texts:
I'm having problems with weight paint in blender 2.8.
I want to be able to paint tough a mesh with Xray so I can paint the inside parts om models. I can't get it to work in 2.8 like it was in 2.79.


texts: How to get world-space matrix of any pose bone?

texts: Is there a command for getting world-space matrix of pose bones, same as obj.matrix_world for objects? I found pose_bone.matrix, but it gives weird result for me.


texts: Blender 2.8 Using z height (Depth) gradient to reduce mist intensity

texts:
I'm trying to find something for 2.8 but struggling.

I want to use the z height (depth on render layer?) to reduce the intensity of mist (composite layer) exponentially as height increases.

Currently, the mist render layer setup only affects intensity based on distance from camera.

The following tut shows how it could be done but it doesn't seem to have the same effect in 2.8.

how to make a z-depth AND height pass?

Can anyone help with the node setup please?


texts: when I try to texture paint onto my mesh, my texture shows up in a random place on the mesh

texts:
I'm modeling a cello right now, and I finished modeling, so I moved onto texturing.  I want to texture paint an image of a cello onto it, but whenever I try to paint onto my mesh, the paint does not show up in the desired place.  Instead, it shows up in random weird places (see image below)

I have already tried recalculating the normals and that changed nothing.  I suspect it has something to do with my UV's, but I don't know what to fix or where to start.  If anyone knows how to fix this, any help is appreciated! :)
(PS, I will give the link to my file below)


texts: I want to make a flatened cube take the shape of a face

texts:
I am hoping to get some assistance in something I need for a project.

I am needing the cube here in the photos to actually take a fairly accurate impression of that face into the cube.

for my images attached,
I have created a cube that has been subdivided a bunch of times in EDIT MODE

I have simply moved the most center vertices with proportional editing enabled to make my 2nd image, but getting accurate face impression manually would take too much time and would like to know if there is a modifier that can be used then finally applied to make it stay like it?

Many Thanks


texts: Screenspace Reflections viewport VS render

texts:
I get two different results for the screenspace reflections. Behind the "moon" I have set up a dark background plane.

In the viewport it gets reflected and makes the marked area darker.
In the final render the HDRI background image takes over and cancels that dark area out.

I tried a reflection probe, that that cancels out the HDRI reflections. Does anybody know how I can get the viewport result in the final render?
Thanks in advance


texts: Background image is not displaying in rendered mode

texts:
how to make background image sequence displayed in render mode in the 3D view? I made a 3D tracking and I want to see the original video as a background.

This is what i mean:
In "material mode" I can see the background

But not in "render mode":


texts:
Im using a rock generator add on to create rocks, and have been looking at collisions between rocks using rigid bodies. I found that the rocks dont actually collide, but come close, this lead me to look at edit mode and look at (what I think is) the mesh of the rock.

This rock generation add on is great for producing lots of rocks quickly, so I dont want to create rocks (up to thousands) individually. Is there a way to remesh this to have the mesh intersect with the actual object? Ive tried the remeshing tools in blender, but these alter the shape of my rock (I dont mind a small change, but the changes were quite drastic)


texts:
I have a cylinder inside another cylinder and i want to remove the surface of the small cylinder in the large cylinder so i get a large cylinder with a hole in it. How can I merge the vertices of the small cylinder to the faces of the large cylinder so I can remove the faces of the small cylinder?

Allready thanks and cheers!


texts:
Guys I'm trying to import an external .txt file with some paragraphs, I know I will have a lot of work ahead of me to split that file into the texts I already have animation.

But for the moment how can I import an external .txt that is in the same folder as the .blend and replace the content from the text object that has already an animation?


texts: How to select a seam area from the 3d viewport?

texts:
Say that I'm doing some UV mapping on the left part of the screen and I have the 3d perspective view on my right, I want to choose (inside the 3d view area) which seamed faces I want to UV map next, so how can I select all of the faces that make up the seamed area? I already seamed up the area, so how do I select it?

Do I have to manually select face by face to get the "seamed island"? If I just press A, I do get the seamed area to show up as an island in the UV editor, everything is great, but then of course everything else shows up, all other faces on the object, but I just want the seamed area to show up, nothing else, but without having to select each and every "member" face of the seamed area.

I'm not sure if UV mapping is best done by selecting faces in the 3d view part and then switching to UV editor or is it just me, but I find it billion times easier that pressing A and sorting out what is what in the UV editor. I started using Blender just a few days ago, so I still have a lot of learn, so if anyone can recommend a great tutorial place, maybe a youtube channel, it would really help.


texts: Vertex count increases drastically when exporting to .FBX

texts:
I am trying to export FBX file from Blender so I could use it in my OpenGL app, but when I export it, the vertex count increases from ~6k to ~25k.

I wouldn't really mind it, but I additionally have a text file with segmentation where vertex groups are assigned to body parts,
e.g. "right_hand: 0, 1, 2, ... , 193; left_hand: 194, 195, ... , 435; ..."

So, when I load the model(with Assimp btw) in my app and try to render segmentation, almost all the vertices are wrong.

Do you guys have any thoughts about it?

Oh and one last thing, when I import the model back to Blender, the vertex count becomes ~6k again and everything works fine(textures,normals, e.t.c) just like before.


texts:
Whenever I bake my domain, it stays a cube. It does work when the fluid object is outside of a hollow obstacle I've placed it in.

I've recalculated the normals, and tried resizing the domain, but nothing really seems to work. Blend file is below.


texts: How do I animate a character with dangling chain

texts:
I have a fully rigged character and I would like to attach some loose parts to it, including a chain. How do I set this up, so the chain would freely 'dangle' from the character, following forces like gravity and the character's movements / momentum?
I was thinking I'd setup parts along Bezier curve, then link them by bones. The first bone would parent to a character mesh. But then how do I set this up, so when I animate the character, the chain follows the character's movement's realistically? Is there a smarter way to do it?


texts: How to get Subdiv Surface to not miss the vertices?

texts:
I'm trying to create really accurate external surfaces for an airplane fuselage with minimal geometry.  I want to use the Modifier + Subdivision Surface but the new mesh is smoothed so that it no longer passes through the vertices.

I create cross sections (one half, I'll mirror them later) using a Bezier curve.  Then I use a cube and start adding edge loops.  Then I move the vertices onto the Bezier Curve.

When I add the Subdiv Surface the surface is nicely smoothed, but the surface lands "inside" my desired surface, missing my vertices altogether.

How do I get Subdiv Surface to honor my geometry by always passing through the vertices?


texts:
Is there somebody who can describe a theory behind creating quads from pointcloud(vertices) in blender python ? Is the only way to check length betweeen vertices like:
(theory)

for i = number of vertices :
 for y = number of vertices :
  if (length between vertex(i) and vertex(y)) < (set number):
  add y to array
 create quad from array #but i dont know how to say dont use the vertex where are more than 5 edges ...

But maybe whole my thinking about the problem is bad ... can somebody help me with it? Or maybe there are more elegant mathematical solution - i dont know.


texts: I am trying to render a (pre-made) YouTube intro using Blender but for some reason parts of the top and bottom are getting cut off. I did not change any settings except for bumping the resolution up to 1080p30 and changing the video format to H.264 (I also tried AVI and neither worked. Any help is appreciated.


texts: How do I combine these texture maps correctly in a material?

texts:
I'm working on a model for VRChat, and the uploader in Unity requests as few meshes and materials as possible. This wouldn't be a problem normally but I went with an outside tool to pull multiple models into blender and the materials for them are separated into their respective texture maps. I would appreciate assistance in combining these maps in blender for export into Unity and beyond.
I have the diffuse, normal, emissive, and specular maps and I've been trying to use the node view with materials to get them to mix correctly into the final material.


texts: Why does my light source not pass through my glass?

texts:
I have been having this issue for about two days now. I've been trying to make my glass window pane transparent, and after a couple guides I thought I nailed it. But when I try to apply my light source and view through the EEVEE viewport the light source doesn't pass through, instead treating the glass as an object with no transparent properties. I'll refer to these screenshots.

The first is my nodes. The second and third shows the bright white light not passing to the interior. Let me know if there is anything else I need to add. :) Please forgive me if I'm really confused, I'm pretty new to blender.


texts: Why is my object appearing as a series of incomplete lines in the 3D view?

texts:
So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),

I went to start adjusting the camera only to be greeted with this(Picture 2).

The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.

Thanks in advance :)


texts: Why my Eevee render result is transparent?

texts: I downloaded recent version of the blender 2.91 today and I tried to render the default image with default render engine. But I could find a transparent output instead of the square. Anything I need to change in setup. output I am using Radeon GPU


texts: How to stop rendering a renderlayer at any moment of the animation?

texts:
I have 3 render layers that I'm compositing together in the 4th one. Everything works fine, but even if I don't see the layer in some specific moment blender still renders it. The problem is that I use the Cycles volumetric light for a short time then it disappears and we don't see it anymore but it still takes forever to render even though every single light in the layer fades to black. How can I make it stop rendering what I don't need anymore?

P.S. I know, I can render it part by part and then composite a video, I can even render it with image sequence to not to lose any quality with re-encoding video, but it would be wonderful if it could be done withing blender compositor and animation system.


texts: Thick fluid simulation not working in blender 2.9

texts: I've been trying to do thicker fluid simulations, but they don't seem to work. For example, a simulation that has 1 as base and 0 as exponent won't yield any results, it just shows nothing. Then, after a few frames, the domain goes back to the original mesh. Using values such as base 2 and exponent 3 work fine, but that's not thick enough for me. I remember being able to do that in earlier versions, like blender 2.82 or/and 2.83. Any help?


texts:
I'm trying to set up a material that shades the topography of a spherical model of the Earth based on distance to the center of the Earth.  Setting up a ColorRamp based on distance from the center of the sphere is easy:

But each color in the ramp needs a different texture applied to it. In 3ds Max this is done by applying textures to each stop in the Gradient Ramp:

Can something similar be done in Blender? I found a related Blender question, but I can't see how the answer would apply to this situation.


texts: I'm trying to make my plane (ground) explode up into the air. However i only want a small section of it to explode (as if an object is shoot out of the ground). I'm new to blender so i not to familiar to the interface and I'm using version 2.77


texts: using samples in blender cycles render layer tab

texts:
I recently ran into the samples in the blender cycles layer tab (see picture). Somewhere I read I could change the sample rate for a specific layer. This can be useful if one layer doesn't need as many sample rates as others.

