texts: Why is the calculated volume wrong for extruded objects?

texts:
I have just noticed that when calculating a volume using the 3D-Print add-on I get completely different results when I extrude away material.
In the picture you will find two cuboids of identical dimensions. The left one has been scaled to those dimensions. The right one has had material extruded away. The calculated volume of the latter is off by quite a bit.
Same problem with calc_volume().
To provide a little detail: I added a plane, extruded it into the cube and selected 'DIFFERENCE'.

What is causing the calculation error?

Solved:
After extruding away material, your face normals are pointing in the other direction. This causes the miscalculation of calc_volume() as it uses face normals in its algorithm.
In order to fix this go into edit mode-->Mesh-->Normals-->Recalculate Inside


texts: Why does my M1 MacBook Pro render scenes differently than my 2016 MacBook Pro?

texts:
As the title suggests I'm experiencing an issue where Blender renders frames in Eevee differently from one machine to another. I have two laptops, a 2016 MacBook Pro that I generally use to create projects, and a new M1 MacBook Pro that I'd like to use as a rendering machine when I'm not using it for other things.
The 2016 has 16GB of RAM and an AMD Radeon Pro 460, running Blender 2.90.1 on macOS Mojave (10.14.6). The M1 has 16GB of RAM and an integrated GPU, and is also running Blender 2.90.1, but on macOS Big Sur (11.1). I ported across all of my user settings (preferences, hotkeys, addons, and so on) so the Blender environment is completely identical on both machines, and the folder structure that I store all of my projects and textures in is automatically replicated from one machine to another using SyncThing, so the relative and absolute file paths for things like PBR textures are always exactly the same regardless of which machine I'm using.
However, even though both machines are as identical as I can make them, the M1 doesn't appear to render materials in the same way as the 2016 does. Things like translucency, roughness, screen space reflections, and so on are subtly different, sometimes wildly different. Here's an image that illustrates the problem:

As you can see, the blobby mesh surrounding the emissive sphere is substantially different when rendered on the M1 as compared to the 2016. The material itself is just a Principled BSDF with all values at default except Transmission which is set to 1 and Emission which is set to a bright red shade. In the material settings I've changed Blend Mode to Alpha Blend, Shadow Mode to Opaque, Show Backface is unchecked, Screen Space Reflections is checked, and the Refraction Depth is set to 0. All other material settings are at default. Here's a screenshot.
In the scene settings I've set the render engine to Eevee with 64 samples, enabled Screen Space Reflections, checked the Refraction box, set Trace Precision to 1, Max Roughness to 0.5, Thickness to 0.2, Edge Fading to 0.075, and Clamp to 10. Here's a screenshot.
So, with all of that said, am I ultimately just experiencing the limitations of the M1's integrated GPU and macOS in general? I vaguely recall reading somewhere that Big Sur doesn't properly support OpenGL and there may be problems with Blender as a result, so is that what's causing my issue here? If so, is there some way around it or do I just need to wait until Blender supports Metal? And if not, what else might the issue be?
Thanks very much for your help!


texts: Both Smoothing / Subdivision creates unwanted outcomes (squashing UV label or black tint in glass)

texts: The bottle needs either smoothing or subdivision to look right however applying either causes issues. Subdivision squashes my label and smoothing makes for a black tint on the glass. As far as the tint --I tried increasing the Transmission value in the render properties / Light Paths and the dark spots did not go away.


texts:
I found this great guide for creating tubes from Bezier curves, but I am working with an imported set of straight lines that came from a shapefile (geographic data format). I would like to render these as 3D pipes, but this guide seems to only work with Bezier curves.  I do not have the option to change the "Bevel Object" on these straight lines.

Is there a similar way to just transform all of my straight lines into 3d tubes? I'm not worried about it looking perfect, I just need to see a 3d approximation of them.


texts: How to cut a mesh by specifying the angle

texts:
I wanna cut a mesh by specifying the angle, but knife mode only cut 45° with C key.

I want to cut by the angle around specifying the vertex.


texts: Why did this materials bake result in mostly black except for one area?

texts: These are cycles materials, they have all been given an image texture node set to the same image, it has all been UV unwrapped and laid out so there are no overlapping parts, I tried flipping the normals, and recalculating the normals and flipping again, and again. After that first bake where part worked, the following bakes came out all black. I had dropped the sample number to 10 just to test, so I tried a bit higher, at 40, which is what the preview render setting is and that looks alright. Still all black.


texts: Problem parenting with Automatic Weights

texts: Recently, I've been working on this model that I imported into Blender from vg-resource.com. I'm no expert in Blender, just a beginner. The problem I'm faced with is when I attempt to parent with automatic weights, mesh to bones. The mesh turns 90 degrees on the Z Axis while the bones remain the same. Again, I'm a beginner and know only a bit of what most experts know about these issues. What I can say however is that I made changes to the model before parenting with automatic weights. All the vertices in the model were disconnected, so I connected them all individually. I thought it would save some time if I deleted half the model (without deleting the bones) and used a Mirror modifier to speed up the process.   This is the first time I've ever posted to this site so please bear with me. I've searched long and hard for an answer to this problem and have come up with nothing so I thought I'd ask the question myself in hopes that I get the answer.


texts:
How can I divide an icosphere like that?

The tutorial told to press Alt + P, but it is not working.


texts:
i am a new user to blender and I was watching a tutorial and then I hit a problem that the bevel modifier did not seem to work, I think it might be but it was not showing the same results in the tutorial if you can help me I will really appreciate it.
here is a link
https://blend-exchange.giantcowfilms.com/b/5wA96GZr/
please tell me if the link does not work


texts: getting the most out of tracking vs memory

texts:
I think this has to do with having lots of tracking points vs memory that is slowing me down to a craw.

I have 16GB ram, and 11GB swap. I selected detect features, giving me a lot of tracking points, (per youtube I found out this feature) when I run it to track of course it runs fine for a while until my RAM is almost used up, then slows to a craw.

I too have proxied my video to 50% as well.

from what I have learned on YouTube the more tracking points the better. How do I utilize this feature in blender to select the points for me and still be able to use them all while tracking something over 150 frames. the limit that
they all use for training purposes.

this too is a per-recorded movie by someone else.


texts: Is there an Addon that positions 3D cursor at the origin of non selected object by clicking it in 3D View?

texts: I've been watching tutorials and trying Addons, that led me to install Sensei Format addon, I didn't like how it changes many of the shortcuts that I got used to, yet one feature grabbed my attention, when clicking to set the 3D cursor in 3D view, if I click on an object, the 3D cursor location will snap to the object's origin. While reviewing Sensei Format, I found out that it's basically a personalization of features that already exist in Blender and in other Addons, for instance I managed to call the create object menu in 3D view by double right click instead of Shift +  A. Is there an Addon, or a way, to activate the 3D cursor snap to object origin in 3D view?


texts: Uneven distribution of particles on a mesh

texts:
I have a slight problem, that is, I attributed particles to the vertices of my mesh but in some areas, particles do not show off. I do not understand why it is like that, perhaps you could help me.
Thank you.

geometry :


texts: Strange white line artifact in smoke simulation

texts:
I am using a fire simulation on a match in front of a green plane which I am hoping will act as a green screen so that I can composite it on top of a white background however I am now getting strange white artefacts showing up in the render.

Thank you.


texts:
I have a realtime view into a room as a mask on a plane. All you can see of the room is through the mask /2D plane that is exported as a 3D model (.GLtf or .glb preferably)
I achieve this effect in Unity with masks, but I cant figure it out Blender...
here is a video:
https://youtu.be/jIz55M0uoqI
I am not rendering but exporting as a model that you rotate around like a 2D/3D playing card.
There is so much work being done now with masks in Blender I was hoping that something would be possible...
The other way to think about this might be to have a mirror that was reflecting a room in realtime but you would be hiding the room.
Any ideas?
Thanks
~be


texts: Moving vertices of two objects away from each other

texts:
Consider having two (multiple) objects that are very close to each other. Is there any algorithm which can identify vertices of these objects that their distances are less than a tolerance and then move those vertices away from each other until the defined tolerance is reached?
the figure is a 2D representation of the problem which is actually in 3d space.


texts:
I just started working with Blender very recently (about two weeks) and it's been great fun so far. The problem is that I've been using Blender 2.79, not 2.8b. Should I switch to 2.8b and learn how to use its interface or continue using 2.79, of which I'm just starting to get the hang of? Is the difference in controls/interface that big?
Thanks!


texts: How to do basic parametric modeling onto a spline

texts:
I'm looking for a way to do some basic parametric modeling in blender.

I have 3 pieces i'd like to use as a base.
1 starting section, 1 middle and 1 ending.

Is it possible to generate a combined model onto a spline using the starting and end section to close off the model with one or more middle sections based on the total length of the spline?

Example:


texts: How to add IK hands to very simple model?

texts:
I have a simple robot model here and it's split into 4 separate pieces. The head, body, and 2 hand nubs. I want the hands to be more independent so when I rotate the body bone the hand bones don't rotate/move around with it.
So I tried making an IK rig but I couldn't get it to work right because the model only had a few bones. What should I do to achieve the desired effect?


texts: How to easily convert and breakdown a text curve object into separated character objects?

texts:
How do i easily convert a text curve object into separated character objects?

The characters should stay in place but the origin should be changed to a more convenient location, like a combination of top/middle/bottom and left, center, right

Even using python scripting this is quite difficult because after converting the information about the relations between the characters and their splines seem to be lost.

I.e. the character i consists of two parts and the characters a, e are defined by two splines.


texts: how to texture an object and keeping the object's color

texts:
I'm trying to to texture an sample object to produce an object with "color" and texture.It work in blender render..

but not in blender game.

I wish someone can help me with this for my game.I'm new with blender :P thank you]3


texts: The problem is that my viewpoint settings have become wonky as when I zoom I will end up in random places and when rotating it will start dramatically change what I am seeing one thing then it disappears and reappears somewhere else. Blender version is 2.79


texts: Blender Game Engine - How i can make my turrets aim the enemy that’s closest to the village?

texts:
i am trying to make a TD game.
I need to make my turrets aim the enemy that’s closest to the village and i’m stuck.
My turrets aim the last enemy that enters their firing zone instead of the enemy that’s closest to the village and are in their firing zone.

