texts:
I'm rendering sprites from a model, and want to use tangent normal maps while rendered.  My models are simple, single shaded, low poly models.  I want to render the animations I have set where the model is that blue color, but I can't seem to figure out how to do this.  It seems like it should be easy.  Seeing as how all the faces are untextured, it feels like I shouldn't even have to unwrap anything.

I'm extremely new to blender, if someone could guide me step by step that'd be great.  The other questions I've seen on this involve baking and applying textures to simpler objects, but I'm just trying to render my original model with that blue color, as this is how you apply normal maps to sprites in Unity.

I previously was able to use the normal pass and then just adjust the colors using math in the node editor which made it extremely simple to render, but it seems this is rendered in camera space, as opposed to tangent space.  I need tangent space normal maps.  Anybody?


texts: Quick assignment of Shortcuts: e.g. Preferences?

texts:
I know I did it before in 2.80, by clicking some sort of key combination I was able to change the Preferences to Ctrl+Alt+U, as it used to be in 2.79.

For the life of me, I can't remember how I did it.


texts: Is there a way to create a loc/rot/scale shortcut in the context menu?

texts: This was a feature I got really used to in 3DS Max and I'm wondering if theres a way to create the same shortcut in the context menu instead of hitting the keyboard or mousing to the left of the screen when I want to change it. It was so convenient having it wherever I was at on the screen.


texts: What techniques are the best to make a gradually curved surface for the side of a model train? (photo attached)

texts:
I would like some advice before I start a new build. I am trying to work out the best way of gradually curving the sides of a train as per the image below. The sides (on most trains these are typically flat) are slightly curved and feature windows inset into them which I will need to model. I was wondering what the best way to achieve this would be in Blender? Would a bevel work and if so then are there any tips that could help as I have found that beveling things to get coplicated if there are a significant number of curved surfaces.

Any help would be very gratefully received.

Thanks


texts: Is this possible to create differents UV Maps in one time?

texts:
I don't have much knowledge about UV Map and texturing, so I want to know if it's possible to take this mesh who has a loooot of differents parts:

and use "Smart UV Project" to have one map for all parts separately.
For now blender generates a big UV Map, so when I export my mesh to substance painter it's impossible to do something, my texture is horrible.

And make UV for all objects one by one will take me several hours.

Or if somebody has another best solution to texture this mesh please tell me :).

Thanks.


texts:
I want to make some lights changing colors randomly each frame. They need to be either red, green, blue, or orange. That for about 1000 objects that need to be changing differently.
I think it would be some combination with ColorRamp node and a randomly changing factor each frame between 0 and 1.
Is this possible? If yes, how?
I am using cycles.


texts: Is it possible to keyframe visibility of every object in the scene at the exact same time in Blender 2.79?

texts: I have a huge scene and there's a glitch where everything becomes invisible to the camera and I want to keyframe everything to be visible without going 1 by 1.


texts:
Has anyone come across a method to apply displacement to videos? When I import the video it comes in as an empty and doesn't provide me with the option to use any modifiers. I would like to apply displacement that changes as the video progresses. If anyone can point me to some resources, it would be greatly appreciated!

Niko


texts: Rotate a cube around Y axis m*360 degrees in 200 frames?

texts:
I have a cube that I would like to rotate m*360 degrees around the Y axis in 200 frames where m is an integer. So I go to frame 1 with the default cube, press I for insert keyframe and press rotation. Then I go to frame 200 and rotate the cube around the Y axis m*360 degrees. I know two ways to do this:

press R, Y and manually rotate it m*360 times with the mouse, click leftbutton and press I for insert keyframe and press rotation
press R, Y and type 'm*360', enter, press I for insert keyframe and press rotation.

However, only the former option works; the latter option will result in a rotation of 0 and result in no rotation. For small m the former manual option is okay, but for larg m the latter option would be more handy.


texts: How to keyframe smoke particle size via python script

texts:
Hi Blender Python users!

I was just wondering if anyone knows a way to key frame the particle size of a smoke flow particle system over time with a python script.

For example: I would like to change the flow settings particle size to start at size=1 and end at size= 0.1

Great community here! Thanks for your help!

Right now my script looks like this.

        bpy.ops.object.modifier_add(type='SMOKE')
        bpy.context.object.modifiers["Smoke"].smoke_type = 'FLOW'
        bpy.context.object.modifiers["Smoke"].flow_settings.smoke_flow_type = 'FIRE'
        bpy.context.object.modifiers["Smoke"].flow_settings.smoke_flow_source = 'PARTICLES'
        bpy.context.object.modifiers["Smoke"].flow_settings.particle_system = bpy.data.objects["Smoke/Fire Particle Emitter"].particle_systems["ParticleSystem"]
        bpy.context.object.modifiers["Smoke"].flow_settings.use_initial_velocity = True
        bpy.context.object.modifiers["Smoke"].flow_settings.velocity_factor = 0.2
        bpy.context.object.modifiers["Smoke"].flow_settings.use_particle_size = True
        bpy.context.object.modifiers["Smoke"].flow_settings.particle_size = 1.2
        bpy.context.object.modifiers["Smoke"].flow_settings.subframes = 50
        bpy.context.object.modifiers["Smoke"].flow_settings.use_absolute = False


texts: Play Action Actuator not working properly (Blender Game Engine)

texts:
I am having difficulties with the execution of an Action Actuator I created.
In the logic of the game I got a planet on a first scene.  I'm supposed to click the planet and that will trigger two things: a second scene that'll show a planet rotating and a Plane that'll be fading out from black to transparent through some keyframes established on its Alpha channel.
This fading color action is executed by having the first planet sending a message to a sensor in the second scene.
The thing is working fine when I play it on the Timeline view but when I start the Game Engine itself it won't work by times and when it randomly does is not showing the fading effect but abruptly dissapearing. Any suggestions?
This is how I settled the sensors for the two actions I'm talking about (changing scene and fading out of the plane):

This is how I configured the sensor for the plane that fades out:

Plane is called Entrada, action is called AparecerEntrada


texts: How to link the adjust last operation menu to object? Blender 2.80 - 2.81

texts:
What am I missing or doing wrong?
I made this script to add a cylinder ( just to learn ) but the adjust last operation menu does not work all.
What do i need to do to get this linked to the cylinder?
In the end I want to add some functions same as current add cylinder but also other funtions.

I guess there is no link between the bl-idname and the cylinder

This is my code

    bl_info = {
    "name": "New Object",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (2, 80, 1),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
}

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

radius = 1
depth = 2
location = (0, 0, 0)
rotation = (0, 0, 0)

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

    def execute(self, context):

        bpy.ops.mesh.primitive_cylinder_add(radius=radius, depth=depth, location=location, rotation=rotation)

        return {'FINISHED'}

# Registration
def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Add Object123",
        icon='PLUGIN')

# This allows you to right click on a button and link to documentation
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()


texts: I want to texture paint but it says "Missing texture, detected!"

texts: After clicking to try and paint, I see the missing texture error warning.


texts: How to "freeze" a cloth animation at X frame?

texts:
How would one freeze a simulated body at frame X and use it as a static mesh?

Following a tutorial, I've been able to do a cloth animation to my model, now I'd like to have that made static, without the use of the timeline.

The thing is, I'm modelling something that's not going to be an animation, but a static object (something like a statue/figurine). So I don't need the animation, only the shape at a particular frame that I find convenient. I'd like eventually once this is done, to also modify that deformed grid.

I've tried to follow what was said here, but couldn't figure out what chipmasque was saying. I'm quite new to blender (been using it on and off, just enough to forget everything).

I'm using blender 2.63, if it is of any relevance.


texts: Where's "Copy from Active" in Blender 2.8

texts:
I'm new to the blender community. I'm using the latest 2.80 Beta release (2019-02-10) of Blender and am unable to find the "Copy from Active" option in the new interface. I'm not sure if it's in some context menu and I can't find it, or if it's missing altogether.

So the problem I'm facing right now is that say I create an array of cubes (not touching each other), apply the modifier and separate the cubes by loose parts. I then apply a physics attribute to one cube. But then I'm unable to copy those attributes to all other cubes because I cant find Copy from Active. I've found a work around of applying the physics to the object before before I separate it by loose parts. But that's just one instance of using Copy from Active option.

Can someone help me with finding the "Copy from Active" option or share some advice on a better workaround for the moment?


texts: How do you rotate the local axes of an object?

texts: I've got an object whose local axes are not pointing the right way. Is it possible to correct the orientation of these axes?. This object has a pretty weird positioning and I would like to be able to move it on its own axes.


texts: Best way to "sculpt" sphere-shaped holes on a sphere surface?

texts:
Sorry for the confusing title, the best way to explain it is to look at my image (don't pay attention to the lines connecting the holes and sorry for the poor quality)

I have been thinking about this for a while and I can't think about a good way to do it. Booleans would result in a very glitchy topology and very bad results when subdivided, sculpting it wouldn't be precise enough (for me) and modeling it poly-by-poly would probably take forever, not to mention quite challenging.

There is surely a good and simple way to do it, but I just cannot think of one.


texts:
In blender, we can get a green reflective color irrespective of the lighting:

or a yellow ceramic :

But I've been thinking of a way to get white ceramic like these cups, irrespective of the lighting. We could fake through the use of HDR lighting or using the compositor, to seperately render out the cups and use a background. But, what would be a way to do so irrespective of the lighting.So, that we could take the same cup(or objects), to a bunch of different scenes and not get bugged with making adjustments. In a single scene, too much of lighting would occlude out the details. So, I'm really confused how to get this results.
All I get is a dull gray :

Please note that the main point of it is to be irrespective of lighting.


texts: How to move render to the left for space for text?

texts:
Currently, I have this:

However, I need space!:!

As you can see above, I need space to write text on the right, while keeping the background gradient.
I had a look here: How can I resize/move the "canvas" of an image in the compositor?
But it doesn't seem to work.