Does someone know how to use this? Would be awesome.

Regards


texts: Moving this IK bone just a little causes the leg to twist up

texts:
After a lot of fiddling, I got the first of 6 mechanical legs, each with several joints and ending in wheels, working the way I wanted. I thought it had been so hard because of some simple oversights. Now I'm not so sure.

After copying the setup for the first leg to the second leg, even a slight movement of the IK bone causes it to twist like a dead spider leg. The axes of rotation of the joints are limited through the IK section of their bone properties. The first leg doesn't have a range set on the axis each joint is free to move in, but it still works very well. I can even tweak the joints individually so the bend is distributed over the joints the way I want. I don't understand why the other one is so different. I have looked for something different and don't see anything.

What is making this go so wrong?


texts:
I am making a fluid sim with blender 2.77 (same result in 2.79) in cycles render. Water flows from a pipe into a pool and there are a few obstacles etc.

Now I have an issue if I set the quality factor high (100, 120, 150, 200) always the same result with different forms. Here the picture:
Quality 200, 1-2 Subdivisions, 1.0-1.5 smoothing :

The former picture looks good, though it still has the black shadow on the inflow water.
Quality 80, 1 Subdivision, 1.0 smoothing

I am trying to get rid of the black spots/shadows in the water.
The lighning is done mainly by the world and one lamp.

Thanks for any help.


texts: How to combine multiple objects so adding material affects all objects?

texts:
I have 5 objects, one parent and 4 children. I used Cube Projection to unwrap and made sure to unwrap all objects at the same time. However when I apply a material from UV Map it only applies the material to one object at a time.

I cannot find a way to apply the UV Map material to all objects all at once.

What is the most effective way to combine objects to do this?

(Sorry if the answer is obvious, I am an absolute beginner to the software.)


texts:
Tell me please what I must do with node of wax materials that I made. It looks very plastic and I cannot believe that this material is real.

You can see what I do in nodes. I think what dust and displacement are good but there are problems with color and subsurface scattering.

I found one sample which I'd like to make because it looks auseme.


texts: Is there a way to make a project directory for all the external files, including textures and render saves?

texts: I have been using blender for several years but I have never figured out if blender has a way to pack all the files from a scene, including blend files, textures, and render save files, in one folder like in Maya and other software?


texts:
I'm trying to select objects that meets certain criteria in this case their dimension (not the scale) but I'm unable to figure out the proper way to make it work.
I have a over simplistic script which doesn't work although the context is the right one in the python console.
import bpy

for obj in bpy.context.scene.objects:
    if bpy.context.object.dimensions[2] = 2.0:
        obj.select_set(True)

Here is the final working code following the suggestions:
import bpy
from math import isclose

scene = bpy.context.scene

for obj in scene.objects:
    x = obj.dimensions[0]
    y = obj.dimensions[1]
    z = obj.dimensions[2]

    if obj.type == 'MESH':
        if (isclose(y, 2.1, rel_tol=1e-3)):
            obj.select_set(True)
            bpy.context.view_layer.objects.active = obj
        else:
            obj.select_set(False)


texts: How can I get the color in the middle of a face using Python?

texts: Say I have a mesh and I have colored the vertices using vertex paint, how can I then get the average of the colors or rather the color in the middle of the face or the color under the normal (shown below) using blender python?


texts:
I am uncertain how to make a copy of an already existing sculpt brush; I have been looking around on Google for tutorials on how to do this but all that shows up is how to delete duplicates instead of making duplicates.

What should I do to make duplicates?


texts: How can I make a neck and body for my head mesh?

texts:
I tried to create a neck and I succeeded. But when I try to turn the neck into shoulders it just doesn't work. (I mostly sculpted) (most of the mesh is sculpted)
can anyone help?


texts: How to structure modal operator correctly with macro like step by step execution?

texts:
I struggle with understanding the modal operator concept. Below is a chain of commands I would like to step by step to execute, while during translate the following steps should wait till translate is done. So a modal operator structure is needed here.

        bpy.ops.object.select_all(action='DESELECT')
        bpy.ops.object.empty_add()
        bpy.ops.transform.translate('INVOKE_DEFAULT')
        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.delete()

This is the template I found and understand.
I select one object, execute the command which will then get the location and the modal takes over. But I failed to implement my commands into this structure. How can I make the modal aware of that I added the empty and jump into translate.

I understand the confirm and cancel being the states where I can execute the rest after transform or even undo the initial empty generation if need needed.

import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
       # bpy.ops.object.empty_new()
        context.object.location.x = self.value / 1000.0
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':  # Apply
            self.value = event.mouse_x
            self.execute(context)
        elif event.type == 'LEFTMOUSE':  # Confirm
            bpy.ops.view3d.snap_cursor_to_selected()
           x bpy.ops.object.delete()
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            bpy.ops.object.delete(use_global=False)
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

class ObjectData(bpy.types.Panel):
    bl_label = "Object + Mesh Data"
    bl_idname = "ObjectData"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Modeling Toolbox"

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

        obj = context.object

        row = layout.row()
        self.layout.operator("object.modal_operator")

def register(): bpy.utils.register_module(__name__)
def unregister(): bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Why isn't the final render properly matching the viewport preview? (Cycles)

texts:
I have been facing a ridiculous issue with trying to render an image for a GFX project. No matter what sorts of settings I tweak in the Render properties, I always get an ugly, much darker result that looks very different from what I am seeing in the viewport. The shading that I originally set for the objects doesn't match the render, nor do the shadows match. I have spent all day trying to resolve this issue with no luck. Please explain what the issue is and why it is happening + thanks for any help.

  Color Management settings:

Display Device: sRGB < Same for "Sequencer"
View Transform: Standard
Look: Base Contrast
Exposure: 1.00
Gamma: .75

Rendered image

Viewport preview


texts: Is there any way to place grass in only certain places? Like for instance having grass on a plane but not in a circle around a tree.


texts: I have been trying to add graphics to rectangular planes in blender. i have had success when doing so on planes generated in blender but not with ones generated externally. my workflow for the blender polygons is to simply create a new material with an image texture as the base colour and to import my graphic (with the same dimensions). this works fine. when i try to do this with the imported polygon it doesnt work. i tried unwrapping the plane in the UV editor (with the imported graphic selected but despite the uv appearing to overlay correctly on the graphic, it is rotated 90degrees (and so distorted) in the 3d view. could anyone point out where i am going wrong please? thanks!


texts:
I am trying to make a shockwave effect in blender, but when I add a cube surrounding the particle system, and set up the material nodes as shown in the image, the particles still don't show.

Here is the .blend file:


texts: Location coordinates/grid in blender - how are coordinates/locations set?

texts:
I've been using blender for research purposes, i.e. matching eye movements to objects in a scene. To be sure about what I'm actually doing, I'm trying to understand as much as possible about blender.

Here's my question: I have been working with Camera View and the Location coordinates of my sphere are (X:-6.205m, Y:-8.3m, Z:37.479cm). I've been given to understand that these Location coordinates are relative to some arbitrary origin in blender, but can anyone tell me more about this grid? where is the origin? how are locations of objects set - how does blender decide on coordinates? Is the Location of an object proportional to some other measures?

I realize these are very basic questions, but it would really help me to have them answered. Thanks!


texts: Loop cut (ctrl+R) and space cuts in the same operation

texts:
I am wondering if Blender has some hidden function or anything that can make even space between edges when adding new edge loops with ctrl+R. Or even space after adding them, like if it was a mirror effect of the selected edge, so that the other edge moves the oposite way if you know what I mean.

I made a GIF from 3ds max that shows the method I am looking for:

https://imgur.com/iDdWdEz

Figured out with help from Blender discord community that I can select my 2 edges and scale with Z, but this only works if the axises are perfectly alligned. What if I got something bent with different size like a cone, the vertices of the edges would not follow the edge with this method :(

Any ideas?


texts:
I'm trying to simulate the growth of a cancer in the blood vessels in Blender 2.78c. Firstly, I created the network of blood vessels using this addon. Then, I created a simulation of the cancer with the UV Sphere growing in time (using keyframes on the Scale property). The problem is that this growing ball penetrates through the blood vessels, while I want to simulate the collision between the growing cancer and the blood vessels, which results in something like squeezing these vessels.

After some research I think that the blood vessels should be modified by the Soft Body, while the growing sphere should be modified by the Collision, but I'm still not able to simulate the collision between these two objects.

Here is my blendfile without any Physics. Thank you for your time.


texts: Face surface/shading looks wrong in a FBX export from sketchup?

texts:
I dont have the original file anymore, of this fbx file that time ago get from the sketchup , and now remade some parts but still looks weird the surface.
If I'm not  worng there is an option to fix these problems, but I dont know what is exactly.
A thanks in advance guys if I can count with your help.

this is the blend file:
https://ufile.io/an4cp


texts:
I am doing the Pool Deck tutorial of the Architecture Academy (Blender Guru) and after having done the basic modelling I have started with the texturing of this "Pool Deck". When having done the texturing it should look abut this:

When Blender Guru has UV unwrapped the house he shows this:

But I made some errors in UV unwrapping I think because this is my result

I will attach my Blend file. What did I do wrong when unwrapping this house ?


texts: Why does the wrong image appear after I motion track it?

texts: I made a blender scene, motion tracked an image, animated my bull model, then rendered and the image showed up. Then I wanted the bull in another image, so I went to the movie clip editor and added an additional image. I motion tracked, and even the camera perspective shows it. The problem is, when I render the first image shows up instead of the new one I added. I tried clicking the x on the first clip but that didn't work. The first picture shows the camera perspective with the image I want and the second image shows the image that it renders on, with the trackers from the previous render!


texts:
I was recently looking at an interesting video and I came across this thing https://youtu.be/-0MD1g_5dV4?t=217 . This is a timed link which shows clicking of pictures with a color standard palette in the field. I'm assuming it is for correcting colors later on in the image.