Any help?


texts: Cutting a shape out of an object with another object

texts:
I'm trying to recreate these F holes in the body without cutting into the bodies mesh

The F holes and body are two separate meshes.

I am completely lost as to how to cut out a hole in my main body mesh without messing it up.

Is there any way to use the F hole mesh to make a hole in the body mesh?

http://imgur.com/a/rDoVR


texts:
I set up a basic scene with a fisheye camera aimed at a sphere, with another sphere vertically above the camera, and another to the right (all three at the same distance):

(Note: Need that top pulldown on "Cycles Render")
Result is:

Now, I'm curious why the fisheye doesn't draw all three the same size. I was hoping it would fire rays out with an equal angle-gap.
Imagine we have a 1000x1000 image, and we are just looking at the 1000 of pixels along the centre-line, so (0,500) to (1000,500)
So I was hoping:
AngleBetween(pixel[1]-ray, pixel[2]-ray) == AngleBetween(pixel[501]-ray, pixel[502]-ray)

However, clearly this is not the case.
Why are the objects on the edge of the screen getting magnify-warped?
Is it possible to know what Blender is doing mathematically, without digging through the source code? (as far as I know, FishEye is a generic term for this type of warping, it is not an exactly defined projection...)
Also, is there any way to prevent this?
LINK: Spherical / Custom projection at code level


texts: Can't set keyframes from custom operator panel

texts:
It's a floating Operator like this
With use_property_decorate and use_property_split enabled, the 'Animate Property' dot does nothing. Clicking it will immediately gray out. Right-clicking on the property and select "insert keyframe" has the same result.
Also, the object eyedropper is not working too


texts: Splash Screen 2.79 test render does not work

texts:
I downloaded the Blender 2.79 splash screen demo file:
https://cloud.blender.org/p/gallery/59819ee681191741ad07d283
I change nothing and hit directly the render button. But all I get is a blurry image without the agent.
Any suggestions what I'm doing wrong?

Greetings


texts:
Hey if i want sculpt something, there is one problem that i can't sculpt the left,right,front and back but top and bottom is going normal.
Can someone help?


texts: What Would be My Best Option for Connecting the Parts of this Mesh?

texts:
I recently bought a mesh from the unity asset store of some really high quality FPS game arms. The mesh is awesome but doesn't come rigged. I was able to rig it up easily enough however due to the following:

Animating it doesn't really work all too well since the fingers, hand, and forearm disconnect from the rest of the mesh if rotated too much. I've tried using the merge faces but selecting the ring around the inside of the glove and inside of the fingertip doesn't connect them it only closes both holes. I tried heavily weight painting the parts of the mesh which works for the fingertips but not for the wrist or forearm. How can I better connect these parts of the mesh?


texts: Unable to select vertices, edges and faces since upgrade to windows 10

texts:
I'm a newbie both to here and to blender. I have a problem in so much as since Windows 10 auto installed yesterday I am now unable to work on my current project.

Problem is: I am unable to select either vertices, faces or edges when in edit mode as usual. Works normally if using box select.

If anyone can help it will be appreciated. I'm 82 and self taught, so not too complicated an answer would be great.


texts: How to I change the Interpolation Type in the Map Range node like the documentation says?

texts:
According to the documentation, you should be able to change the Interpolation Type of a Map Range node. I am on 2.91.2 and don't see it. Is this a new feature that I don't yet have access to?

Secondly, is it possible to create my own interpolation curve using math nodes instead? I am trying to remap a value that doesn't progress from 0-1 linearly so that it does follow a more linear range in implementation.
Keep in mind this is all in the shader editor, not compositor.
Gracious thanks for any help at all.


texts: why is the emitter shooting out in a little striaght line and not the materal?

texts: this has happened before, and I just delete and start over and that is getting really old. I have attached an partial system to a material and it is shooting the particle in a straight line like it is only working off the little dot that the arrows are attached to. the first partial system is a baked system on a different cache file. that one is working but I am trying to eliminate having to back look change bake and look again cycle this puts me in. (smoke and fire)


texts: What does `filter` parameter of Template_id do? and How to use it?

texts:
In blender docs
template_ID(data, property, new='', open='', unlink='', filter='ALL', live_icon=False, text='', text_ctxt='', translate=True)

filter (enum in ['ALL', 'AVAILABLE'], (optional)) – Optionally limit the items which can be selected
From the available docs it looks like filter is used to filter out particular ids based on some sort of parameter.
I tried to add filter in blender ui's code where template_id is used. But didn't get any result.
So how can I use filter parameter.


texts:
I'm trying to add a simple repeating patter to an extruded spline by clicking "Use UV values as Generated Texture Coordinates" and also using "Generated" mapping in Cycles. Howeever nothing happens at all, texture is still not mapped correctly. I couldn't find any solutions, all questions show this scheme to be working. Could anyone please help?

Thank you!


texts:
I've been following along in a tutorial on animation and I must've inadvertently clicked on something because I've animated a part of the model that shouldn't be attached to a bone/armature. (Notice the double rectangles to the upper left of the robot head. These are part of the robot's head, and should remain fixed to the head, but instead they're animated along with the arms).

How do I "unlink" the "head" element(s) in question so that they stay fixed?

Also, I've now just gotten into a state where I can't select anything. The properties area is now all about armatures, and I can't see/recover the "normal" tool icons like "wrench" (for boolean operations, etc.) or "sphere" (for materials, etc.), so I can't do "normal" editing operations.

Here is the file on GitHub: https://github.com/DragonForest/first-robot.

Thank you!


texts: Can I keymap scrubbing the timeline with the mouse wheel?

texts: Title says it all. I want to be able to scrub the Video Sequencer or timeline with the mousewheel, preferably with a modifier key such as shift or alt. I want to program the firmware of a rotary encoder peripheral to do it.


texts:
I was painting a figure. I hit 'S' to get the color picker to save the colors I was using for clothes, then I saved the color I used for skin. I painted some of the clothing, then went back to the skin. Suddenly the brush is using a different color. I pick the skin color again, and it goes back to the other color (yellow in the screenshot color).

I removed the earlier color and picked it again. It made no difference. I got rid of it and color picked from a different part of the figure. No difference.


texts:
I working on a train game, and I try to make "rails", what are basically a square with a throgh part in middle (the dark parts), My problem is that, I want this part to turn curvy (90 degree), like I illustrated, to join vertical or horisontal rails perfectly. I can bevel the edges to be curvy, but the gap between them is larger than the gap between the straight parts.

How can I do this?

Thanks for any help!


texts: How can I run old games from the game engine?

texts: I have quite a bit of old games and projects designed for the Blender Game Engine. Now, with the removal of BGE, these games cannot be played or worked further upon. Are there any other platforms for which I can run these games, and make changes or improve upon them?


texts: Blender not saving changes to object's origin point

texts: On my current .blend file, when I edit a particular object's origin point and save it, opening the file again resets the origin back to where it was before. I'm unable to save the object with a new origin location. I tried doing CtrlA to set to apply location, rotation, and scale, and then saving it, but upon reopening the object was scaled strangely and the origin once again not in the right location.


texts:
Is it possible to create a custom nonlinear distortion lens in Blender?

I'm assuming that Blender superimposes a rectangular grid in front of the eye, and fires out a ray through the center of each cell on the grid, returning the colour for that pixel.

So my question reduces to: is it possible to replace this grid with my own warped grid?

EDIT: I'm most interested in a code-level solution -- this is for experimental project and as such I would like fine-grained control.

PS I can't find any tags, such as ray-tracing, eye-ray, lens, distortion


texts: Why does Photoshop read my exported Blender 16bit file as 32bit?

texts:
I am just curious why when I export a 16bit image from Blender and open it in Photoshop it is read as a 32bit file and not 16bit?

Am I exporting from Blender incorrectly?


texts: Using Blender 2.8, for a few different operations the panel window with the parameters gets greyed out for some reason, for example Randomize Transform. Everything is selected, in object mode, but none of the transforms are available to change.  Can someone point out what im missing?


texts: Why does Eevee render hairs wrong in Blender 2.9?

texts:
I am currently trying to make fur/ grass for a fantasy character using Eevee as the renderer (because Cycles really does not provide that much of a visual upgrade in this specific case).
The problem I am running into is that the hairs seem to merge together into an ill-defined blob. I thought this was because of resolution, but every other detail is so much clearer.
I have tried fixing the issue by decreasing the filter size in the render options, and nothing in the hair options seemed to fix this issue. Everything looks good in the preview, but the render itself fails. I also tried messing with near clip in the camera, which also fixed nothing.
Here is the link to the blend file: https://www.dropbox.com/s/jtf1esgqvd8o1ll/Dryad_Hair.blend?dl=0
Attached is a screenshot from the viewport (Which is my desired look)

and the render.


texts: Is there a way to combine keyframes in groups?

texts:
Let's say, I have multiple keyframed objects.

Selecting necessary keyframes from necessary objects in lengthy Dope sheet is very tedious.

For easier manipulation with the timeline, I want them to be grouped in "chapters" or somehow binded to Markers or whatever, is this possible?


texts: Want to import an STP file to blender with colors

texts: I want to transfer a CAD model to blender. It is in STP format. It has colors applied to it and I want the model along with the colors to be imported to blender. I am using "FreeCAD v0.15" currently to view the STP and to convert to other formats(STL,dae,obj),but unable to export to blender with colors. Anyone know of other methods that can do the job? Thanks in advance!


texts: Trying to fake "God Rays"/ Stage Lights with materials

texts:
I feel like this could be done but a combination of math nodes but I have no clue how to set it up.

I have a spot light with a cone parented to it.

The cone has scatter and absorption.

Is there a way to get rid of the black volume? I just want the light to fade out to transparency. I have tried the gradient nodes but its not working. This is the closest I can get.

