texts: Adding Image to Single Face of Object, Why is the face now darker?

texts:
When I add the image with a transparent background to the specific face, the appearance of that specific face is slightly darker.
How can I fix this?


texts: Where is the file directory of blender modifiers python code?

texts: I kinda want to experiment with remesh modifier, and mess up with it's code. So I just want to know where it's python code located. Is it in C:/Users/UserName/Appdata/Roaming/Blender Foundation/Blender ? Also I want to know.. if I edit the code, will my blender crash or corrupted if I run the modifier. Thank you for response ^^.


texts: (Blender 2.82.1) "Could not build proxy for strip ..." How do I fix this?

texts: I'm using Blender 2.82.1 on windows. When I add a video and try to rebuild its proxy and timecode at 50%, I receive an error message "Could not build proxy for strip ..." This was not a problem before. I tried uninstalling and reinstalling blender, but didn't work. How do I fix this?


texts: Is there any other way to model this archway?

texts: I want to make a hole to a plane in this way but it's taking so much time. I deleted faces and added spin to a vertex and joined the vertices I want to make it even easier is there any other way to make this


texts: Why do the objects in this rigid body simulation rotate too slowly?

texts:
I was attempting to simulate a bowling ball impacting a set of pins, however the pins just slide away instead of going flying like they should:

As you can see, the origins are in the correct place.

What is causing this?

Blendfile


texts: How to apply a material (e.g. dirt) over an object that already has multiple materials?

texts:
I have a fairly complex object which has multiple materials in different faces. I would like to cover the whole thing in dirt (for example noise texture).

I know I can use multiple UV's (this technique http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html) but that would require to re-create the existing thing in a different manner (using UV's and nodes instead of multiple materials)

Is there a way to cover the whole thing with a semi-transparent texture?

I'm using cycles.


texts:
I have asked this question before and no one has helped me. I've been given the wrong answer and when I tried to explain that there was no reply. But anyways what my question is, is that I work in internal and when I create fire (high resolution is checked), parts of it is pixelated and looks very noisy. Here we can see it in Godzilla's mouth area:

And here it is noticeable in certain areas of the flame:


texts: Shrinkwrap or Skinwrap modeling technique?

texts:
I heard about this technique on a youtube video but when i tried to replicate it it just doesn't work. Essentially the technique consists in model different hard surface parts and then smoothly join them together only with the shrinkwrap modifier instead of boolean the parts and retopologize everything. Here the video, the technique i'm talking about is at the min 16:04
https://www.youtube.com/watch?v=oJbxu_GLMz0&list=WL&index=1&t=1145s
I tried but the final result it wasn't like in the video despite having followed the same process that is just apply the shrinkwrap. Does someone know anything about it? .


texts: Why does the mirror modifier sometimes give me an overlapping mesh?

texts: When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?


texts: Setting particle system to emit inside an object

texts:
I have a sphere with a particle system added to it: Add modifier - Particle system. In its preferences, I set it to Hair, with Render as Object (set to a cube object) and some other details like scale, rotation, etc.
As you can see below, this makes the cubes be distributed on the surface of the now transparent sphere. I would like to have the cubes emitted inside the sphere - not just below the surface, the sphere should be filled with cubes. Is this possible?
Just in case this would be possible with another modifier/approach: I need to have randomized sizes and rotation of the cubes and need to have 1 or 2 thousand of them.


texts: how can i center a group of objects individually in the center of every face of the plane, with a random order in all over the plane, with particle system?


texts: Weight Paint mode makes my mesh white? Is it locked?

texts:
I'm having this issue with weight paint.
This particular mesh turns white and I can't paint over it. This happens whenever I access the weight paint mode, regardless of being unparented and parented back.
Unfortunately, I left my computer alone for a couple hours, when I came back it was like this. I was alone by then, so there was nobody else who could play with it.
Someone suggested me to check my overlays, yet I haven't had any luck yet.
I even tried loading Blender's factory settings, in hopes of fixing this.
How can I revert it back to normal? Or what is this "mode" even called? I can't work on it like this.


texts: What is the shortcut to Select Linked Flat Faces in 2.8 Beta?

texts:
In 2.79 it was SHIFT CTRL ALT F

Now I can't seem to find it?


texts: How can I set a Shape Key value to be a driver's variable?

texts:
I want a Shape Key's value to be driven by another shape key. But I don't know how to add a shape key value as a variable into a driver. I've selected single property and tried with Object or Mesh types.

