texts: Shader Editor: graph multiple shader trees simultaneously

texts:
I am new to Blender, so maybe I'm missing something. I'm an expert 3D user with 30 years of experience. I am having a problem with what appears to be a major limitation of the Shader Editor. Namely, it only displays a single shader tree at a time.
How can I edit the shader tree of more than one object simultaneously? How can I use the Shader Editor to share shading nodes between multiple shader trees?
For basic functionality, I need the Shader Editor to work like industry standard 3D applications. There should be no limitation on the number of material shader nodes, trees, or closures visible in the graph, and no direct relationship between what object is selected in the scene and what is visible in the graph.
I know how to pin the graph so it doesn't follow the scene selection. That's not what I'm asking. In that case I am still limited to a single shader tree.
I searched Google, but could only find results on how to assign multiple materials to the same object. That's also not what I'm asking.
Thank you,
Aaron


texts: Explosions not rendering but showing up in viewport

texts:
I am trying to create an explosion in Blender. However, when I try to render the explosion, nothing happens, but I can see the explosion in the viewport. Am I doing something wrong, or did I forget to do something?

Note: I have two domains because apparently the smoke will flicker if I only use one.
EDIT: They've fixed this bug.

The Blend File:
Download the file
(apparently I can't post 2 links)


texts: Blender video editor - why can't I see my tracks?

texts:
I'm editing a video, and I was moving one of my .png images using a transform effect strip when all of my tracks apart from the text layers disappeared from the preview? I think I may have hit something when I went to insert a keyframe, but I'm not sure since I'm still pretty new to the software...

Here's what it currently looks like (some info like file names blanked out since its kinda a secret project for now...)

![][2]

So frustrating because its the second time its happened, so any thoughts?? :)

[EDIT] Thought I should mention; this is the whole way through the video.

[EDIT] Properties for the text layer

![][1]


texts: rigid body interacting strangely with collision plane -- jittering and fall-through

texts:
http://pasteall.org/blend/index.php?id=44844

I am puzzled by the behaviour of the rectangular rigid-body slab in this blendfile.  When the wrecking ball hits it, it spins and falls in a reasonable way;  but when it hits the floor, it tries to fall through (even though it previously respected the solidity of the floor) and then jitters/jiggles very strangely.  It is of a reasonable size (i.e. not tiny) and otherwise a pretty boring object.  At first I thought it might have too few vertices so I subdivided it (W) a couple of times but this did not fix the weirdness.  Is this a recognised problem with a well-known workaround or solution?


texts: Textures are visible in Texture viewport mode, but disappear in Render and Texture Paint

texts:
I have a simple box with a texture on it, using a UV map. The texture displays perfectly in Texture viewport mode, like so:

However, when I switch to Rendered mode, it's just a grey box. If I try to use Texture Paint, it says I have missing textures. (Material mode is a grey box, too, but that doesn't trouble me) I don't understand this. I seem to have a texture, or else Texture mode wouldn't display a texture. But Blender seems to think I don't.

How can I force Blender to use this texture in Rendered mode?

My material settings:

My texture settings:


texts: What is the parameter A in the RGB color

texts: I remark that there is a parameter A in the color RGB parameter as mentioned in the image below. What is this parameter and what is its effects on RGB color?.


texts: My model doesn't set up for texture painting properly

texts:
Hi I am following Darin Lyles texture painting vid

When I paint my character, only some of it goes black, the rest is bright orange. I am not sure what I have done wrong.


texts: Blender 2.8 - Is there a way to retrace or resample the whole scene?

texts:
I am a game programmer engaging in 3D art as a hobby. I recently started using Blender 2.8 but I noticed that whenever I make changes to nodes of a material, it doesn't update it in the 3D viewport until I close and reopen Blender and then my updates appear.
Am I supposed to click something to update the material whenever I make changes to the node?

If this issue sounds strange I can upload a video to show it.


texts: How do i preserve transparency in .fbx file?

texts:
I have created a model, in it there is a transparent object. I made it transparent by changing both the alpha values as well as the Blend Mode. My problem now is that I can't retain transparency when exported to an .fbx file.
I have to re-change the Blend Mode each time after importing the .fbx.
Can anyone please help me to retain transparency settings, so that as soon as I import the file, I get a transparent object the same way it was before export?
Here is the blend file
I am using eevee.
if someone could help, i'll be really grateful.


texts:
I am trying to create fences with razor wires on them, as to be seen here:

I modeled it as a straight wire first, adding the blades in an array and then combined the cylinder and the blades to one object. But when I try to deform it with the screw modifier it get's too distorted. I also didn't get any usable results by trying to start off with a coil already and using particles, for example.

If anyone has an idea to solve this, it would be highly appreciated.

Thanks for reading.


texts: How do I control the origin to my scale?

texts:
I was following a tutorial to creating an anvil and had a question in mind. When creating this Anvil, I came to a step where I had to create the tip of the anvil- keep in mind that I made the point too long.
Without thinking too much, I committed to the length and I created 5 edge loops that were evenly distributed along the length.

I guess you can see my problem now. Having committed to a longer length of the point, I now had to make the length shorter while keeping the edge loop evenly separated and intact to the body of the anvil.

Being a Photoshop user, I thought "oh no problem I can just scale it", but when I scaled it, I realized that I'm limited to scaling in the center of my selection- it was not from the side I needed to scale it from.
I will attach images to best explain what I have, versus what I was thinking of.

I do know that I can just backtrack or be more careful next time, but if there is a tool for something like this, I believe it would be very useful in the future!


texts: If importing Geometry (FBX) to Blender it will import triangulated, which doesn't work with Displacement / Subsurface Modifier. Is there any quick way to clean up imported Geometry without redrawing it? Clean Up from Mesh Menu doesn't work. Remesh Modifier also doesn't work. Second Image shows what happens using Limited Dissolve.


texts: How do I use the "bpy.ops.wm.link" operator to link multiple files while still keeping parenting/hierarchy order?

texts:
I'm writing a script that links certain objects from a .blend file.

When I do this manually I select the objects I want to link by shift-clicking on them in the browser window. They get linked to the blender scene and keep their parenting order from the original file.

However when I do that via script that loops over a list of all the objects I want to link, they get linked without parenting being kept.
I cannot parent the linked objects in the scene without turning them into proxys, which change their name. I don't want to make them into proxies.

Here's the operator that links the objects from a list (tuple list):

class GetChar(bpy.types.Operator):
    bl_idname = "link.char"
    bl_label = "Links the objects of a character to the scene"

    def execute(self, context):

    #   Run function that makes the list of objects to link:
        item_cb(self, context)

    #   Looping over the objects:
        if bpy.ops.wm.link.poll():
            for obj in SCENE_PT_object_lib.obs:
                name = str(obj[0])
                # Filter objects in list
                if not name.startswith("WGT"):
                    bpy.ops.wm.link(filepath=filename, directory=directory, filename=name, link=True)

        return {'FINISHED'}

Any help or suggestions would be much appreciated :)

Thank you!


texts: Bone heat weighting: failed to find solution for one or more bones

texts:
I am creating men/woman character using MakeHuman tool and import into the blender tool. I followed the steps given in the below youtube video tutorial to work with blender.

http://www.youtube.com/watch?v=dYiAd_08-0k

I can generate the armature. But When I skin the armature into the character I got the following error

"bone heat weighting: failed to find solution for one or more bones".

What may be the problem and how can I fix this?


texts: Insert keyframe on an object's custom property with Python

texts:
How can I add keyframes to custom properties with python?  Usually, I can use the function

object.keyframe_insert(data_path="location")

but I couldn't find the right data_path of a custom property.


texts: I can only see model via a transparent grey strip

texts:
I can only see the model via that strip

Render view


texts:
I want to have a character lift some really heavy weights then his strenght goes out and he collapses like a house of cards.

I know how to make the weights fall down in a collision, but how do I make the armature / object suddenly fall down like its made out of noodles? Is there a modifier or state for that so I don't have to animate the complex chaos of a limp fall?


texts: Convert node-based texture to exportable image

texts:
This is a follow-up to this post - Seamless grunge texture overlay across two materials
I have my node-based texture (thanks to moonboots) and now I need to somehow get it into UE4. I read up on texture baking but I don't know if it makes more sense to try that or would it be easier to recreate the texture directly in UE4? I pressed the Bake button in Blender and it saved internally, how do I export that out into an image file?
Thanks


texts: Is there a way to script for Lux to work on original nodes?

texts:
I recently asked a question regarding Lux's ability to output values based off of the angle of a surface relative to the viewer and I thinking, if worse comes to worse, I can just script my own node. Bit of a problem though, I can't find a script node available. Personally, I'm actually quite surprised, Lux's developers seem to be on the ball for most stuff; you would think they would include one so the user isn't particularly limited.

Even if there is no way of directly scripting in Blender for Lux, I'd still be incredibly happy if I can open up my favourite plain text editor, write up a file in that and put it into a specific folder or something and have it work (all of this is assuming there's actually proper documentation to coding for Lux).


texts: How to make a mesh to follow the curve while slightly turning with every time?

texts:
So, I am making aa ring with kind of little stripes in the middle of it (check ref. pls). My workflow so far - I made a curve from the edge of the ring, then made a vertex. Applied array modifier to the vertex to fit the curve, and afterward applied a curve modifier (both modifiers on axis x - don't know if that's important). Then, I selected my mesh stripe, applied Verticies instancing, and made it a child of the modified vertex. Everything goes pretty smoothly so far. My only problem is that the stripes are rotated by 10 degrees on the Z-axis, which makes the top and the bottom of the ring appear fine, but on the sides, the stripes are slightly going into the ring's mesh, as you can see in the pictures. How can I make those stripes (cylinders) rotate with every array instance?