Can someone explain a little bit in detail of how to use this color palette from the photo in correcting colors?

Can we do this using shaders and lighting within Blender?


texts: having problems using Texture Paint and Clone Stencil

texts:
I'm having problems with texture painting on the latest version (2.90.1).
I add a cube mesh, open an image and pack it, link the image to the cube in materials tab by selecting "Image Texture" as "Base Color", then I go to Texture Paint tab and start painting. You can see what happens in the pictures.

Picture 1: A simple cube with a texture.

Picture 2: Painting on the image viewer. Nothing shows up on the 3D
view.

Picture 3: With same settings, painting on the 3D view. It appears
correctly on the image viewer but strangely on the 3D view.

Also I can't make the stencil in stamp tool work.
I click the "Clone" tool, then I go to "Texture Properties" tab and click "New", in the same tab under Image>Settings I choose an image. Then from the header of "Clone" tool, I click "Texture" and select the texture that I just created. And set the "Mapping" to "Stencil". This makes the stencil appear on both 3D and image view and it is scalable and rotatable the way it's supposed to be; but left-clicking on it doesn't paint anything in either places.


texts:
Blender 2.80

I have a strange effect. In my blend files I have multipe objects. All objects have been sculpted in the past.

Now all are visible as objects, can be selected, textured etc. But in sculpt workspace only one object (the last I worked on) can be shown and changed.

Searching for any reason it became worse. Now the last object is not shown in sculpt mode as well.


texts: Lock some directions (X,Y,Z) of transformation (scale, rotation, location) in edit mode?

texts: In the object mode we can lock some directions (X,Y,Z) of transformation (scale, rotation, location) for the object by using the locks. But can I do this for the vertices and faces in edit mode, too?


texts:
I wanted to create an ik switch in blender, but I'm using a mac. At some point I have to right click on my influence bar under the bone constraints tab to add a driver, but the typical mac simulation of a right click (ctrl+left click) doesn't work.
Does anyone know how I can bring up the influence menu.
Thanks.


texts: Shape keys & multiresolution, good or bad idea?

texts:
I've happily started learning Blender recently, and soon will want to start animating stuff.

It's been my understanding that the multiresolution modifier is a good way of adding more detail to your meshes.

It's also been my understanding that Shape keys are a good way of animating complex/subtle animations that are hard to do with bones.

When googling around i find some posts (i presume outdated) that suggest these two methods are incompatible with each other (examples: here, here,here and here). However, when experimenting around i find that when applying shape keys to the base mesh, blender seems to interpolate the position of all the higher resolution vertices based on the position of vertices in the base mesh, thus shaping the overall shape without losing the details stored within the multiresolution.

So my question is: Is this still a bad idea? and if so, why?

I am aware that one can bake the normals of the multiresolution model onto the base mesh, but then i would have to figure out how to correctly combine these with my procedurally generated bump map.


texts: Toggling my object's multiresolution modifier caues it to offset from the origin point so that the mesh appears in a different location

texts: The object with the modifier on it appears lower than the actual mesh, and I can't get them to align. I've tried applying location, resetting origin, etc. There are no other modifiers on the mesh. I suspect this happened because I originally had cloth physics active on the mesh that made it fall and hit a plane, and might've done work in sculpt mode at a frame in the timeline where the mesh was lower than the starting point, but I can't replicate this issue with another object. The offset is present in every mode except edit mode. I'm using 2.9 and tried opening the file in older versions but nothing changes. The only time it appears at the origin point when the modifier is toggled is when the preview subdivision is set to 0.


texts: My Objects, Planes, Meshes aren't rendering correctly

texts:
I started using blender this year in another computer and all worked nicely until I migrated to a new PC.
I started making a room for a new scene, then I noticed it doesn't render

Then I started looking on old work that used to render correctly, for example this sword:

As you can see, the object indeed does have an appearance in my render but does not show it's body and properties.
Things/tutorials I've tried:
1-Reset blender to it's factory default
2- https://blender.stackexchange.com/questions/964/object-not-visible-in-render#:~:text=In%20object%20mode%20press%20W,objects%20visible%20in%20the%20render.&text=If%20there%20are%20objects%20that,This%20toggles%20camera%20visibility
3-https://blender.stackexchange.com/questions/53632/render-result-is-completely-blank
Lastly
4-https://blender.stackexchange.com/questions/67490/why-does-my-object-not-show-up
Nothing seems to solve my problem.


texts: I am trying to make a game where a player can drive a car. I want to have a lake that the car can drive into and splash. I am not very good with the game engine especially at coding. If I can't simulate the fluid how would I make it so that when the car goes underwater it looks realistic.


texts: Change the type of my script from Module to Script

texts:
I have this MouseLook script, and i want use it as a normal script, not Module.

Here the script:

from bge import render
from mathutils import Vector
from math import pi

CAP = (pi/2)-0.1

def get_window():
    return (render.getWindowWidth(), render.getWindowHeight())

def get_window_center():
    window = get_window()
    return (window[0]//2, window[1]//2)

def center_mouse():
    center = get_window_center()
    render.setMousePosition(center[0],center[1])

def look(cont):
    own = cont.owner
    m = cont.sensors['Mouse']
    head = own.children['Tete']

    sensitivity = own['Sensibilite']*0.001
    smooth = own['Smooth']

    if 'oldX' not in own:
        center = get_window_center()
        own['oldX'] = center[0]
        own['oldY'] = center[1]
        render.setMousePosition(center[0],center[1])
    else:
        source = Vector(get_window_center())
        mpos = Vector(m.position)

        x = source.x - mpos.x
        y = source.y - mpos.y

        own['oldX'] = own['oldX'] * smooth + x * (1.0-smooth)
        own['oldY'] = own['oldY'] * smooth + y * (1.0-smooth)

        x = own['oldX'] * sensitivity
        y = own['oldY'] * sensitivity*(render.getWindowHeight() / render.getWindowWidth())

        own.applyRotation([0,0,x], False)
        head.applyRotation([y,0,0], True)

        ori = head.localOrientation.to_euler()
        if ori.x <= -CAP:
            ori.x = -CAP
        elif ori.x >= CAP:
            ori.x = CAP
        head.localOrientation = ori

        center_mouse()

I actually use a Module python controller (Mouselook.look).


texts: I have a cube and have applied the Build Modifier on it. Is there any way to start the build from one end and gradually build it fully to the other end?


texts: How to animate the creation of a straight line?

texts: Is there a simpler way to animate a straight line being created with out the huge overheads of thousands of polygons of dupli-objects in a particle system? Something like the con-trails of a jet plane. I'm exploring how to animate the creation of geometric solids in 3D space. I tried animating the extrusion of a single vertex but I don't think that can be done (is that right?).


texts: Working with VRML 1.0 files in the current version of Blender

texts:
I have a set of VRML 1.0 files that have been exported from SolidWorks. I need to import these into Blender, work on them, and then export them back into new VRML 1.0 files.

My predecessor had been working with Blender 2.49b, which apparently had a VRML 1.0 option under the File → Import menu. I would like to use the current version of Blender, but it does not seem to have this option; it seems to only support VRML 2.0 instead.

Is there any way to enable VRML 1.0 support in the current version of Blender? Is the previously built-in functionality now available as a plugin?

If not, I would appreciate pointers to any activity related to the removal of VRML 1.0 support from Blender (such as discussions or commits). I've looked through the
release notes for recent versions, but they didn't tell me when this support was dropped, so I'm not sure where to start looking. If necessary and practical I'd consider doing some work on the VRML 1.0 import/export code to get it working.

I had been hoping that VRML 1.0 supporting was implement in Python, as the VRML 2.0 support is, so that it could be pulled into a Blender plugin. Unfortunately, it's not. I just took a look at the source for Blender 2.49b. VRML 1.0 support is implemented alongside several other "exotic" formats in /source/blender/blenkernel/intern/exotic.c.

The Blender exporting code is in the write_vrml function, but I was initially confused looking for the importing code. It turns out it's implemented as read_inventor, because VRML 1.0 is a subset of the Autodesk Inventor 1.0 ASCII format. That's good to know; maybe the support I'm looking for is available somewhere under the Inventor label.

It's definitely not built-in to the current version of Blender, though: there are no interesting hits for "VRML 1.0" or "inventor" in the source.


texts:
I have been struggling with this problem for a while. I am trying to create clouds using volumes. I have figured out settings that works great and the outcome is like I want it to be except it renders blurry!
I would like to get the cloud as sharp as possible but haven't figured out settings that helps me. Or is it so, that volumes cannot be used for sharp objects?
I am a beginner so I have not changed for example my rendering settings.
I am also using hdri to get lights to the cloud - and tried it with different strengths: 0-30.
All help appriciated! Thank you!


texts: I can't find my play button in the Timeline, just the left half of it is visible on the right side of the header

texts:
So I had it a view times, that I was missing my play button in the Timeline. I searched the Internet but couldn't find help yet.
The bar with the play and pause symbols isn't completely gone. The left part is visible in the left corner of the header but I can't access the other half, as shown in the picture. I tried scrolling. It could be a bug, but maybe it's my fault.
I use Blender 2.92. When I open a new project it's normal again but when I load the previous  file again it's still there. I can start the animation by hitting spacebar.
In need help.


texts: How can I animate an object to have a different material? I made 10 different materials and I want to make a sequence of this object with all (animated) materials.


texts: Spotlight cone has a black frame in all views

texts: I'm using Blender 2.8, using the Eevee render.  I have added a spotlight.  The cone and the 'light bulb' show as black lines in any view, it's a bit like a wireframe.  Any idea how to get rid of these lines?


texts: Accessing keys() of objectcollection in custom menu

texts:
So, I was creating a custom menu (in 3dview) of active greasepencil colors, for switching between them when coloring my 2d animation, I wrote a script which was to invoke the keys() assigned to these colors  but it was not giving any output nor any error.

