texts: Get reference to the object holding the shapekey

texts:
So i have researched a lot but found nothing.
When adding drivers you can "use self". I have come so far to understand that "self" is just a reference to the shapekey. But what i want is the reference to the object holding that shapekey.
I esentially want to type "thisObject.location.z" and i want to find "thisObject" by using the shapekey-reference.
So let's say i have an object called "CUBE". Then i add a shapekey to it and also a driver. Now when i go to the driver and check "use self" if i type self it will just give me the reference to the shapekey. I want to kind of reference backwards. In the end the shapekey is just a subclass of "CUBE" so there must be a way to find the "master object".
I mean it is a vague guess i have but usually you should be able to reference backwards if you have the reference to a subclass.
I highly appreciate any helpful comments that can get me closer to the solution of this problem.


texts: I've stopped my animation that was rendering at 224 frames (out of 250) and I can't find a way to start rendering again from where i left off. I've been told to change the start frame (under frame range) to where I last left off but it just starts the render from the beginning (restricted to 224-225 frames). Please help, I just need a few more frames


texts: Getting BMesh Face Index from UV Face Index

texts:
I want to iterate over the square blocks of the UV map from left to right (and then top to bottom) and find the index in bmesh of the face(s) contained in each of the block (one block can contain multiple faces and vice versa).
Is it possible?

Edit:
Even better would be to be able to find the bmesh face indices corresponding to the UV islands.


texts: So how could I make a checker texture distorted like most other blender textures in the material nodes category?


texts: Path curve: spline to pass through control points

texts:
I am trying to set a number of vertex to define a very established path. The problem is that the nurbs spline that results from these vertex do not pass the control points. I'd need this spline to actually pass through the control points and I wondered if you know how this can be achieved? The image below, the line in red, represents what I want to achieve. :)
Thank you so much.


texts: How to pause a video animation in video editor

texts:
I am trying to create a technical animation where i require a video to pause at specific intervals to include explanation texts. For example, in the image below i require a cut to be done exactly where the blue line is:

I am aware using keyboard shortcut "K" allows for me to split strips where i can split the video, followed by splitting the image apart from the video as such:

However, when i scrub to the portions where the portion is black no video will be playing.
Tl;dr: How do i easily pause an animation such that i can add other edits in the other channels while keeping a still frame in the original video.
(the only brute force method i can think of currently is duplicating that still frame that i cut [2nd image] for the whole duration of the blank space.)


texts: Downloaded a character model that has a skeleton but need help so i can pose it

texts:
I recently downloaded a character model and was hoping to play around with it. I am new to Blender so I've watched some tutorials on how to pose characters with armatures. But the character model I downloaded has a premade skeleton and there are no grey bone things. So I am not sure how to pose this character using the premade skeleton.

Here is the download link for the character. http://tf3dm.com/3d-model/bastet-50797.html

Screenshot of the premade skeleton


texts: Animated objects not consistently making contact with rigid body physics objects

texts:
I have a scene of numerous objects ("triggers") arranged on a path that are animated to ride on a twisting conveyor belt.  Suspended over the belt, there is a rigid body physics lever that is supposed to rotate on it's hinge whenever a passing trigger object makes contact, which then causes a mallet to swing that is connected to the lever via a rigid body spring constraint.

The problem is that the lever rarely reacts when a trigger makes contact.   I have tried changing the sensitivity margin settings of both the lever and each trigger, but this has yielded hard to reproduce results.  I have checked my normals, scale, etc.  I have increased the Rigid Body World steps per second.  I was able to fiddle with settings on the object physics properties, but could only get one of the triggers to move the lever; but after saving and then re-opening the blend file, the previously working trigger failed to work again!

In the screen shot, you can see the triggers distributed along the spiral conveyor, with an example trigger labled "X" (that will make contact with the lever when the animation starts).  The curving arrow illustrates the direction of travel of the triggers (which travel at a steady velocity).  The lever/mallet contraption is suspended over the triggers.

I would very much appreciate any suggestions as to what might be the issue.

Here is my blend file: https://drive.google.com/file/d/0B8euJ49ta_XTUFRnT2xTdTlZOEk/view?usp=sharing

----- Updated ------

I created a simplified setup to figure this out, and I think that I am zeroing in, but not there yet.

I placed a simple spinning paddle wheel object under the lever.  Eight paddles, with seven that are 0.05 blender units thick, and one paddle that is about 0.15 units thick. The tips of the paddles are about 9 blender units apart.  I set the sensitivity margins of all physics objects to default 0.04.

The speed of the paddles, and the thickness of the paddles seem to make a difference.  If I set the rate of spin down to a 2 second interval per paddle, the lever responds consistently to each paddle.  If I speed up the paddle wheel, to about one second paddle spacing, then the lever hits success become variable: completely missing one third, slightly twitching for a third, and the final third are hit solidly.

At a midway speed setting of 1.5 seconds per paddle, I see an improvement over the 1 second spacing results.  What I also notice at this speed is that the thicker paddle has the best chance (but not 100%) of moving the lever. When it does move the lever, the thicker paddle also forces the lever to deflect further than the thinner paddles deflect the lever.

I hope these further clues help to find a solution.


texts: How would you approach a shader for a glittery eyeshadow

texts: Something like this. Probably some kind of noise mask with some metallic, low roughness?


texts: How to copy movements from one object to another?

texts:
I am learning to use Blender and created a simple animation which shows the rooftop coming off followed by the roof support which then disappears from view. The idea being that a new retrofit support would be installed (thought of using the same support but changing the colour when it is out-of-view but will sort that problem later):

Problem is I would like the chimneys and the windows at the top to group with the roof so that they will all move in unison instead of having to animate them individually.

Is there a simple method to achieve this?


texts: Hollow object with Boolean filling up with ocean modifier?

texts:
I honestly am having a hard time describing this error, it may just be a bug. I've included a .blend file and screenshots as a reference.

I have a ship in a bottle on a plane with an ocean modifier, the plane also has booleans, so that the ship stays hollow. This works, but on frame 14 the ship suddenly fills with the entire ocean material.

I've been experimenting with the modifiers trying to figure out what the issue is. At this point I'm a bit lost.

Here is what the image should look like:

Here is what it looks like on render:

I've also attached a blend. I'm completely lost, any advice would be greatly appreciated. Thank you in advance.

Blend File: https://drive.google.com/file/d/1zLqDeVBwMfVUwvZ593x8OzJT1_DKmFid/view?usp=sharing


texts:
I'm doing an online course right now and can't seem to get one thing right.
In the course, an object is used as a reference to influence the linked objects together. Which works fine.
But on the picture you can see that a linked object has a 90 degree angle. I can't get this to work in Blender. If I change one linked object, the others change with it.
How do I get this to work?
On the other hand,he uses a volume box to make this 90 degree angle look like a bevel on an Linked Object.
How is this done in Blender?
[][12]


texts: Blender 2.91.2 Why I can't get freestyle to work

texts:
Basically I have two files. They are fairly identical, but one produces Freestyle renders and the other does not. And I can't figure out why!
Pesky file here: https://drive.google.com/file/d/1tW0BMya2n-wjL3y7MujzxDs1-h9J1fHN/view?usp=sharing
Please help


texts: I'm new to Blender and try to make my first simple game using BGE. In order to win this hypothetical game, a character has to collide with multiple spheres. During the collision, spheres should disappear and increment some global score, thus the logic for all of them will be the same. I noticed that when I duplicate a sphere (using Shift+D) and then change the color of the original one, the color of the other one changes as well. Sadly, it doesn't work that way in case of "logic bricks".


texts: Why is Keyboard C selecting the Cursor and not Circle Select?

texts:
When I press C on the Keyboard in Edit Mode in 2.8, it activates the Cursor tool, instead of Circle Select.
I tried to verify the shortcut in Preferences by searching for Circle Select, but became more confused, because while mask.select_circle is bound to Keyboard C, there are multiple entries, and some such as view3d.select_circle have the Ctrl modifier set to Subtract mode and Shift set to Extend: however the behaviour I observe is that Shift Subtracts and Ctrl does nothing.
How should I interpret these keymaps? And what is the correct way to set a shortcut for Circle Select in Edit mode?


texts: How to restrict frame range for multiple F-curves at once?

texts: I have lots of f-curves(~100) cycle modifier applied to and I want to restrict same frame range for all of them simultaneously. is it possible to make it? coz I feel pain to restrict same frame range for all curves manually. thank u guys in advance!


texts: BGE: unwanted patterns in ground texture from repeated, seamless image

texts:
I need to texture a 5km x 5km plane. Repeating the texture produces unwanted pattern, although the texture is seamless.

This issue has been already addressed for Cycles but not for BGE.

Is there any way to solve this in the BGE?


texts:
Can you tell me how to make the drool simulation like here: https://youtu.be/gR2OhFLkLM0#t=5m6s?

Fluid simulation doesn't give sticky effect, it's just water. I tried to stretch mesh using softbody, but mesh just stretched out and practically didn't change its shape. In short, it turned out nonsense.

I have no more ideas how to do this.


texts: ASCII Art in blender using Animation Nodes

texts: ASCII Art is the use of ASCII characters to draw images an shapes. I was wondering if it is possible to convert an image into an ASCII Art using Animation Nodes in blender. Here are some examples for the required output:


texts: Is there a way to separate an object by material?

texts: I've downloaded an OBJ. file that is all one object besides the materials. Is there a way I can separate them out so I can delete them?


texts: Nothing to export, 0/7 objects selected?

texts:
When I try to export this item as a collada, nothing exports. It will sometimes go through with the export (when I export as collada - default) but nothing is actually in the file. When I try to export as collada - avastar I get : 'Nothing to export' and the option to export 'Selection only' is grayed out.

I noticed that when the item is selected, in the top bar it says Objects : 0/7 which I assume means its not registering the object even though its physically there.