This is an example of my current compositing:

.blend file: http://www.filedropper.com/xtruder22_1

Many Thanks


texts: How do I use shape keys and bones for a Facial Rig?

texts: I want to try my hand at a more professional style facial rig but I am not sure how to go about it.


texts: Is there a proper way of doing this?been experimenting with particles but have noticed the more particles the slower blender gets I'm talking about 500000 to millions even with baking is still slow .


texts: Why is one of the lines / edges visible on my mirror

texts:
All edges / phases have been created in the same way, by the extrusion tool. So I do not understand why one of them seems to be unique.
Can anyone help me understand what is happening here?
Here is my project file


texts: Adding a "Super Elevation" or Twist to a road

texts:
I'm trying to figure out how to twist or add a slight rotation to an object at a transition that I can control.

Currently I have half of a road drawn, that's being mirrored, following the array length of a bezier curve, as well as following the curve deformation of said bezier curve.  I want to know if I can add slight twists at certain bends of the road or if it's even possible before I apply the Mirror modifier.

Current sample road looks like so:

Whereas an engineered road would have the road twist to match the curve of the road as seen between these two cross sections (program: Microstation Select Series 2):

A "Normal" Cross Section of a road:

A "Super Elevated" Section of a road:

Once I get the twisting and rotating down, I'm going to tackle trying to make proper intersection, but I want to make sure this is feasible before I go down this route (I'm sure it is but I want the most painless path possible).

EDIT:
The tilt command as suggested by Duarte Farrajota Ramos is close to what I'm looking for but it doesn't solve my problem, but it's something I didn't know about and glad it was brought up.

I don't know if there's some plugin or additional tools out there that will help but to give a better understanding of what I'm shooting for here's a series of images.  I currently have the left side of the road controlled by a percentage line.  That point or line is referencing the center of the road so that if the red line is below 0, it slopes downwards, but if it's above 0, it slopes upwards. (please excuse my atrocious mouse spelling)

I'm sorry for asking something so incredibly specific.  I may just have to do it manually per every section.


texts: How to change the background video from the video clip editor when changed?

texts: hello, I recently had several videos filmed in order to embed an object inside.  but the first time it didn't work so I filmed another one and now it works, however, now when I render I end up with well the object I want but the wrong video in  back.  however I did click on "set as background".  how can i fix it because it's for at school project and i need it the faster possible.  Thanks a lot


texts: Is there a way to focus a converter to convert a specific area in a texture?

texts:
To be honest, I don't really know how to ask this, but I'll try. In the 3D art part of the Splatoon Community, there's this design where the hair has two or three different colors. This was my attempt in trying to recreate it in Blender.

However, there's a problem that I have. The black and white textures for the colors causes unwanted areas to have the extra colors. Apologies for the noisy screenshot.

My question is, is there some way, in the Shader editor, for me to focus a converter onto that specific area in the texture? Just asking, because I don't really want to paint over the textures (not that it's difficult or anything.)
Here's a comparison of the normal texture and the custom texture. (Left;Original, Right;Custom)

Oh, and, just sending what I did in the Shader Editor.


texts: Problems With Incredibly Noisy Renders In Cycles

texts:
I'm attempting to create a space station hallway in blender Cycles as concept art for a game.  After modeling the entire station, I decided to do some simple test renders to see how the lighting would work through the window opening out to open space.  After tweaking the material to make a better window, I started rendering it out with a sun and very few inner materials (I don't apply materials until I really get the lighting down).  After doing this, I came up with this render on 500 samples:

Essentially the entire thing is incredibly noisy.  While I know that this question has been asked before I couldn't find anything that would help it.
How can I make this less noisy? I've tried a lot, and it just stays bad.  Any help is appreciated.

Here's the blender file:


texts: Script - How to add UV map for each object in scene?

texts:
I need a script which will add a second UVmap with "map1" name for all my objects in scene.

I tried :

import bpy
for obj in bpy.context.visible_objects:
    uvt = obj.data.uv_textures
    for m in uvt:
            obj.data.uv_textures.new("map1")

But this does not work. Any ideas ?


texts: Pressing "Play Animation" Not Doing Anything

texts:
Original question:
I managed to model and rig my first character, and I'm now working on the animation, when I scrub through the keyframes in the timeline, the animation is working correctly, but when I press Play Animation - Spacebar, nothing happens, at all. I've tried a bunch of solutions already, but none of them seem to work.
Does anyone know how to fix this?
I have attached a screenshot of the scene and the .blend file below.

Blend File
Update: it seems to be a local issue with my Blender config/hardware, as other users are able to open the .blend file and getting playback. I've also tried rebinding the Play Animation - Spacebar again, but that didn't make any difference. Perhaps I will try installing a new and fresh Blender, see if that works, but I'm still wondering why I'm not getting playback in the first place? Any help is much appreciated as I lack the necessary experience to know where to look for a solution.
Update 2: After some great pointers by @Moonboots I now know the issue has something to do with my preferences. After installing 2.91 and opening the .blend file in that version with Factory Settings, the animation plays, success! But if I load my personal config in the freshly installed 2.91, the problem arises again. Now I would still like to find out, what in my original config file is causing this issue, and fix it, as I really feel at home in my config. I've added screenshots and of the comparison between my personal config and the Factory settings and a link to my personal config, maybe one of you can spot the issue?
Link to download my personal config

I've left out the tabs that are probably not the cause of this issue (Themes, Input, Navigation, Keymap, Addons, Save & Load and Lights). If you think this can also be the cause of this issue let me know and I will upload screenshots of those tabs too.


texts: Why we can't apply edge loop on mesh if we applied bevel first

texts: Some times I noticed that we can't apply edge loop on mesh if we applied bevel why it is happening? It's bothering me to model as I want to. I guess it's happening because of geometric reasons please help me to understand what rocket science is happening there?


texts: Snap 3D Cursor to Grease Pencil Surface (Blender 2.8)

texts:
Is there a way to snap the 3D Cursor to a grease pencil drawing?

With User Preferences > Interface > Cursor Depth checked, the 3D cursor will snap to the surface beneath it.

This works with everything but grease pencil strokes.  I've tried vertex snapping as well, it seems the points of a grease pencil stroke aren't considered vertices.

I've drawn a tree trunk that curves in 3D space and would like to draw branches coming out of it.  I can manually place the 3D cursor but aligning it with the trunk is a pain as the cursor won't snap to the existing grease pencil strokes.


texts: Is There a Way to let Blender Use More Memory?

texts:
First off, I'm not really experienced with Blender.

Someone gave me a really large geometry designed with Blender (~135 Mbytes) which I need to export into the COLLADA format for my work on a thesis.

Unfortunately, when I start the export function, Blender closes after a few seconds and the resulting COLLADA file is not complete. It just ends somewhere after ~20k lines while defining some vertices. It works fine with smaller geometries.

My best guess is, that Blender does not reserve enough memory, gets an out-of-memory-error and closes. I couldn't find any error log. Is there a way display any Blender errors that occured and/or to increase the reserved RAM manually?

I'm using Blender 2.67 on Windows 7 x64.


texts: How do I get an outline for an object without using Freestyle?

texts: Guys is there a way I can achieve outline in Blender without using Freestyle, I have a scene of buildings and it's been processing for 15 minutes already, still no results. Blender gets laggy with bigger scenes, so I can't allow myself to duplicate-mesh and do that option for an outline. Got any faster options for outline?


texts:
I cant seem to figure out coloring through this tutorial I'm using https://www.youtube.com/watch?v=1-iKFazCaeQ
I follow what this person does and mine stays gray.

Anyone got any tips or a better way to do this?


texts:
I was wondering what caused this weird texture distortion.
Every time I try to add noise or distortion using procedural textures, this happens

Before distortion it looks like this

I want something like this

Please help


texts: Automating Camera and Deformable Object for Image Data Collection

texts:
I have a deformable object (e.g. a rigged arm with a hand) in the scene. I want to take large numbers of pictures of the arm from different angles, while the arm is performing different actions. How do I automate this process and save the rendered images directly to a directory?

Would it make more sense to keep the camera in place and just animate the arm to different positions? I am doing this for data collection so I want the arm movements to be randomized and camera angles to be randomized. If this type of randomization is possible, could I also set constraints on what part of the arm is included in each image?


texts: Is there a selection tool that will select everything towards the cursor?

texts:
So the tool I'm looking for is basically something that I would expect to see in the Select Menu but I'm not sure it's there or where else to look.

Basically, something like the following-> Select a loop, then everything else towards the 3D cursor.

Here is a visual.

Maybe there is python script that someone is aware of.


texts: Why does the same material looks brighter/darker on another object?

texts:
I have applied all transforms, recalculated normals, unwrapped every piece. While trying to maintain pixel density (first ever modkit so correct me if I'm wrong but it is the faces' size on the UV map).

Still, the two corner piece on the left are brighter. Driving me crazy...!
Edit: tried both eevee, cycles
Any idea as well as comments, critiques are welcome! Thanks a lot!


texts: How to make an object "move towards" another object

texts: I have my camera tracking an empty and copying its movements. i want the empty to move to a button when it is clicked on, but i dont want the empty to turn at all while moving. just move straight at the other object. I had some basic java "training" with Alice and there it would have been as easy as saying move towards object for some duration or move to an object, but looking up the right command in python is something im still struggling in. i can make the empty move in coordinates or face the object and then move, but thats not what im looking for. This is in the Game Engine and i was looking in game logic. (bge.logic)


texts: Why node wrangler doesn't recognize AO maps when using auto setup shortcut

texts: When i used auto setup shortcut on PBR maps using Node wrangler on blender 2.8, the addon never adds AO maps but everything else is displayed and connected properly. any reason for this?


texts: Can I store text object data in external file?

texts:
Situation: I have a project with 20+ scenes and hundreds of text objects in random places (a song).

Is it possible to put the text object data (text itself) into a text file(s), to edit externally without the need of searching the object inside blender? So that edited and saved text file will update the objects in project on restart of blender?