My modifiers for the vertex (called a plane, because merged vertices in the center of the plane


texts:
I have 2 Materials 001 and 002 I want in Edit mode select part of the cube and give the other one.
But when I select with mouse a part of the cube the frame disappears and I cannot give it assign.
What's wrong ?


texts: how to control an object's property in animation

texts:
I was working on an animation project. When I was done modelling the scene and objects in it I started working on its animation. I started by hiding everything and only leaving the objects that I was animating at the moment. I keyframed these object visibility in render for my animation but I leave their visibility in the viewport to be checked. At the time I decided to don't hide them in the viewport so I could find and select them through viewport instead of using object outliner. But now that I have progressed through the animating process my scene is a mess and I can't get a proper preview of animation without rendering.
here's my question: Is there a way to set up the scene so every object's viewport visibility just be the same as its render visibility and also follow its changes?
I'm pretty good at Python programming though I have never written a script in Blender. But even if the solution includes writing scripts it is also a solution and acceptable.


texts: is there way to hide the start of a light and only show it after it touches an object?

texts: I am doing a render in blender and I wanted to add a dusty old feel to a scene so I added volumetrics but as soon as i added it you could see the source of the lights inside and it looks really bad. Is there a way to only show the light when its touching the object i want it to touch?


texts: Applying physics to multiple objects at the same time

texts:
I'm triyng to apply smoke flow to multiple objects at the same time (in the same domain, with blender internal).
I Know it's possible for Rigod bodies, with the 'copy from active' button, but I can't find how for smoke...
The leads I've followed, without success:

copying physics properties from an object to others (not successful)
selecting multiple object at the same time and applying smoke domain in the phycis tab (idem)
the best I've managed to do: I've noticed that it's possible to apply smoke to multiple objects at the same time by selecting all the desired objects, and applying a "quick smoke". But I don't know how to adjust the default "quick smoke" properties of the flow objects...

So I've tried to look at the object_quick_effects.py, to modify the default properties, but nothing seems to refer at the flow domain...
I assume it should be possible with scripting, but I don't know anything about python, and I was wondering if there was a simpler way?

Edit
I've finally resolved this problem: As soon as the smoke flow is a modifier, we can use Ctrl+L to copy the modifier on one mesh to all the other selected ones.


texts:
So here's whats happening. I marked all of my faces as freestyle. If I press 'clear freestyle face' the annoying green line over everything stays. Is there something I'm doing wrong or is it something different to freestyle?

Image:


texts: When using curves to create ('square') piping, how do I get nice corners?

texts:
I've set up a curve where at some points 3 or even 4 curves meet at a junction:

When I try to convert this to an actual shape:

I get both:

really ugly corners,
'twisted' tubing: the square tubing before and after a junction do not align nicely.

So, my two (related) questions are:

a) how can I create the intended shape with corners that line up nicely and?
b) how can I how can I control the rotation/orientation of the tubing along the curve?

Are curves maybe the wrong tool for this job?


texts: Selecting items in Outliner using hotkey (B)?

texts:
I select multiple items using the B in the outliner window, but when I want to parent them (using CtrlP
) to the last selected object (I select object seperatley, LMB
), it won't parent.

Just to clarify - this is for organization sake - got lots of WGT from an armature, I just want to store them hidden from the outliner.


texts: I'm really new to Blender. I have problem with saving .blend files. When I save file in Blender, and try to open in another Modeling app, it's just nothing. I think this is of ngons, but i don't know what to do. http://www.mediafire.com/file/12u2csyge7ff7d9/file.


texts: How do you animate or otherwise envelope the noise of an animation?

texts:
Again, blender is extraordinarily unintuitive, I have no idea how anything is done or why the developers chose to set up anything the way they did, I'm just going to take a whack at explaining this and hope it comes across clear because that's the only thing I can do.

When I key-frame an animation for a bone in blender, then go to the graph editor, then open the otherwise hidden tab on the left by dragging the "+" symbol, it makes several sub-tabs accessible. One of those is the "modifiers" tab. Among one of the options in the modifiers tab is "noise."

When you click on this noise modifier, it does what you'd expect by adding noise to whatever key-frame sequence you have selected in the main graph editor window.

However, I want this noise to change over time. I want the noise to start out with a low amplitude, then grow to a big fluctuating amplitude.

But, when I right click on the parameters in the noise modifier tab, there is no keyframing option.

So how do I accomplish this?


texts: Some pixels doesn't render on the image ID MASK

texts:
LOOK FOR BOX TYPE IMAGES

I need to annotate each SINGLE plant separately from others, for accurate annotation, right now I've it scripted for ID MASK. It gives each object from a specifically named collection iterated ID pass, renders original scene in .png, and then renders and converts pixels (every pixel, which is not black) from every ID MASK image to .json. But as you can see it doesn't works as expected. Is there something similar I could do with cryptomatte? Again, For annotation I need to know in advance which objects which color will use or something like that to know exactly or define an object. maybe I can adjust emission shader or make my own so it can handle transparent textures correctly as well? or something along those lines

UPD cryptomatte works only when I render plants separately from scene
Look here cryptomatte whole scene vs cryptomatte plants only

Blender doesn't render all pixels on distant objects, it gets better when I make resolution higher, like 4k, but it doesnt fixes my problem, but makes image pixels better. Also raising sample doesnt help. I tried to render with denoising and AA in compositor, that didnt help.
How can I fix this, so it will render all object pixels on ID MASK using box pixel type? I need an alpha of an object as an ID MASK, for accurate object annotation.

Render Settings

Engine: Cycles

Render Resolution: 1280x720

Samples: 128

Pixel type: Blackman-Harris

Pixel width: 0.01

Full Image:

Problem:

Additional info: ID_MASK of the object in compositor

Box type pixels looks so much better on the Image, but ID Mask dont recognize them, now how to fix this one?

Box type render:

Box Type ID Mask:

Box type Render 4k:

Box type 4k ID MASK:

Annotations

Here's an addon, which do almost what I needed, but it uses emission shader, which doesnt work with custom textures.

By annotation I mean assigning each pixel of the original (rendered) image a corresponding value of instanceId

Where instanceId maps a specific blender object.

Here's more examples:
Original Image without annotations:

Annotated Image:

For now I just need objectId and categories.

Right now I'm using ID masks which is the only reliable solution I've come up with.

As you can see I've tried a lot of other options such as:
Cryptomatte
Emission shader
Denoising
Playing with AlphaTreshold

Since ID masks don't work as reliable as I thought they would. I was thinking about writing my own shader that will use emission (to get the perfect color) and some magic to fix the transparent textures.

Here's why emission shader won't work in any case:

I know I should start a new question, but... how to achive a solid color with nodes? If there's a way to get a fully opaque color w/o aa or any kind of transparency? That would solve my problem perfectly.
Here's my node attempt:

Cryptomatte did the job, but it needs a manual nodes pre-setup


texts: Blender Internal's fire simulation has different result in actual render than viewport

texts:
Using "Quick Smoke" on a starting cube and turn on "Smoke+Fire" in the flow object gives this result. Why can something in the viewport (Material View) has a kind of additive effect while not in the real render?

The render layer have almost everything included from the start. I don't understand what it is excluding.


texts: Add custom hotkey for existing addon fuction in the keymap editor

texts:
An addon I installed has a button in the interface with an associated function, and the button doesn't have a hotkey. When I hover over the button, there's a python tooltip with the function, something like "bpy.ops.addonName.functionName(arguments)"
How do I add a new custom hotkey that mimics a press of that button, running the associated function and arguments, through the keymap editor in Blender settings?


texts: How to make color appear more in this mesh

texts: I am watching Blender Guru's tutorial and I am trying to add color to this liquid but for some reason only a little bit of color is showing and it is not changing the full thing. And if I go into it from top view the color wont change at all. Any way to fix this?


texts: "active object is not a selected mesh" error

texts:
Trying to join different meshes together.

In object mode, if I select a couple of objects and try to join them I get the error active object is not a selected mesh.

If I select the meshes, it puts me into Edit Mode and the join command is not visible.

If I select meshes in edit mode then change to object mode I get the error no data to join.

It's super confusing.   What am I doing wrong?

What I am actually trying to do is to simplify a model, by joining parts with similar shaders together, for import into three.js . I want less data in the json file and want to make it simpler to animate in three.js, with less objects. Is there a better way to go about this?


texts: blender 2.77a and 2.78b immediately crashes when I try to select an object

texts: Presently using blender 2.76b (no issues at all) but try to use 2.77a or higher and it immediately crashes when I click on anything in the 3D window. On Toshiba 650c laptop with Linux 17.3


texts: When I render my animation my main light source is not rendered. How can I get the light to show up in the final render?

texts:
//i.stack.imgur.com/5XYUs.png

All help is appretiated


texts:
I have a problem with a model. I've rigged the model for animation, but what happens is that joints have a really weird separation, like this:

How do I solve this? The model came in four parts. I made them one, but the same happens to where the models meet, i.e. arms to torso, legs to torso. How do I fix it?


texts:
I have a large scene with many objects but want to cut out only a part of it before sending it to the client. I drew a 3D bounding box defining the region of interest , and I want to:

Delete all geometry outside the box
or
Select all geometry inside the box

Secondary information

I tried boolean intersection but couldn't get it to work. Maybe I'm doing something wrong.

Related: Boolean modifier on groups - can't select 2nd object - is this possible?

In my specific case, I have no face geometry in the scene, only vertices and edges (a.k.a. polylines or curves). Of course the box used for selection has faces.

PS: I prefer manual solutions for such a basic task but python would be ok.


texts:
New to Blender and my first time using textures. I tried to do a clay-like model but on some parts, the texture is stretching (eyes and legs particularly).
Any idea what I did wrong?


texts: batch rendering several .blend files with the same light setup

texts:
I was wondering about the easiest way to render multiple objects (like 100 different objects) with the same light setup without creating a light setup in each '.blend' file.

I created a '.blend' for each object, the object is parented to an empty and grouped. On the other hand I created a '.blend' where I have my light setup, camera, compositing, etc.

Is there a way to make all my renders easily?

Thanks for help :)
Katsele


texts: Two objects with the same material but the other one doesn't have texture

texts: Both objects here have the same material but the letter M doesn't have the texture. Help.


texts: I am trying to make a shader like the blue shader below but can’t get it right. I have tried using a mix shader with two diffuse and a fresnel but it ends up way off from the what I’m trying to achieve.


texts: Is it possible to automatically move other strips while dragging another strip?

texts:
Imagine you click a drag a strip on the sequencer. When the strip comes in contact with another strip I think it would be useful if the stationary strip would adjust around the influence of the strip I'm dragging. Perhaps swapping places, for instance.

Another automatic adjustment I wonder about is when adjusting after making a knife cut and grabbing one of cross sections. Then when I drag that handle, if I move it as if to overlap the intersection, then the other strip would adjust it's length to compensate as you move it.

