texts: How can I "unsplit" (ie reconnect) vertices that I split (not separated) from mesh in edit mode?

texts:
Hopefully I can upload this video to show what I mean.
I add a cube, go into edit mode, extrude a bit. Use Y to split some of the mesh.
Move the split part away a bit. Then move the split part back.
Now I want to reconnect the split part to the main mesh.

So here I am not talking about two objects at all. It's all one object.
I am not talking about separating part of the mesh to new object.
I do not refer here to merging vertices either.
I mean the opposite of splitting. And I do not mean joining two objects.

Maybe there is a simple way I am overlooking.
Maybe Face> Intersect (Boolean)> Union?
Maybe Edge Loops added in exactly the right places, then merge by distance?

Here's where I'm asking if there's an easy way to sort of
"unsplit" some vertices that I had previously split (Y) from a mesh
while in edit mode.

Thanks for any ideas.

Note:I could not find a way to upload a nice little video to show what I mean, so here's at least a picture.

Edit_1:

Thanks for you ideas. In a bit more complex situation with the mesh, as this gif shows, how would one reconnect, or merge these two "unlinked" ? "islands" ? of vetices? Note that L selects linked vertices, so here I have some "unlinked" vertices. so my question is, how to get them back linked together so that L will select them all? Thanks for any other ideas to try. This is my first attempt to make and upload a gif to show what I mean.


texts: UV map in UV Editing does not match UV map seen in Edit mode

texts:
Help, I dunno how I messed this up. All I remember is switching UVs for the face and this happened...

The UV map on the left is NOT the UV for the body but the face.

Before, when I selected the body's mesh, it shows the body's UV and when I select the face mesh, it will switch to the Face's UV.

Now it's stuck on just one UV in UV editing

I'm new to Blender so I don't know what's going on...


texts:
Is there a way I can cut by continuing an edge?

So I want a cut at the red line, possibility using the knife tool, but I can't use the angle snap, since its not on any particular angle, so is there a way to rotate the camera so its on the same angle as that edge?

Clarification: Where the red line is, it's just grey space. I want an edge there


texts:
I created a sphere, added a decimate modifier (set to 0.5), and then used the sculpting tools on the object.  I then UV unwrapped it (I tried smart and also tried manually picking the seams), then texture painted it.

I'm just learning Blender, so trying out a few of the tools, but cannot get rid of the black parts, it doesn't allow me to paint them.  I assume it's an unwrap issue, but I've tried from scratch trying different techniques about 10 times now, and each time it's the same outcome.


texts: How to render world-space surface Normal maps using Blender Internal?

texts:
This is a similar question to what I had asked before. But this time I want to render camera view-invariant (world-space) surface Normal maps using Blender Internal renderer. How can I do that?

In Cycles, I can get something like the followings which are consistent no matter what the camera angle is:

But using Blender Internal, I get something like this which changes as the camera angle changes:

You can download the .blend file with the object and cameras from here:


texts: Code for creating a mesh from a collection of points in Blender

texts:
I have a set of points in a text file that define the edges of a solid object. Each line in the file is a collection of points (x,y,z) which form a closed loop. Stacking these loops forms the object.

I am trying to create a surface mesh of the object and write it to an.STL file. What would be the best way to do it in Blender? Can the process be automated with a script?

I am totally new to blender and have no idea where to start. Any pointers are much appreciated.

Thanks!

Edit:
I understand that once all the points are loaded into Blender, I can connect the vertices in each layer to form edges. But, how are the vertices defined?

Here is what I have:

with open('contoursb1_0.25res_60SCD.txt','r') as file:
test = [[[float(i) for i in pt.split(',')] for pt in line.split()] for line in file]

Now for each layer, I would like to go across the list and create vertices and edges. How should I proceed? I found this post helpful, but am unable to create vertices. I am also a novice in python. So if you have any suggestions or see any errors and point them out, I would be greatful.


texts:
I'm using blender 2.69's VSE (Video Sequence Editor) to edit a simple video; and have run into problems with key frames.

I spent ages adding lots of key frames to make the brightness to fluctuate with the sound, then for some unknown reason, I lost all the key frames.

I've tried hovering over the graph editor and pressing the home button, but know joy; could I somehow have turned them off?
I have an earlier version of the blender file, that still has most of the working key frames in it, could I copy them back, and if so how?

After comparing settings on the earlier version file with the problem file, I managed to get an opacity to fade in on a strip; but I appear to have lost the key frames, in the graph editor, that made this work.

I did this by pressing the snowflake here

which resulted in the loss of the key frames (see below)

but it workes.

I then tried to add an additional key frame to control contrast on another strip, but it doesn't seem to work either. The contrast value doesn't change when you drag the play head over the transition, in the graph editor, see below:

I'm very confused, and frustrated that i don't seem to be able to get all my key frames working together.

any ideas what I'm doing wrong?


texts:
I am trying to run bpy.ops.transform.shrink_fatten(value=0.3) while I have a point on a grease pencil stroke selected (in edit mode), but I am getting the error: "Operator bpy.ops.transform.shrink_fatten.poll() failed, context is incorrect"
Is there no way to shrink_fatten a grease pencil point with Python? Or am I missing something?


texts: What is the most efficient way to finely "slice" layers though objects with python

texts:
I'm wondering the most efficient way to programatically "slice" though objects to generate a 2D set of faces, vertex loops and derivatives such as face area, and centrons (for more complex objects I'm assuming there would often be multiple faces in a single slice). From this I want to be able to analyse, colorise and potentially modify the original mesh components the slice was generated from.
The easiest way would seem to be if I could to access the faces and vertex loops in the same way I had thought the boolean modifier would (such as the top face shown in the image).
However I looked at the Bool Tools code (object_boolean_tools.py) and it doesn't access mesh data, and I can't find any bpy code which actually does this
At the moment therefore, the best option seems to be to copy the object into a bmesh and slice it with bpy.ops.mesh.bisect - the code for doing this could be extracted from https://github.com/Rylangrayston/Dicer but for this purpose I ideally want it to be 2D (which this isn't quite), and to reference the original mesh (which it doesn't). Also having seen someone elses code run dramatically faster than mine, I'm after advice before starting on such a modification as this already seems likely to be fairly slow and inefficient approach for thin slicing as for the highest resolution I could be looking at wanting 100k slices through a model.
Thanks


texts: Deleting voxel artifacts (averaging small geometry)

texts: I need help. There is such a mesh. Obtained by importing the *.obj file from the fractal generator into Blender. The fractal generator creates this mesh using voxels. In this case, all sharp edges are obtained with this kind of "voxel noise" - sharp peaks, notches, zigzags, holes and other artifacts. This is similar to what we see in Photoshop when we look at the sharp edge of an object in an image when zoomed in greatly. The challenge is to rebuild this mesh so that the large and medium shapes are preserved, but these edge artifacts are gone. Is it possible? It seems that the most logical way would be some smoother, which would completely destroy all small geometry, averaging the position of the verticles. That would suit me. However, the modifiers that I tried (remesh, decimate, all 3 smoothers) do not give satisfactory results — they do not destroy small details, or if they do, then almost nothing remains of the original shape. And I would like, if possible, to do this without manual selection of verticles in artifacts regions, since in some cases the shape can be quite complex. Do you have any suggestions?


texts:
I am trying to reverse the order of the object listed in a group using Python Console.
I do the following:
 1. Create a group from few selected objects as normal in Blender.
 2. In python console I create a list from the objects in the group.
 3. I reverse the list
 4. Create new group and add the objects from the reversed list.
When testing the group in the console the objects seem to be added in reverse order as expected. But after I save the file and reopen it the order of the objects in the "reversed" group was reset to the order of the original group.

So my question is - Is it possible to have two groups with the same objects but arranged differently in both groups?


texts: Having a problem with Substance Painter or UV. Only some fragments of unwraped UVs are working ok

texts:
Hello! I'm having a problem with UVs in Blender.

I made this little handgun model, unwrapped it a lot of times to make it work, but unsuccessful. When i exported the model as .fbx file and loaded it inside Substance Painter, all the UV maps turned out grey as you can see on second screenshot. Of course I can only draw on some correctly working UV islands on the right and nowhere else.

I have no idea what i could do wrong, because it's literally my first model in Blender.

I have tried connecting parts of the mesh with boolean modifier, making different seams before unwrapping, changing position of UVs islands in the UV editor of Blender, as well as giving every part of the mesh its own material.


texts: How to get a rocky texture throughout the mesh?

texts: How to get the rocky texture all throughout the mesh, I obtained this obj from an external source and want to get the get the rocky texture all throughout the mesh


texts: How to fix non-utf8 names when loading old blend files?

texts:
When loading old files, it's possible the names aren't utf-8 compliant.
Meaning Python won't be able to modify them. See: T23197

Besides using a hex editor, is there a way to fix names from very old blend files so they are utf-8 compliant?


texts: Animation in blender: How to link restrict visibility with restrict viewport rendering

texts:
I have created an assembly sequence and the viewport visibility of the components have been restricted along the animation. BUT I forgot to retrict the viewport visibility as well :(

Now I would like to link the viewport visibility with the viewport rendering only without affecting the rest of my animation. Is there any way to do this?

This script in the console doesn't create link:
"for ob in bpy.context.scene.objects: ob.hide_render = ob.hide" ; is there a script that would enable this?


texts: How can toolbar transparency be modified?

texts:
Transparent toolbar functionality was released in 2.66, how do I enable transparent toolbars and how can I modify how transparent they are?

