkDirection

texts:
I want to make a character, which would move, and I want to use character physics and python for easyer controll. I know you get the character wrapper with wraper = bge.constraints.getCharacter(own) Then I want to make it move, but I can't figure out how walkDirection works. I did it like so:

import bge

cont = bge.logic.getCurrentController()
own = cont.owner

wraper = bge.constraints.getCharacter(own)
direction = (0, 1, 0)
wraper.walkDirection(direction)

But whnever I press the key and run the code I get an error: 'Vector' object not callable
I can't find any examples of how that's done on the intrnet, and I tryed changing the code many times.

Please, can someone tell me how it's done?
Thanks.


texts:
I have exported a glb/gltf file from Blender for a model. But when I view the file in a gltf viewer it shows a pixelated texture.
I am not able to figure out the issue. Is it the inherent model issue? Or the texture file issue? Also, my glb file export file is around 10 MB.
Can you please help me with some leads? I am attaching a picture of the same. Thanks.


texts: As seen below, the faces in the centre are lighter than the others. All have the same material.  Recalculating the normals didn't help. What is causing this?


texts: How to only sew a specific part of a mesh?

texts:
I am trying to make an overcoat/trenchcoat type of mesh. At the bottom of the coat, there are two flaps that have to be drawn back to the sides. For reference, it is based on the French trenchcoats from during the Victorian era as shown . So look at the bottom of the coat, notice how those flaps are attached with buttons on the side. I tried looking if I could do something with vertex groups and weight paint, but to no avail.
Here is a clip I made of my issue. I am trying to use sewing in the cloth physics, but the physics are affecting my entire mesh, instead of just the bottom parts(the flaps more precisely). How would I go about this that only the bottom part is affected by the cloth physics and that the sew physics work only for the flaps?


texts: diffuse map bake shows weird helper edge?

texts:
So I have an image texture.

And I have a (mesh) plane.
And I added a material, the above image texture.
And I assigned the material to the plane.
I made second uv map, and mapped the plane to the first row of windows.
In the original uv map I did the same thing.
Then I bake a diffuse map to the same size image.

At first glance it looks fine. However, if I change white to say blue in an editor, I get this weird line from top left to bottom right.

It's like my plane has been divided in two triangles, and the edge is now being baked as well? I tried many things and can't figure out why this happens. When I subdivide the face into smaller pieces, the 'specs' location do change. How do I get wrid of these specs/artifacts?
(PS total blender newb)


texts: How can I make flaky edges for cinnamon stick?

texts:
I would like to achieve as much realistic result as possible for a cinnamon stick, one of the things i find challenging is making the flaky fragments at the edges only.

REference image as indicated with number 2 below

here is my blender file

thanks for the help


texts: How do you make a jagged circle edge smooth?

texts: I would like to make the edge of this mesh a smooth circle. Any suggestions?


texts: How can I get a cabinet projection camera?

texts:
How can I get a camera to render with a cabinet projection?

I know it is possible to get a gaming isometric projection, but that's not really what I want.

I've tried positioning an orthographic camera in almost all possible ways but still can't get one. Actually an orthographic camera wouldn't work because as soon as you get the world x-axis parallel to the viewport x-axis, the world y-axis is always parallel to the viewport y-axis.

I think it is something like shearing, but I am not so sure.

Cabinet projection:

Image from Wikipedia


texts: hair particles is clipping throught mesh

texts: I'm pretty new to blender and I'm trying to create hair for a character but the hair keeps clipping through the mesh and makes it look terrible what should I do?


texts: Rigid bodies animation failing to contain spheres within a moving box

texts:
I am animating a drone carrying spheres inside a container. I also have a turbulance force moving in order to give the effect of levitating balls. There is no gravity in the scene. The idea is to create the effect of balls being carried within a box with air from top and bottom.
I tried everything I had in mind and I could research online. My substeps and iterations are both at 100 in the rigid world. The box, top lid and bottom one are all set as rigid body passive and have the animated box checked.

I can share the scene if its needed.
Thank you


texts: How do I cut 2 parts of 2 diffrent objects?

texts:
I'm new in Blender.

I want to cut the 2 parts of 2 diffrent objects as I showed in the picture. But I just want to cut these 2 parts,which they're in the red circle.