It seems at some point I saw an option for it, but I can't remember the name for it. The word "scrobble" comes to mind, but I've found nothing about it. I have a strange memory. Thanks!


texts: Hair particles are thinner when rendered in Cycles

texts:
So I was making some grass for my low poly scene in blender, but the hair particles don't have the same thickness in the final render as opposed to the thickness in the viewport render. In the final render they look very thin, instead of looking thicker as I made them to be.

The final render of the scene where the grass is very thin:

The viewport render of my scene where the grass is how it is supoosed to look:


texts: Why i cant punch a hole through the mesh?

texts: With the BoolTool Addon why i cant punch a hole. Why its making a groove. I check the orientation of both the faces. Scale and rotation are also 1 and 0. Any suggestion whats going wrong. Thanks


texts: Why does the water becomes gray when I move the viewport?

texts:
From above works properly

When I move the visual down, it appears gray even in the render

Until it appears all grey

The plane fills the pool entirely, maybe there's some problem with FOV or something like?


texts: so I joined 2 objects with boolean (and i think i did use join) and now when I'm trying to smooth it out or sculpt on top of it it seperates itself and I even get holes. How can I fix this?


texts: So I'm on Blender 2.8, and I'm having the weirdest problem right now. I select an object and go into edit mode, but the wireframe doesn't appear, and I can't actually edit anything! There are some times where i can't select the object directly in object mode, and actually need to select it in the hierarchy too. I suspect this is an issue with either the collections or layers, because I tried the "m" shortcut and was thrown off when it asked about collections instead of layers. Anyone know how to help?


texts: How to apply a specified Pose Library pose to the rig via python script?

texts:
I'm trying to create a Python script which applies a pose from an imported pose library to the rig in my scene. I can set the pose library and the active_index of it:
bpy.data.scenes['Scene'].objects['Armature'].pose_library = bpy.data.actions['PoseLib']
bpy.data.scenes['Scene'].objects['Armature'].pose_library.pose_markers.active_index = 2

but when I try to apply the active pose:
bpy.ops.poselib.apply_pose(pose_index=2)

I get the following error:
RuntimeError: Operator bpy.ops.poselib.apply_pose.poll() failed, context is incorrect

My question: Is there an other way to apply the pose? or how can I switch to the correct context?


texts: Why does the order of the editor type entries flip upside down?

texts: When there's not enough space above the button, the entries switch order. Where you would have moved up 5 entries for the NLA-Editor, now you move 5 down. Is there a reason for that?


texts: Animation nodes, instances orientation in a Dodecahedron

texts: I'm trying to orient instances so that they align correctly to form same shape of the Mesh Object Input, here a pentagonal faces Dodecahedron. I've used Vertex Group Input to control the Guides param. of Direction to Rotation node, but it's a kind of dirty trick, not perfect clean math solution at all.How to orient instances correctly? blend file


texts: Best way to attach objects/armor to cloth

texts:
I have a skirt with a cloth sim on it, and some pieces of armor. The top loop of the cloth is pinned to a rigged character, which I have animated to do a walk cycle. I want the armor to sort of hang from the cloth and follow it, but at the same time keep its shape.
What would be the best way to accomplish this?


texts: Why can't I scale/rotate/translate properly and what is that orange line?

texts:
Whenever I try to move/scale or rotate and object (I'm zoomed in) the orange line appears and the object gets reeeaally big and is deformed :/ Whenever I'm zoomed out that line doesn't appear any more.
It didn't happen before, what should I do to fix this?


texts:
Can I make a source (where water comes from) and a sink (where water goes or sits) in water simulation?
I want to make fountain so that when it is full, the water overflows from it.
How can I make a sink for it, or I control the incoming and outgoing flow?


texts: What is the best way to overcome layers limitation in Blender?

texts:
I am doing an archviz and would like an idea on how to overcome layers limitation.

My workflow

Assign layer 1 - 10 for 10 DWGs of floor/elevation plan
Assign layer 11 - 20 for the actual 3D model for each floor/elevation plan

For a 10-floor building this is fine, or for repeating floors. Now, I have 12 floor plans DWGs that have little similarity to each other. I would then need 22 layers.

What would be the best way to accomplish this in Blender? Different scenes? Different .blend for each DWG?


texts: Every time I try to render an object, red dots appear all over it (you have to enlarge the image to see them). How do I stop this from happening?


texts: How to apply single material but to different and multiple objects?

texts:
Probably a basic one, do you know how to apply once single material but on different objects?

1 material but multiple objects.

Thank you,
Waqas


texts:
In the hierarchy, I have two meshes called "Cube" that I'd like to merge together:

Most answers that I've found online say to Shift select both and press Ctrl+J to merge them. However, weirdly that doesn't work in my case. If I select both the green triangles with dots and press Ctrl+J, nothing happens. If I select both of the yellow triangles and press Ctrl+J, nothing happens. If I select all four of these and press Ctrl+J, nothing happens. In all of these situations it's as if I wasn't pressing J at all, nothing changes on screen.

Is there something weird about my situation that would cause Ctrl+J to not work?

It's especially frustrating that Blender 2.8 doesn't give any errors or any reason why it's not joining the meshes as I wish it to.


texts: How can I create a boolean mesh to replicate the movement of a milling bit?

texts:
I'm trying to model a part that has a (helical) milled groove using the boolean modifier and can't find a good way to model the cutting path of the bit. I have tried using the screw modifier but this doesn't work well with 3D shapes. If I use the profile of the bit then it gets pretty close but doesn't quite replicate the final cut the bit would produce.

...........................

In this image I used the screw modifier both on the 3D shape and the profile. The best part of the screw modifier is that it extrudes to the next step which prevents visible steps creating a smoother result. The problem is all the interior faces / vertices it creates with 3D shapes. Also the face normals go wonky.

This image uses the array modifier + object offset set to an empty rotated 1 degree and shows the difference between the profile (of the cylindrical bit which amounts to a rectangle)(Left-Blue) and a full cylinder (Right-Red).

This image is to help visualize the problem. At each "step" of bit movement the removed material has to match the full shape of the bit or the final cut won't match what is actually happening.

The closest I can probably get is to use the array modifier, P-Key->Separate loose parts. Then Union Bool to a final shape. Obviously that's an incredibly tedious process if you're trying to get a high resolution result by using more steps.

I may write a script for this and will definitely share and link if it works. But I've seen some really clever and elegant modeling solutions on here so hopefully someone has an interesting way to reproduce this type of machining operation.


texts: Is it possible to hide curves' guides in edit mode?

texts: In this example I use Nurbs curves to create shoe laces and it becomes quite hard to operate curves in the regions of loops and knots because of the curves' tilt/scale guides (not sure how to call them). I would really like to hide these guides when I edit curves. Is it possible?


texts:
My math teacher is interested in using Blender in class to help with visual learning. Is there an extension out there that makes Blender usable with only a touchscreen?

We have a Promethean in class, so if there's an addon for that, let me know.

Thanks in advance.


texts: Cutting a triangular pyramid at precise z coordinates

texts:
I'm trying to cut a triangular pyramid precisely into two pieces, a lower base part and the upper tip, as shown by the blue lines in the picture.

Vertices A B C must have the same exact z-coordinate.  So when the tip is cut away it will leave a perfecly flat (non-angular) surface.

I've tried subdividing and sliding vertices (Shift V) and trying to snap to a vertex in another mesh (with the required z coordinate), but its semms there is no vertex snapping for slide operations.

I also tried bevelling the top vertex to 0.0001 which allows using Edge loop and slide, but the same issue then occurs, ie no vertex snapping.

I could just add the vertex on each edge and then manually slide into place until I see the exact z coordinate, however I need to do this many times and it is relatively slow and error prone.

Is there a builtin way (or add-on) that simply lets us cut an object into two pieces precisely?


texts: bone rotation bug or limitation in the forearm?

texts:
When i try to rotate the hand bone in the z axis in the rest pose (of the bone itself) it works as usual, but i setup some copy rotation constraints that are attached to each twist bone from the hand to the last twist bone, and each twist bone is parented to the forearm, because if they are parented as a chain to each other, the copy rotation constraints don't work properly and a dependency cycle comes out, which was caused by the parenting, so they cant be parented to each other like a chain, they must be separated from each other but parented to the forearm like i did...
So if i try rotating the y axis of the hand bone to get the arm twist bones to work and then later try to rotate the z axis down or up of that hand bone, the rotation doesn't go right, the z rotation affects the y causing to rotate both axis with no reason, this issue doesn't happen with the x axis, the x axis is working as it as it should, but not the z axis, i checked that the rotation mode is quartenion in all bones, i attempted with euler mode but i get gimbal locks...
here is the simple ik arm setup if you want to check the issue...please upvoting this post and giving answers are appreciated, thanks.
Michael.


texts:
Okay so I know about half of how to do this.
So I made a plane, then converted it to a path with Alt-C.
Then I made another plane and made many loop cuts with Ctrl-R and the scroll wheel.
Then I used the curve modifier to make the non-curve plane follow the curve plane.
But it cuts corners:


texts:
I am trying to generate a rig for a figure I created. I am using blender 2.83.4.
When I generate it, it is below the figure. Like it is oriented on the z=0 plane. I gave both the armature and the figure the same origin. Why did it sink through the floor?


texts: Rotate current selection of Objects .. Each object with a different Random Rotation ... Is this built into Blender?

texts:
Is such any such simple Object Mode feature/operation built into Blender? If yes what is the mechanism?
It is certainly built in to rotate all the objects by the exact same rotation.
The result might be for example each object has a random rotation about its own origin on the Y axis.  The rotation would be present in the object rotation entries.
Trusted Addons are acceptable if they of age 3 months or greater.
I checked the standard Addons.  I did not recognize anything.  Rotate has a proportional edit property though I did not see an explanation in the Blender documentation.
Please exclude Particles and Pythons Scripts and Modifiers/Constraints/Keyframes and BAN.  I can write Script or use Particles if necessary.


texts: How to apply all transformations to an object at low level?

texts:
I am new to Blender (and to some extent to python).
I have pieced together this function that rotates and scales an Object at low level by modifying the matrices:

def rotate_scale_object(inObj, angle, axis, scaling):
        rot_mat = Matrix.Rotation(radians(angle), 4, axis)
        orig_loc, orig_rot, orig_scale = inObj.matrix_world.decompose()
        orig_loc_mat   = Matrix.Translation(orig_loc)
        orig_rot_mat   = orig_rot.to_matrix().to_4x4()
        orig_scale_mat = (Matrix.Scale(scaling,4,(1,0,0)) @ Matrix.Scale(scaling,4,(0,1,0)) @ Matrix.Scale(scaling,4,(0,0,1)))
        # assemble the new matrix
        inObj.matrix_world = orig_loc_mat @ rot_mat @ orig_rot_mat @ orig_scale_mat
        #update_matrices(inObj)
        return inObj

I call it in my script as follow:

obj = bpy.context.active_object
obj = scale_rotate_smooth_color(obj, angle = -90, axis = "X", scaling = 0.01)

It works very well: the object is rotated & scaled as expected.
Yet, I am missing a way to "apply" these transformations to the object, as one would do by pressing Ctrl + A and select Apply all transformations.