Do I need to select another one?


texts:
I am attempting to use blender from the command line including bpy functions using https://pypi.org/project/bpy/
I have completed a pip installation and have had no errors or warnings, however when I try to run a script I get ModuleNotFoundError: No module named 'bpy'. I had this working on a previous machine but have not been able to get this working on my current machine (Im assuming im missing a step).
I have downgraded to python 3.7.6 and pip version 20.2.4, I was able to install bpy version - 2.82.1 by pip install bpy (I followed an answer from https://stackoverflow.com/questions/63178840/cannot-install-package-bpy-using-pip).
I then also followed the advice of https://github.com/TylerGubala/blenderpy/issues/13, which is an issue I recognized from the last time I tried to get this working.
I am using windows (as I did on the previous install which worked). Im wondering if im missing something in path or similar. I have checked and my conda environment (base environment) lists bpy as an installed package, yet it cant be found.
Any advice is greatly appreciated.
EDIT: I have checked and my bpy install (2.82) is in the location where the python.exe is for the environment (base) im using (so maybe not a path issue?)


texts: A rectangular-parallelepiped of light in a volume shader

texts:
(related to this and this) Well, I'm not yet (but not so far) ready for cylinders but still trying to learn!
Now let's play with rectangular-parallelepipeds and do the same thing : A shape of light inside the same bigger shape with a volume scatter. :)

The goal is to do this with 1 object, only playing with math and vector nodes connected to an emission and a volume scatter nodes in a single shader.


texts: Can't use Gizmo's in any view but camera view

texts:
This seems to be a new bug with Blender 2.79. I've personally never had it happen before and now it's happened twice in a very short period of time.

For no apparent reason, my gizmos (translate, rotate, scale) will stop being selectable in any view but camera view.

Going into the camera view by pressing Numpad 0 will allow me to use the gizmo's but as soon as I exit camera view, I can no longer use them.

This has happened with two files so far and to continue using gizmo's I've had to append the objects in that file over to a new file. I've tried numerous things to try to restore the gizmos but have had no success.

Have I managed to accidently press some key which is stopping me from using gizmos or is this a bug?


texts:
I have a group of objects, 3 cylinders and 2 text objects. I am able to rotate a single cylinder by adding a rotation keyframe on scene 1 and setting the z rotation to 359 and adding a keyframe on the last frame.

How do I do this for a group of objects?


texts: How to make a "Force feedback" effect with physics?

texts:
So I made this neat animation by Cell Fracturing a sphere then rendering the physics.

Looks nice, however I want there to be an "Upwards Kick" so the fractured pieces don't just flop down on impact. Some of them should bounce up (in a realistic sense). How would I go about creating this effect in blender?


texts: How to align modal draw to the middle of the 3d viewport?

texts:
I have a question about the opengl modal draw :

How to align text from a modal draw to the middle of the viewport and and keep it automatic between Tool Shelf and Property Shelf, when i changing them?

I want to avoid that the property shelf overlapp the modal draw on the right viewport side, when i change the scale of left toolshelf.

Maybe there is a similar question always done?


texts: Unable to find "Subdivide Smooth" option in blender 2.8

texts:
This question is exactly the question I'm asking:
Model appears to have visible polygons rather than being smooth?

I've read it but I can't find the subdivide smooth option even after doing the operator search. I'm using 2.8 and their using an older version in that post so I'm guessing thats why. Is there a subdivide smooth option in 2.8? If not, is there another way to get my mesh as smooth as Hokiroya's? He seems to be using a subdivision surface modifier and I tried to match my settings to his but no luck. Is the smooth shading option a long term solution? I'm planning on rigging this model and after spending a lot of time on a another failed model I want to make sure I know what I'm doing before I start sculpting.

Mine:

Hokiroya's (obviously lol):


texts: I am trying to create a wheel on blender, so I can create an URDF. I use this meshes lick rollers, but when I try to use the boolean diference it does not affect the 3d. It look likes the same model. What can I do?


texts:
Upon reading this post the inpaint node is mentioned.

The manual for this node is still on the "to do" list...

So, What is the purpose of this node and how do I use it?


texts: Grouping Meshes & adding materials to multiple meshes at one time

texts:
Main goal: Group individual meshes and apply specific materials to each group

I imported an obj that was supplied to me by a client. It is protein structure that is comprised of small spheres. It has 4 separate sections which is indicated by different colors but each sphere is its own mesh layer.

I want to group each section but keep the individual spheres and then color each group accordingly. Basically I want to control the appearance but it is unrealistic to try to do each sphere individually as there is over 10,000.

I am brand new to Blender but used Maya quite a bit about 10 years ago. I apologize if this is a rudimentary question but my basic searches have been unsuccessful. Thank you!


texts: How can I rig a cube in Blender so that it bends and twists?

texts:
How to rig a cube so that the corners of the cube can twist and bend?

It will hopefully have a face too.


texts: Can I combine my GTX 980Ti with another card like GTX 1660?

texts: I have a GTX 980Ti and I'm looking for a lower end card to pair it with (like 1660 or 1070). Is this possible and what kind of AMD motherboard do you suggest for this?


texts: 'Clear Sharp' doesn't seem to be working

texts:
I'm having a weird issue where 'Clear Sharp' seems to do nothing to edges that Blender half recognizes as sharp.

