texts:
I've been using blender for a few months now, but I'm new to this community. I need to design a circular plate with a pattern of round holes. Here is the plate I need to make, and the pattern.

I made a bunch of Bezier Circles and tried to Knife Project them into the plate, but that obviously didn't work (blender kept freezing and crashing). So, is there any way I can do that?


texts: I have a model of a spaceship and I would like to place a name on it. From what I know, I can't simply put text on it. What is the best simple way to do it? I have about 20 ships to name so this one would be the template for me. Thanks very much.


texts: Create effect where light takes time to reach camera

texts:
I would like to reproduce the effects of light's finite speeds.  So an object that is far away will be rendered as if it were still in a position that it was in previously.

For example, to create a realistic scene in space, the light from some objects will take a few seconds to reach the camera.  A given object should therefore appear as it appeared in the scene (fps)*(Z/c) frames ago, where c is the speed of light and Z is the distance from the camera.

Some examples of what I mean:

Visual: VSauce Distortions


texts: How to properly simulate a pillow with piping?

texts: I'm trying to simulate a pillow with piping using the pressure option in the cloth simulation menu. I am mostly pleased with the results:   But, I am getting some bending on the piping that I can't seem to get rid of.  Is there any way to make the piping behave like a rope? I hardly ever use any simulations, so I have limited knowledge on the subject. If any addition information is needed or if I need to upload the .blend file, please let me know.


texts: Is there a way to get the current rendering frame number?

texts:
Is there a way to get the frame number of the current animation rendering happening in a particular render mode.

This is to estimate the render time required to complete a job.

And, also to troubleshoot the machines, when any render errors happen.


texts: How big can i make the "world"/animation set?

texts: I am setting up an animation scene that needs to be a sprawling area.  I have noticed that navigation gets awkward as I get further away from the central grid, especially in "user perspective".  I am only at the point of setting up the main parts now and I would like to know now if I am doing something wrong before I get into adding the details.  Is there a limit to how large I can make the world/set?  Can I extend the outer boundaries?  Am I doing something fundamentally wrong?  Thank you!


texts: Z axis of mapping node in Shader is not working

texts:
As you can see in the picture above, touching the values of the X and Y axes moves the texture, but touching the Z value does not move the texture. What should I do?

i have new problem. please show below picture.


texts: How to remove IK Target after a certain point without breaking the animation?

texts:
I'm creating a siting animation for a dog, I used a IK target to lock his his right leg to a specific location when i was animating his left leg.
everything is fine and animation is going how I want it to, now I've reached a point that I'm done with left leg i want to start to move his right leg.
The IK Target doesn't let me do it. I'm looking for a way to remove this IK target, but keep all the effects it had on my animation from frame 1 to frame 31.
I tried animating the right leg by moving the IK target, but it didn't work as i expected it to, for example, the bone doesn't rotate the way i want when i try to rotate it using it's IK target.
other than that, moving the IK Target also moves other parts because they're not locked in a location with an IK.
Can someone please help me with this?
Thanks in advance,
Amirreza


texts: How can I sort a polygon list in AN based on the center distance to some specific point?

texts: I think that the question is self explanatory.


texts: Is it possible to dictate a UV map instead of pulling one?

texts:
I have experience making textures for items that already have a UV map, but this is my first try making one myself. I apologize for not being able to more precisely describe what I want to do; I suspect that not knowing the terms is hampering my google searches in an attempt to find the answer on my own.

I have this model, made in SketchUp, shown with textures:
https://gyazo.com/f6585ce8948666f694c8abd05701e609

When I unwrapped it or otherwise had Blender make the UV map, it created a lot of non-overlapping rectangles, one for each face. However, I liberally re-used textures when making the lantern, so that was not at all an efficient use of the available space. So, I made a texture map by hand that is much more optimized The problem is, I am not seeing a way to tell Blender which areas to use on which faces of the model, and all the tutorials and the like I am finding are trying to help people with more conventional starter tasks, like upholstering a chair or making a shirt, where what I want to do would be insanely fiddly.

Is there a way that I am missing to tell Blender the intersections for the UV map, or am I doomed to having it tell me? I am aware that in many situations this is precisely backwards, but for this project, it would be a great boon to my final file weight and texture quality. I am willing to use programs other than Blender if it turns out this is a thing you need Program X for.


texts: How can I animate a 2D face rig on any 3D object?

texts:
So I've been trying to animate 2D textures on a 3D mesh as in this tutorial.

It was made on Blender 2.79 and the differences are driving me crazy.


texts: Blender Path Deform Bone Contraint Deforms Mesh

texts:
I am making a tram model to follow a path, so the "cars" turn naturally. I found this tutorial on Youtube and I have followed it to a "T", but something has gone awry.
When I turn on the bone constraint "track to" to follow the triangle cube thing, the first bone completely distorts the mesh.
I have done it before, using the same copy of Blender 2.84 (the latest "official" release from Blender) and I cannot replicate results. I have no idea what is going on. Is it just Blender being Blender?
The video I am following.
https://www.youtube.com/watch?v=VXheGvyEz3A&t=1086s
I would ask the guy directly, but comments are turned off and no contact info available.
Here is link to my blend file.
https://www.dropbox.com/s/5ygb9u15ibomi3h/followpathdistort.blend?dl=0


texts: My Model is not rendering after adding hair !! The uploading BVH value goes to 100 % and the blender program closes

texts: There maybe some possible outcomes .. i rendered it succcessfully without adding the particle system : hair !!


texts: Having multiple particle systems set to render as 'path' seems to cause issues

texts:
Following this guide but trying to have two particle systems instead of one.
Before introducing the forcefields, just having two icospheres and two particle systems causes stuff to go crazy when I bake them. The systems are set to render path, and gravity is turned off, otherwise no other settings changed. Both particle systems are in different collections.
Picture 1: Only right particle system baked.

Picture 2: Only left particle system baked.

Picture 3: Both particle systems baked.

Many thanks to anyone who can explain what is going on here.


texts: Showing the dimensions of an object when rendering?

texts: In Sketchup, we can display the dimension of a specified edge as below. Is there a way to do display that in the final render in blender?


texts: Why isn't instancing duplicating an object along a curve in 2.82?

texts:
Instancing is the name of the panel in 2.8. Instantiate child objects. This may have been called dupliverts and duplifaces in the past.

I cannot get a simple curve duplicate instantiation to succeed in 2.8 and 2.82.

My expectation is that I would get a duplicate for every point on the curve.  I only get one duplicate following the first point of the curve. Is my expectation correct?

In comparison I do get the expected result for a simple mesh with instancing. One duplicate for each vertex.

The barely visible relationship lines shows parent child.

Am I missing a simple step?

I am not trying to use the Array Modifier and the Curve Modifier.


texts: Is there any way to make multiple objects convex hulls?

texts: Is there a way to make multiple objects become convex hulls using python and applying the operator to all selected objects?


texts: Cycles Physics Unwanted Collision Chain Reaction

texts:
What I want to do is hard to explain so let me try. What I am trying to do is have a large number of cubes placed next to each other and all constrained to an empty to copy the location and rotation.(I have successfully done this)

I also want those cubes to be affected by physics such as gravity and collisions but they must first start deactivated. (again I have successfully done this)

But what happens is that when an object hits one of the cubes it causes a chain reaction hitting the other cubes, enabling the physics for all of the cubes, making them fall. How do I stop this?

Is there some threshold setting that I can change the maximum velocity or mass required to activate the physics?

I am sorry if I didn't explain it well enough and I will answer or clarify any questions. Thank you for your time.


texts: How to get Atmosphere / Haze / Mist without Volumetrics in Cycles

texts:
I was wondering if there is a way to integrate the mist pass in cycles live into the combined render preview. I know that you can preview the mist pass individually and also render it separately as a pass. However, I am looking for a way to create an atmosphere / haze / depth without volumetrics, because it would be much faster.
For example, the software Vue from EON has a specially integrated atmosphere setting that adjusts the haze level depending on the distance and shows it in the rendering.
Also in Redshift for Maya there is a fast method way to achive the atmospheric distance of object.

I don't think, that the render engine is calculating the whole volumetrics for that, because it's so fast!
I know there is an external addon called: "Physical Starlight And Atmosphere"
This is what I mean! The Problem is, that you have to put the shader behind every object you want to give the distance atmospheric effect.
But I'm looking for an option I have to check, to have this haze/atmospheric effect in my whole world space
Hope you guys understand what i mean.
Do someone have any ideas?
Side note:
In Blender 2.9 you have the new Sky - Nishita.
But this is only a big HDRI to light your scene, no atmosphere at all.


texts: Modifying a rig made in Rigify clears the animations

texts:
I am animating a quadruped and when I had the feet, body and head ready.
I started doing the tail. At this point I noticed that I was missing more bones for it to deform well.
So I went to my meta rig, I added more subdivisions and generated the rig again, but all the keys of what I had animated were deleted.
Is there a solution to add bones without destroying the animation already made?
I made sure to put overwrite in the rigify options, but it didn't work either.
I am using blender 2.92
Thanks!


texts: Can I vary Z-rotation of my instanced meshes (in particle system) to 90 degree increments?

texts:
Here is my scene:

Is it possible for me to instruct the particle system to render out the buildings, while varying the Z rotation only by 90 degree increments?


texts: UV Map and Texture An Irregular, Very High Poly Object

texts:
I have a very high poly model of a product. I want to apply a simple, uniform texture over the entire object. The model is irregular, an 'S' shape. I figured out how to apply the texture using nodes, but it is not in proportion between the faces.

When I unwrap it, the UV editor shows a triangle, it appears every poly is stacked under it.

*****Please tell me there is an easy way to apply a simple repeating image texture over the entire model evenly without cutting it up, editing UVs, Etc. This thing has a ton of faces.

Notes:
1. I am a beginner to Blender. Please provide a detailed workflow.
2. Using Version 2.8
3. I am not afraid of doing it by hand, just need some guidance on how to tackle it.
4. I attached the pattern.

Thanks in advance.