I am looking for something like this


texts: i'm made a rig with empties for controls but they are not appearing in one file

texts:
Every time I turn off the hair I can't see the mesh in Blender 2.8 but in rendered view it is visible and the rendered result is not showing it

enter link description here

please try and render


texts: Apply different textures to faces of an object

texts: I find a lot of information about applying textures to objects, but when I try to look up info about applying different textures to each face of an object, it seems there's always a critical step left out.  For example, if I apply brick to one face of a wall, how do I get wallpaper on the opposite face?


texts: How to change material's color in blender game engine?

texts:
I am making a new racing game in BGE. I want my game to have a feature to change car color in-game (car consists of multiple materials, but currently I want to change body material). How do I make something like this:

Without text (only color select) in blender, so it can apply on material in other scene?


texts:
I have a very basic setup with a potentiometer hooked up to my Arduino analog 0 pin with it spamming output to the serial monitor.
I am attempting to get the output in blender to match the arduino output by using the following code:

from time import sleep as wait
import serial

ser = serial.Serial("COM4",9600)
    while 1==1:
    wait(1)
    print(ser.readline())

This code freezes the main window and also outputs whatever the initial value for the potentiometer was despite rotating it so the output gets stuck outputting something like

b'493\r\n'
b'493\r\n'
b'493\r\n'

I realise that these issues are mainly due to the fact that my loop is endless but I'm not really sure how to create a coroutine in python and all the tutorials I've tried either don't work or require extra modules. I'd also like to know why it is outputting differently from the arduino serial monitor and how I can solve that.

This is the arduino code/output

void setup() {
 Serial.begin(9600);
}

void loop() {
  Serial.println(analogRead(0));
}

574
576
578


texts:
Not sure what's going on here. My node setup is correct and the .TIF file i'm using doesn't have any problems (in the Image editor panel my image is displayed. It is UV unwrapped properly.
This is the image I'm trying to use:

(It's a baked dynamic paint)

I was thinking maybe it's because it's a transparent image, but I tried using another transparent .TIF I got online, and it seemed to work just fine:

(The smily face image is just B&W and Transparent, same as the other picture that won't work)

Here's a link to the proper file


texts: How to select objects based on texture data?

texts:
Is there a way to select all objects in a scene that are using a certain texture?
Without differatiating materials, linked or appended data, lost database connection and so on.

For example:
I import a scene with a lot of different objects.
Some of them are using the same texture but on different materials.
I'd like to select all the object that are making use of this texture, even if they are located in different materials or lost their connection to the library (linked/appended materials).

Note: Not sure if what I'm asking for is eligable as one question. Just hoping that there is a simple solution for selecting objects based on texture data.


texts: Particle system not recognizing vertex group

texts: I'm using a particle system to create hair for a character, and I want to use a vertex group to control the length, but the system doesn't acknowledge its existence. The group doesn't even appear on the dropdown list, while the other vertex groups for the mesh (which are for bones) do appear.


texts: How to create flat circular spiral made from quads?

texts: I have been trying to create a specific mesh, the picture showcased is the closest image i have found to demonstrate the mesh i want, basically a flat circular spiral made out of quads, with the gaps (colourful areas in picture) also being filled with similar quads. And of course all the quads must be joined together, so i can't use the array modifier. If anything is unclear, please say so, i realize this image is not optimal, and i am happy to clarify. Thanks in advance.


texts: How to animate a texture change in Eevee (ideally)?

texts:
I am following this tutorial to use multiple textures with a slider to show one at a time. In this case it is being used for a cartoon face. Except the Auto Keying is failing to create a keyframe when the slider is used and a texture is changed. How to animate it then?
Ideally in Eevee, but Cycles would be ok.

Thanks guys


texts: Why are my render animation pictures after frame 100 only gray?

texts:
after I finished my animation I rendered it and realised that is was i bit too fast. So I scaled all the key frames a bit that everything is a bit slower. My animation is now 20 frames longer but after frame 100 there is only a gray picture until the ending at frame 120. From 1 to 100 everything works perfect. What is the probem there? :)

This is my blender file: http://www.pasteall.org/blend/33182


texts: Why can't I view all strips in Blender Sequence?

texts: I'm trying to edit a video in blender but it's a hassle if I am only able to see two layers of strips at a time. No matter if I zoom out or drag the editor bigger, I only can view two layers of strip. I know there has to be a way to view all layers at one (audio, transform, video, speed control, color strip) I know you can make a meta strip but not interested in that! Thank you


texts:
[edit]

I've altered my node-tree like suggested in the other post.
It changed a cluster of maybe 8 pixels.
The solution I'm looking for will result in straight edges without jaggies.
Blurring the edges is not what I'm looking for.
I need crisp sharp edges on the car.
Perhaps these new images make for a better example.
Again, thank you for your time and effort!

Cheers!

[original post]

Hello people of this fine community!

I'm having a problem with jagged edges on the geometry of the roof of the car in cycles render and I have no clue how to smooth them out.

Render samples are set to 1000.

I have 3 render layers:
1 with the car, 1 with geometry acting as a shadowcatcher and 1 with the background image.
There's 1 big lightsource.

When blender is busy rendering the geometry of the car and there's still a transparent background, the roof of the car is smoothed out.
The jagged edges only become visible when all renders are put together in the composite at the end.

I actually quite like it. Sentiment for oldschool games I guess but my projectleader is not having it..

Please help!

Thanks in advance!


texts: Where did the Python UI OpenGL API hide?

texts: Twenty-ish moons ago there was hype about addons being able to do their own OpenGL UIs into panels. This was around the time custom icons became a thing. Now that I happen to need it, I can't find any trace of it. Did I just hallucinate the whole thing? I can find lots of tutorials about OpenGL in the 3D view though.


texts: I am working on an animation where my character is a donut that spins to move like a wheel. I want to make it that the animation makes the donut spin perfectly and it loops perfectly. However when I attempt to make the animation, it always rotates 360 degrees but then at the end of the animation is comes to a slow halt. I don't want this. I want it to be forever traveling at the same speed so the loop is seamless. I am fairly new to this so help would be appreciated thanks.


texts: How do I prevent armature+animation from overriding physics in rigid body simulation?

texts:
I've been running into a problem where objects that are animated with armatures do not behave as I expect in a rigid body simulation. I put together an example to show the problem that I'm having.
In this example, I have two boxes stacked on top of each other with an arm made of two rectangular prisms coming out of the bottom one. At the end of this arm, there is a sphere. This system is sitting on the edge of a plane. Everything is its own object and I have also included empty axes where each joint will be in the rigid body simulation.

What I would like to do is create a rigid body simulation where the arm and top top box are controlled by an armature. I would like to extend the arm outward, and have the center of mass of the system change so that the two boxes and arm fall as a single unit off the edge of the plane. I figured the best place to start would be to add everything to a rigid body simulation. The plane is the only passive object, the rest are active. Each object has a mass of 1kg except for the sphere which has a mass of 10kg. I also used fixed rigid body constraints at each of the joints.
To get rid of some of the slop and bounciness in the system, I increased the steps per second and solver iterations in the rigid body world settings. When I ran the simulation, everything remained still as expected. Just as a sanity test for myself, I moved the sphere off off to the right a little ways and the system tipped over as expected. I put the sphere back where it belongs and started to add the armature.

After adding the armature, I tested it out to make sure everything moved with the armature as expected, which it did. When I lowered the bones controlling the arms the two rectangular prisms lowered with them, and when I twisted the bone controlling the upper box, the box twisted with it. So, I added some keyframes for the bone rotation at the starting frame and with the lowered arm about a second into the animation. When I went to play it back, I found that the arm did not lower. This was the result:

At this point I did not have the Animated option enabled for the rigid body physics, so I tried again with this enabled for every active object except for the sphere. This time, the arm lowered but the group of objects did not fall off the plane as I would have expected. Here's the result of that:

How would I go about making a sort of robotic system made of various pieces like this that is controlled by an armature and also responds to rigid body physics? I would like the joints of the robot to be controlled by rotating bones in the armature. Also, if there is an approach other than using an armature for this, I would be open to trying that out instead.
I will try to add the .blend file and could make a video more clearly showing the problem if there is any confusion.
Edit: I am using Blender 2.82a


texts: Why are objects rotation rotated a little bit when they are set to 0?

texts: I have a simple python script that tells me an objects rotation (a property reads the rotation). I have a static object with its rotation set to (0, 0, 0); however, when I load up the scene, the property reads a long decimal with a value very slightly higher than 0. This shows that the object has very little rotation. Is there a way to fix this other than changing the objects rotation with a script? In other words, keep the rotation at 0 at scene start? Thanks!


texts:
I am currently doing Andrew Price's Anvil tutorial and completed the modelling part:

I haven't completely copied his method so that I can experiment however unsurprisingly I reached some problems with topology. Unlike in the tutorial, I wanted parts of the anvil involving the horn to be continuous. however I ended up with pentagons:

Im not sure whether this was the cause or not, however at this region where the mesh is transitioning from the flat step to the horn the texture gets stretched and deformed.

another problem was a visible line/dent in the mesh

for the other end of the edge loop that i also had to cut out, I opted for an inset to keep the mesh made of 4gons.

that part of the mesh had no issues so I tried insetting the 5gons i showed you previously as well, however it didn't solve the issues which makes me think that the 5gons weren't the problem. and instead the problem lies with my general topology.
So my questions are:

Is the 5gon I ended up with the problem? or is it something else?

Either way should I avoid 5gons? and if so is insetting a valid technique?


texts: I'm having a problem with the hands with the Rigify generated rig(using the deformation rig) as this is a mecha robot, the fingers are clipping into itself too much. I tried fixing the vertex groups on the hands and nothing. As I can't seem to find any answer for this, is there a way I can have more mechanical fingers that won't deform as much like that of a human finger would with Rigify rig?


texts: how do i add a glow only to the smoke using the compositor

texts: i want to add a glare effect to only the smoke but as you can see it applied it to the entire smoke domain when i added a material pass


texts:
I have this funny document with two scenes (file attached). The plane in Scene1 is nicely subdivided and set up, but cannot be weight painted. However the plane in Scene2 (which is a straight copy) can be weight painted.

