texts:
i'm trying to rotate a block around a ball in blender 2.77 using armature.
the ball deforms. how can i fix this?

so i was trying some things and i found a diffrent problem:
this time it doesnt deform the ball but the arm...
and i also noticed the most left ball doesnt deform the body?! is this because it isnt overlapsed?


texts:
I am editing a very dense mesh. It looks great when viewed as solid faces, but it's just a black blob when viewed as wireframe because there are so many vertices.

When I switch to edit mode to select some vertices, the display goes to wireframe. Is there a way to hide unselected "wires" in edit mode, but keep the solid display of all faces, so that I can work on this dense mesh?


texts: Strange artifacts in material transparency (viewport)

texts: I wonder what's causing this kind of problems and how to get rid of it. I tried to remove doubles and recalculate normals but these don't work. Any ideas?


texts: I'm working with the video editing part of Blender, and I was wanting to change the proxy video settings on all of the videos in my project in the sequencer. But I had to go to each individual video to do so. It took up a lot of time. Is there a way to do it faster?


texts: how can I make my particle affects not glow?

texts: I am making a scene with a particle effect system in it, and I am wondering how I can take away the glow from the object. It is really bright, and it is not intended to look like that. Thanks


texts: Plugin to add several video clips with cross fades between them all?

texts: Is there a plugin or an automated way to add a whole directory of videos and have a cross fade added between each of them in Blender?


texts: Seismograph, but a weird scaling effect happens

texts:
I want to create a seismograph-like curve writing like here: https://youtu.be/7nnB1EVvGzU?t=39
[For tryout, I use the wiggle random values like in the blender noise modifier. Later, I wanna apply sound data etc.]
In my first version, where my pointer (small red square) is constantly moving along the x-axis (starting at x=0, from left to right), it works fine.

But I want to write new values always at the beginning (x=0) and let go the rest along the x axis, like a seismograph (like in the video link above).
So for every new point written on the x-axis, I move the whole curve one point to the right on the x-axis. Thereby every new point is written at x=0, and now the whole curve is moving from left to right. But then it strangely creates a kind of scaling, the curve frequency becomes lower and lower.
You see here that the curve is at the right rather smooth and dense, but as time goes by (newer points written on x=0), the curve towards the left becomes more and more stretched, which is not wanted.

Thanks for help.
Update: Solution found. Since the curve is re-written every frame, one has only to re-shift it generally by a value.


texts: How to set distance of Freestyle line rendering?

texts:
I would like to have thicker lines near camera and a lot of thinner in some range of distance from camera.

How can I achive this?

I tried 'Distance from camera' modifier (I tested all settings. Including "Invert" checkbox) and the only results I'm getting is the opposit effect: thicker lines far from camera and thinner near camera.

What should I do?


texts:
I've read tutorials on getting 1 mesh to conform to the shape of another via a combination of mesh deforming to a flat plane (with a solidify mod setup but not applied), parenting the object to the flat plane, and then applying a shrinkwrap on the flat plane (above solidify in the stack).    As you can see below, this works, but also deforms my original mesh badly.

Setup:

and the result:

Altering the shrinkwrap mode doesn't resolve this, any help is appreciated!!


texts: How to set dimensions of an object to default?

texts:
I have added a cube to the center and then I changed dimensions of the cube in add cube option on left bottom.
After that I just get those dimensions as default after restart, reset settings and everything. I just can not change the dimensions to default default settings of blender(something in decimals).


texts: Why im not getting thickness with shrinkwrap modifier

texts: I have a subdivided mesh. I have added shrinkwrap modifier to it. Before adding shrinkwrap modifier its has a solid thickness but after adding the shrinkwrap modifier the thickness disappear. I have tried all options but its working. When it is shrink its perfect but no extrude or thickness to the mesh. Any suggestion or help.


texts: How do I turn on path influence while keeping the object's position?

texts:
When I go to turn on the influence a path has on an object, the object moves very far away. How do I make it such that the object will stay in the same global position while I turn on the path influence?

I need to move a path to the object, have the object move along the path, then the path needs to move back away. I know how to animate the influence the path has, I just need to be able to make the object stay in place while doing so.


texts: Replicate value stored in object into properties of new one

texts:
I would like to duplicate, for example, a cylinder with its number of vertices stored in its properties, and tweak this value if needded.

To do this, I click on a gizmo, and a new cylinder is created, with the stored value of the previous cylinder. But when I want to change this value within the property panel, the value remains the same.

How can I change it?

Here is an example:

import bpy
from mathutils import Matrix

bpy.ops.mesh.primitive_cylinder_add(vertices = 12, enter_editmode=False, align='WORLD', location=(-2, 0, 0))
obj = bpy.context.object
obj["vertices"] = 12

class CylinderWidgetGroup(bpy.types.GizmoGroup):
    bl_idname = "OBJECT_GGT_cylinder_tweak"
    bl_label = "cylinder tweaker"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'3D', 'PERSISTENT'}

    @classmethod
    def poll(cls, context):
        obj = context.object
        try:
            if "Cylinder" in obj.name:
                goodName = obj.name

            return (obj and obj.name == goodName)
        except:
            return(obj and False)

    def setup(self, context):

        obj = context.object
        mpr = self.gizmos.new("GIZMO_GT_arrow_3d")
        mpr.draw_style = 'BOX'

        self.gizmoWidget = mpr

    def refresh(self, context):
        obj = context.object
        mpr = self.gizmoWidget
        props = mpr.target_set_operator("object.cylinder_update")
        posMatrix = Matrix( ((1,0,0,obj.location.x),(0,1,0,obj.location.y),(0,0,1,obj.location.z),(0,0,0,1)) )
        mpr.matrix_basis = posMatrix

class CylinderUpdate(bpy.types.Operator):
    bl_idname = "object.cylinder_update" # has to be all lower case
    bl_label = "Cylinder Update"
    bl_options = {'REGISTER', 'UNDO'}

    vertices : bpy.props.IntProperty(name="vertices", default=5, min=3, max=100)

    def execute(self, context):
        obj = context.object
        self.vertices = obj["vertices"]
        bpy.ops.mesh.primitive_cylinder_add(vertices = obj["vertices"], enter_editmode=False, align='WORLD', location=(0, 0, 0))
        obj = context.object
        obj["vertices"] = self.vertices
        return {'FINISHED'}

bpy.utils.register_class(CylinderWidgetGroup)
bpy.utils.register_class(CylinderUpdate)


texts:
I'm trying to demonstrate a spray paint can tilting on its side through Blender. I've watched various tutorials and am starting to understand the domain, obstacle, and fluid types so I'm able to simulate a fluid splattering .

I also have figured out how to use keyframes with rotate to slightly tilt the inside of the spray can. In the last keyframe, I tilt the can and the domain.

In the last frame of the liquid's bake, it is splattered but it is not obeying gravity. It's splattered on the bottom of the can although its sideways, when it should be on the sides of the can. I rebaked after the keyframing, but still nothing. I'm assuming it has something to do with the World settings?

I think videos which could point me in the direction to do something similar to this would help.


texts: How can I get the projection matrix of a panoramic camera with a fisheye equisolid lens?

texts: I am working on a project in which i used the panoramic camera with fisheye equisolid lens on Cycles render. For some tests, I need the projection model that uses by this camera to project a 3D point on a 2D image plane. Any help?


texts: Shortcut for Navigating through Keyframes

texts:
Is there a way to create a shortcut to navigate through keyframes?

The best I got is using the Arrow keys, but I have to have my mouse over the Dope sheet for them to function.

Can I do this without hovering over the Dope Sheet?

Thank you in advance


texts: Why does a texture affect the hair particles' dinsity differently from a vertex group?

texts:
Yesterday I noticed that when I switched from a vertex group to a texture as my density input the distribution of hair changed and I got less hair volume overall. I experimented with it today and I came to this:

hair with no influence

hair with vertex group influence. VG is a gradient

hair with texture influence. Texture is a gradient

You can clearly see 2 and 3 aren't the same and 3 has much less volume – although I'd say that number 3 is closer to the gradient spread. Still, it's clear that #3 has way less particles than the unmodified version.
Here's the weight paint:

Why does it happen? How can I maintain the same distribution weight between the textures and vertex groups?
This is blender 2.91.0


texts: How to sort objects from a collection using python?

texts:
So I'm trying to animate a rubiks cube via a python script using the scripting capabilities given with Blender.

My current cube looks like this:

It consists of 27 separate objects (cubelets) that are organized in a collection like this:

Initially the locations of the individual cubelets were not applied and so I could select all cubelets of a given side by sorting the objects of the collection by the corresponding location and reversing the resulting list if necessary:

def cubeletsBySide(cube, side):
    dimensionsBySide = {'U': 2, 'D': 2, 'F': 1, 'B': 1, 'R': 0, 'L': 0}
    revertBySide = {'U': True, 'D': False, 'F': True, 'B': False, 'R': False, 'L': True}
    dimension = dimensionsBySide[side]
    return sorted(
        list(cube.all_objects.values()),
        key=lambda c: c.location[dimension],
        reverse=revertBySide[side])[:9]

After some initial trouble with animating the cube I found a tutorial that helped me in animating a cube by hand. However it seems the right thing to do to apply the locations and set the origins of the individual cubelets to the same common point (the 3D cursor in this case).

While this works when animating the cube manually I can now no longer use the location to reliably sort cubelets. I pondered the idea of attaching custom properties to these objects, but that would imply that I also need to update this data whenever rotating some cubelets. To my mind there is a certain beauty in not needing to keep track of redundant data here and just selecting the desired objects at will. I also looked trough other object properties in the hope that I could find something to sort the cubelets by but had no luck with that.

Simply stated: I desire some sort of property or mechanism to compare objects in a given world location independently of their origins so that I can find the required cubelets independently of previously executed rotations.