Seen here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

I would like mine to resemble the toolbars shown in the screenshot, very low opacity.


texts: materials won't properly add to faces in blender 2.81

texts: Adding material to a face causes the face to disappear and something comes pointing out.


texts: What does 'Blender's System supports only quads' mean?

texts: It is stated in a lot of website that blender's system supports only quads. But blender also renders polygon. So, what does this mean? And how is it different from programs that supports polygons(example wings 3D)?


texts: Material colors of faces set to specific random ones by node editor

texts:
I figured out so far to make different objects with the same material and a color ramp in the nodes editor be chosen to have one of those colors somewhere in the ramp sceme. When I now got for example objects that contain lots and lots of leaves; how can I make (for the start, I will later have to define it so that connected faces will have the same, though) each face being used as well for exactly that material choice?  I would need something to tell the nodes that I want the faces to be changed instead of the whole material. Possible? Not? Any other solutions that would give compareable results?
Thanks for helping me. (If needed, I'll give a screenshot of my current nodes, though they are messy because I also made the alpha value be set by the shadow and distance of the light source to a different amount -cough-)


texts: Blender won't display texture, even in UV editor, Using a PNG (screen shot included)

texts:
I have this scene where I modeled a tank for Unity, it is two objects, a top and a body. I unwrapped them in blender, made textures in zbrush, Now I want to make sure the seams look alright in blender before I export to Unity. I bring in the texture. I select all the entire body model and all the points in the UV editor and the 3d viewport. I set the display to textured. Nothing happens. I try pin and nothing happens. I have been messing with this way too long. I think Blender is broken but I really hope I just missed something.

Here is a screen shot.


texts: odd distortion with smooth shading when extruding vertices

texts: I am very new to blender, I am trying to create a simple creature, here I try to extrude some legs, but I get this weird distortion where the legs and the body meets when I use smooth shader, what is causing it?


texts: When I make objects they point towards me

texts: So i was messing around with some settings but I don't know what i did to do this. Whenever I add like a plane for example, it is always facing towards wherever I am instead of straight up like it normally would. Anyone know the setting that does this?


texts: How can I create fibers to form microﬁbril stacking as in following figure?


texts: Loop Cut Factor doesn't work from -.85/.85 further

texts:
I don't understand why the Factor doesn't allow me to bring the loop cut closer to an edge. It's all good up to -.85/.85 and from there it snaps the cut to the other edge. I can't get the cut closer than 10mm distance from another edge. How can I adjust the Factor to hold the cut up to the last mm, in other words to go -1/1 the way is supposed to?

Here is a video with what's going on when I apply a loop cut to an object. enter link description here I have no idea why the loop cut doesn't hold or why the Factor doesn't let me go further than .85 on one side and -.84 on the other side. Please let me know if you have a solution. Thank you.


texts:
This question is a continuation of this: Blender 2.79b crashes on start up

System: Windows 10
Drivers:

Nvidia: **397.93** 05/24/2018 - this is the lastest driver
Intel: I use Intel® Driver & Support Assistant to update all CPU drivers and i also have the lastest one.

In weekend I reinstalled Windows 10, and install Blender 2.79b.
When i double click on the blender icon, the Console starts first, then i get the gray Blender window and it's immediately closes.

Here is my log file, when i run "C:\Program Files\Blender Foundation\Blender\blender.exe" --debug-memory --debug-gpumem --debug-all > results.txt. in CMD:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
SRNA Subclassed: 'Context'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'PropertyGroup'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Bone'
SRNA Subclassed: 'EditBone'
SRNA Subclassed: 'PoseBone'
SRNA Subclassed: 'UIList'
SRNA Subclassed: 'Mesh'
SRNA Subclassed: 'Object'
SRNA Subclassed: 'Texture'
SRNA Subclassed: 'Header'
SRNA Subclassed: 'KeyingSetInfo'
SRNA Subclassed: 'Node'
SRNA Subclassed: 'NodeInternal'
SRNA Subclassed: 'ShaderNode'
SRNA Subclassed: 'CompositorNode'
SRNA Subclassed: 'TextureNode'
SRNA Subclassed: 'WindowManager'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'RenderEngine'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'PropertyGroup'
SRNA Subclassed: 'AddonPreferences'
I0603 15:00:57.028302  7828 blender_python.cpp:186] Debug flags initialized to:
CPU flags:
  AVX2   : True
  AVX    : True
  SSE4.1 : True
  SSE3   : True
  SSE2   : True
  QBVH   : True
  Split  : False
CUDA flags:
 Adaptive Compile: False
OpenCL flags:
  Device type    : ALL
  Kernel type    : DEFAULT
  Debug          : False
  Single program : True
  Memory limit   : zu
I0603 15:00:57.049250  7828 device_opencl.cpp:59] CLEW initialization succeeded.
Error: EXCEPTION_ACCESS_VIOLATION


texts: Jet propulsion underwater - How to create bubbles

texts:
I am working on a project right now again in which I am having a pretty futuristic looking submarine underwater, working with jet propulsion. I want the blast pipes to spit out blue light, which is no problem, but I will also need many many different sized crowded bubbles behind them.

Just to give you guys an idea what kind of look I am after:

https://st4.depositphotos.com/1813545/21750/i/1600/depositphotos_217500626-stock-photo-underwater-swimmer-sea-air-jet.jpg

https://previews.123rf.com/images/zefart/zefart1806/zefart180600754/102834854-air-bubbles-from-jacuzzi-jet-in-bubbly-blue-water-in-a-thermal-spa-pool-abstract-background.jpg

The end result is going to be a still image, so I have not  planned to animate anything.

And for all questions and further insight, the image I am working on. Still far from finished, but I want to collect some ideas on this:

Thanks for reading and for any ideas! :)


texts:
I just got my MSI gtx 1070 gaming X card today and tried to render something in cycles but to my surprise I got this message.

Is Pascal still not supported? Are there anyways around this/fix it?
Any help is much appreciated


texts: how to avoid straight lines in normal maps

texts:
i've been having some trouble with baking normals.
I make a hi poly mesh and retopo it. Since i need to uv unwrap, i just mark some seams into the low poly model.
The problem is i get some odd straight lines into the normal map in the exact places i marked the seams in.
I've been trying to search for a solution but it keeps happening and adds some strange shadings.


texts: Game-ready hair mesh technique like Zbrush's imm brushes or better

texts:
I wanted to figure out the best approach for game-ready hair that would likely be running in Unity as its game engine. I've found that Zbrush has imm brush/ hair strips and cards as a popular method.
1. How would this process be done in Blender or a technique to get results similar?
2. Would it take around the same time or would it be faster/easier just to invest in Zbrush?
3. If the substitute technique can't achieve effects as good as this hair strip method, what should I do instead with Blender?

With the game aspect in mind, I do want it to be able to be ran in a game engine of course, with performance generally in mind.


texts:
I'm using a metaball as particle object, and want to exclude the original object from the render. none of the solutions mentioned in Hiding source of particle instancing (move to separate layer, transparent object material) are working. at least not in the the version of blender that I'm using (2.78.5).

obviously all particles are instances of the original object and therefore also affected...

blend file


texts: how to queue render with different render settings?

texts:
I am trying to render a simple model. My laptop speed is less (for cycles). Can anyone tell me if there is an option where I can simply change settings like lighting or sampling etc. and start creating queue of renders? I don't want to render from multiple cameras. It is single camera and multiple render settings.
It is possible in keyshot.


texts: Why doesn't the key to switch on all scene layers work on linux

texts:
Since I use Blender (2.12), the key on a german keyboard on windows to switch on all layers is Ö (right to the L).

In Ubuntu it doesn't work and never has for me and I'm using Linux for at least 6 years now.

Is there any reason behind that? After some research it seems as if Blender didn't recognize a lot of special keys (mostly keys between the letter keys and return) for keyboard shortcuts while it easily manages to do so for typing text. They don't work in the game engine's keyboard sensors as well. I can't imagine this to be a bug since it's been like that forever. Is there a setting I miss?

Here's a list of keys that Blender does recognize when typing text and completely ignores for shortcuts:
Everything horizontally between

L and Return,

P and Return,

0 and Back Space,

the key to the left of Y

as well as the key to the left of 1


texts: How do I access the glTF Metallic roughness shader node with Python?

texts:
I am currently working on a little script that takes a bunch of obj, imports them into blender with their textures, plugs the textures in the right places of the GLTF Metallic Roughness shader group, and then exports everything into GLTF.

I have arrived to the part where I have to add the GLTF Metallic Roughness Node. As those who use that plugin (https://github.com/KhronosGroup/glTF-Blender-Exporter) know, to access the node and plug your textures manually, you first have to link your blender scene to the GLTF2.blend scene, and especially to the pbr node tree and the Metallic Roughness group there.

I have tried a couple of things... First I tried this:

GLTF = matnodes.new(settings =[{"value" : "byp.data.node_groups['glTF Metallic Roughness']"}], type= "ShaderNodeGroup")

Yet Blender doesn't seem to like this and says that it expects only one argument for the function "matnodes.new()"...

So I have tried this:

GLTF = matnodes.new("ShaderNodeGroup")

There it spawns a gorup shader node, but it is empty and displaying ("Missing Data-Block"... On the menu dropdown, I have tried selecting "glTF Metallic Roughness", and it turns the node into the right node, but in the info console there's no command I can use... Basically I don't know how to do that in Python.

Does anyone have an idea :/?

I haven't put the entire code because I think the rest is kind of irrelevant but don't hesitate to ask if you want to see it.

Thank you all!


texts: Make changes to the Radius of the default Circle?

texts:
How can I create a circle with a certain diameter/radius?
I know there's a way, but I don't know how to.


texts:
I have a clip that needs additional frames to be inserted at the beginning. I've tried copying and pasting the motion tracks, but they always start at the same frame. I've also tried to edit in the IPO editor but they can only be slid up and down.