PS: text objects aren't keyframed (if that makes a change).


texts:
My fluid particles start quite far away from my source object (see picture). I enabled planar emission otherwise it doesn't work (???). But the surface emission is set to 0.
EDIT: The source is inside a collision object.


texts: Python: Create GizmoGroup for VSE (Video Sequence Editor)

texts:
I am currently trying to create a gizmo for the transform effect in Blender's VSE (2.8). However, I can't seem to get it to work. In fact, even though I call window_manager.gizmo_group_type_ensure() in various places without and exception resulting from it, it seems like none of my class's functions are ever called. Could it be that it is not possible (yet) to create custom gizmos in the VSE or am I missing something really obvious?

Here is my code (most of it, calls to window_manager.gizmo_group_type_ensure()  not included because they occur elsewhere in a larger project. Note that actual method code is untested because it never seems to be called):

class TransformEffectGroup(bpy.types.GizmoGroup):
    bl_idname = 'CS_GGT_transform_effect'
    bl_space_type = 'SEQUENCE_EDITOR'
    bl_region_type = 'WINDOW'
    bl_label = 'Transform Effect Gizmo'

    @classmethod
    def poll(cls, context):
        print("Transform effect gizmo polled")
        active_strip = context.scene.sequence_editor.active_strip
        return not active_strip is Null and active_strip.type == 'TRANSFORM'

    def setup(self, context):
        active_strip = context.scene.sequence_editor.active_strip
        gizmo = self.gizmos.new("GIZMO_GT_cage_2d")
        gizmo.target_set_handler("matrix", get=self.get_matrix, set=self.set_matrix)
        gizmo.dimensions = (100, 100)
        gizmo.transform = { 'SCALE_UNIFORM', 'TRANSLATE', 'ROTATE' }

    def refresh(self, context):
        active_strip = context.scene.sequence_editor.active_strip
        if not active_strip is Null and active_strip.type == 'TRANSFORM':
            self.strip = active_strip

    def get_matrix(self):
        m  = Matrix.Scale(self.strip.scale_start_x, 4, Vector(1, 0, 0))
        m *= Matrix.Scale(self.strip.scale_start_y, 4, Vector(0, 1, 0))
        m *= Matrix.Rotation(self.strip.rotation_start, 4, 'Z')
        m *= Matrix.Translation(Vector(self.strip.translate_start_x, self.strip.translate_start_y, 0))
        return m

    def set_matrix(self, matrix):
        t = matrix.to_translation()
        self.strip.translate_start_x = t[0]
        self.strip.translate_start_y = t[1]
        s = matrix.to_scale()
        self.strip.scale_start_x = s[0]
        self.strip.scale_start_x = s[1]
        self.strip.rotation_start = matrix.to_euler('ZYX')[0]


texts: Duplicate along curve without transformation in Blender 2.80

texts: I looked at the lessons for version 2.7. In version 2.8 I cannot find the Dupliсate tab in the object properties and the Frames button in it. Does anyone know how to duplicate along curve in Blender 2.8?


texts: Why would an object be deformed by subsurf and differ from the 3D view when rendered?

texts:
I am trying to render a scene that contains a bullet and an empty cartridge in Blender. However, when I render it using Cycles render it warps horribly.

Scene screenshot:

Rendered preview in the 3d View:

Rendered result:


texts: Blender 2.8: link Render View to a single View Layer for rendering (multiple viewlayers, multiple cameras)

texts:
I've got several Collections (created with bpy.data.collections.new()), each consists of its own Area Light and multiple Cameras.
I've got a View Layer (scene.view_layers.new()) for each of the collections (all collections are .excluded from the viewlayer except corresponding one).
I've got a CompositorNodeRLayers and several outputfile nodes for each View Layer.
I'm trying to render each View Layer from each of its Cameras.
I'm using stereo/multiview feature of blender:

    scene.render.use_multiview = True
    scene.render.views_format = 'MULTIVIEW'

and create a Render View for each camera: scene.render.views.new().

In this setup bpy.ops.render.render(write_still=True) renders each view layer from all of the cameras even those that are not linked to any of view layer's collections (producing black images and combinatorially increasing rendering time)

Questions:

Can I link a Render View (elt of scene.render.views) to a View Layer (scene.view_layers)?
Otherwise, can I link a View Layer to a Camera?
Can I tell blender to skip cameras that are not in the object tree of a view layer being rendered?


texts: Can't rotate objects in edit mode in Blender 2.8

texts:
So I had this problem before but in Blender 2.79. The problem was that I couldn't rotate objects in edit mode. This happened due to a shortcut i didn't know about. However there is a button in 2.79 with enables you to rotate again.

But in blender 2.8 there is no such button. There are no forums about it. Please help me with a shortcut or where I can locate the button to enable rotation again.

https://imgur.com/gallery/PyPr4K0

Please tell me how to disable this!

Thank you


texts: Why doesn't an Environment texture appear when the world has a Volume Scatter shader?

texts:
I'm working on lighting a scene in which I need to have both an Environment texture for the background and Volume Scatter for light cones, but when I check the volume section in World setting and choose the Volume Scatter, the environment becomes black background (but the lighting works as I want).

I'm using Blender 2.72

How can this be fixed?


texts: Absolute path of files in Blender (with Python)

texts:
Functions such as os.path.exists(image.filepath) fail when Blender uses relative paths, This seems to be because Blender uses // prefix for relative paths, unlike the more conventional ./.

How can standard Python filesystem functions be used correctly on Blender paths?


texts:
I want to instance a leaf on my instanced stems. But it only shows the stems.
Is the geometry output of the Point Instance node not treated as full normal geometry?


texts: Disconnect viewport background from environment lighting?

texts:
I need the viewport background to be gray, and I need the Scene Lighting and Scene World to be active in the viewport, but I do NOT want the background to emit ambient light. I can make this happen with a Light Path node, but I was hoping for an easier way.
The viewport background should just be a 2D user interface setting. It should not be an always-on source of environment light. I need to be able to see and select black wireframe objects, so I can't just set the world background color to black. I need a gray background that does not emit light. So if I create an object and do not add any lights, the viewport should be gray and the object should be absolutely black.
I can disable the setting "Viewport Header Menu > Viewport Shading > Scene World" and set the Strength to zero, but this will also disable the environment lighting, any Irradiance Maps, and probably a bunch of other stuff that I need.
The setting "World Properties > Viewport Display > Color" only functions if the Render Engine is set to Workbench.
So how can I decouple the viewport background color from environment lighting? It appears that Eevee and Cycles do not have a concept of default directional lighting like Workbench does. The default lighting in Eevee and Cycles comes from the world background, and the viewport background also comes from the world background.
I just need the viewport background to be a background and not a light source. This is the only way I can fully control the lighting and also be able to see and select black wireframes. The Light Path method seems to work, but it's arcane and overly complicated.
Thanks


texts: Uneven distances between the edges when extruding

texts:
I have the following mesh:

When I try to inset it, the distances between the edges are in equal distance:

But when I try to extrude them (by pressing e then s), I get uneven distances between the edges:

How can I extrude the edges evenly/do an inverted inset?


texts: Cycles Render displays wrong UV wrapping in material mode

texts:
As stated, the textures do not follow the settings in the material. They seem to repeat no matter what while in material mode of the 3d-view, but render fine. Nothing in the material seems to change this. Any solution? It's not a deal breaker but it'd be more convenient if I could resolve it. This occurs on all my models, this is not a special case. Using 2.79.

In the below screenshot I am using Extend instead of repeat but this is only reflected in render.

EDIT: Apparently this is an 7-8 year old bug that's only fixed in 2.8?


texts:
This may be a dumb question, but did Loop Cut and Slide get removed with Blender 2.74? I have 2.73 and 2.74 both on my computer, and it works fine on the old one, but when I go to User Preferences and try to change the key it's mapped to in the new one, it's just not listed at all. I tried resetting to factory defaults and uninstalling/reinstalling, but the option still isn't there.

Edit: I should mention my OS is Windows 7 64-bit with the installed version of Blender, not the portable exe. When I try to use Ctrl + R on a mesh, nothing happens. I've attached a screenshot of what happens when I go to Input prefs and search for actions using the shortcut "Ctrl R" in 2.74


texts: How to catch and respond to a scene addition event?

texts:
My add-on uses a number of dynamically registered panels, created and configured per scene. It needs to refresh/rebuild itself whenever the scene changes to represent the data in the active scene. I'm using a msgbus subscription upon bpy.types.Window.scene to respond to scene switches by destroying/rebuilding the UI, but this doesn't catch scene creation/deletion events.
In order to do that I've added an app handler for depsgraph_update_post, which fires for scene deletion events but unfortunately is not triggered when a new scene is created. When a new scene is added my UI is left in it's previous, now incorrect state, until the user does something to trigger a depsgraph update and my UI rebuilding code is executed. I've enabled various debug options in the console and monitored output during scene changes to try and find something I can hook into and leverage but I'm coming up empty handed. I'd rather not implement a recurrent timer-based check of the current scene to trigger a UI update, but that's what I'm now faced with.
Does anyone have any ideas or advice for use of msgbus and/or app handlers that would allow me to respond to scene creation events in a timely manner? Thanks in advance for your help, I am constantly amazed by this ingenuity, patience, and generosity of this community. Kudos!
Edited, adding context below:
The number of panels in the sidebar is determined by the user clicking Add/Remove operators in a static master panel. The number and configuration of these dynamic panels in a scene is stored in a property group in the scene. When the active scene changes the add-on destroys/unregisters the UI panels for the previously active scene, and creates/registers new panels according to the panel config of the newly active scene. It's trying to replicate the behaviour of the modifier stack, where selecting a new object destroys/creates modifier sub-panels according to object selection. Except instead of modifiers on objects, I'm doing this with panels per scene. This works nicely when switching back and forth between existing scenes, and it can catch the deletion of an existing scene by using the depsgraph update to trigger a UI refresh, but when a new scene is created it don't have any means of responding to this until the user does something like add/move an object to trigger a depsgraph update.


texts: How can I achieve the visual of objects pressing against membranes more beautifully?

texts:
Source files here and here.

Hey folks. Currently building a project for a client which involves shapes and creatures pressing and moving against a membrane. I've tried using shrink wrap, cloth simulations and blend shapes to achieve the effect, but nothing seems to give me the same freedom of movement as rendering a depth pass sequence of the objects moving and using that to drive a displacement modifier.

