texts: Rigged mesh deformed after opening blend file

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I have a linked object in a master file. I then create a proxy of the rig, and everything works as expected, I then save and close the file.

But when returning to the master file, the mesh is completely deformed.

If I put the armature in 'Rest Position' or remove the armature modifier and re-rig the object from scratch, I no longer get the problem.

The object in the linked file has scale and rotation applied, and the armature seems fine as well (using rigify). I'm new to working on a large scale project and using linked objects, so is it possible a step could have been missed, or if this could be a bug? (Using Blender 2.78c)


texts: "Bake animation" enabled when exporting as fbx crashes (using 2.91.2)

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I've been working on animations for a game, which has required taking the FK rig the team had sent me. My method has been to modify it into functioning as an IK rig - then animating it before baking it to FK and exporting it - fairly problem-free.
The issue I've run into, is that once the animation is baked and becomes FK, if I export it as a .fbx with "bake animation" enabled it simply just crashes Blender. No idea why this happens, if I'm honest, as I'm fairly new to exporting first-person animations like this.
My current process is this:

Select all models on the weapon (attached via parenting) then go to object > animation > bake action, enabling "visual keying" and "clear constraints" set to object mode
Same thing for the rig, selecting all the bones and instead setting it to pose mode
Then attempting to export it as an fbx with "Key all bones", "NLA strips" and "all actions" enabled
Crashes lol

Any help would be appreciated, as this is frustrating and something I've never encountered before


texts: Water won't pass through channel, and how to make a rotor stay on its place while it spins?

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I am a Dutch engineering student, normally I use Inventor, solidworks or autocad to make 3D designs.

Now I have to make some sort of a water turbine and I gotta simulate the spinning of the rotor itself. Well, now I haven't used Blender yet, I just downloaded it and I am struggling with everything.

I want to make some sort of a channel to let the water flow through on the rotor. But it got blocked by some sort of an invisible wall and I don't know how to fix it or what I've done wrong...

Here's the link to a video, which makes it more clear.

Also I would like to know how to fixate a rotor and let it spin because of the water.

Please let me know how to fix this and what causes the problem. And how I can make the rotor work.

Here is the .blend file itself:


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I am running this command when I have already baked previously and I see that it still bakes overwriting the previous baking. I thought that baking was skipped when the cache_fluid folder was created.
I thought this command would work only if there was no other cache folder with that name, and, in case there was other folder, it would just stop, but in my case is overwriting the previous folder.
Is there a way of preventing this? Thanks!


texts: How to create a continuous flow of water?

texts: I have built a water slide and pool and I want to make a animation of the water running down the slide and into the pool. The problem is I need the water to be created at the top and go away at the bottom to create a continues stream of water. What would be the best way to do this?


texts: Tool or addon for showing textures on PC

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I'm fairly new to Blender, but have done some small things and a lot of tutorials in Blender.

Due to this I now have a lot of different textures on my pc, but am lacking the tool or addon for Blender that can easily show what I already have.

I can of course just use the explorer and do searches, but is there or are there tools, that can show me my textures, like the preview under texture?

Thanks in advance


texts: Vary the size of a particle instanced object

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You can use the particle instance modifier to stretch a mesh object onto a particle hair strand, as discussed here: Hook/parent/constrain to particle hair?

However, every strand within the same system gets the same mesh. I am looking for a way to vary the size of the strands without making multiple particle systems. Is there some way to non-destructively modify or distort the object so that every strand isn't so uniform?

UPDATE: Starting bounty. As mentioned in old comment, i'm looking to vary the thickness. The length can be varied within the modifier settings.


texts: Cut angular section (pie section) out of cylinder

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In general, I'm wondering how to cut a pie slice out of a cylinder. I have done an extensive search and I'm sure it's not that difficult, but I haven't managed to find anything I could apply (possibly because of my novice status in Blender.)
For the moment, my more immediate need is to cut out part of an octogonal prism. So, consider the octogon built with the following code:
import bpy

# Create a 3D octogonal prism.

myRadius = 2.0
myDepth  = 1.0

bpy.ops.mesh.primitive_cylinder_add(
        vertices = 8, radius = myRadius, depth = myDepth,
        location = ( 0, 0, 0 ) ) # location could be other, using origin for simplicity here
bpy.context.object.name  = "myOctogon"

Ultimately, what I want is to end up with is 7/8 of the original prism rotated clockwise by pi/8 so that the gap faces "northeast".
UPDATE:
I have discovered that I can do it as follows, though I don't know how to script it all:
import bpy
from math import pi

# Create a 2D octogon.

myRadius = 2.0
myDepth  = 1.0

bpy.ops.mesh.primitive_circle_add(
    vertices = 8 , radius = myRadius,
    fill_type='TRIFAN',
    location = ( 0, 0, 0 ),
    rotation = ( 0, 0, pi / 8 ) )

bpy.ops.object.editmode_toggle()

# Select the 'northeast' edge.
bpy.ops.mesh.subdivide()

# Select the new vertex, move it to ( 0, 0, 0 ).

# Select the whole 'pac man' shape, extrude to desired height.
bpy.ops.mesh.extrude_region_move( ... ) # need to work out appropriate details


texts: Can I constrain an object size to Camera angle of view?

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After I import "Images As Planes" (using addon) I would like to place the images in front of the camera like a rostrum, making the corners match the camera frame. Or perform the best fit of the height or sides if the images are a different shape (vertical aspect).

I know that I can set the camera to orthographic and this fixes the relative dimensions on z axis, but I want to make a objects initial scale or position fill the camera view.

This way I can always return to a 1:1 relationship without borders or overshoot.

USAGE:
This is helpful when creating layers of images or movies that you may want to animate in 3D view (relative to each other) but allocate to layers for actual compositing.


texts: wireframe render over an object with the subdivision surface wireframe?

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Is there a way to render an object with a subdivision surface modifier with a wireframe which is the original geometry as well as the wires that make the subdivision surface?

Example:

This wireframe here is curved. What if there was displayed the straight wireframe. The wires that make are made by the subdivision surface. Thats what I want to achieve. How to do it?

What I mean is - How to render the curved wireframe (which is the original geometry with the straight wireframe (which is the wireframe the is made by the subdivision surface)?


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I have activated sapling addon. I have seen just 4 presets. I have found more presets here

I have found this addon here

After installing i cant find the addon to activate.

Here are few more presets how can i add them. Do i have added separately or once there is no load button to add them. How can i add all those presets in sapling addon. Any suggestion or Help Thanks


texts: Align object after Motion Tracking: Edited

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I am tracking an object in a video, which I want to replace with a 3D object in Blender.  After tracking, I solve motion, and apply an object solver to the 3D constraint.

This is where I get lost.  I don't know what I am supposed to do to get the computer to align the object, using the trackers I have placed, so that it fits the rotation and position of the original object in the footage.  The only way I know of is to manually rotate and move my object, but I know there should be a more professional way to do this.  Could you guys help me find my options?

P.S.  I'm using Blender 2.8rc

Here is a picture of the object I am trying to replace with a 3D object.  I am don't know how to get the computer to correctly place my object, using the trackers as shown on the image.

The 3D object I'm trying to replace the box with is almost the same size.  I'm hoping that it's dimensions are close enough that it won't cause a problem, though.  If it does, I'll make another model.


texts:
Hej!
It's my first post so sorry if I overlooked something.

I am here to ask how object could inherit texture from another object lying under it. What I mean?

I have a raster image (orthophotomap on Digital Terrain Model) and I imported a shapefile with buildings as polygons (about 5000 objects). I can extrude these buildings with BlenderGIS plugin to exact height, but I 'd like to have on a top surface exact same image as these buildings are overlying - to have a good image of a roof on every building. Side walls can be blank/grey or with stretched image - they are not a point of my interest right now. How can I do it?

Please help.
Thanks in advance!

I attach print-screen to illustrate the problem.


texts:
I need to have a character take a slow walk through different areas of large scene.I'll be using a walkcycle for most of it.  Imagine your in a house walking slowly from one room to another.  You would be at rest position... then begin the walk to the next room where you would then come to another rest.

There a many walk cycle tutorials, but I have yet to see on where the character transitions to a stop or goes from a stop into the walkcycle.
I'll be using Blenders video editor most likely.

Can someone describe how this is properly done? If anyone has ever done this, Maybe you can post a blend file, so I could study how it is done.


texts: Use Blender to get "Average" skull shape

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This may be a theoretical question, but I'll ask anyway
I know using Shape Keys I can do morphing like this:

In other words, I know that Blender can "morph" objects together.  I'm no expert at it, and I've heard that problems are created when objects don't have the same number of faces, etc..., but I know Blender is incredibly powerful and maybe something like this can be done.
Lets say I have two skulls like so:
Can I "morph" them together to get the halfway point between the two?   And if so, could I expand on that idea to take something like 50 skulls and get the "average" shape of all of them?  Possibly something like the "average skull" they created in matlab in this paper:
https://www.nature.com/articles/s41598-018-21662-w
That average of 50 skulls is my ultimate goal (what I'd like answered in this question).
Thank you!


texts: Is a smoke simulation with more than 512 divisions possible?

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Short version:
The amount of divisions (resolution) a smoke domain object can have seems to be limited to 512. Is there a way to get more divisions than 512?

Long version:
I am trying to make a smoke simulation for a flying rocket. The rocket will be flying up in a straight line, so the domain object of the smoke simulation is narrow and high. The way the resolution seems to work is that blender takes the amount of divisions set, applies that to the height of the domain, and uses only a fraction of those divisions for the way smaller width of the domain, so that for every "pixel" the height and width are the same in size.
The baking process does not take that long because the total amount of "pixels" is not that high. Unfortunately, I need a lot more divisions in order to get an accurate simulation, while there seems to be a limit of 512 for the amount of divisions of a domain object. As a result of this I end up with a low res, inaccurate simulation, while my computer could easily handle more divisions. Is there a way to have more than 512 divisions?

Screenshot of the domain object:


texts: Apply Simple Deform modifier as Shape key

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I am having the same issue as this unanswered question: Bug with Apply Modifier ( Simple Deform) as Shape Key?