Is this possible?


texts: Built-in Cycles Bevel Shader customization

texts:
There is a new feature now in master that can be used by downloading daily build of Blender:

https://builder.blender.org/download/

It's bevel shader for Cycles. I tested it and it works great. However, I have a few questions:

How to exclude some edges from the influence of bevel shader?
How to set different bevel radius per edge? Can bevel weight value be used somehow?
How to exclude selected intersecting geometry from creating bevel?


texts: Coloring fluid simulation in Cycles according to speed and direction

texts:
I am trying to create a fluid simulation where the color of the fluid particles will change according to their direction AND their velocity. In the beginning, the fluid moves horizontally in the +X direction but hits the border of the fluid domain after a certain time and turns and starts moving in the opposite direction (-X) until it hits the other border of the domain. For the color change according to the speed section, I have been helped by this thread but it only solves my problem partially. It changes the color of the particles according to their speed but it doesn't factor their direction. Here's what I get:

I am trying to incorporate the reverse direction by adding a second color ramp (the black to blue to white one on the picture) but I can't find a way to create some form of conditional input, which will check wheter the particle moves in +X or -X direction and use the correct ramp (red ramp if it moves to right, blue if it moves to left). It doesn't have to be limited to the X axis only, in fact it is better if it can differentiate +/-Y and +/-Z directions and use the same 2 ramps on these axis too. I have tried using a math operator to determine if the value is positive or negative (greater than and less than zero) by linking the color output of the point density node to 2 math nodes and then routing them to the color ramps, but this approach doesn't work, I suppose mainly due to the fact that the greater than and less than nodes output a boolean output in the form of 0 or 1 if the condition is false or true respectively, so the numerical value disappears. Also, I haven't been able to link both of the color ramps to the surface part of the material output node at the same time: It only accepts 1 input. I tried using a mix shader node but it doesn't work conditionally and just mixes 2 shaders by a defined proportion, so it isn't very useful.
Any help would be appreciated, thanks...


texts: Reloading scripts from a bootstrap script

texts:
Pressing F8 reloads all addons. How can I call this from the python console?

Ultimately I want to make small startup script or addon that updates all the company addons. This brings up small related questions like, do startup scripts run before addons are loaded? Is reloading possible via script access?


texts: Working on Files For Print (Not 3D ! ink & paper)

texts:
working with blender for the first time,
my project is a model created from a photo, the result will be printed on paper at a
size of 1.5M X 2.5M, that's big.
any recommendation on file configuration ? should I work small in the right proportion and then scale, and if so what is the right way to do it ? how long a file like that would take to render ?
I'm trying to keep it simple and low with textures & effects. any type of advice will be great.


texts: Images as planes are not appearing in final render but in viewport are visible

texts: I imported images as panes to create mist effect using PNG images. These are not appearing in the final render but are appearing in the viewport in render mode.


texts:
Running Cycles on a 2080ti gives me this error: "CUDA binary kernel for this graphics card compute capability (7.5) not found."

After digging around and finding lazydodo's old post I learned that I would have to wait for new kernel rebuilds with the new CUDA 10 toolkit.  Is there an idiot-proof guide to do this?  I'd work on it if someone could point me the way.

If not, is there an ETA on when it'll be updated to support 2080/2080ti cards?


texts:
This room is currently lit, with a sun light and to a large part by the resulting bounce light.

I currently like the amount of bounce light, and how it shapes the light in the room.

BUT:

I want to reduce the brightness of the directly lit areas.

So i can whats happening in the areas that are directly lit.

Like that: (reduced sun-srength)

Is there a way to reduce the brightness of directly lit areas without reducing my sun-strength ?

Yes im usic the Filmic colour space.


texts: How Do You Select Edge Loops In Weight Paint Mode

texts: I want to paint an edge loop in weight paint mode. Is there a way to do this?


texts: Is there another way to make a coloured topography?

texts: I'm modelling an ear and thought it would make things easier if I could colour the topography. I did this using a texture mapped with a side projection (2), which looks exactly how I want it to look (1), but unfortunately I need to re-unwrap the UV after every adjustment. Is there a way to either update the UVs automatically, or to do the same thing using only nodes? Cheers.


texts: How to UV unwrap with repeating texture?

texts:
I have a problem with baking in blender cycles: I have an interior model and every part of it uses repeating texture (the floor for example uses a 256x256 texture which repeats itself). My aim is to bake the texture so it includes shadows and lighting. As soon as I UV unwrap e.g. the floor, the UV grid only uses the 256x256 texture one(!) time.
I can scale the selection in the UV editor so it looks good on the object editor but this seems to only affect the view. I also tried checking the repeat option, but after baking, the baked texture gets repeated as well (when scaled, only a part of it).

before UV unwrapping

after UV unwrapping

scaling in the UV editor makes the texture look alright in the object viewer but it only bakes the initial smaller area

Hope this seems understandable, I’m relatively new to blender.
Thanks in andvance.


texts: How to create volume scattering material not throwing shadow?

texts:
I'm using Blender 2.83 with Cycles and I'm an absolute newbie to both.
I'd like to visualize light rays in a part of the scene (like godrays).
For this I put an object using volume scatter material into the scene.
This works, however the light intensity decreases, as light passes through the volume scatter material (due to scattering, apparently), and the volume scatter object casts a "half-shadow" onto the objects behind.
Both is undesired, i.e.:
I'd be happy to make the volume scatter material not reduce the intensity of passing light.
Is it possible? Or any better approach?
Thanks a lot!


texts: combining different actions into one sinlge action

texts:
i have two different actions one is "reload" and other one is "m100_reload" as shown in the picture below.Now i want a one complete action  like  "m100_reload". How i can combine these two reload action to make it a single one reload animation.
[1]: https://i.stack.imgur.com/vIxbI.png
[2]: https://i.stack.imgur.com/tmdT7.png


texts:
My friend is paying me a good ammount of money to make some weapons for a minecraft game. I am good with blender and he said he needs minecraft .json files, which you cannot export with blender. Is there a way to make the model minecraft compatible?

Have tried using some old .json addon exporters but they are not working, as minecraft has a different .json type.


texts: im trying to hide part of my object(B) on render. Hidden part is defined by other object(A) that covers it on camera view(z axis). Is there any good solution for that? Thanks!


texts: How can a RGB color value be copied from reference image or render?

texts:
In the render view one can see the RGB values while pressing LMB.

Can these values be copied to the clipboard in order to paste them into a color widget?


texts: How to make the grid infinite in User Ortho Views?

texts: If you go to the Top Ortho View and try to roll it from there (Numpad 4 or 6) to reach 90 degrees, the grid sort of becomes no longer infinite.


texts: Using Shapekeys in Unity after exporting FBX from Blender

texts:
I've been trying to use a human based Yoshi model in unity. This model will be used for .VRM based animations. The model includes shapekeys for opening and closing the mouth, eyes and eyelids. In theory, these shapekeys work in unity and morph the geometry just as in blender. However, when adjusting a shape, all connected geometry gets darker and has the shader change the appearance of the model.
At first I considered that it only does so around non-quad and topologically inconsistent faces, but even after retopologizing it still occurs on the mesh that has shapekeys attached. Splitting the model based on geometry (only eyes and mouth are one merged geometry with all shapekeys affecting only that area, but not cheeks or the rest of the body for example) confirms that it only changes the shader on the connected geometry.

The above is an example of what happens when I apply all shapekeys. I did so to illustrate how strong the corruption can get. It is still not subtle, even with only one shapekey active; this is the worst case.
This is an example of the model in wakaru with applied VRM format and only one active Shapekey:

This is as subtle of an effect as I can get... I have also tried different shaders in unity itself, but all are distorted by using shapekeys... My thought is that the .fbx exporter loses some detail when exporting geometry to unity and believes that each shape contains additional info about vertex movement that isn't directly affected by a shapekey. So if I had a shapekey that moves the upper left eyelid down, it might try to set every other vertex that isn't modified to a slightly different value (potentially float truncation or something).
I suppose my question is: how do I export from Blender to Unity with shapekeys and without this distortion? Is there something I am doing wrong during the export process? Please let me know, I am stumped after re-topologizing and adjusting for hours without any success...
EDIT: I have tried a variety of fixes with normals. I have done a bunch of 3-d printing and know better than not to hit ctrl-n before and export ;). However, that doesn't really seem to be the problem. For testing purposes I inverted the normals to face the wrong way and the issue persisted on top of the object simply being culled (Please ignore missing textures, that's a leftover from my retopologizing and texturing with baked maps instead of geometry).
Here is an example with correct normals, inactive and active shapekeys:

and an example of incorrect normals, inactive and active shapekeys (plus from the back to see that faces are being culled due to incorrect normals):


texts: I have this mesh and I did a grid filling. I converted quads to tris but why do I have quad faces left, upper left face for example?


texts:
I am making a rig in blender and have been looking at other rigs for inspiration. I came across an animator who's rig I really like. His rig has these smooth-like bends I can't see to replicate. This is what the smoothing looks like:
I might be overlooking a feature in blender, but I am pretty dumb and dont know all the tricks just yet. I am using Blender v2.90.1


texts: Add modifier to object created programmatically using Python API

texts:
I have created an object programmatically and want to add a modifier to it too, programmatically. Here is my current code
import bpy
# make mesh
vertices = [(0, 0, 0),(0, 1, 0)]
edges = [[0,1]]
faces = []
obj_name="hello"
new_mesh = bpy.data.meshes.new('new_mesh')
new_mesh.from_pydata(vertices, edges, faces)
new_mesh.update()
# make object from mesh
new_object = bpy.data.objects.new(obj_name, new_mesh)
# make collection
# add object to scene collection
new_object.modifier_add(type='SCREW')
new_collection = bpy.data.collections.new('new_collection')
bpy.context.scene.collection.children.link(new_collection)
new_collection.objects.link(new_object)

This returns an error:
AttributeError: 'Object' object has no attribute 'modifier_add'

How would I go about fixing this?


texts: So I'm making a model of a Kar98K and I'm currently working on the stock. And on the stock there are these bumps that really stand out and it's ruining that part of the mesh. Can someone recommend a solution?


texts: Why can't the 32 bit version of blender 2.78 use alpha channels?

texts:
The node setup is quite simple:

and the experimental image is :

(only the red is opaque other part is transparent).
So why can't we texture images with alpha values? Is this a bug?   I've tried JPEGs and it works fine but we can't texture objects with any image textures that have alpha.
Note, this is the problem with the 32-bit version of blender 2.78, I don't know about the 64-bit version since it didn't work on my PC.