Unfortunately, it's still a bit rough. Objects extruding far out of the surface look stretched and glitchy with narrow triangles. Additionally, the mesh is using 64,800 triangles, which is about the maximum I can use in Unity Realtime per object.

Can anybody think of a prettier / more efficient way to achieve this effect?


texts: Is it possible to have at the end of a NURBS curve the same kind of handle (tangent line) as at the end point of a Bezier curve? Even with a control point set at the end of the curve, the control point lines in a NURBS aren't really tangent lines to the curve.


texts: How to add node in the center of the Shader Editor with python?

texts:
I would like to create a node, and center it in the node_tree view that is the "Shader Editor".
Keeping in mind that this operator is only executed by a button in the context of the Shader Editor, so the context is correct.
I was wondering if it was possible to obtain the coordinates of the view, and find the center of it, to assign the coordinates to the new node created, so that it is placed exactly in the center of the view.
Below is an example of an operator creating a simple node, waiting to be positioned in the center of the Shader Editor view. (If possible)
I'd like to understand how you can get the position of the view, or something useful to position it correctly.
Simple test Creation of a node by operator:
class ADDNODE_OT_Test(bpy.types.operator):
    bl_idname = "node.test"
    bl_label = "Test"

    def execute(self,context):
        mat = bpy.data.materials["My_Material"]
        nodes = mat.node_tree.nodes
        bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
        #bsdf.location = (?,?) <--- Is possible to get and set the center of the view location into the Shader editor?
        return{'FINISHED'}


texts: Exporting project with physical atmosphere addon for render farm

texts: I'm trying to export a project for a render farm that involves rising and setting sun. Whole sun animation is done with physical starlight and atmosphere addon. When I render it in render farm sun doesnt animate and whole animation appears just black as a 1st frame. I was told by support that I need to pack this addons animation cashe file with the project, but I can't find a way to do it, can somebody help plz?


texts: Is there a way to keep certain edges unaffected during subsurf?

texts: I'm manually modelling a low-poly character that I would later like to add a subsurf to, but in testing it, the subsurf turns the entire thing into a rounded blob. Is there a way to tell the modifier to ignore certain edges so they can stay sharp?


texts:
I'm trying to make a 2D animation in Blender. I created some vector graphics in Inkscape, exported it to PNG and then imported as a plane to Blender, with settings: Shadeless, Z transparent, Alpha Premultiplied. Sadly I get an image with a gray edge that is visible when images overlap

The images are perfect in Unity though:

What may cause such a problem happening? And how to get rid of it? Thanks in advance


texts:
I'm doing a soft body simulation on a grass model that I made. The settings that I changed from the default are the Mass, Soft Body Goal (Default & Damping amount), Stiffness and collision. Here's the blend file.

Whenever I tried 'bake all dynamics', Blender froze and crashed all the time. Maybe my computer's not very strong. But is there any settings on the soft body that I can change in order to ease the baking for my computer?

Thanks.


texts: How can I create a rig where each bone only affects its surrounding mesh?

texts: So, I am trying to create a version of Minecraft Steve in blender to use in ue4. Each body part I have made isn't joined to another physically, but they are all one object. I have rigged it, however the weighting seems to affect the entire model not just the surrounding faces. Can I weight it somehow to only move the one part, e.g. the arm and none of the body or head?


texts: I am learning how to storyboard. I have set up a video editing project and added a movie file. I am working my way through the movie, marking each frame that is to become a board in a storyboard. What I want to be able to do is render a sequence of images out that are only the frames marked with a marker. I have been searching through the documentation but I can't seem to find a way to do this. Can anyone advise please?


texts: I have tried installing fspy in blender 2.81, however it says it is 'installed' (as can be seen in attached image) but then doesn't appear in add-ons list, and hence cannot be enabled.


texts: Blender 2.91.0 choppy model in viewport when using perspective view?

texts:
I have a problem.
In my viewport, model shows as choppy broken model when I m in perspective view. When I change to orthographic view, it shows fine.
Here is the comparison.
But in rendering view, both perspectives are rendered fine.
Is this a bug or anything wrong in my settings?


texts: Blender Cycles How to make paper that will move like is rigged?

texts: I for a project am making a paper and wind to fly into the air and through clouds. How can I animated the paper to look like it is flying in the wind? I also want to put picture?


texts: How to bridge small gaps between objects like welding with less faces

texts: I am trying to bridge two tubes together like welding.So I applied union to the two tubes and used Remesh modifier with Voxel size of 0.001m. It turns out that there are 5 million faces. It is hard for me to decimate them, which freeze my computer. Am I using Remesh correctly? Or is there a better way to bridge objects other than Remesh? I want a clean object to export for Salome to edit mesh for FEM analysis. Thanks.


texts: Create Sinosoidal Fringe Projection with blender... not everything by hand possible?

texts:
i am using blender to create optical settings for my work as an engineer in applied optics. I would like to create a lighting with simulates a display which projects a sinusoidal fringe pattern. I am really new to blender, just worked through the basics - tutorial and i would like to know if it is possible to create such a lighting, without creating like 1024 different planes by hand, and set the emission coefficient to sampled sinus-values.

I would like to just create on plane, and subdivide it into 1024 subplanes, but i cannot set the emission coefficient for this because it is still handled as one object inside blender.

Would be cool if someone can help me with an elegant solution to this.

I try to design an optical setup to measure objects from the industry. I need a certain number of cameras under the same illumination, the camera images should ideally have a maximum overlap of the illuminated object. This is why i use blender to check out different setups and positions for the cameras.

in short: I want to design the optical setup in blender, to reduce the "search-space" in the real world in terms of where to find the ideal positions for the cameras.

this is what the light source should look like


texts: I can't get my texture to apply to my object. Blender 2.8

texts:
I created an object in Sketchup, saved as a .dae, imported into blender--and now I am trying to do texturing. It isn't working. The object comes out as a solid color with no image texture seemingly applied.

Note - the Material is included. I've tried it with several different image textures.

This is the blender file . . . https://www.dropbox.com/s/rckymescri9tut4/test1.blend%20-%20Shortcut.lnk?dl=0

The official blender upload:


texts: Recently I was attempting to sculpt from a tutorial on youtube and I encountered and error where the brush stopped working consistently and I got a line following the cursor instead.  I'm curious if there is anything I can do rather than starting a new file.  The problem does not seem to be attached to the object and it only occurs with the SculptDraw brush.


texts: I have Blender 2.73 and want to update to 2.75 but when I do it does not unzip correctly or completely, and it does not show up in my control panel where the installed programs show up. Also I want to install the Blend4web add-on but the install from file does not work. I really don't know about scripting and all that so I would need a detailed walkthrough if I was going to install it that way. Can anyone help me with these issues?


texts: I want to change my character's position and posing it using the new pose brush but it is not working and I do not understand why? I have been clicking and moving what the brush recognizes but it won't move. Can anyone help me fix this? I have the current version of Blender (2.91)


texts: Is there a better way to move around and view a big scene?

texts:
My problem is that I have a huge scene with meshes and (let's say) I see this scene for the first time. I do not know it, I want to look around. I can use the controls like
MMB  plus look around, ⇧ Shift + RMB  (but scene is too huge for this).
Then I select some objects on the hierarchy and press numpad . (but as I said: I do not know the scene and/or the object names can look like all the same as well), what will take me there.
I know, I can use the fly camera mode, but that is well... kinda hard to use, for me at least. Is there a better way to move around? Like in a game: WASD + mouse look? (I do not want to move my camera, my goal is to move my editing area to a specific position / angle)


texts: I was following some basic tutorial on youtube to make basic levels and after I used the solidify modifier to make the walls thicker, this weird glitching happened in the corners. Can you explain to my why and what should I do to avoid it? Thanks.


texts: How to select vertices on the left side of a plane using python?

texts:
I would like to select only the vertices on the left side of my plane using Python (like on the screeenshot), does anybody have an idea how to do it ?

I try the following to get all vertices but i'm unable to isolate those on the left.

My actual code to get all the vertices:

bpy.ops.import_image.to_plane(
  files=[{'name': os.path.basename(file)}],
  directory=os.path.dirname(file)
)
obj = bpy.context.object
group = obj.vertex_groups.new(name = 'Group' + str(number))
index = 0
verts = []
for v in obj.data.vertices:
    verts += [index]
    index = index + 1
    print(v.co)
group.add(verts, 1.0, 'REPLACE')


texts: I can not see network drive of one drive

texts:
I'm beginner and I'd like to save on Microsoft's OneDrive but it is not displayed.
Blender can not save in cloud?


texts:
I am currently sculpting and for some reason I can't add detail to the side of my mesh; it only works for the front and back.