I have been able to animate the transition from plane to sphere, but I want to apply the modifier so that I can further mutate the mesh in the animation.  I have attempted "shape keys", but am having the same issue and the mentioned question.  Is there a way to apply the deformation without using the shape keys or a way to get this to work.

I would have commented on the previous question, but I do not have enough points.


texts: Parenting with Automatic Weights- Bone Heat Weight Failure

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I am new to 3D. I cannot get the mesh to parent with the armature using automatic weights. I think that the problem might have to do with how I built the mesh. When I try to parent with automatic weights it tells me that there was a heat weight failure with one or more bones. Any help on how to fix the issues is greatly appreciated. Here is a link to the project.

https://www.dropbox.com/s/80qf74qspkzbjff/tripodV1B.blend?dl=0


texts: Is their a way to move multiple vertices gradually at a time?

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I have moved multiple vertices gradually but a set of vertices at a time not all at a time, as shown in the animation below (First I moved the four vertices from top, then three, then two and at last the last vertex).
 I wanted to do the same thing as shown in the animation below but all at a time.


texts:
I always see this style of 3D art that really stands out. They kind of look like toys, like the material looks unnatural yet appealing. Ill post some examples, you know it when you see it.

By Dimas NP

(Tried looking everywhere for the artist but I can find the name, sorry!)

by Julien Kaspar
This one is maybe closest to what im talking about.

Ive never really seen a tutorial on how this style is done so I hope someone can help


texts: Render textured mesh of multiple materials without light

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I have a textured mesh of a house consisting of 94 materials. What I would like to do is render from the inside different sections of the mesh but without the effect of light. I want the rendered equirectangular image to show the actual colors of the texture without shadows or other casts of light which might potentially change the original color of the textures. What I am getting now is just a black rendering as there is no source of light inside the mesh.
Is this possible? I've seen different posts about doing this but only focusing on one material. How should I go about tackling a arbitrary amount of materials?
Thanks!


texts:
I don't know if this is the place to ask this question, but currently I am making a Daz model. I imported her to blender and she has white eyes. I keep finding tutorials on how to fix it but their basically like, "Step 1: Just do it." I don't know how to do it though. The only thing I could think of is that I few of the eye properties don't have the textures with them. Since this is the case what do I do?

*Cornea, tear, and eye reflection are missing the texture beside them

Thank you do much to anyone who can even slightly help.
If this is not the place to ask this sort of question where would I ask it?
If you know how to fix this please give step by step written/video/picture instructions that are detailed! (for example: Just fix the eye surface to transparent bsdf) I don't know where that even is!

edit: Only the eyes of the model are white. I thought there should be an eye surface texture but I don't see it.

Here is the blend file --- file:///C:/Users/Sequoia/AppData/Local/Temp/x1.blend


texts: Trying to model a Hull of a sailboat, but i get this line in the middle. I use Mirror modifier, and in intersection the line appears. Is there any way to solve this?


texts: Blender using memory for no reason; Blender loading up Memory Usage. Why is that?

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So there's actually 2 problems I have regarding Blender's memory usage, which probably aren't much for a regular computer but really slow work for weaker ones and can even cause crashes.

So I have a scene in which there's 4 walls, a towel hanger and a towel with 2 simple materials and 1 million hair particles. When opened, this scene has about 840 MB of memory usage, which makes sense since this number of hair particles needs to use quite some memory to be calculated. Problem is, this amount of memory is present in the viewport when all hair particles are hidden, and anything I do to them won't lower the memory usage. However, when deleting the particle system, the memory usage drops to down 440 MB ,and then when I repeatedly click on a render layer (found this method drops the memory usage to its regular level, I'll explain in the second problem) it drops down to 25 MB. That's a clean-up of 815 MB used for practically nothing. My question is, why is Blender using up all that memory for the hair when it isn't even visible or being used in the viewport? Not to mention, when turning on viewport visibility, while having the display disabled or rendered with a 0% value, it still uses up an extra 300MB of memory.
When visualizing said scene with rendered view and making different changes, the memory usage can rise up from 840MB to 2500MB+. Even when reselecting solid mode and moving to an empty layer, the memory usage stays the same. But when repeatedly clicking on a different layer, the memory usage slowly fades off. Which means when wanting to toggle some materials and visualize them in a scene, for example, I have to continuously deal with time to time lag which obviously slows down the work and quickly gets really annoying. So why is Blender not automatically getting rid of that unused memory usage? Are there any ways I can prevent any of these problems? Thanks.


texts: Where can I control the length of the dashed line indicating the rotation of a sun lamp

texts: Pretty much what it says in the title. I can't find the setting to control the lenght of the dashed line showing the direction in wich the sun lamp points. I'm working with large geometries at times and the dashed line can become so short that it is inconvenient to orient.


texts: Can I change the color of the last selected face?

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Can I change the color of the last selected face, so that it is the same as the other selected faces?

Here, I've selected the left face then the right face. Note the right face is some sort of checkered or dithered pattern, and just the outline has the nice orange 'selected' color.

Here I've selected the top face, note the right face has now the nice color.

And here I've deselected the top face. Now, both of the remaining selected faces have the nice color. This is the result I'd rather see instead of image 1.


texts: How to move multiple objects in a concentric motion?

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I have a problem with a little animation. I'm a beginner...

I need to move the red objects forward to his center in a radial way.
I made a circular array and now I need to move each part (i come from 3DS and there is a function for moving only one part and sharing the movements with the others, respecting their normals.

The disc is rotating and all the red parts must move in the arrow direction. But the goal is to move 1 red object in order to move all the others (in some animations I have to move a lot of them, maybe more than 50).

It's not important to connect those movements to the disc, I can make it manually if it's hard to reach. The most important is to avoid spending time because I have to repeat this type of animation in different contexts. They are not final animations but just trials to find the correct way.

I'm looking for quick setup without bones or cinematic.


texts: Blender will not allow union or differance with 4 joined spheres to a cuber

texts: I am making a mold have actually created the first of mold with an imported .stl and split the mold (wonderful).  Now I need mold keys so both half's fit exactly.  I place for larger sphere at each corner, and 4 smaller sphere inside the larger sphere.  I joined the larger spheres, did a join for the smaller spheres.  Now I am using a modifier to union the smaller sphere to one side of my mold, and a modifier to difference the other side of the mold.  I tested using just one sphere it works.  When I put a small sphere inside a bigger sphere Blender will not do the modifications.  I found where sometimes Blender will have issue with this situation.  Any work around so I can get my mold keys made?   If you not guessed I am new to Blender, but have programming background.  Need this mold to work, please help


texts: Snapping to vertex doesn't work for unknown reasons

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Sometimes I try snapping vertices to the closest neighbour but it doesn't work as the object is always off. I think I'm missing something. I applied all transformations already and the origin is at center. What could it be?

In this gif I'm trying to snap the angled pole to the bottom pole's low right (then left) corner with vertex snap. But as you can see it is off in all cases, even when I try to snap to vertices of different objects.


texts: So for whatever reason the File output node doesn't work for me, doesn't matter if i do render image or render animation I've double checked that the output folder actually exists, but nothing happens. Am I missing something obvious?


texts: When adding a UV Sphere mesh in Blender 2.8, the creation parameters menu on the bottom left of the attached image for this UV Sphere seems to be greyed out. Any idea why this might be? Thanks.


texts: Using a 30fps video in a 24fps animation?

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I have a strange situation where I made an animation with a lot of precisely placed sound clips and couldn't figure out why my image texture (with video) and it's audio weren't in sync or playing the whole video in general from start to end.  Then I realized it was 30 frames per second.  Now when I change the original animation which is 24 fps to 30fps, the image texture video plays properly but everything else is completely out of sync.  Is there a way to fix this without having to redo my entire animation's audio in order to get it to accommodate the video texture?

Thanks


texts: Normals seem to be correct but dark spots still appear

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With a lot of the models I have been importing from a game there are dark spots in some places. I removed doubles already and recalculated normals, but I still get this when rendering:

The dark spots are on the top and bottom walls on the right side. It's not a shadow because moving the sun lamp and even using ambient occlusion does nothing. I checked the normals, but they look fine.

The only things I can thing of that make this (imported) object different from one made from scratch are that it is already triangulated since it is a game asset, and it has sharps, which I have been told can store data. I'm probably missing something here; I've never seen this before though.


texts: In zbrush I can select other objects in my scene by alt clicking the object or selecting the object in its layer section. From what I've tried with sculpting in 2.8, If I want something similar I have to enter layout mode, select the new object, then go back into sculpt mode. Selecting a different object in the collections tab, while already in sculpt mode, does not switch to a different object, but is possible in other modes like edit mode. Is there some shortcut I'm missing or is leaving sculpt mode and selecting the another object the only way to change sculptable objects? Is it not possible to do while already in sculpt mode?


texts: How to change weight of an object in BGE?

texts: I know some ways to change how quickly an object can we affected [traslation] and such, but how can I change the overall weight so it gets affected differently by gravity?


texts:
Yes I know there's many questions on this answered already but nothing has worked for me. Proportional editing both on object and edit mode is not working for me. I am using my laptop keyboard and my wacom tablet.

When in object mode, I enable proportionAl editing set to smooth, pivot point on median,scale my object on the z axis ,sphere appears, then when I scaLe while pressing Pgdn and PgUp both on arrow buttons and numpad buttons, the sphere does not decrease or increase only the object does.

And then when I try using it on edit mode, repeating the same steps as above, the vertices only move and nit the actual sphere itself

When I press the numpad PgUp and Pgdn it moves the vertices like 5 times more like so

This is how my keyboard looks like


texts: can I transfer an object into another project?

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I am trying to combine two rigs from the internet; how can i do this? I have attached an image showing where I'm trying to move the highlighted object from the right to the left.