Is there a way to do this "low level", without resorting to bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)?


texts: How to use different GPUs to render and for the UI?

texts:
I have read somewhere on the blender site that when rendering with Gpu, you may get limited ui control or something, so if you want to have control and render at the same time you have to use 2 graphics cards, one for rendering and one for ui.

My specs:
b450m ds3h,
Ryzen 5 2400g with integrated graphics,
Rx 580 8gb

So, would it be possible that i would plug my monitor in the Motherboard, but set the render device in the settings to my rx 580, so i'd render with rx 580 but use the integrated graphics for ui and other tasks in the background (YT, gimp...)?

And yes i know that i would have to switch the hdmi cable to my gpu when gaming.

I know it works that way with 2 dedicated gpus, but i dont know about integrated, so i asked you. Thanks a lot!


texts: How to simulate overexposure due to bright light? (Cycles)

texts:
I try to make a animation where the light of my object gets brighter until the picture is white.
I only want that the intensity of the light rises, so that it looks like the light shines directly in the camera. Then the other objects in the picture should fade to white from the lightsource.
Unfortunately I didn't find a video to show you what I want.

I had a few ideas how I can accomplish that, but none of them worked.

1.I tried to increase the gamma of the picture.
But then the whole picture getting brighter at the same time, and thats not what I want. I want that it spreads from the lightsource.

I tried it with volume scattering, but there I have the same effect because I have multiple lights and all are effected by the scattering

EDIT:

I tried to do it with glare but that effects the whole image too.
With compositing and glare I get the glow I want. But I am not able to increase it so far that the screen gets white.

So how can I get the effect I want?

And even if its not good to ask two questions (but it belongs to my first question)
Do I have to render my animation again after the composing?

Here is a file if you want to look:


texts: Blender Python: Exclude Collections from View Layers

texts:
I would like to replicate in a script what happens if i exclude a collection from a view layer via hotkey E (bpy.ops.outliner.collection_exclude_set()).

I cannot seem to find that exclude in the tree. Is the E hotkey doing a hide render and viewport, or is there more to that? How should i best approach this?

Thanks, Axel


texts: Using imported model created by photogrammetry as a reference to create other model

texts: Would it be possible to have a transparent textured model created by using photogrammetry in the "background" to use as a reference while making a regular 3D model? What would be the best way to go about it?


texts: How to clear unused linked-data (libraries) quickly

texts:
I've got several assets files, which for some reason have unused linked-materials (from external other files). This results in a big list of useless "Libraries", visible in the Outliner, "Blender file" type of information.

I tried to delete the materials by hand, with Shift + Click on the "Unlink datablock" button, save the file, then reopen it, but materials are still there.

However, I tried to change the path of the linked libs by a non-existing file, directly in the Outliner, then saved the file and reopen it (twice). It worked. But too long and fastidious way to do that...

My question is : is there a quick way (with scripting or via UI) to auto-unlink unused things ?


texts: How to bake multiple fluid simulations in one scene?

texts:
If we understood correctly, Blender does not allow more than one domain for fluid simulation in a given scene. This means that any inflow (fluid) object will be transformed into only one domain object as the final simulated fluid. That is, regardless to any material assigned to inflow (fluid) objects, ultimately the domain material will apply. This causes difficulties to experience mixing fluids as questioned here.

In our recent trial in the following figures in order to simulate two different types of fluid (i.e., different material, etc) we simulated each separately and baked. Now we question how we can use the resulting images to put the fluids together in one animation? We tried to composite but didn't get acceptable results. Is this the correct approach or is it possible to bake multiple simulations in a scene?

Note that before we end up with separate baking we played sometime with multiple scenes, different layers but no success in putting two fluids together!


texts:
Using a Python rendering script, I rendered albedo, normal, and depth images.

Below are example an albedo and corresponding depth image. I am not getting why depth is truncated at some moment. Could anyone please advise how I can get the depth of the entire object?

For the rendering script, I referred: https://github.com/panmari/stanford-shapenet-renderer.


texts:
Looking for Pasta Material like this in Cycles.

I tried so far.

With this nodes.

With the basic knowledge of nodes i tried. Need more details. any suggestion or help how to make like a pro material. Thanks


texts: Copy object, not being able to change the texture on one?

texts:
I have a Villager, rigged and everything, and when I copied him, the two were, exactly alike. Like expected.
But when I tried to change the texture on one, the texture on both changed.
I tried adding another texture to the object, but whatever I do, they stay the same. Its like they are the same object, just separated.
How can I change this?
I tried to make a "share the blend" file but it says it was too big.


texts: 16 tiles and not 17 ( GPU + CPU rendering )

texts:
in my system I have

8c 16t CPU ( AMD Ryzen 9 4900HS )
-and a GPU ( Nvidia RTX 2060 max-q )
when I try to render with both it only shows 16 tiles
shouldn't it be 17 tiles 16 threads from the CPU and 1 from the GPU

however there is a fast tile this seems to be the GPU and other 15 slow CPU tiles


texts: Object reflects environment but not other objects?

texts: I have a Principled BSDF object without roughness that reflects correctly the background texture but doesn't seem to reflect objects close to it. How could I solve this issue?


texts:
Is this possible or something we're all waiting on?

When I go to slide a vertex along an edge (G,G) I can't snap it to another vertex along that line (from a different mesh).

-James F


texts:
I am struggling with this problem for a while now.

I have created a procedural material for my buddy the low poly plant. I needs some tweaking but it's fine for now.

Now i want to join the separate leafs etc. in order to bake/export the plant.

This is where it goes wrong, the procedural material distorts when combining the object. (as in attached images)

How can I prevent this? Is is possible to bake multiple objects to an combines mesh for example?
I want to prevent to bake every part separately because I need to make variations and more high poly models afterwards.


texts: I was watching Part 3 of this tutorial on how to rig a foot so that it will roll. Followed the tutorial step-by-step and everything went smooth, but when I rotate the Roll Main bone down on the X axis, the entire foot rotates on the Z axis when it shouldn't. Any idea on how to fix this?


texts:
I'm trying to store render settings and other settings in a txt-file.
Sadly I was not able to find a proper solution on google.
Is there an accurate way get the settings, store them in a file
and put them back in an other file?
Example, store this:
bpy.context.scene.render.engine = 'BLENDER_EEVEE'

bpy.context.scene.eevee.taa_render_samples = 45

bpy.context.scene.eevee.use_motion_blur = False

And get it back in another file.


texts: Eyeball is deforming in auto rig pro when closing eyelid

texts:
My character does not have a rounded eyeball. When I am trying to close eyes the eyeball is deforming and coming out of the eyelids. I don't know what the problem is.
I am using this for first time and this is my first character.


texts: Smoke is gone from fire, only flames displayed

texts:
For some reason I can't figure out how to get the smoke to display. It was working before I made the resolution so high, something else must have changed. Please help!

scription here]3]3

enter image description here


texts: Blender, eevee, lighting, banding, artifacting with volumetric lighting

texts:
I'm doing volumetric lighting with eevee and outputting sequences in 16-bit RAW as opposed to png.
This reduced a lot of banding artifacts over pngs and looks okay other than flickering lights-- however upon outputting even with very low to almost no compression of these files, banding is heavily in the lights lighting up the area.
I know export settings- I work in film. I know it's probably due to how I'm rendering out in Blender, but I'm so confused why the lights that are inside or near an object's surface cause flickering, and I'm so confused why there's this crazy banding issue when rendering PNGS as opposed to RAW photo formats.
Here's an example of what I'm talking about from a render test-- again for some reason when outputting from the RAW in premiere and After effects, it increases the banding by soooo much- the artifacting on the building and the light flickering is there though in the playback of the RAW:
vimeo.com/504194617/f5518a783f
I should also clarify- I'm seeing people using volumetric lighting with eevee and getting cleaner results without banding. I'm trying to pinpoint what I'm doing wrong: density-- .01 anisotropy .5 lights I'm using are occasionally placed inside of objects to make them glow. In my case it's adding banding. as soon as i turn off the atmospheric lighting, the banding issues go away


texts: How to check if optional function parameter is set

texts:
I want to append some code to the bpy.app.handlers.render_post operator.
But I need to know whether the bpy.ops.render.render() operator has been called with the animation parameter (/argument?) set to True or False.

import bpy

def mRenderOutput(scene):
    print(getattr(bpy.ops.render.render, "animation"))
    #something like: if bpy.ops.render.render.animation == True: do my code

def register():
    bpy.app.handlers.render_post.append(mRenderOutput)

def unregister():
    bpy.app.handlers.render_post.remove(mRenderOutput)

if __name__ == "__main__":
    register()

Unfortunately, this throws:

  Traceback (most recent call last):   File
  "C:\Users\morph3us\Desktop\mRenderOutput\mSaveRender001.blend\Text.004",
  line 4, in mRenderOutput AttributeError: 'BPyOpsSubModOp' object has
  no attribute 'animation'

So my question:
How can I detect in an if clause inside of "mRenderOutput" whether a still image or an animation has been rendered?


texts: Make a physical clone of an object and modifiy all clones at once?

texts: Is it possible to clone an object multiple times and then modify the original so all the clones modify at the same time? To be sure, I dont want to duplicate and modify each object one by one.


texts: Reposition toolbox to right side in blender 2.9?

texts:
Is there any way to re-position the toolbar on the left of the screen to the right?
(Sorry I don't know the official name, it looks like attached image)
It seems it's possible in 2.83 according to this Moving the Properties Shelf to the right of the UI,
but in 2.9 I can't find the "flip region" command.
Any ideas?