For completion here's the code I currently use to rotate a side of the cube that makes use of the cubeletsBySide function:

def rotateSide(cube, side, angle):
    axisBySide = {'U': 'Z', 'D': 'Z', 'F': 'Y', 'B': 'Y', 'R': 'X', 'L': 'X'}
    override = bpy.context.copy()
    override['selected_objects'] = cubeletsBySide(cube, side)
    bpy.ops.transform.rotate(override, value=angle, orient_axis=axisBySide[side])

I'd be grateful for any pointers on this .


texts: Noise appears locked to the camera, as if looking trough a dirty glass

texts:
I am attempting to animate entering a theater on a foggy or rainy night:

I used cycles rendering with a world volume setting of volume scatter to have the two spotlight cones appear as if they are shining through the haze. I like very much how the above still image appears.

However, when I animate the camera walking into the theater, the volume scatter appears static and locked to the viewpoint of the camera. It is especially noticeable when you are under the marquee, it looks like you are shooting film through a dirty pane of glass!

Entering a theater animation - draft01

I was expecting to have the sense of the camera walking through the fog particles.

What would be a better modeling approach to have fog that the camera walks through when animated?


texts: How to create/make UV coordinates for polyhedron

texts:
I am using Blender version 2.74 and I am using an OpenSCAD file someone else made. I am new to Blender.

The OpenSCAD file comes from this website:
http://kitwallace.co.uk/3d/solid-to-scad.xq?id=Tetrahedron&scad=shell
I picked "engrave" for the OpenSCAD option.

I am trying to create UV coordinates for the shape after I import the OpenSCAD file in Blender, so that I can dynamically display a unique image on each face of the tetrahedron as an exported or "finished" JSON file using JavaScript. Whether I export into whatever format using some type of technology such as JavaScript - I don't know if that part is relevant. But the question I have is how to compute/make the UV coordinates for this shape in Blender to make this eventually happen.

Below is the JSON file, the blend file couldn't be shown in text format:

{
    "name": "Tetrahedron.001Geometry",
    "uvs": [],
    "faces": [32,0,1,2,0,1,2,32,3,2,1,3,2,1,32,3,0,2,3,0,2,32,3,1,0,3,1,0],
    "vertices": [-2.42416,0,4.19877,-2.42416,-0,-4.19877,4.84832,0,-0,-0,6.85655,-0],
    "metadata": {
        "type": "Geometry",
        "version": 3,
        "vertices": 4,
        "generator": "io_three",
        "faces": 4,
        "uvs": 0,
        "normals": 4
    },
    "normals": [-0.471389,-0.333323,0.816492,-0.471389,-0.333323,-0.816492,0.942808,-0.333323,0,0,1,0]
}


texts: Model is solidified but appears full during 3D print

texts:
I'm Eric and I've just started my journey with blender. The plan is to provide 3D pictures for our customers.

Everything seemed fine (after a number of evenings spent in company of Netflix, Blender & Blender Video) but now we are a bit stuck.

We created a model that is some 12x7x13cm, hollowed, solidified to 2mm & painted on vertices as you can see on this screenshot:

Nevertheless, once we export it to 3D Print to use on our plaster printer Project 660 Pro - it seem full inside. Here is the screenshot for comparison of our model vs what is ok with some proper model in 3D - where it appears ok (you can even see a hole in the head as it is not yet corrected):

But in 2D slice - the one we need seems to be filled. Unfortunately - the same story appears when calculating volume for printing (increasing cost some 4-fold & giving customer different feel):

Just to mention - model also appears ok in meshmixer (it is hollowed & solidified) and we tried multiple type formats (wrl & ply) but none worked correctly.

Here I need to ask for your help - what could be the matter here & the method to resolve it please?
As they say - there are many ways to skin a cat - so perhaps there is some manner to get just the outer shell of original model, copy it and then proceed please?

Thanks,
Eric


texts: How to delete all faces/geometry that isn't visible? Lowering poly count for unity?

texts:
Ok, Ive looked at Removing internal geometry before 3D printing but am really trying to reduce poly count for export to UNITY especially. Ive decimated and done limited dissolve, but really I still have high poly count owing to internal geometry that is not seen, but augments poly count regardless:

I just need the "shell" essentially for export to unity. I tried ctrl-alt-shift-M, but Im not sure what this selected, and didn't get much. Select-interior faces does nothing.

How can I get rid of unseen geometry?


texts:
I have a mesh, then I copy the mesh and put the wireframe modifier on it.
Then I select my original mesh and set boolean modifier with the wireframed mesh with the "difference" option. I then hide the wireframe mesh.

Here I expect the wireframe mesh to "carve into" my original mesh at the edge lines. However, this is not working.

When I use the difference option it just acts as a union, the two meshes are merged together (See first image)
When I use Union the wireframe does "carve into" my original mesh, but it makes holes in it (see image). I want the mesh to still be "watertight". (See second image)

Does anyone know a good way to get the effect that I want?


texts:
I've created a bezier curve but now I want to change its type to path.
How to achieve this?
And btw. if I can animate both: bezier curve and path, what is the practical difference between those?


texts: Does anyone know how to mesh this robot claw?

texts:
I'm just getting started in Blender

I'm trying to model this small robot I really like called "Servbot", from the Megaman Legends series, and I made a quick sketch of him and tried to reply it as a reference on Blender. Everything was going well until I had to make his hands, little claw-like robotic thingys. I'll leave the drawing on the post so you can take a look.

Does anyone know how to make those? Like, step by step or any other method that will make it look closer to the original one (a sharp, hard-surfaced metalic shape claw)?

I already tried booleaning with cylinders, and applying long flat cubes to circle curves so to make them round, but still won't get good results.


texts:
Blender 2.8 How to delete hierarchy in the outliner?
I've been searching for this.
I can't find a straight foward answer.
Can it be done?
How?


texts: How to use only the luminosity of the environment texture but without color influence?

texts:
Sometimes, environment textures are good to give a more realistic look to the rendering.

But, it may be hard to tune the colors because of it :

Blue sky visible on the top right part (from the environment texture)
Greeny sand (which is normally more yellow) on the bottom part

Is it possible to have the lighting only on the mesh objects (no color influence, only the light strength), but keeping the colors in the background ?


texts:
I have modeling and sculpting 2 difference object in this project. As in the picture there is a turtle shell and turtle body. I can paint texture normally fine with the turtle shell which has lower polygon as in the second picture.

But for the body my computer got frozen and the program has been shutdown afterward. I think it might need too much memory than my computer can proceed. So I tried to lower the polygon resolution by using decimate modifier and it work. Now I can paint on the turtle body.
But after I paint on an object. Painting color painted on an object flew along all the object like a water color and it is uncontrollable. As in the picture, one simple click on an object made a color flow along the object like a weird strip. Not like a normal brush painting.

I tried with another object with quite high polygon resolution. Without decimate modifier function added. But the texture painting got the same problem. I'm using 2.92 Blender version. I also noticed that there is no UV unwrap showing in texture paint UVs tab. Does anyone know how to fix this problem ? I'm so desperate now since I tried to search through both Youtube and blogs but there are nothing close to what I'm looking for. I aprreciated to any help in advance.


texts:
Alright I'm on mac latest OS, latest blender 2.79 and really just with command Z (this is just since updating) - it takes a WHILE like good 30s to undo something.

Modeling, everything else pretty fast but command Z is severely lagging. What is wrong here? Im on cycles if that matters


texts:
ok so this is what my mesh viewpoint shading screen looks like, I was messing around trying stuff... but now I don't remember what I did.
can anyone help me set this mesh setting back to normal?


texts:
I am having some challenges rigging and know here has to be a simple answer to this.  I created a furry figure but right now just placed the bones and linking, noticing the fur is not folloing the object when I move the bone but follows the object the fur is attached to.

Also, I am noticing ridges that are not smooth when I move the bone with the object attached as shown...there has to be a simple solution to this problem.

Thanks, any help greatly appreciated.


texts: How to have sharp shadows in cycles with HDRI

texts:
Can you please tell me how to have sharp shadows in cycles with an hdri environnement texture, but without changing the lighting parameter of the hdri texture ?
For example in the picture below, I've got a simple plane with two meshes, the light comes from an hdri texture and I want the shadows to be sharper.
Thanks for your help !


texts: How to exclude hair particles from Freestyle using Cycles?

texts:
In blender render this is possible by disabling solid and freestyle in render layers. Cycles have use hair and use use surfaces checkbox, but disabling then din't exclude the particles rendering in the layer.
I forgot to mention that i'm using object particles in a scene that contains nature and a house. I'm trying to achieve a scene where the house have Freestyle lines but not nature related objects like trees and its leaves(emitted as particles object).


texts:
this week I installed windows 10 32 bits on my old laptop because i was bored of linux but I could not install windows 10 64 bits for some reason. I installed blender but I got this message

Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Warning! OpenGL core profile not available.
Warning! Ignoring untested OpenGL context profile mask bits.Win32 Error# (3221692565): The specified OpenGL version and feature set are either invalid or not supported.

I tried to update IntelHD driver but the drivers are up to date. Blender was working fine on linux Ubuntu 64 bits and now it won't open.

Could someone help me please ?

https://imgur.com/a/v7882z3


texts: How can I unlink all images from a project?

texts:
I had a big project that I separated into smaller parts, but in every single file I now have all the images that I had in that one huge project earlier.

Unity has some problems with images linked to a project, so I want to keep it clean.