Any suggestions?


texts: removing the white border in material 3d viewport when selecting alpha blend or alpha clip

texts: i'm trying to get these leaves to show correctly in the 3d viewport (not render) with the transparency applied and no white border around the leaves, i had to choose alpha clip or alpha blend to get the transparency to show up in the 3d viewport, but there is this annoying white border around the leaves, any way to fix this? FYI this node setup looks normal in render mode but i'm don't want to render that way right now.


texts: Im much confuse with the node editor to get the different material effects. Is there any website where i can download the material for free.


texts: How can I mask an object to allow another object to show through?

texts:
I have an outer eye and an inner eye.  I'd like the blue iris to show through the outer eye.  In my source files shown below, I've got a couple masks.

I suspect the answer is an image texture node with the mask file, but I'm not sure how to set that up.

If another solution seems better, I'm open to suggestions.

For reference, the .blend is here.
Thanks!


texts: Link python array to x-position of element

texts:
I have a python array:

x = [0,0.1, 0.5, .... ,45]

The number of elements in the array equals the number of frames in the scene.

Can I link or upload this array to an objects x-position?

I would love to avoid to loop through all frames and assign the position that way. I am new, therefore I am not sure what is best.


texts: How to project an image from a Cycle's Sun light

texts:
I'm trying to project a caustics texture from a light in Cycles. It works with Point or Spot lights, but I'm trying to emulate the sun projecting caustics underwater, so I need the shadows and light rays to be parallel. Here is an image from the test scene, note that the shadows are not parallel.

And here's the light's material setup:

The question is if there's a way to project from a Sun light. I know that an option is to take the light far, far away (that's why the Light Falloff Node is there, for controlling the strength).


texts: Is There a Way to "Render" the sound itself in Blender?

texts:
I know this sounds like a ridiculous/newbie question, and I know it's been asked before (and yes, I am currently aware that there's no 'official' method for doing this), but is it theoretically possible to obtain data (from, say for example, the collision of objects) and through some elaborate scripting, be able to actually simulate what it would physically "sound" like? And if it were possible, how could it be done?

I can imagine that the adjustment of objects' positions relative to the active camera would be a fairly simple and straightforward place to start out (rapid oscillations based on the locations of each object could simulate sound wave pressures and be delivered straight to headphones), but other sounds appear a bit more complicated because of the way the physics system is already set up, with an emphasis on speed & efficiency rather than complete and total accuracy.

Anyways, I guess my primary question is: how would one go about beginning to script such a thing? Have there been attempts to do this already? Has anyone considered implementing an idea like this to create physically accurate sounds? (rather than taking a sound effect that has no relation to the physical qualities of the object it's ascribed to and using it for that purpose)


texts:
I'm a beginner.

Is it possible (and if so, how) to select a single vertex and change its color? I tried the "Vertex paint" mode, but couldn't find a way to select a single vertex and view its color.

Thanks.

Edit:

What I'm trying to do is to encode data with the vertex color so that my game engine will be able to act on that vertex differently, while the actual in-game color of that vertex will be determined by the UV coords and texture I apply. I'm using FBX as binary format.

IMHO this is a very basic functionality which should be exposed from GUI, so if someone here can open a feature request, that would be great.


texts: How do I set a separate user preferences for Blender Portable?

texts:
I want to have separate settings for my copy of Blender Portable on my D: drive than the official version installed in my C: drive

What do I have to change in the portable version to prevent settings from being shared?

EG: If I change the theme in the portable version, the main version also adopts that theme.

The answer provided at:
Can I change default folder to save startup file (startup.blend and userpref.blend)?

Is different than mine due to the portable version overwrites the standard installed version configurations and not in its own folder.


texts:
I have mesh model of a shirt that I want to reshape as if it were being put on - with the surface rumpled and bunched up - but I don't want the mesh to lose its overall shape while I modify it, as if it were real fabric. Is there some way to do this?
I have tried the proportional editing tool but it is inadequate.


texts: Unexpected vertices when looping through meshes in Scene Collection

texts:
I would like to loop through meshes in my Scene Collection to find the coordinates of Verts (single points added via Add Mesh Extra Objects addon) or the volume of a mesh (the default Cube).  I have code that will do each of these things separately, but when run together, the code which returns the coordinates of the single Vert instead returns the coordinates of the Cube's vertices.  I'm new to Blender and appreciate any help figuring out what the API is doing here.
Based on Batfinger's feedback (Select Meshes from Scene Collection without relying on name) this code prints the coordinates of a Vert:
import bmesh
import bpy

for i in bpy.context.scene.objects:
    if i.type == 'MESH' and len(i.data.vertices) == 1:
        print(i.name, i.type)
        # Get the active mesh
        obj = bpy.context.edit_object

        me = obj.data

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

        for v in bm.verts:
            print("vert location", v.co)
        pass

This code prints the volume of the Cube (has to be selected):
import bmesh
import bpy

for i in bpy.context.scene.objects:
    if i.type == 'MESH' and len(i.data.vertices) > 1:
        print(i.name, i.type)

        #Get mesh data from the active object in the Scene Collection
        me = bpy.context.object.data

        #Create an empty BMesh
        bm = bmesh.new()
        #Fill Bmesh with the mesh data from the object
        bm.from_mesh(me)

        print('Volume:', bm.calc_volume(signed=False))
        bm.free()

However, when I combine the two statements, the Vert loop now prints the coordinates of the vertices from the Cube and not the Vert:
import bmesh
import bpy

#Vert loop
for i in bpy.context.scene.objects:
    if i.type == 'MESH' and len(i.data.vertices) == 1:
        print(i.name, i.type)
        # Get the active mesh
        obj = bpy.context.edit_object

        me = obj.data

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

        for v in bm.verts:
            print("vert location", v.co)
        bm.free()
        pass

#Volume loop
for i in bpy.context.scene.objects:
    if i.type == 'MESH' and len(i.data.vertices) > 1:
        print(i.name, i.type)

        #Get mesh data from the active object in the Scene Collection
        me = bpy.context.object.data

        #Create an empty BMesh
        bm = bmesh.new()
        #Fill Bmesh with the mesh data from the object
        bm.from_mesh(me)

        print('Volume:', bm.calc_volume(signed=False))
        bm.free()

Results in:
Vert MESH
vert location <Vector (1.0000, 1.0000, 1.0000)>
vert location <Vector (1.0000, 1.0000, -1.0000)>
vert location <Vector (1.0000, -1.0000, 1.0000)>
vert location <Vector (1.0000, -1.0000, -1.0000)>
vert location <Vector (-1.0000, 1.0000, 1.0000)>
vert location <Vector (-1.0000, 1.0000, -1.0000)>
vert location <Vector (-1.0000, -1.0000, 1.0000)>
vert location <Vector (-1.0000, -1.0000, -1.0000)>
Cube MESH
Volume: 7.999999999999999


texts: How to SVG Extrude, Remesh and Beveling letter correctly?

texts:
I am new to Blender and I wanted to take a SVG file and turn it into an object/mesh with a medium sized bevel only on the top.
First, I began with importing the SVG file into Blender and using the Object Data Properties tab to adjust the extrude and bevel. At first, I thought this worked but then I learned that the bevel is intersecting with itself creating an artifact and it has poor topology.

After this I decided to create a mesh from the SVG, apply a solidify modifier, and attempt to bevel. This worked fine for some characters, but them I came to another realization that the bevels were inconsistent, and some letters bevel more than others.

I added a remesh modifier in attempt to create a better topology for the letters. I do not know if this helped because the situation was  the same (I cannot bevel as much as I want to). I've tried things such as removing double vertices (merge distance), make manifold, but it seems like these make it worse or have no affect.

If anyone could guide me in the right direction that would be greatly appreciated!!
Edit: I also understand that unchecking clamp overlap will let me bevel more, but this result brings more issues


texts: How can I use a script to export a model as a Wavefront file(.obj)?

texts: I am interested in exporting finger model with texture as Wavefront file (.obj) using a script. Many scripts were available online but they provide only vertices or faces. It would be of great help if anyone could provide me a script to save the all the information on that model. The model is shown below:


texts: Importing .obj from 3DS to Blender distortion issue

texts:
I want to export a mesh from 3DS to Blender, I currently use .obj format.

My screenshots are taken from Unreal but the issue is the same on Blender.
Here is my 2 floors superposed, one is selected in yellow

My problem is that when I use .obj,  only my height is incorrect:

As you can see, my lenght and width are similar, but my windows, walls, door have a bad height. If I check on 3DS, both of my floors have the same height and everything is good.

Do you have an idea why ? Thank you.


texts: Set a polygon's normal's orientation as the objects local rotation orientation (if every polygon is an object)

texts:
So,

Each of my polygons is a separate object. Their default normals point like this:

But their orientation or local axes are like so:

How can I make their local axes to be like so, but automatically?

I guess particles might be one solution for this exact case (if you emit new objects on top of the existing ones) but let's say the original objects are triangles and I wouldn't want to change their shape and pointing direction at all, only their local orientation axes, would that be possible?

Cheers!


texts: Whole animation is slightly rotated after FBX Import

texts:
I have some mocap animations and their lower bodies are twisted for some reason, so I've figured out, importing them into blender, then exporting to Unity solves the problem for most of the animations, for one however;
Twisted lower body issue goes away but the rotation of the whole animation becomes different in axies.
I'd be very happy, if someone could help. Thanks a lot.


texts:
I have been trying to import PySide into Blender to make some custom gui elements. I've searched several sites and found answers like How to import PyQt into Blender? and Has anyone hooked up PySide to Blender?, but I haven't found any solution about it.

I've managed to import PyQt5 in Blender and to work correctly. However, when I tried to import PySide into Blender, it seems to work but then it gives problems when I try to create gui elements, because when I run the script into Blender, Blender crashes.