If I grab my nose, its axis is locked to X and Z. It can't move on the Y axis but can be moved on the X and Z axes.
I can only sculpt on the front and back of the mesh, I can't sculpt on the right or left.


texts: How can I widen a single edge into a face?

texts: Let's say I want to make a triangular floor tile with two materials. I've created the triangular plane and drawn the odd-angle lines that will be the pattern across it. Now I need to offset or widen those edges into faces. In an ideal world this would work similarly to insetting a face: just press a key, specify a distance, and two edges parallel to the original are offset by that distance. Is there an easy way to do something like this?


texts:
so my problem is a little bit weird.
If I try to render my "town of the future" (my geography project) then there is a plane I did not add. In the normal editing mode etc there is no plane but as soon as I start to render, the plane appears.
Any ideas?


texts: Vertex snapping does not work in the same object

texts:
I am new to blender but not to 3D modelling in general. I am having a strange problem regarding with vertex snapping.
I have several objects in my scene. I am trying to translate one vertex to another location with transform tool. I would like to do it in one axis (preferebly Y axis). The problem is that, the vertex that I am trying to relocate doesn't snap to the other vertices in the same object. If I try to snap it to vertices of a different object, it does snap.
I attached a video that demonstrates this. I am also attaching the blend file for it. Could you please help me figure out what the issue is or provide a work around?
Screen Recording:
https://drive.google.com/file/d/1yf6soj9Kj8tVHbvwIm_9ZaxLr7-3Xx48/view?usp=sharing
Blend file: https://drive.google.com/file/d/1FTdDkCF6oEYSz_bBtCRi5ZrFfOODTwXj/view?usp=sharing


texts: Blender weird/broken normal map only in Cycles

texts:
Im experimenting with baking using Substance Painter and I managed to make a perfect bake, but only in  Evee:

When I try to use Cycles this happens:

All edges are mark as seams and as sharps:
(Following advice from this video:
https://www.youtube.com/watch?v=kGszEIT4Kww&list=WL&index=6)

Node setup:

Same results with and without denosing, supported or experimental features and gpu or cpu rendering
Substance Painter is not showing any seams as well as IRAY


texts: how to make a scene with characters linked to renderfarm?

texts: I have a scene with characters linked with animation and everything else, but ... I will render to render farm with networkrender, but in the result, no frames where my characters do not appear, guess where these frames are not rendered my characters correspond to the slaves which is not native scene, which I do? sorry for the translation, I speak Spanish. Thank you!


texts:
I'm very new to Blender and modelling in general, so i was following this tutorial on how to make a Low Poly Character (https://youtu.be/Ljl_QFs9xhE?t=607), at 10:04 he extrudes the vertices down and then scales it inwards to make the shape of a waist, but when i do it, the mirrored parts separate like this:

What am i doing wrong here? I'd appreciate very much if someone could help me.


texts: Script to make copies of a shape key, each one with an isolated translate channel

texts:
I have been reading Jason Osipa's "Stop Staring - Facial Modeling and Animation Done Right". In the book, there is an interesting Mel script I am trying to port to Blender, so far with no success

Basically, the script copies a shape_key andcreates 3 new shape keys, and in each one, the vertices translations in each axis are isolated. Thus we have three new shape keys, one being for the X axis, another being for the Y axis and another for the Z axis. The three combined are equal to the original shape_key.

I know I can access the coordinates of the vertices in the shape key through:

object.data.shape_keys.key_blocks['Key 1'].data[#].co

('Key 1' being the shape key name and # the vertex index)

I also know I can access the vertices in their original position through:

bpy.context.object.active_shape_key.data[#].co

(# being the vertex index)

Thus, I thought the code would be something like:

import bpy

context = bpy.context
scene = context.scene
obj = context.object
shape_name = obj.active_shape_key.name

obj.shape_key_add(name=str(shape_name) + "_X", from_mix=True)
obj.shape_key_add(name=str(shape_name) + "_Y", from_mix=True)
obj.shape_key_add(name=str(shape_name) + "_Z", from_mix=True)
bpy.ops.object.shape_key_add(from_mix=False)
bpy.ops.object.shape_key_remove(all=False)   #Hack to select the last shape_key in the list

shape_name = obj.active_shape_key.name #Update the active_shape_key.name

for vert in obj.data.vertices: #Isolate the translation on the Z axis first
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.x = obj.active_shape_key.data[vert.index].co.x
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.y = obj.active_shape_key.data[vert.index].co.y

obj.active_shape_key_index = obj.active_shape_key_index - 2

shape_name = obj.active_shape_key.name

for vert in obj.data.vertices: #Isolate the translation on the X axis
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.y = obj.active_shape_key.data[vert.index].co.y
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.z = obj.active_shape_key.data[vert.index].co.z

obj.active_shape_key_index = obj.active_shape_key_index + 1

shape_name = obj.active_shape_key.name

for vert in obj.data.vertices: #Isolate the translation on the Y axis
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.x = obj.active_shape_key.data[vert.index].co.x
    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.z = obj.active_shape_key.data[vert.index].co.z

However, it does not work and it's driving me mad. Any suggestions?


texts: How to Export a rendered image to RAW single channel

texts:
I am trying to create a height map that I can import in Supreme Commander Editor. Other software like softdesk and photoshop seem to manage this but I can't figure out how to do it with Blender.

According to other tutorials it needs to be RAW, Single channel, 16 bits, IBM PC format.

Here are options recommended for photoshop according to Supreme Commander community wiki.

Another tutorial that uses Autodesk Softimage show the following settings.

I tried emulating these settings by saving the rendered image I had as TIFF, BW, 16 bit Color Depth and trying out the several compression options. Nothing seems to work however.

Just to get an idea of the file format I dropped my exports in a hex editor and compared them to a height map export of Supreme Commander and it seems all my attempts have some sort of header (I'm guessing) about 8 bytes long. Compared to the empty height map I can export from the Supreme Commander Editor I don't see a header.


texts:
I'm trying to get a list of scenes in my .blend file.

bpy.ops.logic.getSceneList()

works once, but the second call throws an error that I don't understand.

    scenes = {sc.name: sc for sc in bpy.ops.logic.getSceneList()}

  File "/Applications/Blender/blender.app/Contents/Resources/2.79/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.logic.getSceneList" error, could not be found

Can anyone jump in and help me out? Thanks in advance!


texts:
I've been studying this Dual Functionality question and trying to get something similar going, however for a slightly different need. I'm trying to create a hotkey that is repeatable, and cycles through 3 or more operators. Activate the hotkey once correlates with the first operator, 2 times with the 2nd operator, 3 etc, and once you hit it the last time it loops back to the 1st operator. I can get this to work with just two operators, but not 3 or more.
I'm assuming this is a failure to figure out the counting system. How does the counting system work? From my understanding
count=0

sets it to start at 0.
self.count+=1
if self.count ==1

adds a 1 to it and says "if it's 1, do this..". The final 0 in the elif
self.count = 0

sets it back to zero and thus the loop (return {'CANCELLED'} presumably). Adding additional elif statements with self.counts at higher numbers are either just skipped when I attempt to do it or break the script. What am I missing?


texts: Important to note I had to bake five different pieces separately for my object because no matter how I made the bake cage I kept getting poor results with one cage for the whole object (Maybe someone has a better solution??) This does result in a beautiful result except for in certain areas. The issues appear where the different normal maps meet. I have tried combining normal maps onto one material, this doesn't work. I have used a combine normal map plugin which does an amazing job on what it is supposed to do (the produced normal map literally looks like I made them all at once) but I still get artifacts. I have tried the clone brush which does nothing. I also have already merged by distance with the mesh after I joined the objects. Does anyone have a possible solution? Thanks :( I have been stuck for a long time with this maybe a week. Thanks to whoever can help or try. Just looking for a solution doesn't matter how it is done.


texts: Curves not showing direction in edit/object mode

texts:
I'm importing roads from OpenStreet Map. They are imported as curves. However, these curves seemingly do not have direction. I have tried to change them to Bezier curves and "switch direction", but these do not work.
What can I do to display/set the directions of my curves?


texts: Need help making the nodules on buddhas head

texts: hey guys im working on a buddha statue for our server in conan exiles and i need help understanding how to make the details on buddhas head. I want to sculpt one of the spherical nodules you see on his head and then essentially be able to copy and paste them so im not sitting here doing one by one when he has 100+ of them on his head. Just as a forewarning i am using dynamic topology for sculpting with mirroring on incase that changes anything.


texts: Can't change my object duration on timeline

texts: Total noob question, but how do I change the duration (in/out point) as to where it cuts in and out (appears) on the timeline.


texts:
I m new to Blender and I am using Blender 2.8
My problem is that after an operation where I loft a Nurbs circle along a NURBS path using bevel and applied a subsequent taper using a second NURBS cirle to I get an object which is essentially correct but when I orbit in the view the object gradually disappears and the reappears. (I am building a surface that has to curve along two axes) In 3DS Max this is usually resolved by flipping normals but I do not know the setting for this in Blender 2.83
Could someone advise me how to fix this?


texts:
I'm trying to create a Yin Yang symbol in 3D like this: Yin Yang mapped onto Torus - YouTube

But I can't find a way to make it with Blender. Any ideas?
FYI: I tried to create it from Quad Sphere like a tennis ball, but failed.


texts:
I would like to speed up video and audio playback in the video sequence editor. This would help me edit/chop up long videos since then I can hear any funny/important moments that should be in the final version. Final Cut achieves this effect by repeatedly pressing l, and I can still listen to audio when it's been sped up many times.
To achieve this same effect in Blender, I've tried using Power Sequencer and VSEQF as suggested in this question https://blender.stackexchange.com/a/197236/113533.
Unfortunately, it looks like both of these solutions cause warbly audio, making it easy to miss details in someone's speech. This YouTube video compares playback from a 1.75x speedup on Youtube to the first VSEQF speedup (aside from a few frames dropped because of the screen recorder, this is what the warped audio sounds like) https://youtu.be/sCou-A4IBTo.
Are there any other alternatives, or are there some settings I can use to further optimize playback? Thanks!


texts:
Is there any way to paint onto a bump map and diffuse map at the same time, so that the strokes match up? Like a multi-layer brush that uses a greyscale texture for the bump layer and a color texture for the diffuse color?

Here's a rough sculpt to demonstrate what I'm imagining:

The GIF above shows how such a brush could be made. The black and white height map would be the displacement brush, transferring its greyscale data to the bump map texture and the green one would transfer its color data to the diffuse map texture.

The resulting brush images:

Making the brush is one thing, but is it possible to use such a brush?


texts:
I have a problem with objects being reset when rendering a scene.

I have created a shape which I hope to 3d print by mirroring an object on the x and y axis. I have created a duplicate and rotated them to display over a plane for a render as can be seen in the first screenshot.

However, the moment I render the scene, the render shows both objects without any rotation, and when I go back to the 3d view, both objects have been reset to their initial rotational axis of 0,0,0.

Can anyone help explain what's happening please! Thanks.


texts:
I am trying to create a simple library of procedural materials for myself.