Can anyone reproduce this behaviour or is this just happening on my end?


texts:
I linked a group and so It's objects to the scene, then saved. Changed idea and deleted. Saved and closed blender. Opened It again and still find this group data-block in the *.blend file.

any way to delete this group? It doesn't let me link one more time that group ... [yes, I changed idea one more time]

I also have this orphan data that doesn't get deleted after closing blender.. It was on the linked group. Maybe correlated?

UPDATE

I also made a piece of the imported group, proxy. but then has been deleted.


texts: Blender crashes in Manjaro Linux version

texts:
I was curious, I was installing Blender from the Manjaro repos and it never loads at startup and gives me a SIGILL. My specs are as below:
██████████████████  ████████   greg@manjaro
██████████████████  ████████   ------------
██████████████████  ████████   OS: Manjaro Linux x86_64
██████████████████  ████████   Kernel: 5.7.0-3-MANJARO
████████            ████████   Uptime: 1 day, 2 hours, 47 mins
████████  ████████  ████████   Packages: 1745 (pacman)
████████  ████████  ████████   Shell: fish 3.1.2
████████  ████████  ████████   Resolution: 1920x1080, 1920x1080
████████  ████████  ████████   DE: Xfce
████████  ████████  ████████   WM: Xfwm4
████████  ████████  ████████   WM Theme: Matcha-sea
████████  ████████  ████████   Theme: Matcha-dark-sea [GTK2], Adwaita [GTK3]
████████  ████████  ████████   Icons: Papirus-Dark-Maia [GTK2], Adwaita [GTK3]
████████  ████████  ████████   Terminal: xfce4-terminal
                               Terminal Font: Cascadia Mono 14
                               CPU: AMD Phenom II X4 810 (4) @ 2.600GHz
                               GPU: NVIDIA GeForce GTX 750 Ti
                               Memory: 3075MiB / 16014MiB

The error I'm receiving when trying to start blender:
greg@manjaro:~
➤ blender --factory-startup
fish: “blender --factory-startup” terminated by signal SIGILL (Illegal instruction)
greg@manjaro:~
➤ blender
fish: “blender” terminated by signal SIGILL (Illegal instruction)

Granted, my system is old, but I also downloaded a recent version of blender 2.83.2 and that one works right out of the box.
So, I'm not sure how to debug this.


texts: When selecting bones in Bone Constraints, I can use an eye dropper to select the Armature but not the individual bones. Is there a way to do that?


texts: I'm having trouble rotating my bones around. I'm fairly certain that this is an issue with IK controlling the rotation instead of FK, but I don't know how to change these settings in 2.8. Can anyone point me in the right direction? I have Auto IK off, so I know that's not the issue.


texts:
Edit:

Recently I've been rendering a fairly geometry dense indoor scene, with one window. I was finding that even at 524 render samples, the scene was grainy, and also really REALLY slow!

I had a portal over the window and my world resolution was at 2048 (supposed to decrease grain) I was rendering with 3 diffuse, 4 glossy, 8 Transmission, 0 volume and a total of 8 max bounces and 4 min.

The render time was around 7 minutes per frame (grainy) and increasing rendertime wouldn't have been an issue, provided this wasn't an animation. However, I remember a while back, on a "speed up cycles" vid, that AO bounces was mentioned?


texts: Free camera moves without user interaction and behaves weird

texts:
The free camera (SHIFT + F) worked perfectly fine in previous blender versions. However now I updated to 2.78c and made very bad experience.

The camera automatically keeps moving slowly in the last direction where you pushed the mouse and behaves extremly weird. Sometimes it does not move at all right after I activate it.

What is going on, is this a bug or a feature?


texts: GPU along with CPU rendering performance

texts:
Blender 2.8 has a user preference of using GPU and CPU simultaneously during rendering. So, when a scene is getting rendered using this preference and 4 threads:

Is it true that during the beginning of render, GPU renders 1 tile and CPU cores render 3 tiles?
And also, suppose that near the end of render, 4 tiles remain to render. GPU starts rendering a tile and CPU cores start rendering remaining 3. As GPU would finish its tile faster than CPU cores, will it become idle while CPU cores slowly finish their tiles? Or will it take control of another tile from a CPU core to finish rendering faster?


texts: Can't bake Cycles material to texture - "no active image in materials slot" or bake doesn't work?

texts:
Ok, Ive looked everywhere for this and tried following solution explained here - Export cycles material to unity

in order to make my MATERIALS (I don't have textures - just basically diffuse materials that Id like to preserve in color/roughness/low poly look) when exporting to dae for use in Unity or Xcode.

If I try to bake without following the steps above I get error - "no active image in materials slot". But right now the bake turns black.

I followed everything mentioned and learned to preserve my material I need to bake them to textures - so I

created a new blank image in UV editor
unwrapped "U" my object to the image like here: (color doesn't come thru to image but I assume thats ok?
Set Bake settings like this:

Here is the material Im trying to get to stay put as its color/diffuse/etc once I export to dae:

And the results are all wrong. Textures are weirdly transparent and baking hasn't affected anything:

What am I doing wrong here? Ideally Im trying to go the easiest possible route keeping my MATERIALS going to Unity/xcode. How can I do this? Desperate here


texts:
I need to preface this with "I am not an artist or in any way know what I am doing".

Summary:
* [solved] Work out how to have all the materials bake to one Image
* Work out what bake settings I need to get base-color and Alpha information into the output image

Detail:
I am trying to optimize my avatar for VRChat using blender 2.80.
In particular, I am trying to reduce the materials from around 14 separate materials down to one texture/material.
With 2.79, I would have created a texture-atlas using a plugin that no-longer exists, and then selected to bake textures (as per https://youtu.be/0cSesu_zkQQ?t=943).

With 2.80; I understand that the plugin is no-longer necessary, and have successfully made what appears to be a valid UV map, but I lack an understanding of how to do the bake I want to the destination I want.
I have switched the renderer to cycles as per many notes, but I can not see the option for "texture" in the Bake-Type drop-down.
(I have options for Combined, Ambient Occlusion, Shadow, Normal, UV, Roughness, Emit, Environment, Diffuse, Glossy, Transmission ans Subsurface)

While poking and proding, I did once get a baked image, but the result was both dark, and over-writing all the existing textures, with each part splashed where the new UV would put it on the original texture rather than in a new texture.

Ideally what I am trying to achieve shouldn't tamper with the colors being placed in the new texture, just transcribe from 14 textures to 1 texture, via the conversion between the UV maps.

My apologies up-front for lack of information, please help me to improve my question so that I can get to an answer.

Further Progress:
I have found for straight colour transfer, I am looking for the Diffuse option with lighting options turned off. This is progress.

~~I am still having issues with the many-to-one stage.~~

~~I can make two copies of the mesh, one with the old UV and one with the new, and use Selected to Active; but the model has several close-spaced layers to the mesh used on shape-keys, and this results in a very speckled baked texture.~~

Progress as-of 20190707
I have achieved single-model baking by adding the same output block to to the shader graphs of all the materials and making sure that it really is selected.  I did find that if I just pasted the block in, despite showing up as the selected item in the graph, in the properties for the material, the base-colour field would still show that the input was selected. clicking the output block again fixed this.

Apparently Diffuse is not quite what I want as none of the alpha information was transferred to the output texture
Combined results in a very dark image due to unwanted application of the Shader;
The Manual suggests that I want UV, but when I run this bake, it is very fast and just paints a gradient over my output texture, not actually any base-colour.


texts:
I'm trying to make loops for a stunt car racing game. It's easy enough to make a bezier curve that looks like a loop, but once I try filling it with another curve, the results are undesirable.

Where it's supposed to go from being right-side up to up-side down and back to right-side up again, it instead does only a 90 degree twist at the top of the loop and then finishes with something like a 135 degree twist from the starting rotation? Either way, it is not the iconic roller coaster/hot wheels loop that I am looking for. This is my bezier curve, is there something easily identifiable that I am doing incorrectly?


texts: There is no GPU listed in Compute Device section in my Blender 2.77a x64 under Windows 7 in order to render using Cycles. I have a notebook that is equipped with NVIDIA Quardo K1100M, with computing capability of 3.0. I downloaded the driver from NVIDIA website, 362.13-quadro-grid-desktop-notebook-win8-win7-64bit-international-whql.exe, and performed the update with no problem. How can I get Blender to detect my graphics card as it is listed as a supported device here and here.


texts:
I have made a ring in blender 2.71.

I have applied a subsurface smoothing modifier, and set the shading to smooth.

For some reason I don't understand, the model is covered in wrinkles.

When I go into edit mode, The subdivision surface appears to have a lot of curves.

This is causing problems when I try and apply a shrink wrap.

I have attached the actual blender file here:

https://dl.dropboxusercontent.com/u/460997/Blender/PaveTest.blend

How can I make the surface smoother, and not have all these wrinkles?


texts: Editing the official pie menus add-on fundamentally

texts:
I wanted to edit the official pie menus add-on so that instead of Click-Style Intraction ,releasing the pie key without moving the mouse would cause the key to continue its previous function (exp. pressing 'tab' without moving the mouse, switch to edit mode directly instead of appearing the annoying static menu which slow me down.) Reason: Maintaining my muscle memory.

However as I digged into it, it appeared that the new official pie menus add-on is twisted with the blender source itself...

So I want to ask if there is anyway I can achieve this with a python code and editing ui_pie_menus_official.py (within the /2.76/scripts/addons folder) without needing to compile a new branch?

There were a couple of solutions reached my mind but I have no idea about how to practically do it:
-Somehow simulating a 'HOLD' option instead of 'PRESS' for km.keymap_items

-for example if the tab key pressed and if the mouse have moved (kmi = km.keymap_items.new('wm.call_menu_pie', 'MOUSEMOVE', 'ANY')), do kmi.properties.name = 'VIEW3D_PIE_object_mode' else just go to edit mode (ops.object.mode_set(mode='EDIT', toggle=True))

-if the mouse was within the pie circle (or inside pie_menu_threshold) go to edit mode instead of bringing the pie menu.. (However I thinks this requires compiling some C++ codes!)

Thanks


texts:
I know how to get a transparent background for a render in EEVEE and I also know about the lightpath node trick to hide it.