texts:
So I have a few animations I wanna export to Unreal Engine. I looked at my Armature and realized that I have not recalculate the rolls of the Bones in edit mode. I made not a lot of animations but it took so long for me to get them right. I mean I got the animations I wanted, but if the rolls are not aligned correctly, even if the animation is still fine, should I be worried? Should I recalculate the Rolls?
BTW: The main reason I ask this is because I made an animation where the character is sitting down but he just slightly jitters a bit for some reason. I understand it has to do with the IK but I thought it'd have to do with the recalculate rolls. I did this once but as you'd expect the Armature was all out of whack so I gotta redo the whole pose / animation. However, I noticed the jittering was still there. So now here I am looking for help on this, wondering do I start over with my work or keep going?


texts: Idempotence of to_euler() and to_matrix()

texts:
I expected

Euler((a, b, c), 'XYZ').to_matrix().to_euler('XYZ') == Euler((a, b, c), 'XYZ')

However at least for

a = radians(30)
b = radians(90)
c = radians(45)

This is not the cases since the left hand side evaluates to:

Euler((-0.2617993950843811, 1.570796251296997, 0.0), 'XYZ')

and the right hand side to:

Euler((0.5235987901687622, 1.5707963705062866, 0.7853981852531433), 'XYZ')

Why is this the case, am I understanding the functions or wrong? Do I misunderstand the concept of Euler angles?


texts: How to harden edges using subsurface modifier on corners (Mandalorian helmet)

texts:
I'm trying to model a helmet using subsurface modifier, there is a section where the corners are projecting causing a bevel. I have mean crease the entire border section which didn't help. And also tried some perimeter around the mesh to see if that would make the corners more square but its ruining the topology. If I start adding more loops ( vertical & Horizontally) again its deforming the shape of the helmet. How can I get the corners more like the reference image?
I've also included the Blend file.


texts:
How it should look:

The above picture is a startup file that is working perfectly!

But the file which I am working on is looking strange!
And it is actually:

When it was a new file, it had all the options, but now they disappeared!

How do I fix this?

  Also when I am in Edit Mode it does not show assign button to assign
  material on selected faces


texts:
Is it possible to rotate a model's default orientation?

For example my object is at rotation 0, 0, 0
however the model is pointing at what looks to be 90, 90, 90

could it be the way the model was created?
if so is it possible to edit the model so it faces a certain way by default?


texts: 'NoneType' has no attribute 'bezier_points', when BezierCurve selected

texts:
With the following code, I can export a bezier curve to a file, and with the default bezier curve it works, but as once i add points to it and attempt to run the script it gives an Attribute error.

import bpy
import mathutils
import numpy
from string import Template

template = Template("[gd_resource type=\"Curve3D\" format=2]\n\n[resource]\n_data = {\n\"points\": PoolVector3Array($P),\n\"tilts\": PoolRealArray($Z)\n}")

def XYZ_to_XZY(vector):
    temp = mathutils.Vector((0.0, 0.0, 0.0))
    temp.x = vector.x
    temp.y = vector.z
    temp.z = -vector.y
    return temp
if __name__ == "__main__":
    curve = bpy.context.object
    print(curve)
    points_string = " "
    zeros_string = " "
    for point in curve.data.splines.active.bezier_points: # point is a group of 3 vectors for handles and center

        zeros_string += "0, 0, 0, "
        adj_hl = point.handle_left - point.co
        adj_hr = point.handle_right - point.co

        adj_co = XYZ_to_XZY(point.co)
        adj_hl = XYZ_to_XZY(adj_hl)
        adj_hr = XYZ_to_XZY(adj_hr)

        for comp in adj_hl:
            compf = numpy.float32(comp)
            compf = round(compf, 5)
            points_string += str(compf) + ", " #each 3 components of each 3 vectors in left center and right

        for comp in adj_hr:
            compf = numpy.float32(comp)
            compf = round(compf, 5)
            points_string += str(compf) + ", "

        for comp in adj_co:
            compf = numpy.float32(comp)
            compf = round(compf, 5)
            points_string += str(compf) + ", "

    points_string = points_string[:len(points_string) - 2] + ' '
    zeros_string = zeros_string[:len(zeros_string) - 2] + ' '

    result = template.safe_substitute(P = points_string, Z = zeros_string)

    file = open("curve.tres", "w+")
    file.write(result)
    file.close()


texts: How do I use the curve modifier to make an object connects from one end to the other accurately?

texts:
So I am trying to curve this somewhat 3D flat plained object into an accurately divided cylindrical object.

But whenever I tried to scale the BezierCircle up with an increment, it would always be off by a tiny bit

Can someone help guide me with this?


texts:
I pinned a group of vertexes that don't need to have simulation and add colision to body and belt. You can turn on animation in blend file below to see what happens next...
don't know how to deskribe it, like the part of simulation that is close to pinned group is collapsing and bounsing upword. I thought it could be becouse of weights or collision settings, but still don't find the problem. Later want to make another animations for this girl and use simulation for wind, not going to export her, just animating in blender.

here is blend file available for a week


texts: how to make render region uncrop in compositing

texts:
I'm trying to fix a specific element of an animation that I did without having to render the whole scene. To do that I tried putting a render region enclosing only the animation that I wanted to fix and in the compositing, I put the new animation on top of the old one and mixing them using the alpha of the render region. Unfortunately, it seems like blender sets the alpha to 0 on the outside of the render region even in the compositing step, unless I manually update the input image node after render. Since it's an animation, I can't manually update for all frames. Do you know a workaround?
explanation screenshots:
Here, I tweaked my compositing to only output the old not cropped animation and there's the intended result:
And here's what I get:


texts: Broken object in render mode (evee), cycles works fine

texts:
I have a broken mesh when I'm in render mode with evee:

When i switch to cycles, the mesh object is renderd perfectly, but cycles is slow as hell on my computer:

I wonder why that happens and how i can fix this ?
As far as i remember, i did not changed anything.
EDIT: Even when i download and re-import the objects the still appear broken.
EDIT2: Under Windows 10 everything works fine, only in Ubuntu 18.04 the error occurs, but it worked before!


texts: What is the best tutorial or method to model a head?

texts:
There used to be a really good tutorial on creating a human head model (Natalie Portman) on Youtube. It’s gone now.

I want to model my own head to then add rigging and lip sync. All the ones I’ve found now on YouTube aren’t as good as the Natalie Portman one I found.

Can anyone recommend another tutorial (video or site) that can help me achieve my goal of animating myself?

Thanks. I’m stlll a total noob!


texts: How Do You Apply Microdisplacements For Exporting

texts: I've learned how to use microdisplacements and I think that they are very handy. However, I would like to use them in Unity Game Engine, so I would like to the microdisplacements to actually add new vertices and change the shape so that I can export it as a .fbx. If you can't, please tell me!


texts: Armature: Bones deforming mesh objects in GLTF viewer

texts:
Hello fellow BlendMasters!

I am trying to make a simple sliding door animation for my GLTF viewer and keep running into this problem:

When i parent my objects (doors) with the separate bones (ctrl + p > Bone) in blender it all looks good, but if i export this scene to GLTF format and look at it in GLTF viewer - doors are misplaced. Misplacing happens even when there are no animations nor actions made.

My blender file looks like that:

This is what i get in gltf viewer:

My final intention is to separatelly start animations of the both doors.

imgur album:
https://imgur.com/a/slVP6o2

What am i doing wrong? Maybe it is not the right way to do this? In my final file there will be more doors like that, which i want to control individually.

My Blender sample file:


texts:
This has happened to me only in 2.82a:

while im in wireframe mode,and i do "Toggle Overlay",part of the wireframe disappears,as you can see in the pictures

Is it a glitch,or am i missing some specific setting ? Never happened with previous builds


texts: Is it possible to move the mesh/armature data from one model to a slightly different one?

texts:
I'm new to modeling in general and I have been searching for ways of solving my issue, without much success.

I have a model, which was fixed up and reduced (decimated/removed unneeded vertices, edges, faces) but in the process lost all of the shape key, vertex group, modifiers, and armature data. In essence, it is now just the meshes with the textures applied.

I was able to use Append to bring in the original model's Armature, and I parented the meshes to that, as it was done on the original, but I am unable to do anything with it as the meshes still lack all of the other data.

I have attempted to use functionality such as Transfer Shape Key, but these do not work as the mesh has changed (vertex count is no longer the same).

I can remake all of the Shape Keys by hand, I am willing to figure that out and work on it, but I am wondering if there is any way that I can copy the other data, such as vertex groups and such so that I can have the model fully rigged as it once was. I want to be able to pose the model, along with setting up shape keys again.

This is a model that is meant for a game, VRChat, and I am doing all of this to make it a game-ready model. Apologies if this question is a bit misplaced.


texts: How can I fade out separate images in the Blender VSE?

texts: I am busy making an interview film. I already made .png images to use as footer labels. These footer labels contain the interviewees name. I want to fade the footer label out while the interviewee is talking. Is this possible?


texts: How to expand an object along a curve without destroying the mesh and just follows the shape of the curve?

texts:
I'm trying to recreate a sphere with selected vertex and expanding it along a curve seems like stretching the sphere. I know it's possible with metaballs and using particles but it's not as smooth like with a simple mesh. Wht modifier should i be using? I have tried follow path and curve with selected vertex groups. Using Blender 2.79
P.S. If it is also possible with a bezier curve bevel with a circle if I can adjust where I would like the the bezier curve be affected by the bevel it would also help... The only thing I can think of is cheating it with a boolean if it is a box but with a spehere or any other objects I don't think it will work...


texts: How to add image texture to objects material?

texts:
I'm trying to convert my ply file into a .fbx or .obj file without losing texture, and I found an answer which details the following steps:

UV Unwrap the figure, then bake the vertex paint to a texture.
Save this image texture and add it to the object's material.
Set the texture mapping coordinates to UV and set to influence the color.
Export the file as a .obj file and the obj will keep the object UVs which    can be used to apply the texture correctly

I'm new to Blender so I am afraid I don't understand a lot of things intuitively. I've followed the steps but I am not able to recreate the texture that I can see in Blender, in Unity. It seems to have a dull grey color whereas the original was metallic + black.

I think I have done the UV Unwrapping and the baking part properly. I'm unable to check if my image texture has been saved to the object's material. Is there some way to know if I've made any mistakes in the process? Or is there a better way of doing what I want to achieve?