Best,
Matt

Texture:


texts: Adding a nodes tree from my own material instead of Principled BSDF in Python

texts:
When you click the "use nodes" button, the Principled BSDF node appears in the shader editor connected to the output node, and the properties of the Principled BSDF node appear in the Properties panel.

(a)I want to create a button like "use nodes" button that does this, but instead of adding a Principled BSDF node, your material node tree you have created will be added
(b) the properties of each node in the material will appear in the Properties panel.
How do I do this with Python?
And is there a difference between eevee and cycles when I do this?
I hope that the answer will be as I want and detailed as I am a beginner in programming


texts: How to move selected edges toward 3D cursor?

texts: I know that i can set Pivot point to the 3d cursor mode on the tool bar, and then scale selected edges, and edges will be scaled towards the 3d cursor. But how to move the edges to the cursor without scaling?


texts: How to make cube A size following cube B size? (boolean for window/door)

texts: ie; I have cube001 for boolean, and cube002 for window frame/leaf, so when I resize high/length of cube002(window mesh) the boolean cube (cube001) is changed too, how to do this?


texts:
So, I have a scene where I had 8-16 samples set and Denoising checked, which worked great for smooth metals in the scene.
Now I added one piece of anisotropic metal and was confused why the anisotropy is looking weird.
Then I realized the denoising was washing out the anisotropy, so when I turned off the denoising the metal looks properly rough-sanded.
Unfortunately that meant that the transparent glas I also have in my scene now has many small specs in it and looks weird.
How can I have anisotropic metal and smooth glas surfaces in the same scene?
PS: Here's without denoising, 256 samples. The anodized metal looks great but the glass looks very noisy:

Compare to a render with denoising on, the glas looks better but now of course the metal surface isn't sparkly anymore:


texts: Wave Texture: How can I have even bands proportions and distributions?

texts:
So I have been trying to make this semicircle with lines radiating from one point using wave texture node.
The problem is that the lines are not equally distributed and are stretched and compressed as they get closer to the x and y axes respectively, making them having uneven thickness.

I don't know though if the Normal mapping type has anything to do with these weird observations, but so far it is the only method that gives results close to what I want.

I would very much appreciate sharing another approach or a fix to this situation.
thanks...


texts: Is there a way to fine-tune the diameter for Circle Select?

texts:
I am trying to precisely deselect some edges located at the same distance from some point. Unfortunately the edges are close enough to other edges so selecting/deselecting with standard scrolling while Circle Selecting doesn't work. I've tried different zoom level with no success.

And I couldn't find this in the docs.

Am I missing some obvious reason for not having this as Shift+Scroll or similar?

I'm using v. 2.79.


texts: When I ADD a video (mp4 format) as a plane, I don't hear any audio from the video. Video is playing ok though. Any ideas why ?


texts: Can I add transparency to a joined object?

texts:
I used the 'join' function to make a large object (made up of many smaller objects with their own materials)
Now I want to do a global transparency although the only way I can find so far is to go into each object and adjust the alpha blend manually for each one. Surely there's a better way!?
Can anyone help with this?


texts: Is there any option to see how many vertex and faces are on my individual models in Blender 2.92

texts: After activating the Statistics option it shows the total polycount in the viewport. is there any way to see individual objects' polycount? I was wondering is there any way where I can see separately after clicking individual objects polycount. I would like to know is there any option to see how many vertex and faces are on my individual models.


texts: BGE: How to Change Active Camera with Python?

texts:
While in the blender game engine, I am trying to write a code that makes it so that the player changes the active camera every time the space-bar key is pressed. This is my first time making a game with blender so I apologize if this question is "annoying for advanced users" or how "noobs shouldn't be allowed to use blender". I'm sorry I'm still learning in advance, though thank you to whoever takes the time to help me. Here's my code:

#Code to switch between 2 camera: cam1 = Camera and cam2 = Camera.003
import bpy
import bge

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

context = bpy.context
scene = bge.logic.getCurrentScene()

    if evt.type == 'SPACE': #if space is pressed

        if scene.camera == bpy.data.objects["Camera"]: #and the scene camera is cam1
            print("on camera")
            scene.active_camera = bpy.data.objects["Camera.003"] #then switch to cam2

        elif scene.camera == bpy.data.objects["Camera.003"]: #or if current scene camera is cam2 and space key is pressed
            print("new scene camera")
            scene.active_camera = bpy.data.objects["Camera"] #switch to cam1

I keep getting the error 'module' object is not callable in the console. Here are my logic nodes:


texts: Assigning texture and colour to object groups

texts:
Hello,

Id like to make groups for the different faces of this structure you can see above, and then assign different colours to the faces. Would appreciate any help on how to group them and colour them efficiently.

Thanks!

Pranit


texts:
So I made this blender model (Billy from Karlson)
But I don't really know where to put the bones. This is probably really simple and I'm sorry if it is.
If someone could add some lines on this picture to show where I should put the bones I would really appreciate it :)
Thanks in advance.


texts: How can I make a looping animation when dealing with random particles?

texts:
I have created some sparks by following this video tutorial.

However, I would now like to create a smooth looping animation.

I have already altered the start frame for the particle emitter to a decent sized -ve (approx. 80 from memory) so that I'm not starting on frame 1 with zero/minimal particles.

I suspect that some way of seeding the random number will be involved, but I am at a loss how to do that and whatever else would be needed.


texts: How do I get crystallize filter effect with the Blender compositor

texts:
I'm new to the compositor and I'm trying to achieve this effect:

a little close up

I have tried using the pixelate, blur and directional blur nodes but the effect isn't the same, btw I got the example using the Crystallize filter in Photoshop


texts: How to combine Hook Modifier with Armature?

texts:
I have a problem with combining hooks modifier with Armature. I tried to place armature at different places on modifier stack, but nothing works as I wanted.

Here's Armature in Rest Position without hooks.

Here's Armature in Rest Position with hooks (Hooks are parrented to eachother, and the hooks that are chain roots are parented to a hand bone).

After swiching Rest Position into Pose Position, empties follow the hand bone, which is great, but the mesh is... messed up.

How I can repair this?

And yes, I really need to use hooks for animating hand ; )!


texts:
I am trying clean up topology, and I have found an issue which I will have to do a TON work for this mesh.

I have a line of vertices I would like to quickly make straight. You can do this in the UV/Image editor by pressing W > Align X or Y.

Is there any possible way to achieve this is the 3D View?


texts: In the viewport, I can't see the texture I just applied to the object.


texts:
This question has likely been asked before. I tried to search, but I honestly don't know how to phrase the question specifically enough to find anything.

If I define a property inside of a class like this:

class Type(bpy.types.PropertyGroup):

    stuff : bpy.props.BoolProperty(
        name="Property Name",
        description="Property Info",
        default=False,
        )

Is it possible to access the name, description, default, and other fields, later at execution time? Say, for example, during a panel draw function?

Edit:

After posting, I starting playing around and found that class_instance.__annotations__.values() seems to include all of this data. But I'm not sure how to sort it out or access the data. I'm still pretty unskilled with Python concepts like tuples and dictionaries, but it looks like the wanted data may be in a dictionary? I'm thinking it may be possible to access it with something like var.__annotations__.values()[1]['description'].

But even if something like this is possible, would it be the correct way to do it? Is there a better way?


texts: Custom Chain Breaks When Animated no matter what

texts:
So I have customized this chain that I'm looking forward to animate.
I have seen a bunch of videos of how others make it and followed every possible lead:
Increased scale,
increased mass of some links,
increased steps per second (300),
assigned material mesh,
even played with gravity...

i've spent 3 whole days on trying to improve it but it still doesn't work, as the second link always tends to break, or, the whole chain falls off its anchored hook (active-non-dynamic).
Suspicious of my chainlink, i tried to mix it with regular toruses, and individually they work! But when hooked together, they split.

SO! I can only assume that the chainlinks are too thin, which doesn't really make much sense to me.. Attaching pics below. Any hints? Pllleeeeeeeeaaaaaase!!]2[]6


texts:
Hello,
Does anyone know if there is a way to export grease pencil drawing as pdf or
some other non pixel format?


texts:
Total noob here.

My goal is to be able to create figures in the following style (source):

with a workflow consisting of Blender and Inkscape. I'm sufficiently skilled with Inkscape, but I'd really like to get the mathematically defined shapes done to perfection in Blender.

Currently, my challenge is to draw the surfaces (open or closed) smoothly, but with grid lines. I'm using the Freestyle renderer with the SVG exporter addon.

I'm also using the addon for extra objects which includes meshes generated by equations of the coordinates.

My current best effort is illustrated here:

where I am rendering all of the edges as "Freestyle Edges".

I would like the nodes in the grid to be connected smoothly (i.e., I want the underlying mesh to have a higher number of samples than the selection of Freestyle edges). This might be as simple as me learning how to select ever 10th node in a row or something, but I don't have the Blender experience to make that a trivial task.

Any advice is appreciated.


texts: I accidentally deleted the theme presets in user preferences and I would like to be able to restore them. How can I do this?


texts:
I have a model consisting of 4 meshes: 'base' and 3 'electron'.
electrons are quads with a transparent electron texture. Both 3, have an animation of quad rotation.
When I export to COLLADA, object exported, but without animation.

PS: I guess Blender export to COLLADA is crippled. Is there any other tool which loads .blend and exports .dae, with better COLLADA support?


texts: What is the easiest way to have a material randomize the Image textures it uses?

texts: I have 100 book cover textures and I'd like to condense them into one material and have it randomly assign the textures to the books. I tried the random output found in the Object Info node but this only recognizes two of the textures. Any ideas?


texts: Rigid body go through soft body(not supposed to happen)

texts:
I want to clarify that I am really beginner with blender.
I modeled a fairly simple .blend with balls that are supposed to be retrieved by a robot. At first I tried with a ball made with "rigid body" but it slipped in all directions. So I tried with ball "soft body". The ball is therefore much "catchable" but the problem is that the arms of the robot pass through (see image).
What's bizarre is that when I roll on it with the robot, it does not pass through but climbs and crushes the ball.