However it seems like there should be a simple checkbox to disable it in the viewport on rendered preview. Am I missing something?


texts: How to parent the end of a bone to the middle of another?

texts:
I have been through many hours of youtube tutorials and still am stuck creating a mechanism rig. I'd like the end of one bone to be parented to the middle of another. See video for details... https://youtu.be/lBbqpHNukQ4
I understand parenting and bones with character rigging, but with mechanisms I parent bones to one another and I don't get the result I am looking for. There seems to be very little mechanism rigging tutorials as everything is geared towards character rigging. Would really appreciate some help with this!

I used two ik constraints as shown in the following video and now its working 100% correctly. youtu.be/XbEvTEXeXLc


texts: can you open cinema 4d files in blender?

texts: i got a cinema 4d file by accident not seeing that there were no other models types available and now i need a way to open it in blender. it would be ideal not to use cinema 4d but if i have to the i have to i guess. any help?


texts:
Please forgive such a basic question but I'm very confused - my viewport shading in Sculpt mode is gray, instead of that nice red colour. I'm sure it always used to default to the red. I've restored the factory defaults, I've reset the preferences to factory defaults and I deleted the startup file under User/AppData/Roaming...etc. Nothing has worked. How can I restore the default behaviour, or have I overlooked something silly?

I'm using version 2.82


texts: Unable to download Blender because of ssl_error_rx_record_too_long error

texts:
I'm using Firefox 65.0.1 64 bit and have tried many times to download blender using a standard window, a private window, setting TLS back to 1.2 etc - however I'm still unable to do so because of the ssl_error_rx_record_too_long error I get on the page https://www.blender.org/download/Blender2.79/blender-2.79b-windows64.msi/
Does anyone have any other ideas of how to get Blender to download?
Many thanks
Isobel


texts:
Function to create a mesh from a numpy array.
Object gets created, but edges and verts are only shown when I toggle to edit mode and back to object mode.
Small example, run in object mode with Plane selected.
 def write_obj(verts, edges):

    me = bpy.data.meshes.new("new_mesh")
    me.vertices.add(count=len(verts))
    me.vertices.foreach_set("co", verts.ravel())
    me.update()
    me.edges.add(count=len(verts))
    me.edges.foreach_set("vertices", edges.ravel())

    obj = bpy.data.objects.new('new_obj', me)
    bpy.context.scene.collection.objects.link(obj)

def read_verts(mesh): #return np.array
    mverts_co = np.zeros((len(mesh.vertices) * 3), dtype=np.float)
    mesh.vertices.foreach_get("co", mverts_co)
    return np.reshape(mverts_co, (len(mesh.vertices), 3))

def read_edges(mesh): #return np.array
    fastedges = np.zeros((len(mesh.edges)*2), dtype=np.int) # [0.0, 0.0] * len(mesh.edges)
    mesh.edges.foreach_get("vertices", fastedges)
    return np.reshape(fastedges, (len(mesh.edges), 2))

active_obj = bpy.context.active_object
verts = read_verts(active_obj.data)
edges = read_edges(active_obj.data)

write_obj(verts, edges)

What kind of update() am I missing in my function?
mesh.update() doesn't work.
//
Okay, foreach_set doesn't seem to have a way to update.
Except toggling between object and edit mode, but that made the script really slow.
Originally I wanted to run a time comparison against from_pydata
def write_obj_from_pydata(verts, edges=None):
    if edges is None:
        # join vertices into one uninterrupted chain of edges.
        edges = [[i, i+1] for i in range(len(verts)-1)]
    me = bpy.data.meshes.new("new_mesh")
    me.from_pydata(verts, edges, [])

    obj = bpy.data.objects.new('new_obj', me)
    bpy.context.scene.collection.objects.link(obj)


texts: How to control mesh curvature using an armature

texts: My goal is to make a curved Pillow Box model in blender starting from the flat die-line. The problem is that there seem to be no real accurate way to control the amount curve of the folding panel without using bevel modifier or something like that.


texts: What is BVH and why is it slowing down my render so much?

texts: I'm attempting to render a long character animation in cycles, and before each frame is starting to render, bvh is coming up and making everything super slow.


texts: Blender 2.91 - Installing Add-Ons via the Python API

texts:
i'm trying to create a crowdrender node on my headless server running Debian 10 and it has no form of GUI, so i'm stuck installing the Add-On throug the Python API. However, i can't find any guides that aren't outdated and i'm mostly met with error returns (not excluding the possibility i've messed it up myself, but i can hardly imagine at this early stage).
I would be very grateful if someone could point me to the proper commands needed, thank you in advance. Cheers.


texts:
I need to create a complex geometry at one place on my model,

so I would not use the knife tool I would add loop cuts but it doesn't let me to.

I already deleted the faces and created them again but even when I think that the topology of this certain place is alright I still cant't add a single loop throughout all the tube.

So my Question is: Why is this happening and what would be the best thing for me to do?


texts: I have a rectangular box where I want to add bevels to the four edges of the sides only.  I always get bevels on all edges. How do I restrice bevels to selected edges?  I'm just learning so need details. Thanks.


texts:
i have problem can you help me? i have some .blend files from a few days ago; i Have Blender for Windows 10.
My problem is that i wanna open the .blend files but when i double click to open the file, the file won't open, the screen goes black and sent me back to file location. i tried several times but it's the same
Help me please!!! its important for my study..
*SORRY FOR MY BAD ENGLISH


texts: Im making a avatar for vrchat and when I check pose mode the legs clip through the pants, and when I try to combine the vertex group with the body there is no apply button when I try to change the vertex data.


texts: Blender getting very slow in handling large data?

texts:
I have a scene having 54000 planes in it. Blender is responding very slowly to the actions performed on this scene. Even the simple view changing operations done using middle mouse button are responding very slowly. And when i try to render them , blender stops working.

I think this is happening because of such large no. of planes having no connectivity between them at all, but 54000 planes is a very small number.

Can anyone tell me the exact reason of this problem and how to correct it to make blender more responsive with so many no. planes?


texts:
This required an even number of vertices to fill a hole. I'd like to do this with python script, but if the non manifold edge outline has a uneven number of vertices, it will not fill.
I may have five holes in a mesh that need filling in one go.

Any ideas how to make each hole have an even number with python?


texts: Mesh problem when smoothing intersecting cylinder in object

texts:
Im very new to blender so sorry if i don't explain very well. I made a hole in my object with a cylinder using the boolean intersect modifier but when i smooth the figure using the sub surf modifier its makes some geometry that i don't want there.

Well here are some screenshots:
Before
After


texts: How to make textures certain size and constant between objects?

texts:
I've been using Blender for few months now and really really loving it otherwise but trying to understand how textures work in blender is making me want to give up. I mostly do just architectural stuff and I still don't understand how to set exact sizes for repeating textures (e.g. brick wall texture where I know the physical sizes) and how to get them stay the same size when used between different sized and shaped objects.
Most times I've just used Cube Projection and then have tried to adjust things by hand but it just seems like a lost cause.
Is there some simple way to achieve this or any plugins that could be used for this?


texts:
I am trying to achieve this effect.

https://images.app.goo.gl/mJzaTvwhLha3MiVt6

I am only interested in the outer shell.

I want to be able to create my own grid with different colors and angles. Maybe add randomness to how the points connect. How can I create a network style grid on a sphere?

Thank you.


texts: How to make a texture that shines, or paint a material?

texts: How can I make an arm with blood textures on it, and where there is blood, there is a shiny material?


texts: UV Project modifier doesn't line up with background image

texts: I am using a UV Project modifier to add a video to a plane that matches to my camera view. But the image is the wrong aspect, and its dimensions (1080 x 720) don't match my project dimensions (1280 x 720) How do I fix this?


texts: Export blender file for 3d printing with color

texts:
I'm new to blender so bare with me.
I have a blender model which I want to export for 3D printing but with colors. I colored my model using Texture Painting and assigned my model (object) a material with the texture. When I render the model in blender using Eevee or Cycles, my texture is correctly shown...so my guess is that the model is setup correctly.
Now I want to export the model (as OBJ, or whatever) and have it 3D printed online with colors. However, whatever I do, the online preview of the 3D printing sites do not show the colors/texture.
Does anyone have some instructions and an online 3D printing site where I could have my model printed in color using a blender file?
Kind Regards


texts: Rotating repeated Image Texture/ Tile a Texture in 90° increments

texts:
I am trying to figure out how to randomly rotate an image texture that I apply to a simple plane.
So basically, I have an image of tiles and I would like to have "the duplicates" to rotate randomly by scaling the UV Map.

After some days of researching I found some Videos and Blogs regarding this matter. Unfortunately neither of the proposed solutions were applicable to my problem. Most often, the solution was in regards in how to randomize an image texture over a large plane by rotating it in a random degrees (to tile a texture without repetition > BlenderGurus Video for example). In my case I just want to have the texture rotating in 90° increments. I'm relatively new to Blender and still learning how to use Nodes, so I would appreciate if somebody could help  me out or push me into the right direction, maybe even give me an alternative way of to this.
Thank You in advance


texts: Hair particles clumping in Cycles render

texts:
First time posting :)

I'm relatively new to Blender, and I'm having trouble with hair particles rendering correctly.

This is my viewport render preview, which is the appearance I'm looking for:

And this is my render, where the hair clumps unexpectedly:

Can anyone suggest how I might fix this?