Details:
If needed: my .ply file -> https://drive.google.com/file/d/1fBj0X7NPygg1BW09rgJPq064odtuI72X/view

After file conversion - I get this .fbx object -> https://drive.google.com/open?id=1Sa_jq78hcrG5wrQ0PLGTxUx2r7ZyyE8p

Screenshots:

Needed texture (seen in blender perfectly)

Baking step

Texture saving part

Final result in Unity after importing the fbx file (lost the metallic texture)


texts: How can I make objects emit directional light in Cycles?

texts: I need to make a plane shine light only in one direction (or a very narrow angle range) like a spotlamp, or a projector but I don't want to use a spotlamp - I need a wide beam of light, that doesn't spread out in all directions. Spotlamp would produce a tiny cone of light, not a wide beam.


texts: What is the difference between bpy.types.IntProperty and bpy.props.IntProperty?

texts:
I am always confused between bpy.types.IntProperty and bpy.props.IntProperty. (similarly with other properties)

Most of the examples do use bpy.props.IntProperty, but I never came across a clear explanation of the difference between them.


texts: Raycast from outside a model to delete all inside faces?

texts:
I'm working on a Lego project where I build models out of Lego bricks in LDD and then import them into Blender via various hoops - inside Blender I then optimize them before loading them into Unity for a small game.

The problem is that Lego has so much geometry inside a big model, because it consists of many small bricks that all have studs and at least 6 sides.

I'm thinking that there must be some kind of tool that can raycast all around outside the model and then delete/group/select all internal faces. Do any of you know of such a tool or where to find more information on this subject? Even just a more correct term would be helpful for my google ventures :)

Thank you! <3


texts: I downloaded a lamp model from Blendswap, but there is this big Cross hair which when I move, the entire object moves. It also get attached whenever I duplicate some part of the Lamp. How can I get rid of this?


texts:
How do I subtract an image from specularity of a material in blender?  If some of you have seen this energy drink tutorial by blender guru can you please tell me how to achieve this effect in blender 2.77 as I cant find any of these properties + I am new to nodes.

For those who have not seen this tutorial I have attached an image,so please tell how to achieve similar effect?


texts:
How I can rotate unwrap, exactly, for example some menu or box to enter for example 90 degrees ?. This is possible?.

Sorry for my English I hope you can understand me.

I leave a picture hope it will help me understand.

Blender version : 2.72


texts: Animation nodes color output - how to bake to keyframes as base color

texts:
I am creating colors for objects in animation nodes and want to write these colors to keyframes as base colors.
In my example the color of the 3 cubes is created by a random color node in animation nodes. Now I want to bake these colors to frames 1-30.
Then stop the animation nodes and manually keyframe colors (R, G, B Diffuse Color in the dope sheet) for the rest of the animation for the same cubes. (or use other animation nodes output)
How could I achieve that?
(The cube with "manual" material is for reference, how I want to set the colors in manual mode)


texts: Array and Curve modifiers Issues Blender 2.8

texts:
I'm currently working on a T-44 as a side project from my Airbus A319. It's all been pretty straight forward up till now. But I've ran into two problems that I could not solve.

Although I have seen many solutions to the array problem, I can't get mine to work.

The two problems I have are:

1_ I have a gap that I can't close. I've tried many things, although I got close It's just off.

2_ My track deforms around the front and back wheels.

Thanks,

Karl.


texts: My armatures from blender 2.7 was damaged on blender 2.8

texts:
After a hard work, I did a good armature's standard with all IK rules , constraints and restrictions for rotation, etc...

When I open my models on Blender 2.8 I 'have' more bones than 2.7 (like ik.neck_end) and my rules for all bones was lost.

Besides that, in blender 2.7 I recorded my animations in 10 frames, when I see the distribution of frames in Timeline everything is in 5 frames, why ?

Here a example of constrait lost :


texts: Create cubemap of scene in Blender 2.9 EEVEE

texts: I cannot find documentation on how to render a scene into a cubemap in EEVEE, specifically in 2.8. Looks like this was available in previous versions. I have already tried the method of setting 6 different camera with field of view 90 degrees, each facing a different cardinal direction. Then using compositor to layout each camera view as a tile in cubemap layout. This ALMOST works but the edges of the cubemap are discernible because of slight differences in lighting at the very edges of the camera views. I have read that using the built in environment mapping feature does not have this same issue - so how can i render my scene into an environment map (cube layout or equirectangular is fine) WITHOUT using Cycles? PC cant handle cycles.


texts:
Animating a camera move that orbits around a central figure. The figure is backlit by a single light source behind it, but other than that, there are no backgrounds. Yet every time I render out (as a PNG sequence) I end up with a red background. Any idea what's causing this?

Here is the project file:


texts: Procedural Animated Winx Glitter (Confused With This Tutorial)

texts:
I am following this tutorial on how to apply this animated glitter effect on my models, but sadly I am having a hard time understanding what the speaker in the video is saying. So I have been able to follow enough to build the actual UV Sphere but I am unsure of how to apply it to the Model.
I think he starts explaining how he does it at the 7:12 mark of this video but have a really hard time understanding what he says. I was hoping someone who knows what he is doing could help clarify things for me
Link to Video Tutorial


texts: Object not rendering correctly from a distance

texts:
I am trying to render an image of a solar panel in the final render there will be multiple solar panels, some in the forground and others in the background.

I have noticed that as soon as I zoom out I get black lines/triangles going through the image. These lines appear on the 3D view as well as the blender rendered image.

I have tried loading in OBJ and FBX versions of the model, I have tried turning off the "use shader node to render the material" option in the material properties and I have also tried messing around with different lighting conditions. None of the options have worked.
The texture applied for the solar panels is a simple jpeg file.

I have included 2 screen shots of the rendered image of the solar panel, one from close by and another form a distance.

Any information in this subject would be greatly appreciated,

Kind regards,

Thomas


texts: bpy python: is it possible to get the selected collection?

texts:
for a script I am writing I need to know the collection that is currently selected in the outliner.
I have seen a solution where the ui is probed and it seemed very convoluted at the time and I was wondering if there might be a more elegant solution out there.
any tip and/or trick would be greatly appreciated.
thx,
S


texts: The Node Editor won't work for the object selected

texts:
I'm still learning, but I'm trying to follow a tutorial to apply texture to a model.
I only want to apply the texture to one object in the scene, so I selected it, unwrapped it, and painted over it.
Now I selected it in the Edit Mode (I can't select it in the Object mode because all is locked together) and went into Node Editor, but the nodes are greyed out.
Why?


texts: One of the things I haven't learned about using Blender is how look from a camera and use the exact same commands to pan, rotate and zoom with the camera as I do with the viewport. I'm used to doing this with either C4D, Maya, Modo, Max, etc... but in Blender It feels like a different workflow for those who are coming from other 3D applications. Is there anything that can be done about this either in the settings or through an addon?


texts: My textures in my render look different than in the preview render 2.8 (Solved

texts:
I don't know why my render looks different than in the preview. Got any help?
edit: I fixed it, some guy gave me some pointers and figured it out
https://drive.google.com/drive/folders/1csDJXr-VCrQtxWk7Uk73j0PG8rpHDld4?usp=sharing


texts:
I have two shaders. One with highlights and one without. Is there any way to make the highlight layer pure black and white, then screen (blending mode) that onto the other shader so that I only get the white portion of the shader.

I've tried several methods, but have failed. I want to make sure the hilight shader is pure black and white too, because otherwise, when I boost the environment color it polutes the shadows.

Here are my two shaders I wanna use:

I know I could accomplish this with render layers, but I'd like to solve it all in one material if possible.

Any help would greatly be appreciated.


texts: Texture painting on the alpha channel (2.73)

texts:
How do I paint on an RGBA texture's alpha channel in Blender 2.73?

I'm not actually using it for transparency, so I would prefer to visualize the alpha channel as a grayscale image while painting, if that's possible.


texts: Trying to create a roof with curved intersecting parts

texts:
I am in the process of learning on how to work with Blender, with great advances. Still, I face myself being stuck on working with more complex stuff from my point of view, due to lack of experience.
I would like to know how I can create these intersecting areas of the different roof parts that are also curved a bit. I am struggling on how to approach this without doing this vertex bx vertex. Any ideas or suggestions?


texts:
I was curious about blender game engine and it's portability. It seems that for the most part blender is pretty portable, the main difficulty is moving around the python parts of blender to other platforms.

I am coming at this from a game developer standpoint. If I write a game in blender with Logic Bricks and assets, and if I want to pack that up and deliver it to the marketplace, it doesn't seem feasible. All the stuff I've read seem to have shown a stall in mobile games built in Blender. If blender didn't require the python parts, at least in the run time it could easily be packaged up as a C/C++ project which can be built for almost any platform out there.

If it is possible to build a version of Blender to work without python with no noticeable differences, wouldn't it significantly improve the portability of the Game Engine? Does anything like this currently exist, and if not, has it been attempted before or could it be attempted now?


texts: How can I create a hollow sphere with regularly spaced holes?

texts:
My latest attempt has involved a hexagon shape repeated with array modifiers.

I then tried wrapping this over a sphere with the shrinkwrap modifier, but that didn't seem to work so well.

I couldn't get any better results by playing with the modifier offset or moving the two objects around.

Basically, I want to model something like this, with smaller holes:


texts: Rendering a scene with shaderless objects results in a completely black image

texts:
I want to do a 2d animation of a particle system.

I created a background, put my camera up, set the mode to orthographic.

I created an object for my particles to use, set them shaderless, created a particle system and chose that object to be rendered.

(camera, material and particle properties)

When I view the animation through the camera it looks nice but when I render the animation, it takes a lot of time and the image comes back just black.

(viewport vs render)

I tried putting up a light, but that didn't work.

blender project file


texts: Is it possible to transform transparent noise material into geometry?

texts:
Do any of you know if it's possible to create geometry from an opaque part of a noise material like in the image?
Thank you! :)


texts:
I have a character animation with a lot of clips in NLA. Now I need transfer my mixed clips to another character. Is there any way to do this easily?

I don't want to bake all my clips to one, because then I would lose my mixed clips.


texts:
I need some help on how to make a camera separately for a phone model step by step. Like for example: a Samsung galaxy s8 camera.

And also just one more question: How do you put a phone screen image on the phone model? I just started blender.


texts: Graphics Tablet not working only in 3D View

texts:
I have a Huion Q11K graphics tablet. Only the stylus pressure doesn't seem to work. I can use the pen to click on menu buttons and manipulate the view just fine. In fact holding shift while sculpting works with the stylus for smoothing. Only pen pressure in the 3D View doesn't work.