I'm using the following versions:

Python 3.6.3
PySide2
Blender 2.79

How can I get PySide2 to work properly within Blender?


texts: How to attach parts of one model to another

texts:
i have a 3d model, i want to swap it's feet and head with another 3d model.
i imported both models, selected the parts, moved them to the desired position, pressed control + j to merge them.
but now it looks weird, it's so obvious that the feet doesn't belong to this body

i tried to fix this in sculpt mode but ended up making it look worse, so sculpting is either a wrong tool for this situation or i don't know how to use it currently.
can someone Please help me fix this problem?
thank you


texts: Speed control not slowing my video in the video editor

texts:
So I started editing my YT videos in Blender VSE. I was trying to slow the strip down, I visited the blender documentation to see how to slow strip down and followed the steps but was disappointed to see that the speed controller wasn't working with any value less than 1, so in other words it wasn't letting me slow the clip by any value less than 1.
What should I do ?


texts: Is there a way to have a grease pencil stroke follow the animation of a different stroke similar to parenting an object to another?

texts:
I'm developing a grease pencil workflow and am hoping there is a way to have a stroke (or layer) follow the animation of another stroke.  Examples:  Draw and animate a body moving and have clothing stroke follow body strokes or Draw and animate simple eyes and have eyelashes follow simple eye strokes.
Similar to how a child object can follow the transformation of a parent object

I would like a stroke to follow the animation of another stroke.  Certain strokes can be rigged to armature and follow that motion with weight paint.  So I was trying to create vertex groups and do something with that?

In this example, I want the eyelashes (a stroke on one one layer) to stick to the vertices of the the top of the eye.  I'm trying to avoid drawing as many in between frames as possible.


texts: Why won't anything in my scene rotate when I press"r", or "r" "r", or go to the rotation tool and click it?

texts: Look at the image below please! It's weird. When I press r or rr on the keyboard or drag the rotation tool it doesn't rotate. The rotation you can see is not locked! This bone wouldn't rotate, or any other bones. It was fbx imported, but I've imported it before and it didn't work. Nothing will rotate in the scene.


texts: How knife project a building onto a plane?

texts:
I want to knife project my building onto a plane so that I can easily make a roof. However when I knife project the result I get the following result:

The steps I take are:

In object mode I select my building and then also select my plane.
In edit mode I select both again, set my camera to ortho and set position to Numpad 3.
I press F3, search for knife project and select.


texts: Custom operator that applies transforms to all objects

texts:
I need to create an operator to apply transforms to all visible object in the scene. This is how I tried to do it.

class ApplyAllOperator(bpy.types.Operator):
   bl_idname = "my.apply_all"
   bl_label = "Apply All Operator"

   def execute(self, context):
         for object in bpy.context.scene.objects:
             if object.is_visible(bpy.context.scene):
                object.select = True
                bpy.context.scene.objects.active = object
                bpy.ops.object.transform_apply(location = True, scale = True, rotation = True)

However I'm getting an error RuntimeError: Operator bpy.ops.object.transform_apply.poll() failed, context is incorrect.

How can I fix this?


texts: Imported SVG shows circles instead of squares

texts:
I have some wierd issue with a .svg Import, here's the vectorized image on Illustrator:

But when i import it on Blender, it looks like this:

It transforms squares into circles. And i have no clue why it does that.

I have the same issue with multiple image.

How can i fix this ?


texts: Doubled image while projecting video on surface

texts: I created plane, I did't modify it. Then created material, and texture, selected video as texture. And I got video forked into two parts by diagonal.


texts: I am currently unable to select more than one object at a time for some reason. I have object mode selected. I then use shift + LMB (mouse buttons swapped from Blender 2.78 default). But the select just moves to which ever object I select and deselects any object I had already selected. I also tried box select, which now selects nothing. I have applied transformations as I know unapplied transformations can make things screwey. It was working just fine earlier. Any help would be much appreciated.


texts: Curves: how to make circular shapes within curves

texts:
Is there a way to make a "perfect" circle with the points of my nurbs circle (the ones around the cursor)?. I tried "as sphere" and "bend angle", but the results are not very satisfactory.

Ideally I'd be looking for something similar to the Loop Tools Add-on.

Alternatively I tried with adding more points to the shape I want to be circular, but it's fiddly, time consuming and not extremely precise...

What am I missing?


texts: Extruding the camera block for my phone model

texts:
I want to do in my 3D model a bulging camera block. Of course, I know this can be done using the "extrude" tool. But I can't use subdivide modifier, consequently I can't do that. And I want to do a "notches" (It's Google Translate, not me) for power button (like power button in Moto Inc. Smartphones)

  So, I hope you understand me, because I'm not good in english. Please, don't throw tomatoes at me :) And remember, I don't want to steal someone's design of smartphone, I'm just learning to do something like this.

This is my .blend file:


texts:
difference between picker parent and ctrl-p parent?
when I use the picker to parent the sphere object to cube the sphere moves from place of origin, but if I parent sphere to cube with ctrl-p, sphere does not move from place of origin.
why does that happen?
https://youtu.be/6glaRqeLQ0s
I use blender 2.79


texts: How to add an editor for one element of location or rotation_euler

texts:
I what to add a Panel to edit some property of some objects. Here is my code:

import bpy

class LayoutPanel(bpy.types.Panel):
    bl_label = "Panel with funny layout"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOL_PROPS"

    def draw(self, context):
        layout = self.layout
        cube = bpy.context.scene.objects["Cube"]
        layout.prop(cube, "location")
        layout.prop(cube, "rotation_euler")

bpy.utils.register_class(LayoutPanel)

Here is the panel GUI:

However I want to only add a slider editor for only the x-axis location and rotation.


texts:
Hello Guys This is my first model and having hard time to follow tutorial that was made on older versions of the Blender.
Now I use 2.9 version which shows some weird behavior couldn't find the answer. please check the gif below to see it. when I switch to Alpha Hashed blending fixes but feathers appear pixelated or what. please any advice would be much appreciated.
One guy suggested to use same materials but in that case I will not have multi colored feathers.


texts:
I am trying to bake a fluid simulation of 1.45GB and my pc is stuck and stopped responding. What can I do? Will it help to increase my RAM amount to 16GB?

System specs:

Windows 10 Pro Insider Preview 64-bit
CPU - Intel Core i7 4770 @ 3.40GHz39 °C , Haswell 22nm Technology
RAM - 8.00GB Dual-Channel DDR3 @ 798MHz (11-11-11-28)
Motherboard - Gigabyte Technology Co., Ltd. H81M-S2PV (SOCKET 0) 28 °C
Graphics:

L1953TR (1280x1024@60Hz)
W2242 (1680x1050@60Hz)
SyncMaster (1280x1024@60Hz)
Intel HD Graphics 4600 (Gigabyte)
2047MB NVIDIA GeForce GTX 1050 (MSI) 33 °C

Storage:

111GB Corsair Force LS SSD (SSD)    30 °C
931GB TOSHIBA DT01ACA100 (SATA) 34 °C


texts: Apply vector mapping to displace texture?

texts:
I am using this method for my object texturing and displacement of my mesh.

https://www.youtube.com/watch?v=W07H7xeUnGE

If you haven't seen this tutorial, the final node tree looks like this

In addition to this node tree, I am also using a Texture Coordinate node and a vector mapping node and have changed the values so my textures fit properly. The issue I am having is I can not figure out how to, or if it's possible, to also apply that same vector mapping to the displace texture.

Any Ideas?


texts: Where to place lowpoly object compared to highpoly object?

texts:
I am confused, when I want to bake normal map from high poly object I need to duplicate it and make the copy the low poly object I want then
1- One tutorial I saw said that I need to place the low poly is the same place of the high poly.
2- Other tutorial said I must give it higher position on the z axis than the high poly.
So which one is it?


texts: I would like to know how to use dyntopo with multi-density

texts:
I think it is a big advantage of dyntopo to be able to sharply sculpting a part without subdividing the entire mesh.

However, when rubbed with a smooth brush, there is a tendency to leave traces near the boundaries of the different density topologies.

I have marked it with a red grease pencil on the attached photo.

How can I make this place a natural gradient?

Also, I would be grateful if you could give me the correct order or tips for multi-density work.


texts: How have navigation panel in shader editor?

texts: How to invoke navigation panel in shader editor?


texts: Does an Obj important contain UV mapped textures?

texts:
I am almost a total beginner with blender. I purchased a model off of https://www.turbosquid.com/3d-models/maya-human-eye/818788. which came with a .obj file, a .mb files and some .jpg textures. On the website it says its already been fully textured and UVmapped. But when I import the .obj into blender, it does not appear to have any textures applied (and when I switch to rendered view it's just black).

I also tried loading the .mb file into maya and I see this green blob, though it does appear to contain textures and material properties.

Given what you see, does the .obj file not have textures and is there no way to work with in blender?


texts:
So, I'm trying to recreate this setup:

But, when I apply the checker texture, I get this:

The texture if really deformed.
How can I correct this?

Thanks


texts: How do I disable physics for multiple objects at once?

texts: I'm using multiple rigid body spheres to fill a mesh after I converted them from particles to mesh. Now after a few frames of them jumping around and reaching equilibrium(almost), I want to freeze them relative to the mesh since the mesh will need to move afterwards. I am not able to use the "copy from active" when the active object doesn't have any physics enabled. I can only copy physics of an object and paste it to the one without any physics but not the other way around. Is there any way I can do this?


texts: Half a Diffuse texture comes out as white in render

texts:
Tried rendering out my model but half of the ground renders out as white. All the texture is, is a green diffuse texture. In the Rendered View its normal but when I actually render its half green half white.

Rendered View

Render

.Blend File

If anyone has any solution to this, it would really help. Thanks.


texts: I am used to the control setup in Unity (moving around the world/scene) and I would like to use the same controls in Blender. How can I import these settings without changing them all manually. I tried, but failed and had to reset the controls.


texts: As you can see in the images, I have run the Select Non Manifold command to check for any errors. I got an error for the whole 3D text which is attached to the block of mesh behind it. I joined them together using Ctrl + J, but I don't know how to fix the errors.


texts: how can you add keyframes to the child mesh parented to the parent mesh

texts: ill try to explain the problem as best as I can basically I parent a mesh to another to help me in keyframing objects but sometimes I just want to move the parent mesh not the child one but when I clear  the parent the child mesh loses all the keyframes position it had, I get it is doing it because when the parent mesh moves the child meshes location stays the same, any setting or a way to to let the child mesh have keyframes even if the parent is cleared.


texts: Checked everything, object won't show up in render

texts:
I've been modelling a donut with the bells and whistles and run into an issue where the icing of the donut is invisible both in the render and in the rendered viewport. I have a situation of having the base donut with these random floating sprinkles (as the icing is not there).