Here are my settings:

Thanks in advance.


texts: Riggin - BlenRig - Is it possible to swap out similar characters?

texts:
I have a fully rigged Blenrig character.  I have another almost identical character - not rigged.
Is it possible to just swap out the characters so I don't have to go through the process of rigging the second character?
In both characters - the Verts, Edges, and faces are the same count in the hands and face, and the bodies can be scaled to be very close to the same size.  Don't know if that makes a difference?
I know the answer is probably no, but thought I would ask before I start taking the time to rig the second character.


texts: How do I make a puzzle piece mesh solid?

texts:
I created a rough puzzle piece in blender so I can export a .fbx and then import into Unity to create a virtual reality puzzle but when I import it into unity there are pieces of the mesh missing but in blender everything is solid.
After I create my mesh what is the best way to make the entire mesh solid so that when I import it there aren't missing pieces. I've tried flipping the normals and smart UV unwrapping but it doesn't help much.


texts:
when i rotate a face it rotates the entire thing so like when i want to rote the face it rotates the rest of the mesh, i just want to rotate that singular mesh i am following a tutorial by tech guru (https://www.youtube.com/watch?v=SBtDix7xGOg) and about the 2:35 mark he rotates a face but when i do it it rotates the entire mesh

but i want it to look like this

entire screen
(entire screen)


texts: List coordinates of empties included in linked file in main project coordinate system

texts:
My goal is to create a file containing the coordinates of the centers of gravity of objects rigged in my file. The objects are linked from other files.
I thought about using empties in the object file with a special name like "CDG-XXXX" where XXXX is the mass of object.
I can access to the empties with python from my main file with the following script:
import bpy
C = bpy.data
for obj in C.objects:
# Check for geometry type
if obj.type == 'EMPTY':
    cdg = obj.name.split("-")
    if cdg[0]=="CDG":
        print ("{} {}".format(cdg[1],obj.location))

But there are 2 problems:

When a linked object is used several times, only one cdg appears
The coordinates are the coordinates in the original file system, not the coordinates in main file after animation

How to have all the empties coordinates in main file, or is there a better way to do it ?


texts: Movie is not playing properly blender 2.8

texts: My Movie for my TV is not playing in render mode of my view port but it is playing in the UV Editor i have no idea whats going wrong. I basically added an image texture and opened an mp4 Movie Format and set the texture for movie then set the frames from 1 to 250 i have checked the cyclic and auto refresh boxes and still no change. I have two materials already one for the TV and one For the Movie Clip i UV unwrapped movie clip and assigned MAT to the right area. Even after doing all of this still no change can someone please tell me what the problem could be?


texts: add a round reinforcement around the edge

texts: I wan't to do a box with rounded edges, so I try to use wireframe + subdivision surface or skin but it doesn't work, can you help me?


texts: Ok guys,  Im not sure, if i understanded  the basic system of fluid simulations in blender. So to my case, this hemisphere is assigned as fluid, the bowl as obstacle. Now I would assign the box as domain, but when i dont do that, the fluid flows only at the ground not in the bowl (only around it) If someone could help, I would extremely enjoy it.


texts:
I'm curious whether it's possible or not to clone paint on multiple texture slots at once? I want my clone painting to affect all the maps I have on an object. If that's not possible is it possible to copy clone strokes to the other maps somehow?
Thanks,
Mitchell


texts: Tips for importing 2D Storyboards for drawing 2D Keyposes?

texts:
New to Blender coming from Adobe Animate, jumping into my first film drawn in it.
I have completed storyboards and am moving into animation. Normally, I would have a storyboard layer and would time them out based on my animatic. Then, lowering the opacity, I would trace over the keys on a new layer and animate from there.
I have learned how to import an image as a mesh, so I can import the panels fine, but I can't figure out how to lay them out on the timeline. Advice would be greatly appreciated, thanks!


texts:
I’ve downloaded this model of a Crown of Thorns, but noticed that it’s got no thorns although the render image had them.

How can I make thorns for this model?


texts: How to scale a plane to the exact dimensions of a loop cut?

texts: I have a plane and a loop cut that is highlighted as shown in the image above. I wanted to know how do I scale the plane to the exact dimensions of the loop cut?


texts:
Noob here.

I am trying to import an Autodesk inventor file into blender, unwrap the UV maps and bake the lighting into the file allowing me to place it into unity with pre-baked lights.

When I unwrap UV the image becomes stretched, Can anyone help or suggest a way around this?

Here are some examples of the Uv maps

Thanks in advance


texts: Best way to color only the faces that are not debossed

texts:
I apologize if this is a simple question but for the life of me I cannot figure the best way to color this "warning label" I am working with a .wrl file so I just have reference to work with no materials. I know I could UV map it but don't have the exact sticker or label either. I figured there might be a way to select all of the faces that are the plate and non of the deeper faces that are inside the letters then color those faces. I'm sure someone has a much better idea than myself.
Thank you for any help you can provide!


texts: Can you Cut Copy and Paste like this in Blender?

texts: I want to know if there's a quick and easy way to copy and paste faces or geo in general like I could in modo. I literally would press control C, Control v and paste or copy to my hearts content quickly. Is that possible in blender?


texts: Unable to find object scatter addon in blender 2.9

texts: I recently upgraded to blender 2.9. Though I have enabled Object-scatter addon, I couldn't find it using the search(f3) in the viewport. Where can I find that addon?


texts:
I'm not experienced user. I searched bunch of different methods to make hair in blender internal. But I want to know which is the best & most realistic (modeled) method to make (Cartoon-Style) hair in blender internal?

like This! It's shape looks realistic.


texts: Bake Simple Deform animation into mesh for Unity3D export?

texts:
I'm trying to use a .blend file with a keyframe animation on the angle of a Simple Deform modifier in Unity3D. Unity3D however does not know how to handle modifiers and hence cannot play the animation.

How can I bake/save the animation to the .blend file so that Unity3D can play it?


texts: Blender Asset Browser - Assets do not update in scene when saving source content

texts:
I made an asset in a custom Asset Library location.  I open a new instance of blender, and place the assets.  However, when I update the assets in the Library the assets in the other scene do not update.
Thanks!
Matt


texts: Does an assimp based importer already exist?

texts:
I'm looking for but for now I haven't found one, I'm thinking of writing one, some good reason not to do it?

assimp

It already has a python binding even though I'm not sure the status for python3.


texts: How to import a movie file in Blender 2.8 and 2.79 with Python?

texts:
I tried to add a movie file using this script in the scripting window.

import bpy, os

os.system("chcp 65001")

dir_movie=r"O:\GK\Sozai\testdev\out.mp4"
bpy.ops.sequencer.movie_strip_add(dir_movie, channel=1, frame_start=1)

But this error message  appeared on the console.

Traceback (most recent call last):
  File "O:\GK\dev\blender\test00.blend\Text", line 6, in <module>
  File "O:\files\blender-2.80.0-git.99d4321feff6-windows64\2.80\scripts\modules\bpy\ops.py", line 198, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
TypeError: Calling operator "bpy.ops.sequencer.movie_strip_add" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

sorry, I cannot understand this error message and how to fix this error.
What I should do?

For your reference, my pc details are...

OS: Windows 10 Education(build: 17134.648)
Language: Japanese
CPU: Ryzen 1700X
GPU: GTX 1070
RAM: 16 GB
Blender: 2.8 or 2.79

Thanks.


texts: How can I connect the uv map node with the bsdf principled node?


texts:
I'm trying to use the Copy Rotation Constraint to let an armature copy another armature. The problem is, that the copied bone somehow is turned like 360 degrees around the x axis. What could I do to solve this problem?

Without the constraint, it looks like this:

After adding the constraint, it looks like this:


texts: Sunbeams! But without blurring of the rest of the scene?

texts:
I have a scene, rendered in Eevee!

I also have some sun rays, with a spotlight and cube that provides volumetrics!

But... The cube providing volumetric also makes the rest of the scene really blurry.

I would like the sun beams to shine while keeping the rest of the scene clear. The following is a hasily photoshopped picture of what I would like to achieve:

Or, to use a picture from the internet, something like this:

The above picture, taken from the internet, uses the sun beams node. However, it is not possible for me to use a composited sun beams node, as the sun beams are originating from a light source that is off-camera.

In summary:
I would like the exact same rays as provided by a volumetric cube, but without blurring the background. How is this possible?


texts: Can Blender be programmed to visualize cash?

texts:
Can Blender can be programmed to illustrate cash for financial investments. For example, one of my investments is worth this today

but that value changes from day to day. Would blender be able to make YouTube videos or not. Thanks for feedback.


texts: Just installed for the first time. Blender closes instantly upon starting up

texts:
I apologize if this is a common issue, but I cannot for the life of me understand how to startup the program. I just finished installing for the first time, yet Blender will not even run. I had to do a fast 'print screen' capture of what happens when I execute "Blender.exe". The command prompt will briefly flash with the message "found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python", and the main screen will appear before disappearing and closing altogether less than half a second later.

So far I have done a clean install of Blender, repaired it, made sure I had Microsoft C++ package 2013 installed, updated my drivers, and even reinstalled python. Nothing has worked. Is there any solution to starting it up for me without it suddenly crashing/closing immediately afterwards?

As for PC specs, I use Windows 10 Operating system, and my G-card is an Nvidia GeForce GTX 1080. I have an i7 intel processor and 16 GB of Ram installed. Please let me know if you need any more information!


texts: Why are my glass reflections so far apart?

texts:
I'm playing round with a fairly common Cycles node setup for glass that gives the reflections of glass but without the darkness that you get with the default glass shader:

The left panel uses a custom 'fast glass' material (node setup below), and the right one uses just the default glass shader. While I'm expecting the double reflections on the left panel - since that's what happens with glass IRL - they seem really far apart depth wise. The glass is only 12mm thick, so I was expecting those two reflections to be almost on top of each other. Also, one of the reflections is noticeably larger than the other, which I imagine is also due to the exaggeration of depth. I'm stumped as to why.

Setup:

Both glass panels have had scale applied.
Both glass panels are closed meshes at 12mm thick.
Both glass panels are flat shaded, with normals facing outwards.
The default glass is using the default glass shader with an IOR of 1.450 degrees.
The 'fast glass' uses the following material:

Edit:

File uploaded here (swapped out the floor so I could drop the texture, but otherwise the nothing else changed):

Tinkering some more, I noticed that if I use the Shadow Ray and Diffuse Ray as my factor I get just the one reflection, so it looks very similar to the standard glass shader, minus the shadow. Interestingly if I use the glossy ray I get a lot of refraction going on, which doesn't seem right given the thickness of the material, but I can't begin to figure out why.


texts: Selection of object using command not working

texts:
I wrote a script that imports and modifys two objects. It works as following: The script imports an .obj and makes some modifactions. The position of the object stays the same. After the modifications, the same .obj is imported again. Then the last imported object is selected and Boolean/Difference/Object1 used.

The Boolean works without problems, when I run the script till the object is imported again and I select the this object by hand and do the Bool.