Please see the comments below before downloading the blend. The problem would not be evident unless the file is unpacked.


texts: How to unfold mesh with a principled BSDF material onto a flat object in 2.8?

texts:
I'm trying to unwrap an image that I've applied to a mesh with a Principled BSDF shader. Here is the material node graph:

Is there a way to include the material I've applied to my icosphere in the UV unwrap?

Here is the UV map I want to unwrap to:


texts:
When you create chain, Blender add path called deform and rot_link which is empty.

I have extruded the vertices of deform path to make more links in the chain.

Now the problem is when is scale down the chain. Scaling down deform path, links are disapearing.

How to scale/manipulate the chain after you create it ?

EDIT: Make a chain, extrude deform a couple of times and scale down the chain, deform and rot link.

EDIT:  I have scaled down chain in edit mode. Is it possible to scale deform path so that it fits the length of the chain? You can see how path is way to bigger than chain itself.


texts: How do I extrude in the direction the vertices are facing?

texts: It seems that Blender randomly selects when to extrude on a locked axis or projected from the viewport. How do I extrude so that it locks on the axis the vertices are facing?


texts: How to use rigid body and amature at once?

texts:
i only can use the amature on frame one. but then it is lost. here can u see it in a video
https://drive.google.com/file/d/1ivi7jyhBLwWyO7b0jqbG7E31GrsrnSfs/view?usp=sharing


texts: Having the visibility of IK/FK controls being driven by the IK/FK switch?

texts:
I'd like some help making some slight tweaks and mods to this dank free BodyMechanic rig I found on blend swap;
https://www.blendswap.com/blend/19110
Basically I think it would be super useful to have it so that the visibility of the IK/FK controls are driven by the IK/FK switch. For example if your Left Hand is in FK, the IK controls automatically get hidden. Then if I switch to IK, the FK controls for that arm are hidden and the IK controls appear.
It would be a huge time saver and make the use of this rig that much more streamlined.
I don't know how that can be done, if anyone out there has an idea, your help would be much appreciated.
Thanks and a big ups to Vinchau, the dude who created the rig in the first place :D


texts:
What is the most clean topology to achieve this indented surface in the tube cap?

I'm unable to move forward since the inset surface is curved not just flat.

Boolean operations would not be useful since I need a clean topology to add a subdivision surface modifier later.


texts: Dimensions won't get updated via bpy script

texts:
So I have two text objects that I am changing via a Python script, but dimensions of said text objects won't update. The file is saved with said text objects with a base X dimension of 0.6
But when print the objects dimension while running the script, I got different dimensions, like 0.4 or 0.7. This results on the text boxes changing in side and ignoring the assignment in the script OR the base values on the scene file, which is 0.6 on both cases.
Example :
text = bpy.data.objects['text_superior']
text.dimensions = (0.6,0.5,0.0)

And:
https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.dimensions
dimensions
Absolute bounding box dimensions of the object (WARNING: assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated data)
Does this mean I need to somehow do some kind of object or scene update after assigning the new dimensions to the text object in the script ?
EDIT: I just realized that it's when I load a new font like:
text.data.font = bpy.data.fonts.load('font.ttf')

The dimension of the box changes. This might make sense, but then I assign new dimensions with
text.dimensions = (0.6,0.5,0.0)

And it's when it doesn't update.


texts: Can I incorporate audio into my output avi render?

texts:
I am using blenders video sequence editor to put together a video with overdubbed audio.

I have dragged a video clip and and audio clip into the sequence editor. BUt when I render, it is only rendered without sound. When I go to the Properties>Render>Audio, it just gives me the opportunity to output an audio file.

Is there a way to have it render a single video file with audio?


texts: Avoiding weight paint gradient going through mesh

texts:
I've found how Weight gradient can help me (in a huge way) with my mesh. But I've noticed that I can't stop the weight gradient to affect certain areas of my mesh.
I'll give you an example, if I use CtrlAltLMB to weight-paint the front part of my mesh, the same weight applies in the back. How can I stop that behavior (Of course, if it's possible)? My knowledge about Blender is almost intermediate, so if you can guide me, I think I could follow your instructions.


texts:
If you set the output to frame server you will get images at localhost:8080/images/ppm/1.ppm

is it possible to change the format from ppm to open exr for example ?


texts: Can I assign more than one texture to the same material, and then assign one of the textures to certain selected faces of an object, and assign another texture to other selected faces of that object (all faces having the same material)? Or do I have to assign different materials to these faces in order to give them different textures?


texts: Normal Map has seams when applied in Cycles

texts: I baked it with bake type normal, space tangent in blender cycles. The map itself seems to look fine, but when applied to the normal slot it looks broken at the seams.


texts:
Despite being more proficient in Blender than last time, I'm still struggling with round shapes. Currently I'm working on a small part of a model - a fluid intake. However, I can't seem to create a beveled cutout without breaking the round shape of the base cylinder.
Leaving the edges (see picture) unbeveled isn't an option either, as it will leave the hole as an deformed blob.

How can I solve this?


texts: blender cycle glass issue(2.8); It looks thicker than the actual thickness of an object

texts:
like the title
the render result looks quite odd.
Although I tried to make this wine glass mesh thinner, it still does not affect the result.
so, if there is another point I do not know,please let me know
thank you in advance


texts: Noob - world color affecting rendered (plane) image

texts:
Just started with Blender yesterday, and already loving it.

Here's the blend I created mostly with a couple of youtube tuts. A simple PNG with transparancey, and a camera that tracks along a path while looking at the logo. http://simonandrewsphotography.com/db/index.php/s/ZqXFKXijql4odRj

Before rendering, everything looks fine, the logo text is purple. My problem is after it's rendered. When I set the world surface (world>surface>color) to orange (#FC7919), the purple text becomes a deep red. If I set the world surface color to white it's fine.

I'd also like to blend 2 shades of orange to make the background a little less boring.


texts: Modifiers not applied in texture paint mode

texts:
I want to paint a texture on an object using another object as a mask. The object to paint has a complex shape, and I want to define the mask using a 3D object and a boolean intersection/difference, so I add the boolean modifier to my paintable object - everything works fine. However, when I switch to Texture Paint mode, the boolean modifier is ignored, and I get to paint on the whole surface of the object.
Basically I'm trying to do what I saw in this video: I know it refers to an older version of Blender (2.7x), but I wonder if it's still possible to do this in 2.83 and higher.
UPDATE
I tried starting from scratch, and the modifier is applied as it should. It seems that the issue has something to do with the object I'm using, but I can share that as is because it is a derived work from a file I don't have the rights to (I'm creating an original skin for a car from a game; the model itself won't be part of my end result).
I'm trying to isolate what particular details of that model cause the misbehaviour, but I still haven't succeeded. For now, another object created from scratch, that has a boolean modifier on it, appears bool-cut in Texture Paint mode and in Object mode (of course not in Edit mode); if I Texture Pain the new object, the car model (that is in Object mode) appears bool-cut; as soon as I switch to Texture Paint with the car as the active object, it appears non cut.


texts: Cut holes using Box cutter results wired edge compared to Boolean tool

texts:
I am cutting holes using box cutter, while the ending result is different to understand.

You can see from this comparison, top is by using Box cutter, the bottom is using built-in boolean tool, the boolean results in good mesh while the Box cutter has wired mesh, I want to know:
1.which result is better?
2.whether the mesh produced by Box cutter should be avoid or not.
3.How to fix the mesh from Box cutter?


texts: From time to time in some parts when I want to move the rig in some extremity of a 3D body, the mesh is cut as seen in the image, and as far as I know the mesh is attached


texts: how do I align two scans to make a solid, please ? I have a scan of the top and a scan of the bottom of an object. Now I want to align them using reference points, to make a solid stl file that I can print. thanks in advance.


texts: I´m stuck here. I need to convert what I just drew with the grease pencil to curve/mesh (don´t know exactly the term) so I can connect it afterwards to the mesh above. I´ve been looking around and I found that maybe the convert button could help me doing what I´m trying to do, but as you can see it is disabled. How can I enable it? or if there´s a more effective way to do what I intend to, what is it? Thanks in advance for any help you can provide in this matter :)


texts: How do I manually enable RTX GPU render in Blender version 2.69 and 2.67b (Cycles Render and Blender Render)

texts: I have a custom file, and it ONLY works none other than blender version 2.69, and 2.67b. Can someone code it for me please?


texts:
I'm working on a add-on for Blender, and part of this add-on requires me to calculate the position verts along the arc of an ellipse. At the moment, I'm using the { r_i^2 = (scale_x * cos(theta_i))^2 + (scale_y * sin(theta_i))^2 } equation with a fixed delta to the theta on the arc. This basically, gives you the same thing as if you were to scale a circle by different amounts along the x and y axis.

My issue with this is that the edges along the longer sides of the ellipse are longer than the edges along the shorter side of the ellipse. I want an algorithm that will create edges of (near) equal length.

I could do a binary search for the correct edge length. Yet, this algorithm runs quite often due to the different arcs with different edge counts, so a binary search for edge length might not work so well when I check to see if the edges fit the size of the given ellipse.

I was also thinking about trying the Parallelogram Method. The spacing of the points looks a bit better on the animated-image from Wikipedia, but I also noticed that that the image doesn't quite line up with instructions on creating an ellipse with this method I've managed to find on various sites.

I was wondering if anyone had any advice on fining equally spaced points along an ellipse when all you have are the number of points and the dimensions of the ellipse. I should probable add in that I'm only finding the points along a single quadrant, and I'm using mirroring to find the rest of the points.


texts: Do Animation curves have some stored offset? Blender 2.79

texts:
I have an odd problem. I am exporting a scene, including animation curves.  I have parent/child relationsships in my scene.
Base example:
I create a big cube at the origin.  I add a small green cube as a child of the big cube, offset z +2.  I hit I to create a location keyframe.  On a later frame, I shift the green cube 2 in the x axis, and take another location keyframe.  And later again, I move it -2 on the x axis, and take another location keyframe.
Here is the result:

The graph shows exactly what I would expect: the X position of the green cube goes from 0 to 2 to 0.
However, let's repeat the process, except starting with the big gray cube at offset 4.
Create a cube at 4x,0y,0z.  Add a red cube at 4x,0y,2z, and make it a child object of the cube.
Create the same location keyframes: frame 0, x = 4.  frame 30, x=6. frame 60, x = 4.