How can I delete all images from a project?
I had a script that can delete unlinked images, but how do I unlink them all?


texts: So, I was working on an iridescent metal material in cycles, the render looks great but when I bake it, the texture looks nothing like the render. What am I doing wrong?


texts:
I'm mirroring an object across X axis which is fine. But I want to flip on Y after mirror.
I'm using an empty as the mirror object and it only lets me rotate axis using X and Z. It's ignoring the rotation of the Y.
Is this by design or am I doing it wrong?
See sample file at https://github.com/d0n13/blender
Thanks
Donie


texts: Dynamic EnumProperty values changing unexpectedly

texts:
I'm trying to create a collection of items, that have dynamic EnumProperty (scene objects of given type):

import bpy

def enum_items(self, context):
    items = []
    for obj in context.scene.objects:
        if obj.type == 'MESH':
            items.append( (obj.name, obj.name, "") )
    return items

class SomePropertyGroupEntry(bpy.types.PropertyGroup):
    mesh_obj = bpy.props.EnumProperty(items=enum_items)
    val = bpy.props.IntProperty()

class SomePropertyGroup(bpy.types.PropertyGroup):
    collection = bpy.props.CollectionProperty(type=SomePropertyGroupEntry)
    index = bpy.props.IntProperty()

class SCENE_UL_list(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.prop(item, "name", text="")
            layout.prop(item, "mesh_obj", text="")
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)

class SCENE_OT_list_populate(bpy.types.Operator):
    bl_idname = "scene.list_populate"
    bl_label = "Populate list"

    def execute(self, context):
        context.scene.prop_group.collection.clear()
        for i in range(3):
            item = context.scene.prop_group.collection.add()
            item.name = "item"+str(i)
        return {'FINISHED'}

class SCENE_PT_list(bpy.types.Panel):
    bl_label = "UIList Panel"
    bl_idname = "SCENE_PT_list"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        self.layout.operator("scene.list_populate")
        self.layout.template_list("SCENE_UL_list", "", context.scene.prop_group, "collection", context.scene.prop_group, "index")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.prop_group = bpy.props.PointerProperty(type=SomePropertyGroup)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.prop_group

if __name__ == "__main__":
    register()

It works as expected (properties are set and saved properly)...

...unless I add or delete a mesh object - EnumProperty values in collection items are shifted:

I'm guessing there is a problem with mesh object's enumeration... byt why? All objects have unique names, so items properties should be consistent despite the enumeration and mesh objects count in the scene... what am I missing here?


texts: How do I increase the max number of frames?

texts:
I'm currently working on a project that has a total of 304,593 frames, but when I fed this number into the timeline end point it reverted back to a solid 300,000. This is a hard limit for those wondering.

I cannot input more than this many frames, is there a way to override this? Including possible python options.


texts:
Ive come across this problem here : When i set my camera at the position which looks , i render it and it looks stretched and not so good . What camera settings should i have on?

As you can see , on the left side , it is upright , and everything looks handy dandy .

But on the RIGHT side , the render is stretched and its just ... ugly !


texts:
I try to learn Eevee and I noticed that I have a lot of artifacts in my viewport when I opened old projects. These artifacts can also be found in newly created scenes.

When I render this scene, there are big "holes". Why is that?
Is this a bug or is it due to my computer (I don't have a graphics card, just a laptop with Core i5 -7200U CPU)?
It's not the normals, they're correct.


texts: BPY add keyframe to each curve after importing a sequence of .SVG files

texts:
here my first ever attempt to patch a simple python script for Blender 2.9 that could import a series of of svg files that conform an animation.
I want to be able to enable and disable their visibility so to simulate an animation, this is to be sent to a software called OsciStudio that generates sound from the objects on the viewport.
What I have tried is this:
import bpy
import glob
import os

# path to your folder

importDir = "/Volumes/250GB/16mm/rotoscope/stillsprecol/select/"
print("Importing all SVG from this directory", importDir)

os.chdir(importDir)

for files in glob.glob("*.svg"):
    print( files, "... imported!" )
    bpy.ops.import_curve.svg(filepath=files)
    bpy.ops.object.select_all(action='SELECT')

for i, obj in enumerate(bpy.context.selected_objects, 1):
    bpy.context.view_layer.objects.active = obj
    obj.name = "Curve" + str(i)

    obj.location = (3.0, 4.0, 10.0)
    obj.keyframe_insert(data_path="location", frame=1)

Importing works fine, i get all the files layered and selected, then moved to the specified location and theres one key frame added on the timeline!
But have no idea on how to add a keyframe to each layer, progressively and separated by 10 frames.
I'm using blender 2.9 under OS X
TIA for any, really any, help


texts:
I've created an object and have parented the object to a rig. Now I want to have this object twice and mirrored. Now the problem, if I mirror a copy of the object and go into the Gamemode (pressing P) the pose of the rigged object changes. I`ve searched a lot on the internet to try and solve this problem but I haven't found anything yet.

In this example I gona show you my problem. If I copy a rigged Object with the armature and mirror it (ctrl m) and then go in to gamemode the copyed object gets shown in an other way


texts:
Hi i'd like to know how to move just one vertex, i need to change the position of a vertex but when i select and move  the other vertex come together. I just started blender yesterday and today is my attempt to try model with tutorials but it still very hard!! i need to do what this guy did at https://www.youtube.com/watch?v=dgUx8v6u7tM 3:24

EDIT The Proportional Editing is already disabled


texts: How do I use the alpha channel of a texture for arbitrary data in Cycles?

texts:
I'm trying to use the alpha channel of an image as my emission map in cycles, but for some reason, the render just renders the alpha and not the colour of the texture, even when I plug only the colour directly into the diffuse BSDF and the diffuse directly into the output node. I'm actually trying to mix the diffuse with an emission shader to make certain parts of the texture always illuminated. However, with this setup, the alpha channel renders on top of itself and looks pretty much the same as when just plugging the alpha channel directly into the output via a diffuse shader.

Note that my image is in TGA format, after I originally had issues with using alpha on a PSD (which would always render white).

Here is my node setup:


texts: Blender freezes for 30 seconds every time I click

texts:
I wrote one question about its limits. Blender was being cute hahaha. Still, after that scene, Blender is being a pain. I am dealing with the blue dial every click, it last for about 30 seconds, it takes 2 or 3 minutes to save the project and so much more. The first time it started acting like an idiot I could understand you know. Physics simulation, Hair Dynamics trying to freeze it failing succeeding, etc. However now it just seems to persist in anything I do. The scene I am working on is not very special it has no physics (as far as I know) going on am on frame zero, not really doing much (had much larger HP scenes working smoothly with cycles preview on). However, Blender is eating the hell out of my memory

The CPU is good though of course and the GPU is doing well.
64 percent is its default state if I click on anything it goes up a little bit higher and gives me the blue dial for up to 30 seconds. Sculpting just to smooth out a mesh is hell, click wait 30 seconds, click wait another 30 seconds, click and drag oy vey better hold on for a minute sometimes more.
I have 64gbs of Ram, ddr4, AMD Ryzen 9 3950x 16 cores, Windows 10, Nvidia Geforce 1660 Ti 6gbs, Blender 2.83.
So what is the issue? Is there a fix or do I just have to keep adding ram?
If the latter I can only go to 128gbs and I can promise I will hit that as well.
(not quite sure how to hand over scene files if needed. Also if you want it grotesque warning.)


texts:
so I've been following a few of ducky's videos to learn some new techniques, however I've followed his most recent video to create a glowing particle effect animation.

However, the effects of the bloom are just nowhere near his and I can't figure out why, I've tried fiddling with intensity, threshold etc.

Nothing seems to work

Here is how his looks https://imgur.com/fjW0INs

and then here is how mine looks https://imgur.com/gKxymNU

Any tips would be greatly appreciated.


texts:
I'm working on a Photorealistic 3D remodel of a room in my house, and i've run into a problem.

The wall and window frames are noisy to the moon and back. I'm not sure why exactly. I'm using the PBR Dialetric material Andrew Price made a video on for both the Window frame and Wall paint. The floor isn't using the PBR material and renders just fine. I want the wall paint to be yellow, and have a tint of glossy shader thrown in there.

Below you will find all my nodes explained to the best of my ability.

Oh, and here's the floor material:

Aaaaannnddd the lighting setup:

Any why not throw in the .Blend while we're at it?
The file exceeded Blend-Exchange by 1.1mb so I'll have to use Google Drive instead.


texts: Snake hook in sculpt mode is creating glitch like shapes instead of smoth tentacles

texts:
I don't have too much expirience in sculpting, but I have seen on videos i'ts seemingly easy to make smoth tentacles. But in my case what I get are ugly ditortions on ends. I tryed adding more verticies and using Multires modifier but it hardly helps. Is it just how snake hook works ?

Dytopo efects


texts: Is it possible to have multiple bevel objects along a curve?

texts: I'm wondering if it's possible to define multiple bevel objects along a curve and have Blender interpolate between the bevels like keyframes.


texts: texture is different on the geometry than on a plain

texts: Why my texture is different on a plain than on my final geometry?


texts: Why doesn't my plane array align to a curve?

texts:
I'm trying to align an array of planes to a curve using the curve modifier. However, instead of the planes following the track, they just build a straight line which crosses the starting point of the curve in a 90 degrees angle.

I made sure the plane and curve both have the same origin coordinates, using the Shift+S menu. I tried the "Rotation & Scale" thing in the Ctrl+A menu, made new and simpler curves to try it with, as well as move the curve around. There are countless tutorials for this, but all of those seem to do exactly the same thing as I did and it never worked for me.

Here's my blend file: https://www.mediafire.com/file/gpdf16ubpo3wy7l/plane_curve_issue.blend/file

Thank you!


texts: What is the quickest way to erase grease pencil lines in a selected area?

texts: I am trying to erase the grey lines overlapping the character and I was wondering what is the quickest way to do this? I tried to use erase stroke which would remove the background lines completely, and I tried to use dissolve which would take forever to do, and it is prone to mistakes. Both drawings are on their own layers by the way.


texts:
Today I tried out the Cloth Filter in Blender 2.9 while in sculpt mode. I was hoping the filter would collide with other objects as they would with the cloth settings under the physics tab, but so far no luck. I was hoping to drape some shorts over a character’s legs using the cloth filter to get a few natural looking wrinkles, and then keep on sculpting afterwards.
Basically, what I am trying to do is the same as what is posted in the video here: https://developer.blender.org/D8019
Is this collision capability just not released yet, or is this something I should be able to accomplish today?


texts:
everyone! I started learning 3D with Blender about a week ago and now I have a problem. I don't know how to describe it, you can see it on the screenshot that I've attached. Everything started look so sharp and something like artifacts. How can I fix it?
Also, suddenly the rotating of the view started rotate relatively to the 3D cursor (I think that it started suddenly). And another one problem - suddenly (who could guess it's suddenly) I wasn't able to scale the view as I wanted and I was attached to the focal view basically.