Here's my file on blend exchange:

I checked that the camera icon was showing like the rest of the objects, checked the layers, the passes etc.

At one point I found an AttributeError in the console talking about "SpaceInfo" and "tree_type" but sadly I could not reproduce the issue to get it to trigger again. I scoured the web to find a similar issue but no one seemed to have what I do, i checked my modifiers on that object to see whether the subsurf was doing something weird but it wasn't, so I leave this up to you. Thanks in advance.


texts:
I am working in global, however when I enter edit mode I would like to change to LOCAL. The python code is missing something.

  bpy.context.scene.type = 'LOCAL'


texts:
Is there a better way, other than looping every object, of finding out if a range of layers are empty?

import bpy

layer_range = [1,2,3,4,11,12,13,14]
print("---------")
layer_range_break = False
for obj in bpy.context.scene.objects:
    for layer_number in layer_range:
        if obj.layers[layer_number]:
            print("Object on bad layer")
            layer_range_break = True
            break
        else:
            print(obj.name)

    if layer_range_break:
        break


texts: Python scripting: how to select next vertex in mesh

texts:
I have the following script (doesn't work) to try to select the next connected vertex (of the current object) in a mesh. Would appreciate some help. thanks

# seems like I need to toggle this to sync script to view. Please help
# if there is a better way!
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')

count = len(bpy.context.scene.objects.active.data.vertices)
try:
  active = [e.index for e in bpy.context.scene.objects.active.data.vertices if e.select][0]
except IndexError:
  active = 0

active = (active+1) % count

for idx, e in enumerate(bpy.context.scene.objects.active.data.vertices):
    if idx==active:
        e.select = True
    else:
        e.select = False


texts:
I've got a camera tracked to an empty, and I'd like to add keyframes with constant interpolate to have the camera "click" forward.

How can I scale the distance between objects, without affecting their size? Even better would be setting an absolute value of the distance between the objects.


texts: here in the pic as you see i have two NLA  strips for two different actions ,with two armatures one for the hand and for the gun,when i export these into unity they come as two different separate actions see in the pic and moreover the animations doesn't export correctly,when i play the reload animation in unity the hands are animating but the gun is not following it.Is there is any workflow how to do this in proper way as i want to export a single action which contain the whole reload animation.is there anyway to combine these Different NLA strips.Kindly help me on this matter tried a lot found no luck.Also the anaimtion work perfectly in blender but not in unity you can see this on the second pic that hand is animating but the gun doesn't follow it .Plz help me on this matter


texts: shader nodes to make a realistic looking Amethyst

texts:
Here's where I'm at with the material so far:

I've been trying for the past couple weeks to model some Amethyst and have been banging my head against the desk so to speak. The problem I'm having is in modeling the volumetrics accurately. In most pictures I can find of amethyst it starts at the bottom of the crystal growth as a dense white material moving into a light purple, becoming more densely purple near it's tip. See below:

Here's my problem. I've found that no amount of volume absorption, or volume scatter set to white at ANY density looks right. I've tried them separately and I've tried combining them with an add shader. The volume scatter always looks too much like smoke even at very high densities and I can't really seem to get the effect of very dense white crystal that is apparent at the bottom of most amethyst.

Right now, the way I'm achieving the white bottom on the crystal is to blend between a diffuse shader and a glass shader using a gradient texture that I control by a vector mapping node to get it lined up just right.  The problem with this is that a real amethyst crystal would still be a crystalline material at the bottom, albeit far too dense and white to see through.  Volume scatter and absorption techniques didn't seem to allow me to achieve this so I'm sort of faking the white bottom, but I would definitely like the white bottom of the amethyst to look as realistic as possible in my amethyst material.

Some help would be greatly appreciated!


texts: Why is my tension map turning out as bumps?

texts:
I am having a problem with an tension map addon. https://blenderartists.org/t/revised-mesh-tension-add-on/1239091 <- that one. and the tutorial (by kext next) I was following is https://www.youtube.com/watch?v=MVIYGNplslQ. I am pretty sure that I did all of the nodes correctly and yet my hot dog thing looks bumpy instead of creased
with these nodes:

the tension map is showing as this:
is there any way to fix this??
Thanks


texts: How to fix and reshape messed up shapes in sculpt mode

texts:
i’m trying to get more into sculpting. While doing so, i’m sculpting a fetus model. During that, i lost my attention to the hands. Now that i am in Dyntopo mode already, i need to fix the hands:

Using the Grab Brush alone makes things even worse. It is also very difficult to mask out all the rest of the sculpture. And mesh editing in Edit mode is almost impossible due to the Dyntopo mesh.

What would be the best strategy to fix the hands?

Any help is appreciated.
Thank you in advance.


texts: How can I achieve a domed or "hangar" type cross-section shape?

texts:
Warning: I'm a day-two Blender user.

Specifically, I want the long, straight edges on the top face of the mesh to sort of "merge down" with the same edges on the bottom face (essentially, reduce it to one edge instead of two), with the curved ends ending up with flat bottoms and topsides curved in an even arc.

This shape was imported as an SVG, extruded and then converted to a mesh, but the geometry of it is super janky and overcomplicated-- WAY too many triangles and vertices. Ideally, the top face would simply be a series of long thin faces that line up with the sides. I tried to simplify the mesh in a couple of ways, but it didn't pan out and now I'm stuck. Should I just be reconstructing this shape some other way, or is this shape I've imported salvageable?

EDIT: I've been asked to clarify the end shape I'm talking about.


texts: Does parenting object A to object B mean A is the parent or is it the other way around?

texts:
super basic question here. I'm looking at online guides and tutorials and the phrase "parent object A to object B" pops up a lot. I'm under the impression that this means that object A will become the parent of object B, but I've seen some guides that make it seen as if it were the other way around.
In general, when someone says "parent object A to object B" which object would becomes the parent?


texts:
i'm beginner in python. I have follow Goran Milovanovic's tutorial about "key combo", in his tutorial he is using a text object which is just changing the text. I want to make a combo like double tap to make the object move. it's a been a while I'm playing on it, but still the code ain't working.
here's the code:

from bge import logic, events
import mathutils
import time

class Combo:

def __init__(self, delta, lst_keys):
    self.delta = delta
    self.keys = lst_keys

    self.cidx = 0
    self.time_last = 0

    self.complate = False

def main(self, hit_key):

    self.complate = False

    time_now = time.time()
    delta = time_now - self.time_last
    self.time_last = time_now
    print(time_now)

    if hit_key == self.keys[self.cidx] and delta < self.delta:
        self.cidx += 1
        if self.cidx == len(self.keys):
            self.complate = True
            self.cidx = 0
    elif hit_key == self.keys[0]:
        self.cidx == 1
    else:
        self.cidx == 0

def main():

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

keyboard = logic.keyboard.events
hold = logic.KX_INPUT_ACTIVE
click = logic.KX_INPUT_JUST_ACTIVATED
w = events.WKEY

moveW = own.worldOrientation.to_quaternion() * mathutils.Vector((0,1,0)) * 0.2

up = Combo(1, keyboard[w]*2)
moveUp = own.localPosition = own.localPosition + moveW
combo_label = [(up, moveUp)]

for c, l in combo_label:
    c.main(hold)
    if c.complate:
            own = moveUp


texts: Are there any tips for editing the deform mesh cage?

texts:
I've tried a few times with different methods but I can't seem to get the deform cage right.

Is there a way to cover the mesh with the cage.

Sculpting seems to get the best result for me


texts: Boolean Not Working Properly (Partial Cuts)

texts:
I'm trying to make a click pen mechanism, where a piece in the center of the cylinder in 1 spin locks in place, and in another spin it slides into one of the slots.
 I need to cut out part of a cylinder with the 2 other objects. Thing is when I try to do it, only 1 object successfully cuts the cylinder, and the other object either does nothing or cuts only 1/4 of the cylinder... And what's weird is the 2nd object is just a duplicate of the first one. I removed all doubles from all objects and the cylinder, recalculated normals,  applied rotation and scale, tried flipping normals, still no progress...

This is working Boolean cut with first object

This is the part where it just doesn't work or works weird/half way (with the second object). It's the duplicate of the first object and some why it doesn't work and I don't understand why...

Edit: Forgot to mention, I also tried joining/merging both objects together and removing dupes, still doesn't solve the problem sadly:

I would be very happy for help! Thank you in advance!

Blend File:

I also checked other threads and non of them had an answer for my specific problem.

Anyways, I got to a solution but this question got closed so I couldn't answer it. Here's how I did it:
I couldn't really find a specific "right" way to fix the problem. But I used lemon's suggestions. What I did is I set both booleans to "Carve" instead of "B-Mesh" which did cut most of what I needed, just left some faces and added some edges in the middle of faces and and random vertices. After I applied the booleans I just manually deleted all the edges and random vertices and the left-over faces and remade the faces that needed to be remade. I hope this answer helps anyone in the future! Thank you lemon!


texts: Blender how to scale individual vertices on a curve?

texts: I set a bevel on a curve, but supposedly there is a way to scale vertices of a curve so that they also scale the radius of the corresponding bevel. How can this be accomplished?


texts: How to set child object world scale using python?

texts:
How to set child object world scale using python ?
(With the least amount of math possible)

You can read the value I try to change from:

obj.matrix_world.to_scale()

I want to modify this value to an other. Like obj.matrix_world.ItsScale = (5,6,2)


texts:
I a complete beginner in Belnder. (I use 2.8 version of it). I used to work with cinema 4d years ago, so I have the idea about some basics of working with 3D. But as I see Blender is a lot more complicated and complex.

I found this model online and made used a Decimate modifier to reduce the size. Now I need to colorize it but for some reason I face this issue:

After unfolding UV and painting the model it paints the inside part of it.