So this shows the X Location in the curve as starting at 4, going to 6, and back to 4.  This is not what I am expecting!  Because the parent object is already at 4x, I was expecting the child object to go from 0x to 2x to 0x.
Now here's the fun part:  Let's say I move the gray cube back to 0,0,0.  Unexpectedly (to me at least), the red cube's curve stays at 4 to 6 to 4!  In the scene, the red cube is moving from 0 to 2 to 0, but the curve says otherwise! Clearly there is some sort of offset saved in the curve!
So, my exported scene gets all messed up unless I happen to position my parent object at the origin before I start taking keyframes, which really is not practical.
For what it's worth, here is my code to export the animation curves:
scene = bpy.data.scenes['Scene']
fps = scene.render.fps
# Export actions that match the format "[name1]name2"
pattern = re.compile('\[([^\]]+)\](.+)')
actions = bpy.data.actions
fw('<animdata>\n')
for actionname in actions.keys():
    match = pattern.match(actionname)
    # Does the action match [name1]name2 ?
    if (match == None):
        continue
    action = actions[actionname]
    # Grab the [name1] portion of the action's name as the object name
    obname = match.group(1)
    # Grab the name2 portion of the action's name as the Action name
    shortname = match.group(2)

    fw('  <animation name="%s" fps="%d" start="%d" end="%d">\n' % (shortname, fps, scene.frame_start, scene.frame_end))

    # Grab the curves of this action.
    fcurves = action.fcurves
    if (len(fcurves) > 0):
        fw('    <anim object="%s">\n' % obname)
        # Write out each curve as a <curve> element
        for curve in fcurves:
            fw('      <curve path="%s" axis="%d">\n' % (curve.data_path, curve.array_index))
            for kp in curve.keyframe_points:
                fw('        <point interp="%s" co="%f,%f" lh="%f,%f" rh="%f,%f"/>\n' % (kp.interpolation, kp.co.x, kp.co.y, kp.handle_left.x, kp.handle_left.y, kp.handle_right.x, kp.handle_right.y))
            fw('      </curve>\n')
        fw('    </anim>\n')
    fw('  </animation>\n')
fw('</animdata>\n')

Thanks for any insight!


texts: Weird shading after using solidify modifier

texts:
I'm making a simple cuboidal room, but as soon as I solidify my mesh it gets weird black patches around the corners.

If I turn fill rim to off it looks good, but obviously I want to fill the rims. I guess the normals are flipped or something leading to a lighting issue. It also persists in final rendered version

From outside

Notice the dark shade just above the 3D cursor

From inside

Again above the 3d cursor

File.


texts: I made a fully animated character on the wrong scale - what is the easiest way to fix this properly?

texts:
In theory I'm almost looking for something like importing the file and scaling all distances with a factor X.

I'm using the scene within Unity where I actually can scale on import. The problem is that I really need to have the original Blender file in the right dimensions, because otherwise I will be counteracting when I use this model as a reference in other Blender files etc.

What is the easiest way to achieve this?


texts: yellow rectangle around the camera in 2.8 Beta

texts: Can someone please explain the purpose and function of the yellow rectangle around the camera? It seems to have a mind of its own. I'm also having trouble keyframing camera movement and am not sure if it's related.


texts: i can't shade smooth even after merging normals

texts:
I was creating the donut from blender guru after , but i ran into a problem , i cannot shade smooth , i know how to fix this this , modeling tab > mesh > normal > merge , but that doesn't work , i have already tried it , this has a 2 level subsurf
i dont think the icing is shaded smooth but the donuts main body is shaded smooth properly
https://drive.google.com/file/d/1a7g8XB9YDEzbGKZA14qlZ2YQ2rl7hh1y/view?usp=sharing
cannot upload a blend file through the usuall way , giving google drive file


texts:
I'm trying to distribute objects along a curve as an add-on in a modal operator like in this link.
I did it for a line an it works ok.
The problem comes when I want to evaluate a curve with different segments in an uniform way. This is the piece of code that I did:

def calculate_all_points(self, spline):

    if len(spline.bezier_points) >= 2:
        #r = spline.resolution_u + 1
        r = 50
        segments = len(spline.bezier_points)
        if not spline.use_cyclic_u:
            segments -= 1
        points = []
        for i in range(segments):

            inext = (i + 1) % len(spline.bezier_points)
            knot1 = spline.bezier_points[i].co
            handle1 = spline.bezier_points[i].handle_right
            handle2 = spline.bezier_points[inext].handle_left
            knot2 = spline.bezier_points[inext].co
            _points = mathutils.geometry.interpolate_bezier(knot1, handle1, handle2, knot2, r)
            points.extend(_points)
    return points
curve = bpy.context.object
objects = bpy.data.objects
curve_points = self.calculate_all_points(active_spline)
N = len(objects)-1
percent = 1/N

for i, obj in enumerate(objects):
   step = i * percent
   index = round(step * (len(curve_points)-1))
   new_loc = curve_points[index]
   obj.location = new_loc

Can someone help me?
Thanks!


texts: Define died after collision particles via Particle Info node

texts: Usual "death" means Age/Lifetime ratio is 1. This is simple to define with corresponding outputs of Particle Info node, but how to deal with particles killed by collision? Maybe some math involving Velocity socket will help?


texts: Trying to duplicate changes across faces of a dodecahedron

texts:
Can someone tell me how to duplicate changes made to one face of a dodecahedron to all the other faces?

For example if I extrude one face, I'd like the same thing to happen to the other faces!

I tried the steps here: How do I mirror the faces of a cube (edit all of them when I edit one)? but the duplicated faces ended up at odd angles.

Thanks for the help


texts:
Selecting an intersecting point in a line.
Ideally, all points in the line, not just one.
Just for visualization, here is a line.

And there are the points between the start and end of the line.

I would like to know how, in Python, if you had selected the points A and B (like in the second image), you were able to select ideally not one (but that would be an acceptable answer for something I could work off of), but all the points (1, 2, 3, and 4) between aforementioned A and B.
The important thing is that A and B are random points in 3D space. They are not flat against the ground (for example with coords 0x, 3y, 0z); but they are always connected as a line.
If someone could help me out here, that would be great. The Blender documentation is unfortunately not as good as Adobe's so I can't do everything (really anything) myself anymore.


texts:
I've been trying to work with particle hair using a very simple model. I had just set up a very simple material for the hair and when I render it(using internal engine), it turns out very odd:

so I hit the strand render checkbox and the hair seems to be fine but there's one another problem, the head pops up in the render:

no matter I turn up the alpha value of material, texture etc, I cannot fix it? How does the strandrender work and how can I fix this?

the settings are:

they're mostly left at default.


texts: Move the origin point to the cursor in Edit Mode

texts:
I have a model where I would like to rotate an area of the object, in this case a mouth of a ordinary beast along a defined point, marked here with the 3D Cursor. And I am trying to move the selected areas Origin Point to the cursor, so in edit mode i press Ctrl+Shift+Alt+C and select "Origin to 3D Cursor. But then I get an error message that says, "Operation cannot be preformed in edit mode". Why??

I have Heard that you can snap the 3D Cursor to an object/vertex/edge/face but I have not found any reference of it...
It is a mirrored object btw.


texts: Trying to export a cloth simulation to a Collada file

texts: I'm using an avatar and a skirt as .blend files and trying to create an animation as a cloth simulation (I followed this tutorial - http://blenderartists.org/forum/archive/index.php/t-325838.html) with them on Blender, in which the avatar puts her skirt on. Now I'm trying to export the animation as a Collada (.dae) file and use WebGL (three.js) to render the animation. But the Collada file seems to not be working, since the browser (Safari) does not display the animation. How can I export this cloth simulation to a Collada file properly?


texts:
i've been working on a small oven model and i have a problem with the AO bake,
for whatever reason there is a big round shadow in middle of the front and i have no ida what causing it.

Here is a screenshot of what i mean

and on the rendered ao texture

any idea whats happening?

edit:
i'm using blender render with approximate setting

edit2:
blend file


texts: Get value from a custom node, or a connected custom node

texts:
I would like to design my first blender addon and am therefore a beginner in creation of python addons.
I would like to create my own custom blender node tree.
There is a template (in the text editor) to understand how to create custom nodes and I find this template very helpful.
However I'm now stuck on how can I get the content of a value (a string or a float for example) that is present inside a node?
Is there a simple way to access the inputs and/or outputs of a node added in the node-tree?

I currently have three classes,

one class defining the content of the node that add cube
one class that defines the content of the execute node
and one class defining the action of the button in the execute node.

How can I get (when i click the execute button) the string of the execute node, and how can I get the float of the node connected to execute (here create cube for example) ?
Is there any documentation or tutorials about adding custom nodes in blender?
Thank you in advance for your help.


texts:
https://www.youtube.com/watch?v=t2XjdzzWCqI&feature=emb_logo
I watched this video on YouTube and made hair using path and nurbs circle.
And the video says it can be set soft body animation, so I tried it but it didn't work well. (It was really funny thing, the hair looked like exploded!)
I just want the hair to move little with this person's move like walking, nodding, and anything else.
So how can I set animation to hair object? If you have any good idea, please tell me. Thank you.