When I used the same script with some modifications to display the names of colors it worked fine. Why are no keys() getting displayed?

import bpy
from bpy.types import Menu

class GPcolorsMenu(bpy.types.Menu):
    bl_label = "GPcolors"
    bl_idname = "gpencil.GPcolorSwitch"

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

        #display active palette
        palette = bpy.context.scene.grease_pencil.palettes.active
        row = layout.row(align=True)
        row.label(palette.name, icon_value=layout.icon(palette))

        col = layout.column(align=True)
        col.separator()

        #display color keys()

        for color in bpy.context.scene.grease_pencil.palettes.active.colors:

             row = layout.row(align=True)
             row.prop(color,'keys()',text ='') #<---- no output/no error
             #row.prop(color, "name", text='') <--- example works as expected

def register():
    bpy.utils.register_class(GPcolorsMenu)

def unregister():
    bpy.utils.unregister_class(GPcolorsMenu)

if __name__ == "__main__":
    register()

bpy.ops.wm.call_menu(name=GPcolorsMenu.bl_idname)

Another shot at the code -
(Oh ,no ! still getting an error - NameError - name ‘get’ is not defined )

import bpy

from bpy.types import Menu

class SimpleCustomMenu(bpy.types.Menu):

    bl_label = “GPcolor”
    bl_idname = “gpencil.GPcolorswitch”

    def draw(self, context):

        layout = self.layout
        #palette = context.active_gpencil_palette

        for color in bpy.context.scene.grease_pencil.palettes.active.colors:
            row = layout.row(align=True)
            row.prop(color, get(color), text='')

def register():
    bpy.utils.register_class(SimpleCustomMenu)

def unregister():
    bpy.utils.unregister_class(SimpleCustomMenu)

if __name__ == “__main__”:
    register()
    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)


texts:
My model includes a path (representing an arm of a little stick-man) with three points.  I want two of these points to remain fixed, and the third (the "hand") to move with time, as if he is waving.

I imagined I would be able to insert keyframes for the path's third point, but that doesn't seem to be possible.

Is there a way to move only one point in a path (i.e. change the path) with time?

Alternatively, is there another way I can achieve the effect please?


texts: How can I reset Physics for fluid simulation?

texts:
I created a water simulation, added a cube as domain and applied collision to the ground. It didnt work, the water just went through. So, I decided then to apply Boolean to the cube domain that way it could get the shape of the ground and avoid to apply another collision object. The simulation just baked as it were a cube, it didn't follow the shape after Boolean. the water it's just passing through as shown in the picture.

I have tried different ways but can't get to reset the water simulation and follow the shape of the ground.
I never hit the bake button but it seems to be saved somewhere. How can I reset previous bake of water simulation?


texts: Moving mesh in pose mode is deforming inappropriately

texts:
My first character rig. I have pauldrons that are supposed to be in line with when the upper arm moves but when the upper arm moves, they deform horribly.

As you see it becomes smaller...

but when I move the clavicle, the pauldron moves just fine and doesn't deform

How do I get this movement on the upper arm without it deforming, like the clavicle's movement?

.blend file


texts:
I'm currently working on a stylized character. The goal of the project currently was to apply/learn topology on exaggerated characters. I've run into a problem because It seems that I've used the wrong type of topology approach. I've been following Danny Mac's video (I'll put a link for it below), great tutorial, but It seems like I've interpreted vertex for vertex of what he was doing instead of understanding the whole concept and mechanics of retopology for characters.

Any suggestions on how I could go about fixing it?

Thanks

Link to Danny Mac's Retopology Video: https://www.youtube.com/watch?v=3L8eZAwmG2E


texts: How to limit (mask) proportional editing in Blender 2.8?

texts:
I want to prevent proportional editing on certain vertices.
Maybe I'm searching for the wrong word or phrase.
Limiting editing to a certain vertex group would help.
Masking also gives me no search results.
I tried locking vertex groups, but it does not disable editing its vertices as expected.

The only answer you find is hiding, yet hiding is not a solution. It is -- by design :) -- making parts of the mesh invisible.
For example if I want to close an eyelid I would need the lower lid to be visible yet not affected by editing the upper lid.
So hiding is a workaround if you duplicate the whole mesh, but is there a solution?


texts: Why do the knees in my rigify rig bend backwards?

texts:
I read about this issue a couple of times but found no explaination what causes this behaviour.

When the feet are in a default position the bend works as expected, but if I put one foot slighty forward I get this:

First I thought that the bones chain might not have enough angle for the IK solver to determine in wich direction to bend, so I increased the bending of the knees in edit mode but that doesnt help at all. As you can see in the gif, there is also no flipping happening so this cant be the issue.

Can someone explain whats happening here?


texts:
I'm trying to learn materials, and there are so many options! I'd like to be able to compare side by side the effect of changing certain values.

Is it possible to keep old renders open?


texts: video sequence editor- how to render video with reversed picture order?

texts: How can I reverse the picture-order (like the rendered video plays from end to beggining) in VSE? is there a quicker way than to render it as individual pictures and renameing them so that the order switches?


texts: Can I change the default color for Relationship Lines?

texts: Sorry but I didn't found where to change the default color for relationship lines (for constraints and parents) among Theme settings. Since I really really need to do so in the current project. Thanks in advance!


texts: Can I change the active property using python?

texts:
When we click on property in blender this property becomes "active". By the active property I mean the property which receives input from keyboard.
I made an add-on with lots of properties of input, I want to change the active property using python so that when the user enters a value in a property and hits Enter the next property becomes automatically active and waiting for input from user. Is that possible?


texts: Dark artifacts when rendering CAD-type model

texts:
I'm new to Blender (but I've known Maya for years), and any help y'all can offer would be greatly appreciated!

I'm having a problem similar to the ones in these posts, but the solutions offered there haven't solved my problem:

[SOLVED] Weird shading bug and rough render (CYCLES)
Shader artifacts rendering in some spots of the mesh

I'm working with this model that my company bought for a project:

Full Kitchen Scene 3

The mesh seems to be generated with a CAD program. It's not pretty; lots of long skinny triangles and whatnot.

I'll focus on one example of the artifacts I'm getting.

Here's what I mean about ugly geometry:

When I render it with Cycles, it has dark areas:

The mesh is ugly, but the normals are all pointing out and I've removed duplicate vertices.

Has anyone run into this before? I could really use a hand!


texts: How to transform (translate, rotate, scale) Vertex Groups using drivers?

texts:
I'm trying my hand at procedural modelling using Blender. Houdini is known for procedural modelling, however, I want to achieve the same with an open source software like Blender.

I am currently trying to model a simple window frame with a cross (+) shaped frame in the middle. I want to adjust the width and height of the frame while still maintaining the integrity of the original shape. I've attached the .blend file. When I scale the frame width along the X or Z axis, the corners of the frame gets stretched out creating weird distortions.

I thought that the simplest way of getting rid of the distortions is by simply translating the vertices at the corner in the X or Z directions, thus giving us the illusion of scaling them along the X or Z axis. So I created vertex groups for the corner vertices, but how do I translate just the vertex groups with the help of a driver?

My driver object is an empty cube seen below the frame that has a few custom properties such as WinHeight and WinWidth which is supposed to achieve what I mentioned above. Is there a way for the driver to control only those vertices of the vertex group or is this not possible in blender?

Thanks in advance.


texts: Need help flattening one mesh onto another

texts:
I'm trying to make armor for skyrim I have a model of the body and the armor I'm trying to create. I can't simply merge the vertices as they have different vertices count and they have too many in general so I wouldn't be able to merge them all successfully. So I was thinking of turning to sculpting and seeing if its possible to flatten the armor mesh onto the body, someone please help.

This is the armor I am currently trying to edit:

This is the body:


texts:
https://www.youtube.com/watch?v=0trhFMBdVzI&feature=youtu.be
Video of the problem

Right, so I have a problem. I just downloaded 2.8beta and I can't unwrap anything it seems. Unless I am completely misunderstanding a new workflow.

Seems when I try to unwrap something, it doesn't appear inside the UV editor.
And whenever I try to open a side panel or do anything there I get a message that reads

Tool 'Select Box' not found for space 'IMAGE_EDITOR'.


texts: Can any one give me tips on how to make a certain material with nodes?

texts: My friend who is a car spray painter showed me a photo of this cool crystalized paint job. I thought it would be cool to see if I can do it in 3d. I am completely stuck and I can't find any videos or links on how to make it.


texts:
I'm currently making an airplane in Blender. Yesterday when I saved and closed Blender, the. vertices where still there. Now they are not (see screenshot). Anyone have any ideas?
When I create a new file, the vertices are there.


texts:
I recently tried the final release candidate of blender 2.76 and the file browser is extremely slow. Regardless of what opens the file browser, it will take 20-30 seconds to open up and freezes my blender until open. This did not happen in 2.75 as far as I'm aware and it seems 2.76 introduced an improved file browser.
I've tried empty scenes, different versions of 2.76, but nothing changes and It's really killing my workflow.

Any suggestions?


texts: Cycles render using GPU gives CUDA error

texts:
Running Blender 2.77a on LXDE - can't use GPU for cycles render. Error is 'CUDA error at cuModuleLoad: Invalid kernel image'.

Am using kernel: 3.13.0-92-generic.
Version: Distributor ID:    Ubuntu
Description:    Ubuntu 14.04.4 LTS
Release:    14.04
Codename:   trusty

Works perfectly using Blender 2.76 or 2.76b


texts:
I would like to mirror textures independently. I know using flip U or V in mirror modifier does the job but it flips all textures. I would like to know if we can mirror textures independently without affecting other textures.