Thanks in advance


texts:
I have a reference and i want  to make it
I made a flat design , now i want to transform in sphere shape


texts: How can I create a wall with random bumps?

texts:
I am trying to create a wall in blender that looks like the picture but I don't know how to make the wall create the random bumps. How can I do that?
The wall I am trying to create.


texts: Render an object with a freestyle outline, ignoring objects made invisible by holdout

texts:
I have a view layer. A few collections have holdout enabled, as I wish to mask out the area they occupy. However, freestyle outlines sections that shouldn't be visible
Essentially, if I have the setup with the two cubes, with one with holdout enabled,

How do I prevent the masked segments from having lines?


texts: Create custom bone shapes from vertex groups

texts:
I have an armature parented to a mesh. The mesh is constructed from a set of cuboids which I created around each bone, where each bone controls only the vertex group around it, and these cuboids differ in length depending on the bone length. I wonder how I can create custom shapes for each of these bones to be exactly like the vertex group created for this bone?

As shown in the snap below, the armature is parented to a mesh where each bone has a vertex group assigned to it:

How I can create cutomeshapes for each bone to fit on the vertexgroup?


texts: Is there anyway to install blender on ubuntu without root access?

texts: I need to install blender on server which I don't have root access, is there any portable version of blender for ubuntu or any way to install it without root access? please help me if you know.


texts:
I imported a gltf model in Blender and it's way too big. If I convert the same model to .obj before, I can import it in Blender and set the Clamp-Size to 1.00 and the scaling is alright. Unfortunately, the gltf importer in Blender 2.8 doesn't have such an option.

I already tried selecting everything and scaling it down in the Transform tab to 0.01 (seems to be the lowest I can set it to) but it's still way too big (still so big that Blender is cutting the view in half because one end is "too far" away).

Is there any way to resize it? Im importing an ArchiCAD model which unfortunately doesn't give me any options on export.

Thanks


texts: Export animation of many rigidbodies as a single mesh

texts:
I have many rigidbodies that simulate glass fracturing.
I would like to export this glass animation as an Alembic to use in Unreal Engine.
But first I want to merge all the meshes into a single mesh/point cache, to increase performance. (Like a baked smoke simulation, which is always just a single mesh)
How can I merge all the fractured pieces into a single object for export?


texts: What is the best way to change edge weights on a mesh?

texts:
[NB: I think this question may have been asked and answered before, but in doing a search of the archived questions and answers, using what I though would have been words contained, I did not come up with any matches.]

Consider this set of images,

,

and assume that I have made a mesh of any one of them in Blender. Is there a simple way to create the other two from the mesh I made, so that I could change the width of the border around the figure? I want to change the width of the part of the mesh shown in black, while leaving the part of mesh shown in white relatively unaffected. Using the scale function seems to change the width of the border at the outer most points of the mesh by a different amount than the border of the elements that cross nearest to the center.


texts: I have been following three or four quadraped tutorials on youtube. In pose mode whenever I move the leg and the IK on my cat it deforms and bulges really badly how can I fix this?


texts: How do I keep updates to Blender's Python install when I want to use a new version of Blender?

texts:
I'm on macOS with a new install of Blender, current version as of now. I had some issues and finally managed to get pip working with the Blender install of Python and I'm adding modules I need to use in some scripts. (Such as Pillow, for adding ID info on rendered images then saving the blended images as PNGs.) So I have special modules set up in that instance of Python, which is entirely within the main Blender directory, in /Applications/Blender.
When I upgrade to a newer version of Blender, on Mac, that's generally done by drag-and-drop, which would lead to replacing everything in the old Blender install.
Is there a preset way to handle this that lets me install the new Blender and keeping the modules I've added to that Python install? Or do I just need to keep a record of what modules I add so when I get a new version of Blender, I can re-install pip and re-add all the modules I've added?


texts: Adding specific information to file output

texts:
Is there a way to add extra information to the filename that is created by Blender? For example, if  I'm rendering images of an animation, is there a way to have Blender automatically add something like sample size to the file name it creates? Something like %samp?

I'm trying to end up with something like

C:\Blender\rendered\images\my_animation_00001-2000.jpg

Where 2000 is the sample size that was used for that particular image.


texts:
I'm trying to achieve a hexagon alike shape Image 1, But I cannot figure out how to make the projecting vertices looking like image 1, ellipse/circular, Mine are hollow and hexagonal like the mesh sphere, I understand this result because I'm using the wireframe modifier, ( if its the correct approach towards the result..). How can I achieve a similar result like image 1?

Thank you.


texts: Why does the render look different from the viewport?

texts:
In my rendered image, there are weird circular patterns on the surface and part of the brick wall that I use as a backround is cut off,while it is portrayed correctly in my viewport.

I also struggled with the fact that scaling didn't change in the viewport properly (for example with the frosting of my donut) until I pressed "I" > "LocRotScale". Maybe the fact that transformation doesn't happen on its own has something to do with it? Do I maybe have a setting turned on that doesn't let the objects in my scene transform properly? I added a link with my blender file, in case you wanna see for yourself.


texts: When i export files from blender there are some unknown shapes blocking my models

texts:
I'm a new Blender user, I use Daz to Blender bridge to pose Daz model in Blender, then I export its .obj to clip studio paint, but when I import it to clip studio paint, there are some unknown shapes blocking my whole models.
I don’t know where it’s come from and how to get rid of it. I tried .fbx instead and doesn’t change anything. I tried import that .obj file that I just exported, back to blender and there are still those unknown shapes blocking my models.


texts: Facing a problem while using particle systems

texts: I was making some roof tiles with particle system.In the viewport it seemed ok but when i rendereed it the result was not expected.I attach the node setup i used for the roof tile particle,the result i expected was to have one colour for each tile from the two colours,But something iunespected happended.


texts: Transformation Constraint - Can't map location to rotation

texts:
I am unable to use an object Transformation constraint to map a location to a rotation. The manual says I should be able to do it, but it is not working.
Here is a simple example. The Cube has a constraint to transform the Empty object's location to a rotation:

The constraint on Cube:

Note that the first image shows the Empty y location is between 3 and 4, so the rotation of Cube should be something other than 0. Moving the Empty doesn't do anything to Cube.
What am I missing, please?
Update: I'm using version 2.92.0


texts: Is it possible to simulate Fluorescence in cycles?

texts:
It it possible to create a fluorescence shader in cycles?

From Wikipedia:

  Fluorescence is the emission of light by a substance that has absorbed light or other electromagnetic radiation.

More specifically, Is it possible to make a shader that emits more light on one wavelength than it receives on that wavelength, while not emitting more total light than it receives?


texts: How to find the point coordinates on the object's surface for simulate effect like hit on wall from laser beam

texts:
I tried using bones constraint (like shrinkwrap ), but doesn't happy.
maybe with script
any suggestions?


texts:
I'm quite new to Blender and I have a problem when I'm using Shade Smooth. As soon as I am shade smoothing The object with the hole in it, there are some weird color changes around the hole. It doesn't change in the rendered image.
The holes where made with the boolean modifier. Am I doing it the wrong way or is there a way to fix this?


texts:
a question for users who use Blender together with Gimp for Post-processing, Texturing, etc. etc.

How to work in Gimp 2.10.8 as if you were working in Nuke or Blender Compositor? I'll explain.

When I go into Nuke or Blender I have the possibility to linearize the input data (if these are sRGB), how can I do this in Gimp? Also in both Blender and Nuke I can turn on and off the sRGB LUT that is applied in display, is there something like that in Gimp?

Furthermore, Gimp now works at 32bit float, but are the calculations done linearly or are there limitations?

In output phase how can I then return to sRGB by applying the LUT in the data?

Thank you for your attention.


texts: Setting enum properties across multiple interdependent enum properties in a script

texts:
The Data Transfer modifier offers multiple enum properties which in the interface can be changed with clicking (exclusively sets one value and disables the others) or shift-clicking/dragging (allows to set multiple values).

This behaviour not only affects each of these enum properties on their own, but also reaches across all the other properties, unsetting previously set values in property A if values in set B are set. (To illustrate this, the next image shows the state of the modifier from the previous image after clicking on "UVs" - the values "Sharp" and "UV Seam" are unset in the other enum property)

In the interface, setting multiple values in multiple enum properties is possible through shift-clicking across them, but when scripting the same behaviour I run into a problem:

obj.modifiers["DataTransfer"].data_types_loops_uv = {"UV"}

... does what one expects, and so does - mind the different property being set here (!) ...

obj.modifiers["DataTransfer"].data_types_edges = {"SHARP_EDGE"}

... but the second line also removes the previously set "UV" value on the previous property (!) ...

Lacking shift-click in a script :) and not knowing of a way to set both data_types_loops_uv and data_types_edges in one assignment (and rather wanting to avoid working with multiple DataTransfer modifiers for each property) I am now stuck and would appreciate any help!


texts: Superzoom effect in Video Sequence Editor

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Obstacles seem to compound themselves to stop me from accomplishing it.

How to pan the scene to find the target spot at a very high zoom? Before I can set Position: X, Y values in Transform effect strip, I must find the target spot. However, once I set the desired Scale to a high value (150×), there is no obvious way to navigate (pan) the zoomed-in scene (either a Movie strip or an Image strip) in order to find the target spot. Output is cropped to the Render Area and zooming out by mouse fails to reveal neighbourhood outside the Render Area. Even if there is some way to turn off default cropping (please, let me know), GUI in the preview area is not responsive to panning by mouse. Trying to reverse the workflow by centering the scene to the target spot first (Position: X, Y), and setting Scale next, is a futile exercise because scaling doesn’t preserve Position values. (Changing the Scale value moves the target spot out of view despite unchanged Position values.) It’s even harder when the resolution is low because all I can see is a blob of interpolated pixels, so I can’t tell where I am and in which direction I should aim thence. (See screenshot.)
Why does exponential interpolation mode fail during superzoom? By its nature, superzoom is an exponential process. But when the Interpolation Mode (in Graph Editor) for Key Frames based on Scale (in Transform effect strip) is set to anything other than basic modes (for example to Sinusoidal or Exponential rather than default Bezier), the result is so erratic that I must presume it’s a bug in Blender (version 2.74).
How to align zooming-panning Transform interpolation curves of two different scene strips (each starting and ending at different time points) to accomplish coherent blending transition from one to another? (From a low-resolution view to a high-resolution view in this particular case.)
I can’t remember other obstacles at the moment. I may add them later.