If you have any idea how to solve this problem, I would be grateful


texts:
good day. I want to change the props into operators dialog. something like this:

if I select the option A....then show for example some buttons

but if I select option B then show for example some slider or text entry

some code that Im test is:
class PUPA_OT_FitArmature(bpy.types.Operator):
    bl_idname = "view3d.test"
    bl_label = "test"
    bl_category = "test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_options = {'REGISTER', 'UNDO'}

    options = [
            ("Select option","Select option","Select option"),
            ("Option A", "Option A", "Option A"),
            ("Option B", "Option B", "Option B")
    ]
    CollectionName:  EnumProperty(
        items =options,
        name="Collections"
    )

    test_checkbox : bpy.props.BoolProperty(
        name="test_checkbox ",
        description="test_checkbox",
        default= False
    )

    slider : bpy.props.FloatProperty(
        name="slider",
        description="allow change some size",
        default= 0.1,
        min =0.01,
        max = 2
    )

    def testM(self, context):

        print("test")

    @classmethod
    def poll(self, context):
       return context

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
    def execute(self, context):
        D = bpy.data
        C = bpy.context

        self.testM(C)

        return {'FINISHED'}

but I can not use if else within the property definition because the register is in process... then something like this don't work

some ideas please?


texts:
My pull target isn't working properly. I was expecting my lower leg pull target to be able to control the position of my knee on the x-axis, however it only controls the rotation of the leg bones...I've checked from side view, the upper/lower leg bone aren't straight. see attached.
Thanks in advance.


texts:
I am trying to achieve a falling snow look, and I have an emitter set, but when rendered it will not show (the snow), just the planes (emitters) as shown below

To clear things up, I want it to be a falling snow animation, and those are the snowflakes for me. (the planes are just emitters (all are glued to be one object))


texts:
I have this mesh:

With a python script, I'd like to select the peak and / or the hole. I put them together because it looks like the solution is the same...
More exactly I'm looking for a way to tell those features apart from the rest of the mesh...
Blue selected edges show the (hypothetical) boundaries. Feels like it's something related to curvature, but not sure...

EDIT: result by selecting edges at angles (50°):

faces selection (vector (0,0,1)):

(I don't understand this)
EDIT: now I got it. It requires a more precisely oriented vector to tell faces by angles. Gotta look for this better.


texts:
I require help with a script to make the face normals point to view when creating a plane. Blender seems to use coordinates and it's unpredictable.

import bpy

#select objects to make a face

bpy.data.objects['moving_object'].select_set(True)

obj = bpy.context.window.scene.objects['moving_object']
bpy.context.view_layer.objects.active = obj

bpy.data.objects['fixed_object'].select_set(True)

obj = bpy.context.window.scene.objects['fixed_object']
bpy.context.view_layer.objects.active = obj

bpy.ops.object.editmode_toggle()

bpy.ops.mesh.select_all(action='SELECT')

bpy.ops.mesh.edge_face_add()

bpy.ops.object.editmode_toggle()

bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS', center='MEDIAN')


texts: I have a scene that has hundreds of modifiers in it. When I try to render my scene, it takes FOREVER, so long that I cannot even render the scene! Help me please! How can I apply all of these modifiers all at once? I don't want to have to manually click "Apply" hundreds of times!


texts: Blender File Link I have been rigging a mushroom character having hands.The model has a mirror modifier. When I'm assigning weights automatically, in non-mirrored hands,i.e left hand, weights assigned well but also assinged weights of right hand in left hand bone. Whenever I move Left hand bone it moves both the left and rights hands. I flipped names,recreated armature from the beggining but the result is still the same.


texts: Rigid body simulation with a fluid spill simulation

texts:
I just want to make a simple animation of an tomato hitting a surface and spills over it like that.

I already imported tomato object, made it rigid and it hits surfaces. I just don't know how to make it break open and spills over yet not leave the solid tomato.


texts: Action Editor keyframes only showing when I have bone selected

texts: In the action editor, my keyframes only show when I have the corresponding bone selected. Before, they were showing regardless if I had the bone selected or not. So how can I switch it back so the keyframes show at all times? Any help is appreciated.


texts: Blend file size increase after append despite deleting the original geometry

texts:
I made a brick building, and wanted to make sections of the brick wall to help streamline buildings. I started with 1 segment, and added a skinny cube to act as the mortar. This file when saved was 7 mb. Instead of recreating the setup for each new wall segment, I deleted the brick segment for section 001 and use append to bring in the next section. I repeated this for the next sections (10 in all) with the final file size for section 10 being 80 MB.  I have added an image for reference, but have no idea why they are increasing each time. It clearly has something to do with append, but there are no more objects in any file that is not in the other, smaller, original file. Any suggestions?

Edit:
A suggestion of mesh data was given but I do not know much about that. The object seems gone but there must be something leftover after deleting old geometry, whether a reference to the deleted stuff or leftover material data etc I am not sure. I can upload a couple of the blend files but do not know how on here. Can someone help me get these file sizes down please?


texts: I'm working on a Tie Fighter and can't figure out why my wings have small black triangles (left/right) during the AO baking.  Any clues what may be going on?


texts:
Hi it's me again with another problem. Basically during the mone of character arms they are duplicating. Maybe i have double layers or something but i don't know how to fix it in this stage.

.blend file:  http://www.mediafire.com/file/p1y2amz7o14shzx/IGI.blend/file

Thanks for answer.


texts: Is it possible to avoid this stretching of stitches when deforming with curve modifier?


texts:
How to properly model such triangular intersection?

What I did is just slapped another rectangle on top of it and beveled it?
But I guess that is not a good practice?


texts: Ok I am very new to blender and how it works so if I could get a response that would be great. But whenever I use the line tool and I put the line down in the drawing area and I left click it just disappears I tried to snap it but that does not work either.


texts: animation render playback hidden on OS X

texts: When I "play rendered animation" the playback is hidden under the gui and I have to minimize the entire gui to view it.  It doesn't matter which display option I choose in the render panel.  Single frame renders display correctly in whatever display option is selected.  Macbook Pro retina with Mavericks 10.9.4.  Can't figure this one out!!


texts: Separate By Loose Parts without mesh warping

texts:
Using a game ripped mesh, when I "separate by loose parts" most of the mesh becomes slightly warped causing face warping, except on one part (one arm/part remains normal.) Joining them back together will join them but the warping is still there.
What can I do to separate the parts without deforming them?
note* once the normals and spec are applied... the warping is only visible in the solid shader/sculpt mode.
**if you select a part in object mode and go into sculpt mode this distortion disappears. same if you join them. only the solid mode still has this "problem"
*** once you use material shader view there is no visible issue. so this isn't so much a problem, as a question that might have insight or a solution.


texts:
Blend file.
Video Explanation.
I made a collection with an object parented to a bone. The bone has a property in pose mode and drives a color change in the material of the object. When I link this collection to another blend file and save the property stops working.
How can I correct this? I need to be able to do this w/o changing the material and adding a driver to it every time I open the file.


texts: my material or shader Node on the top right bar is gone how do i get it back?

texts: Hi i'm still new to blender and with it's new update things are a little confusing. The little round orange node is gone and I don't know what I did to loose it or how to get it back. I believe it's called the shader or material node. It was there a moment ago but I must've done something to it. Help???


texts: Applying numeric input attribute changes on multiple objects at the same time

texts:
I have ten cubes selected. I would like to change their rotation using numeric input, using the edit boxes on the panel that opens when you press N. However, only one cube's parameter is changed.

Same is true for location, scale, location/rotation/scale lock, etc.

Why is the change by the numeric entry not being set on each selected objects? And how to achieve my intended result?


texts: Mesh inside soft body - Mesh Deform not working

texts:
I am trying to make a mesh inside a soft body following this post:
make soft bodies stay inside another soft body

It creates artifacts when it moves, and i dont know what the problem is :


texts:
I have seen this Terrain in a video and i have tried to recreate it but i failed.
So my question is How do i create this Terrain ?

Source: YouTube Video [Starts at 01:05]

Pictures:

Thanks for all Answers


texts: I'm working in millimeters and I don't need anything smaller than 1mm. When I extrude or move a plane etc to say 100mm, I notice it's actually something like 100.22mm after checking the measurement box. I don't need the 0.22mm precision, and I fear it'll mess up my model later on when I use that corner as a reference point. How do I tell Blender to rid the decimals as I don't need anything more precise than a whole number.


texts: I am inspired by an image from a recent question here. I couldn't figure out how to model (Maybe texture) the look and feel of sharp glass edges around a spherical shape and SubSurf.


texts: Achieving both manifold and good sub-div: how is it done?

texts:
I have a line of small extruded circles on a surface, representing rivets.  I'd like to sub-div the result to make it as presentable as possible, then it will be 3D-printed and so it has to be manifold.

If I fill the surface with a big ugly ngon, the sub-div result is very pleasing but it's not manifold.  If I subdivide the surface properly it is manifold but the sub-div is really ugly.  I know I could probably fix this by selecting certain edges and making their crease value 1 but is there any easier way to achieve a good result, as I've an awful lot of rivets to add.  Images below, original file here:

... where the top row of rivets has the properly filled surface, the rest are face-filled.


texts:
I have a black and white textured 3d model. Is there any way I can vertex paint the model and have the vertex paint serve as a way to "colorize" or change the color of the black and white images to what the vertex colors are?

Example: in gimp, you have a black and white image. You go to the top and pick colors > colorize > select a color. It changes the hue of the white while still keeping dark things dark.


texts: Working with the appleseed render engine and we are working on integrating AOV’s.  I’d like to import those AOV’s into custom render passes but I’m having trouble decoding how to create those passes as there are three different options in the RenderEngine types relating to it but no clear explanation on when they should be used (update_passes, register_passes and add_pass)


texts: why is the object and the curve not aligned?

texts: I have been trying to solve this issue but I'm unable to solve it. I don't understand why it's already offset. I'm new to blender so maybe it's a setting problem but I have checked everything.


texts: How to ID NLA strips for appending elsewhere

texts:
I have a source file containing a character and its animated actions. This master file serves as a control repository for the character: All of its actions are kept here, stored as NLA strips. I give the strips catchy names to remember what the NLAs do -- Hop, Spin, Slide, etc:

When I go to my scene file, into which I would like to append one or more of the actions, I do not see my catchy names, but this:

Where or how should I ID the NLAs in the repository file so I can see my catchy names when I want to import the NLAs rather than CubeAction.xxxx?


texts:
Yo, I was trying to roughly model a character in blender, when i click on something and everything went grey. its all mushy when i move the camera around, and i cant seem to Undo it. help?
i really have no idea what went wrong, im pretty new to blender.


texts: Baking procedural noise to a texture from a moderately low poly model seems to bake additional info

texts:
I am currently making a decently low poly model to fit a specific style. I do not want to make a higher poly version purely for baking.
The procedural bump is just a noise texture, with vertex colors to control the intensity, to use as normal map clothing wrinkles. Procedural mat shown below.