As per my logic what I need to do is :

Create a node tree in Python
For preview purposes I think I will add a Data-block/New Material for the material the user has chosen and when the user changes the
material just clear the previously generated material
I succeeded in creating a material preview but I have not tried it with a python generated material and the major fallback is that I need
to resize the preview window to refresh the preview
I know that I can use tempelate_ID_preview but :

It updates in at least 5 seconds.
It has a bunch of unnecessary 'UI' stuff with it

My Code :
import bpy

class TESTMATPANEL(bpy.types.Panel):
    bl_idname = "panelname"
    bl_label = "Panelname"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Testing"

    @classmethod
    def poll(cls, context):
        ntree = context.space_data.node_tree
        return ntree is not None and ntree.type=='SHADER'

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

        row = layout.row()
        ob = context.active_object
        self.layout.template_preview(ob.active_material, show_buttons= False)

def register():

    bpy.utils.register_class(TESTMATPANEL)

def unregister():

    bpy.utils.unregister_class(TESTMATPANEL)

if __name__ == "__main__":
    register()

My method of creating a procedural Material(Nodes will be different) :
https://www.youtube.com/watch?v=8mSSCQ7LGVo

All I need to know is :

How to detect the change in the material and to redraw the preview
How to link the temporary material to the template_preview
Pls help me

!  I know that my 'Class' naming is wrong, it was just a test attempt
so I didn't pay much attention


texts:
I am pretty new to Blender and I have done my first model of a bumper plate (for weight lifting. Now I should apply texture to it to look like picture below. Now how do I do that? I have tried unwrapping some similar material images but could not get the exact look.
Thank you.


texts:
I'm working on this donut for my first time on Blender, and I opened a vertical split. But I can't see the original object or image. Also when I try to render the image, it says "Launch failed". Here is a screenshot:

As you can see on the left, it's not showing the rendered image. Why is this happening? Any help is appreciated. :)


texts:
I am working on my character animation project.
I want to create multiple paths for my character to follow, (do action).
For Example, follow the first path from frame (x) and (do action) until the end of the path and SWITCH path instant/ delayed time and do another one.

I don't know what makes it so difficult but the Start/ End in F-curve Modifier doesn't work, is that i have wrong concept on the workflow or something else?


texts: Howto get the filepath of a rendered animation frame with python

texts:
I want to modify every frame in an animation after it has been saved as an image. Since bpy.data.images["Render Result"] doesn't have associated data I need to load it from disk.

How do I get the path of the last rendered frame in a render_post handler?


texts: How to write exporter plugin for own Game Engine

texts: I'd like to write exporting plug-in for Blender on Linux. The main feature I'm going to have exporting to JSON or XML (easy to check and edit) with valid for my engine textures and PBR materials (next step is convert JSON or XML to binary format). I'd like to being this plug-in shown somewhere in Blender menus or in File > Export > Export to ... engine format. menu.


texts:
I have an issue with volume scattering in cycles. I modeled and textured a model in Blender Render engine and moved it to the Cycles Render engine for render, I ran into a problem with volume scattering. The final render with this option becomes impenetrable dark.

My model in cycles has default material (diffuse bsdf)
For lightning source I use a spot lamp (not sun or hemi)

CPU rendering

Computer specs:

64 bit 8 RAM

Intel(R)_Pentium(R)_CPU_G2030_@_3.00GHz

AMD Radeon R7 200 Series


texts: How do I find the final pose matrix for every bone to send to the shader?

texts:
Hello any advice would really be appreciated.  I know there are lots of threads on this already but I have read many of them and I am still having trouble.  I want to export a simple skeletal animation to a JSON file and play it in opengl.  I am having trouble finding or calculating the correct matrix for each bone to send into the vertex shader.

I know this has been asked before but I have read a lot of threads and I am still having trouble with this.  How do I get the final matrix for every bone to send to the vertex shader?  What data do I need from blender for this?

I have tried using just the pose bone's matrix world, its parent's matrix_local times the pose bone's matrix_basis, many things but I always get a distorted model.

I'm pretty sure my vertices' bone weights and ids are working properly.  This is my vertex shader (which is working) I think I'm just sending the wrong bone transforms

This is my vertex shader (it won't let me paste code)
https://github.com/charmanderstrom/SkinnedVertexShader/blob/master/vertex_shader.glsl


texts: Eyes And Teeth Going Haywire With Rigify Rig And MakeHuman Model

texts:
hope all is going well for you!

I'm having an issue where the eyes and teeth of a MakeHuman model do not quite work properly with a Rigify rig.

Simply put, I have no idea how to fix this.
If anyone can provide some insight concerning this, I would greatly appreciate it.
Also if anyone needs to poke around in the blend file itself, here is a link.

If any other details are needed, just let me know!

Thanks, and take care. =-)


texts: Animation Nodes: Simple Grid Mesh not working

texts: What's wrong with the following nodes setup? Why doesn't it create copies of Suzane?


texts: How does the texture know exactly where its supposed to be applied?

texts:
Totally new to this stuff and this just seems like magic to me. So the cake is one single model; it is not subdivided into top, bottom and middle. I add this texture.jpg and it goes exactly where its supposed to be. Topping on top, fruits on fruits and bottom on the bottom of the cake. How?

How does the model take the correct texture for fruits and put it perfectly on the fruits and to take the bottom and put it onto the bottom etc. And how does it extract the 3 textures so precisely from the jpg?

Some explanation or a source to get into the topic would be appreciated greatly! Thanks in advance.


texts: Material Preview Doesn't Update in Custom Panel

texts:
I'm trying to get Material Preview out of the Custom Panel, but it doesn't update when I change Materials? can anyone help me?

            row = layout.row()
            row.template_preview(context.material)
            rows = 3
            row = layout.row()
            row.template_list("MATERIAL_UL_matslots", "", sf_target, "material_slots", sf_target, "active_material_index", rows=rows)


texts: How to view the Property Editor in Blender

texts: I am a beginner to blender and have somehow managed to hide the property editor in blender. Is there any way I can bring it back? Thanks


texts:
I have a car scene with some cameras in it. I have written code to render the car image as seen by the camera. What I want to do is get a surface normal map similar to the photos below.

I tried searching for how to get this done, but I couldn't find anything. Any help is appreciated. Thanks!


texts: hotkeys for blend settings? (overdrop, alpha under, cross, etc)?

texts:
I'm looking specifically at the vse for this (if there are ones for the 3d viewport let me know tho). But is there a way to bind hotkeys for the "blend settings" found at the top section of any selected strip?

I know once you click on the blend settings and it displays them all (overdrop, multiply, add...etc..) you can type a key like "o" and overdrop automatically applies ( I cannot find a list of these anywhere either....so that would be appreciated as well if anyone finds one).

This is great, just the act of clicking the blend settings to begin with defeats the point to a large degree. I looked through the sequencer hotkeys list and of course nothing like this is listed there. Generally they are listed in some obscure place under some obscure name. So I'm wondering if they do exist and what these obscure places/names are.

Ideally I just want to click a key in the vse viewport or options (n) menu and have it automatically apply stuff like overdrop to the strip highlighted etc.

If there are hotkeys for effect strips as well that would be good to know (transform, speed control etc). Like I love the hotkeys for viewport changing shift+f1 etc, and rebinded those to f1/f2/f3, those were a godsend.


texts: Complete beginner question, merging vertices

texts:
So I've been trying to learn blender, and I wanted to make a gun model. I got a reference image, and I've been trying to merge some vertices in a way that looks like this:

https://i.imgur.com/rf3nrln.mp4

Unfortunately, the result looks like that:

https://i.gyazo.com/b30627e966835efebd77756330f7c54b.png

I could make it the hard way and connect the vertices from both sides like this:
https://i.gyazo.com/cac033f1ca0cc122a8bbcd666a763564.mp4

But it isn't really effective. Is there a way around it, or do I have to do it like that everytime? Sorry If my english is broken, but I hope you'll understand what I mean.

Thanks in advance!

edit: I've been trying to make that the images show up without entering the external links, but I couldn't do that, sorry!


texts:
I have two characters and two rigs. One character has already been generated with a rigify armature and the other is not yet generated. if I generate another rigify armature from the different rig, nothing appears, but instead it reselects the one with the already generated rigify armature and adds too many rig layers.

How do I delete this?


texts:
I do not know how to explain what is happening, I imported a model that I had saved some time ago. But it is with the mesh in a very strange way.

I already checked play for a new project, normals, remove doubles, decimate, merge vertex loose, but nothing solves!


texts:
lets assume we have an iron man pointing his hand to a target and shooting few frames later as shown in the picture below:

frame 0 to 10 he will point frame 11 to 15 he will shoot, which is just a long cube with one larger face to give idea or a laser projectile

how can I add the projectile cube only on frame 11?
I don't what it to exist before that

thanks


texts: How do I re-enforce the edge-split modifier on a linked proxy object

texts:
I am using Blender v2.74.

The situation

I am working with two .blend files.  The main assembly .blend and a separate subassemblies .blend file.  As it turns out, the two files are at two different scales.  The subassemblies .blend is at 1/10 that of the main assembly file.  I linked a subassembly of parths from the subassemblies file.  In order to translate, rotate and scale the subassembly, I converted the links to proxies.  When I do this, the edge-split modifier on the proxied parts loses its effect, and the smoothing result is not acceptable.

What I've tried

Since all the parts in the subassembly are children of on of the parts there-within, and since I was able to effectively convert its link to a proxy (with the disastrous effects) and have all its children follow the translation, rotation, scale I provided this parent, it made sense that if I were to make this parent part a child to an empty in the subassemblies file, I should be able to convert the link to it in the main assembly file to a proxy, and use it to translate, rotate and scale its children.

When I tried that, it enables me to translate, rotate, and scale the empty, but when I do, none of it's children respond appropriately as they did when their parent object (not the empty) is converted to a proxy and translated, rotated or scales.

The meat and potatoes of the question(s)

Why is this happening?  Why is it that when I convert a link to a proxy, it seems to ignore its edge-split modifier, even though the modifier remains in the stack?
Why wont the parents follow their empty parent?  Why does a relationship to a physical object allow for children following the translation, rotation and scale of their parent, whereas; one to an empty does not?
How do I get to work?  How do I either re-enforce the edge-split modifier on the proxy, or re-enforce the relationship between the parent empty and the child objects?