I have a model that does not show to have any edges marked as sharp:

Nothing seems wrong when in object mode either:

But when I render the model without a subsurf modifier, I get this as a result:

And when I go to the Select Menu and hit 'Sharp Edges', those same edges become selected:

However neither doing so from this selection nor selecting all will clear them if I do a Mesh > Edge > Clear Sharp

Before I discovered this was the case, I thought something was just wrong with the normals, but smoothing vertex/edge/faces did nothing and neither did recalculating normals or checking auto smooth or adding an edge split modifier. I'm not sure what else to try.

Here's the blend file: https://www.dropbox.com/s/9h6arxu9fn74yrm/SharpEdgeProblem.blend?dl=0

edit: A few extra things to note: this topology was the result of the add-on RetopoFlow 2.0, but I have had this issue before with a different model simply by importing an OBJ file and deleting edge loops.


texts: How to have an object follow the surface of another object?

texts:
I have a bunch of planes as one object I'm using to create a crowd of people on a hilly terrain. I'm looking for a way to snap all the "people" to the curvature of the terrain, without have to grab each one individually and raise or lower it.

I tried the shrinkwrap modifier, but it flattens them out, rather than keeping them upright. Is there a modifier for something like this? Something like a surface deform modifier. Thanks!


texts: Restoring object transformation data after execute 'apply' command

texts:
I have a box and it has been translated,rotated,scaled using random value. If i apply the transformation. Is there any way i can get the data back or how to restore the trasformation value ?

Thanks


texts: Where is python file for exporting DAE (collada)

texts:
I found the .py file for one for exporting .obj, modified it, exported a cube and confirmed the changes (after reloading blender). Good, I have a starting point to write a script to export to my own personal 3d file format. My format is in XML so starting from the collada (.dae) script would make things far easier.

But I can't find it in with the other scripts (or anywhere else). I notice in Blender it says "Collada (Default)(.dae)" where the others don't say "default"... Is there such a script or does the "default" part mean its compiled in with blender?


texts:
first of all, let me tell you I'm a total novice in 3d modelling, my experience is with Sketchup only.
Recently, I came in need of a particular model, and I got it in a STL format.
Sketchup imported it just fine, however, the mesh is so loaded with unnecessary details, it makes the application just freeze.
I was told Blender can solve this problem, so I came here to ask you how can I make it a clean mesh, without losing detail but making it lighter so the software can run (and no, it's not a hardware problem, I'm using a GTX 1070 with 16gb ram and up to date processor)
This is what I'm talking about:
https://imgur.com/a/RC3U9Er
Sketchup can't handle that many faces.
So, how do I fix it using Blender?


texts: Trouble with getting global vertex positions

texts:
I am working on a siding generator script and I have most of it done, but I am having some trouble with one of the features. You can use a plane as a template object, and the script gets its position and rotation and tries to figure out the smallest "x" and "z" values. That way it can place the siding object at that position. It has to use the smallest numbers because the siding builds to the right and up. Here is the .blend file, and here is the addon.

Steps to problem:
Install Addon > Select Plane > Add Siding > Click "From Object", note how position is correct. Delete Siding > Rotate Plane 90 degree on z > Add Siding, note how it is not at 0.0 on z

EDIT: the lines in question begin around line 1564


texts: Why isn't 'Inset with individual origins' working?

texts: What am I doing wrong? When I'm inserting one face at a time it works fine. When I select more the result is the same no matter if I choose individual origins or median point.


texts:
So long story short, I tried to create a character model I failed at awhile back, and I failed again.
I can't really nail down on what went wrong, so I am just gonna send you some pictures of my model's butt.

This first image is with a subdivision surface modifier.

This second one is without.

[![enter image description here][3]][3]


texts:
I want to simulate two pieces of fabric to act like they are stitched together so when I move a cloth, the outher cloth come with the first in a specific point of the mesh

Something like that (the last example with two meshes).

https://www.youtube.com/watch?v=vMVz2iafWt8


texts:
I am modelling a human, and need to split the legs. Can someone help me?
Note: I am aware that there are plenty of ways to model a human. My question is basically how to take one mesh, and be able to slice it like how we slice a cake. The once empty region of the mesh should be replaced with two planes in the same position.
My simplified blender file


texts: from blender 2.83 to unreal extrude problem

texts: i have imported a basic model from blender 2.83 to unreal. Extrude areas looks very bad. I tried shift N and Ctrl A in the blender before export but nothing changed. This problem was not exist in old blenders. It s came to me with 2.83... Is someone knows what is the solution. Thank you so much.


texts: Animation Nodes: Ability to create mesh and assign UV coordinates?

texts:
So far, working on the 1.0/master branch of Animation Nodes, I've been having a rather hard time creating procedural mesh data, and I eventually ended up just writing a python script to create the data that I wanted output - but I've just come to a barrier that would actually prohibit my next phase of the design I'm currently working on: I want to assign procedural UV coordinates to the procedural mesh that I've just created. My script currently outputs (VectorList, PolygonIndicesList) data for a Mesh Data node, and I am assigning that MeshData to an Object in the scene. I think that it is here where I seem to be lacking the options for UV data...?