Blender : 2.83
Operating environment : Windows 10


texts:
I'm trying to make this tv frame beveled but I don't know how to make it with proper topology.  How can I fix this?  Thanks

This is the area:

As you can see, the bevel effect doesn't align in the corner properly and creates all these folding and overlapping vertices:

I've attached the .blend


texts: When I open the DXF file in LibreCAD, then it shows the correct size of an object, but when I import that file in Blender, then the size of that object becomes very large.


texts: How to make an object not be affected by light?

texts: I was to create a textured plane, and I want that plane to not be affected at all by light. Meaning no shading, and the render is exactly as bright as the texture I provided. Kind of like using the emission material but I don't want it to output any light either.


texts: How to make a single plane without losing shape

texts: Is it possible to make these into one face without losing the shape?


texts: Why is this panel grayed out when I add an object? (not sure what it's called)

texts: Whenever I add an object this panel is grayed out, does anybody have any clue why this would happen? I'm using factory default everything.


texts: Is it possible to manipulate normals explicitly in Blender?

texts:
Like the question says, can I manipulate normals explicitly?

The reason I'm asking is because I'm making a game and I want to make some objects that fit together with other objects as they are placed by the engine. For instance, I want to model the dug-up sand besides a hole and want it to transition naturally into the (flat) ground around it, or model a skirt for the character model and want it to fit together with that character's torso.

However, when doing that the "naïve" way, the normals are (of course) calculated as if the object existed in isolation, which means that they point in a different direction from the surface they're supposed to fit together with in the end, creating a sharp edge in the lighting of the compound object, which is a bit disturbing.

Is there any way I can just "set" the normals in a particular direction? Like, straight upwards for the normals on the outer vertices of the mentioned sand, or straight outwards for vertices along the upper edge of the mentioned skirt.


texts: Importing new brushes into existing .blend file

texts:
Can I import new brushes into an existing blender 2.8 file? I'm able to open a new file and have the brushes show up, but not in an older model.

Thanks,
MC


texts: I made a surface and added a wireframe modifier on top of that. I want to remove just horizontal lines from the mesh. How can I do that..? Please help. I have highlighted it in the picture below.


texts: Sculpting. I started to encounter some lag after subdividing

texts:
I've recently started using Blender and I wanted to try some sculpting. After some subdividing, I started to encounter some lag. Anything I do takes about a second or two to show up.
Here's the info on the sculpt (rounded):

Vertices: 508k
Edges: 1M
Faces: 509k
Triangles: 1M

And my system specs:

CPU: AMD Ryzen 5 3600XT
RAM: 16 GB
GPU: RTX 1660 Super (I know it wouldn't affect this, but figured I'd include it anyway)


texts: How to universally rename something the same?

texts: Okay if you use UE4 you know very well it is a very difficult-to-use engine. I have now run into another issue. I was under the impression if the bones were in the right hierarchy, named proper, etc UE4 was happy with using that skeleton for whatever objects you have it rigged for. Turns out no. I was wondering if there is a way to universally rename these, all the same, without numbers being added? (This is what UE4 requires now)


texts: How to Fix Z-Fighting When Face Has Four Bones

texts:
I'm unsure if I'm wording my question correctly but I have a cardboard box that I am animating from flat to open to closed.

I am then exporting it using Three.js to use on a website. I noticed there is Z-Fighting on the very bottom of the box when it is closed.

I know why this is happening. The green face is being warped below the blue face by the skeletal animation and vice versa. I have tried fixing this by doing some weight painting (but likely have done this wrong. Here is an example of one of the sides).

I'm assuming this is happening because the four bones are warping both faces so much and the distance between them is so small. Any help would be great. Thank you in advance.


texts: Bug. Why the panel locked when I'm creating a new mesh

texts:
Bug: when I type shift+A to add a new object such as a cube. I can't change any prosperty on the add-panel at the left down corner of screen.
I have noticed it several months ago, I have googled it, but looks like no one has the same issue as me.
and of cause it is uncommon. my software is alright before 2.81, but this issue happened when i upgraded to a lastest vesion serverl monthes ago I guess. and I found it maybe a bug can be sovled in the next version but apparently I was worng. I installed the lastest blender. still didn't work.


texts:
So, I was wondering how you would be able to make a single cycles material which is half glossy (one color) and half matt (the other color).

The object in question is half blue gloss with no bump mapping and half white no gloss with ceramic bump mapping but I'm not quite sure how to get it to work - I figured out to use gradient and color ramp but I'm stuck from there.

Thanks!

What my cycles are so far:


texts: Is it possible to toggle child viewport visibility from the parent in the outliner?

texts: Is it possible to toggle child viewport visibility from the parent object in the outliner? (Can viewport visibility be applied hierarchically?)


texts:
I am following a tutorial where the tutor creases the edges with "Mean crease" set to 1. I am doing the same with Blender 2.8, but it is not working as expected. The edges crease a little bit, but does not get sharp.

I am having same amount of polys


texts: I am trying to make it so that two different meshes stop clipping (overlapping each other). Is there a way to achieve this?


texts: How do I mirror a object without the mirror modifier?

texts: My cat-human hybrid I'm making needs a right ear and it needs to be mirrored.


texts: I'm working in centimeters because that is what UE4's unit scale is. My problem is when I scale a wall segment to be [304.8cm or 10ft] I'm no longer aligned to the grid properly. Am I going to have to scale my wall segment to be [274.32cm or 9ft] to stay aligned to the grid and just make a separate piece that is [30.48cm or 1ft] to get the 10ft the wall i want? The building I want to model is 30ft wide so i was attempting to make 10ft wide modular wall segments. I'm new to all of this so sorry if this question is dumb.


texts: I made a wine bottle for a client and when it's turning it becomes opaque at the bottom, really strange and I do not understand why. Do you have any idea ?


texts: How to fix warped orthographic views in 2.8

texts: I recently started practice face modeling, something simple, and I use an image reference because later on I’ll be doing full body models. However, I have an issue with the views in blender. Below is my model, one part in orthographic, and the two images on the sides in perspective. Is there a way to fix this in preferences? I’ve been getting a lot of results saying to change to viewport focal length, and when I attempt that, it only seems to work in the camera and not the entire workspace


texts:
I have been experimenting with Matcaps, and also using procedural textures with Matcap vector mapping. I understand that Matcaps are using Sphere mapping, and so when applied to non-spherical objects, there is stretching.

In this example image, we see a simple sphere and Suzanne with basic procedural noise. Note that on Suzanne's face, brow ridges, and ears, the texture is stretched out.

What I would like to do is get a grayscale mask of this stretching area. So the sphere would be black, and on Suzanne, the previously mentioned areas would be a gradient up to white. As far as I can tell, this would be an area where the normals stay flat.

Is this possible, and if so, how?


texts: Blender on Mac: how to do right click using left click (lmb)?

texts:
in Mac , i can do 'right click' by using 'Ctrl' + LMB. It works on finder or browser but this Ctrl LMB doesn't work inside blender or brush. I need to do it by using left button (lmb) because the digitizer pen only has 1 button.
For now, I have to use mouse or touchpad /trackpad to do 'right click'. Thanks


texts: Connect Hip Bone to the Tail of Backbone

texts:
Hi so I know how to connect bones but in this case I'm not sure how to get it working. I want to be able to be able to drag the whole mesh along an axis, but can't because the hips are not connected to the backbone. The armature kind of splits up. I want to parent both hip bones to the end of the backbone. If I try parenting the child bone the regular way, I get what is shown in the picture below. Anyone know how to solve this?

File Link:


texts:
can someone tell what would be the easiest way to model the curve on this table leg. I dont know how to get the corner as round as it is in the reference without mage the edge of the leg round too.
Probably its easy but i dont have that much experience.
Thank you!

I tried it with the spin tool. The edge looks ok now but I dont know how to get the vertices back to the table leg in a proper way. Is this the right way?


texts: Blender 2.8 Beta - Unknown Rectangle when camera is selected

texts:
I just started trying Blender 2.80 Beta.

I noticed that there's this additional rectangle (image below) that I have no idea where did it come from. I can resize this rectangle but I don't know what is this rectangle for or what is this called. It does not seem to be related to the rendered image boundary, etc. It seems to be different from this yellow rectangle around the camera in 2.8 Beta

Thanks a lot!


texts:
How do I keep the operator properties pop up menu expanded by default?

I'd like to make it open by default, but I don't know how.


texts:
So I am working on something based on a tutorial Blender Beginner Tutorial: Create a Lightsaber - 2 of 2.
I am trying to finish my project and render it, but it only renders the main object (image 2), which is the lightsaber. It wont render the laser or the ground.
Although I can see this in the render preview (image 1)
What can/do I have to do to change this?

image 1 (render preview)

image 2 (complete render)


texts:
So I am creating a low poly monkey and am trying to rig it for a game. I am new to rigging and trying to figure out how it works. After creating my character's bones, I press rigify and nothing happens. I can't seen to get my meta rig (I think that's what it's called) to show up. The only thing that shows up are the arrows pointing in all directions beneath my character.
Can anyone help me create the meta rig so that I can move my character around???

Here is a link to my project and down below is a screen shot of my project.

I am trying to get something like this, with all of the blue icons and controls.


texts: How do you select one of several meshes created in edit mode

texts:
Is it possible to select and edit a torus that has been added to a cube?

Start Blender
Go to Edit Mode and select a cube face.
Shift-S and "Cursor to Selected"
Create a Torus.

This produces a torus that is half-in and half-out of the cube.

Is there any way to select the newly added torus to scale, rotate or delete as a whole.  No entry for the torus appears in the tree view.  Is it considered a part of the cube?


texts:
can't go back to the original object view. Got stuck with this image and can't go back.
Thanks


texts: Why do I have different nodes on the shader editor than this tutorial?

texts: Specifically the mapping node. Trying to plug a value into the scale and mine doesn’t let me


texts: Blender:Cycles:Nodes:Input:Geometry:Position corrupts displacement mapping - bug or misconfig?

texts:
See below image for clarification.

Not only is the geometry not being displaced properly, it seems to have distorted (mirrored?) the Surface color mapping too. The only thing that changes from the first and second screenshot is the connection: Texture.Fac --> Displacement.

Note that both planes have the same material, and that the second plane is transformed in object mode.