The script runs till
bpy.context.object.modifiers["Boolean"].object = bpy.data.objects[NameWOFormat].

I understand that I have a problem with my selection. There is a small Modifier symbol next to the Name "Object1" in the Outliner Window. If it would run as it should, the symbol would be behind "Object1.001". That's the reason I think it's a selection problem.

Am I using the wrong command for the selection?

import bpy
import os
import bmesh
from pathlib import Path
from mathutils import Vector, kdtree, Matrix

NameWOFormat ="Object1"

# Modifier Boolean
def ModDif():
    global NameWoFormat
    global NameSubstrObject
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
    bpy.context.object.modifiers["Boolean"].object = bpy.data.objects[NameWOFormat]
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")

bpy.ops.import_scene.obj(C:/Object1.obj)

#===============================================================================
# Now I do some modifications on Object1. I save this block of code here.
#===============================================================================

# Change into Object-Mode
bpy.ops.object.mode_set(mode='OBJECT')

# Import Object1 again and use Boolean
bpy.ops.import_scene.obj(C:/Object1.obj)
NameSubstrObject = NameWOFormat + ".001"

# Do Boolean edit
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[NameSubstrObject].select = True
ModDif()


texts: How do i remove the box in the middle of my character

texts:
I was modeling a body for practice and i decided to render it to see how it would look like and this came out:

And this is how the mesh looks like in the viewport:

What's the cause for the strange box in the middle of my object and how to remove it?


texts:
Just wonder whether subprograms can be totally muted in ways other than just deleting it. I ask bacause:

For example, I tried to setup a loop in another nodetree, Then disable auto execution for that nodetree. However, it can still be invoked in other nodetrees, because subprograms seem to be kinda "global" data.

In some cases I want to mute the subprogram to improve overall performance by disabling the execution. Is that helpful? Can I do that? Or other better solutions? Thanks!


texts: I know you can make an object not cast shadows on others by disabling Shadow in Ray Visibility. But how can you make an object not receive shadows cast by other objects?


texts: Cycles standalone Render Layers and Composite nodes

texts:
The Blender version of Cycles can use the result of specific render passes as the final composite image.

For example, normals can be rendered instead of the regular image, as seen in the image below.

I would like to do the same in Cycles standalone.

Saving the scene shown in the image to a .blender file and converting it to Cycles standalone API didn't export the Composite node
There aren't Render Layers or Composite nodes in the Cycles XML nodes source code

What is the best way of capturing the result of render passes such as Normal, AO, Shadow, Emission, etc. in Cycles standalone?

Can it be done through the XML API? From what I've seen so far, it doesn't seem possible.
Can it be done by modifying the source code? If yes, can anyone point me in the right direction?


texts: Every time i get into blender it does this and then it kicks me out


texts: Projecting Texture onto surface from point

texts:
I am wanting to know if I can use blender to project a texture (from a plane, UV Sphere, object, etc) to another object in a silhouette style?

I have tried to accomplish this with transforming texture coordinates as the attached image shows.  (the attached image shows the cycles shader used on Suzanne)

What I would like to do is project the plane onto Suzanne (given here as a reference) so that it is projected from a point (the circle on the right).

I know there are powerful remapping and baking features in Blender, however I am a bit stumped with this one.

Basically I want the rays to hit Suzanne, from a single point, then I can bake them into Suzanne's texture.

I want to do this so I can generate a Matte from a 360º photograph onto a surface.  So that I can then composite effects to that surface. Such as crumbling etc.  I know that I can accomplish this with texture painting in overlay mode, however I don't think that works with equirectangular images yet.

In the example shown I was thinking I could use an empty as a reference point for the projection, (hence using texture coordinate - which allows access to object) but this isn't working.

I have experimented with UVProject, but this doesn't look to handle 360 textures? http://blenderprops.altervista.org/blender-cycles-double-texture-uvproject-example/

Any help would be most fantastic!


texts: How to extend an Image from side to side softening the hard edge of image

texts:
I have an Animation of the Sun Series: see
youtube.com/playlist?list=PLR0QoztQVGtiHcwhVtd9i7qfvNkVm3m6c
as you can see from the Image below

The Corona or Radiating Fire of the Sun has a edge on both sides sometime, sometimes they extend up and down, but not much, and the few times this did happen I fixed them by hand.

This is a NASA public domain images of the Sun in AIA 193 4096x4096 format, with an Environment image texture of the Stars as background.

What I want to do is soften the hard line so it looks more like this:

I just did a fast Smudge by hand in GIMP, and asked this same question on their Forum.

There are over 33,333 images for one Year and I have over 6 years of images that I am working with, that is over 200,000 images, so I can not do this by hand in my lifetime since I am dying of Cancer my time is limited, I am old and have Arthritis as well, so it would be a very painful way to go out, and I might not finish it, so why start, but I wanted to finish this series, and go back and do years before the series started, which is 2010, so people can view the sun over a decade, but the hard edge looks bad, and I know there is a way to fix this, but I am not good enough at blender to figure it out, my guess is that I need to write a script that takes the edges of the images and blurs it side ways in an oval shape, no idea how to do that, anyone have any ideas?

I originally did the video in 1080, now I want to render it in 2160, since the originals are larger then the 3840, it should look good at 4k, but I want to fix this issue since it will take a long time to render all these images.

Update: I also started a thread on Gimp:
gimp-forum.net/Thread-How-to-extend-an-Image-from-side-to-side-softening-the-hard-edge-of-image

This will be just as hard to wrap my brain around, it deals with using a Gimp Plugin GMIC, I have no idea how to do this, so its going to be a huge learning curve, normally this would not be an issue with me, being sick is making it hard to focus on learning new things, not looking for someone to do the work for me, just looking for more information on how to do this, in a way I can figure out how to do it.

Using Gimp and a plugin, its possible to write a CLI command, using bash I can apply it to all the images, it would have to resize the canvas, then know the location to apply the effect, my guess is that this will take time, if its faster and easier to do this in Blender is a good question, both require me learning how to do it then doing it.

And a thread on BlenderArtists
blenderartists.org/forum/showthread.php?434645-How-to-extend-an-Image-from-side-to-side-softening-the-hard-edge-of-image

Thanks


texts: Trouble exporting in correct file format

texts:
I'm having trouble with exporting my animation. I'm trying to do a water simulation and export it as an image sequence but when it finishes all of the files are textedit files. I've gone to the output settings tab and changed it jpeg and pdf but both times it still ends up in textedit.
What am I doing wrong? Help!?


texts: Rendered textures, spots instead of smooth

texts:
Rendered Image

Hello,

when I render my scene, the walls windows and ceiling have weird
spots on them.

What should I do?

Thanks, Daniel


texts: How do I convert a Mesh's autosmooth result into an edge selection?

texts:
To illustrate my problem, I have this object with autosmooth applied at 30 degrees.

I wish to convert the resulting hard edges from autosmooth to marked sharp edges, or at the very least an edge selection. So the end result would appear as follows:

My goal is to commit the current smoothing splits, use the sharp edge selection and mark them as UV seams, as you should always have a UV split for every smoothing split anyway when baking normals.

Can anyone help me out with this?


texts: How do I use Shrinkwrap Modifer with more control?

texts:
This is the bust part of a onepiece from another model.
The character is also of a different model.
As shown that the character's bust is flat.
I am unable to simply wrap the entire bust unit on the character since the top edge of the bust part in the original model is left unwrap.

What steps shall I take to wrap the bust part of the onepiece dress so that it fits the bust of new character while remaining the edges. Or, is it possible to wrap only a face while the other part deforms accordingly, so that I can add another face inside the bust unit that covers the original character's bust and make only that face to wrap the new character while remaining the structure of the bust piece.


texts: How can put a mesh into a different position?

texts:
I have meshes of human dental jaws in the image below. I would like to put them in correct anatomical position.  I would also like to rotate them in correct anatomical fashion.  How can I achieve these two goals.

I'm trying to overlapped and solidify object in a simple example, to plan maxillo facial surgery.
The idea is to put the jaw with the teeth into an other position during the surgery.
So I would like to "tell" to the lower jaw that I just cut to "move into this position and to stay there".

In this exemple, I would like the teeth from the back to overlapped the teeth in front of them (mirroring lower jaw in the good position).
Is it possible to do it by selecting region of interest (like the top of the teeth of the back) and show to Blender the similar point in the mirroring teeth?

The second question is during the occlusion of teeth. When I want to close the jaw (if the CT scan is not in occlusion), I would like to solidify the teeth of the upper jaw. Like that, when I'm trying to close the lower jaw, I would find the contact with the teeth, and not passing through the upper jaw...

Thank you again for your help! Blender for ever!


texts:
When I asked this question it was my understanding that H.264 is a sort of best practice when delivering videos for high definition display. As I am delivering most of my video work to stock libraries I had a look at their preferences and I discover they want Photo JPEG or Apple ProRes 422. But when I have a look in Blender I cannot find Photo JPEG and Apple ProRes. Are those codecs not supported ? If not, can you convert H.264 to those codecs (or is this a stupid question)?
I would prefer to do the video editing in Blender and not having to go to Adobe Premiere or whatever ...

After reading the comments I understand it is not possible to convert H.264 to the mentioned codecs. Is good open source software (OS X) available to produce either a Photo JPEG or Apple ProRes video based on the image sequence produced in Blender ?


texts: Why does my loop subdivide not extend around the whole shape?

texts:
I am createing a model which has a cylinder shape extruded inwards, and wanted to create some sharper edges around it. I tried using the loop subdivide tool (Ctrl + R) but the "loop" part of it is only reaching half-way along the inner edge

The top portion of this is divided into thirds for this, and I'm not sure why this is happening.

These appear to be 4 sided shapes, so I don't think it's an ngon problem.


texts: How can we create a Bar code with the Texture Node Editor?

texts:
I had seen a post about how to create lines but one of the Answers by Lemon was excellent.. He used the Shader Node Editor to create a Barcode Generator.

Here is the Link: How to make a barcode like stripes texture

I would love to be able to recreate this within the Texture Node editor. I tried to adapt it but it's not the same..


texts: Trying to fillet an edge that is result of a boolean. Any suggestions?

texts:
I have a model that is a result of a series of booleans. On this model, one resulting edge looks like this:

I need to fillet this to make it rounded. Any quick ideas ?