I guess this question is two part:

Is there currently an efficient workflow for generating procedural meshes in Animation Nodes?
Is there any way to create procedural UV coordinates for that same mesh?

I was also having a hard time finding documentation or examples of the above, so if there are any currently available resources on this topic, I would really appreciate some links covering the topic.

Thanks! :D


texts:
I have created a bunny rabbit using a path beveled into a circle shape which I have resized accordingly for each different part of the rabbit. A picture below will show you what I mean.

My question is: How can I join all of these shapes into a single entity so that the object moves as an entire unit when I select any single part of its body?

I have tried to select all the items and use Ctrl+J, but it collapses my rabbit, effectively ruining it. The second picture depicts what happens to my rabbit after I attempt to use Ctrl+J on all its pieces. Mind you, each piece of the rabbit is just a copied sphere of the original, resized and recolored. After Ctrl+J'ing, it seems to revert to the original object shape.

How can I properly join all my rabbit's pieces intact?


texts:
When I use the cloth simulation and try to make an animation with it, the mesh is ripped into many layers and pieces for some reason...

Any idea why this is happening?

Thanks

Blend File:


texts: I'm brand new to Blender. I downloaded Blender on my Kamvas 13. I only use it for 2D animation. I'm having an issue with the pencil lines. When I draw circles it starts off smooth then it becomes angular. I've tried to fix it by going into the Strokes option but I'm lost. Please help.


texts: Export multiple objects to individual glTF files?

texts:
I'm looking for a tool to export 40.000 objects into the individual glTF files. Sorry, I don't have any basic Python knowledge so please allow me to ask for help. I found a similar add-on on this site, which does the job for OBJ files - would it be possible to make the same for glTF?
Thanks!


texts: Object rotates unexpectedly while following path

texts: https://imgur.com/0AWoBcQ here is my problem. I am trying to make this car go in a traight line, turn around, and come back. I have a path set up for this, but when I link it with the follow path constraint it starts rotating... strangely to say the least. I have tried moving the parent empty to the center of mass and that did not work, so thats off the books. can anyone help?


texts: How would I delete an object that I no longer need in an animation? I am animating a projectile, but once it's out of view, I don't want my computer to have to process it anymore. Is there any way for me to delete it after I'm done with it?


texts: Can I access the .blend file path during the first execution of bpy.app.handlers.save_pre()?

texts:
Here’s some context:
My addon allows users to import several files, but the data would be referenced rather than saved as part of the .blend file. So I need to store the path to the imported file. I would like to be able to save the path as a relative path. Only problem is, before the .blend file is saved, there’s nothing to make the path relative to.
I was thinking I could capture the save_pre() event, grab the intended .blend file path, go convert the absolute paths to relative ones, then let Blender save the file. However, during my testing, I found that bpy.data.filepath is not set until after the save_pre() event. It’s available in the save_post() event, but by that point it’s too late to make the change; the user would have to save the file twice the first time.
I could always run the absolute -> relative path conversion during the load_post() event, to be executed the next time they open the .blend file, but if the user moved the .blend file after the first save and before loading it again, the path would be incorrect.
Any ideas? Is there some equivalent of bpy.data.about_to_be_saved_filepath?


texts:
I am using Blender for years and LOVE IT. For my university class do I need a tool that can do the following:

Get information (x1, x2, y1, y2, z1, z2 from every object) from a JAVA application) (works)
Start blender:
Here is my first question. When I want to import the bpy (I also tried to import Blender and from Blender import *, it tells me that it does not exist. What do I miss?
Create objects I once made a script that can do this, no biggie, but is there a possibility to do this from a script started outside of blender?
After every object is placed and scaled etc, is there a way to tell the blender game engine to have a collision, use WASD and arrow-keys to move and mouse to look around, set the player to a special point.
Start the game engine so you can move through the 100% per script created forest of objects?