This happens when I zoom inside the model and paint it from the iside:

UPD.1
I figured out it has to do with Normals facing different directions, I recalculated them outside, it seemed to help a little but still it very edgy.
There are some lines between the polygons and some of normals keep facing the wrong direction.


texts:
I'm trying to use Vertex paint to texturing my cube. But colors never show-up in the UVmap window or when export it !?

I don't know where is my fault.


texts:
How can I fix/assign/pin the camera at Numpad 5  position?

I hit Numpad 1  and then Numpad 5  and the position/zoom is perfect, But even when I hit Ctrl + Alt + Numpad 0   it just fix the camera at Numpad 1 .

Here is Numpad 1  + Numpad 5 :

Here is just Numpad 1 :

Here is the camera:

When I hit F12  it stays like that!

I want the Numpad 1  + Numpad 5 position. If you notice, the avatar stays more rounded.

I want that when I press F12 stays with that angle:


texts: Is blender actually useable for engineering?

texts:
A moving design would be the final goal, but first I need to build complex shapes based on geometry as 3D modeling for engineering.
Does blender have a work tree where you can rearrange the order of actions taken?  How do you manipulate basic shapes like circumference and length of a cylinder?  Can you extrude and revolve or array and mirror?  Are work planes easily defined and inter-related?


texts:
I'm trying to make a scene with fighters using boids. They move around and turn, and from a distance it looks alright, but when I look closer, they are moving irregularly and turning a little in random directions when they don't need to. When I looked online, people seem to take this jittering for granted, but I'd rather they moved smoothly. What can I do about it?
More information at Rich Sedman's request:
The Boid brain has four rules in this order
follow leader
seperate
avoid collision(boids is checked)
avoid collision(deflectors is checked.)
It follows a deflector object as a leader, so that it moves toward it without hitting it. Everything works fine except their movement is jittery.
a recording of the problem:
https://imgur.com/qSZOUKo


texts: Requiring OpenGL 3.3 for a Blender 2.8 scene but not the application

texts:
I finished working on a scene last night in 2.8. This morning I tried to open the file and got a "Blender requires a graphics driver with at least OpenGL 3.3 support." error. I am able to open other 2.8 files without the error. If I load the start up file then open the scene I want to open it gives me the same error and Blender closes.

Could I have corrupted my file in some way?


texts: Shading / smoothing - how does it work with edges, faces, vertices?

texts:
There are options in edit mode in Shading/UV to mark faces, edges and vertices smooth or sharp / flat, but I don't understand how do they work and can't find it anywhere in internet. I understand basics and I see difference between smooth / sharp edge. But how are those three (edges / faces / verts) related?

I see I can make a face smooth and this changes the look in Blender, but it doesn't make the edges around this face smooth. Are these unrelated? How does it work then? What is a difference between marking all edges of the mesh smooth, or marking all the faces smooth? What is the point of having all edges around the edge sharp, and the face itself smooth? Or the other way around?

Then there are also vertices which can be smooth or flat, but this seems to be related to edges. It looks like it just changes all edges connected to this vertex to sharp / smooth. Is this correct?

It would be great if someone could explain it a bit.


texts: Unlinked Duplicated from Linked Duplicates (Change Alt-D into Shift-D behavior)

texts: Alt-D creates linked duplicates while Shift-D creates unlinked duplicates. I've created abunch of linked duplicates through Alt-D, but now I want to differentiate them. How do I change them to the Shift-D behavior? I tried selected them all, right clicking and pressing "Unlink," but this seems to delete the objects. Am I missing something?


texts: Does higher samples and viewport mean a better quality of render?

texts: I am using evee in 2.8. What exactly does samples and viewport mean? My samples are currently set at 64 and viewport set at 16. If either of these increase does that increase the quality of my final render?


texts: Ive gotten blend 2.79b and I heard about the denoising feature. I went into the render layers tab but it's no were to be found. I'm in cycles render.


texts: Is there any way to use input() or raw_input() functions in blender scripting?

texts: I'm trying to write a script which when run would ask the user for dimensions of different objects. But I came to know that the input and raw_input functions are not available in blender python api. Please help me out.


texts: When i'm in my viewport, rendering with cycles just looks like eevee

texts: I'm making the donut from the Blender guru tutorial series, but when I went to switch to cycles, it was supposedly already rendering in cycles even though it looked like Eevee. when I was working yesterday, cycles worked fine but as soon as I opened the file again today, I couldn't see it in cycles.


texts: I would like to set up a node editor in the way, that the darkest pixel in a grayscale render result is set to black and the offset to the original value is subtracted from all the other pixels. While I am aware of the subtraction node I have difficulties finding the darkest pixel in the render results.


texts:
I would like to simulate the effect, that has light, over a periode of time on an object. For example on the begining of my animation my wooden object looks bright and new and on the end of the animation it is darker. For that I only changed the texture color during the animation. Now my problem is, that my Model ist quite complex and ther are parts, that are kompleatly hidden and shhould not be efekted. I would like Blender to automaticly detect, whitch parts of my object are being more exposed to the light and just darken that. Is it possible? I thought of maybe somehow using the ambiente oclussion?
It will be a Film. It does not have to be in the material, but I just do not know how to do it. I have this image, where the edges are dark, becouse of an another object, that was covering it and only the edges were exposed to light. now in the beginig of the animation the whole face shold by the same color and during the animation the edges should get darker

Thanks


texts:
Im not really sure why the outline of the anvil shows up on the normal map.
does anyone know what is causing it?


texts: I have been making a plane in blender for some time now and the one thing I cannot get around is adding thickness to windows on a plane. I have been making the plane using a cylinder and are NOT going to use sub surf to add a smoothing effect. Instead I am using the shade as smooth option. I am using the solidify modifier to add the thickness to the windows and then using boolean to cut out the shapes of the window. I have good sources that tell me it is possible to use boolean and still get good results. One the boolean as applied it completely messes up the surface of the cylinder. I have one refrence image as to what I would like the end result to be like.


texts:
Through the user interface, you paint a vertex by hitting V in 3D View, and clicking on a vertex.

How can this be achieved in Python?


texts: Object particles fly up, move in the wrong direction

texts:
I'm new to Blender and I can't figure out why my particles move into the wrong direction. I made a plane with paper texture and cloth simulation, I use this object as the particle, my emitter is a cube. I want my particles to fly through the screen in front of a green plane. I changed my Z axis gravity to 0 and the Y axis gravity to 10.

However, when I start the animation the particles starts moving higher and higher, like the emitter is moving, while its clearly not.

I disabled every force other than gravity and wind, I'm using Blender Render, version 2.79b. What did I do wrong?


texts: How to get rid of Data-Block objects using pythong?

texts:
I'd like to access all linked data blocks and remove them from scene using python, without deleting the actual data from my hard drive.

Context: I linked a grouped armature to my scene, made it a proxy so I could manipulate it. I later decided to delete the armature by selecting everything (hotkey: "A" ) and deleting. I'd like to know how to clean up such a mess. As you can see the Current scene view shows nothing is there.

However the data blocks still has everything in there.

Is there a way to access all Linked data blocks through python and unlinking them ?


texts: what parameters to imagemagick will convert from EXR to PNG that matches how blender interprets the RGB values?

texts:
When I take an EXR image rendered by blender and use imagemagick to convert it into a PNG

convert /var/tmp/blender/easter-eggs/vr360/0007.exr  /tmp/x

the resulting image is rather dark.  I have to use the -modulate option like

convert /var/tmp/blender/easter-eggs/vr360/0007.exr -modulate 200  /tmp/x.png

and even then looking at the PNG in gimp doesn't look the same as if I load the .EXR in blender's UV/Image editor.

Why do these two pieces of software disagree on how to interpret the values in the .EXR file, and what workflow should I use to convert .EXR to PNG on the command line?


texts: Command doesn't trigger after rendering with INVOKE_DEFAULT

texts:
This code renders two images to files: default render (Render Active Scene, result is render0001.png) and viewport (result is opengl.png)
import bpy
bpy.context.scene.render.filepath = '//opengl'
bpy.ops.render.render()
bpy.ops.render.opengl(write_still=True)
print('Render Finished')

I want the .render() operator act like it was called from the interface (show progress bar, show render window in the end), so I add invoke context:
import bpy
bpy.context.scene.render.filepath = '//opengl'
bpy.ops.render.render('INVOKE_DEFAULT')
bpy.ops.render.opengl(write_still=True)
print('Render Finished')

however after adding this my second .opengl() doesn't produce an image. I still see Render Finished message in a console so the code executes, it's just the render that isn't fired.
If I switch places of .opengl() and .render(), I'm getting both images again. If I add 'INVOKE_DEFAULT' to .opengl(), I'm also getting both images, so I'm using this workaround at the moment. However I'd appreciate if someone could explain why adding 'INVOKE_DEFAULT' like in my second example blocks .opengl() from executing.


texts:
I'm making a blender addon located on the N panel with some custom error messages. On the first button, I get the error message working properly, but in the second button is not working although it seems the structure is the same.
On the second button (the non-working one) if there is nothing selected then my error message should popup but is not working.
What could be causing it?
import bpy

structures_in_window = [
    {
        'name': 'WINDOWS',
        'items': [
            "frame-bnd-[!A-Z]*",
            "glass[!A-Z]*",
        ],
    },
]

class SelectByNameOperator_window(bpy.types.Operator):
    """Select objects by name"""
    bl_idname = "object.selected_by_name_operator_window"
    bl_label = "Select by Name"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        try:
            bpy.ops.object.select_all(action='DESELECT')
            for structure in structures_in_window:

                selection_pattern = bpy.ops.object.select_pattern

                for item in structure['items']:
                    selection_pattern(pattern = item)

                all_in_list = bpy.context.selected_objects.copy()

            bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]

            objects = bpy.context.scene.objects.keys()
            if not 'WINDOW' in objects:
                print('There is no parent yet!!')