Going forward

In the meantime, I'll keep playing and hopefully solve my problem.  If I do, I shall, of course, post it here.

Yes, I know

In anticipation of some comments or answers suggesting I simply change the scale of either file:  I have thought of that, and while it would solve the scaling issue, it does nothing to resolve the translation and rotation issue coupled with the ghastly lack of proper edge-splitting.


texts: Trying to rig the character in pose mode

texts:
Hello I'm following this tutorial to rig my dog but i can't make the dog move. And i'm really new to blender.
https://www.youtube.com/watch?v=6LM50gJJOrQ
I'm already in the part 05:18 which i should able to move it
This is the screenshot from the tutorial

And this is the screenshot from my blender

We can see that I'm not following the tutorials.
My questions are:

How do i make the view as in the tutorial
How can i move the rig? The cursor of mine is the usual cursor. Like the one using when browsing the internet. But in the tutorial his cursor is something like a cursair. So how can make it like that so i can move the rig?

This is my blender file https://drive.google.com/file/d/13Sls8MNf7tyigEU3WZ_sNSeZGZsc9PkX/view?usp=sharing. Thank you


texts: 2.74 not using all CPU cores when baking rigid body physics

texts:
I noticed during baking physics (with 2,500 rigid bodies in a solidified cylinder) that, instead of using all 8 cores on my AMD FX-8150 CPU, it maxes one out at 100%, but then passes the baton onto another one, which goes at 100%, etc. but never seems to use them synchronously.

Baking takes a while with that many rigid bodies; is there a way to configure Blender to use all 100% of CPU when baking physics?

(Running Blender 2.74 x64 on Ubuntu GNOME 15.04 x64)


texts: How to set edge bevel weights from a python script

texts:
I need to set weights for some edges from a python script. I have tried looping through object.data.edges and setting bevel_weight values but I can't get it right. It only works if I have first edited some edge's bevel weight by hand from the 3d-view's transform window. But I would like to get it work from my script without any manual hacking.

Steps to reproduce:

Start Blender with default cube and switch to Scripting view.

Try to set weights for all edges:

for edge in C.object.data.edges:
    edge.bevel_weight = 1.0

Verify that values changed:

for edge in C.object.data.edges:
    edge.bevel_weight

Switch into edit mode in 3d-view and open up transform window by pressing n. Select edges to see that the change did not work (bevel weights are all zero). Switch back to object mode and read values again in scripting console to see that they were reset to zero:

for edge in C.object.data.edges:
    edge.bevel_weight

Go back to edit mode and change some edge bevel weight straight from the transform window by hand. Go back to object mode and change values again from the scripting console:

for edge in C.object.data.edges:
    edge.bevel_weight = 1.0

This time it works, bevel weights are 1.0 when you go back to edit mode and look from the transform window.

Any ideas? My final need is to apply a bevel modifier to only some set of edges and that's why I'm trying to mark them by using weights. Using vertex group for bevel modifier does not work in my situation, since I need to specify edges, not vertices, which to bevel.

I'm using Blender v2.71.


texts: Lag in Blender 2.83 Modeling (Edit Mode)

texts:
I'm a beginner in modeling and have been learning how to create a person basemesh in 3D. I just finished making the eyes of my person, and am about to begin the nose. However, my Blender has become extremely laggy. This was not a problem earlier until I had finished the eyes. My current file size is 7.7 MB.
I checked the computer resources, CPU utilization does not go over 22%, and memory utilization does not go over 45%. I am not sure what is causing the extreme lag. Any ideas or pointers would be highly appreciated.


texts: Determining if Cycles light rays provide direct illumination or self-shadow

texts:
I am looking to render Saturn and its rings. The sun illuminates the diffuse material of the rings on their sunlit side but their backlit side needs to have an emissive shader. However the rings must be unilluminated on either side where shadowed by Saturn itself.

Thus, in the material nodes for Cycles, I need a way to separate light rays into three categories:

Direct illumination: light rays directly hitting the diffuse sunlit side
Self-shadowed: light rays directly blocked by the sunlit side of the rings themselves
Externally-shadowed: light rays that never touch the rings because they are shadowed by the planet

This is similar to the "Is Shadow Ray" output from the Light Path node, except that covers both the self-shadowed and externally-shadowed cases together. I am looking for a way to split that up.


texts:
I'm trying to get a bitmap text centered in my game.
The text is generated at start, so I wan't to scale & translate it based in its dimensions after the text has been set. This my current code.

text = str(scenesInfo[i][1])
tempBotonText['Text'] = text
textScaleX = 1/len(text)
tempBotonText.localScale[0] *= textScaleX
tempBotonText.localPosition[0] -=len(texto)  * 0.008

But as you can see, the number I am using in the translation is just a guess, and it doesn't work well with any length.

Is there a way I can know the dimensions of the text (it is a bitmap text) after its creation?


texts: Is there a way to have default mesh objects come with premarked UV unwrapping seams?

texts: I was thinking it might be useful to have default mesh object such as cubes, cylinders or other objects like the platonic solids etc from addons to default to come with premarked UV unwrapping seams when added to a scene. Is there a way to do this, perhaps with the startup file? Here is an example of what I was thinking about:


texts: Can faces of one object be selected by the shape of another object?

texts:
A shape created using the ant-landscape plugin looks like this: (selection is another sphere):

I tried to incorporate the Boolean Modifier but found no solution.
How could the highlighted areas be selected?
I also tried to select the hilly areas with Select/Sharp Edges but this would switch to vertex selection.


texts: I’m looking for some new ideas to make a full talking character

texts:
let’s say that I want to create something like this :

https://www.youtube.com/watch?v=4qE72InFJrM

this can be done easily with crazy talk animator,but we like to use blender,right ? let’s say also that I know how to blink the eyes and how to move the mouth in syncro with the voice. what I don’t know how to do is how to make swing the head,the shoulder and the torso a little according with the movements of the lips and of the eyes. I think how to do that for some time and right now I haven’t found any tutorial that teaches me a little how to do that. This tutorial for example teaches how to synch the lips and it makes the character speaks nicely,BUT when it does it,his head and his shoulders don't move,so it's not very realistic.

Lipsinc for the Lazy in Blender 2: Realism

Maybe I can apply the same tecnique that I use to sync the lips with the voice,but this time,instead of using the lips,I can use the head and the shoulders ? Do you have some good ideas to achieve the goal ?


texts: One of the object is behind a nother, but it's still visible

texts:
I have a problem with final compositing. I did make a planet with a ring, but behind the planet, the ring is still visible. I have an atmosphere too, but I think that's not a problem. Can anybody help?
Here is what I like to see and what I see:

And this is my composition:


texts:
I have a scene that I otherwise like, but has a shadow on a plane (image) that is serving as a backdrop.  Is there a setting I can adjust on the plane/image that will eliminate shadows cast on it?

Thanks in advance!


texts:
How can I adjust the "step" of a UI element, when clicking the arrows to the left or right?

Currently it moves in 1cm steps and I'd like it to be 1mm.


texts: Keying set failed to insert any keyframes

texts:
When pressing I, I now receive:

  keying set failed to insert any keyframes.

No idea why pressing I doesn't work anymore. What did I do wrong?
(I've upgraded from 2.71 to 2.72 and it stops working).


texts: Does anyone know if it its possible to export an interactive interface with an image with Blender for Flash? I'm sure its possible but think I may be missing a few plugins. Thanks!


texts:
I made a new panel in the N bar that contains a boolean property for which I put an update function, but after adding a debug line at the top of this function I can tell it's never called when I click my checkbox.

It's the first time I'm doing this so I don't know if I'm doing it right but for me so it seems, everything else is working fine...

To avoid more explanations, here is the structure of the key parts of my code:

import bpy

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

    def draw(self, context):
        my_props = context.scene.my_props
        self.layout.prop(my_props, 'my_bool')

def my_func(self, context):
    # some stuff that's never done
    print("Running update function")

class MyProperties(bpy.types.PropertyGroup):
    my_bool = bpy.props.BoolProperty(update=my_func)

def register():
    bpy.utils.register_class(MyProperties)
    bpy.types.Scene.my_props = bpy.props.PointerProperty(type=MyProperties)
    bpy.utils.register_class(MyPanel)

if __name__ == "__main__":
    register()


texts: shrinkwrap doesn't go all around a Cylinder

texts:
So I was trying to Shrinkwrap an Array to a Cylinder and it doesn't go all the way. It only wraps to half of the Cylinder. So I looked at how to fix it. I found that you need to kind of help the Shrinkwrap by at least making the thing you want to Shrinkwrap be closer to the surface of the thing you want the Shrinkwrap to stick so I added a SimpleDeform so the Array would form a circle around the Cylinder. But, unfornately, it still only wraps half of it. I tried to lessen the Array but it would just make the Shrinkwrapped part stretched and I want to keep the number of Array and maybe even increase or decrease it without destroying the Shrinkwrap.

Also, if there's a way I could keep the shape of the ring which the top part is slightly going forward that would be helpful.
UPDATE:
So I tried what @Robin Betts suggested and wasn't able to get the same result the Target Normal Project part. I did however got the same result for the Weight Paint part but have to redo my topology as I didn't know that it's important for that process


texts:
I have made mist in my scene,and it works great when it's white mist, but if I try to darken the color, I get all sorts of strange colors appearing in the background of my scene. How do I make the strange colors disappear?

My node setup

My scene without mist

Light Mist

Dark mist makes weird colors appear in the background


texts: How do I fix this issue with these harsh dark-shaded polygons?

texts: Whenever I move the camera/light around I get these harsh shading on these polygons. Any ideas?


texts: Why are my render results not coming out the same as viewport?

texts:
When I render my scene, it renders the solid view shading instead rendered view shading.

How do I fix this?


texts: Different frames make rigid bodies act differently

texts:
So I am writing a small script to set initial speeds for objects in the Rigid Body system. It is really bare bones right now, but it essentially sets a keyframe for the selected object on the frame number of a variable called start_frame.