Besides that, is there a way to start blender minimized / hidden, so the user is going to see the "playable" engine and not blender etc?


texts: MakeWalk fails to retarget an animation with the rigify armature PitchiPoy Version

texts:
I'm trying to load a BVH motion capture files onto a rigged character with makewalk using this tutorial :

tutorial link

I'm using the rigify armature PitchiPoy Version without modifications,to avoid problems,but it does not work. How can I fix it ? thanks.


texts: Grease Pencil - How do I hide the system cursor?

texts: How do I hide the system cursor while sketching with Blender in Grease Pencil mode?


texts: Boolean operation destroying topology-deleting faces

texts:
I am modeling a chair, and I am trying to achieve the rectangular holes in the chair by using a specially modeled boolean object for them. The holes are supposed to look somewhat like this:
Here is what my chair looks like before a boolean:
This is after applying a difference boolean to the chair for one of the cubes, and deleting the cube:
As you can see, the boolean operation deletes faces around the hole it creates. I made the first hole by doing the same thing, but manually creating faces by pressing 'P'. I've tried CTRL+T in edit mode to triangulate the faces, but in vain. Is there any reason for this? .blend here:
I tried deleting those faces, but the result still was destroyed topology.


texts: Object Duplicated when exported into FBX

texts:
I've this character with some face mesh. The Character is animated & the face mesh has the same animation of the character so it stays on the character. When I export this file (with Animations) the face mesh gets duplicated (with lost animation). What am I potentially doing wrong there should be no reason that get it duplicated. I've made sure that this is not the same mesh with lost animation but the original is there pristine with all its animation
Any help will greatly be appreciated, Thanks.


texts: Not able to recieve messages from different scenes

texts: I'm creating a tank game in blender game engine in which a scene shoud get the message with the score from another one but it is not working. I have tried sending the message to an object in the same scene and it works. ( By the way I am using blender 2.70.)


texts: DAE exported from Sketchup results in extreme number of objects

texts: I exported a DAE file from Sketchup and it resulted in this, how can I reduce total number of objects?


texts: how to generate an animation of a plane & its normal map out of image and its normal map

texts:
I have an 2D color image(added it as a texture to a plane) & its relevant normal map.
i'd like to create an animation of a camera going around, as an output i want the rendered color image and its rendered normal map.

i used the Principled BSDF Node to add the texture & normal map as a material to a plane.
i created the curve of the animation as set the camera pose properly.
the color image animation is correctly rendered, but normal map is not. please help.

Thanks


texts: how to delete (or select all) all meshes that have no vertices?

texts:
how to delete all meshes that have no vertices?

some other software in my pipeline generates lots of these "meshes" that contain no mesh data, Is there build in blender function to select all empty meshes (meshes with no vertices) to handle this kind of mess manually?


texts: In the picture above you can see two staircase. The top is modeled with 32 triangles to cleanly fill the gap beneath it. The lower is modeled with 2 triangles that are disconnected from the steps above it and serve to only fill the hole. When having a low polygon count is a requirement is there any reason other then not having clean topology to not create your models like the lower example?


texts:
I attempted to make a simple cup for use in Tabletop Simulator.

When I load the .obj into the game, my model is missing an entire face (The bottom).

http://i.imgur.com/msNqasE.png

However I've uploaded the obj to the A360 viewer by Autodesk and it looks fine.

https://a360.autodesk.com/viewer/id/dXJuOmFkc2sub2JqZWN0czpvcy5vYmplY3Q6YTM2MHZpZXdlci90MTQ1OTIzMDk3MTkzMV8wOTc0NTM0Njk5NTExNjM1MS5vYmo%3D?designtype=obj

I just started using Blender today so theres a good chance I made a simple mistake.


texts: Bone heat Weighting Failed while Rigging

texts:
I've done a lot of research into the problem, but I'm a blender noob. I have

Removed Doubles
Recalculated Normals
Removed All Vertex Groups
Removed Subsurface Modifier
Added the Decimate Planar Modifier
Ensured The root is where it needs to be
Ensured Positioning for the Mesh and Bones are all set to Zero and Scale to 1

I tried to upload the blend file to Blend Stack exchange but its 80Mb and the max is 30, so I put it on drop box. Thanks for anything you can do to help.

https://www.dropbox.com/s/22gaww9l0w47sgo/Chaplain1.blend?dl=0

:Edit I uploaded the backup file, the new file is at the right point, sorry and thanks again.


texts:
I'm planning to build a pc for Blender 2.8, mainly for cycles rendering and sculpting. Will this build be sufficient for the task and for long term use?

Ryzen 7 2700
Motherboard (supports crossfire)
32GB(3200) RAM
2x AMD RX580


texts: how to achieve this grid falloff with animation nodes?

texts:
I want to get the falloff effect through animation nodes as in this video
Are there any ideas?

Video from Instagram here by @cavidmdw

Thank you


texts: Sculpting armatured object requires switch to edit mode to see result

texts:
Using any brush on the armatured high poly model requires 2xtab (edit mode -> sculpt mode) in order to see the stroke.
The problem is new (could sculpt the high poly model yesterday without any hassle).
Sculpting the monkey head works as well.