What I expected when baking these to a texture was for it to bake just the bump from the noise texture itself. However, what baked instead was the noise texture, as well as sharp blocks of normal data that seemed to follow the angles of the low poly parts of the geometry.

When applied to the model, these normals don't look correct whatsoever, and the blocky parts are extremely visible despite not being there in the procedural version. How can I get it to bake PURELY the noise texture, and ignore the actual geometry? Do I have to find some kind of workaround or is there an easy way to fix this?


texts: Can't smooth shade an imported fbx asset

texts:
this is my first post here so sorry if I'm not doing this right.
I'm currently on my 3rd ever project in Blender. I'm modelling a low polygon scene.  I wanted a low poly character to be in it, so I modelled and rigged on in a separate file and exported the character and rig as an fbx

When I import it, everything works good enough, except for some reason I can't smooth shade the mesh of the character. The option is still there and works for everything else in the scene, but when I select my character and try it, nothing changes.

Any idea what's up? I'm using Blender 2.8 if that helps (yeh, I know it's not finished, I'm just trying to get used to the new interface and taking advantage of I Eevee).


texts: Light point power keyframes not showing up in graph editor

texts: Title is self explanatory. Trying to simulate flickering light via light power keyframes but there are no points in the graph editor even though i can see them in the dopesheet, timeline etc. For reference, I placed one keyframe on first frame in animation and one at the end and wanted to apply a noise F-Curve modifier to the whole thing.


texts:
I'm having a hard time trying to figuring out, how to add loop or cuts in the inner edges but not adding more geometry to the overall circular shape 'because it will connect in another mesh with the same amount of polys', can a kindly person help me ?
Thanks in advance and here is a picture.


texts: How to Parent a Mesh Deform Modifier to an Armature

texts:
I'm using a Mesh Deform modifier to simulate belly wobble on a humanoid character. However, when I parent the deforming object to Big Boy's armature and bind, I get this crazy effect where the character moves and his gut stays pinned behind and stretches, like it's parented to itself or backwards or something.
From looking around online, it appears to be that this is caused by the Mesh Deform modifier "double dipping." It's parented to the armature, but at the same time, it's deforming the armature.
The only solution I've found is to make a clone armature that shadows my main character's animations, and parent the mesh deform object to that skeleton instead. It works perfectly, but it's clearly a hack. I was wondering, does anyone here know a more efficient way of parenting a Mesh Deform object to the armature it's deforming?


texts: Explain me please why do i have these very very small points (like pixels) after rendering. Is it connected with lightning and how to fix it?


texts:
I'm trying to edit a video to post on to Youtube and i need the FPS to be 30 so that the audio syncs with the video. In order for me to achieve 30 fps in some parts of the video I have to turn the quality way down. (10% of 720p).

My question is, even if the playback FPS is low, will the render be OK?


texts: The geometry of the mesh gets distorted when rigged and posed

texts:
I tried to set up a rig into my character as you can see in the image. However, I have two problems :
A. When I move the rig, the geometry gets distorted crazy.
B. Whenever I move any joint, the pose mode lags so slow. All the joints do not bend as smooth as they are supposed to be in Youtube tutorials. Here are my approaches to the problem, which did not work :

Since the body mesh had 'Multiresolution' modifier on, I thought it was the excess number of geometry that is causing all the lagging and making the computer difficult to process. So I deleted the multires modifier and tried it with same rig. However, both the lagging or the crazy distortion of the model did not disappear.

I did not tried the weight painting method in rigging which most blender tutorial demonstrates, because just like the pose mode, the weight paint mode lags crazy. Maybe that is the problem, but I will give the description of how it looked when I entered weight painting mode: The character was in full dark blue with no red or green colours. Would there be any other approaches to solve this problem? By the way this is the tutorial that I followed : https://www.youtube.com/watch?v=TL45rxB30_o

Also, here is the file of my mesh : https://drive.google.com/file/d/1URSnA5C7Wp66RLt6UQEupGX9waX3DQpk/view?usp=sharing


texts: how to fix rigging problem, weight paint cannot fix

texts:
Here is a screenshot of my object, you can see the deformation. How to fix this problem.
I've tried every way but it still doesn't seem right.
Please help me fix this, and tell me why this problem happened?


texts:
Hi I was wondering is it possible to upload my blend files to cloud storage so I can work on them from different computers?

I’ve looked into the Blender Cloud service but I couldn’t see any option for file uploads, free or otherwise. It might be there and I just missed it.

Any answer would be appreciated

Thanks very much


texts: How to recreate a "point cloud sandbox" effect in blender?

texts:
I wish to recreate this effect with particles.
Having the point cloud reforming the object after interaction with a field.
http://pointcloudsandbox.cornflex.org


texts:
I am searching for an appropriate possibility to render my scenes. Therefore I am searching for an adequate render farm which supports Blender + Octane. I am working with OctaneRender® Prime (Free Tier | CUDA). Does anyone have experience with this?
Greetings
Max


texts:
I basically have this "flickering" problem of one of my faces in model. Check this short vid for demo:

Flickering Mesh


texts: Background in Motion Tracking isnt shown when rendered

texts:
http://imgur.com/a/2y3dA

When i render my video, i cant see the movie clip in the background, but in the camera. How can i render the video?

Thanks in advance.


texts: How to change height of the header on each region

texts:
I'm wondering how to change height of the header.

from my research, there is a value to get height of the header with below script.

# get height of 'HEADER' region on 'INFO' area
>>> bpy.context.screen.areas[0].regions[0].height
52

However, above script can not be used to set height because above value is readonly.

# error!! (height is readonly value)
>>> bpy.context.screen.areas[0].regions[0].height = 100

Could you tell me if there is there any method to set height of the header?

Thanks.


texts: Why is weight painting appearing on areas of my mesh I haven't painted?

texts:
I am having trouble with weight painting. I am not sure how to explain the issue very well.

Essentially, I need only the frame lock of a revolver to be painted -- but no matter what I do, only on this side of the model -- a little streak is getting painted too.

Could someone look at the .blend file and advise me on how to do this?
https://a.pomf.cat/jqyxqf.blend This is the .blend file.

Thanks.


texts:
I have a very simple stick man in Blender 2.8, I'd like to give him somewhat more of a rounded body. So, instead of the edges and vertices he is made of now, I'd like to give him thicker limbs and a torso. I'd though I could do that by sort of skinning him.

But that doesn't work. It becomes very clunky, not even recognisable as a stick man anymore.

Then I tried converting him to a curve and beveling that. But, that doesn't play well with the Y-shapes, leading to a non-symmetric shape.

How would I go about generating a somewhat tubular body for him?

Edit: the suggestion was to look atblender.stackexchange.com/questions/8300/how-to-solidify-edges, that doesn't work as the curve is, I believe, not closed, leading to unwanted distortions, as can be seen in this example:


texts: Strange results when using the Cycles renderer

texts:
Using Blender 2.91.2
I have a 'simple' two object model of a plastic go-cart wheel - an inner wheel and an outer 'tyre'. I have two different procedural shaders to simulate scuff marks on the wheel. The outer is more scuffed and gouged than the wheel inner.
Within Blender the two objects are correctly aligned, and look right in the Wireframe, Solid and Material preview.
When I Render using the Evee rendered the tyre and wheel stay together and it looks correct.

When I render using cycles and with either GPU computed or CPU Computed; it breaks completely :

No other settings change between the two renders apart from the choice of renderer.
Have I done something stupid ?
PS. My previous models rendered fine with cycles, so I don't think it is my copy of blender or my GPU.


texts: Rendered View very pixelated compared to Rendered Result

texts: I've never noticed this issue before when working.  I am thinking I turned on/off a setting by accident.  Any help?  I set my preview and rendered samples to both the same (16) for comparison.


texts: AMD RX 570 GPU slower rendering than NVidia GTX 1050 Ti?

texts: I recently built a new PC running on a Ryzen 7 2700X CPU and AMD Radeon RX 570 GPU. However, I'm getting significantly longer Cycles rendering times than my old Intel i5 PC running on an older NVidia GeForce GTX 1050 Ti model graphics card. Am I doing something wrong, or what exactly is going on here? GPU is selected in Blender Preferences and all drivers are up to date.


texts: Check polygon count without opening file?

texts: Is there a way to run blender without opening it and return the polygon count of different obj files?


texts: How many polygons or vertices are said to be a low poly?

texts: I started designing a model in blender. The finished model has 60K vertices and 108K tris. I want it to be atleast a medium-poly model. I have used decimate modifier to bring down the poly count. Is this poly count good enough for a low poly model or should I reduce the polygons further?


texts: Reset Rotation , Translation and Scale of bones through Script

texts:
Like we do it by using shortcuts

ALT + R to reset all rotations,
ALT + G to reset all translations,
ALT + S to reset all scales.

Is there a proper way to clear the pose through script.
Below is my code, I know how to select specific bones, but am not sure about a way to reset the rotations , translations and scales of those bones.

bpy.ops.object.mode_set(mode='POSE')
arm = bpy.data.objects['Armature']
bpy.ops.pose.select_all(action='DESELECT')

for pb in arm.pose.bones:
    if "Spine" in pb.name:
        arm.data.bones[pb.name].select = True

Thanks in Advance


texts: How do I create a background material in Blender 2.8?

texts:
Ultimately I want to export a glTF model that uses KHR_materials_unlit. This page says I should do that by using a background material.