The goal of the script is so I can choose a start frame and a speed, and the object will have all of the correct keyframes set so it can just launch off with an initial speed. The problem is that depending on what frame I set start_frame to be, the cube reacts differently.

Here is what I mean:

If start_frame equals 1, the object is launched and then falls off the plane.

If start_frame equals any number greater than 1, the object doesn't travel as far.

From what I understand, there shouldn't be any difference because the distance between the start and end keyframes is always the same.

I looked at the graph editor but the only change I am seeing between the two conditions is being shifted, just like it should be.

I am so confused why changing the frame from 1 to anything above 1 would give such a different result.

So is there anything special about frame 1?
And if so, how can I avoid this problem in my script?


texts: How do i check height when modeling a character?

texts:
i cant tell how tall my characters/buildings will be in cm or feet or anything really, in engine when the "scale" of the models just say 1 or 1.6 ect
using edge length in the overlay doesnt help at all as it seems relative to the objects starting scale, what i mean by that is when i create a cube and leave its scale as is and check its edge length it says 2m, when i creat cube and scale it up it also says its edge length is 2m
what im trying to do is create a cube and scale it up to be say 20 ft tall or 100 ft tall, really just something i can use as a "ruler" to accuratly judge the size of an object or height of a charater.
all the models will be going to unreal engine which apparently is 1:1 with blenders units im told


texts: Merging objects back after applying boolean difference modifier

texts: I've difference booleaned part A from part B, which is fine but, I was wondering if theres anyway to merge the two now separate objects back to make them as one rather than editing them separately?


texts: Get 'WARNING, currently unsupported 'tf' filter color option, skipped.' error on import of obj and mtl files

texts:
I've downloaded an obj file with its corresponding mtl file and tried to import it into Blender 2.9.
I get the following errors from the console:
Read prefs: C:\Users\EarlK\AppData\Roaming\Blender Foundation\Blender\2.90\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender 2.90\2.90\python
Info: Deleted 1 object(s)

(  0.0000 sec |   0.0000 sec) Importing OBJ 'C:\\Users\\EarlK\\Documents\\Short\\Boy\\BoyOBJ.obj'...
  (  0.0020 sec |   0.0010 sec) Parsing OBJ file...
    (  0.1117 sec |   0.1087 sec) Done, loading materials and images...
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
WARNING, currently unsupported 'tf' filter color option, skipped.
    (  0.1207 sec |   0.1177 sec) Done, building geometries (verts:9580 faces:9308 materials: 11 smoothgroups:12) ...
    (  0.2199 sec |   0.2169 sec) Done.
  (  0.2229 sec |   0.2219 sec) Finished importing: 'C:\\Users\\EarlK\\Documents\\Short\\Boy\\BoyOBJ.obj'
Progress: 100.00%

I've checked for matching names and the correct mtl reference in the obj file.  All good here.
I've searched the web for any answer I could find and still cannot solve this.
Can anyone help me?


texts: Any add-ons there for change blender interface into regional language?

texts: I like to teach blender for people region languages if is there any add-on for change blender in regional language. other vice witch API helps to change the interface language.If its there its very helpful to learn tech skills in regional language.


texts: What's the purpose of the EEVEE rendering engine?

texts: Is it an alternative to Cycles, or just for the 3D viewport?


texts:
So I have an interesting situation I have been unable to find an answer for anywhere. I recently started working on a character for an animation. I am ready to start animating, but for some strange reason, I can only select 1-2 of the bones in the armature, in any mode (pose, object, edit, etc.). The "A" command works no problem, but I'm not wanting to select all the bones. Has anyone else come across a situation such as this? One thing I will point out is that occasionally I will see  one bone with a thicker black outline than the others. Idk if this has anything to do with it, but here is a screenshot showing what I mean:

The bone in question is the one at the base of the spine, which also happens to be one of the few bones I can select. Any input would be appreciated!


texts: Generated videos not recognizable in VLC

texts:
I generated my first video in Blender today. I folowed Paul Caggeggis instructions in "Introduction to Video Editing in Blender Part 01" on youtube.
I have the latest Blender on an OpenSuse 15.
When I generate the videos and open them I get only a unrecognizable ( screenshot below) video ( mov and mp4)  or black ( .dvd ) in VLC.
The original MP4 videos I merged in this video are MP4 and can be shown in VLC ( they have PAL resolution ).

Does anyone have a solution to my beginners question

Thank you very much
Andreas


texts:
I made this object and I'm trying to bake a diffuse texture so the textures will all be on 1 image but for the love of god nothing works. I made the object, I unwrapped it good, I have the image texture node hooked up to the uv map node for each material, hit bake and the pieces come out black instead of the texture colors. What am I doing wrong?

https://gyazo.com/b8a164de21a373c87ba4bc3bbe4c3777


texts: I was wondering if there are any easy ways in Blender apart from grabbing individual vertices to bring all the vertices in the picture down so they perfectly aligned on the x-axis?


texts: Why is my texture distorted after using Smart UV unwrap?

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When I use smart uv unwrap the texture from my model will be distorted. Do you have an idea what it could be?
Sorry if my English isn't realy good.


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https://youtu.be/_YHDpam17fs

Can anyone think of an obvious reason the mug and the smoke simulation create these weird artifacts? The setup should in theory be pretty simple. I can post the blend file if anyone wants it. I've gone nuts researching and trying different things to fix it.


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I have an object that I wanted to only be limited to two possible locations, ex: X=0 OR X=1... so if the object is on X=0 and I move it forwards, it jumps to X=1, and if X=1 and I move it backwards, it jumps to X=0.

Using the Limit Location constraint only allows me to limit the object location inside a range (if min=0 and max=1, location can be 0.5, 0.3, 0.8 etc).

Is there any way to do it, even if using drivers and python expressions (maybe using an OR logic gate)?


texts: Particle System is floating in the air and not on the surface

texts: I need help, how can I make the grass stick to the surface? There's a lot of options here that if I change it, it moves the grass closer to the floor but smaller the more I reduce it.


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I have set up of Nodes with wooden texture for a wooden box. I want the box to have a slight bevel, so I added the bevel node since I'm going to render with cycles. When I plug the bevel into the vector of the image map, the texture disappears. What other nodes do I need to add?
Thank you.


texts: I'm trying to import this fbx file in blender but the armature doesn't appear (no bones,...) Any idea please why this is happening?


texts: Change of color after I join meshes with Ctrl+J

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I've made a vase which has 2 handles. The handles were created separately so I wanted to join them and used CtrlJ to do so, with the intention to then trim the unneeded vertexes.

But as I join all in a single mesh there's a change in color, like it's no longer being lit properly. What's causing this and how can I fix it?

Left Joined, right not joined


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Hopefully someone can help. I tried to ask this in the question section, but I am not permitted to start new topics yet. This is partially a Unity question and partially a Blender question. I will be asking in both places. Thank you all in advance for any help.

I'm new to CG and have been self educating for the past few months. I have progressed fairly well, but I can't seem to get exactly what I want with my objects when they are displayed in Unity. I would like them to appear as they do in Blender when they are rendered, but I can't seem to duplicate the effects in Unity.

The biggest issue I have seems to somehow relate to scaling the texture prior to baking. Objects that do not require scaling prior to the bake to get the texture to display properly (e.g...Rocks) import to Unity perfectly, but Objects that require scaling (e.g....BlockWalls) to get the texture to display correctly go haywire when they are baked (Rock and Ruins were both baked the same way, only difference was the scaling, which I used a Texture Coordinate [UV] and Mapping Vector in Blender to position and scale). The textures show as a black field interspersed with small images of the textured UV unwrapped faces at various intervals on the surface of the object when applied in unity. I believe this is some type of issue with the interplay of light baking to the surface and scaling.

I am able to get the textures into Unity just fine without baking and just save the image files and the .blend directly into Unity, but that's where the texture quality loss is happening. I have also tried various other modifications within Unity to attempt to restore some of the quality lost (e.g.... Bump/Diffuse. Parallax Diffuse, Self Illuminated Bump Diffuse/Parallax Diffuse etc... I do have proper Normal Maps and Parallax Maps, made via Crazy Bump and Gimp).

Also, when I am baking the texture image in Blender, I am in Cycles Render - Object and Image are selected.

I am including screenshots for examples. Any help would be immensely appreciated.


texts: Voxel remesh in 2.9 has random broken ‘pores’ (pics), is there a fix?

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I’ve searched on this topic and haven’t seen it addressed anywhere. I've also posted to blender devtalk on this but haven't heard from anyone yet.
When I voxel remesh a somewhat complex shape, I always get several (sometimes a lot) random weird holes (I’m calling them pores) in the result. I don’t think they are ‘poles’ because they occur even with pole correction on.
Below are a couple pictures of before remeshing and after, also showing a larger pore ‘blowout’.
I really need the voxel remesher (it is critical to my workflow) but I can’t fix this problem. I’ve tried everything from subdividing or decimating the original mesh and smoothing, relaxing, etc. with no luck. The ‘pores’ just move to different locations. If I increase the voxel density the pores just get smaller and often (but not always) different locations.
I’m really hoping somebody can help with this because I’m at a dead stop in my project until I can fix this.
Anybody else have this problem? Is it a known problem that I’ve missed in my searches?
Thanks any help is super-appreciated.
Original triangular (fully manifold, no intersections) mesh and description of ‘pores’ and ‘blowouts’:


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I have made a panel for my car dash to 3d print. The problem is at some point I cut out a large hole with a boolean operation so I could test the part easier and save time and plastic.

The file is located at

https://dl.dropboxusercontent.com/u/189370/problem.blend

and the image is

Is there any way to fill this hole keep the front contour of the part ?

Thanks


texts: Artifacts on stars when exporting to FBX

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I've just finished a Model. When exporting to FBX (and OBJ too), the stars form some weird artifact, which you can see in the images below:

The first 2 Pictures show Edit and Object view respectively, and they also show what I want it to look like. The third shows the final result. I don't really know where to start to identify the issue. Any help would be appreciated.


texts: export to obj - wrong material names and texture names