[Note: The above image is the mirrored side]
I would like to only flip the logo and not the doors and windows.


texts: Using CHIP cluster to make a render farm?

texts: The $9 CHIP computer has mali 400 GPU. Can a number of this be used as a render farm? Will it be a cost effective alternative?


texts: Can I edit XYZ simultaneously in pose mode?

texts:
With most objects, I can drag my cursor through the XYZ properties, enter a value, and hit return to confirm. This changes all 3 values at once, like so:

For some reason this process doesn't work in pose mode. It even shows all the properties changing in preview, but only one changes after hitting return. Here's the same process in pose mode:

Am I doing this wrong? Is there another way to input values across multiple channels simultaneously?


texts: Export model to unity with multiple textures

texts:
So I've searched a lot on this topic, but I simply can't seem to find a tutorial explaining how I can add multiple texture to a single model (different textures to each face of for example a cube) an export it into unity3d.

I've found outdated tutorials, where the controls has changed so you cannot do it the way they show.

All I'm trying to do, is add 3 different textures to a single cube and then import into unity3d with the textures.


texts: Blender 2.8 render farm on DL380 Gen9 w/ Virtual Shared Graphics Acceleration

texts: We're looking to upgrade our render farm from 2.79 to 2.80 using a Tesla M10, Quadro P6000, or Quadro RTX6000 and enabling Virtual Shared Graphics Acceleration on DL380 Gen9 – We're trying to meet the OpenGL 3.3+ requirement in particular and this would utilize VMware’s 3D driver, which does have support for OpenGL, but would need to be certified by Blender if it is not already. I searched Blender’s site but could not find anything regarding the certification of VMware’s driver. Would Blender devs be able to comment/answer or is this more appropriately directed at HPE/VMWare?


texts: Image Alpha Background Renders Black when using "Import Images as Planes"

texts:
I must be missing something here.  I'm doing an extremely simple Import Image as Plane using the AddOn and the imported image has an alpha background but it renders (and even previews in the material preview) as black where the alpha background should be.

When I import, I select Emission & Transparent so the material setup is automatic.  I've read similar issues but people are typically missing the transparent node and connecting the Alpha channel from the image into the Mix Node factor.  But this is all here.

I must be missing something really stupid but I've wasted so much time trying to fix this thing.  Any help would be greatly appreciated.

Not sure if it matters but I'm using 2.74 RC2.

Many thanks!

I created this dummy blend file to test outside my project but problem still exists.  Here is the simple .blend file: AlphaTest


texts: Link one object's property to another object's different property

texts:
New to Blender and just can't find a way to do this after a few days of googling. Any help much appreciated!

Is it possible to link the value of one object's animation Channel (for example the X-Location keyframe values) to another object (for example its Y location)

I don't want to copy the keyframes from one to the other. I would like the two to be dynamically linked so that moving the first object (adding keyframes) along the X axis automatically moves/adds keyframes to the second object along its Y axis.

Ideally I would also like to be able to alter the keyframe values being linked - so for example, Object1's X Location value when linked to Object2's Y Location value might be offset by 50 and inverted about the y-axis [ Object2_YPos = -(Object1_XPos+50) ]. Or the difference between Object1's X and Y co-ordinates would dictate the size of Object2 [ Object2_Scale = Object2_Scale*(Object1_YPos-Object1_XPos) ] that kind of thing.

For any of you who know Adobe AfterFX, I'm hoping to do something like linking with expressions:
https://helpx.adobe.com/after-effects/using/expression-basics.html#edit_an_expression_with_the_pick_whip

The big picture: I have complex data imported from a CSV file that includes a long list of three data points over time:

0,10,5,120
2,20,5,100
3,30,15,120
etc.

I've successfully imported this data and added it to my objects as keyframes. The first value is the frame number, then the different objects use each of the following values along different axis. So Object1 reads the CSV as:

frameNum,xLoc,yLoc,zLoc

and Object2 uses a slightly different import template:

frameNum,yLoc,xLoc,zLoc

The problem is that I end up with the same data in two different Actions which seems inefficient (I have a lot of data points; 1 per frame over 50000+ frames). Is it possible to have an Action that exists once in the Dope Sheet editor but which is used in different ways by different objects?

Update: As I typed this, 'Similar Questions' started to appearing which seem to suggest that the answer might be Drivers and/or animation nodes. All very new to me, so I'll go and investigate and post a reply to myself if I solve it. In the meanwhile, can anyone help point me in the right direction? I'll be very grateful for any help, advice and/or exemplar blender files as I find the docs a little cryptic at times :)


texts: How can I render the way the render preview renders?

texts: I'd like to be able to render in cycles without the annoying tile system, just letting Blender keep working on the overall image, until I like the way it looks. Just like when I hit shift+Z, with preview samples set to zero. Is there a way to do this?


texts:
I have an issue where my faces are unwrapping out of order (it would seem).

I've selected all my faces and unwrapped them, but there is ONE face that seems out of order during texture mapping.

You can see the circle that doesn't complete properly.

I have this issue often. Is there something I can do to sort the faces?


texts: Deformated mesh after exporting model from Blender to Substance Painter

texts:
I am trying to learn substance painter with blender. Until today i have not got problem.
Today i was working on my model of heater and i was trying to export it from blender to substance painter. Problem is in Substance painter when i have deformated mesh and i do not know what to do.
I was trying find solution at google for it but i did not find it.
Mesh faceing is fine.
Transforms are reseted.
I tried OBJ and FBX exporitng same result.
BLENDER : https://imgur.com/RLx86qK
https://imgur.com/nW1LGYp
https://imgur.com/YqksK5W
SUBSTANCE PAINTER : https://imgur.com/SiCeCjq
https://imgur.com/kWCdvYz
https://imgur.com/LbAhtS3
Thanks for answears !!


texts: How to correct surface normal for translated object

texts:
**Edit - I'm willing to pay a $15USD bounty via Paypal for the accepted answer to this question.

I have a script which generates random points on the surface of a sphere and then places cone objects at each point.

Using the emitter.closest_point_on_mesh call I can get the surface normal from the sphere at a spot very close to the generated point and then apply that normal to the rotation of the cone object, thereby pointing the cone out from the surface of the sphere at an angle that very closely approximates the normal from the sphere surface.

However this only works when the sphere is at the world origin point. When I move the sphere, it no longer works. The cones no longer point away from the sphere surface at the normal direction.

I've tried different techniques involved multiplying the sphere's matrix_world value by the normal, but I can't seem to find the right combo to make it work.

Any help would be GREATLY appreciated!

import bpy
from mathutils.bvhtree import BVHTree
import mathutils
import math
import bpy_extras
from bpy_extras import mesh_utils
import timeit
from random import random
from math import radians
from mathutils import Vector
import bmesh

scn = bpy.context.scene
objs = bpy.data.objects

def DeletePreviousParticles():

    for o in bpy.data.objects:
        if o.name.startswith("particle"):
            objs.remove(o, True)
    #select sphere to update window
    sphere = bpy.data.objects['Sphere']
    bpy.context.scene.objects.active = sphere

def PlaceParticle(emitter,src_obj, point):

    dupCount = 0
    maxObjectDimension = 2

    new_obj = src_obj.copy()
    new_obj.data = src_obj.data.copy()
    scn.objects.link(new_obj)
    new_obj.animation_data_clear()

    new_obj.location[0]=point[0]
    new_obj.location[1]=point[1]
    new_obj.location[2]=point[2]

    new_obj.name = "particle_" + str(dupCount)
    dupCount+=1

    #calculate normal from surface of emitter
    partLoc = new_obj.location
    surfaceNormal = emitter.closest_point_on_mesh( partLoc )[1]
    print('surfaceNormal' + str(surfaceNormal))

    #the following line does not work when emitter object is not at world origin point
    new_obj.rotation_euler = surfaceNormal.to_track_quat('Z', 'Y').to_euler()

def Main():

    emitter = bpy.data.objects['Sphere']
    src_obj = bpy.data.objects['sourceParticle']

    print("starting------------------------------------------------------------")

    DeletePreviousParticles()

    me = emitter.data
    me.calc_tessface() # recalculate tessfaces
    tessfaces_select = me.tessfaces #[f for f in me.tessfaces if f.select]
    pointList = bpy_extras.mesh_utils.face_random_points(1, tessfaces_select)

    totalPoints = 20
    pointCounter = 0

    for p in pointList:

            if(pointCounter<totalPoints):

                mat1 = emitter.matrix_world
                adjPoints = mat1 * p

                PlaceParticle(emitter, src_obj, adjPoints)

                pointCounter +=1
            else:
                break

    print("done")

Main()

Here's the source file:

@rjg - Thanks again for your help! I've made a 15 Euro donation to the Blender Foundation as requested.


texts:
I am trying to convert a 3D mesh into a 2D Mesh Outline or Mesh Silhouette. Similar to the MeshOutline Command in the Rhino3D software. Any help would be greatly appreciated.

Thanks!


texts: Is this a correct way to do procedural bumps in Cycles?

texts:
in the following pic, I've marked in yellow how I'm thinking the procedural bump map is done in Cycles, but I'm not sure. Is there a better way to do it?

Let's say the material is applied to the default cube.


texts: Is it possible for a single object to have more than one mesh?

texts:
I have two objects, A and B, each with their own meshes. Is it possible to take the mesh of A and put it inside B but still keeping it separate from the original mesh of A? How can this be done?

For elaboration, please see the image below:


texts: What is the proper way to update a portable Blender installation while keeping user settings?

texts:
The Windows portable installation has (or can have) the user settings folder (named '2.77' for instance, containing all the user preferences) next to all of it's files - which is perfect for me, since I can sync the whole installation via cloud drive.

But what is the proper update procedure in such a setup? A freshly downloaded portable installation already has a user settings folder, containing for instance the add-ons folder. So to keep my add-ons, I was simply renaming my user setting folder to match the downloaded one ('2.76' to '2.77' for instance), and then copied all downloaded files over existing ones, overwriting them. That works, but I'm not sure if that can introduce problems in the long run? And if there is a better way of doing the same thing (updating a portable install while keeping settings and add-ons)?


texts: How do I create uvmap in order to apply texture to bezier curve

texts:
I have created a bezier curve to represent a fuel bowser hose. I would like to apply a texture to the hose  and export it as a part of my project but for some reason I am unable to generate a uvmap so I can create a texture for it.
I do know how to generate and apply uv texture maps for other objects such as cubes/cylinders etc.
I am also having the same issue generating a uvmap for a chain-link fence I created (from youtube video) so I am summizing that I must have to convert the bezier curves into something else before generating the uvmap. Obviously I am missing something!
Any help is greatly appreciated.!
Aus67


texts: Best way to rotate a vertex selection using a Modal?

texts:
I'm trying to figure out how I should set up a modal operator that would rotate a vertex selection in Edit Mode, based on the MOUSEMOVE value, very similar to the default rotation in blender. I'd modify the script further later, to achieve some particular functionality.