Thank you so much...


texts: How to set keyframe handles to be interpolated via script on the fly (low-level variant: keyframe_points.add(int) + keyframe_points[i].co=..)?

texts:
When I do this in a script, both left and right handles begin at the (0.0, 0.0) point, so the animation curve looks like this:

Handles fix themselves if I do sth, like dragging just one of them. Seems like the api is so low-level that setting keyframes that way doesn't let some callback for interpolation to be called.
Here is the python script:

import bpy, re, sys

obj = bpy.context.active_object
obj.animation_data_create()
obj.animation_data.action = bpy.data.actions.new(name="MyAction")
fcu_x = obj.animation_data.action.fcurves.new(data_path="location", index=0)
fcu_y = obj.animation_data.action.fcurves.new(data_path="location", index=1)
fcu_z = obj.animation_data.action.fcurves.new(data_path="location", index=2)
f = open(".../example", "r")
for i in range(30):
    print(str(i))
    ln = f.readline()
    try:
        vec = [float(m) for m in re.split(r"[ \t\n]", ln)[:-1]]
    except ValueError:
        sys.stderr.write("ERROR")
    fcu_x.keyframe_points.add(1)
    fcu_x.keyframe_points[i].co = 24*vec[3], vec[0]
    fcu_y.keyframe_points.add(1)
    fcu_y.keyframe_points[i].co = 24*vec[3], vec[1]
    fcu_z.keyframe_points.add(1)
    fcu_z.keyframe_points[i].co = 24*vec[3], vec[2]

Here I parse a file string-by-string (3 coords + time in sec) and create corresponding location keyframes. I need to create animation in real-time and play it simultaneously, so moving the animated object and setting keyframes based on its real position is out of the question.

I could change the interpolation manually after each frame adding (for Blender to recalculate every handle each time), but I'm afraid that when the number of keyframes is in the thousands, it'll take too long.

Is there a way to set and calculate the interpolation for only the last keyframe point when adding it?


texts: Exporting / Importing Object with Animations

texts: I've been trying to work on a bow and arrow and get it working inside unity. I don't have much experience with animations, but I've successfully got my characters to run, walk, idle, attack, get hit, mine rocks, cut trees etc. Today I finished rigging my bow and got it all animated. I tried exporting it as a .FBX and importing it into another project I have with the character rigged already with a pulling the bow string back and releasing. When exporting the bow, everything works great, the key-frames are perfect just like they should be but after importing into another project or even a blank blend file, my animation always adds extra key-frames and totally messes with the animation. I've spent over 2 hours trying every possible configuration I could think of inside the settings and more that definitely made no sense but I tried for the hell of it. Has this happened to anybody before? Any help, knowledge or guidance would be greatly appreciated! Thanks ahead of time and have a great weekend!


texts: How to get absolute file path for linked texture image?

texts:
I am writing a custom export script for blender and need to copy the textures from the materials texture slots to another location.
I am using shutil for copyfile:

copyfile(bpy.path.abspath(texture.image.filepath), export_path + filename)

This works, as long as the texture isn't linked from another .blend file. In this case, texture.image.filepath returns the path relative to the source blend file, not the current working file. bpy.path.abspath then just appends it to the current working directory, which is wrong of course. How to deal with this?


texts: smooth shading my object causes weird results and i dont know whats causing this

texts: I have this gun im modelling and it seems fine on flat shading but when i smooth shade it causes weird lines on the front flat face. im new to blender and i dont know whats causing this issue please help.


texts: The Period "." in Blender number pad emulate

texts: I emulated the number pad. But I do not know what key to use for the "." button.


texts: Working with a "reverse-rigged" model (bones rotating at tails instead of heads)?

texts:
I've been working on a hobby project where I've been trying to import rigged models from an old game. I've worked out most of the format details (animation is the last thing I have left to puzzle out), but there's one part I've found a bit bizarre.
After much trial and error, I've discovered that the armatures appear to be rigged "backwards" - vertices assigned to the bones appear to rotate based on their tail positions rather than their head positions. I've modified my importer with a functional, if ugly, solution: I've simply reversed each bone, putting their heads where their tails used to be and vice versa, but with use_connect set to True, I've got cases where bones at the extremities "double back" on themselves - for example, the two bones that used to branch out from the wrist and form the thumb are now overlapping one another because the "parent" bone for the thumb tip is trying to keep its tail joined with the head of the thumb tip bone itself. I've tried disabling use_connect, but while the rig now looks like it should, the bones now rotate around their centers.
Again, I haven't worked out the animation format yet, and I don't know if my ugly-yet-functional solution will have any negative impact on my ability to import said animations into Blender when the time comes, but I have to ask: is there something I've missed here, being a newbie to writing Blender import modules? Is there some way to set up the rig in the Blender API that would allow these bones to rotate relative to their head positions without using use_connect?