Should I split this question into four separate posts?

Edit: 8 November 2016

Stacking Transform filter on top of another Transform filter to solve some of the above issues results in transforming a strip cropped to the Render Area by the first filter instead of the full source material.
No one knows anything. It’s as if no one has ever produced a zoom effect in a video. It’s as if there are no Blender experts among the living and Blender had created itself alone. No one knows any other software that allows to get it done. No one even knows what’s wrong with my question. No one knows who else knows. Zooming in on a spot in a video: rocket science.


texts: When I import images as planes it shows a random line at the top

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So I am making plants for a game and sometimes when I use Import Images as Planes, it has this random line at the top. I've done numerous test to see if my images were the problem, but every time I reimport the file it still has the line. I tried creating a new image, getting rid of other layers, erasing the background numerous times and it still has it. There are some images though that do not have this problem, but it seems to occur most of the time. If anyone could help, that would be more than wonderful.

The top has the random line in it.

The line is not in this image.


texts: so i have been experimenting A LOT with blender but this has got me stumped. I'm trying to make this character open his mouth very far (to his legs) and im wondering what the best way to go about this while also keeping the Lips and the body separate from each other. Any help i would very much appreciate.


texts: Rendering from command line script that allows specifying which camera to use / render with

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I have a command line script below that can render an image of frame 193 of a blend file using the default camera below, but how can I specify another camera view (specify which camera to use / render with) to use for rendering?

If a camera was called camera_1_setup I would render with the camera / camera view called camera_1_setup and it would render using that camera view.

#Render image in Cycles
blender -b /home/user1/Documents/blender/blenderfile1.blend -E CYCLES -o /tmp/frame_cycles_##### -f 193;


texts:
well I want to implement on click changes in my blender model through html and blend4web.. kind of like dress up games where object changes on click.. Can we do that using blend4web web player?
please give the answer soon


texts:
How can I check to see if an operator from another addon is installed from my addon? This my current attempt.

def doCoolThing():
   try:
           bpy.ops.coolAddon.foo()
    except AttributeError:
           print("COOL ADDON NOT INSTALLED!")


texts: what's the spin shortcut key?  In 2.79 it was Alt-R, but it no longer works.  I looked on the user preferences, but I couldn't figure out the answer.  Thanks


texts: Lamps don't seem to give off light in object mode

texts: I played with the lamps earlier in the sculpt and they worked as expected. Tilt the light and the shadows followed accordingly. Then I wanted to get rid of it and I assume I clicked something I shouldn't have as now the light only shows in rendering. The issue follows me to new files and after uninstalling and reinstalling the program which seems odd. Is there a setting or option that I inadvertently clicked or did I just break it somehow?


texts: Why do my UVs have circular shapes, in a square object?

texts: I'm trying to reset my UVs so I can UV Map my Asset. Can someone explain why it looks like this?


texts: Avoid rerendering noise texture on every frame of an animation

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I'm creating an animation in which I've used noise texture with displacement modifier for the bumps and roughness of the ground. It looks pretty good, but for some reason the texture on the ground is rendered for every frame, which results in a different ground texture for every frame.

How can I avoid rerendering the ground for every frame?

Here's a screenshot of the node editor and texture window:


texts: From what I know, V-Ray is the most realistic render engine out there. But, I also know that Cycles is physically accurate. How is Cycles different from V-Ray and what are the major differences when it comes to shadows and lighting?


texts: Very large count values lead to odd distribution of particles

texts:
This picture shows the issue, a very strange distribution of the object to which I've given a very high count value:

See how the spheres don't appear at all in a segment of the surface that they're supposed to be distributed across?
Having experimented with adjusting the counts of the various items, I'm guessing that the underlying algorithm goes down through the list of items, takes each item in turn and places the given count of that item on the surface. And passes through the list repeatedly until it's placed as many items as you specified for the total number of particles.
So if e.g. you've got 800 particles and a list of 5 objects then if you give the first two items a count of 500 each, you'll actually end up with 500 of the first item, 300 of the second item and none of the remaining items (no matter what their counts are).
Is this correct? But this behavior doesn't account for the odd distribution seen above of the spheres. It looks as if, instead of distributing the spheres evenly all over the sphere, it's already decided on a particle density and then sweeps from the 12 o'clock position laying down spheres and then stops the sweep once the desired number of particles is laid down.
This seems a somewhat odd behavior. But I guess the solution is to use smaller counts relative to the total particle count to avoid this kind of thing?
But I only came across this issue because smaller counts hadn't worked out for me. I had six items in my list, I gave the first five items counts of either 30 or 60 and then gave the final item a count of 1 as I wanted far fewer of them.
However, this resulted in even fewer of these items than I wanted. But increasing its count from 1 to 2 resulted in too many. So, I thought the solution would be to apply a factor of 10 to all the values and this would allow me to vary the count of the last item between 10 and 20 rather than just being either 1 or 2. But this didn't give the result I expected. I thought the counts would be totaled up and then each count divided by this total to give a probability of that item being picked as each of the particles is placed. But now I theorize the algorithm described above.
Is there any way to use counts to achieve something like the probability-based distribution that I want and/or be able to get more fine-grained control of the very rare items (the spheres in this case)?


texts:
I'm having some troubles with weight painting.
I'm modeling a character and, in order to make (somewhat) decent looking paw pads, instead of extruding them, I just made some subdivided cubes and put them in place, they look fine as long as the model stays still, but once I weight paint it for posing, here come the problems: even tho both the feet and pads are sharing the exact same vertex groups, for some reason, the paw pads on the palms aren't following the bone correctly! They kinda work if I rotate the foot inwards, but if I rotate the foot outwards, for a walk cycle, for example, the paw pads clip into the mesh!
Since I can't embed gifs, here are two screenshots of the foot in its normal position and when the glitch occurs:


texts: Cloth simulation is acting weird when self collision enabled

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I have problem with this cloth sim when self collision enabled.
I want to get a wavey and very finely wrinkled flag, here are some of screen shots

this is when self collision disabled. as a result I get cloth going through itself,

This is when self collision enabled, the flag starts to occur like a knot towards the end of its length

this is when I increased the quality , it even happen to be worse.

I tried many different settings but for some reason it didn't help much, hope you can help me with this problem thanks

Ps. I have a wind force field, however it didn't change the result even with no wind forcefield.


texts: Stop clothes from twisting but not turning

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This sounds strange, but when I parent armatures to clothes with automatic weights, they twist and turn with it.

Yes, I am fully aware that is the whole point of parenting the clothes to armatures in the first place.

Is there any way to limit how far clothes could twist or turn, if at all?


texts:
I have a simple cube. And deleted front and back faces. I added solidify modifier. Will i tried all the options. Cant get the even thickness. Rotation scale & faces are oriented out. What else missing. Any suggestion or help.

gif


texts:
I didn't start using Blender yet since I would like to know whether it's is the correct place to do my work on.

The case is as follows:

I have a mesh (XYZ- coordinates, faces) represented as Graph(the XYZ-coordinate here is the same, having edges now), and I'm trying to do the following (not sure if the process is in this hierarchical),
extract descriptors and obtain feature points(coloring them), in order to work on them as featured connected components.

I code in python, I tried to obtain Zernike moments and Fourier transform as descriptors the output is vectors, but I can't visualize these vectors on the mesh? or I wasn't able to do so, as well I need to obtain the feature points.

Is this the right place to work with?

I obtain these result for teapot object

The graph matrix is  [[0 0 0 ... 0 0 1]
 [0 0 0 ... 0 0 1]
 [0 0 0 ... 0 0 1]
 ...
 [0 0 0 ... 0 1 0]
 [0 0 0 ... 1 0 0]
 [1 1 1 ... 0 0 0]]
The zernike moments are:    [0.31830989 0.13789404 0.18738977 0.21210616 0.09979722 0.25386089
 0.16402911 0.29690689 0.26002601 0.12894862 0.07586501 0.48601007
 0.45855364 0.20280874 0.0126834  0.54532024 0.46835978 0.34243193
 0.13314587 0.09234412 0.03764165 0.159134   0.45475221 0.1222509
 0.17898168]
the fourier transorm is:  [[602.983833    +0.j          68.2650495 +308.71994353j
   68.2650495 -308.71994353j]
 [-76.48185048 +58.97442939j -41.7166658  +68.44586843j
  -65.40655281 +99.04981891j]
 [-70.793392   +31.66322377j -78.84787903  +0.77550291j
  -44.83406506  +0.51857595j]
 ...
 [-44.23448408 +10.60125082j -26.79330393 +12.57477038j
  -37.14294225 +40.98371836j]
 [-70.793392   -31.66322377j -44.83406506  -0.51857595j
  -78.84787903  -0.77550291j]
 [-76.48185048 -58.97442939j -65.40655281 -99.04981891j
  -41.7166658  -68.44586843j]]

And I would like to visualize these features on the object but what somebody told me is that I need to get the feature points and these points in which I should colorize them on the object?


texts:
How do I scale from one side side only?

I want to keep the left side of a object in place, but scale it smaller from the right.

See this screen shot:

I want it to end up like this:

But I had to scale and move to get that.


texts: I need to delay the rigid body on a cell fractured object. How?

texts: I need to delay a cell fractured object collapse and I can do it with one cell but I cant "Copy From Active" the "Animated" Checkbox.. I really need to and I dont have time to do each one individually.


texts: where is the texture paint image hiding?

texts:
How can I extract the Image(ID) I paint on from Material(ID) of the object? I've tried:

bpy.data.materials['Material'].texture_slots[:]

But I can see only the textures I use for texture painting, that I switch between, while painting. I've also tried every other field with "texture" in it, without success (they mostly reference the textures in the slots). Consequently, I don't know how to decide, given a material, whether it uses a painted texture and which painted texture it uses.