Google tells me a lot about how to set the background image, but nothing I can find about how to create a "background material".  How do I do that?  I'm using Blender 2.8 because that's where the glTF exporter was introduced.


texts: I'm doing the donut tutorial and I have this weird edge around the rim of my Donut?

texts:
I'm doing Part 4 of Level 1 and I have this weird ridge around the donut.
What have I done wrong?


texts: Rendered image is not as detailed as in rendered view

texts: Does anyone know why the top is so low quality compared to the actually rendered image. The plane has True displacement enabled. Does anyone know the problem, if you need further more details I can give them.


texts: Use pivot point or 3d cursor as center when scaling down verts in edit mode in 2.8 instead of selected volume center

texts:
I am trying to follow this tutorial https://www.youtube.com/watch?v=n_YujWJSr6w, at 1:08 seconds in the video, he scales down some selected verts and they scale down in the direction of the pivot point +  3d cursor. I am trying to do the same thing but not getting the same result.

Before scaling down

After scaling down

When I scale down the verts scale down together in the center of themselves (center of  selected volume?) and not towards the 3d cursor and or pivot point as desired.
I would really like them to stay at the 3d cursor as I plan on applying a mirror modifier.

In the video the person is using Blender 2.7 but I am using 2.8. I am assuming I have some setting incorrect somewhere, but have not been able to find it.

I moved the pivot point and 3d cursor to where I believe is the correct place.
I have tried changing the Transform Orientations option to Global, Local, and Cursor. I get the same result each time.

Any idea for other things I can try or something I might be missing?

link to .blend file


texts: When I move my objects in the scene they smear out and destroys totally. How to I set this up properly (seems like VERY basic stuff)? Destroyed in the picture is a horse, jockey and wagon..


texts: Adding a custom shortcut for sculpt mode

texts:
I read in the blender 2.6 wiki that there is no shortcut for sculpt mode. I would like to make Ctrl+Alt+Tab the shortcut to switch to sculpt mode, but based on the instructions for making new shortcuts I read here and here, it doesn't seem to work for me (because I'm doing it wrong).

How can I add this new shortcut?


texts: When I save something as an OBJ file the texture does not save with it, why?

texts:
I use Blender to render objects as this makes them look better. The problem is when I export one of my characters as an OBJ file and then import it back into Blender to render, the textures seem to not have been saved with it and the character's surface appears pink when clicking on 'Texture Solid'.
At first I thought I accidentally pressed a button without realizing but, I sent the file to my friend and it was also pink for him so I began to think I was missing the texture. I have been scanning forums and found the suggestion of: File>External Data>Find Missing Files. However, this did not work either. I am completely and utterly stuck on what to do and my hobby is now hold up until I can fix it. The second image shows the problem I am having. The first image shows it's how some textures don't export with the file when I export the character from 'Roblox Studio'


texts:
I'm wondering if it there any way to attach another bone to the middle of a B-bone.
I tried using Copy Transforms, Child Of constraints, etc, and they all consider the B-bone as being straight even when It's curved, which is the main purpose of using B-bones...
I even tried using a curve to try to emulate the b-bone curve and then I could use Hooks to the control points of the curve, but it's impossible to make the curve have the exact same shape of the B-Bone at all times... unfortunately.

Any ideas?
Thanks!


texts: How to select different objects and name them in blender 2.76b

texts: I am new to blender and learning from a few tutorials. But the tutorials are of the older versions. I am having difficulty selecting and naming different objects. If I want to select a particular object, how will I do it?


texts: armature doesnot follow path after applying follow path constraint on armature object. The body separate from the armature

texts: I face the problem with the follow path constraint which is when i set the armature to follow path constraint,it doest work but the body separate with the armature. Seek for help.


texts:
I have a model of a vehicle, I can't show the entire vehicle for confidentiality reasons, but this is an example of one of the panels that makes up the car: Car model and Car model in edit mode.

My end goal is to create a 3D mesh which only contains prominent edges of the model. E.g. This image shows the prominent edges of the model. These edges are extracted from the rendered image of the model using Sobel edge detection.

I've tried extracting a depth map from blender along with the rendered image and finding the corresponding depth for each white pixel in the edge image shown above. However, since the edge image does not detect the true edges with 100% accuracy, the corresponding depth is sometimes taken from an adjacent pixel.

So I think I need to extract the edges directly from the model. Is there some way to automate this process? If not, what would be the best way to manually get the edges? Can I trace over the model or should I just manually select all the edges myself?

Thanks for your help!


texts: Blender Units of scale and solidify modifier

texts:
I have my units set to metric, centimeters, and unit scale to 1.0, meaning that each grid square ecuals 1 cm.

My object its about 17 cms long, so it is about 17 grid squares long. I all makes sense until now.
But, when I add the solidify modifier, I set a thickness of 3cm, and the thickness does not look like 3cm at all

It looks like the solidify modifier thickness is using a different scale for some reason.
What can be happening here? How do I know what thickness I am giving to the model in reality?
Thanks


texts: Apply a modifier as a shapekey into existing shapekey or merge shapekeys?

texts: I am making a shapekey of a model shrinkwrapped to another model. The shrinkmap modifier is too inaccurate to wrap to the model alone. So, my first step was to roughly hand position the geometry around of the first model around the second, then use shrinkwrap. The rough positioning was done as a shape key. I can then apply shrinkwrap, but its as a separate shapekey. The two do not work well together. I need them to be the same shapekey. How do I apply a modifier to an existing shapekey, or merge/combine/join the two shapekeys?


texts:
so i tried to solve the problem witht he strips i could not streighten up by changing the sems and uniting them with the two parts of the blades (two parts island wise.
it worked well for the most part.
but for some reason the buttom is all warped even tough from what i see here the have no issue that should cause this.
did i do something wrong and i missed it? what could cause this distortion and how do i fix it?


texts: Is there a way to control limited disolve?

texts: I have a very high poly set of meshes, (due to my flagrant use of dynotopo while sculpting,) which I would like to decrease the poly count of. Limited dissolve took the poly count of one of the meshes from 130,000 to about 7000. However the mesh fell apart in some areas and I was not even vaguely happy with the result. Is there a way to control the level of limited dissolve or should I be looking at a decimate modifier?


texts: How to rotate/pan Blender viewport like the Meshlab trackball?

texts:
I find rotating with the mouse (middle-click+drag) very unnatural in Blender (2.8).

How can I make it work the same as in Meshlab (which rotates around a track ball)?


texts: Don't see the cube under layout instead i see key frames. How can i get back the layout screen in 2.9

texts: This is my 3rd day in Blender 2.9. When I go to the blender Layout tab I see the keyframes. When I tried to pull it down by holding the corner I get more layers of keyframes. How do I get back to the default screen that shows the cube? Here is the image.


texts: Object Light Emission - only on certain surfaces

texts:
noob here.
I am successfully applied light emission on a object - that object however is somewhat a merger of several objects made with CAD software and imported as STL.

long story short, I can either split that object which will be (for me) rather complicated due to the geometry of the part, or cheat (if possible) and only apply the light emission material to certain surfaces of that object.

Is there a way to do that? right now the whole object is glowing and I would like to limit the glow to certain surface of that object.

thanks!


texts: Hi, I'm unable to move bones in pose mode


texts: Creating geometry based on the transparency of a PNG image

texts:
I'm importing a PNG icon as a plane, but the problem is that the plane imports with the transparent background, making it a square plane. I don't want my plane to be a square, it should just be the PNG icon itself.
Here's an example:

I'm trying to use the Bevel tool to adjust the corners of my plane, but that cannot be done if my plane is basically a square.
Is it possible to remove the transparent background completely, so that my plane is just the chess piece itself?
Thanks


texts: Applying armature removes weighted vertex/armature?

texts:
I have a problem with a model I made. I made the model, imported it to unity, and everything was fine. The normals are like they should be.
Then i went into blender and added a armature to the mesh. I then parented the mesh to the armature.   In pose mode, i can move the mesh with the bones. BUT, now in unity, my normals are all flipped.

Then In Blender, I found out that under "modifier tab", I had not applied the armature, so I went and did that. Now the normals are fine again in unity, but my mesh wont follow the armature in pose mode anymore.  And all the vertex weight groups are also gone.

What am i doing wrong?

Sincerely, Thomas


texts:
Blender 2.7 is going to support sewing. It makes sense to be able to unwrap an object (clothes) in to a 2d pattern, orientate the 2d panels around the body and then 'sew' it back together to simulate how the pattern fits.

Is it currently possible to convert a UV map in to a mesh?


texts: Cycles 'vector' pass meaning of W, X, Y, Z

texts:
I have a scene with moving objects and I want to extract the optical flow (apparent motion as seen by the camera). I am using Cycles. I include the 'Vector' pass and save the result as 'OpenEXR MultiLayer'. When I open the resulting file in Python I get the following channels:

RenderLayer.Vector.W
RenderLayer.Vector.X
RenderLayer.Vector.Y
RenderLayer.Vector.Z

What is the convention here? Could you provide a source for the information?


texts:
I tried to run Blender benchmark because I felt it was a bit slow today working and the GPU was being used intensively in the task manager while sculpting, and I didn't used my new laptop for 3d too much yet. But it crashes when I try to run the GPU benchmark.

My model is the Gigabyte Aero 15 XA Oled, with a i7-9750H (2.6GHz-4.5GHz),NVIDIA® GeForce RTX™ 2070 With Max-Q Design GDDR6 8GB, and an extra 64 ram and 1tb Samsung 970 Evo Plus. (I think it should work very smoothly).

Thanks beforehand.


texts:
How to check whether the list (of vertices) exists?

I want to append a new vertex to a list or create one if it does not exists.

if verts is not exist:
    verts = [[0,0,0]]
    edges = []
    faces = []
else: verts.append([1,1,1])


texts: 'Add scene ' in Video Editing doesn't insert the whole scene

texts:
I've got a problem with the video editing mode. My scene is ready (it's just one scene and it is about 1800 frames long) and I would like to insert it via Add - Scene - Scene. That worked well the last time I did this, now I added one more animation and it doesn't work anymore. It now just insert a small strip with about 200 frames cut out in the middle of my scene. Changing startframe and length in the n-menu doesn't work at all.