I do not know really why all of that happens and I kindly ask you to help me, please.


texts:
Is it possible to remap a key to call more than one operator at a time, or to execute a python script?

In my workflow I need to use two operators, one after the other:
Set the 3D cursor to selection, followed by set origin to 3D cursor.

I never use the 0 key to switch layers,so I thought it would be faster to make it "set origin to selection", but i don't know how to make it call those two in one go.
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

If this works it would save me exactly 6 key presses:
Shift+S ,4, tab to go to object mode,Shiftctrlaltc,3,tab to go back to edit mode.

Thanks for any input

Edit : This works when executed from a text editor, now i just need to figure out a way to execute it with the 0 key.

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        context = bpy.context.copy()
        context['area'] = area
        context['region'] = area.regions[-1]
        bpy.ops.view3d.snap_cursor_to_selected(context)
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
        bpy.ops.object.editmode_toggle()
        break


texts: I am interested in simulating a flexible beam in blender, but I dont know how to do that. I did an FEM simulation using Python, however, I am interested in having a graphical beam in blender where I can input the modelling and have a visual output in blender. I have used other physics engine simulator, but the result wasnot good as the tool it self is based on linear euler bernoulli beam theory and to adjust that it was hard for me as it is written C ( I am not so much good in C programming). I dont know if there any suggestions concerning combining python code to the visualized beam in blender.


texts: Is there any way to restrict the movement of a object to a specific custom plane while maintaining distance?

texts: I want my outer sphere to revolve around the center sphere like earth does to to sun while maintaining same distance and on the given custom plane. I tried using limit distance constraint but it partially worked. it maintains the distance but does not restrict the movement of sphere to the custom plane only. Another way is to create a custom transform orientation and use that to rotate but I am planning to add more spheres and each of them will have different custom plane on which they rotate. so creating a custom transform orientation doesn't sound good.


texts: How to set absolute bounding box dimensions of a group of selected elements (vertices, edges or faces)

texts:
In Object Mode you can change the absolute Dimensions of the selected object, which are connected to the object's relative Scale.

With some elements (e.g. vertices) selected in Edit Mode you can use the Scale Tool to resize the bounding box of the selection, changing the individual elements' position.

Is it possible to set the dimensions of that bounding box in absolute values? I would have had expected it to be in the Edit Mode transform properties panel, but it only shows the bounding box' origin position.

Example: I want to set the tabletop in the image below to a particular size by setting the selected geometry to, let's say 0.75m x 0.75m.

If there is no built-in way to do this, do you know a suitable Add-On?


texts:
I've found a nice alligator mesh I'd like to rig but it's not in a symmetrical pose (already posed). I created none symmetrical bones for it manually. When I apply the IK constraint the bones and the targets jump to a new position. It doesn't look at all correct. I can (sort of) move the bones by moving the target. The pole target seems to do nothing though.
Any idea what's going on?
Do you have to rig with the character aligned to a specific plane?


texts:
On my PC when I open Blender I always need to manually press maximize button on the window. Is this just something on my PC or is this how Blender starts?

Is there anything I can do so that it's always open maximized?


texts: "Unable to open a display" AWS EC2 Background Rendering

texts:
I launched an AWS EC2 T3 Medium Ubuntu 20.04 instance and installed blender 2.83.9
When I launch the simple command line blender -b -f 1 I get this error message :
Blender 2.83.9 (hash 5be9ef417703 built 2021-01-19 16:16:34)

ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
ALSA lib conf.c:4732:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:5220:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2642:(snd_pcm_open_noupdate) Unknown PCM default /run/user/1000/gvfs/ non-existent directory found
bundled python: /home/ubuntu/blender-2.91.2-linux64/2.91/python Unable to open a display

Aborted (core dumped)

I searched on the web and it has to do with EEVEE and OpenGL needing a display. I was wondering if there was any solution to this problem. I found a few but it uses GPU rendering on AWS P Instances. I would like to render on General Purpose Instances.
Thanks.


texts: Compositing: When to use premultiplied alpha?

texts:
When should one check the Convert Premul box on nodes that use alpha?

Secondly, why is there a Premul slider on the Alpha Over node? When would you need it to be something other than 0 or 1?

I understand that pre-multiplied alpha is sometimes good and sometimes bad, and that if used improperly it can result in dark borders where transparency tapers off. But that's about all I know. Could you please enlighten me?


texts: BGE Actions not working to the rig [any of the other questions helped]

texts:
I'm quite new at BGE and recently downloaded this rig, which is my main character. I built the animations in the action editor but when applying in the logic editor it doesn't seem to work.
I actually changed some things I thought could help: No mirror modifier, deform set to BGE, joined the skin with the clothes.
Here are quick topics of what I've already tried doing:
-add a cube and parent it to the rig
-apply the action to the rigid body
-tried merging everything but couldn't

Also, it has an armature modifier and if I apply it, the rig won't work properly.


texts: How to Influence Mesh Positioning According to Bone Movement?

texts:
The above gif summarizes this question. I'm not sure how it is done, though (but I do have the file of the gif, long story).

The rods seem to elongate while keeping their thickness, and they are acting like they have "Track To" constraints. Could someone please help?

File attached below


texts:
I'm new to blender Blender and mainly use POV-Ray. Would it be possible in Blender to create scripts or custom tools that generate flexible roads? Like this:

http://lib.povray.org/searchcollection/index2.php?objectName=LegoRoad&contributorTag=SharkD

Except (preferably) modifiable in real time by dragging control points using the mouse?

Thanks!


texts: Animation nodes, finding current material for object

texts:
I need to to make an object list and a material list from 100 existing objects. Making the object list is simple, I just box-select the objects and in animation node I use the "From Selection" option from the "create Object List" node.

Unfortunately, there is no such option for materials list. Is there I way I can automate creating a materials list from an object list? I have tried the "expression" node, but was not able to extract the materials list, due to my limited knowledge of python.

Thanks in advance for your help.

Sincerely,

Patrice


texts: i have a little problem with retopoflow. Every time (after the retopo is finished) I leave the retopoflow, the net is ok, everything is nice and beautiful. I save the progress, close the bleder, fire it again and the retopoflow mesh is gone, it is in the outliner menu but it cannot be seen in the 3D viewport. What could be the reason?


texts: The parts of this model are not showing in game engine nor do they have shading

texts: I'm new to the Blender game engine and I don't know what to do with this model glitch. Certain parts of the model aren't showing and there is no shading. How do I fix this?


texts: Calculate Faces from Point Cloud with Python


texts: Why is my texture a lot darker in one part of my mesh?

texts:
I am currently facing a problem with my texture. I have created a very simple Object and added some textures to play around with. As you can see in the following screenshot the upper part of the model displays the texture a lot darker than the part below:

Below you can find my node setup. The texture itself was created outside of Blender. The face normals are checked and look like I would expect them to look.

Also nothing special as you can see. The texture itself is created procedurally and does not have any difference in brightness.
Can anyone give me a good hint as to what's going on here? I can really not understand why the upper part is displayed so much darker. I am using Blender 2.91.

The file: https://www.dropbox.com/s/wb6iz1vtmgj0kks/Pillar.blend?dl=0


texts: Can't use an image sequence for a texture - it only likes single images

texts: I am following a tutorial https://youtu.be/35bbyAJodEQ Around 16:12, he opens a whole bunch of images into a texture (not a material) However, when I try to do this, instead of an image sequence, I can only use a single image (even with the "image sequence" option selected. Is this an issue ith Blender 2.8.2 and if so is there a ay to fix it?


texts: Blender rendering repeating same frame over and over

texts: When I started rendering an animation it kept using 1 frame for every frame and sometimes it renders blank as well. I am rendering on cycles, but it is also rendering instantly and when I put it on eevee it goes on cycles quality.


texts: Emission material + irradiance volume causing light to shine through solid objects? (And other issues)

texts:
https://imgur.com/a/vvTIH9r
I put my pictures on Imgur, because I only seemed to be able to add one photo to this post otherwise (I may have been doing it wrong, but all 3 are on imgur now anyway).
I have an emission material inside an engine jet 'bell', making a bright glow. Or trying to anyway, as the object only glows (bloom I guess) when the camera has the emission material in sight. When it's around a corner there's no bloom. Fine, add an irradiance volume.
However as you can see in the photos, the irradiance adds the correct 'bouncing glow' on the inside of the engine bells, but it also appears on other parts of the engine that -should- be in shadow. I can stop that happening by dropping the 'clipping end' of the irradiance to below about 1.5m, but as soon as I drop that low it ALSO stops making the inside of the engine bell glow.
Just to add, I have my materials set to 'opaque' for blending and shadows so they should be blocking light (as far as I know).
I assume I'm doing something wrong... I hope it's obvious (with the photos) what I'm trying to do and  the effect I'm going for. Is there maybe a better method in Eevee? Normal lights don't seem to work quite right, to get them to glow bright enough they seem to also glow through nearby materials, but perhaps I need to play with them more. Or maybe an emission volume, to get the 'glowing engine jet' type effect? Not sure if this is even a thing, as my last attempt at an emission volume did nothing at all haha.
Anyone with any suggestions or tips, I'd greatly appreciate it.


texts: How to shrinkwrap maintaining plane ratio?

texts:
Right now I'm projecting subdivided plane onto "wavy" mesh by using shrinkwrap modifier. Thing is that shrinkwrap modifier is not maintaining plane ratio. Is there any other way to project plane onto deformed surface? (while maintaining distances between vertices of that plane)

Here is current result:


texts:
Modo has this nice feature where you can use the up-arrow key to increase the selection in a smart way. Let's say for example I have a face selelection in a line like this: (x is selected, _ is not)

X__X__X____________________

and I hit the up arrow in modo a few times it would recognize the pattern of "select one, skip two and select one face" to give you this.