Edit:

It happens only if Display modifier in realtime is checked on the Armature property
A similar problem was reported and seemingly closed https://developer.blender.org/T58890


texts: I can see the half of my viewport as u see it is no matter if I look through the cam or just so. Please help me out.


texts: Animation Nodes: Copy a selection/group of objects

texts:
I have several objects in a group. The objects are related to each other via modifiers. The modifiers are stuff like text objects following curves via the Curve modifier. If I select all of them and hist shift+D, then I can create a copy of the entire hierarchy, and the modifiers will automatically assign to the new version. For example, if I had TextObject with a curve modifier to CurveObject, then after duplicating, TextObject.001 will be on CurveObject.001.

You get the same behavior if you make a group instance and then explode it with Make Real. However, if you copy just one object at a time, then of course it still points to the previous version's curve. I can use the Object Instancer to make copies of single objects, but how do I do the whole lot? What's the proper way to go about this?

The overall goal is to copy the whole group, change some of the text in the text objects, then apply all modifiers and join the whole thing into 1 object.


texts: How do I attach these arms to the torso?

texts: So I have made a torso and arms and I need to attach the arms to the torso. I have made sure the shape of the faces I need to snap together are identical, and they are on the same z level, so I can slide them over each other on the y axis. The only issue I have is attaching them. I am fairly new to blender so please be as detailed as possible.


texts: Techniques to composite geometry and volumetrics together for an animation

texts:
Hello everyone I hope you are hanging in there!

I spent about 2 hours trying to figure this out with Stack and YouTube but still can't wrap my head around this.

The scene below will eventually become a small tabletop environment with birds, wind, flowing river, etc. The hardest element for me to add though is the CLOUDS because volumetrics are so tricky. My thought, since I am working with an online render farm (RenderStreet) , was to separate the clouds on one layer and send it in for rendering then set the clouds as a holdout and send in the other half. In theory I would end up with 2 videos that I could stitch together and this way the clouds would be isolated and easier to render whereas rendering everything together would take 90 minutes for 1 frame.

I have seen a lot of compositing material out there but not much specific to animation. Am I on the right track or is there a way better method to get this done?

Thank you all so much!


texts: How to combine three non-orthogonal cylinders with sphere

texts:
Description

I am trying to use blender to visualize a molecular systems. One of the issues I am running into is creating a box that shows the domain of the molecules. In order to do this I need to combine three non-orthogonal cylinders with a sphere in 8 places to form the box. I would prefer a solution that ends up with one fully connected mesh that is rounded (not necessarily perfectly spherical) and could be implemented using blender scripting.

What I have attempted

Adding a uv sphere to the end of the same radius

Adding a uv sphere of slightly larger radius leads to jagged edges at sphere cylinder interface. If worst come to worst this is the solution I will use.


texts: Is there a faster way to close these holes

texts:
I'm working on this statue, I started it as two separate objects, the lion and the orix, I merged them to one object using Ctrl + J, I need to connect the mesh properly so it can be 3D printed, and later I will use Sculpt to make the details, I've been moving, edge looping and connecting all these vertices manually, but it's an extremely tedious job, is there a better way to merge or connect all these vertices and remove the excess resulting edges? The problem isn't only with the long time it takes, but with each edge loop added, I'm increasing the faces count, and I'm trying to keep it as low as possible.

[3

]5


texts:
I'm thinking about morphing a frog into an octopus in an animation.
So I was thinking about modeling/sculpting the two animals, then baking them onto low poly meshes with vector displacement (especially baking the frog fingers onto a stump). From what I've read so far, this could work.

Then, once rigged, moving them into similar position and using some mesh deformer/corrector (like the correctional PSD morph in C4D) to wrap the low poly octopus onto the low poly frog. Is there a similar deformer in Blender ?

The last thing I'd need to do is transferring the frog displacement and texture to the octopus to finally lower their "opacity" to 0 and crank up the octopus displacement and textures to 100 to finalise the morphing.

But since the octopus UVs should be quite different, how could I do that ?

I guess it's a quite complicated idea, lol. Thanks for the help.


texts: Where can I learn Topology for animation

texts:
Are there any books or videos that properly demonstrate and explain how to model a character with proper topology? If you want a character where the various parts of the body for one look accurate and deform properly for animation without having a million polygons you need strategically placed edgeloops, this much I know.

But i'm getting really sick of finding dead links, showing not telling and staring at images of completed characters and somehow figuring out what to do on my own.

I recently purchased 'pushing Points: The Topology work book' but that was more focused on removing and controlling triangles, n-gons and poles. Even then it was all on flat surfaces. Didn't help my understanding of edge loops and how you use them since i'd need a character model with broken topology in the first place.

I also purchased an anatomy book for cg artists but that really was just 'here is the human body and some old paintings' Very nice paintings mind.

I respect that subdivision surface is important but it be nice to learn what the edge loops are before subdividing them.


texts: Wavefront export with [Vertex/texture-coordinate/normal] face definitions

texts:
I downloaded wavefront obj model from this site http://tf3dm.com/3d-model/edward-kenway-23504.html.