            elif 'WINDOW' in objects:

                ob = bpy.context.scene.objects["WINDOW"]
                bpy.context.view_layer.objects.active = ob
                ob.select_set(True)

        except IndexError:
                self.report({'ERROR'}, "Windows not found")

        return {'FINISHED'}

class MYADDON_OT_my_op_move_to_existing_collection(bpy.types.Operator):
    """Move Selected to Existing Collection"""
    bl_label = "Move Selected to Existing Collection"
    bl_idname = "addonname.myop_operator_move_to_existing_collection"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        try:
            bpy.ops.object.move_to_collection('INVOKE_DEFAULT')

        except IndexError:
            if selection is None:
                self.report({'ERROR'}, "Why is not working")

        return {'FINISHED'}

class MYADDON_PT_main_panel(bpy.types.Panel):
    bl_label = "Main Panel"
    bl_idname = "MYADDON_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "New Tab"

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

        row=layout.row()
        scale_row = row.row()

        scale_row.scale_x = 0.7
        scale_row.label(text="Window", icon="OBJECT_DATA")

        scale_row.scale_x = 2.1
        scale_row.operator('object.selected_by_name_operator_window', text='', icon="RESTRICT_SELECT_OFF")

        row = layout.row()
        row.operator("addonname.myop_operator_move_to_existing_collection", icon="NLA_PUSHDOWN")

classes = [
            SelectByNameOperator_window,
            MYADDON_PT_main_panel,
            MYADDON_OT_my_op_move_to_existing_collection,
]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
        del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()


texts:
Is there a way of using Animation nodes to get the visibility from the camera of objects? Not the fustrum, that works great, but what in landscapes is called the viewshed. Wich objects are visible from the camera and which ones are ocluded by other objects or by themselves.
I cant find how to meke this. I have several add ons that can calculate this for weigths, but is there a way to make this with animation nodes?
thanks


texts: How do I use IES lighting with a sphere?

texts:
( Hey,everyone! I'm in a bit of a pickle. I created a wonderful IES node setup thanks to an amazing tutorial and it works with planes and circles. However,I'm having trouble with one mesh in particular,the sphere. When I use a sphere to try and light my scene,its curvature the light scatters incorrectly. Could someone please tell me what can I do to fix this dilemma?

Lights

Plane:

Circle:

Sphere (specifically,hemi):

Node Setup


texts: Selecting faces of "inside" of solidified surface

texts:
I'm following a tutorial for making a coffee mug, and the mug starts with no thickness and the "solidify" modifier is applied to give it the thickness. Now I want to select the vertices on the inside of the mug (in the tutorial, he is just able to do this), but when I go to select one of these faces, it also selects the face on the outside of the cup corresponding to it. I would like to only select the inside faces.
When I try to hide an outside face, it also hides the inside face.


texts:
I can extract a frame from a camera in a scene and process it with numpy but I can't then use the results as a texture. The problem is VideoTexture will only except a path to an image but can't be given that images content directly (ie stringIO).

I tried a few months ago to do this using imagebuff, but with no luck.

As an example of what I'm trying now I've modified the texture swap tutorial from xaedro to apply a crude toon shader using opencv. What I want to do is pass the results of "img4" to "logic.texture.source".

(This requires Opencv2, a camera named "Camera", and an image named "screen" applied to the object the script is attached to. The script is then run as "always"+true pulse.)

from bge import logic
from bge import render
from bge import texture
import numpy as np
import cv2

render.setWindowSize(1360, 768) #it will ignore this and default to viewport size
cont = logic.getCurrentController()
obj = cont.owner
scene = logic.getCurrentScene()
camera = scene.objects['Camera']
new_source = None
render.showMouse(True)
def getTexture(obj):
    ID = texture.materialID(obj, 'IMscreen')
    object_texture = texture.Texture(obj, ID)
    logic.texture = object_texture

def replaceTexture():
    global new_source
    new_source = texture.ImageRender(scene, camera)
    ####################Relevant portion
    img2= np.array(new_source) #export BGE results to numpy
    x,y = new_source.size
    img3 = np.reshape(new_source, (y,x,4)) #convert to standard image shape

    img4 = cv2.cvtColor(img3, cv2.COLOR_RGBA2BGRA) #Red and blue need swapped for opencv
    img4 = np.flipud(img4) #BGE always gives upside down results. This flips it.

    #simple Canny toon shader. Just for example, too slow for realtime
    edges = cv2.Canny(img4,100,200)
    edges = cv2.cvtColor(edges, cv2.COLOR_GRAY2BGRA)
    img4[:,:,:] = np.where(edges[:,:,:]==255, 0, img4[:,:,:])
    cv2.imshow("result", img4)

    logic.texture.source = new_source #<---want this to be img4

    logic.texture.refresh(True)

    ####################End of Relevant portion

if "texture" in obj:
    replaceTexture()

else:
    getTexture(obj)
    obj['texture'] = 1

As a side note there is also the resolution problem (bge.render size is based off viewport not camera size)but I'm ignoring that for now as I think I may have to alter some blender source code.


texts: Why is my mantaflow liquid/fluid exploding?

texts:
I am making a liquid simulation with mantaflow in blender 2.82.
For some reason my liquid keeps exploding after sometime. I used different resolutions, lowered the inflow, expanded the domain to try too fix this. Does anyone have an explanation why this happens or how to solve this?


texts: How to make a game autosave and autoload

texts: I need my game to always save all settings and scores, also always load them when running game. And... I want to also save theese objects, which has disappeared from scenes(collected points, boost ups, etc.) Who can help me, please?


texts: Vertex coordinates of shape key with subsurf modifier

texts:
For mesh objects with shape keys, you can access the vertex coordinates of the shape key using:

obj = C.scene.objects["Suzanne"]
for v in obj.data.shape_keys.key_blocks["My Shape Key"].data:
    print(v.co)

For mesh objects with a subsurf modifier, you can access the vertex coordinates of the mesh with the modifier applied using:

obj = C.scene.objects["Suzanne"]
m = obj.to_mesh(C.scene, True, "RENDER")
for v in m.vertices:
    print(v.co)

However, what do you do if a mesh object contains both a subsurf modifier and a shape key? I need to access the vertex coordinates of the shape key after the subsurf modifier is applied from python.

I tried to use the first way, but key_blocks["..."].data only holds the vertex coordinates of the mesh without the subsurf modifier. If use m = obj.to_mesh(...) instead, the shape_keys attribute of m is None.

I found an article that explains what you do in the blender GUI to create a new object with both modifiers and shape keys applied: Shape keys and applying subdivision surface modifier. Do I need to reproduce all these steps in python? It seems rather complicated and I find it strange that to_mesh is not able to do this.

Note: I am using Blender 2.79.


texts: What algorithm does Blender's motion tracking use?

texts: I would like to know what kind of algorithm Blender uses in motion tracking?


texts: Hardware requirments to run blender the best

texts:
I am using blender to make a simple mold.  I will not do gaming or animation just make the mold.  Notice my old lap top of 5 years has an issue with the graphics a little and I think processing.  I am getting a new computer need hardware specifications run Blender.  I want this to be a window base environment.   Most likely have get from dell where you make your own computer
on line.

I know blender can do a lot more then I require from it.  I am using probably only 10 percent of what it was intended for.  I will be sending the mold file to a 3d printer.  Is there anything I should think about when sending the mold file to the 3d printer?

Thank you for helping me.


texts: How to play the animation after it has been rendered?

texts:
I'm pretty new to Blender and I followed a tutorial online to create an animation.

I finished the building of the animation and it told me to render the animation. So I rendered it and waited 24 hours before it was done. When the render was completed, I tried to click the play button and it showed that it was going through all of the frames but the animation wasn't playing. I'm wondering if anyone can tell me how to get the animation to play?


texts:
I am rendering all cameras, all collections and all actions. When I change action, the render still renders the first action, not the new action.
Here is my render code:
def performRender(outputPath, actions):
    print("Performing render...")

    scene = bpy.data.scenes[0]

    for collection in bpy.context.scene.collection.objects:
        collection.hide_render = False

        collectionName = collection.name.lower()

        for camera in scene.objects:
            if camera.type == "CAMERA":
                scene.camera = camera

                for action in actions:
                    frameStart = int(action.frame_range[0])
                    frameEnd = int(action.frame_range[1])
                    frameStep = 1

                    if collection.animation_data is None:
                        collection.animation_data_create()

                    # the problem seems to be here
                    # the first action set renders fine,
                    # but any other actions are not rendered,
                    # only the first action is
                    collection.animation_data.action = action

                    for currentFrame in range(frameStart, frameEnd + 1, frameStep):
                        scene.frame_set(currentFrame)

                        scene.render.filepath = os.path.join(outputPath, f"character_{collectionName}_{action.name}_{camera.name}_{currentFrame}.png")

                        bpy.ops.render.render(write_still = True)

        collection.hide_render = True

    print("Performed render.")

Here is how I am loading the actions:
def setupCollections(characterPath):
    collections = bpy.context.scene.collection

    with bpy.data.libraries.load(characterPath) as (dataFrom, dataTo):
        dataTo.collections = dataFrom.collections
        dataTo.scenes = dataFrom.scenes
        dataTo.actions = dataFrom.actions

    for collection in dataTo.collections:
        instance = bpy.data.objects.new(collection.name, None)
        instance.instance_type = "COLLECTION"
        instance.instance_collection = collection
        instance.hide_render = True

        collections.objects.link(instance)

    return dataTo.actions

When I save and load the resulting .blend file, I can see the actions have been created, but they both affect the models in the same way. I wonder if when the actions are loaded, they are the same, instead of different?


texts: Tracked background does not show in final render.

texts:
I created a camera tracking animation: a dinosaur walking in my street. Everything worked fine until I deleted the video background and added a new one. In render view I can see the result I want: my 3d dinosaur, the shadow catcher and the video at the background. When I render it, the video does not show. The background is a gray color.
I don't understand why it doesn't works, because the first video background did render in the final result.