The problem is, that if I enter bpy.ops.transform.rotate() or bmesh.ops.rotate() inside the def modal() function, what I get is that with every MOUSEMOVE event (every pixel that the cursor moves on screen), the rotation is triggered and thus every time the user moves the mouse by one pixel, the selection is rotated by a given value. What I'd like is that the mousemove simply update the rotation value. In other words, I'd like there to be a rotation happening that gets its value from the modal mousemove distance. What I have right now is the rotation command simply running with every mousemove and adding a certain amount of rotation to the selection. Hope that makes sense.

I've tried many things unsuccessfully, but I don't want to make this post unnecessarily long by describing all my attempts. I'd really appreciate some suggestions on the best way to achieve a Modal rotation operator pretty much exactly like the rotation works in Edit Mode...


texts:
Can I assign a toggle shortcut to the Cursor Depth feature in User Preferences?

Thank you advance.


texts: Rendering an animation, all works except frame 2?

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I made a text into video, and put in a melting part in there (fluid sim). I tweaked it to keep my PC from blowing up until I have that 8 core.

In the media player in Blender all shows up great.
In the render preview it all shows up great.
When I press the animate button it looks how I want it to look.

Then, on frame 2, it will get stuck in synchronizing the task for ever. So I manually went to frame 3 and that works as well.
Start the animation render from frame 3 to 200 and it all runs.

The only frame not rendering is frame 2. There must be something of at that frame but no idea what that could be.
(Since as far as I know all settings are the same from frame 1 until the last frame 300.)

res 512. render to PNG 16bit.

Who has an idea where it might get stuck on?


texts: How do I change all the locations of multiple objects in multiple key-frames by the same amount when duplicated?

texts: I have an animation with 13 different objects at around 0,0,0. They each have 9 key-frames. I want to duplicate it 40m above it (0,0,40) so that there is another exact same animation playing 40m above it. When I do that, It adds 40m to all the z location of objects, but not the z location of the key-frames. So, when I start the animation, the duplicated objects teleports back to 0,0,0 as the key-frames locations are not changed. How do I fix that? Is it possible to also add the z location inside the key-frames when the object is duplicated just like it does to the z location to the object's original location? Or is it possible to add all the key-frames z locations by the same amount (40m)? I tried changing every key-frames, but it takes forever, as there are 117 of them, which I have to calculate the sum of 40 for each of them for a long time (There are decimals and negative values of locations too).


texts: What is the Expression Script to add both Location and Rotation in Drivers?

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Hi guys I'm asking for a simple question. I have a facial rig with several components. I made a shapekey for corrective so the bone can drive both of the components.
For the eyebrows, I added  variable to rotate in the negative direction I wanted to be in Local Z axis however I wanted to add another var stacked in one driver for Local Location Y to go in a positive direction.
If I simply typed "-var"  then both of the attributes for location and rotation go in the negative direction.  Is there a script where it allows to isolate for each of the transformation to go in the opposite direction?
I don't want to go through annoying process where I have to create or duplicate shapekey just to create another drivers to go for independence for each transformation.


texts: How to render over camera border or overscan?

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i want to render over camera border, i don't know what it's called in Blender, but in Nuke it's called OVERSCAN which you can render outside the camera border (or bigger than the actual resolution) which then saved as .exr (exr can save area outside your visible resolution). Of course i'm not allowed to change the focal length. The camera tracking was done in Nuke and sent to Blender to build the 3d and i need to send the render files back to Nuke with exact focal length except i need to render beyond the border (overscan) because in Nuke it will be added lens distortion which will shrink the images (render files) a bit. If i don't do overscan , there will be a black around the images after applying lens distortion in Nuke.

So how can i do OVERSCAN in Blender ?


texts: Draw tool in Texture Paint is not working

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Draw in texture paint is not working. All of the other tools like spill and mask work but draw has no effect on the map or the model.

I did open a new file to test my work and on the new file the draw tool works correctly.

I created a new object in the same file and the tool, again did not work.


texts:
I updated my Blender from 2.82a to Blender 2.83 yesterday and when I tried to render my scene, which I was working on fine with 2.82a, my computer locks up and shuts off.

I took to combing the firs page of a Google search for similar issues and I found this guy having the same issue.

So I updated my drivers, ran it again, and same issue. the whole computer locks up and reboots.

I've uninstalled and reinstalled both versions now and it is still happening.

it doesn't affect the 2.8a at all, I have been working there all day no problem.

I can render a standard cube, it just has a hissy fit on my project.

My Computers specs are:

CPU AMD Ryzen 5 1600 Six-Core Processor 3.20 GHz
GPU Radeon RX 570 Series
RAM 40 GB

Could this be because my project was created in an early version?
Is it hardware?

I found this guide for doing a clean install of my graphics card drivers.

I followed along, and now I could see a render of cycles in the viewport but it still wasn't rendering without locking up my computer.

I checked the Preferences>System>Cycles Render Devices and I saw that my graphics card was enabled but my processor wasn't. That explains why it just about handled the render preview.

Enabled my processor and it it completed a render in 2 minutes which is insanely fast but left what looked like a burn mark across it.

I switched back to render preview and it's crashed again.

The screen flickered and then turned black.

Not sure if this helps diagnose anything


texts: Fluid: How to convert the simulation to a series of meshes?

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Once you've baked your fluid simulation, you can apply the Fluid in the Modifier panel in order to get one mesh that you can edit etc...
But how can you get the whole series of meshes, i.e. one mesh per frame?


texts: Can't get a specific mesh to render (though everything else renders fine)

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Trying to make my first 3d animation. Spent the past hour looking through fixes for similar issues but nothing has worked for me so far. This is really weird because I don't think the object is entirely invisible. Rather than describing, I'll share screenshots of 1. solid mode viewport, 2. material preview mode viewport, 3. rendered frame (note the eery black outline of meshes face, I'm certain it is the face because when I move mesh that black outline moves in render). What's weird is, I initially had this working perfectly, but after changing the keyframes for my animation (spacing them out), adding a floor and background it just stopped showing the humanoid mesh. I'm also unsure why it's completely black but that is not my primary concern right now. Things I've tried: hiding and unhiding in viewport, disabling and enabling in rendering, clear all resrict render.
Blend file (sorry, blend-exchange was taking forever so I uploaded to google drive):
https://drive.google.com/file/d/1_oInTQqhWHFPOl7p9XTM6LVqx6N-9wEc/view?usp=sharing


texts: Is there a way to turn an obj into a partial shrink wrap for another obj to deform into?

texts: As you can see in the image below, I have two faces. One with a complete head, and another as just the face. I'm trying to deform the one with a complete head to match that of the 'face'. Shrink wrap doesn't work as it just causes the entire head to shrink into the mask and I cannot combine it as the mesh for the head cannot be deleted/merged as I plan to use it as a morph target in Daz3d. Any help would be appreciated.


texts: Pivoting multiple objects around Cursor doesn't change individual object orientation (2.8+)

texts:
Following the Blender Guru Wrecking Ball tutorial and ran into a hitch at 4:47 with Cursor Pivoting.
I've successfully snapped my Cursor to the selected object, selected Transformation Orientation: Cursor and Transform Pivot Point: 3D Cursor (see image below):
When I select all objects, then rotate with hotkey R, the objects rotate around the cursor - but they keep their initial orientation. The links in the chain stay upright until they are no longer linked:

This happens when the Transformation Orientation is set to Global as well.
From the tutorial, my expectations were that rotating the chain would preserve the orientation of the links in relation to each other, without grouping or making a parent object.
The tutorial had me reset the origin of each link to its center of mass (which worked as expected), did not have me group or parent the objects, and while I've goofed around with the Active Tool's Transform: setting (I've tried checking origins, locations, and both, and nothing worked) I'm sure this is a result of an incorrect setting somewhere. Adding a parent:child object relation between the bottom of the chain (children) and the top link (parent) entirely prevented movement, so that wasn't it.
How do I rotate the chain of objects around the cursor as pivot point, in a way that rotates the individual objects at the same time?
Please share the link if this is a duplicate question - I saw this post and it covers how to pivot objects around the cursor, but doesn't address what could go wrong when the object's orientation doesn't rotate along with its location.
Config:

Blender 2.82a
Mackbook Pro (Catalina)
Actions attempted from Object Mode
Objects blue due to the Geometry: Face overlay


texts: I understand that both of them convert color values, but how are they different/similar? In other words, what are examples of situations where one would be better than the other? I understand more or less how the RGB curves work on a technical level (converts X input to Y output) but I'm less sure about color ramps. I have also seen people matching RGB curves to the information found on refractiveindex.info for realistic materials but I'm really not sure as to how this work (I could make a separate question for this if necessary).


texts: How to make my animation smooth like a curtain falling down

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I have created a flexible pipe and i want it to drop from the top like a curtain falling down smooth way.

I want the mesh hit the bottom ( red x axis) . The animation is getting finish at the middle. The middle part of the pipe wrinkle not seen after it fall down. The bounce of the mesh also to much. I want to make it look realistic as if the pipe falling like a cloth down with a little bounce and going up later. Any way to achieve in a good way other than my method. Thanks


texts: How do I remove that artifact (marked with a blue circle)


texts: Detect if using retina display from python

texts:
I've got some BGL drawing code which draws some outlines over nodes in screen-space coordinates. It accounts for the DPI settings in the User Preferences and scales up the size and position of drawn objects accordingly.

The problem is, if a user is using a Retina display, the DPI value in the preferences doesn't actually change, even though it virtually doubles, thus the screen coordinates are all wrong:

The red outlines are supposed to sit exactly on top of the nodes. This works fine on a non-retina display.