The model I downloaded (According to this wikipedia article: http://en.wikipedia.org/wiki/Wavefront_.obj_file) has "Vertex/texture-coordinate/normal" face definitions. I use blender v2.66 to import and export the model. The problem is when I export the model its face definitions are different. For example:

Before import/export:

usemtl EdwardKenwayHead
s 1
f 15420/12835/15421 15421/12836/15422 15422/12837/15423
f 15422/12837/15423 15423/12838/15424 15420/12835/15421
f 15419/12839/15425 15420/12835/15421 15423/12838/15424
f 15423/12838/15424 15422/12837/15423 15424/12840/15426
f 15424/12840/15426 15425/12841/15427 15423/12838/15424

After import/export:

usemtl EdwardKenwayHead
s 1
f 1/1 2/2 3/3
f 4/4 1/1 3/3
f 5/5 1/1 4/4
f 4/4 3/3 6/6
f 6/6 7/7 4/4

Is there any way to export wavefronts with "Vertex/texture-coordinate/normal" face definitions in Blender? (v2.66) I already have C++ & OpenGL loader models with these faces.

By the way. Before export the model's size is 2.8KB and after export it is 1.8KB - good optimalization!


texts: Where is the Pipe joint addon in Blender 2.7.3?

texts: Hi i'm searching this option at User preferences - Addons, but i can't find it in the new version, even making a search. Has been deleted form blender 2.7.3? I want to turn it on as in older versions.


texts: Merging animations on different armatures with different edit mode transforms

texts:
I have two different animations on two armatures that have similar bone hierarchy but different edit mode transforms..

I want to bring those two animations into one armature. But when I copy and paste the data on dope sheets, I get deformed animation..

I think this is because of the different edit mode transforms..

Is there anyway around this??


texts:
I trying to join two separate armatures.
When i select AK47 armature then arms armature and press CTRL+J, AK47's model disappears.


texts: Can I create equidistant hull meshes (3D level sets) in Blender?

texts:
given is:

a very complicated mesh object, with potentially a large amount of inner detail.
a positive value (a parameter) called alpha

I want a watertight mesh that is defined as the following:
"every point on the mesh is exactly alpha meters away(minimum distance) from the original mesh".
I would want this for alpha values higher than 2 meters. Solidify modifier doesnt work as advertised in this setting (when alpha gets high), and skin modifier just crashes Blender.
Also would love to hear an established name for such a mesh.
approximations that work on the convex hull would be ok as well.


texts: How to cut the end of this cylinder flat?

texts:
I want to generate a cylinder (which I apply some modifiers to) which goes to the centre of the mirror (which I then bool difference to get rid of the intersecting part), and then generate another cylinder from the centre of that mirrror that extends outwards. What's the quickest/neatest way to do it without having to manually drag the cylinders into alignment?
I have ended up extruding the same cylinder instead of generating another one.
I want to generate a cylinder at the centre of the mirror's position (OK, if the cursor is there):

Extrude a face of that cylinder so that it goes to the centre of the mirrors position (just send the cylinder there by setting the cursor to the centre of the mirror):

This is now the incoming beam:

I bool difference this with the mirror to give me this face which I can extrude along X/Y/Z, giving me the desired result:

I'd now like to make the end of this beam, 'flat' and not angled. How can I do this?
I'd also like the option to break the cylinder into multiple objects after it's reflected. Is this possible?


texts: How to make tileable procedural noise texture?

texts:
I'm trying to figure out how to make procedural noise textures tile. This is my simple setup so far, with a plane using 2 array modifiers (X/Y) and a single noise texture mapped from UVs:

However this doesn't really tile :S

UPDATE:
I've managed to get it tiling in 1D, using the trick of mapping UVs to a circle in 2D noise:

So now just have to figure out how to extend this to 2D (4D noise)

UPDATE 2
So I've played around a bit with adding 4D noise to blender, here is where I'm at:

I'm not quite sure about the interface to the node, maybe it would be better (easier to use) to just have a Tiling Noise node with a normal texture coord input.


texts: I have a hole in my mesh when i move the armature

texts:
i have a hole in a mesh and i trie fill holes and still nothing.
this only happends when i move around the armature.
it is not visible when i don't move it.
i have tried to search on the internet but couldn't find any, Thats why I'm here.


texts: It is a mission impossible to edit a video

texts:
My laptop is not the fastest one, and I created a blender project. There are a few stretched blocks. I unwrapped them and added a realistic texture.

I want to make a video with the length of 20-30 seconds. This video clip is decorated with a background music. But my problem is that I can't really edit the video, because the audio runs normal but the Video lags (~7fps).

I tried to look the preview only with materials or only with the objects. But nothing helped. I use Blender 2.8 alpha 2 (EEVEE).