X__X__X__X__X__X__X__X__X__X

I couldn't find anything in blender that does this. Or is there an addon?


texts: How do I define a command for each of the options?

texts:
I created a dropdown using dynamic property. How can I set it so that, for example, I can apply that modifier to the name of one of the modifiers selected in the list, but unfortunately I can not get information about the selected dropdown option.
This is my code, thank you
 bl_info = {
    "name": "Test Add ons",
    "blender": (2,91,2),
    "category":"Object",
}

import bpy

class ApplyAll_OT_ModB(bpy.types.Operator):
    bl_idname = "applyallmodifiers.func_2"
    bl_label = "ApplyAllModifiers"

    def execute(self,context):
        def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'):

            def draw(self, context):
                self.layout.label(text=message)

            bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)

        try:
            for item in bpy.context.object.modifiers.items():
                print("type: ",type(item[0]),"name: ",item[0])
                bpy.ops.object.modifier_apply(modifier=item[0])
        except RuntimeError as ex:
            ShowMessageBox("Please be sure of the modifiers setting", "Error", 'ERROR')

        return {'FINISHED'}

class LayoutPanel(bpy.types.Panel):
    bl_label = "Apply Modifiers"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "modifier"

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

        row = layout.row()
        layout.label(text="Choose your modifier to apply")
        row.operator_menu_enum("object.select_object", "select_Modifiers", text=WriteSelectObject.bl_label)
        layout.operator(ApplyAll_OT_ModB.bl_idname)

class WriteSelectObject(bpy.types.Operator):
    bl_idname = "object.select_object"
    bl_label = "Select object"
    #items = [(str(i),x.name,x.name) for i,x in enumerate(bpy.data.objects)]
    #print(items)
    Ml = []

    def MoLi(self,context):
        Ml = [item[0] for item in bpy.context.object.modifiers.items()]
        itemsL = [('OP'+str(i),x,x) for i,x in enumerate(Ml)]
        #print(itemsL)
        return itemsL
    select_Modifiers : bpy.props.EnumProperty(items = MoLi)

def register():

    bpy.utils.register_class(LayoutPanel)
    bpy.utils.register_class(WriteSelectObject)
    bpy.utils.register_class(ApplyAll_OT_ModB)

def unregister():

    bpy.utils.unregister_class(LayoutPanel)
    bpy.utils.unregister_class(WriteSelectObject)
    bpy.utils.unregister_class(ApplyAll_OT_ModB)

if __name__ == "__main__":
    register()


texts: Random text in a text Block Animation Nodes

texts:
I know how to input text with animation nodes and make it appear randomly and typed, but I can not figure this out with a text block reader.  Is there a way to use say 5 paragraphs from a text block, and have the letters all randomize in the text block.  Currently when I use the text block and get length, it does not include the line breaks so It is one long line on its own.

So these 1's and 0's are all randomly generated, but say I want a line break every 38 characters, I can not figure out how to get that without having individual text input for every line.

I would like the text block to look like this but have all the 1's and 0's randomly genereate continually.


texts: Finite element mesh generation with blender

texts:
I would be interested in creating a mesh (2D or 3D) to be used in a finite element solver. Does blender have a plugin that can do this? If not, how difficult would it be to write one myself?

What this plugin should be able to do is 1) partition a mesh into finite elements using some rule, 2) be able to label boundaries and different subdomains somehow and 3) export the mesh in some format that can be read by finite element solver I want to use (in my case, this would be FEniCS).


texts:
I have been consistently trying and failing to recreate the techniques described in the links to create an IES like textured light effect with Cycles Spotlight lamps using a Color Ramp node.

http://blenderartists.org/forum/showthread.php?264052-IES-Like-Lights-in-Cycles-Architectural-Lighting or

http://www.elysiun.com/forum/showthread.php?264052-IES-Like-Lights-in-Cycles-Architectural-Lighting/page2

According to the images you need the Dot Product between the Normal with Incoming connected to a Color Ramp node; however recreating the described node setup does not yield the same desired effect as shown bellow.

Using Add instead of Dot Product seems to show some effect, but it's not the expected result.

Those images seem to be from older versions of Blender, using 2.65 and above I have never been able to achieve that effect.
Did something change internally that broke these techniques, or is there a new workflow to achieve the effect currently?

Did I miss something obvious? Hopefully someone with better math knowledge can solve this.


texts: Blender Render Transparent Tiles Until Final Image

texts:
Sometimes when I'm working on a project at somepoint the following issue will occur and I have no idea what causes it, finding information about it is difficult because searching for transparent tiles seems to only give results about rendering transparency.

When the image is rendering, the render will not show the current progress in the image editor, but the tile being rendered will still have the orange outline. The image will display when the render is finished.

Any help is appreciated, thanks.

picture


texts: Saving rendered image into a file doesn't work

texts:
I've seen many videos on saving your work as an image, and it is told that pressing F3 should do that.

However it does not work for me - when I press F3 nothing comes up when a menu for saving is supposed to come up.

If it has to do with what computer I have I use, I have windows 10.


texts: Is it possible to write Multi-line drivers? As I understand it, drivers just assign the given statement to a variable, so you couldn't have _expressions (which don't evaluate to anything) in there. Is there some way to go around this? If so, how?


texts:
I want to sculpt within the bounds of a selection of an image. Is there a way to use a reference image or a selected portion of a reference image to apply a mask to a planar mesh so that the mask corresponds to the selected portion. Or is there some other approach?
Thanks,
Gene


texts:
I made a scene where a grenade bounces in and rolls across the floor, except the issue is when I render it the location changes slightly. I am running blender 2.78 with supported features only. I have turned all modifiers off and restarted blender. The problem still persists. Can anyone help me out?
Note: I made the animation by baking a physics simulation to key frames. The room was also made by archimesh. (I have tried disabling archimesh in the user preferences but it didn't change anything)
In the viewport it looks like this:

In the render it looks like this:

Notice in the bottom right that the grenade has not changed locations. To my eye it looks like the grenade is in the same place, but the floor has changed locations. But either way, I do not know why this is happening. Thanks!


texts: Can I program a direct short-cut (keyboard) for the functions "cursor to selected" and "selection to cursor"? Couldn't find them under the User Preference/Input tab. I know they're under Shift+S, but then I still have to select from the pull-down menu, and that is too cumbersome.


texts: Texture after modeling is very light? Ambient occlusion with photoshop

texts:
I'm trying to reproduce a model from a youtube tutorial. I'm currently trying to texture my model using photoshop. I've unwrapped my model successfully, but now when I paint the UV islands and load the image into blender, my textures/colors don't have the desired look, and I'm unsure why. It appears that they are very light. I believe it has something to do with how I baked my ambient occlusion image?

Here's the ambient occlusion image with all the layers in photoshop in the tutorial

Here's what mine looks like in photoshop

Here's his model textured in blender in the tutorial

Here's my model texture in blender

I set the sampling in "world" to 20 like he did.
This happens for every color. I tried just straight black and it turned pretty light gray.

Can anyone help?


texts: How to change the direction in which a menu is displayed?

texts:
I don't know if this is possible... but I want to change the direction  in which a menu is diplayed

I search in API and I don't find anything... some ideas??


texts: How to create iridescent glossy tile material?

texts:
I’ve got a tile material that I would love to recreate in Blender,

but my efforts have not been fruitful so far. As you can see in the picture, the tiles look like they're a solid color, except when light reflects off them at an angle. It's kind of like iridescence, although I'm not sure if it's actually iridescence.

Anyway, I've tried a few setups to recreate this. I tried applying a tile image texture and a kind of iridescent looking texture as a glossy texture in a mix shader, I tried this setup

from here which gave this result:

(click on the image to enlarge)

I also tried this setup, that I thought of myself,:

(Click on the image to enlarge)

which gave me this result:

(Click on the image to enlarge)

So, basically, I don't really know how to do this. Anyone have any advice or tips they could share? Thanks!

(https://www.reddit.com/r/blender/comments/4f8tb6/how_would_you_create_this_material_in_blender/) to see my results.

So, basically, I don't really know how to do this. If anyone has any idea, I would really appreciate the help, especially if you could explain it in a way that a blender beginner would understand. Thanks!

edit: basically I think the effect wouldn’t even have to be true iridescence. If somehow you could show an iridescent looking texture where light is reflected, that would solve this particular case. For instance, this could be the regular tile texture and this could be the iridescent texture.


texts:
How to interpolate vector between 2 vectors in blender-python?
I hope you get my question.
Example:


texts: How to fix render darken after texturing in blender cycles?

texts:
I'm an 11 year-old who has close to zero experience with blender and was recommended to try it by a friend. I had rendered an image without texture and it was very well lit. But, after I textured it in blender cycles it became very dark.

Before Texturing In Blender Cycles

After Texturing In Blender Cycles


texts:
I am trying to convert a simple logo from SVG into a blender mesh without any success.

My logo contains a simple shape and Text.

I converted the logo into SVG using both Inkscape and Adobe Illustrator. Both SVG files are imported fine into Blender. But neither can be converted into a mesh no matter how I tried.

I am very new to Blender. Can someone provide some guidance?

Jing

My SVG file can be downloaded here.

https://drive.google.com/file/d/1bUKh3SxEcaCMzHHVZctJgZxXJamNmA2A/view?usp=sharing

Thank you so much for your help.

Jing


texts:
I've some invisible edges on my model which generates bad textures as you can see below.
How can I correct this ?
It is from boolean operations.