Tested in blender 2.74 - should i file a bug report?


texts:
I have a shader written in GLSL, I would like to import into Blender. I have already gathered, that I have to import it into BGE. Is it also possible for Cycles or BI (preferred)?
In any case, how do I import a GLSL Shader?


texts: Blender 2.8 Beta: No compatible GPUs found on iMac (2018)

texts:
I have a iMac 27" 5K 2018 with an AMD Radeon Pro 580 GPU.

Blender 2.8 cannot find a compatible GPU for Cycles render engine.

In Blender 2.79 my GPU worked.

What do I need to do so that my graphic card is defined correctly and works GPU?


texts: I need to attach half of sphere to this surface, but I don't understand how do I go about aligning it.


texts: UV, Modify UV island when modifying mesh

texts:
I saw somewhere that there was an option in Blender that allows you to modify the UV map at the same time you modify the topology of the object.
I remember seeing a video where a box working as a wall had some faces extended to make the wall larger. In that video, the UV islands for those walls extended at the same time so the texture proportion wasn't affected.
I can't find how to do it?
Apologies if I have just dreamed it but I remember clearly and it is really frustrating I cant find how to do it after googling for a while.


texts: Tips for better image quality (Video Editing)

texts: So I'm trying to edit a video with Blender and I wanted to add images to it. The images that I'm using are created using GIMP. The problem I'm having is that when I add an image to the VSE, it appears on the video but the quality isn't good compared to the original image, which has high quality. Any tips on what I can do to improve it's quality in the video?


texts: Why is snapping to the Grid in Blender 2.8 not (always) reliable for precision for centimeters?

texts:
I've modeled objects that I wanted to adjust some vertices for so that way the edges would have an even measurement. (I use the Measure it tool to determine the distance between vertices.) However, I found that when I would use Absolute Grid snap to snap the vertices to the grid it wouldn't always give me a precise measurement despite the fact that I would have set the units I wanted (my units are set to centimeters).
For some reason the measurements work much better with meters, but for centimeters specifically, it seems like there's a slight margin of error.
I'll show what I mean.
The first 2 images are the same picture. One is just zoomed in a little more. As you can see both decimal points are on the squares of the grid and I made sure it was snapped to them.For some reason though the units aren't exact. It seemed a lot more exact with Meter measurements, but no so much with centimeter measurements. I then went back in and checked with the measure tool and snapped it to the 2 vertices shown on the picture and got similar results. I don't know why it's like this. Perhaps it's just something about Blender measuring the centimeters after you've transformed an object a certain amount of times. That's why I was wondering if there was a solution or work around to this.


texts:
I'm using MacOS Catalina and I following this question to install scipy with my addon: How to write my add-on so that when installed it also installs dependencies (let's say: scipy or numpy-quaternion)?

Running this code downloads and installs the module so I can use it in Terminal:

>>> import scipy
>>> print(scipy.pi)
3.141592653589793

However Blender doesn't see the module:

Traceback (most recent call last):
  File "/Text", line 2, in <module>
ModuleNotFoundError: No module named 'scipy'
Error: Python script failed, check the message in the system console

What I noticed is that if I try to run the install code again, I see this in the console:

Requirement already up-to-date: pip in /Applications/Blender.app/Contents/Resources/2.83/python/lib/python3.7/site-packages (20.1.1)
Requirement already satisfied: scipy in ./.local/lib/python3.7/site-packages (1.4.1)
Requirement already satisfied: numpy>=1.13.3 in /Applications/Blender.app/Contents/Resources/2.83/python/lib/python3.7/site-packages (from scipy) (1.17.0)

So scipy is located in ./.local and other modules are in Blender.app/Contents/. Does anyone know how can I fix this and use scipy in my addon?


texts: Plane not rendering, but is visible in materials mode

texts: Hi I'm using Cycles Render in Blender and I have a problem where I made a new plane put color on it and it is not showing up when I render it, but shows in other modes. I'm not using different layers, the material isn't transparent and the camera icon is enabled for it.


texts:
Hi i would like to change the color of the head of my maggots but its not changing even i assigning the new material colored yellow why ?

new problem encountered

when i assign a new color material to the head of my maggot it change but when i unselected the head then i select in any other parts of my maggots . the head color turn back to its previous color but if when i selecting the head it has the color brown but when i unselect it backs to color blue


texts: Mechanical pick/place - link constrain issue

texts:
This is a mechanical pick and placer that takes parts(A and B) and leaves them on a transport belt(Z1 and Z2). I hope to clarify everything with the image below:

I need to move piece A to position Z1 and B to position Z2.

The Y object takes A and moves this to above the Z1 position.
After leaving A at Z1, Z1 moves A in the direction specified by the arrow at Z1.
Z2 follows Z1 and takes the spot previously occupied by Z1.
Y then moves back to pick up B, which is then placed on Z2.
After dropping off B, Y moves back to the starting position, while Z2 moves B in the direction specified by its arrow.

The question is: I made these movements using the "child of" setting, but after the second link, something doesn't function.
For example, when I put the 2nd "child of" to piece A (the one that now is on Z1), it comes back to its previous start position or comes back attached to "Y".
In just a few words, I don't want it to stay attached to Z1.

For this type of animation, is it correct to use the "child of"? Or there is any other method to do this?

In 3DS Max you can decide the frame with the constraint but in Blender I've not found similar settings.


texts:
I want to make Pokemon's exeggcute.
I made egg, but how to draw crack line on surface of egg?

Don't have to be really broken. It is OK just drawing a simple line on surface.
I want to know the easiest possible way.


texts:
All my object have their location at 0,0,0 I would prefer if they have their location in the center of the object.

I thought I could just select ht object, go into edit, snap the cursor to the center, go back to object mode and adjust the origin.
I always get the error context is incorrect for snap_cursor_to_center() but I am checking before that I am in the VIEW_3D. I am not sure what is meant by context error.

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':

        for object in bpy.data.objects[:1]:  # only one for testing
            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.select_all(action='DESELECT')

            object.select_set(state=True)

            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='SELECT')