Help!


texts: The Archimesh add-ons don't appear in the add-ons list after installing them. I got this message: 'One or more addons do not have UTF-8 encoding!


texts:
I just started using blender yesterday. I have been following Blender Guru's donut tutorial, and I have gotten pretty far, but now when I try to sculpt, I can barely see the effect, and when I start using the mouse (I.E. clicking the left mouse key to execute the action of sculpting), the whole application just stops, for a few seconds. Literally, 2 hours ago, It was working fluidly, and now it is too laggy to effectively use. I have seen something about a opengl32.dll file being the problem, but when I searched the computer, I got like, 10 opengl32.dll files, and if I delete them all, it will effect my computer badly, since other applications use them too, and when I visit the blender file, I can't seem to find any opengl32.dll files. My computer has 32gb RAM, and it is only a month or two old, so I hardly think it is a computer issue. I even restarted & updated the computer, and the problem persists.
Like I said, just randomly started lagging, and I can't find anything to help. I also don't really know how to put the system info from blender in this post, as there is not a "file" option from what I can see, but when I searched the document with "ctrl + h" nothing regarding opengl32.dll showed up. I really need to continue learning blender, because I need to make assets for Unreal Engine 4. Pls help.


texts: no Shape keys and weight painting, are they compatible?

texts:
I've made a shape key for blinking, but the head is also weight painted 100% to the head bone. When the head is not attached to a skeleton, the blinking works fine and I can control it via a script in Unity 3D. When the head is weight painted, the eyes stay wide open.

I'm assuming that the head bone is telling those vertices to stay in place and this must be overriding the shade key. Is that right?

Is there any way shape keys and weight painting can work together?

*I should add that this is only a problem when the character is being animated. I'm not sure how to get around this as I can't exactly not animate the head. I'm stuck.


texts: Can i know why this happen during animating and how to solve it?

texts: In pose mode, I move the y-axis up and insert a keyframe and this was happening as the picture that I have uploaded.


texts: What may be the problem with this beveling?

texts:
I am working on a small project, but I cant seem to figure out why beveling is different on the sides on a symmetric object.
This is how it looks like:

I'd like to bevel the shorter sides of it. These are rectangles, bit with 5 vetrices, because the corner of the top of the base connects to these ends.
One end and its beveling with clamb overlap and 1 segment:

Same for the other side:

These look like the same on the both sides, however the bevels are different.
I've checked for possible double-vetrices as well, and found none, so I have no idea what may be wrong here.
Could anyone please help me bevel these sides? I want them to look similar to these corners, where only the sides are curved:


texts: Is there a way to control Emission values using an empty's movement?

texts:
I want to animate the brightness of an object using an empty's movement, or something like this. I don't see any ability to animate (directly) the shader attributes in the dope sheet / timeline, but I've seen other elements changed (UVMap Projector) using any object.

Is this possible?

I've searched Google and either couldn't figure out the right keywords, or couldn't find documentation on this.

Thank you for the help.


texts:
I downloaded a Vader model and it comes with the whole body and two guns. I don't wont the guns I want to delete them, but when I try to they delete the head with it. How do I delete the guns without deleting the head?

There is the picture of the model if it helps.


texts:
I have recently run into some trouble with my project files. What happened is that the sd card I had them on got corrupt somehow (my computer did not crash and it stayed plugged into my desktop). When I found that the drive was corrupted, I bought a software program that can recover data from corrupted storage drives and was able to get the files "back". However, whenever I tried to open the file in blender (importing and appending included) I receive the following error:

I did a little digging and found that it has something to do with the data structure of .blend files and I'm wondering if there is anything I can do to fix the issue? (Even if it takes some coding).

Thanks in advance for helping out the best you can!


texts: How to reassign the textures to my imported obj in blender?

texts:
Recently Ive downloaded my maximo character created from blender with animations but when i reimport it back in blender, it does not show the textures.

The animations for the character were fine but it is in white color. Can someone shade some light on how i can reassign back my texture maps in blender? I am using cycles render.


texts: What's the Benefit of Using Layer Weight?

texts:
I just don't see the difference using Facing and Fresnel, or Layer Weight as a whole in my node editor.

Is it a big difference using it, is it useful for distant objects?


texts: Apply a texture on a sphere without showing its edges

texts:
I am completely new to a 3D software and i was trying to find a solution for this problem for the past few days but nothing is giving me desired effect. Please pardon me if my terminologies are not accurate.
I need to apply a painting on the surface of sphere which have to look seamless.
I have found a few tutorials in you tube (applying earth map, some textures etc) and I tried it but the seam is there whatever UV mapping i have done. So I thought of making a custom texture with a normal mapping tutorial i found in you tube but i am doubtful if it will do any good to me because of the seams that is continuously appearing after my every try. I am attaching one of the few paintings i have to wrap around sphere here.

Also please advise me which render engine is good for texture exports. I am using Blender 2.79 and when i tried to export an OBJ with cycle render the textures were not exported.

Please help me
Thanks in advance

Arun


texts: Use Textures Panel Textures in Shader Editor

texts:
I have a texture created in the textures panel to dictate the density of a particle system. I want to use it in the shader editor as well.

Is there a node that will access the texture?

Do I have to save the texture (and how can I do that)?


texts: Packed images files are missing... but they are no longer used! (I think...)

texts:
I am working on a scene where I have replaced all of my textures and packed everything. However, blender is insisting that I am using a couple of textures that it can't find.

I have been going through each mesh and looking at the materials and nodes, but can't find where these are being used.

Is there a way to list all of the materials used in the scene so I can go through them one by one in case there is a mysterious mesh that I can't find?

I searched here but didn't find a thread that deals with this issue easily.


texts: Easiest Method of editing animation curves

texts:
I working to learn to be at least a basic, competent animator in Blender, but have never been much of an animator in any app up to this point. I'm having a hard time editing the animation curves without everything wacking out.
Way back in my early days of 3D, I used one of oldest animation packages, Electric Image.  At the time I used it, it was by far the fastest renderer, although that quickly changed. Even though it was primitive by most standards, there was one thing about it, I wish more apps replicated. It had a separate velocity curve in the curve editor. Using that, you could set up a movement path along XYZ, then tweak the position along that path during the animation using the velocity curve. This allowed you to handle the speed through the animation, without altering the XYZ curves at all.
Is there any way to replicate that sort of behavior in Blender? Besides actually using a spline path, that is. I mainly want to animate figures, not cars or spaceships.
Thanks!


texts: How to proper model Toilet as in example

texts:
I'm quite new to Blender, but already got some experience modelling.
I'm trying to model a Toilet as the one shown in the photo attached, but i'm having issues to achieve the same shapes below the main vase, I've circled the area on the image to let you better understand what i'm talking about.
Are you able to describe the step by step model instructions that will help me to achieve the final results?
Thank you so much for any help you'll provide.
Cristiano


texts:
I just made a 3D model of a humanoid Darkrai from Pokémon, just for fun, and I wanted to make a little animation with it.

So what I did was;

I made the half of the model and applied the mirror modifier to create the other half.
Everything went well, untill I added the bones to it + with automatic weights.
It just completely messed up the model and I'm quite sad about it.

I'm only a student so I don't know all tricks.
I hope someone can help me!!


texts: Blender version(s) useable on Linux PCs with CPUs without SSE2?

texts:
Several computer science students in developing countries, who only have access to old PCs with non-SSE2 CPUs (mostly AthlonXP processors with SSE1), would like to know the version number of the last Blender before this great application began to be compiled to take advantage of SSE2. The machines use the Ubuntu based Linux Mint version of the Linux operating system.

If anybody could advise the best and most stable edition that can run on such machine I would be sincerely grateful.

Thank you in advance for your help.


texts:
I know there's a way, save as bmp and convert to dds.

But I want to save .dds directly in blender. Any addons or solutions?


texts:
I rendered a multichannel .exr with a bunch of passes but when I import it back into Blender I lose two of the passes.

I checked in Nuke and the passes are visible there but not in Blender. The missing passes on the file are Diffuse Direct and Diffuse Indirect. Is the file hiding them somewhere in Blender?

Preview of passes available in Blender vs Nuke:

exr file: http://www.filedropper.com/popcorn


texts: I can't render on blender using a GPU on mac

texts:
Whenever I try to render on my GPU it says:

OpenCL build failed: errors in console

Here is my Computer Specifications:

macbook pro mid 2014
i7 2.5Ghz CPU
Nvidia GT750m
OSX 10.11.2 / El Capitan


texts:
I'm making a recreation of a Marshall Plexi SLP1959. I've got the main outer shell done, but I have absolutely no idea how to do the bevel on the hole in the faceplate.

Here is a picture of my basic faceplate:

And here are a couple of images of the bevel I hope to achieve:

If anyone has any idea how to get this bevel I would love to know.
Thanks


texts: Modeling curved/round bulge on a flat surface?

texts:
I'm trying to model a curved bump on a flat surface like the image below:

Is there a recommended way to model this kind of shape? Should I add subdivisions to mark the outline of the bump and then have the subdivision modifier somehow create the round shape? I tried doing that but the curve I get is not defined well enough, and ends up looking like the plane has a "swollen" part instead of a well-defined bump like the one in the image...

Thanks in advance


texts: liquid texels visible through glass - any solution?

texts:
Successfully filled a glass with wine, and the liquid (wine) creates a nice smooth skin on top, but!... the bottom of the wine, which is also visible through the glass, doesn't bother to smooth out, and looks kinda lego'ish.

Any ideas on how to coax the liquid physics to apply its smoothness where the wine meets the surface of the glass?


texts: how to keep sharp points using subdivison surface

texts: I have created a beast and I want it to have sharp teeth, but as long as I'm using subdivision surface modifier, the points are smooth. If I try it without the subsurf, they don't look like teeth at all and as long as it is one point, I can't add an aditional edge loop. So how do I get them sharp?


texts:
I'm very new to Blender and just trying to accomplish some simple meshes for my game project. In the process of developing some collision meshes I'm looking to create some meshes that ONLY export the face normals, no vertex normals or anything.

This seems to work on simple cubes (resulting in 6 face normals) but when trying to create slightly more complex objects (like a hexagon tile with angled sides) I get far more normals than there are faces.

There doesn't seem to be an option in Blender to just export the face normals. I'm trying to output as little normals into the object files as possible since my collision detection is going to be looping through each normal in an SAT check and the more defunct normals I have to deal with the more bloat the collision detection is going to have.

Anything I might be missing in Blender that would allow me to accomplish this?