So how can I check whether blender is running on a Retina display from python?

The code is all here: http://hastebin.com/gipifamoco.py - at line 607 is where I take into account the DPI and
"Virtual Pixel Mode" option in the user prefs (which can be set to 'Double' to simulate using a Retina display, but stays at 'Native' when using an actual Retina display)

So theoretically I'd like to be able to change:

retinafac = (2 if bpy.context.user_preferences.system.virtual_pixel_mode == 'DOUBLE' else 1)

to:

retinafac = (2 if (bpy.context.user_preferences.system.virtual_pixel_mode == 'DOUBLE' or <using retina display>) else 1)

where <using retina display> is the check.


texts: Dragging center point of cube won't drag all edges to corners with it

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I'm so sorry if this is a horribly asked question but I am very new so I do not know all the terminology yet. I however do have pictures so that I can show the problem.

What I have now:

What I want is instead to have the left and right corners to form edges like:

But right now that only happens to only 2 of the corners. How do I get it to drag all 4 of the corners when I translate the center vertex?

EDIT: It appears the corners that this happens will change depending on my shading
Rendered:
The corners that do not follow are next to each other now.

All others: Above, opposite corners


texts: Why won't Blender select all visible faces?

texts:
I'm trying to select just the faces the camera can currently see to do some specialized uv mapping for them.

If I leave "Limit Selection To Visible" off, I can select all visible faces - but also all non-visible faces.

When I click this on, though, it doesn't seem to select all visible faces - just some of them.  Please see screenshots, one showing me using border select to select the faces, and one zoomed in a moment later showing what was actually selected.

What am I doing wrong? Is there some sort of tolerance config parameter somewhere?

EDIT

Per @Vince's comment, I should clarify what I think I'm doing.  In the first screen shot, I took a camera, right clicked on it, went into camera perspective via ctrl-num0, put a mesh in edit mode, Select > Deselected All, pressed B to start border select, made sure Face select was on and "Limit Selection To Visible" was on, and you can see me dragging from top left down to bottom right over the mesh.  I expect that every face visible in this view should be selected.  HOWEVER, immediately afterward, when I zoom in (second screen shot, all I did was scroll the middle mouse button), you can see that not all the triangles were selected.  There's a patchwork of white areas, which are the selected triangles from that operation, but all of the dark areas are faces that were facing the camera but weren't (for some reason) selected.  I expect that all of these should be selected (ie white).

Furthermore, if I try this exact same thing again zoomed in, more things that weren't selected become selected; and if I start over but further zoomed out, even fewer faces end up selected in the end.

And yes, this is a straight flat noob question about selection.

Please excuse the funky texturing (blue/green), which has nothing to do with the question.


texts: How to create a 'ribbon wrapped' sphere?

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I am trying to turn the below 2D image of a "ribbon wrapped around a sphere" into a 3D model in Blender.

So far, adding wire frame does not give the results I need. I can break the image into a "front" and "back" but still lost in possibly mapping them to a sphere.

They are from an Illustrator file so I can import SVGs as well. Any advice on how to create this would be greatly appreciated. Thank you.


texts: So I opened up another 3D view and for some reason the second 3d view is super wide and when I make more 3D view windows it's still ultra wide and I don't know how to fix it.


texts: Particle system: assign random instance objects

texts:
I have a particle system that's instancing an object but I want to randomize the objects that are instanced. In my case, it's a snow flurry, so I'm looking to randomize different snowflake shapes instead of having every particle be the same shape.

Any way to do this without having to set up multiple particle systems from the same emitter?


texts:
I'm a total newb to Blender, so I don't know if this is a simple problem, but I'm following a tutorial and am currently learning how to use the sculpt tools. However, while the tutorial is showing very smooth and predictable results, my brushes aren't reacting the same way. I've tried several brushes, and most of them are producing a similar result. The flatten brush is only flattening along the sides, but it's not making a stroke like it seems like it's supposed to. All the other brushes are malfunctioning as well. Sculpt/draw, crease, and Nudge make similar strokes, nothing at all like their example images, and nothing at all like I've seen they're supposed to.

I have smoothening on, dyntopo is on, all of my modifiers are applied, so there are no actives ones. I tried applying the scale of my object, and the scale, but none of those solutions have solved the problem. I've searched in all of the forums I could find and still haven't found anything. Any help would be greatly appreciated!

The tutorial I'm following:

My results trying the same:


texts: How would you select an absolute screen color?

texts: Before moving to 2.8, if I needed to fetch a vertex color used on a face I could easily enter wireframe mode and get the absolute vertex color. Since the wireframe in pre 2.8 versions would temporarily remove any applied shaders, this made selecting the absolute color value convenient. However, in versions 2.8+ whenever I tab into wireframe mode, the vertex colors disappear which means I can't access the absolute colors.


texts: Shader: Rounded edge between the two intersecting faces?

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Is there way to do "Rounded Edge Width" in Blender? It's familiar for me from Modo. Anyone know the trick?

Like Modo's Rounded Edge Width. Couple links for reference:
From the modo documentation:

  The 'Rounded Edge Width' option adjusts the rendered result of surface
  normals at a polygons edge to blend them with adjoining polygon
  normals, giving the impression of a small rounded edge between the two
  intersecting faces. To explain it more simply it shades polygons edges
  at render time to look as if a small rounded bevel has been applied,
  to what normally would be a sharp intersection. Users can define an
  Edge Width to determine the amount or 'roundness' but keep in mind it
  is merely a shading trick and wont round the edges of the actual
  geometry, nor change the objects silhouette in the rendered image, so
  it is best to keep set the length to just a few pixels in width in the
  final rendered image.

  emphasis mine

Video demonstrating the effect.


texts: How to find which materials use a missing texture?

texts:
Menu command File > External Data > Report Missing Files gives output such as:

Warning: Path '/foo/sometexture.jpg' not found

How do I discover which materials use that texture?

Or, is there a way to get a list of materials that have missing textures?

Update: I'm specifically interested in Cycles materials.


texts: Can the focal length be changed while animating?

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I would like for the focal length of the camera to shift from 20 to 200 as the animation progresses.  Is this possible ?

Thank you!


texts: Linked node groups appear as black in preview and final render

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I seem to be a little ignorant about linking node groups. When I try to use node groups from other files in a project I'm working on, for some reason in the materials preview box the material shows up as black instead of what it should be (in this case a shiny metal). The group has obviously been set up correctly since it worked in its native file, but when I try to use it in my project after linking the two it doesn't show up correctly.

If there's anything I can offer to help solve this problem then please tell me what to do, but I hope this is simple enough that someone with more knowledge will know exactly what the problem is.

Here is the .blend file : http://www.pasteall.org/blend/31640


texts: How to find out which objects share the same color?

texts:
I have created a scene with a lot of objects and I'd like to clean up the project. My question is: how can I find out which objects share the same color?

There are 2 objects that share the same color, 1 object is the cube but where is the second Object?


texts:
I have a simple scene in Blender 2.8 where there is only one object moving. It's a .png file with default rigid body settings. I'm trying to save this as a video but when I select AVI JPG as an output format:

instead of getting multiple frames rendered and saved I get the same result as if I had .png as an output format - only one frame is rendered and then nothing happens...

Does anyone know what settings should I change to save it as a video?


texts: On returning to my file 'Play Rendered Animation' says 'file not found'

texts: Earlier I rendered my first ever animation which is grass moving. But I closed the program and went to do my personal things. When I got back to the file and opened it, I clicked play rendered animation but now it says 'file H: blahlbhalbha... png.001-0100.avi not found' or something like that. I checked my folders and I clearly have all the 1-100 png files. Do I have to re-render it because it took about 24 hours because I have a terrible computer. Is there any way to fix this?


texts: I have a maze and I want to select all of the 'seamed edges'.Maybe there is an addon for this? Thanks in advance.


texts: How to extend/cut from one mesh to another?

texts:
(I am a beginner)
Hello, I would like to know how to extend or cut a solid until another INCIDENT geometry.
In other words, what I want to know is how to connect these two following solids:

in this following way:

Thank you and sorry for my bad english!


texts: Decimate Selection down to a specific vertex count

texts: I have a vertex loop that was produced from a boolean intersection. I was wondering if there's a way, in Edit mode, to decimate the loop from the 50 vertices it is to say, 12 or so. It's not very curvy, it won't lose much shape, just a lot of unnecessary vertices.


texts:
I need a way to get the Object Color in Cycles. I was thinking about using the attribute node, but I don't know what to write in the name entry.

Is there another way to get the color?

Please don't edit the title or the description; when I write Object Color, it's because that's the name of the property.

In Blender Render, I just have to check this box:

I don't want "Vertex Color" or "Viewport Color"; I need the Object Color attribute.


texts: Rotate an object but do not rotate its alpha image texture mask

texts:
I am making an animated graphic showing oceanic upwelling. Here's what I have so far:

The viewport shows three circular sets of arrows -- each is on a separate mesh and is a PNG with alpha.

The UV Editor shows an alpha mask, also PNG with alpha. The node editor shows my arrow mesh material thus far.

The mask fades the arrows in and out as expected, but when used as I have it connected in the node editor, the alpha mask rotates right along with the arrow image texture... so I do not get the arrows fading in and out. The desired effect is for the arrows to fade in from transparent and appear at the bottom of the rotating wheel, and to disappear by fading out to transparent at the top.

The question: How can I not rotate the alpha mask as the arrow "wheels" rotate?  The arrow meshes rotate on Y, and I am sure there must be an elegant way to counter animate or driver the alpha so it actually stays in place, but I have not found it.

EDIT: And I guess the other way to ask this is: I want a circle of arrows to fade in at about 6 o'clock in rotation and fade out at about 12 o'clock rotation. What's the right way to do this?

EDIT2: Adding a sample file containing the sample mesh, material, arrow PNG and
mask.

EDIT3: Rumen's answer is correct, although it took me a while to figure it out. I have posted a resolution file showing how I did so.