            bpy.ops.view3d.snap_cursor_to_center()  # ERROR :(

            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
```


texts:
I'm importing 300-400 images via Images as planes add-on, stacking them at world origin and below each other (0.001 offset). Render engine is Blender Internal. Then I want to disable interpolation for all textures with this small code:

import bpy

for x in bpy.data.textures:
    x.use_interpolation = False

Sometimes it works, especially for amounts of images less than 10-20, but usually it throws error:

   AttributeError: 'Texture' object has no attribute
  'use_interpolation'


texts: How to randomly render credit card number values with Python scripts

texts: Modeling a bank card with Blender, but I don't know how to use a Python script to randomly update bank card values。


texts:
I am trying to extrude the center of a barrel.

The model on the left side shows what it should look like.
The model on the right side shows how it goes wrong for me.
I would like to extrude to all sides so that it looks like the left image.
However, it only extrudes to one direction.

I have also tried "e" and Alt + s, but that also gives me a weird result:

How can I extrude to all sides?

Thank you.


texts: I have an issue with rendering an animation. I set the file format to mpeg but when it finishes rendering the output file that it gives me is '.dvd'. How do I solve this problem?


texts: Make particles clump together and flow in a specific direction

texts: I am creating a cel shaded fire using a particle system in which I want the particles to clump together and flow in a specific direction. Is it possible to make it 'look' and behave more fire-like?


texts: Is it possible to translate a group of vertices that haven't been yet attached to a model? (scripting)

texts:
Suppose that I have n vectors with vertices values that represent circles of various sizes and some are deformed, the only thing that they have in common is that they all have their center in (0,0,0). Now my question is: Can I translate those circles on the Z axis to create a tube by specifying their new center? Can I also rotate them?

PS: before you ask, I want to know if I can somehow use a bpy function to attain this, I am aware that I can painfully calculate the translated vertices of all those circles myself.
(I am looking for something like translatedCircleVerts = bpy.ops.transform.translate(newCenter,circleVerts) )


texts:
Is it possible to create a BMesh polygon (BMFace) with holes via Python?

Use case. I need that for my addons that import geographical data. A polygon for Rome has a hole for Vatican City.


texts: Assigning material to every second face via python

texts:
I want to do something like this with a python script and selecting the vertex in the middle:

I tried with many ideas as:

import bpy, bmesh

obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)

verts = [v for v in bm.verts if (v.select==True and not v.hide)]

for v in verts:
    for f in v.link_faces:

        if (f.index%2) != 0 :
            f.select = True
            obj.active_material_index = 3
            bpy.ops.object.material_slot_assign()
            f.select = False
        else:
            f.select = True
            obj.active_material_index = 4
            bpy.ops.object.material_slot_assign()
            f.select = False

bmesh.update_edit_mesh(me, True)

but this don't have good results.

I'm tried with face.index, bool and other without good result.


texts:
I can't delete a texture slot. For some reason I don't have the X button there or minus. There's not even a delete option and I don't know what else I can do.

Solved: After a few hours i found an answer, it was just holding a shift while selecting unlinking.


texts: Sun and other lighting isn't working in blender render

texts: I am trying to add lighting to this scene but whenever I put a sun, etc, the sun does nothing. Please help.


texts:
I'm rendering out this smoke sim and my smoke is glittery. Why?
My smoke's Resolution Division is 100 with a High Resolution Division of 2.
And it is a smoke sim based off of particles.

Here's a link to the material node setup.


texts:
I'm working on a project and need to build a house. The basics of the 1st floor is done, but I have to add a foundation to it due to the landscape around the house is uneven, like on a real house.

To make the foundation, I select the bottom vertices of my outer wall on the house, and extrude them downwards, to later separate the extruded part into what will be the foundation. However, when I extrude, the mesh goes berserk, throwing and stretching faces to infinity and beyond.

Anyone know why this is happening?


texts: Adding current scene to VSE (Blender 2.8)

texts:
I dont know why this isn't working. I'm so new to Blender so forgive me.

I'm trying to reverse my animation:
https://youtu.be/jhXfWWeGVQg?t=333

I've got it all set up, I go into the Video Sequencer and I right click:

And this is what I get.  Why can't I add it? He does it in the video okay.


texts:
I've started to learn texture painting in blender today, and unfortunately i'm coming across some type of issue.  here's an example of what it looks like: https://imgur.com/a/DiILASY
It looks like some kind of lag, but i've never had any slowdown problems in blender.  The texture size is 2014, but this happens with any texture size or brush settings.  I've tried multiple Blender versions and they all give me the same issue.  Any help would be greatly appreciated.
just some more info: i have latest gpu drivers, using 1080, and use various other programs without any issues.  so i'm not sure what the cause of this problem is


texts: Filling/hollowing between two solid objects

texts:
I have two objects (with solid modifiers applied) one is a shirt, the other a body.
These will ultimately be 3D printed in various forms. The below image is a temporary intersection Boolean across both objects (just for explanation in this post). There are holes internally, lots of wasted polygons. How do you 'fill these gaps'? Essentially remove the faces that are internal and therefore redundant.
Essentially, consider a hand in a fingerless glove, the hand is a solid closed object, the glove a solid wrapper. With the hand in the glove the polygons of the hand inside the glove is redundant, the internal surface of the glove is equally redundant as the glove is watertight between the fingers and the wrist.
The internal empty volume is enclosed, no gaps, in 2D they would be considered as islands inside a polygon. I've tried boolean operators, union, merging [CTRL+J], remove internal faces [seems to be only for internal divisions?]
What procedure would I have to follow to achieve the desired result?


texts:
I'm trying to model a battleaxe and I'm trying to sharpen an edge I created and so far using bevel, extruding and scaling doesn't do anything but mess it up.

Is there anyway I'm able to make the end of the mesh converge at a sharp angle?


texts: Object persisting in scene after endObject is called

texts:
I have a problem with objects that have their endObject method called persisting in the scene even after the next frame is called.

The game is a basic shooter where at the end of every game I need to delete all the projectiles and targets from the scene and repopulate it with new targets:

if 'restartGame' in data:
       # get current scene
       scene=bge.logic.getCurrentScene()

       # clean scene from expirable objects
       iter = 0
       not_clean = True
       while not_clean:
            # gather expirable objects
            balls = [object for object in scene.objects if 'Ball' in object.name]
            bullets = [object for object in scene.objects if object.name=='Bullet']

            # mark as expired
            for ball in balls:
                ball.endObject()
            for bullet in bullets:
                bullet.endObject()

            # wait for garbage collection
            bge.logic.NextFrame()

            # update scene
            scene=bge.logic.getCurrentScene()

            # check if expirables are gone
            balls = [object for object in scene.objects if 'Ball' in object.name]
            bullets = [object for object in scene.objects if object.name=='Bullet']

            not_clean = (len(balls)+len(bullets)>0)
            print('attempt {}: Balls = {}, bullets = {}'.format(iter, len(balls), len(bullets)))
            iter += 1

        # repopulate targets
        scene.addObject('Ball1')
        scene.addObject('Ball2')
        scene.addObject('Ball3')

Most of the time, the above code works with a single pass of the while loop. Sometimes I get a single bullet persisting. Much more rarely it seems to be impossible to delete any of the objects and I end up with, e.g., 52 bullets and 3 targets in the scene that cannot be deleted. They are not visible, but they remain in the scene and if I break the loop they accumulate.

The weird thing is that sometimes they get deleted by themselves by the time the next call to the restartGame is made. Any ideas for what might be going wrong?

The game is controlled by an outside script through socketing, which makes simply reloading the blend file hard. Any workarounds?


texts: I am trying to render out an image of a character I made, but when I render it, it acts like there is no light of any sort in the scene, I have tried the different lamps, turning on and off ambient occlusion, and emission planes, but none have worked. edit (It's not blank, the model is just black the background is still the right color.)


texts: I've never been quite able to figure out how groups work in Blender (at least not since 2.5/6x). Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?


texts: How to scale ColorRamps and Gradient Textures properly?

texts: I want to render a small 3D Text but I cant scale the ramp properly. My result is either only red or orange.


texts: Rotating and scaling a displacement map to fit trapezoidal shaped plane

texts: I have successfully uploaded a displacement map I created in PixPlant3 to Blender. The texture I made aligns to the dimensions of a trapezoidal plane that I made, as my goal was for one instance of this texture to fill the plane. However, when I upload the texture, it appears rotated and out of scale with the plane. When I view this in UV mode, nothing shows up aside from the png view of the texture itself. How can I rotate and scale this texture to fit the dimensions of my plane?


texts: What does it mean when it looks like this? I'm not sure what I did wrong?


texts:
I understand how to add a collider to  a single mesh in blender, but... I want to know if it is possible to enlarge said collider. For instance, I have a model of a briefcase but I want the collider to be a bit larger. How do I do that?

In addition, is it possible for me to create a single bounding box and keep a bunch of objects inside? For instance if I have the model of a nightstand could I put a collider around it and also put the lamp, cell phone and any other component within that bounding box?

Many thanks in advance!


texts: how to set the camera follow path using python script

texts:
(suppose camera is in the right location already)

I understand if doing this manually I need to select the camera and hold shift and select the curve that I want to follow, then ctrl+p and select "follow path".
But how do I make this with python script?

My guess is I can use python script to implement these tow steps in order. It seems that "Follow path" can be achieved by

bpy.ops.object.parent_set(type='FOLLOW')

But this alone won't work.

sorry I'm a newbie to blender.


texts:
Can you please tell me how to remake it for Blender 2.8x version?

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_file_export.append(menu_func_export)
def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
    register()


texts: How can I seamlessly switch between IK/FK?

texts:
How can I switch between IK/FK without having bones changing their transformation?
 I have forearm bone with IK constrained. Now I want to disable IK and rotate forearm.

 The problem is whenever I disable the IK constraint, the forearm moves to the side.
 How can I disable IK without losing position ?


texts:
I want to add a glare node to my render result but when I do that I can't use the denoise node, I tried to combine them with mix node but then it's only allowing to 50% of each node to take effect on the render.

I tried to save the render after denoise is applied and then open it in a new image node in blender and the connect it to glare node but it doesn't look good, looks a lot darker and I tried all the color spaces on the node and none of them gives the result that I want.


texts: How To Move Bones Back Into Original Position After Applying Shape Key

texts: i'm trying out bones and rigging and i've run into a little problem. I used 2 bones to move the blender monkey's ear and applied that as a shape key. However, the bones are now in that bent position but I want them in the original position so I can apply a different shape key. Is there any way to move it back in place without manually doing so or deleting the shape key? Thanks in advance


texts: Create and preview texture in Blender 2.80b?

texts:
Tutorial for 2.7:

https://www.wikihow.com/Apply-a-Material-or-Texture-in-Blender

On step 4 I should already get a textured cube but it doesn't work. In the same time all the tutorials are for 2.7 version (or for 2.8 but use advanced texturing which is more complex than just assigning of texture to mesh).

So how to deal with textures in 2.80b?


texts: Multiple array modifiers and object offset rotation

texts: I have this hexagonal column that I made with an array modifier (with a rotated empty offset), since all 6 sides of it are the same. I need that column (the result of the first array) to be duplicated in a circle as well. When using empties as the offset, you need to position the object's origin where the empty is. The problem I face now is that I cannot use a second array modifier with an object offset on top of the first one, because I would have to move the object's origin (which is already positioned to make the first array work, and moving it will change the first array's result). Obviously I cannot have 2 origins for the same object. I know I can APPLY the first array and then move my origin for the second array but the whole point is to try to avoid this in case I need to modify the column itself. Any way I can make this work?


texts: Proper way to maximize reuse of assets within scenes

texts:
I am trying to use Blender to create game content like models and environments(levels). Whether creating a mesh/model or a level there's usually multiple assets involved that are getting shared by many other assets like textures, other meshes, rigs and materials. The blender flow seems to involve recreating assets every time they're used.

What is the best way to reuse shared assets between .blends and to make it easy to find these assets? I'm aware of the linking functionality but it does seem a lot of work (finding the host .blend and navigating its structure) when there's lots of links to be made for each .blend. I'm also looking for the ability to change the shared asset in any .blend referencing it and have the change propagated through every other .blend that references it (Example: altering a Material or a Mesh that's being referenced by a level). I don't think this is supported by Linked proxies.

If linking with proxies is my only option I was thinking of having every instance of certain types of assets in one .blend file (Like Materials and Textures or sounds but absolutely not models) to make them easier to find when linking. Is this a terrible idea?


texts: How to attach new object around a round surface

texts: I already have the head model. What's a nice way of doing the beard as a new object around the rounded face. Also how can I add texture similar to image without sculpting.


texts: I'm a young student having the project creating a small open world. I know great unreal engine and have great skills in blender, but I would know if there's any great-skilled modeler using Blender here. It's only for fun, no money to get or anythin.


texts: Why does my render look like this in eevee?

texts:
I am trying to workout a workflow from Boujou to blender but when I use EEVEE the cubes look messed up and start jittering and going transparent. Then in Cycles everything looks alright but I would really like to use EEVEE instead.

Top Pic EEVEE
Bottom Pic Cycles


texts: Duplicating smoke simulation result for still image

texts:
I have a still scene which is lit by about 100 or so torches and so I created a basic smoke/fire simulation for one of them using the quick smoke effect. I've found a frame which I'm happy with and now I want to use this frame for all these torches. Obviously I can't have a scene with 100 smoke simulations if I want it to render this side of the century so I was hoping to be able to "duplicate" this single frame of simulation in a similar way as you would duplicate a mesh and then position it over all the torches.

I've had a go at baking the simulation but I am at a loss for how to actually go about duplicating it across to my multiple torches. Is this actually possible to do or is there a much easier way of having multiple fires in a single scene? They're quite far away so they don't have to be particularly high res. I'm using cycles.