Side question: how does blender know, that the texture I paint on, is the texture that should be applied to the faces, the material is assigned to? Painting a texture and applying it are 2 different things. One could easily paint a texture, but have another texture applied (i.e. not the one painted on). Yet, If I set a light property and switch into Texture Viewport Shading, I see the texture I am painting on.


texts: Is it faster/possible to bake multiple objects at the same time?

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So I've got a scene with somewhere around a dozen or so objects, each supposed to have their own separate image textures to be baked. Would it be possible/faster to bake them all at the same time? Or if it's possible, does it take just as long as baking each object one at a time?
For reference, I am stuck in Blender 2.79 using Blender Internal render because of a long story and current time restraints. I'm trying to bake the procedural textures to reduce render time.
Lastly, I am currently also baking the lighting into the image texture as well. Since I'm using a decent amount of area lights, I'm wondering if I can avoid having to compute the lighting of the scene again and again for each object, or if the lighting can just be calculated once.


texts: How to add different Gravity velocity for different objects?

texts:
I am trying to make an animation on Cycles render and this is what I have on my scene:

I have a ball that rolls from a high platform until it goes down and hits 11 dominos and make them fall, I want the dominos to have a higher value of gravity than the ball so they can fall on the floor a little faster than they currently do, how can I do this?

I'm using Physics, Both the dominos and the ball are active "rigid body objects". I even tried to increase the gravity value on the "scene" control panel > "rigid body field weights" which it does increase the speed of gravity and makes the dominos fall faster (what I want) but it also changes the gravity of the ball and makes the ball roll too fast and looks unnatural, not what I want.


texts:
I was looking at the normal screen. I wanted to import a .bvh file to put on my armature. I realized that I had not selected "MakeWalk > Load and Retarget" but I am in the Import file selection screen.
How do I get back to the previous screen so that I can select "MakeWalk > Load and Retarget"?
I tried everything in the upper far left Editor Type menu. Nothing
I tried Alt + Z. Nothing worked.
I restarted the program but I would prefer not having to do that if it can be avoided as it slows the speed of my work down.
(I also don't think this is a blend - mode question but it was the tag I found that came closest, please tell me what it is so I can tag it properly and make it easier for the next searcher)

Edit:
It looks like "Cancel" will do it. So instead of loading you cancel out.


texts:
I'm making a logo in blender. I originally converted a PNG to SVG and then imported it to Blender but that made a really messy mesh. So now I'm making it straight in blender.

Here's what I've got so far:

I basically just typed it out and then extruded it using the Solidify modifier.

But I can't rotate it, or move it. I tried converting it to curve and then mesh but it still won't rotate. Also converting it messes up the mesh pretty bad.

Any clue what's going on?

Also if there are ways I could improve my workflow, let me know. Is there a better way to extrude the text? I also plan on curving it around a circle, towards the camera (so not like around a ball like you would see in photoshop but in the 3rd dimension like a hug or something)


texts: How do i manipulate a cylinder i have inserted

texts:
Hi People :) ok Thanks to Bruno's advise i have been able to move forward a lot with this project Thank you however i have hit another snag and i have tried various things in edit mode to try and do this but ot no avail so i am hoping someone can help me on this to :) as you can see in the picture i have attached there is a picture of what i am trying to copy ( starbug 1 ) and my blender model now as you can see in the first picture the engines round off at the back however my cylinders are round and squared off to go long ways so my question is how do i manipulate this shape to bend down as shown in the original starbug picture?

Many thanks

Simon


texts:
I'm using an image for the background, but I only see a blue sky and not the clouds in the bottom of the image near the horizon. It feels like the background image is too close? And in the world tab the preview is just blue. Should I not see the clouds also?

If I create a scen that are 10x10 meter or 100x100 meter or 1000x1000 meter in size, how does Blender set the correct scale or distance between the scene and the background?

I can rotate the background, but can't find any clouds. And I have tested different settings in the Environment Texture node, but all I can see is blue background or very close to the sun. I get this problem often with this type of images, and I don't know what I am doing wrong? Have I missed some kind of settings?

Other types of hdri images, that look spherical, I have no problem with. But this image looks more ordinary. Preciate some help!


texts: Is there a way to render things in eevee using the CPU or is it just a GPU render engine?


texts: Render Diamond with Alpha Channel to composite (Octane Renderer)

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I am doing a diamond jewelry render, using Octane's plugin for Blender. The resultant renders are very good, but I am having trouble manipulating the color of the metal through the diamond.
As an introduction, since diamond jewelry is not a product that most people will end up rendering everyday, diamond jewelry, would have diamonds (will act like glass, with a IOR of 2.419) set/studded in a metal (glossy material). At certain angles (as can be seen in the image, marked with yellow) the diamond would act almost like a transparent glass, i.e. the metal under/behind it would be visible.
The client I am rendering for, requires that I render and provide him 4 views with 3 different colors (white, yellow and rose/pink, for the colors of gold that a piece of jewelry can be made in).
Ideally I would like to render out 1 x 4views (so 4 images) and the use blender's compositor to manipulate the color of the metal, to produce the other colors of the metal as needed. This way I would save having to render 12 images. While changing the color of the metal is easy, I am unable to change the color of the metal that is visible through the diamond (again marked in yellow)
Is there a method I do not know of, which would allow me to change the color of the metal itself and what it appears through the diamond (i.e. through refraction)
The color of the metal is only for dramactic effect (and to make the problem I am facing more obvious)


texts:
I have been trying to use the addon lily surface scraper and for some reason it does not upload some of my texture URLs, and I keep getting a error.
I get this error using CCO textures

and this error using cg book case textures

for some reason texture haven is working fine.
does anyone have a idea for why this is happening and BTW I am on blender version 2.91


texts: Can't see action clip in Action Editor after animating a certain things

texts:
I have put 2 keyframes to animate the Energy of my light source. The action clip "Lamp.001Action.001" shows up under the Outliner and keyframes shows up in the Dopesheet. However when I switch to Action Editor I could not see "Lamp.001Action.001" in the action selector

When I was animating Location Rotation Scale with I key the new action clip can be found as expected, so why not light's energy? I am going to link this light to another .blend file so I need to make sure I can access the action clip to use it in other file's NLA editor.


texts: Why UV texture applied to mesh has very low contrast

texts:
I need to write some text on my mesh, so I export UV layout to Photoshop and write some text, then put the texture back to Blender, and the text looks invisible, below is how I did it.
1.UV unwrap, I only unwrap the selected center face, then export the layout to Photoshop.

2.In Photoshop, I created the text

3.Import the texture back to Blender, I can barely see the text

So, what would cause this problem, the text has very low contrast, and the whole mesh is covered with dark grey color to me it doesn't make sense because I didn't assign any material to the rest meshes, I only unwrapped the center face and make texture for it.
Thanks!


texts:
I have am using the VSE only in blender as a video editor.  I have created three scenes:

Scene 1 - images (Add >> Image) in the VSE that render to mp4 movie
Scene 2 - movie clips (Add >> Movie) in the VSE that render to mp4 movie
Scene 3 - Scenes 1 and 2 (Add >> Scene) in the VSE that render to a mp4 movie

This seems to be working ok, but if I change Scene 1 or Scene 2 for example by adding more frames, it appears that I have to manually change Scene 3 to pick this up.

Is is possible for the Scene's in the VSE to automatically track their source objects?


texts:
Here's an object, just vertices and edges (no faces) in a kind of double helix structure. I'm trying to use the object as a particle (object) emitter. How do I change the orientation of the normals?

I've worked out that the vertex normals are calculated in relation to the origin point, but I would like them all to point perpendicularly outward from the individual vertices.
How do I achieve this?


texts: Is there an easy way to make two flat objects coplanar?

texts:
I'm working with multiple objects that are planes, such as an actual plane, an image imported as a plane, or text. At any time, I could be working with 2 or more of these objects and they could all be the same type or any of the ones I've listed.
I'm not talking about putting objects on an actual, existing mesh plane. I want them to be in the same plane, but that doesn't mean on the same face of an object or plane object.
I know how to match the rotation of two objects to make sure they have the same orientation. I want to go one step farther and make the objects coplanar. This plane will usually not line up with an axis or be even parallel to an axis. (For instance, X rotation might be 32.5°, Y rotation could be 12° and Z rotation could be 75.13°.)
I think it might be easiest to move the 3D cursor to a point on the plane and then moving the object center to the 3D cursor.
I'll be defining a plane with 4 coordinates for corners, but I'll be keeping those as variables and not using them to create an object. How can I pick a point in that plane or check when a point is in that plane?
While I'll be doing this in a script, I don't need actual code, I can work that out, but either a formula that can check if a point is in a plane or code to do it is welcome.


texts: I am trying to make a swat character for a game I am making.  I have shrink wrapped clothes on the character, but there is no wrinkles in the clothes to make it look realistic.  I want to keep the quads and tris low, but I also want good detail.  Also, when I export this player to Unity, do I join everything and export as one fbx? Any help is greatly appreciated.


texts: What is the difference between duplicating and instancing an object, in regards to the materials they point to?

texts:
As a follow up of my question What does the 'F' button and '2' button do (materials tab)?, I have another question:

When I added an object mesh and applied a material, and I added another mesh, not duplicate but with ShiftA, and choose this same material than it is added as a new user (checked by press the 'F'-button and look at the number next to it).

When I duplicate linked an object by AltD their material data are linked, but this duplicated linked object mesh is not added as a new user (checked by press the 'F'-button and look at the number next to it)

But when I change the viewport color of the material then the added objects meshes (with ShiftA) and the duplicate linked object meshes (AltD) do change their viewport color. So are material from added objects linked different then the material from duplicate linked objects?


texts: Eevee - use lowpoly object for shadows, reflections etc

texts:
How can I optimize the scene in Eevee with low-poly object?
I'd like high-poly be visible only for camera and low-poly for shadows/reflections etc.
I ask because there is no Ray Visibility under object settings like in cycles.


texts: What are the class naming conventions for blender?

texts:
I've recently searching about drawing template lists and find this question:
 Populate a list with custom property dictionary data but a thing that caught my atention was the name for the class "OBJECT_ul_zones" it remenbed others name I have seen with the same pattern: "TYPE_Class_classname" like OBJECT_OT_someoperator

Then came the question: what are the naming conventions for class and variables in Blender?


texts: making holes with subsurface modifier leaving Ngons

texts: I've got mesh which I need to have a specific angle on the edge. I have made the holes into the mesh, which are not causing any shading issue. Is this topology incorrect, or can these Ngons be overlooked? If I did start joining the vertices the angle would alter, therefor I avoided joining them on the end.


texts:
I'm making my own Python routines that distort space. I would like to visualise the effect of this distortion. To this end I want to create {x,y,z} aligned gridlines, so that I can observe the effect of the transformation on them.