Does anybody has an idea what the problem could be? Is my scene to long?

PS: I use cycles render if it matters.

Thank you sooo much for your help!!

Sabine


texts: Is Baking necessary every time? Or are the times when you just don't really need to? For instance, animation render vs video game engine style export. If so, or not, would it be the same for all 14 baking options in bake mode?  Can you bake only from the Properties panel?


texts: Where is the 'holdout' option for collections in 2.8

texts: I want to ask about the holdout option for collections. In view layer menu I only have 2 options - set exclude and clear exclude, but nowhere I can find a holdout option. Maybe someone knows something about whether it was removed or maybe they changed its place?


texts: Why does the mirror modifier not mirror perfectly?

texts:
I have added a mirror modifier then the skin modifier to my mesh.

I get this:

But I'm supposed to have this:

What I did I do wrong ?


texts: Can't start blender after update manjaro packages GHOST_WindowX11.cpp:136: X11 glXQueryVersion() failed, verify working openGL system!

texts:
After updating manjaro packages  my blender 2.9 wont start
inxi -Gx
 Graphics:
 Device-1: NVIDIA GF104GLM [Quadro 3000M] vendor: Dell driver: nvidia
 v: 390.138 bus ID: 01:00.0
 Device-2: Pixart Imaging USB_2.0_Webcam type: USB driver: uvcvideo
 bus ID: 1-1.5:3
 Display: x11 server: X.Org 1.20.10 driver: nvidia
 resolution: 1920x1080~60Hz
 OpenGL: renderer: N/A v: N/A direct render: N/A

I have uninstalled and installed blender several times but no any luck.
glxinfo
name of display: :0.0
Error: couldn't find RGB GLX visual or fbconfig

I’ve managed to solve the problem by this link :https://bbs.archlinux.org/viewtopic.php?id=247222
by running these commands :
sudo mv /usr/lib/xorg/modules/extensions/libglx.so{,.old}
sudo ln -s /usr/lib/nvidia/xorg/libglx.so.390.138 /usr/lib/xorg/modules/extensions/libglx.so


texts: What is the technical difference between an Ngon and a bunch of Triangles?

texts:
I read somewhere that Ngons were nothing more than triangles masked as an Ngon.
Some testing reveals this is not true, at least to some extent.

Here are two sub-surfed cylinders, one with an Ngon, the other with a Triangle Fan.

The things that look like 6 sided Ngons in the Triangle Fan example are really quads, and the cap on top is really a lot of tris:

As you can see, they are definitely different, but what is the difference technically?


texts: How to exactly flip an object along an axis?

texts: I am new to blender and having a little trouble with my animation. I need the legs of the character to be exactly flipped for the first and last frame of the character's walk cycle so that it doesn't look weird when I run that in a loop. I copied the object using Ctrl+C and then pasted in that particular frame using Shift+Ctrl+V but that gave a very weird rotation to the legs. Please help me fix this...


texts:
I am animating a locomotive which is an a 3rd party model with wheels and brackets that were animated - which I'd like to keep. However, it was done strangely, and the parenting relationship is hard to follow.

I've already fixed it partly, and the train animation runs fine, but any kind of additional parenting to animate the train in motion breaks the local animation of the wheels turning and brackets pumping.

I have tried parenting the whole lot to an empty to animate that, but as soon as it is animated the local animation breaks.

Parenting the wheels and brackets to the chassis is causing parenting loops
Joining also breaks the animation - but not all the time. I joined the locomotive to the carriages and it did preserve the animation but I lost my UVs (which have been carefully modified).
Doing it the "wrong way round" also doesn't work. Setting the trains as the Parent and making the empty the child is not working. Something about the parent child relationships int he mechanisms is being thrown off.

I can't be alone in this boat...


texts:
I have a soldier model:

When I add the Subdivision Surface modifier, this happens to the model:

Does anyone know how to remove this?
I just wanted to add smoothness to the models, but not that.


texts: I've changed the size on one object in the UV editor. Is there anyway to have it all back on the same size? How is this style of UV mapping called? I can see all the faces straight. Smart UV follows the eye shape and it's not what I want. Thank you for your time.


texts: How do I make a driven bone cause its keyframe value to change?

texts:
So I developed a method to export a face key animations via BVH.

Below is a character that has a row of bones over its head. They contain facial animation data, one bone per shape key. So all I would have to do is assign drivers for shape keys and tweak the animation as needed with a control panel.

My set up to add a control panel doesn't work. (blend file)

I want the Control panel bone(keying locked) to tweak the Data bone's keyframes while the Data bone controls the Shape key(keying locked).

Is there a way to make this set up work? Where the control panel bone both moves with the shape key values but can also drive the Data bone keyed values?


texts:
I got this mesh,which was exported out of some engineering program like solidworks for example with STL FORMAT.
Please help me understand how to fix this. Is there a way to fix such crazy ugly triangles?

I will link blend file with mesh:
https://yadi.sk/d/GQ7gB_vdDy6jyw


texts: Align edges and join/merge vertices without adding additional faces etc

texts:
I'm new to blender and still trying to get to grips with some of the basics.

I've duplicated a section from one corner of my model and I'm now trying to attach a copy to the other 3 corners. The problem is I'm struggling to line up the edges perfectly and merge them. I don't want to use bridge or anything which adds additional faces/edges etc, I just want to merge the two existing edges into one to keep it the same dimensions as the original part I duplicated.

Is there an easy way to align these edges, move them together and merge/remove duplicate vertices?


texts: Shading won't show up in the Properties shelf?

texts: I'm trying to change shading from MultiTexture to GLSL, but I can't quite seem to find the option nor the panel where it should be. It's weird. No one else is having this problem.


texts:
I am trying to apply the whole stack of modifiers on an object in Blender 2.80

The object might be a curve, in which case I sometimes get the error:

"RuntimeError: Error: Transform curve to mesh in order to apply constructive modifiers"

So I guess I need to convert it to mesh, but if I do to_mesh() then I only get a mesh that is disconnected from the scene, right? How do I replace the objects data with the newly created mesh so I can apply the modifiers on it?

Also, can I be sure all modifier types will work on such a mesh?


texts: When I weight paint my object deforms.How to fix that?


texts: How to leave identical ammount of space between each CTRL+R Cut? AND why can I only do 1 cut?

texts:
When you've cut something with ctrl + r, but not every cut leaves the same ammount of room inbetween each of the cuts, how do you fix that? (see picture with half assed arrow drawings)

And

Why am I only offered one cut on the top instead of a full line (see picture and marked blue spots and red circle)

Scrolling doesn't fix it, as it only adds more cuts on the vertical face, instead of continuing a horizontal cut:


texts: Animation Nodes. Distribute objects based on distance

texts:
I have an Animation Nodes tree where I distribute characters based on random values on Y and Z axis as you can see below.

But viewing from that camera angle (the perspective view) the upper part of the picture is too dense.

So as long as I use the random function it distributes the characters "evenly" in space, but I need a control to decrease the amount of the objects based on the camera distance gradually. Is it possible with Animation Nodes?


texts:
How can I get an animation from one rig to work on another? They are different rigs and have different names (although I can edit the animation text file so bones have the same name). The ordering of parenting is the same.
SURELY there is SOME combination of using 'copy pose', this script, and blending modes in the NLA that will allow me to do this?
I know this is vague but I'm looking for a process that would work universally, not just in one specific case. I also know it's not easy, I just don't think it should be 'impossible' with the tools we have.
The animations are kept as text files. If I import the animation to 'new', it makes a new rig using the first frame of the animation as the default pose 'rest' position. If I import the animation 'onto' the desired rig (the rig I want the animation to work on) it uses the second rig's rest pose as the first frame of animation, offsetting from that (usually broken) instead of using its own default (which works).
Video
As you see, there's lots of combinations, more than shown here. For moments like this (the 1-frame top track), I can also delete all 'rotation' keyframes or all 'location' keyframes, which also changes things. I have got this to work a couple times, but I don't understand it enough to reliably repeat it.


texts: What is the pixel error in motion tracking?

texts: When 3D tracking, you have a pixel error. Is that error the number of pixels the track will stray with each frame, or the entire track?


texts: Combining two different physics in one object?

texts:
I would like to create a fixed cylinder made of a non deformable material, for example steel, which has a membrane at its bottom, rubber or so, which is nonpermeabel. If I fill the cylinder with a fluid, e.g. water, I want the membrane to behave like a real one would, to let me see the force of the waterpressure lasting on it. So with rising water level the membrane should start to curve.

Sorry, it´s a bit difficult for me to express what I actually want, but I guess  you´re able to get it.

I used a circle, which I extruded in z-direction and selected the bottom face but that made the whole object as a cloth. I also declared the whole object as cloth, defined the upper part as vertex-group and tried to fix just the upper part, but that also didn't work. I also defined the torso as a material and the bottom too but didn't find any possibility to assign different physics to both materials.
Does anyone have an idea what I could try to get the effect I want to?


texts: How can we explain texture effect on the point light

texts:
My scene is a home consists of 4 walls(4 cube). I placed a light source at the same distance from the corner that joint wall 1 and wall 3 (45 degree). If I applied texture on walls, I obtain this image where the light reflected not exactly  symmetrically

but when i delete the texture of walls, I obtain this image where the light is reflected symmetrically. How can we explain this phenomenon ?


texts: Motion Tracking Tripod with Given Camera Settings

texts:
I want to track some footage from golf, as shown in the image. I have used FSpy to determine the position and focal length of the camera. Modelling two balls at the correct diameter in this space shows me that the perspective etc is perfectly fine.
The footage has a tripod mounted pan in it, moving up and to the right (towards the hole)
I can track the green etc and create the motion tracking file to my satisfaction, but when I "Solve Camera Motion" and "Set Tracking scene" it creates new geometry and new perspective etc which is different to my FSpy correct camera focal length and position.
I ONLY want to pan the camera I have already created with the tracking data.
How do I achieve this?


texts:
From what I've understood from other questions here, group instancing and dynamic linking are two methods for managing memory in a project that is large or complex. The latter also allows one to divide a project into many different components, to better work on each separate component and easily update any changes in the main project file.