Thanks ;)


texts: Is there a conflict between GPU rendering and the Firefox Browser in 2.8?

texts: So I've noticed this strange behavior where Blender will toggle between taking 6 minutes to render a frame and 1.5 hours for the same frame. I had posted about it here but the moderators took it down.


texts: Joystick Buttons problem since update 2.78

texts:
im making a game on 2.77a, my menus are working correctly.
I updated blender to 2.78, but my joystick buttons are not detected at all.
The Joystick movement still work, but blender is unable to detect any pressed buttons from my gamepad.
I previously made this simple, with logic bricks, but i tried to create a new logic brick, with exact same parameters as before, but nothing work.
I repair the installation but this didnt solve my problem.
Maybe this build of blender have some issues?


texts: How do I show the modifier stack panel when I work in the full screen area mode?

texts:
As the title, I wonder if I can use a shortcut to show the modifier stack panel without toggle the full screen area mode.
Thanks!


texts: Snap object to another one with a displace modifier

texts: I would like to snap a person i've created with the ground (in a room). I've used a displace modifier for the latter one. It's very inconvenient to do it manually by zooming in ti the max. and then to adjust them. So it's way easier to use the snap elements (faces). But how can i snap the person to the ground?


texts: How can I make adjacent object meshes seamless?

texts:
I have a character mesh where different parts of the body are separate objects (body, head, mouth) but the vertices line up as if it could be a single mesh.
I am getting shading differences between the meshes and I am wondering how I can fix this? Pictures are below.
It seems like a normals related problem, but the normals are all facing the correct direction. Maybe they are weighted incorrectly?
I would like to keep the objects separate as the different parts can be swapped out.
Here is a link to the blend file (without textures)


texts: Converting metaball object to mesh in python returns empty mesh

texts:
In my script I'm trying to:

Create a metaball object (works)
Add metaball elements to it (works)
Convert it to a mesh (returns empty mesh)
Store the data in a bmesh (works, but is of course still empty)
Delete the metaball object (works)

I'd like to understand, why my mesh is always empty and to fix the underlying issue.

My source code:

# Create metaball object
mball = bpy.data.metaballs.new("TempMBall")
mball_obj = bpy.data.objects.new("TempMBallObj", mball)
context.view_layer.active_layer_collection.collection.objects.link(mball_obj)

# Add one element to it
ele = mball.elements.new()
ele.co = (0.0,0.0,0.0)
ele.use_negative = False
ele.radius = td.sk_base_radius / td.sk_min_radius

print([ele for ele in mball.elements])  # Make sure there is data in mball (there is)

# Convert it to a mesh
mball_mesh = mball_obj.to_mesh()
print([v for v in mball_mesh.vertices]) # Empty!

# Store copy of the mesh in a bmesh for further manipulation
bm = bmesh.new()
bm.from_mesh(mball_mesh)    # Still empty!

# Delete metaball object
bpy.data.objects.remove(mball_obj)
bpy.data.metaballs.remove(mball)

# My custom mesh manipulation and writing the bmesh into a different object

bm.free()


texts: How can I merge this Head and Body models?

texts:
I have a Head model extracted from PES 2021 (let's call it head01) and a Daz Studio Genesis 3 avatar. I would like to delete the head on the avatar and change it with the one I have extracted, but the head01 is divided in different meshes for hair, face and eyes and I want to keep this structure. How can I merge the head and avatar in a seamless way that still keeps the different division of head01 untouched?
If you want to test, here are the two models:
https://mega.nz/file/PodFVa6K#TEzyDkCGwkI68uLN2fsh4IU02R-JwlCdzv-f9prjaoM
https://mega.nz/file/D9Uh0Cxb#DuyDBRPQIed0fqW9f8SRoTU6S2qaDo5NUCCPr8YIPy0
Thanks in advance.


texts:
I am using rigify and it works great, but I also want to add an empty sphere, that will allow me move part of the clothe, for example on this photo:

But I also want when I create the extra bone from rigify, to apply it to the clothe as control without breaking the already applied skin weight. Can someone guide me on how to do this? I need this controller so I can move the area of the clothe that is behind the middle area of the legs to push the clothe closer towards the legs, as the character sits on a chair for example, so the clothe won't go through the chair.


texts: How to make objects ignore certain lights in blender 2.8?

texts:
In Blender 2.8 in Cycles, how can you make an object ignore certain lights?

Lets say I have a cube in collectionsCube and a bunch of lights in collectionsLights, how do I stop collectionLights from affecting collectionCube?
In 2.79 its easy with using exclude in Render layers.

I built a scene in 2.79 with this effect, and brought it into 2.8. It works fine, I just dont see anywhere in the new interface to control this.

Thanks for any help.


texts: Is there a way to "rescue" mesh that has very bad topology?

texts:
I have a mesh with tons of ngons, non-manfold stuff, poles, and a decent amount of tris.
Should I just give up on the mesh, or can I somehow rescue it?


texts:
When merging vertices,
it seems to blender deletes the newer vertex/vertices (= vertex/vertices with the larger index number) among targeted vertices,
and the oldest vertex is left,
and the relative order of the remained vertices of the object doesn't change.
Is this behavior guaranteed or can vary?


texts: How to export my .fbx file as an .mp4 file

texts:
I have created a 3D animated character in Mixamo and uploaded the .fbx file into Blender. What steps do I need to take to export it as an .mp4 file (Maybe there is a tutorial I could watch?)
I'm new to 3D animation and Blender so any help would be much appreciated :)


texts: Subclassing property group class problem

texts:
This code throws AttributeError: 'B' object has no attribute 'x', what might be the cause?

class A (bpy.types.PropertyGroup):
    x : bpy.props.StringProperty(name = "X")

class B (A):
    ind : bpy.props.IntProperty(name = "Prop")

bpy.utils.register_class(A)
bpy.utils.register_class(B)

bpy.types.Scene.testvalue = bpy.props.PointerProperty(type=B)
print(bpy.context.scene.testvalue.x)

bpy.utils.unregister_class(A)
bpy.utils.unregister_class(B)


texts: How to make a material a texture for use in other 3d applications

texts:
I have an asset I am selling, and I am using a material that has shaders only Blender has. Is there a way to make the material act as a texture so it can work in other 3D software like 3DS Max and Maya? if it helps, i have the node setup:

I think it has something to do with baking, which I have no idea what it is or how to use it. Oh, forgot to add, it is a procedural leather texture. Is it possible for a material that has no textures to be exported and used in a different software? Would be very helpful.


texts:
The problem, and what I've tried so far

From the screen shot you can see that sky-blue from the mist color is leaking through the trees due to white spots that are occurring in the mist pass on the tree particles. I have no idea what is causing these anomalous white patches in the mist pass.

I created this very simple file to illustrate the problem, but the tree itself was pasted in from a larger project and was created using the Sapling add-on then converted to a mesh for particle use. I gave it a new and very basic leaf material, but the problem persisted, so I believe it is not a problem originating with the material. I tried increasing the number of bounces, thinking it was an issue with the transparency of all the leaf planes, but that didn't help either. I tried flipping the normals of the leaf planes, as well as checking "Double Sided" in the Mesh Context, but it made no difference. To clarify, I am using Cycles.

A similar issue

I found another question here that at first looked to be the same, but that person was using Blender Internal, and using hair particles instead of object particles. The solution is their case was specific to Blender Internal, it seems.

More details

When I tried reproducing the problem using simple cube particles I could not. It appears there is something different about these trees. It's quite puzzling. And notice that some parts of the tree have the correct mist depth while others have the problem. Also note that the problem does not show up in viewport rendering, only in the final render. It's not specific to particles either.

Thanks!


texts: Why are only some of my frames being exported to Alembic format?

texts:
I'm using Animation Nodes to animate a spectrum from an audio file. I want to render this using the Crowd Render addon, and so I found that I can't have any Animation Nodes stuff animating anything, as it doesn't transfer for some reason. But that's beside the point. The main problem is that when I export the blend file as an alembic file (*.abc) It only animates for 256 of the 7195 frames, then freezes. I should note that once I export as Alembic file, the original file animation freezes, and I have to reload from the last saved file for any animation to work. Am I doing something wrong? Can I fix this? I'm using Blender version 2.834
Here are the files: https://drive.google.com/drive/folders/1_vzNXcwT4Q3GmWiAT0Y_iWF_8qgkt5Ft?usp=sharing


texts: "Segmentation fault (core dumped)" error is occurred when I duplicate lots of meshes (blender shut down when error is occurred)

texts:
When I click a button that I made, mesh is duplicated(copied) from original mesh("Cube") as "Cube_1" and move to here that I view. And if mesh come to here(my viewing location) mesh move slowly right to left using this code below.
bpy.data.objects['Cube_{}'.format(cube_Number)].location.x -= 0.1

but problem happen when mesh is duplicated many. I think, many duplicated mesh that are move seem to cause the error. some information that I have heard taught me like below

"if your program has many overlaps between "python code" and 'bpy code', problem may happen"

so.. Can I solve this problem??
+ Error message
Writing : /tmp/"blender file".crash.txt
Blender 2.83.0, Commit date: 2020-06-03 14:38, Hash 211b6c29f771
bpy.ops.text.run_script()  # Operator
backtrace
/home/magenta/blender/./blender(BLI_system_backtrace+0x1d) [0x6989e9d]
/home/magenta/blender/./blender() [0xc1548f]
/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f19f5ad9210]
/home/magenta/blender/./blender(_ZN3DEG23deg_graph_flush_updatesEP4MainPNS_9DepsgraphE+0x2c7) [0x16d07b7]
/home/magenta/blender/./blender(DEG_evaluate_on_framechange+0x3f) [0x16b35cf]
/home/magenta/blender/./blender(BKE_scene_graph_update_for_newframe+0x14c) [0xce955c]
/home/magenta/blender/./blender() [0x1229385]
/home/magenta/blender/./blender() [0xec686d]
/home/magenta/blender/./blender() [0xec9685]
/home/magenta/blender/./blender() [0xecab39]
/home/magenta/blender/./blender() [0xecaecc]
/home/magenta/blender/./blender(wm_event_do_handlers+0x63e) [0xecb90e]
/home/magenta/blender/./blender(WM_main+0x20) [0xec2230]
/home/magenta/blender/./blender(main+0x321) [0xb4bfd1]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f19f5aba0b3]
/home/magenta/blender/./blender() [0xc11c0c]
computer specification:
CPU : Intel Core i5 9400F
Mainboard : MSI H310M PRO-VD PLUS
Memory : DDR4, 16GB(Samsung)
Graphics : NVIDIA GeForce GTX 1660 SUPER
Secondary memory unit : SSD 200GB
OS : Windows 10/64bit, Ubuntu 20.04 (each OS has errors =>
(windows : EXCEPTION_ACCESS_VIOLATION ubuntu : Segmentation fault))


texts: 'Snap during transform' not doing anything

texts:
I've encountered a strange problem with the snap during transform setting, where it seems to be being ignored.