So an x-aligned gridline would be say 1000 points between x=-50 and x=+50 with y=z=0, and the points would be joined to one another by line segments.

How could I create such a gridline using Python?

I found resources such as:

Scripts/Cookbook/Code_snippets/Three_ways_to_create_objects
askubuntu.com/..../how-to-make-a-mesh-by-using-python-script-on-blender
stackoverflow.com/.../how-to-create-a-simple-mesh-in-blender

but in each case it creates primitives from verts+faces, not verts+edges


texts: particles are shown in viewport rendering but not in final rendering

texts:
my blender knowledge is only 2 months old. i have used eevee and cycle both but the results are same.created this grassy field with particles system which seems ok in viewport rendering --

but when i try to render it, the final render is looking like this--

can anyone tell what am i missing here that i did not get what i saw ?? pardon me if i did not make the question clear.


texts: How am I supposed to move only Gizmo when in Edit mode?

texts:
Yes.. I know cursor to origin funtion with 3D cursor.

but i can't find way to only changing pivot in Edit mode.

I want move Only Gizmo in edit mode... like zbrush transform tool.

There is no snap menu in right click.

Is this situation need 3D cursor use?

Do you have Any other Idea?


texts: When I export a game the executable file hasn't got any textures

texts: I have a game with textures and I want to export the game into an executable file. I know how to export it but when I run it, it hasn't got any textures? Please help.


texts: How do I extrude ledges evenly on my villa model?

texts:
I'm trying to create ledges at the top of my building to come out in steps. I'm using loop cuts and the extruding out along the normals.

The problem is that the extrusion doesn't come out evenly - at certain points the edges are coming out more than on the corners.

The object is properly scaled in object mode, which I understand can be the problem sometimes. Using 'individual origins' for the pivot point doesn't make any difference. Nothing else I've tried works, any help is greatly appreciated.


texts: Material Icon tab missing from the properties window?

texts:
My checkered sphere missing, the Materials tab is missing from the Properties Window!

I don't know how to change the skin of the Minecraft Rig. Is there a reason the checkered sphere is missing?


texts: When i apply a normal map tangent, i need to subdivide the mesh for the effect to happen. When i apply a normal map object, the map takes effect without subdivisions. How do i not have to subdivide the mesh and the normal map tangent have effect?


texts: UV Mapping basic cube results in rectangles instead of squares

texts:
I try to UV map the standard cube created when starting Blender (v2.79).

I'm following a tutorial (https://www.youtube.com/watch?v=vbj4d5XL0NA), using Cycles and have made these seams.

The cube size is standard 2x2x2 but move a little in Z-direction.

When I try to UV map it I get the following result.

Why do I get rectangles instead of squares? Is there some way to easily change it to squares?

This is the settings of the cube

Blender file


texts: GPU rendering is equal to or slower than CPU rendering

texts:
I recently bought an ASUS N550J with
i.7 2.4Ghz
8GB Ram
4 GB Dedicated VRam GTX 850m
When I use blender the GPU renderer only renders one tile at a time and the time taken by the GPU is more or less equal to the time taken by the CPU. Sometimes it takes more than the CPU.

I tried all of your suggestions and it works great!
It took approx. 3 minutes on CPU and only 1.5 minutes on GPU. I was using the BMW1M Blender Benchmark Model.


texts:
If you encounter an unexpected object in your blender file, how would you delete it?

For example, there is a mysterious egg shape object that I didn't notice until now because it was covered by a plane.

I can't select the object since it appears to be part of another object.
I can't press P to try and separate the object by selection because blender warns 'no object selected'.

I have no idea where this shape came from, nor how to get rid of it.

Blender File


texts:
Blender 2.78. i have a model that as best i can tell has all of these for every object on every layer:

all normals correct
no doubles
no internal faces
no loose geometry
fully manifold

the three cutouts for objects are to be applied using boolean ops to carve away affected geometry; lift guide, glue plugs, and lift nuts. the first two apply properly. when the boolean op for lift nuts is added, the window clip disappears.

i've browsed page after page of boolean op problems here and elsewhere and gone over my model intently. i don't think i've missed something so then i'm left considering that i'm naive to some aspect of this.


texts: How can I disable the info pop up in Blender?

texts: How do I disable the pop up in Blender that gives you a description and or the source of an aspect of Blender?


texts: How do I prevent overhangs when using subdivision modifier?

texts:
I'm new to Blender so please forgive me if the question has been asked somewhere else and I have missed it on this forum. I'm trying to extrude an indent into an object and for some reason whenever I apply the subdivision modifier it gives the indent an overhang partially covering the indent. I have used loop cut and slide where I can, but some surfaces near the indent will not loop cut. What am I doing wrong, please?

Cheers
Dave


texts: Use Animation Playback when frames have different names

texts:
My addon renders frames whose names are not constant.  How can I use Python to get the playback to work?

I'm working on a time remapping addon and wanted to give the user the option to include the true frame number in the filename, e.g.:

1.00_0001.png

1.25_0002.png

1.50_0003.png

But bpy.ops.render.play_rendered_anim() doesn't work on these, although importing these images into the Video Editor works fine.


texts:
Recently I found out that I can introduce drivers in a very simplified method;

copy a full path with Ctrl+Alt+Shift+C, and
paste this to any Number buttons with an # inserted at the beginning.

CAUTION : This seems to be an improper method since it produces some warnings at the driver editor.

My interest here is whether there is a hot key to skip the "insert # at the beginning".
As you might know, pasting a number to a number button can be accomplished simply by the Ctrl+V hot key, and I am curious if there is one for inserting drivers.

Thanks.


texts: How to set a specific edge length numerically?

texts:
I've got this question from one of my best students. The question is the following:

Suppose, that we have Edit mode with some edges, vertices, etc. How to set a selected edge to have a specific length? Numerically?

We already know, that scaling with enabled 'Show edge length' is helpful, but in general, it seems to be easier to just select an edge, and to set its length. This is extremely useful for architecture modeling.


texts: Can particle object instances act as obstacles in a fluid simulation?

texts:
I'm trying to use a particle emitter in a fluid simulation, where the particles (based on an object instance I've linked the emitter to) cause splashes each time they hit the fluid they hit.
I've tried making both the particle emitter an obstacle in the fluid simulation and also the object instance the particles are based on (and that object is within the domain of the fluid simulation) but after I bake the fluid sim, I don't see the particles interacting with the fluid at all. Any ideas on how to make the particles cause splashes in the fluid? (BTW my original object that the particles are based on will interact as expected with the fluid if I deliberately crash it into the fluid). I imagine I'm doing something dumb, I just can't see what...
Any advice gratefully received!


texts: Can I have some tris in my model made up of quads?

texts:
Firstly, I dont have that much experience with blender or 3d modelling. Im making a character for a unity project and would like to know if my model should only be made up of quads or is it ok to have some tris in it as well.

I only ask because I've been ending up with a few tris when I'm near to completing the model.

Also what are some ways of converting tris to quads manually.  I have used the "tris to quads" option without success.

Thanks for the help.


texts: What is the best density for creating mesh deform cages?

texts:
I'm trying to figure out wich density for the mesh is the best for a mesh deformer cage that will be used in a armature rig.
But the way that I found is pretty slow(remodeling again and again the mesh cage) to discover this.

Someone with a bit more experience can tell-me wich density worked better for you?


texts: How to insert a reference picture in 2d animation

texts: I am trying to insert reference image to use in the 2D animation part of Blender. How can I get an image inserted?


texts:
i was watching a tutorial and making my first project (i'm new), and I've encountered this problem, my lasso tool keeps getting messed up and i don't know how to fix it, it is supposed that when i select something the tool looks like a square

but it looks like this when i try to use it

.

please help me as i am new to blender and its really bugging me how its changing every time
, i am not sure if i have pressed any button which is a shortcut to change a setting or something like that.

thank you.


texts: Why does a Wave Texture not follow a rig?

texts:
I'm rigging a simple character with a stripey texture and rigify rig.

Before rigging, if I move the geo, the texture moves with it, once I parent it to the rig the texture stays still while I move the armature, almost like it's projected.

What am I doing wrong? Is there a fix that doesn't mean UV unwrapping everything as the current setup looks fine for this character. Thanks!


texts:
I have added rigid physics to my object and the floor. The object falls and bounces off the floor. How do I make this happen at a different keyframe? Currently it only does it at the beginning.

Ive clicked animated but I cant work out How I want the ball to fall and bounce at a different keyframe


texts: Undo command (Ctrl+Z) works fine, but Redo (Shift+Ctrl+Z) doesn't work for me anymore. How to fix it?


texts: I am currently modeling a character. The face has a mirror modifier on it (not applied yet), and the eyes have been mirrored (applied) and separated, with a lattice acting on each. The lattices have basically been mirrored, (I used Scale X -1), so I know they are the same. However, I noticed the eye sockets don't appear to match up horizontally. If you look at the picture, I have created a small green box that is mirrored, and you can see the difference in the eye socket. I also added the red lines for more reference points. If you follow the red lines and the green box from left to right, you will notice that the right eye socket appears to be shifted down.


texts: Freestyle rendering problem (REALLY big gaps/"fur")

texts:
Okay, so I have this cartoon rabbit Im working on. I've set up the freestyle rendering so that it used to look like this:

Had tiny gaps but I could live with it. Now, I made some kind of small change (Im still not sure what exactly caused this, but Im pretty sure I didnt modify my freestyle settings), and now it looks like this:

I can fix that a liiiitle bit by disabling the "Face Smoothness" option, but it still looks terrible:

Can anyone help me fix this bug? I looked around on the internet, but no one has had a freestyle gap problem quite this bad or even similar to this. The usual "huge gaps" people complain seem quite tiny in comparison. Unfortunately I dont have any backups of the old version (that tpose render is all I got of), or else I could backtrack or compare what went wrong...


texts: When I move out that from the face molding, I can see it. How could I see it even it overlapped with others? I applied Flip Normals option to the outer face, is it affect this situation?


texts:
How can I write a script to create a NURBS surface with given control points?