This is where I have additional questions.

Let's suppose we are creating an office, with each floor being complete with furniture in varying amounts, types and locations per floor. Each model would be highly detailed, and therefore memory intensive. What would be the most effective way to approach this project as far as memory consumption is concerned?

To my understanding, two possible methods would be to create a group instance for each type of furniture and add them as needed, or use dynamic linking. With group instancing, if there are hundreds of pieces of furniture, but only a variety of five or ten, then the memory consumption should not go too much higher than what would be required for five or ten models (as opposed to hundreds).

What is unclear to me is how linking external files work in terms of memory management. Firstly, I am making the assumption that the 'Link' function (Ctrl+Alt+O) under 'File' is what people talk about when they refer to dynamic linking. Now there is already an issue when linking. When selecting the .blend file and linking the data in the 'Object' directory, the object appears in the center of the project and cannot be moved. The solution here appears to be the 'Make Proxy' command. When this command is used and the object is translated, rotated, scaled, or otherwise manipulated in any way, what happens to memory consumption?

At this point, we would have one linked object in the main project. To add additional objects of the same type, would you keep linking the same external file multiple times until the desired quantity is reached, or is there a better option?

Now suppose you wanted to animate one of these objects. Using the office example, say one chair could be reclined. Can bones be added to the mesh and have it all animated, without affecting other objects linked from the same file? This doesn't seem possible with group instancing from what I've tried doing. Editing the object in the group results in a change to every instance of the group. Assuming dynamic linking can achieve manageable duplicates of objects, would it be possible to link an object, then create the armature/bones and animation in the main project file? Is there a better, more organised solution?


texts: Clear "glass" bottle loses clearness in front of colored background

texts:
So my Fiji water bottle is perfect clarity and clearness when it's by itself (as can be seen by the right most bottle). However when placed in front of a colored back ground and having a blue gradient back side label it basically turns almost black. I think it's the refraction / reflections causing it. Is there a way I can turn those down --or perhaps add a light behind the bottles that only affects the bottles and does not affect or blow out the background?

[![enter image description here][2]][2]

Adding an emission light that only emits light in one direction and placed behind the bottles cleared up the issue of black bottles. However that presented the NEW issue of not allowing the backdrop to show through the bottles. As presented here: Emission Light Problem


texts: My model is not reflecting any light / looks dark

texts:
I was wondering if you could help me out... in the image I have 2 objs, the only difference between the two is that the one on the right is fully unwrapped while the one on the left is the default with no changes safe for the texture to compare the colors...

Both models have the same texture image and no nodes were modified in the process and yet the one with the unwrapped map looks completely dark as if it is reflecting no light at all. Could you help me understand what happened and if there's a way to fix it?

Thank you for your time!


texts: Problem to create background in language other than English in the settings

texts:
This is a script part that creates a background, i i run that in Blender with language default (English) run ok , but if i change for example in Spanish
line 3 give error KeyError: 'bpy_prop_collection[key]: key "Background" not found' , because "Background" is translate to "Fondo".
Now i have not intention to translate all name for all languages, exist simple way to change that script to make work in another languages?

1- new_world = bpy.data.worlds.new('My background')
2- new_world.use_nodes = True
3- node = new_world.node_tree.nodes['Background']


texts:
EDIT: Here is the link to my .blend file~

I'm new to the blender software specifically. An issue I'm having with Blender that I have never experienced with other software is the inability to remove unwanted vertices from my UV texture map.

Because the texture on my mug model is going to be a flat band of pattern and color, I want to line my vertices up in my uv map so there are no distortions in the pattern. However, whenever I weld two corresponding vertices in my map, this happens:

I noticed there is a sort of stack of faces and vertices in this one little spot. I can't delete it to remove it from my uv, so I tried just grabbing it and moving it off the uv area, but that doesn't help me when it comes to welding and tidying up my map. This little stack is made up of all of the faces I don't want to put my image texture on, so it's causing a bit of a roadblock for me.

I tried searching for a solution but I am not too good at describing this problem in search engines and generic searches didn't seem to hold any answers.  Any help is greatly appreciated!


texts: How to calculate a parent inverse matrix?

texts:
Say I want to parent the default Cube to the camera from python without using an operator.

First part is easy:

Cube = bpy.data.objects['Cube']
Camera = bpy.data.objects['Camera']

Cube.parent = Camera

Now I want the cube to remain in place like it would if I used the operator. I assume I have to perform an operation on one of the camera's matrices and assign the result to the cube's matrix_parent_inverse, but what operation would it be?


texts: Cycles: Texturize a feather made from particle system?

texts:
I have a quill pen created in much the manner described in this exhange but I need to give it character, like a peacock feather.  I gave mine a Texture based on a greyscale PNG, but as I move the feather around my scene the texture moves all over the feather -- in my viewing I'd say it's "projected" on to the feather.  I've played with the options on the Texture pane of the Particle System, but they all "project" too.

Is there a technique to apply a texture onto a particle system?

Writing this makes me wonder if the changes I made to the Texture pane of the Particle System aren't having an effect because once you comb the particles they are baked.

When the feather is horizontal:

When the feather is vertical:

And here, then, is the node structure that got it to work this far.  I'll be the first to admit node construction to me is trial and error with black magic; but I can see where Geometry at Position is probably not what I want -- I do know I tried a lot of constructions that felt like they'd make sense before settling for this!  Totally open to advice here!

For completeness, and because I know some community members like to play along, here's a reduced version of the image I threw
 together to give character to the feathers:


texts: Black line appears when rendering in cycles

texts:
When rendering using cycles the hair mesh overlaps with the face mesh and a black line appears.

How do I get rid of the black line?

Updated: Wire frame view


texts: How to put green screen video on a plane in Cycles

texts:
All I need to do is place a video with green-screening onto a plane in a scene. Obviously, the green screen will need to be transparent. From what I understand, the video must be keyed and then exported/re-imported because Blender doesn't do keying while rendering. I seem to have successfully accomplished keying in Compositor, but now what? How do I apply it to the plane?

Most info I've found about the subject provides general guidance but doesn't describe the actual how to do it.

The scene is animated; the video must play with the rendered animation. The man will appear to be walking up the plank to the ship:


texts: Bone Constraint Copy Scale on multiple bones in chain bug?

texts: I'm trying to make a chain of 8 parented bones stretch on the y axis using the copy scale constraint and a separate controller bone, but using it with more than two bones causes all the parented bones to scale infinitely. Logically, this doesn't make sense. if the controlling bone is scaled to 2, all the bones in the chain should be at a scale of 2. Is this a bug or am I missing something with parenting?


texts: Make a meta strip show the audio waveform

texts: I have a meta strip which contains a video file and an audio file. I can clearly see the waveform in the audio file. However if I create a meta strip out of these two strips the audio waveform disappears. How do I create a meta strip which shows the audio waveform?


texts: MakeHuman character not appearing when rendered

texts:
I'm am fairly new to using Blender (version 2.77). This is also the first time I've imported a character using MakeHuman. I've looked through a ton of youtube video tutorials as well as previously posted questions and nothing has worked yet. My problem is that when I try to render, the character is not visible.

I've uploaded my file here:

Thanks for your help!


texts: Blender Eevee Keeps crashing when i try to render

texts:
So I have this animation full of custom rigs that I animated in blender 2.79 and am trying to render in Eevee. When I hit the f12 key the frame renders out, but as soon as it's done blender closes.

I was wondering if anyone had any insight to what the problem might be and how to fix it.


texts: Get rid of /reduce Noise in Cycles Render

texts:
Im new to 3D object creation(2 weeks at most) and I was wondering if there is a way to reduce if not get rid of the noise when rendering using the cycles render.

thank you for the answers.


texts:
I have created several presets for Sapling Tree Gen add-on.
But now I want to delete some of the presets.
How can I do that?
 Here's a video about presets


texts: Objects Rendering Black in Blender Render

texts:
Now, I just got blender yesterday, and every time I render an animation, the objects always render black.

I have looked up stuff about it, but most of them are UV Maps, and I don't know what that is.


texts: Print total rendering time after a long script of several image renders?

texts:
This wouldn't be for animation, but variations in color and view angle for the same object. So all renders are on frame 1 (in case that matter).

It would just need to add together the rendering time of each images at the end of the script. I have no idea how to do just that though, and how to access the rendering duration info from python in Blender.


texts: Hair Particles and Collision Not Working

texts:
Currently trying to add hair to a scalp mesh and I've gone through so many settings but nothing seems to keep the hair from colliding with the mesh. I don't expect 100% perfect results, I don't have the best computer anyways. But I've seen videos of this working for others flawlessly, yet when I follow their tutorials, mine either gets the jitter glitch or just does not register the scalp at all. Not sure what's left to do.
I've attached the blender file as well. Version 2.79, and I've already tried 2.80, 2.83, and 2.9.
File: https://drive.google.com/file/d/1cEN4YnbpY-Z965j4e_TDj9Z_1Ew9U3i8/view?usp=sharing


texts: An object moves along a curve, but followpath doesn't match the curve bevel resolution

texts:
I want a car in blender to move along curves, and use curves to represent the trajectory of the car.
The speed of the car is non-uniform.
I have used the bevel_factor_mapping_start of curves to perfectly express the speed of the car. If I use "spline", The trolley can perfectly match the curve, but because I want to accurately represent the trajectory of the trolley, bevel_factor_mapping_start must use RESOLUTION. Here, the trolley cannot match the curves.
How to solve the problem that the trolley matches the curve bevel?


texts: Paste bones from one armature into another?

texts: Is it possible to copy and paste bones from one armature to another in edit mode? Joining the two armatures with Ctrl J is not an option in this case since it breaks a lot of other stuff.


texts: Fluid emission doesn't follow animated inflow object

texts:
I am animating some text (converted to a mesh) shake around in front of the camera. After that, I want it to turn into a fluid and fall away.  I tried going to the starting point of the mesh falling as a fluid (frame 86), and then made a giant, transparent cube for the domain and made the text mesh the inflow.  When I baked the fluid, all that happened was that that fluid started falling out from the starting point of the text in frame 1.