I've tried toggling it on/off, using the different snap modes (to vertex, edge, face, etc), snap targets, but the behavior that I previously had (being able to drag a vertex towards another and have it snap) seems to have been lost somehow.

I'm assuming I accidentally hit a key combo that changed something but I'm fairly new to blender so I'm not sure what that would be.

Hitting Ctrl seems to move the vertex some units in a direction, but doesn't actually snap it to the nearby vertex.

Here's a quick image of what I'm experiencing:

I should mention that snapping to grid seems to work fine - all other snapping methods do not.


texts:
So I'm making a low poly model for a mobile game and I need some tips.
I've made the low poly and hi poly meshes and baked the normals. Now I'm stuck with painting the albedo map of it, as I can't really paint the detail colors on top of normals. For example, it have a metal grid in some place, and after baking it normals, painting the metallic color on top of it are not giving me nice results. I thought about painting the hi poly version of it, and then baking the it on the color of low poly. However I'm not sure if this is the best approach. So this is it, is there any other (easier by the way) of getting it nice colored details without having to manually paint on top of it?


texts: Spherical gradient texture on plane not working

texts:
I'm trying to find the most simple way to put a spherical gradient texture on a plane (square) so that the circle of the gradient and the plane are aligned center to center and the circle fits the plane.
I can do it with the gradient texture but the circle of the gradient just never fits the plane. I read somewhere that the center of the gradient will be where the origin of the geometry is, but I have the origin of the plane in its center, yet the gradient is always off. I could play with the mapping node settings and scale and translate until it more or less fits, but I just can't imagine I need to do it manually, that there isn't a more simple and exact way?
I'm using cycles render.
Using the node setup posted by LukeD in his answer, I do get the desired result starting from scratch, using the startup blend file. But with my project file, using the same node setup, the plane remains just black. Then I noticed a tiny little dot of a gradient circle in the middle of the plane, when rendered close up. It's very tiny and even pushing the colour ramp handles extreme to the edge just barely makes it bigger. I have my units setting on metric, with a scale of 0,01 because I work with centimeters. Changing the units to "none" and the scale to "1" did not seem to have any effect on the result. (see screenshot)
I added a mapping node with the "texture" tab clicked and a scale of x1000 to all 3 axes and this fixed the problem, giving the expected result (see screenshot)
So is this a bug? Why is a x1000 scale factor needed (not x100) to make up for a 0,01 scaling?


texts:
I have never edited a video in the VSE. What is the least necessary to set up for editing in the VSE? I already have 3 mp4s in the VSE but dont know where to go from here?

I am trying to make one video from 3 parts.


texts: how are games rendered in real-time gameplay?

texts: I hear it's done by some kind of maps. Are the polygons converted in sprites or they are with some kind of lighting information on them? How is it done?


texts: Embedd color managment LUT into blend file

texts:
I have started to use filmic-blender, which solves alot of lightning problems (I think it should be embedded into blender as soon as possible). However, now the blend files are not stand-alone, so I cannot just take the blend file, and render it on another machine, without copying the color managment LUTs.

Is it somehow possible to embed that information into the blend file?


texts:
I was painting a texture on an object, and then i click on 'Mask' tool. But i have an error:

My question is simple: how i retrieve my paint tools? I don't want to use a mask.

Thanks


texts: Object with wireframe modifier not showing up on render in Cycles

texts: It shows up in Blender Render but not in Cycles, this one object with a Wireframe modifier. Applying the modifier doesn't help, nor does making it thicker. It is set to render in the Outliner. I can't think of what else could be the problem.


texts: I'm working on mesh's for sims3 new to blender but am progressing quickly as you can see in the image below the problem I am having some of the faces are appearing dark some clear and some even white they are disappearing upon import or invisible from one side I can see them on the other side through the invisible side. The dark faces are across the entire bottom of the thing I'm creating, I've tried to normalize but that did nothing. Tried to replace some of the faces resulting in the clear areas in the picture. any ideas?


texts: How can I make conformal thin layers on existing geometry, i.e. coatings with volume?

texts:
I am very new to Blender and modelling in general, but there's a pretty specific type of model I'd like to make and play with in different forms- thin films coating different geometries (which I can slice and render from different directions).
For example, I'd like to replicate something like this image:

Where the underlying geometry is a block with trenches in it, and they've added colored conformal layers on top.
I understand how to make the basic shape, but finding a good way to make the coating layers eludes me. Extruding just makes the basic shape bigger, and I need different regions to which I can assign different colors/materials.
For example, if I've made something like this:

and I'd like to add a conformal layer to the top and inside walls of the depression (to be arrayed afterward), how can I best do this?


texts: Why do my mesh planes get deleted when I bind all objects using control + j?

texts: When I bind all objects the mesh planes get deleted, I’m trying to export it as one piece so any solutions?


texts: Properties bar shrank (ate magic mushrooms?)

texts:
I just signed up since I'm new to Blender. Did some work in gMax.
At some point the property bar appeared tiny and hardly readable. The other bars are ok-
If I open earlier saves the bar is normal.
Thanks
TOM

enter image description here


texts: How can I better control my navigation controls?

texts:
I often find myself either zooming, rotating, or panning too slow or too fast
How can I get better at this?
What options can I do?
So far Ive only somewhat solves zoom with
Ctrl MMB = slower smoother zoom
Ctrl shift MMG = faster zoom
but sometimes even the slow zoom is not slow enough, and I cant hold shift for any of the navigation controls to slow it down either.
Any thoughts anyone?

Update) Okay so something I noticed
when you start zooming with scroll wheel and slow down
thats when rotate and pan also slow down
if you scroll back out then use Ctrl shift mmb or ctrl MMB to have a faster zoom
then rotate and pan will be at the same relative speed
i need to be able to control when that "slow zoom" is happening
so I can decide "now I want slow zoom" = rotate and pan will also slow down
the problem seems to be that I dont have a control of when that slow zoom happens
and as a result can get unwanted speed ramps or slow downs in navigation


texts: I'm struggling to get crisp and smooth lines with Freestyle (in Cycles). I can clearly see jagged edges, the sort you'd expect from the lack of antialiasing. Is there a way to apply antialiasing to Freestyle renders? Can I do anything else to get presentable images that I can use? I love what I can do with Freestyle, but I have yet to get results that I'd feel OK with publishing. Example below. Thanks!


texts: Reconstruction Mode doesn't show up in movie clip editor

texts: I wanted to track some text to a short film. Everything was good I added two tracking points, but then I wanted to change to Reconstruction Mode, but it wasn't there. There only was Tracking and Mask mode.


texts: Why are these buttons performing the same operation?

texts:
I'm writing a simple script that will help me use Blender better.
One script sets everything up that's needed for retopology. The second just makes a hexagon and fan fills its face.

Individually, I can get these scripts to function correctly, but when I add them both together, or when I add them as separate scripts, the one that executes first will be the operation that both buttons will be caused to execute.

bl_info = {
    "name": "Dope Tools",
    "author": "Digital Dope",
    "version": (1, 0),
    "blender": (2, 79, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds several features to blender that I need",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
    }

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector

class AddRetopoSU(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
        bpy.ops.transform.rotate(value=1.5708, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
        bpy.ops.transform.resize(value=(0.1, 0.1, 0.1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
        bpy.ops.object.modifier_add(type='MIRROR')
        bpy.ops.object.modifier_add(type='SHRINKWRAP')
        bpy.ops.object.modifier_add(type='SUBSURF')
        bpy.context.object.modifiers["Mirror"].use_clip = True
        bpy.context.object.modifiers["Mirror"].show_on_cage = True
        bpy.context.object.modifiers["Subsurf"].show_on_cage = True
        bpy.ops.object.editmode_toggle()
        bpy.ops.transform.translate(value=(-0.100995, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True, use_accurate=False)
        bpy.context.scene.tool_settings.use_snap = True
        bpy.context.scene.tool_settings.snap_element = 'VERTEX'
        bpy.context.scene.tool_settings.use_snap_align_rotation = True
        bpy.context.object.show_all_edges = True
        return {'FINISHED'}

def add_object_button(self, context):
    self.layout.operator(
        AddRetopoSU.bl_idname,
        text="Add Retopo",
        icon='MOD_SHRINKWRAP')

class AddHex(Operator, AddObjectHelper):
    bl_idname = "mesh.add_object"
    bl_label = "Add Hexagon"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.mesh.primitive_circle_add(vertices=5, radius=1, fill_type='TRIFAN', view_align=False, enter_editmode=False, location=(0, 0, 0))
        return {'FINISHED'}

def add_Hex_button(self, context):
    self.layout.operator(
        AddHex.bl_idname,
        text="Add Hexagon",
        icon='MESH_ICOSPHERE')

def register():
    bpy.utils.register_class(AddHex)
    bpy.types.INFO_MT_mesh_add.prepend(add_Hex_button)
    bpy.utils.register_class(AddRetopoSU)
    bpy.types.INFO_MT_mesh_add.prepend(add_object_button)

def unregister():
    bpy.utils.unregister_class(AddHex)
    bpy.types.INFO_MT_mesh_add.remove(add_Hex_button)
    bpy.utils.unregister_class(AddRetopoSU)
    bpy.types.INFO_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()


texts: Is it possible to have more than one smoke simulation in the same scene?

texts:
If you add more than one Smoke domain in your scene, the first one will not make any smoke.

Is it possible to get more than one simulation in the same scene?
(For example, duplicating the entire scene, baking each simulation in separate scenes, then somehow put them all back.)

How might this be done?


texts:
2.90.1, Win 10 64x
Maybe a minor bug, or just an odd glitch:
Did a "simple" project, rendered via Cycles to PNGs, opened a new file, imported my sequence and re-output to mpg... everything went well.
Then I decided to make some minor tweaks, so I reopened my .blend... and somehow the first thing I noticed was my renderer had been switched to Eevee... so I tried to change it but Cycles was missing.  Went into my prefs and Cycles was enabled... but I went ahead and disabled and immediately re-enabled it and saved prefs again (though I have autosave set) and Cycles was available again.
Anyone else?
Sidenote: can't log in to the community... all log in links go to sign up forms, trying a new sign up sends me to a recover password form... round and round...


texts: How to move(without scaling) objects from center of those objects and preserving dimensions

texts:
I had a problem this morning and I don't know how to make it.