I did find a helpful piece of source code that got me here:

import bpy

surfacedata = bpy.data.curves.new(name='test', type='SURFACE')
surfacedata.dimensions = '3D'
surfacedata.resolution_u = 4
surfacedata.resolution_v = 4

objectdata = bpy.data.objects.new('obj_test', surfacedata)
objectdata.location = (0,0,0)
bpy.context.scene.objects.link(objectdata)

nurbs_surface = surfacedata.splines.new('NURBS')
nurbs_surface.points.add(4)
nurbs_surface.points[0].co = (-1, -1,  0.25, 1)
nurbs_surface.points[1].co = (-1,  1, -0.25, 1)
nurbs_surface.points[2].co = ( 1, -1, -0.25, 1)
nurbs_surface.points[3].co = ( 1,  1,  0.25, 1)
nurbs_surface.order_u = 2
nurbs_surface.order_v = 2
nurbs_surface.use_endpoint_u = True
nurbs_surface.use_endpoint_v = True

However, the object that this produces is just a 1D curve in space,

I can check some of its properties from the python console,

>>> print(len(bpy.data.objects[2].data.splines[0].points))
5

>>> print(bpy.data.objects[2].data.splines[0].point_count_u)
5

>>> print(bpy.data.objects[2].data.splines[0].point_count_v)
1

So, I'm not sure why points has 5 elements (instead of 4), and why
point_count_u and point_count_v are 5 and 1 instead of 2 and 2, respectively.


texts: Is it possible to have a camera track a new empty in the middle of an animation?

texts:
I don't think it's possible, but I'd like to have one camera filming a single scene instead of binding different cameras to markers.
Is it possible to have a camera track an empty and then part way through an animation, move to a new empty and track that?


texts: Rigid Body Physics Rolling Ball Won't Come to a Stop

texts:
I want to simulate a squash ball / golf ball  sized sphere rolling down a ramp onto a plane then coming to a stop due to friction. The plane should be like carpet in terms of drag.

However, even with both sphere and plane set to friction values of 1.0 the rotation seems never ending.

I've tried higher friction values with no success.

Call it a golf ball at 43mm DIA weighing 46g rolling on a carpet. Why is it so fast and slippery? Too fine a problem for Rigid Body?

Many thanks in advance.


texts: How to export several render outputs at once?

texts:
I want to know if it´s currently possible in Blender 2.78c/higher to render an image and then get the imge itself as well as the AO pass as two output files (.png) without having to switch to the compositor, change the output node connection from "Image" to "AO" and rerender the whole thing?

For I need the AO as a seperate image, but don´t want to render everything twice... (2 hours each).

If there´s a simple method/script I don´t know about please let me know!
Thanks all of you beforehand.


texts: Anyone know how to do reflections on large flat glass or glossy planar objects (like building windows) in eevee?  This was very simple to do with Blender 2.7's Internal Render Engine. I want that, in broad daylight, in a city, buildings that surround a particular building be reflected in its windows. 2.7's Internal Render Engine could do it practically out of the box. Can eevee do it? Thanks


texts:
I have studied Blender for a while now, and I just started rigging and then this problem occurred:

The main bone is not connected to the main body bone, and I have tried to parent it to the main body bone to no avail.

P.S: This is my first post on this site so I have no clue how things work around here so forgive me if there is grammar/mistake in the question I asked, and please note that English is not my first language :D


texts: Background World Texture (Cycles) No Render

texts:
Using Nodes with Cycles Render

Background only shifts hues with adjustments. Thank you for any input. :)


texts: Blender game character not responding to game logic

texts:
I created a basic male figure and rigged it using the rigify add on. I also created a simple walk animation action.

I attempted to turn the rigged model into a game character inside the blender game engine by following the Blender Game Engine: Simple Character tutorial by blender cookie.

I am having problems when setting up the game logic:

Sensor: Keyboard Up Arrow -> Controller: And -> Action: Loop End “Walk”

When I run the game the model defaults to its standing pose (unrigged pose?) and nothing happens when I press ↑.

As in the tutorial I tried to set the Relation Parent of the Model to the Rig with the parent type Armature and removed the armature modifier. This seemed to have no effect.

Any ideas as to why the action is not running in the game engine?

I am using Blender 2.68a

Edit: As requested, you will find a link to a zip with 2 blend files here. One is before game logic was applied and the other is with the game logic applied.


texts: How to get owner Mesh from a MeshEdge or MeshVertex?

texts:
I work on a script that reduces the vertex number of a Mesh meeting certain criteria.

To get it work, I need my own subclasses for Mesh, bpy_types.MeshEdge and bpy.types.MeshVertex to store some custom data. 'Mesh' is ok, but if I do something like:

class CustomVertex(bpy.types.MeshVertex):
    def __init__(self, inMesh, inVertex):
        pass

I get an error message:

TypeError: bpy_struct.__new__(type): expected a single argument

Blender, for some reason, doesn't like changing __init__()'s number of arguments, and also cannot be tricked with packaging multiple variables into a tuple or a list.

But, if I cannot pass in the mesh owning MeshVertex without passing it as a variable is there any function like bpy.types.MeshEdge.owner() or anything similar to refer to the Mesh in which the MeshEdge or the MeshVertex is in?


texts: Why does this material crash Blender 2.81a Eevee on OS X El Capitan

texts:
FYI: this on OS X El Capitan with Blender 2.81a.

I copied the attached material from a youtube tutorial for Blender 2.80.  I made some modifications to the original, but the only stickler seems to be the Bump map.  Every time I connect the Bump map normal output to to the shader's normal input, Blender goes off to beachball land.  Seems to work fine in 2.81a Cycles.

Is there something I'm missing or a bug I don't know about?


texts:
How do I create a shortcut for this command?

view3DShading.show_xray


texts: Specify tile size for Blender Cycles rendering via the command line

texts:
I'd like to write a little piece of code which splits a frame into a few tiles and uses all available devices to render the still image. It seems like the Blender developers are working on such a feature, but this seems to be quite far in the future: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Devices.

Because I render images which are composited into photographs (resolution about 5300 x 3800) I want to use all the resources I have available (CPU & GPU in main workstation, CPU in laptop and CPU in old desktop).
I have found the documentation for the command line (http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line), but it doesn't specify the options I need (tile mode, tile size x and y, number of tiles to render).

Does anybody know how to do this?


texts:
I've been trying to bend an object using "simple deform", the deformation was all messed up even if following exact steps as seen on youtube. I've made a video in which you can see the problem.
https://www.youtube.com/watch?v=pHP2oEHG9Ng&t


texts: Can Lattice objects be non-equidistant initially?

texts:
Lattice objects modify meshes as soon as they are applied. Let's say i want to have 3 as the value for U and the middle subdivision of the lattice should not be in the middle initially, but more to the one side. This should not affect the coupled mesh as i want to modify it in a later shape key. Is there a way to modify the shape of the lattice to be not equidistant?

How Blender initializes a lattice object

How Blender reacts on modification of the initial state

How i want the initial state of the lattice object


texts: How to bake roughness (and metallic) maps

texts:
I know that there are a few questions on this, but they are a bit old, and some of them I don't quite get. How do I bake roughness (and metallic) maps from an image texture?
I've tried recreating the roughness map of an image texture that I got off of texture.com using the bake roughness in blender, and got completely different results.
I've also watched this tutorial on roughness map baking, but in the tutorial, he seems to be already have a roughness map ready, and is showing how to combine multiple maps into one map, not how to bake a texture map.
So how do I properly create roughness maps? I use gimp to create my own textures, so if there's a way to create them in gimp, pointers would be appreciated. If there's any other application that can create the maps, preferably free ones, pointers on those would also be appreciated.
What I'm trying to achieve is something along the lines of this:
If I have create a texture/diffuse map like this one:

How would I get a roughness map like this one?


texts: How to make a smooth object look less 'lumpy'

texts:
I'm editing an object. Here's how it looks when editing:

and here's how it looks when rendered, with a subdivision surface modifier:

That outer surface just doesn't look as smooth as I'd like. You can sort of see where edges of the model are - some parts of it are slightly less curved than others, which gives it a slightly lumpy appearance. I'd like it to be a completely smooth, parabola-like surface instead.
I realise that what I mean might not be clear from the image above, so here's an exaggerated picture of how the shape currently looks to me, compared to what I'm trying to achieve:

I don't think the issue has to do with the coarseness of the final mesh, or with the shading, but rather, it's to do with how my very coarse model is being interpolated by the subdivision modifier, and the lack of control I'm able to exert over that process.
I can fix the shape by adding loop cuts and then fine-tuning their positions, but that takes a lot of manual fiddling, and it's rather time consuming because in this case the lumpiness can't really be seen without doing a full render. Because of this, I'm wondering if there's something I can do that will take my existing model and render it in a more smoothed-out way.
I am a beginner and may well be unaware of an obvious way to do this.
I tried changing the crease value of the edges that make up the curve to -1, but that didn't appreciably change the shape, and also introduced some Mach banding, for some reason. (I removed the image of this failed attempt, because I realised it was in danger of confusing the issue, since that image contains a different kind of non-smoothness than the one I'm asking about. Please don't edit that image back in again. If anyone wants to see it, it's in the edit history.)


texts:
I created this odd shape through multiple loop cuts and extrusions, merged the faces (F) so I can start with a "clean slate". Now I'm unable to loop cut straight across this new face.
By loop cut I mean CTRL + R so if that's the wrong name for it let me know.