All input welcome.

best
rg


texts: I added a bump to a material, but the color doesn't seem right

texts:
I made a texture with nodes on Blender Cycles, i added a image texture then a bump, and the bump works but the image looks too ''white''.
I need the color back to normal but with the bump, is this possible or i'll have to also make a new material?


texts:
Using 2.8 Beta I discovered that most of my colour values end up being a shade of pink, (irritatingly) and I'm not sure quite what's going on. It happens with literally everything. Is there a setting I need to change, or is this actually a bug? As you can see in the screen recording, the white dot in the centre is moving around.

Thanks in advance.


texts: What is the proper order to apply modifiers after retopo?

texts:
i finished to retopo my character, now i need to know something important.

Now that i've reached here, i want to make my character look smooth with the subsurf, but... there's a thing. I want to animate my character, but wit the subsufr applied, it looks horrible when deforming it while animating. So, the other thing is that if i apply first the shrinkwrap, the mesh will lost it's smooth, it'll look in low poly and will lost a lot of details (so much work for nothing).

And now the question is this, what should i do now? it's the first step the correct one and i did a bad job while deforming with the armatures?
 ...Or it's the second one and i didn't do the applying thing correctly?

I have to mention that i applied the the mirror mod before these 2 mods, so it's important to know if i have to do that step in the end or.. i don't know.

EDIT:

This is how it looks with the shrinkwrap applied first.

I realized that when i apply the the wrap mod first and then i increase the subsurf by 2, the model looks 'squared'...

...and if leave it with only 1 subsurf, it'll lost a lot of important details.


texts:
I have some strange behavior: I want to render (animate) small semi-transparent spheres inside large semi-transparent sphere, but small ones at some point change their color/transparency (see gif). It seems like there is a certain distance from camera/angle, when material changes.

These are materials on both objects:


texts:
I'm working on a mesh with a 45° edge which left me with several triangles. I've read in several forums that having tris isn't best practice, and I should strive to always use quads.

I've come up with a solution, but I'm afraid I'm using "triangles in disguise" along the 45° edge. Is this poor practice? What topology solution should I employ to keep the original subdivisions but no triangles? I can't remove subdivisions, but I can add new edge loops, so this is what I came up with:


texts: Does Blender support other languages, such as ML-IN(malayalam) for the text curve?

texts:
I was trying to trying to create a text curve in my language( ML-IN(malayalam)) and it didn't even show up
please anyone know how to make it work?


texts: Creating a planet Atmosphere (Blurry Edge)

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At the moment I work on a sci-fi short film and for this I created a planet in Blender Cycles. I'm almost finished and I'm pretty satisfied with the result. The only thing left to do is the blurry atmosphere of the planet. I've watched several tutorials how to create an atmosphere but it still has sharp edges. Also I can't create it with the compositing node because I have moving objects infront of the planet that shouldn't have blurry edges or glow. Now my question: Is there a possibility to achieve the "blurry edge" effect (see images) with a material node?

Thanks for your answers!


texts: How To Divide A Mesh Into Circular Pattern with Perfect Squares

texts: How can I divide my mesh circle  like the picture? I can use inset to do it with lines going from boundary to the centre but how the add the circular divisions?


texts:
I used to use Blender one year ago and just reinstalled it 2 days ago. I am facing an issue that seems to be a bug to me.

I am on archlinux, last 17:2.81.a-5 blender version with no library issue.

In video editor mode, I upload a mp4 video. When I cut (K) a strip in two strips, half the time (more or less) it cut it at the right time line but the cut is performed between 2 and 10 frames later in the time. I can not fins any sens to this behavior, so I think this is just a bug.

For example, I have a strip from 0 to 200 frames, I cut it at the frame 100 and now, the end of the left strip is corresponding to the 96th frame, not the 100th. So, I have 4 frames in the right strip that should be on the left strip.
It does it pretty randomly.
I tried all the different cuts (soft, hard), with keymap, without.
Could it be a bug from the last release?
Any idea?
Thanks for your time.


texts: Set Active FCurve in Graph Editor through python

texts:
I'm trying to set an FCurve in the Graph Editor to "Active" through python.

In the API FCurves don't actually have an "Active" property, but manually click-selecting a channel or keyframe on an FCurve will bring up this in the Graph's UI:

You can see that the curve gets a very bright highlight and the UI panel on the right now shows that the curve is Active.

FCurve's do have a "select" property that when set to True through script will select the curve. But just setting the select property to True doesn't produce the same result. It only selects the curve but doesn't consider it active, like this:

Even though the curve/channel is selected you can see the curve's highlight is not nearly as bold now, and the UI panel on the right shows no active curve at all.

So I started digging through the source code and found that there's an FCURVE_ACTIVE flag that does in fact get set, but I can't figure out how to do anything through script that would trigger anything that might set that flag.

Here's a link to an ANIM_set_active_channel function in anim_channels_edit.c from the source code:

ANIM_set_active_channel

You can see down on line 111 the FCURVE_ACTIVE flag is set.

This function is called in a number of different places:

action_select.c
nla_channels.c
nla_select.c
graph_select.c
ED_anim_api.h

Does anyone know how this works? What is Blender doing once it reads the flag to brightly highlight the curve and make it show up in the right UI panel? Can this be reproduced through script without having to manually click-select on either a keyframe or an action channel?

Thanks for any ideas.


texts: Motion Tracking: When will "Prepass" enhance Motion Tracking quality?

texts:
I tried to figure out, when Prepass should be used in the Motion Tracking Settings. I understand from the wiki that...

Prepass
Enables a two pass tracking, where the first pass is a brute force tracking of location only, and the second pass will use tracking of the full motion model refining the first pass.

However, I don't yet know if enabling it if I want to track a marker in a video with fixed lighting and a fixed camera will improve my tracking quality.
Under which circumstances is Prepass advantageous and when should it not be used?


texts: Blender 2.79b daily builds mark seam missing

texts:
I really like the 2.79b daily builds. 2.79 has been out for a while now and it is darn stable by now. I love it that they still provide daily updates for such an "old" piece of software. But recently I discovered that the mark seam option is missing in the ctrl+e menu. It is still accessible from the search bar. Has it been moved somewhere else (more 2.8 like position?) or is the hotkey just straight up gone? Are other features also missing in the 2.79 daily builds?
That would be kind of a deal breaker and I'd switch back to the release binary.
But I don't want to, the daily builds have some nifty tweaks and mostly consist of bugfixes so I don't see why they would be much more unstable.


texts: Rendered as PNG, how to play it as a mp4

texts: im new to blender and i need some help. i recently rendered a project that took 5 hours to render. i rendered it and it filled my folder with images. i can play the finished render in blender. but what if i want to upload it to youtube? i have a ton of images but can play them like a mp4 etc... any way i can make a mp4 without having to re render everything? i could put all the images in a video editor but thats hassle. is there no easy way to fix this?


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I am using RvtVa3c to export revit scene as json, and using threejs viewer to render it. Threejs do not have Global Illumination hence render quality is not good.

I was thinking can I use blender as python library to accept the json models and create baked light maps for the modules and spit it out. Which I can use to render again in threejs viewer.

Please help if it is a right approach. And can blender be used in this way.
Thanks in advance!


texts: Need help with recreating organic microscopic material in blender

texts: So i have been trying to recreate a specific material in blender for quite a while now, but i just can' seem to get it working. the picture attached shows what i am trying to recreate, basically what you would see if you were to put a mold capsule under a microscope, very translucent, but not reflective almost gelatineous, but more importantly i want to get the effect where it darkens as the material gets "thicker" around the edges and such. i would show my progress, but i really haven't done anything substantial other than messing with subsurface nodes and translucency nodes, i don't even know where to start as far as the darkened edges go.


texts: Python: Calculate angle between vertices

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What should I do to determine the angle on XYZ between two vertices?
I then have to rotate a mesh accordingly, but I guess that's a basic task to achieve.

I'm new to bpy and I should have payed more attention during my maths classes, i suppose.

Here's a graphical representation

I need to know the angle of that orange segment

Thanks in advance :)


texts:
I'd like to remap colours in Cycles the way one would have done in Blender Internal, such that I could take the output of the shader/material and change the range of colours to something else, say from a ramp.  This was how Blender Guru was able to change the texture map on his Realistic Earth so that the dark side of the planet had one texture, while the other did not.  Such a technique could also be used to affect the fac input on Mix Nodes, as well as parameters, such as Glossy 'Roughness'.

I've tried many things without achieving the results I desire, but I'm still new to Cycles.


texts: Why won't the material node displacement work in cycles

texts: I have a plane in blender with a image texture node, connected to a RGB to black and white node connected to a multiplier before being connected to the displacement of the Material Output node. There appears to be some shadowing on the plane but it is only this that changes when I change the multiplier, the plane while viewed from the side rendered is still totally flat. Do I need to bake this in some way? Or have I totally misunderstood how displacement textures are supposed to work?


texts: How to adjust collision margins for objects encapsulated in one another?

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I have used the boolean tool to place a cone inside a cube (the cube has the cone shape cut out from it inside). I would like to make them both active objects and have them sit still until something hits it but they immediately try and separate. I have tried changing the collision margins but can't seem to get it so they don't move.

Any ideas? Thanks

Here is a project to explain


texts: Why is it making the same material for two different objects?

texts: When I was working on something, I wanted one of the objects to be solid and the other to be material. But when I finished making the first thing solid when I tried making the other thing material but it turned the first thing into material too. I searched up and tried some answers, but it didn't work, please help me.


texts: Exporting to unity leads to wrong rotations

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Okey guys I know there are many questions many tutorials about that. Probably I have tried all of them. But if I model something like that.

I mean if a model contains more than one parent its going to be always rotation problem in unity someobject always shows -90 on X like that

I tried all settings on exporting panel tried some addons but couldnt figure it. Please help me on this what am I doing wrong because it really makes me sick just want model same rotations on Unity as blender.


texts: How to inverse selection in Blender 2.8?

texts: In the older versions of Blender I just have to tap  Ctrl+I to inverse the selection,but I didn't find it in the 2.8 version,is it possible to do that in another way,or where can I find it in the interface?