Also with ScreenCast enabled the pen registers a left click but has no effect.

I've spent a few hours looking for solutions but it seems that no one else has ever had this problem... So I'm hoping it's something stupid that I'm missing.


texts: shape tweening with animation nodes and sound

texts:
My ultimate intention is to shape tween different object based on different frequency outputs from a song. IE High notes shape tween objects A, low notes shape tween objects B...and so on. (I am no blender genius) At the moment, I have started with beating hearts.

I managed to get sinusoidal shape tweening using the top 6x nodes seen in the image.
However, relating to the bottom set of nodes, I can't work out how to:
a) extract useful sound values (comparing with online tutorials it seems I can't access some of the sound related nodes)
b) translate them into a useful value to input into shape tween

(I am using blender 2.8RC and a recent animation nodes)


texts: Strange artefacts when using Decimate modifier

texts:
While using a decimate modifier, I get these weird shading artifacts:

I have managed to narrow it down to the Decimate Modifier causing the problem.

What is causing this weird shading?
How can I avoid it / how to fix it?
How can I keep the low poly count without doing it manually?


texts: What causes shading artifacts and how to eliminate them?

texts:
I've been getting these shading inconsistencies with sub surf mod regardless of the subdivisions value, and "Smooth Vertex" deforms my shape undesirably. how do I go about fixing this?

This is how it looks in Edit mode:


texts: Moving Back and Forth - Animation Node(PYTHON) vs Unity (C-SHARP) Boolean Switch Logic

texts:
public class ChangeDirection : MonoBehaviour {
public bool movePositive = true;

// Update is called once per frame
void Update () {
    // CHECK IF MAX REACHED AND MOVING POSITIVE DIRECTION
    if (this.transform.position.y <= 4f && movePositive) {
        // MOVES IN POSITIVE DIRECTION
        this.transform.position += Vector3.up * Time.deltaTime * 5f;
    }
    else {
        movePositive = false;
    }
    // CHECK IF MIN REACHED AND MOVING NEGATIVE DIRECTION

    if (this.transform.position.y >= -4f && !movePositive) {

        // MOVES IN NEGATIVE DIRECTION
        this.transform.position += Vector3.down * Time.deltaTime * 5f;
    }
    else {
        movePositive = true;
    }
 }
}

NOT C-SHARP QUESTION EXACTLY - I NEED TO IMPLEMENT A BOOL LOGIC IN PYTHON
The code above moves an object back and forth within specified limit making one bool switching True and False,
Hits the max and moves in negative direction and hits the min and moves in positive direction.

But as you can see in the image, I can't do the same thing with the same logic. How can it be implemented in Python script with Animaton Node - Blender?

Adding the code extra if you have problem with image

move_pos = True

if input_x < 20 and move_pos:
    input_x += 1
else:
    move_pos = False

if input_x > -20 and not move_pos:
    input_x -= 1
else:
    move_pos = True

output_x = input_x


texts: Is there a way to equalize the thickness of my grease pencil drawing over an entire scene? or per entire frame?

texts: I drew and animated a whole scene using the grease pencil, but when moving from 2D animation tab to the 2D full canvas tab, it suddenly shows the difference in line thickness. Is there a way to equalize the thickness over the entire scene? or per entire frame? I tried to downscale using the object data tab and decreasing the ''stroke thickness'' and the "thickness scale", but that scales all the other lines with it as well leaving me with the same difference in thickness. I can scale using alt S, but I have a ton of frames. If I need to select only the thick lines in every frame and then alt S to the exact thickness the rest it's incovenient.


texts:
I have bad moving parts in posemode.Take a look at the picture,when in pose mode the panty is not moving with body.all the meshes are perfect but both thighs bones are not working good
here is a link http://sta.sh/01frq6ke1cns


texts: I selected inset faces individually, now even when I unchecked the Individual box it still insets individually in multiple faces.


texts: I have a question. How to sync the audio with your actual video in blender 2.8 video editor, because when I found out that blender finally released, I was confused how to sync the audio and the work as I can't find the sync button.


texts: Background Image not showing (Yes, I know it's been asked a lot) 2.79

texts:
Okay, so I've been researching this for hours, read multiple forums and everything is saying to switch to Orthographic View. I've tried this and have tried every angle possible. I'm sorry for posting a duplicate, but none of the solutions are working.

I've tried making a blank image and importing on top of it. I've checked the transparency. I've tried multiple images. The desired one is a 40KB JPG file and others attempted have been PNG as well varying in size. I'm completely out of ideas.

Thanks for taking time to read this.


texts: I have made the model and want to run on the curve path. With the model and the door i want to animate at some frame. To the door i have added empty and some part i parent. I added a sphere empty and parent complete model so that it follow along the path. The complete model get parent but the door empty when needed to rotate to open the door it does not work.


texts: GPU/CPU render simultaneously on 2020 iMac?

texts:
I'm new to blender and about to get a 2020 iMac.

CPU 3.8GHz 8-core 10th-generation Intel Core i7
GPU Radeon Pro 5700 XT 16GB

Is it possible to render with the GPU and CPU simultaneously on this iMac?
Many thanks! :)
Lee


texts:
I don't know if I checked a bad box or something but I was following mantaflow tutorials and now I cant get any liquid to flow out of an object marked inflow, I have the domain and an effector set but I cant get any flow out. Attached is the scene I'm working on if anyone can check it out and see what I'm missing, I'm trying to get liquid to flow out of a can
https://drive.google.com/file/d/1Tntq34yHzfB-lUuDEwLIwPNfJcRKzVkY/view?usp=sharing


texts: I've baked a smoke simulation and now 'm trying to animate its location but even tough the domain is moving the smoke seems to stay exactly at same location. I've tried everything: parenting it, armature deform, limit/copy location it just doesn't seem to work. Is this possible? Thanks in advance.


texts: Is there a tool in blender that is similar to the 'blend' tool in Illustrator?

texts:
I'm a graphic designer who's been using blender for fun and making mockups for my projects, and I'm looking to make a textbook model. Now I know there are other convincing ways to model a book, but while working I became curious if it would be possible to use curves to make each individual page, then convert them to mesh and extrude each page individually (this tutorial shows this process in the first few seconds https://www.youtube.com/watch?v=aDOxTniM0Wg ).
Instead of individually placing and shaping 200+ curves I was wondering if there was a way to shape one curve at one extreme, and another at the other extreme, and have the software create steps in between?
The closest tool I can think of is the blend tool in illustrator, which does virtually exactly what I'm looking for, but in 2d.


texts: How to make a texture interact with scene lighting and shadows in cycles

texts: I have a texture UV mapped on to an object (the logo decal), but it doesn't interact with lights or shadows as it should. How can I make it behave as it would naturally?


texts:
Its not the first time I render a model but now I have 2 problems as you can see.
The "shadows" on the door for example and the spoiler of the car which is not smooth (even if smooth button is selected).
Catmull-Clark modifier is on with 2 subdivisions on rendering.

What's wrong?
thanx


texts: Missing some faces when importing from blender to unity even with correct normals

texts:
I've made sure that all the normals are facing the right way but when I tried re importing the model again back to unity some faces are still missing I tried doing this the other way around and it still doesnt work... I also tried doing this both with .blend and .fbx but to no avail
is there anyway to fix this?
here is the blender version:

and this is what it looks like when imported into unity:

Thank you in advance


texts:
I'm trying to add a hotkey to the Annotate Tool so that I can hold down shift to draw a straight line.
I can find how to change the existing hotkey by searching for "annotate"

How can I add more hotkeys to the Annotate tool? (hold shift to draw straight lines mainly)


texts: can we select only modified bones from a pose in the library?

texts:
When applying a pose from the library, I have to:

1 - spend some time to grant there is no bones already selected
1.1 - but I usually hit 'A' until it selects all and then hit 'A' again to deselect all (instead of reading on the status bar at the top how many stuff is selected)
1.1.1 - but that only works if I have at least one bone selected otherwise it will select something else and I have to aim for any bone before doing *1.1 again (yes, it is usually: again)
2 - navigate to bone groups and click on a bone group
3 - click on select, to have selected only the bones I want to collect from the pose library entry.
4 - click on that button that applies it on selected bones only

I wonder, if there is some way to let that pose library entry affect ONLY the bones that were modified relatively to the rest pose (the first on the list, also the one used at "apply as rest pose").

So, I wonder if there is some way to SELECT ONLY such modified bones from the pose library entry, prior to applying that pose from the library?
The best thing would still be some single-click/hotkey to: "select and apply only modified bones from this lib's pose's entry"

Obs.:
learned from here: https://blenderartists.org/t/not-all-bones-saved-in-pose-library/1132846/4


texts: How to Visualize Temperature data usign color map

texts:
I have a simple plane (in x,y cordinates) with 25 vertices. I have temperature data of each vertex of the plane.
Now, I want to apply this temperature data onto plane and trying to get visual representation of  it, like higher temperatures represent red color and and lower temperature represents blue color.
I'm able to visualize this data by transforming the plane in z- direction according to data and using some nodes like geometry node, seperate xyz node, map range node and color ramp node, as below.