I tried using the Bevel tool (Ctrl-b) and meshmachine plugin but it turns out like this:

Thanks!


texts:
I'm trying to create a tool to help me manage my hierarchy. I have this operator which creates an empty object, that i will use for parenting later on.
This works fine, but blender crashes when i undo this operator.
Steps to reproduce:

Run this script
Click on the "Create Empty" button
Undo (ctrl + z)

This crashes blender with EXCEPTION_ACCESS_VIOLATION
import bpy

class CreateEmptyOperator(bpy.types.Operator):
    bl_label = "Create Empty"
    bl_idname = "wm.create_empty"

    def execute(self, context):
        parent = bpy.data.objects.new("Empty", None)
        bpy.context.collection.objects.link(parent)
        return{'FINISHED'}

class MyPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_my_panel"
    bl_label = "My Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        self.layout.operator("wm.create_empty")

bpy.utils.register_class(CreateEmptyOperator)
bpy.utils.register_class(MyPanel)

What can I do to avoid the crash?


texts: Is there a way to make a ball roll using rigid body physics?

texts: I know you can do this in Blender Game, but is there anyway to have a ball rotate as if it were rolling in Blender Cycles?


texts:
I have been searching on Google if there is any scratches/film grain type filter for Eevee while in realtime? Is this kind of filter even possible in Eevee. I have seen it done in game engines. Or would I just have to render the scene and do it in post production as I normally do.

Thanks, James.


texts: Freestyle render - Problems getting it right

texts:
I am trying to get the same result as:
https://docs.blender.org/manual/en/latest/_images/render_freestyle_export-svg_suzanne.svg

From Render docs, freestyle SVG exporter.

I have tried working with freestyle edge marks, but it does not get the desired result.

I have tried the different settings, but it I cant get the result.

Can anyone help me with the render settings.

Eric


texts: There is a lack of clarity in where to use Blender menu, panel or the operator. I am familiar with inheritance in Qt where QDialog, QWidget, QMessageBox, QMainWindow are used as required. As a matter of fact ncurses library and wx also has similar inheritance pattern.  I know there is no relation between Blender and Qt, or wx or ncurses but I was trying to learn from the Blender Python documents and information is very sparse. Is there any secret manual available somewhere? Also I'm not keeping any other library as a template to compare against Blender types, I'm just new to the whole of Blender.


texts: What will speed up renders more effectively?- more cores or higher clock speed?

texts:
I am contemplating between the AMD FX6300 and AMD FX4350, the former being 6-core@3.5GHz and the latter being 4-core@4.2GHz

http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-4350.html

http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-6300.html


texts: Exporting IK bones from blender2.8 to unity has problem

texts:
I'm working blender2.8 with unity3d
but when I export my model from blender to unity
My Bone plays animation so weird see this

First picture in on unity. second one is on blender2.8
Two legs have IKBones and i guess these IKBone is having trouble.
I put all keyframes of all bones at every each frame but it still don't work.
Does somebody know why this happens and how to fix it?


texts: Can't get UV mapping on "back side" of plane mesh

texts:
I've created an object originally from a plane. I ended up solidifying it so it has two sides. I have an issue however when I UV unwrap it, only one side is represented. So in unreal engine 4, one side is lit, the other is just black though.

How do I unwrap it so it shows the front side, and the backside?

Thanks.


texts: Render view mode not rendering, instead showing outline only

texts: here is what it looks like when I switch to render view mode. This is a rendering of the default cube. I have an rx580 and an AMD Ryzen 5 3600 and 16GB of ddr4 ram, clocked at 3000MHZ. I have tried switching between different blender versions, yet still no hope. I have also change the render engine to open cl, selecting only my GPU for computing


texts: Why can't I rotate around in Blender? I am holding my middle mouse button down but it is not working. I have to use the thing in the corner as of right now.


texts: How to make ik target overlap with its constrained bone's location

texts:
I know that the general practice when creating an ik rig for say a leg, you constrain lower leg bone to ik target and create a copy rotation constraint from the ik target to the foot.

Now I would like instead to have the foot bone directly constrained to ik target. To make this setup work I enabled rotation option in IK solver's constraint. But what I haven't been able to do is to make the IK target's location and the foot's (that is constrained to this target) location to overlap. This would allow me to directly rotate the foot from its pivot point instead of from its tail.

This is how the setup look right now. The foot bone's TAIL is matching the ik target location:

And this is how I would like it to look (don't mind that the foot doesn't look to be constrained), with foot bone's HEAD matching ik target location:

Is this possible to achieve?


texts: Transparent background hide volume emision (cycles)

texts:
Why transparent background option hide volume emission?
I use Cycles render.

Blendfiles:
http://www.pasteall.org/blend/33111
http://www.pasteall.org/blend/33112


texts: How to set scale across all blender objects and keyframes?

texts: I have a complex scene with physics (not baked) and I discovered a long way into the scene that I need to scale everything up for the physics to do it's thing right. I scaled everything up, pressed play and everything went to crap. My keyframes are interfering. Is there a way to set the scale of all of the objects across all of the keyframes without messing up the other keyframe settings?


texts: Problem with reference image - Changes to alpha does not change transparency

texts:
I need to decrease the  reference image opacity, but when I decrease the      alpha in colour in Image tab (in properties), the image does not become transparent.

Image tab displaying the change in alpha

The reference image (a bowling pin), which is opaque, not transparent


texts: Equirectangular world-map UV layout - the sequel

texts:
TL;DR: Is it possible to edit a UV projection with the same precision as one does a model in Edit Mode, or alternatively, can one export a UV projection as a new mesh?

The Details: So as mentioned in my previous post, ...

Equirectangular world-map UV layout

... I've been building a globe with adjustable continents to mess around with continental drift patterns as my first learning project, with the idea that I could somehow project the new continent configuration out as an equirectangular map - these are a standard for geographical mapping programs.

http://en.wikipedia.org/wiki/Equirectangular_projection

After a lot of tweaking I've gotten my globes clean enough to give me a semi-useable map:

it's not equirectangular however, and there is still a lot of distortion at the poles. I would like to be able to edit the projection itself, but I can't seem to figure out how (if it's even possible). UV sculpt is too imprecise, and Grab/Scale/Rotate seem to just affect the projection as a whole no matter what is selected. Ideally it would be nice to be able to edit the projection with all the flexibility of Edit Mode.

Is this possible, or alternatively, can one export a projection as a mesh and continue working on it that way?

Thanks lots for your time reading this and potentially helping me out. ^_^

FYI: The continental position pictured is earth in +- 100-150 million years' time. Some additional changes are predicted (such as East Africa breaking off from the mainland along the Rift Valley), but I'm not at the point where I can model THAT yet.

Following SixthOfFour's suggestion, I spent the evening trying to figure out how to bisect my globe along the previously defined seam (I discovered the knife tool! Yay! ... surprisingly hard to figure out how to cut a mesh in blender cleanly) and deform it in the reverse of the answer he linked. I got as far as to cut my globe cleanly, but I'm stuck at the deformation - I have no idea how to "unbend" in blender. The Simple Deformation modifier wasn't of any help, and I couldn't really manage with any of the other deformation modifiers either.

At least I've made some progress, so thanks SixthOfFour. Now I just need to figure out the deform itself.

For interest' sake, here's the cut now neatly disecting the continent formerly known as ... The cut runs all along the seam, from pole to pole along the int'l date line:

NoviceInDisguise helped me realize that I wasn't understanding transforms in edit mode fully, which lead me to discover proportional editing this morning. Turns out my selection circle in the UV Editor had gotten so large that I was grabbing everything and then some. Still not having much joy manipulating the UV map since the continental geometry doesn't want to behave according to the underlying grid's movement, but at least I have two avenues to explore now ...

So the UV mapping option is out. Despite finally figuring out how to remesh the globe properly using shrinkwrap, (negative projection of a UV Sphere onto the surface) thereby integrating the disparate bits of the object, deforming the projection to be equirectangular just doesn't work - there is simply too much squashing at the poles to accurately pull things into position according to the grid. So my only hopes now rest with an unwrap as suggested by SixthofFour.

Well, I've taken this project as far as I could. I'm out of ideas. I tried unwrapping the mesh itself as suggested by SixthofFour by using a cylinder cast which I then intended to unwrap along the previously cut break, but the cylinder didn't come out clean despite my best efforts. I've linked my final blender project below for anybody who'd be willing to give it a try:

http://s000.tinyupload.com/?file_id=65979981948334151059

Thanks lots if you do take the time to do so.


texts: Objects transformations wrong when importing from 3ds

texts:
When I import my tank file from 3ds format it appears in blender a little bit messed up like this:

I selected all messed up tanktracks and did Origin to geometry.
Then they became almost correct, but not quite:

The tank tracks in front of the tank remained incorrectly rotated.
They should look like this (this is how the tank appears in autocad)

Why does this happen? Can anyone help me?
My tank is here (35MB)
I have blender 2.67.


texts: Is this a boolean, and if so how would I do this exactly?

texts:
Never done 3d modelling before. Using Blender 2.8.
what I have is an outer wall (blue) with an inner room red), both with open doors. I want to add a floor (green) in the middle of the blue room without going outside the blue walls OR inside the red walls. This floor in not at the bottom but is a second floor some distance up. I gather this is done with two boolean modifiers but I cant manage to make it work the way I need.
Please give instructions assuming I am a total noob who has no idea what he's doing, because I am a total noob and I have no idea what I'm doing.

Thank you in advance. Looking forward to being a part of this community.


texts:
I am trying to make fluid come out of its out flow like a hose but for some reason the fluid appears in random places and drops to the floor instead of coming out of the out flow

How do i make sure it actually comes out of the inflow?

I also have the blend file here


texts: Solid mode shows only a narrow band of objects

texts: One of my viewports does not show all objects in solid or wireframe modes. Only parts of objects within a narrow range will show. It's as if the beam of a dark flashlight is determining what shows. (The full objects do show in rendered mode.) What is this effect and how do I turn it off?