Thanks.


texts:
I've got traingluated mesh in which I want to select longest edge of each triangle. I have a feeling that this isn't hard via python script, but my coding skills are.... well not good.
I know that you have to iterate through triangles in an object, then compare edge lenght, add longest one to some group and at the end select this group - I just don't know how to code it :(
This is a workaround to not very good tris-to-quad tool.


texts: Blender 2.8 not allowing me to change the 3d cursor

texts: I been trying to change the 3D cursor and when i change the world origin and press shift + S and select any of the options that would move the cursor, it just doesn't move it. Do you guys know of any reason why this would happen and a way to resolve that?


texts: How can I set the geometric resolution of a primitive?

texts:
I'm having trouble creating a high resolution sphere in Blender.

I can create a sphere with Add -> Mesh -> UV Sphere.  This sphere will be viewed very close to the camera, and it's obvious (in Unity) that the object is not round.

There doesn't seem to be any way to set or increase the number of vertices / segments in the sphere either during creation or afterward.  Is there a menu I'm supposed to be seeing that's not in my view?

^ This is all I'm seeing in Blender.  No obvious way to set the sphere's resolution.

^ Sphere looks pointy in the game.


texts: Ray only works up and down and not left and right?

texts: I have an empty that is alwas at the center of the screen (on an object). If you do not understand that, look at my previous questions relating to it. My ray that goes from the camera to whatever object in the center of the screen is having an issue. It only works up and down and not left and right. I tried changing the axis on which it points at and then works left and right in addition to up and down. I am just asking the following: does axis have any other side effects other than the way it points? Thanks!


texts:
I'm trying to split a big .blend into several smaller ones, so that several people can work on different parts.

I split it into 5 smaller .blend (~= 200MB and > 1000 objects each), and I created an empty one (container.blend) that links to each scene.

The problem is : each scene is completely separate. From my "Container Scene", I can't get to make the 5 others visible. Only one is active, only one is visible :

When I render ContainerScene, I want Scene_62XXMECH-1 to be rendered, too.

Is there a button I missed ? Should I add all 7000 objects separately in the container scene ? Is there another way ?


texts: Point density halo particle system not rendering 'head on'

texts:
Rendered:

Refuses to render (Seemingly) outside of emitter:

Even when on a separate layer:

There is a rendering 'domain' that is sufficiently sized (Since it renders in the first instance) and it's not range clipping related so I'm sort of stumped.


texts:
Hello, i have this model that i am trying to program on BGE, as you can see in the first gif the claw is rotating correctly on Y axis, but when i move the sphere  to a non 90 degree angle on the z axis the claw rotate very weird(i know that is intended to do that due to how the program handles the space), how i can make it rotate straight on the Y Axis like  the first gif even when its not in a 90 degree on Z axis?.
PD: Sorry for my English, i am from Chile South America


texts: (MMD) How do I make multiple empties (joints) and meshes (rigid bodies) visible at once?

texts:
I imported a(n MMD) model with accurate physics, but everything that controls it (rigid bodies = ovals, joints = right angle things) was instantly made invisible. There are over a hundred of each. How do I make every selected "object" (rigids, joints) visible quickly for easy repositioning? Thanks!
EDIT: Blender seems to treat joints as empties and rigid bodies as meshes (though Idk why they look low-poly in Edit mode and subdivided/smooth in Object mode). These two things define physics (collisions, cloth, etc) in MMD.


texts: Cylinder with no cap ends invisible on the inside

texts:
So I'm having this problem with a cylinder. It has no cap ends and the insides don't show up in edit mode. I've already tried flipping and recalculating normals, it did not worked. I've tried creating another cylinder, but it didn't worked too.

Image:


texts:
I'm kind of new to this, I was following this tutorial and everything was going fine until I tried to move the character in pose mode, FK wasn't doing anything and I don't know what's wrong

I'm using blender 2.79

https://drive.google.com/open?id=1-7uITyf-_iHMQ-U5oiSZ8TdnqtNF1msP


texts: Images as planes rendered as pink when i render with GPU

texts:
When I use the GPU Nvidia Geforce card instead of the CPU, some of the the images-as-planes are rendered pink.  There does not seem to be a reason for which image is not rendered properly.  The images are on different layers and it seems like the GPU prefers rendering layers 2 and 3 which are much simpler than layer 1.  One of the layers rendered with pink empty areas the first render, but rendered correctly on a second render attempt.

Is there something i can do to fix this problem?  Does this ever happen with CPU?  Is it possible to 'upset' Blender by moving things around to different layers after having them on one layer for many months?  I just started using the GPU, after using CPU for a while, could this be the problem?

Thanks!


texts: What's the fastest / least destructive and most scalable way to create a step pyramid?

texts:
I want to create a step pyramid. Not a smooth three dimensional triangle with five faces, but a pyramid with "steps", like this:

Requirements:

Creating the pyramid should be fast!
You should be able to control how many "steps" there are
No matter how big, the pyramid needs to be consistent, meaning all the steps have the same height and the distance between the inner corner to the outer corner of a step is the same


texts: I have 2 Material Gray and Black. On the top of gray material i want to place my decal (logo). So that i can see my background (gray material) on top my logo. I have my node setup seen below. Why im getting black background. Any suggestion. Thanks


texts: Cannot merge or slide accidentally opened windows

texts: I realise that you should be able to grab and slide view layers to close them. I have done this successfully in the past. However, as a NOOB, I managed to get into a complete mess with shader windows that, when I tried to slide away, just opened window after window. I do realise it will be because I got the grab and slide wrong. However, they are not now in any position to slide over each other and I also cannot merge them for similar reasons. They are lying one on top of the other and grab does not achieve anything. Is there another way of closing these?


texts: Is it a correct math definition of averaging two vectors? (Blender vector math node)

texts:
There is such a definition in the Blender Vector Math node:

Isn't an average vector supposed to be something like:

  Vector = (input1+input2)/n

where n is a number of vectors?

It seems what we really get from the blender vector math node is a normalized sum, not an average vector. Is that right?


texts:
I've been up to Blender since mid 2016, started to work professionaly selling my 3D models since Jan, 2018... and now I'm used to hear the same questions from the customers: "Are your models game-ready?"

And I always reply: "By the moment all my models published are not 100% optimized for games"

I say this because I do use PBR materials, modelled mid-poly with tris, and now I'm learning to get my new models rigged and ready to animate. But I think something is missing.

The principal question is... what it takes to make a model game-ready?

do I have to use Blender Game Engine to achieve this?
In college, they taught me how to use Cycles only, and I don't know if a model with mid-poly tris, PBR materials and properly rigged for animations makes it "game-ready" altough it was made entirely in Cycles engine.

a "game-ready" model bought from a digital store, makes it ok for commercial licencing? this is a polemic question, but some customers ask this in some situations. For example: imagine that I make a 3D game-ready model of a Fender Stratocaster guitar, and sell it on internet via a third-parties 3D gallery. That model can make it into an actual published lucrative videogame using the brands and models I've made?

Thanks in advance for your support.


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I cannot bevel above certain point. I have done merge by distance, remove clamping in bevel modifier. Not sure what is the problem now. There is weird artifacts appearing too.
This is how my mesh looks like


texts: Plane rendering in render preview but not when performing an actual render

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I'm trying to render a forest with a river. The terrain is basically a plane with tree as particles. The trees and water are redering as they should but the land is not rendering.
I'm able to see the everything correctly in the preview render tab.
I'm using cycles render engine for rendering.
The link to my blender file is https://drive.google.com/file/d/1Te_Zb7Lwh6hWL2xsyqKG_MV18AAZ1bqP/view?usp=sharing
This is the preview screenshot

This is the rendered image


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I'm new to Blender and I guess my problem is silly for many users, but anyway...
I must have accidentally changed a setting (via hotkeys) and now, when I create a curve (e.g. a bezier circle) and go to edit mode, I can't see the vertices of the curves. Instead, I see the bezier handles and the normal.

I can't find anything in the menus, searched on the web, tried to restore the settings and even downloaded again the app, but nothing to do.
How can I restore the usual visualization?
Thanx everybody.


texts: FBX Converter has no texture/animation when imported to Blender?

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When attempting to import my FBX files to Blender, I received an error saying version 6100 not supported, use 7100 instead. At the suggestion of a forum thread I found, I am now using the official FBX Converter from Autodesk to convert these models.

When viewed in the FBX Converter application, the animations work as expected (no textures though). When I export as a Binary and import to Blender, the animations are no longer there. I have also tried as ASCII but Blender apparently cannot import that.

Can anyone shed some light on how to resolve this?


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In the grease pencil menu there is an option for adding rulers and protractors.

Now, as far I understand, I can remove all rulers by pressing ESC but if I press ENTER instead rulers get saved.

In various places (prominently, in a kind of help line while in ruler/protractor mode) it is said that pressing DEL will delete rulers, but I cannot get it to work.
(tried in Blender 2.71).
Is it a bug, an error in the docs, or am I misunderstanding the context of this operation (e.g., how would I select a ruler so that I can delete it?)


texts: How do I change the orientation/anchor point of a group?

texts: Im new to blender and I created this group and instead of rotating around the middle of the object, it rotates around some other point and the point moves when I move the object. How can I change the pivot point to the centre of the group?


texts: Soft Body rope extends infinitely— how to constrain?

texts:
I followed this tutorial to make a 'cord' that joins two objects in my scene (basically a path with two empties and a soft body modifier). I'm mostly happy with the collision but it seems to extend forever if I stretch it.
I'm new & learning about how to apply physics in Blender— is this behavior just how the soft body modifier works? What other options do I have for creating a cord/rope if I want to explore alternatives that could constrain the two objects within a certain distance?
Video: https://imgur.com/a/eYrol0M

Thanks for any help you can offer!


texts: How to animate a low poly character with a cape?

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I modeled a low poly Batman with a cape, what I'd like to do now is to make a very basic rig and make it move.
My only problem is the cape: I'd like to have the cape move and not be completely rigid as it is now.
Is there any way I could do this?
I did try to use the cloth simulation, but I always get very strange results, probably because of my mesh.
Here you can find my blend file.