I have done this through python scripting(below). It is working pretty well. But, I want to visualize data without transforming plane in z-direction.
I didn't find out how to do that,
Please suggest a way to do that through python scripting.
Thanks.
Code I have Developed
import bpy
import bmesh
import numpy as np

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type = 'VERT')
bpy.ops.mesh.select_all(action="DESELECT")
object = bpy.context.object
mesh = bmesh.from_edit_mesh(object.data)
mesh.verts.ensure_lookup_table()
verts = mesh.verts
# Temperature data will be stored in this list, data
data = []

# Generated temp data with in the blender
for vert in verts:
    vert.select = True
    v = object.matrix_world @ vert.co
    x = v[0]
    y = v[1]
    data.append(np.sin(x)+np.cos(y))
    bpy.ops.transform.translate(value = (0, 0, z[i]))
    bpy.ops.mesh.select_all(action="DESELECT")

bpy.ops.object.mode_set(mode='OBJECT')

# T -> Temperature
T= bpy.data.materials.new(name= "Temperature")
#Enabling Use Nodes
T.use_nodes = True
pbsdf_node = T.node_tree.nodes.get('Principled BSDF')
pbsdf_node.select = False
T_output = T.node_tree.nodes.get('Material Output')
T_output.select = False

#Adding Color Ramp Node
colorramp_node = T.node_tree.nodes.new('ShaderNodeValToRGB')
#Set location of node
colorramp_node.location = (-350,0)
#Setting the Default Color
colorramp_node.color_ramp.elements.new(0.5)
colorramp_node.color_ramp.elements[0].color = (0, 0, 1, 1)
colorramp_node.color_ramp.elements[1].color = (0, 1, 0, 1)
colorramp_node.color_ramp.elements[2].color = (1, 0, 0, 1)
colorramp_node.select = False

#Adding Range Map Node
maprange_node = T.node_tree.nodes.new('ShaderNodeMapRange')
#Set location of node
maprange_node.location = (-600,0)
maprange_node.inputs[1].default_value = min(data)
maprange_node.inputs[2].default_value = max(data)
maprange_node.inputs[3].default_value = 0
maprange_node.inputs[4].default_value = 1
maprange_node.select = False

#Adding Seperate XYZ Node
seperateXYZ_node = T.node_tree.nodes.new('ShaderNodeSeparateXYZ')
#Set location of node
seperateXYZ_node.location = (-900,0)
seperateXYZ_node.select = False

#Adding Geometry Node
geometry_node = T.node_tree.nodes.new('ShaderNodeNewGeometry')
#Set location of node
geometry_node.location = (-1200,0)
geometry_node.select = False

#Creating Links between the Nodes
T.node_tree.links.new(colorramp_node.outputs[0], pbsdf_node.inputs[0])
T.node_tree.links.new(maprange_node.outputs[0], colorramp_node.inputs[0])
T.node_tree.links.new(seperateXYZ_node.outputs[2], maprange_node.inputs[0])
T.node_tree.links.new(geometry_node.outputs[0], seperateXYZ_node.inputs[0])

bpy.context.object.active_material = T


texts: CUDA not working on Blender 2.9 - GTX 750Ti - Win10 64b

texts:
As per title. I've seen there are other people with this problem.
It looks like everything should be OK, even downloaded the latest Nvidia drivers, those not for games.

This is what happens when I try to render:

And then, quit to desktop.


texts: What is the equivalent of sweep on a rail in Rhino? Bevel is not working for me

texts:
I'm a jewelry designer and fairly new to Blender... This is my first time asking a question on the stack exchange.

I was trained in Rhino a few years ago and I remember the function "sweep on a rail" which is where you could take a shape / multiple shapes and apply them to your curve (for us jewelry designers, it was a cuff, wire collar, etc.)

I'm having trouble finding the equivalent to that function now. I feel like what I'm trying to do is pretty simple. I want to make an open metal collar (that opens on the front side of neck) that is a half circle tube where the flat side of circle touches your neck at one end then naturally twist 90 degrees to touch your collar bone on other end of necklace (see pic).

So far I've tried the bevel tool in the geometry section as well as a combo of array and curve but I can't seem to get it right.

Any help would be appreciated. I'm happy to share the file as well.

Thanks,
Jessie

I tried Craig's advice, but this is what's happening now. For some reason the circle the wrong way so it's flat instead of a tube around the curve (collar). Here are some pics.


texts: I use Blender 2.79 and I want to know the difference between Multitexture and GLSL shading mode and which one must I used for a better result.


texts: Pose Mode: How to reset transformed armature to its rest position?

texts:
I got a problem with pose mode.
Like the heading says, I haven't found yet a possibility to reset the already transformed armature so that it exactly does look like the rest position (though it is still in pose position).
Is there any kind of shortcuts or tricks to do that?


texts: How do I add (a chrome) texture without a 2D image? "TxDiffuse missing" error

texts:
I'm importing multiple identical linked objects into a game asset.  I want the objects chrome.  I found this thread on "making a chrome texture in eevee:" How to make a chrome texture in eevee?
Following the thread, I created a new material called "chrome" and used the settings as indicated.  I used the shader tab to create the node layout as pictured in the thread.  The objects appear chrome-like.
I did not UV unwrap the (parent) object as I'm happy with the chrome appearance on the objects.  I wouldn't know where/how to unwrap the object UV islands as I don't have an 2D image, just the chrome appearance generated by "chrome" settings as indicated.
When I import this modified asset into the game dev editor it shows the new material "chrome", but it gives an error message "TxDiffuse is null", i.e. that the material has no assigned texture.
I'm very new to this and clearly don't yet understand materials versus shaders versus textures.
Thank you for your help.


texts: How can I use vector displacement like this streamer?

texts:
When I see Youtube video, the streamer's displacement material rises highly enough.

But when I try same thing, my displacement material do not rise like his.

Below my work

How can I raise brick material from surface like that guy?


texts:
I'm trying to Rip some MKWIIU models using this tutorial and a process guide

Tutorial: https://www.youtube.com/watch?v=URf9zrv-oa8

Guide: https://www.vg-resource.com/thread-28678.html

Everything has worked correctly until I reach the part to import the .bfres file into Blender, the software by itself doesn't support .bfres importing so I've been looking for add ons and scripts, none of them have worked except one this one

Addon: https://github.com/Syroot/io_scene_bfres

for some reason Blender does not detect this addon and i'm unable to say if it works.

The tutorials use 3dsmax and a custom script to import the models, I could try using the 30 free day trial but I will use this in the future and can't afford it after the trial ends.

There's very little about importing .bfres into Blender, hopefully someone here can help :)


texts: Which deform modifier, if any, would do this?

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I need to perform the following transformation: an arbitrary flat geometric figure needs to be rotated around a circle, so to speak. The circle lies in the same plane as the figure, and its diameter is fixed. Rotation angle is also fixed.

If a point of the figure lies on the circle, it does not change. If a point does not lie on the circle, it is rotated around the closest point on the circle in a plane that passes through the point and the circle axis. The following images illustrate this transformation. The circle is shown in red, the original figure in green, and the target figure in blue.

Is there is ready modifier for this? I thought Shrinkwrap would fit the bill but no luck as it distorts the figure.

Thanks in advance.

== DC Dweller


texts: How do you rotate an object so that a particular face is parallel to the ground?

texts: How would I make the face of an object parallel to the ground? I could just eyeball it and use the rotate tool, but it probably wouldn't be perfectly flat. Is there a way I could possibly snap the face of the object I want level to the top of a block (making it parallel with the block) and then delete the block?


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I made a decent looking bolt gun in blender and I'm trying to add movement to the guns string. I added a rig to the bow part with a 2 sets of bones going along the Z axes.
Then I set one bone to the string as a way to pull the string back. I set automatic weights in parenting to both the string and bow. Here's my problem, when I pull the string back, the whole mesh goes with it and stretches. How can I set this up so it will work right? Is it possible that the string needs to be set up as it's own object? It isn't even listed as "cylinder" in the hierarchy.


texts: Multi colored faces while in object mode

texts: I downloaded this model as an .obj and it came with this alternate color for some of the faces. What is it and how can I remove it. Thank you.


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I am doing the Blenderguru tutorial on Making Fire. After the initial setup he does a render and so did I ....

Probably I did something silly but I cannot find it. I already did delete the circle  and domain and recreated these but nothing. What is my mistake
?


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why does pack_islands work but snap_selected errors with incorrect context?

import bpy

bpy.ops.object.mode_set(mode='EDIT', toggle=False)

#Works
bpy.ops.uv.pack_islands(margin=0.05, rotate=False)

#No problem either
bpy.data.screens['UV Editing'].areas[1].spaces[0].image = bpy.data.images[imgName]

#Fails, context incorrect
bpy.ops.uv.snap_selected(target='PIXELS')

I've tried some workarounds, like that:

import bpy
bpy.context.area.type = 'IMAGE_EDITOR'
bpy.ops.uv.snap_selected(target='PIXELS')

This changes the active viewport (usually a space 3d from where the code is run) to an image editor. It works, but I can't set an image here.

Update: I now found a solution to set an image to this area

bpy.context.space_data.image = bpy.data.images[imgName]

Still, my question remains, why is this necessary? Is there maybe a more elegant solution?


texts: Is it possible to paint a texture over another texture when they both have different displacement maps in Cycles?

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I've always wanted to create a scene where I could have a grass texture with planes as grass and then a dirt texture side by side with their own separate bump maps and displacement maps. If not what would be the best way to achieve something similar to this.
Thanks


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I finished all the constraints and timing settings on a 10-second 24-fps animation at work, with rotations, (hinge, motor) images and textures. Setting to include external files was checked. I copied the whole folder and brought it home to finish with rendering this weekend.
1. NONE of the physics settings came with it.
2. NONE of the transparency/opacity animation timings came across.
All other stuff did show up. Same Blender version (2.78a), same computer capabilities. Did I miss something, like a setting to copy physics?


texts: How to make continuous movement of a windshield wiper with Logic Bricks?

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With Logic Bricks, how can I make my windshield wiper move back and forth until I turn it off? When I press a key to start the movement, I can move left to right, but not right to left without a different key press.
I'm in Blender 2.79, Blender Game Engine.


texts: Set custom location for import/export helper

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I have two buttons in my panel, one to import obj and one to import collada. I have two folders named 'obj_files' and 'collada_files' in two locations on my machine. I'm using importhelper, but I want when I press on the Import OBJ button, the obj_files folder will be the default path which shows up which is the location where I stored all the obj files in it instead of browsing for it, and the collada_files path when pressing the import collada button. I've tried

bpy.ops.import_scene.obj(filepath = '/Users/UserA/Temp/obj_files/')

I've also tried the below but still didn't work:

class ImportOBJ(Operator, ImportHelper):
    """Import OBJ"""
    bl_idname = "io.importobj"
    bl_label = "Import OBJ"

    filename_ext = ".obj"
    filter_glob = StringProperty(
            default="*.obj",
            options={'HIDDEN'},
            maxlen=255,
            )
    filepath = bpy.props.StringProperty(
        name="File Path",
        description="File path used for importing the OBJ file",
        maxlen= 1024,
        default= "/Users/UserA/Temp/obj_files/")

def execute(self, context):
    bpy.ops.import_scene.obj(filepath = self.properties.filepath)


texts: How to delete face that doesn't have vertices

texts: As below, I deleted some vertices and now I have a face (with a strange, dark orange partial outline) that doesn't have any vertices. I'm unable to select the face or manipulate it in any way. How can I select it and delete it? Thank you!