P.S. I am rendering with Cycles.

P.P.S. I would like the fluid to fall until frame 250.


texts: How to resync the linked proxy to incorporate changes in the main file

texts:
Let's suppose I had a rig(Root) parented to a mesh X in a file named blend_1. Now I link the whole collection in which those two are to another blender file(Blend_2). Now, I make a proxy for Root, Then I make two actions and while animating  I discover that there are weight painting issues in Root, so I decided that instead of Root being a parent to mesh X I want it to be parented to mesh Y. So, I unparent mesh X and parent the Root to mesh Y in blend_1, But the problem is those parenting changes are not incorporated in blend_2.
Is there a way to resync proxy such that my current animations for the Root can be used on the mesh Y as well?
I am using blender 2.91


texts: Cloth simulation: Gaps between meshes sewing springs

texts: I'm modelling a t-shirt, but I get these gaps between the meshes that are being sewed with Sewing Springs. It is as the springs aren't tight enough, but if I adjust the Sewing Force nothing really happens in term of the gaps.


texts: Why is this happening with skin modifier?

texts:
here's a video of my woes https://youtu.be/ihAS3F3Zd_w
as i am trying to make feet that will have shoes on, so details aint a problem.
how can i arrange this ?

theres no node at the end, it just flops around. tried moving root .
i cannot just do it over again.

thanks 4 your help !.


texts: I created a couple of LocRot keyframes but the rotation path and keyframes aren't shown in the graph editor (no, they aren't hidden).


texts:
Is it possible to convert a mesh into a voxel image?

This operation would make white voxels inside the mesh, and black voxels outside the mesh, and would either:

write a standard 3D image file format, or just a raw voxel dump; or
create a stack of 2D images in each axis


texts: How to move the median point with the character for Mixamo animation ? (GIFs included to explain)

texts:
I learned how to use Mixamo animation but I faced a problem which is for some animation, the median point (im not sure if that is the correct name) doesn't move with the character which creates many problems for me as I want to combine multiple animation in one timeline.
To explain what I mean, here is an example, I parented a cube to my character so when I move the character the cube (with the character's median point) move with it.

However, when I add this animation and play it, the cube (with the median point) does not move with the character


texts: No Camera Found in Scene error message, when clearly there is a camera. Why?

texts:
Hey Fellow Blenderers!

Here's my issue.

I have a camera in my scene. The Scene is labeled "Main Scene", the camera is labeled "camera". Yet, when I go to render an image I get the error message "No camera found in scene "Main Scene" which is not true. Can anyone tell me what's going on? The Image I've attached clearly shows the camera fully active and in the correct scene. I haven't been able to find anyone else with this particular issue.

Also, I'm using 2.8 RC2.

Thanks!


texts: How to match perfectly the camera with the 3D environment recreated from the original pictures of a movie with fspy

texts:
I've recreated the 3D representation of the environment that I've seen on the movie "the man from earth". I'm talking about the interior of the house and the exterior,the surrounding environment. Below you can see a picture of the interior :

Next I placed the blender on the same position of the camera in the real movie and I have recreated the movements. Below you can see which kind of movements :

original camera movements

then I added an empty with the original images sequence of the movie's section,because I want to have the image references when later I will pose the characters :

what's the problem ? that I'm not able to match the camera,the section of the interior with the empty linked with the images references. Is there a way to do that without modifying the geometry of the interior ? Maybe only resizing,scaling and translating the camera and/or the empty ? Below you see that I tried to do that,but unsuccesfully :

failed try

thanks.


texts: 2.9 changed the info log position - can I put it back?

texts:
In 2.9, the Info Log that appears in the status bar when certain actions, such as Merge Doubles, are performed is in a new position in the right-hand side.

In 2.83.8, the info log is placed in the bottom-center. This is a place that's much easier to see while working for me, and I'd greatly prefer the info bar to be here.

Can I revert the change of info bar position in 2.9 to what it's been since 2.8?
It seriously bugs me to have to look all the way over to the bottom right for a display I use very frequently, especially considering it was already in a fine spot before. This one change is the biggest reason why I've stuck to 2.83 instead of using 2.9. It drives me nuts! :C
Any help is appreciated!


texts: Some meshes that have textures import just fine but others come in all solid pink

texts:
When I import my meshes with textures some import just fine, but others,  just come in all solid pink.
I tried saving all the textures then importing but all my models but they just become solid pink.
Even the armatures don't load right


texts: is it possible to paint diffuse and normal at the same time

texts: I have a brick texture with diffuse and normal image. Is it possible to paint an object with stencil brush that while left clicking mouse, diffuse and normal can both be painted onto object's base color and normal image?


texts: Two operators with the same button, it's possible?

texts:
In my addon, I have a button that launches me an operator, and I want the same button gives me another operator (modal operator).
It is possible to launch two operators with the same button?
My modal operator :

def modal(self, context, event):
    if event.type == 'RIGHTMOUSE':
       ...code...
    return {'PASS_THROUGH'}

def execute(self, context):
    wm = context.window_manager
    wm.modal_handler_add(self)
    return {'RUNNING_MODAL'}


texts: Grease pencil fill layers with 7 million points making my file lags a lot

texts:
I have been using Blender 2.92 for 2D animation (using the grease pencil) for a few months, and it started lagging a lot (to the point that I cannot continue working on my project at all…) for a specific scene.
I have realized that my 2 fill layers have LOTS of points (around 7 million in total), and when I delete my fills layers, my file works perfectly.
I have to use fills layers for this project – do you have any idea what I could do?
Thanks!


texts:
First of all, I'm new to Blender (v2.80). Currently working on AI project for which I need to create my data set. I need to render my object from every possible angle. I found a simple solution over here:
Script to render one object from different angles

Create a mesh whose vertices are the desired viewpoint positions,
around your body scan. (It's the sphere, in the illustration, named
'Viewpoints')
Create one camera, and assign it a 'Track To' constraint ('To': -Z,
'Up': Y) with the body scan as target

I was trying to achieve that effect, to make that sphere mesh. I just don't know how to make the sphere empty. It looks like this (my object and camera are inside of the sphere):

I'm sorry for making new post about it, I would prefer to comment that post that I'm referring to, but I don't have enough reputation for commenting posts.


texts: Maintaining local pivot point when importing FBX to Unreal Engine 4

texts:
Hi this is my first time making my own digital asset for a game and I'm running into some oddities.

So far:

I have a single .blend file which has meshes for my missile turret. My turret has three parts, a base, a rack that spins on top of the base, and a missile launcher itself which pitches up and own in the rack.
Since I needed these three parts separate when exporting while maintaining their relatives positions, I grouped them into three groups and used Batch(Groups) setting on FBX export. This produced three FBX files.
Then I imported them into UE4 and everything seemed to work fine. When I make a blueprint object and add three static meshes, They maintain their local positions without additional tweaking. I made a yaw script so that only the base stays still but the rack and missile launcher which is child of rack rotates to face the desired target.
The missile launcher needs to pitch by rotating on its own pivot(centre of its mass) to face targets with differing altitudes. When I use pitch, my missile launcher needs to rotate on it's own local pivot, ie) center of it's mass/vertices. However it started to rotate using pivot (0,0,0) for some reason.
I read this post: https://answers.unrealengine.com/questions/23349/how-to-permanently-change-the-pivot-of-a-static-me.html, so I went back to the .blend file and changed the local pivot of missile launcher by moving the cursor to the center of the missile launcher and setting pivot option to cursor.

It didn't work and I decided to edit the individual .FBX file. However, UE4 seems deadsat on keeping the pivot on (0,0,0) and only way to change the pivot point is to align each meshes's desired pivot to (0,0,0) which I do not want to do as it does not preserve the location of each meshes relative to each other.

Am I supposed to rig the turret with bones and then import it as a single item? I didn't want to do that as it seemed unnecessary with no complex animations, just yaw and pitch is all I need.


texts: How do I do topmod style loops in Blender?

texts:
I've had some pretty good luck with edge loops and the loft tools in Blender.
The spin tool is still greek to me.  I'd like source, destination, angle style simplicity comparable to the methods of TopMod.  Maybe someday.
Here's the problem:

So, the simple question is, how to do something comparable in Blender?  What would be the best, perhaps, simplest way to go about it?  Is this kind of thing even possible in Blender?  Worth the trouble?  Or not?
I've got the Angle Tool addon.  It doesn't do this kind of curvature.  (speaking of which, perhaps using curves (which seems like a lot of work for the effort)). The "Tube Tool" addon, does "tubes" and nothing else.  Other than those two, there doesn't seem to be anything else out there, that I'm aware of.
If it helps.  Clarification:

I'm interested in exploring patterns of symmetry.  Something that TopMod lends itself easily to, both in the undoing as well as the doing.  Mirroring alone won't help with this end.
Elaboration below:

Not entirely symmetrical, but, you get the general idea.  Full symmetry would take more time.  This with cubes instead of Quad Spheres.

Also, for this example, I'm using 4x4, could just as easily be triangular, 3x3, or 5 - 4 on each side, one in the middle. 4x4 is just one jumping off point.

Followup:
Here's more of that last example using Blender.  It's still unfinished. And, it would be awhile as the faces don't line up at the end and have to
be modified, sliding verts and edges, etc.

Here's five examples I just did from TopMod.  About 15 - 20 minutes total.
Given your suggestions so far, I'm just inclined to think that, right now, it's just not Blender's strong suit.  It is what TopMod was designed for.
Unless someone can show me different, this, just may not have a practical Blender resolution.
The blend file of the TopMod cubes:
https://pasteall.org/blend/9b87b66ca8bd439681a5f53973763f98


texts:
I seem to be having issues with flipping and duplicating some keyframes. I've tried using Ctrl + C, Shift + Ctrl + V and duplicating keyframes in the Dope Sheet, but I can't get copied frames to work properly. I've already keyframed the motion of the left and right legs/feet, but whenever I try and duplicate what I've done for later in the timeline, such as the left leg, it gets stretched out of proportion. :-\ I'm not quite sure what I'm doing wrong or what I should be adjusting instead.

Any suggestions?