What are the rules to loop cutting? Why can't I cut across this new face?


texts: Trying to make a working spring for a car, however the bones and linear weight gradient aren't working as intended

texts:
I've been trying to make a working spring that expands and detracts depending on the bone position. Following a tutorial on youtube, I attached a linear weight gradient to the spring, but when I move the bone, it "squashes" the middle part, which is not the desired effect. -

Here's the weight gradient I put onto the spring below.

Is there anyway I can get this desired effect below where the spring doesn't deform itself in the middle?

Thanks for any pointers or advice. Sorry if I didn't make this clear enough.


texts: I don't plan to be doing much cycles rendering, but I wanted to know if a GPU is still important if I'm doing high-poly modeling.


texts: Swirly bokeh like that of a Helios 44m 2/58?

texts: I recently discovered the Helios 44m, a lense which produces some awesome swirly bokeh effect unlike anything else I've seen. I can't get one for myself, but I was wondering if there's a way to recreate this? I know the basics about DOF and I can somewhat achieve bokeh in Blender, but that kind of effect would require something else, probably some compositing? Or is it much more simple? Anyone out there capable of achieving something like that? It'd be lovely for some vintage renders.


texts: How to fill in/collapse an indented cylinder onto a face

texts:
I'm new to blender so still figuring things out. I need to basically fill in the cylinder so that it no longer exists. I want to close up the half cylinder on the left, remove the edges in the center, then close up the wall on the right that's currently cut into with the half cylinder indent. I tried deleting vertices and edges, but it seems that no matter what I do it really messes with the design or destroys the face.

Also, are the edges connecting cutouts in my object necessary? Any way to remove them? They seem to complicate making faces.

Thanks!


texts:
Is there a modifier which "shaves" off 0.1m of every face equally? As if it were to go over every face and move it 0.1m in the negative normal direction, and clipping it properly. Displacement seems almost it, but it warps the shape unequally.
Resizing doesn't do the trick either.
Edit: I'm trying to make this keyboard 'Enter' key work. All of the other keys have the same displacement modifier. As you can see the enter key gets a weird dent from the displacement modifier.


texts:
i'm trying to render out different angles on this planet but when i move the camera and render the scene the objects are in  different locations relative to where they are in the viewport. Has anyone had this issue before or know how to solve it?

This is the viewport

and this is the render result

This is the viewport

and this is the render result


texts:
Man that is insane.

I using blender 2.77 and start to study how to process an image for a web site.

400x600 pixels 160 images

This is using 100% of my processor and i have an

I7 3.40 ghz 8 memory and Nvidia 660 TI

Why it using 100% to this size of image?


texts: Control grease pencil keyframes with a slider, like a shape key?

texts:
I guess a good example for what I want is almost like a south park character and their mouths.
If I had a sphere for a head, and I wanted to draw a mouth on it with grease pencil, I'd draw 5 difference mouth shapes across 5 keyframes with the grease pencil object. Is there a way to link this to a controller or slider, that I can move up and down, to move through the keyframes for lip syncing? That way I could just include it with the character rig instead of having to redraw the mouth in every shot.
Or if I had a plane of Cartman's head and I drew his different mouth shapes as a grease pencil object, then i give it to an animator so they can just use the slider to go through the mouth shapes and keyframe that slider.
Same could be done with eyes for example. Instead of making a layered rig with bones, if I could just draw the eye open, closed and maybe squinting and connect that to a controller that slides through each keyframe for each eye shape that would be what I want.
Hopefully that makes sense, I cant find anything related to this or it is  hard to find the right keywords to search. Do I need to write some python script for it?
-Jason


texts: Child of constraint and moving rig in Object mode

texts:
I have a character wearing a belt that's giving some problems. Here is the setup:

Several Empties are the children of vertices on the character
Each Empty then has a bone attached to it via the Child Of bone constraint
The Child Of constraints needs Set Inverse pressed or it offsets away
The belt mesh is controlled by these bones

So as the character moves, the belt moves with it. This all works just fine in pose mode. However, if put the character's rig (which the belt bones are a part of) into Object mode and move it, then the belt mesh moves in the opposite direction. This is fixed if I hit Set Inverse on the Child Of constraints again.

Normally this isn't a problem because if I am moving the whole character, I am going to do it in pose mode via the root bone, or if I'm moving all the characters objects, I move an Empty that all of its objects, including the rig, are child of. This all works fine.

The problem arises when I Link the character into a new scene and proxy the rig. Normally what I do is make the Linked character group a Child Of the proxied rig Object so that I an conveniently move them around (if you make the proxied rig a child of the group object, it behaves strangely.) But when I do this, my belt starts flying away again.

I know this problem is something to do with the parent/child hierarchy and the rig's object origin moving away in relation to the Set Inverse, so I experimented with different ways to set these objects up. What I've found is that if I proxy the Character's empty that I mentioned above, and make it a child of the rig proxy, then I can move the rig and everything works. But the linked group object has to NOT be a child of either, otherwise the problem comes back.

I've also tried making the belt objects the child of the rig object in the character's file, and making them a child of an empty that is a child of the rig object, and making them the child of the body object, but none of that works.

If anyone can explain to me exactly what is going on, or let me know a better way to fix or do this, or another way to rig this belt that doens't need child of, that would be great.


texts: How can I make two objects share the same vertex?

texts: How can I make two objects share a vertex, so that when I translate the vertex both objects are deformed? I want to keep two objects, so joining the objects into one is not an option.


texts: Collision physics. Rotating object constantly hitting coffee beans in a grinder or roaster

texts: I would like to make a collision with a spinning object in a coffee roaster/grinder and the coffe beans being roasted/grinded. I have tried with rigid body physics and collision physics, without any luck. I want to create collision movement of the beans on the plane, when hit by the rotating part of a coffe roaster/grinder.


texts: i drawn a cubic style character and i set weights properly from blender. But when i upload and autorig my character from mixamo, i'm getting weird issue that my mesh is stretching as you can see from belowed image.


texts: Is it possible to transfer multiple materials in one go between 2 meshes?

texts:
new to Blender, will try to explain my complex problem quickly.

So, I extracted a low poly character from a game, just to be able to improve it and render it with cycles.

The extract is in .obj, when it imports in Blender, I have already basic nodes setup that I need to modify for it to look good in cycles. The thing is, the mesh is separated in different parts (head, torso, feet, hands...etc) that all have separate textures, more or less seamless.

So I set up all the nodes for these parts, and when I'm happy with it, I select all parts, go to edit mode, click mesh-->Clean-up-->Merge by distance (if I don't do it separation between parts is visible) then go back to object mode and CTRL+J to join. Then I apply a subdivision surface modifier, my character looks better and the texture looks as it should. Fine.

So what is the problem ? Well, the problem is I want to extract the same character in different poses from the game. When I do that, I have to manually redo what I explained above. I can copy/paste nodes from the first character, which saves some time, but I wanted to know if there was a way to go even faster (there's a lot of poses).

What I imagine is delete all materials from character 2 (or simply import the .obj without the .mtl file), join it as above, apply same amount of subdivision surface. And then copy in one go all the material info from 1st character joined and subdivided and past to character 2.

I tried already some stuff with append and also with vertex group specials in material pannel, but either because I'm a newb or maybe it's just impossible, I didn't manage to make it work.

Also, maybe the UV (which is either automatically generated by Blender or at least merged from the imported UV of each part when character is joined) is different because character is the same but in another pose ?

Another info : it seems the CleanUp-->Merge by distance + join, doesn't produce a mesh with the same number of vertices, faces, whatever you call it. Even tho only the pose change, not the character.

More info : each skin part of the character has 4 textures (diffuse, norm, spec, subsurf).
I only joined the skin parts, not ohter parts like hair, eyes teeth, clothes etc.

Sorry for the length of this question, I tend to think what I'm asking is not possible, but I can't be sure since I started Blender 2 weeks ago (made a nice donut :D )

Thanks in advance whoever manages to read this all and reply.


texts: Cycles diffuse color bake texture atlas bake is way brighter

texts:
Not sure what is really going on.  But every time i try and bake the texture atlas it is much brighter then the material view.
here is before material/texture view:

And here is the baked atlas view:

All material nodes are just an image

texture color > diffuse color

diffuse bdsf to > material output surface
And my bake is just literally diffuse and color.  Anyone ever experience anything like this before?

Added my bake options:


texts:
I've been trying to copy and paste a pose from the character's right arm (Suffix: .R) and left arm (Suffix: .L) I copy the pose from the right arm (This is a walking animation) and paste it reversed (Shift Command V) But then this happens: https://i.stack.imgur.com/9rPlj.png
 I don't know what to do, and if you guys want the .blend file, go to
http://pasteall.org/blend/index.php?id=52230


texts: How to apply armature/rig transformation to the mesh/shape key?

texts: So I added a jaw bone thinking it would help me to model/give some consistency to Key 3 Visemes/shape keys but now I don't know how to proceed from here:


texts: Image bleed when using Import Image as Plane

texts:
I'm working on an project where I need to import some graphics that I created. I'm able to import them fine using the Import Images as Planes plugin.

They look totally fine when in the Material viewport shading type:

However, as soon as I go to render it out, I get these strange speckles along the sides and top:

I'm using Blender 2.76, hash 477078b and from what I can tell it's the image bleeding over the edge of the plane to the other side, but I have no idea how to fix that.

Does anyone know what's causing this and how I could fix it?


texts: Export stl without applying boolean operation

texts:
I am using Blender to make models for 3D printing.  I always export my .blend files to .stl files and import into MakerBot.

Lets say I'm making a model with two cubes that I want to glue together with a boolean "union" operation.  A very common pattern I've found is that I want to save my blender file with the two cubes separate, but every time I want to make an .stl file, I need to first apply the boolean operation, export as .stl, then close blender without saving.

Is there a way for me to export the .stl file as if I've applied the boolean operation, but keep the .blend file with the operation undone?  thanks.


texts: Coming from an Autocad layout, it's so convenient to repeat the last command/action by hitting the spacebar, anyway to do that in Blender?