I have multiple cylinders that are placed in circle every 20 degrees. I would like to move all of them at once far/near the center and not scaling the cylinders. I would like the preserve the dimensions of the cylinders.

Is there a way to move those objects away from the center and keep dimensions of those objects?


texts: Shading artifacts in low poly models in cycles?

texts:
I am talking about Cycles. Why does it produce shading artifacts on low poly models in smooth shading especially close to the edges? I usually fix them by adding more vertices, edge splitting etc but why is this required and is it the only way? I've noticed that in game engines or some other 3D apps the shading on the same models looks fine.

Here's a small example in Cycles

Here's the exact same mesh in another render engine


texts: I am quite new to blender and I was trying to recreate an object of a youtube video. At a certaint point in the video, the guy was using a function to spread the vertices out te the closest border. Does anyone recognise this function and know what the key combination is?


texts: Repeating an object hundreds of thousands of times

texts:
I want to represent vector field data by arrows, one arrow representing one sample, for scientific visualization. The vector field is sampled unstructured, i.e. where there is data rather than on a regular grid).

I have a very nice low-polycount arrow object to use, but now need an efficient way to replicate the arrow in the ~100,000 sample positions and rotate each to align with the sampled vector directions, and rescale to represent magnitude.

NumPy code to transform the vertex coordinates takes miliseconds, but I don't know how to efficiently do this with Blender. In particular, I would like the arrow's materials to be replicated correctly as well as the mesh, so I think that I cannot just use from_pydata?

The simple examples I have found online for duplicating objects are so slow as to be infeasible to use with the large number of replications. What is the correct way to do this with Blender+Python? (A method to do this with Blender+C/C++ would be great as well).

Thank you for any help you may have (I am an experienced programmer, but new to Blender.)


texts: I used shape keys to create a middle shape between other two. Can I now remove shape keys and 'apply' them as a modifier to the resulting mesh?


texts:
I am cropping a video sequence by checking the "crop" box and taking off, say, 200 pixels on both sides. Unfortunately, the resulting video is stretched to accommodate the initial aspect ratio.

How do I avoid this stretching? I just need to crop the video and then "Drop-over" another image or video.


texts:
How can I use this script to copy the logic bricks from one object to another?

 def copyObject( scene, name, copyobj, loc ):
      bpy.ops.object.select_all(action='DESELECT')
      copyobj.select = True
      l = (loc[0] - copyobj.location[0],loc[1] - copyobj.location[1],loc[2] - copyobj.location[2])
      bpy.ops.object.duplicate_move( TRANSFORM_OT_translate={"value":l} )
      obj = scene.objects[0]
      obj.name = name
      return obj


texts:
Is there a way to assign lights to objects so that the light only lights up that object? I know in other 3D programs you can assign light lists to objects so only that object receives light from the lights on its light list.
thanks!
Rusty


texts: New animation on armature runs previous animation

texts:
I have an animation stored under one amature.  I wish to create another animation.  I select the new amature that I want to create the animation on (it is wholly separate from the first amature).  I hit "new" in the action editor.  As soon as I move past the first frame, the object animates with the original animation.

Why is this?  How do I stop this from happening?

ETA - Blender file is here: https://gofile.io/?c=mU1IBA
Reproduce the problem: with the Track Controller armature highlighted (it is when you open the folder), if you press i on the Location Transform to pin the initial position and then move the frame forward, the other armature translocates sideways.  I don't know why.  I don't believe it is connected to anything affected.

Thanks,

A

Video of my issue is here: Vimeo


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Guys i tried to create a breaking soap bubble effect using blender using particles and explosion modifier. The render looks artificial and couldn't match the real effect.I think certain level randomness in the particles will make it look better.

Here is a link to the render:
https://youtu.be/AuaZzz7MqT0 (particles are emitted from the faces)

I tried the same by emitting the particles by volume but it gives a cut glass effect to the bubble
Here is a image when particles are emitted by volume:
http://imgur.com/a/UyfK0


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texts:
I saw this short tutorial on youtube,
someone made a rotation animation of two keyframes, opened the graph editor, changed the interpolation mode to linear and selected linear extrapolation. The effect was, that although he animated a limited rotation, the extrapolatiton made the rotation infinite in both directions.

I tried to make this with my Blender (version 2.69), but as I opened the Key-window inside the graph editor there was no Extrapolation mode to select, only interpolation mode.

Do I have to add this mode separetly or is there another way to create this infinite rotation ?


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I want to duplicate an object along with it's animation but I want to use the duplicated object(s) somewhere else in the scene. Is this possible? I guess I would need to maintain the animation locally to the duplicated object but not sure how that works.

For example a ball rolling on it's x-axis is duplicated with it's animation. I want to move that duplicated ball so that it is the same animation but rolling on the y-axis.


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texts:
Background: We are building an automated pipeline to extract motion (i.e. vector pass output) from animated blends by running scripts using blender's python API. We are able to programmatically set up nodes and run rendering. We need access to full precision x,y motion components, and the only way we found of accessing that was via bpy.data.images['Viewer Node'].pixels. This gives correct output when running with GUI.

Problem: We need to run blender in background mode on many examples, and in background mode bpy.data.images['Viewer Node'].pixels has a) wrong resolution (does not respect scene.render.resolution_x), b) wrong info (everything is zero).

Existing solutions: We know that it is possible to modify blender source code to fix this, but we want to open source our pipeline, and creating a custom blender build to run it might be too much of an impediment for people. We'd like to make this work with a standard blender version.

Questions:

Is it possible to access vector pass data in some other way, without using the Viewer Node, so that rendering can be done in the background?
Or, is there a way to force Viewer Node to output correct data in background mode?


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texts:
I try to generate Cables with the Blender Python API.
I got it mostly working but there is one detail I would like to change.
I randomised the vertices of a Nurbs Path with bpy.ops.transform.vertex_random but the problem with that is that the vertices also get randomised in Z direction but I want them to be "flat" cables laying on the ground.
Has anyone a solution to this?
Every kind of help is highly appreciated.
Thank you very much.
The Code:
import bpy
import math
import random
import bmesh

#define number of Cables
numberOfCables = 5
count = 0

#clean scene (delete all objects inside
def clean_scene():
    for things in bpy.data.objects:
        bpy.data.objects.remove(things)

clean_scene()
#bpy.ops.object.select_all(action='SELECT')
#bpy.ops.object.delete(use_global=False, confirm=False)

#Main Programm
for i in range(numberOfCables):

    #define random values for location and size
    X = random.uniform(0,5)
    Y = random.uniform(0,5)
    randomRadius = random.randrange(15,50,5)/10000 #random thickness ranging from 3mm to 8mm
    randomLength = random.uniform(0.3,1) #random length ranging from 30cm to 1m
    randomSeed = random.uniform(0,10)
    #print(randomRadius)

    #create Nurbs_Path
    def create_Nurbs():
        bpy.ops.curve.primitive_nurbs_path_add(radius = randomRadius,
                enter_editmode = True,
                location=(X,Y,1))
        return bpy.context.object

    obj = create_Nurbs()

    #randomly place vertecies to have different "cables"
    bpy.ops.transform.vertex_random(offset=.5,
            uniform=5,
            normal=5,
            seed=randomSeed,
            wait_for_input=True)

    bpy.ops.object.editmode_toggle()


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The log could not be seen in the sculpt mode deformed. So, it is partially deformed by the "sphere" of proportional editing.

bpy.ops.transform.translate(value=(4.95114, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SPHERE', proportional_size=15.8631, release_confirm=True, use_accurate=False)

When I run this script, the selected part does not swell to a sphere, but the whole original model moves. I think it is happening because there is no part to specify the center point in the script. But I couldn't specify the center or other solutions.

What is the way to do proportional editing by script?Let me know if there are other ways you can do it in a script as well.For example,Is it possible to perform proportional editing by specifying Median?


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I have a bedroom scene in which there are two doors and two windows. Even Using portals doesn't give me results what is in my mind. I need illuminated inside scene. When both of the windows are open and doors are closed light should come inside the room and illuminate the scene. but, It's not happening even using the portals. in fact portal is not affecting the scene pretty much. first one is without portals
this one is with portals..

hdri I have used is having 27EV. and I have set strength of 20 and still light is not coming inside the room. Link for hdri. and I am attaching screenshot of my blender screen where you can see strength as well you can see that outside wall is totally white.
EDIT :: By mentioning that outside wall is totally white I want to say that If I increase the strength It is lighting up the room but it makes outside wall totally white. In last I am going to make an animation in which outside walls will be there so If walls are total white there will be no meaning of that. I am attaching a screenshot of original color of my walls too. This one is with the HDRI strength 1. This one is having HDRI strength 20 where outside wall is complete white.  here is the link for my blender file click here...
EDIT :: One more thing if I am increasing exposure then It makes outside walls white too. This is a base model of my bedroom. SO In reality with these window enough light is coming inside. SO i am trying to achieve the look I see everyday in my bedroom.


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empty's are ignored when rendering in eevee (but not in sound engine)

I made a some drivers with empties to determine the speed and acceleration of the object, but when rendering, the behavior of the objects on the desired object indicates that the dummies are standing still.
https://youtu.be/1HdPOXR1qCs
But sound engine understand that empties is moving and work's right.
on the sides of the machine there is a display of speed (rear) and slip (front)
The colors of the speed display should match the volume of the acceleration sound

Upd
ok, I realized that in rendering mode the dummy does not execute the driver as I want because the position of the dummy is taken every time from a static scene and the formula(EmptyposX*0.5 + targetX)/1.5 does not work as in the viewport where the position of the empty is taken from the past of its position

How to make it so that when rendering the position of the dummy is taken from its past position?