In the later render everything is great but its a horror to edit. Any other ideas to show in the preview because even in wireframe mode it lags.


texts:
I'm trying to create a flat plane icon of a clock that can start full and over the course of time have it's outer edge swing 360 degrees around it's center point and then terminate when it's gotten back to it's starting point. An example would be this image of a clock but with just the green portion visible: http://cdn.vectorstock.com/i/composite/93,19/time-steps-icon-vector-749319.jpg

I really just started using Blender last week so I feel like I'm pretty in over my head. What I've seen so far suggest that Shape Keys could be a solution, but I'm not sure how to get a flat shape to link to a circle. An array modifier could also be a solution, but I'm not sure it'll work on a solid object.

Does anyone have a solution to this?


texts: How to mirror/copy changes to other side of mesh

texts:
I am working on making a shape key for my mesh to blink. I did one side and am now trying to duplicate the changes to the other side. Is there a way I can just copy everything from the left side of my mesh and apply all the same changes to the right side?

I know there is a mirror option but the vertices on the right and left sides are slightly different due to previous blinking iterations so I was hoping to just copy everything over.

https://imgur.com/a/HhvYsPY


texts: Is there a way to "apply" a Mirrored object, such that both sides of the object can act independently?

texts:
The title says it all. But to further describe my scenario. I've created a poly that has the right side of a human. Now that the right side of the face, arms, legs, feet, etc are all the same size and shape, I'd like to "apply" the mirror such that the left side keeps the point in time shape from when I apply the mirror - but I can then move the left side around independently of the right (and vice versa).
Am I doing this wrong? I'm new, so pointing to documentation that I've missed could help me.
I found this, but unfortunately, it looks like the UI of Blender has been updated in 2.8 to not have the "Apply" button in the same place:
How do I make my mirrored object work independently?
So far I've read these documentation articles, but they don't describe this functionality:
https://docs.blender.org/manual/en/latest/scene_layout/object/editing/mirror.html
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/mirror.html


texts:
I'm having some difficulty with a texture sheet I created for my model.  I created UV maps but rotated some 90 degrees so that they would fit on a 4096X4096 Texture sheet.

Now I'm getting inconsistent lighting when I export. Are all the islands supposed to be oriented in relation to one another?

Not sure why rotating various parts of a  UV maps of a mesh would effect lighting issues.


texts: How to unhide just the last previous hidden objects/mesh?

texts:
Is it possible rather than unhide everything , i want to unhide just the last hidden element ?

Here's the case :  i work on complex mesh. i hide the other part and work on current mesh, but sometime i want to go detailing further, so i hide again some faces , then do the work here, then i just want to go back to unhide just the last one, because if i use 'unhide' it will unhide all object , so i have to repeat the process of my hidden object setup again. moving to other layer can be to much for every single simple task.

Thaks


texts: Help with joining parts of a model using boolean modifier

texts: I'm trying to merge together two parts (the ones in the images) of a model using a boolean (union) modifier, but I get an error saying "Unable to execute boolean modifier". I browsed around a little but couldn't really find an answer which worked in my case, so I'm wondering how I can get the boolean modifier to work ~


texts: i was trying to bevel something and this orange speck appeared when i ctrl z back. i cannot get it to go away and reload its still there it does not show up in a new file, it looks like 3 pixels, but it stays relative to whatever view. when i move my view it stay exactly in the same spot in the screen view, so i don't think it is anything in the scene. not sure what did it or how to get rid of it, i looked around on here and other online places but cant seem to find out anything? attached is a pic sorry both screen are on the screenshot im new to this, and the artifact is near the handle, it is not an origin dot


texts:
I have created this Blend of a Tornado in cycles. Im done with it as far as it goes, but if i want to render the animation it is only showing the 2 particle emitting circles. There must be an issue in my render setting. I have no clue what it could be.
I hope someone can help me.
Thank you already <3


texts: How do I add a secondary layer to a concave model

texts:
I have a low-poly model of a purple crystal and I want to add a thin transparent layer on-top of it, I've tried:

Fattening a copy of the model.
Scaling a copy of the model.
Extruding along normals.
Extruding along vertex normals.

But all of them end with the second mesh intersecting the first. If you know something that could work please tell me!


texts: Is modeling something with an N-gon cap acceptable (i.e cylinders, cones etc.)

texts: I've seen tutorials where people will take a cylinder with an n-gon cap for the top and bottom while the middle portion has a bunch of subdivisions. I've seen people use these to model cups, mugs, poles, etc., but I was told and taught that N-gons were not okay. Would something like this merely be the exception to the rule. After all it's an option in both Maya and Blender, so if it wasn't acceptable I wouldn't expect it to even be an option. I'm searching for opinions/answers to this.


texts: Every Material in Viewport is Black, affects EVEE and Material Preview

texts:
I am having this issue in EEVEE and Materials Preview where all of my materials are rendering black.

Tried deleting my environment hdri, to deleting all of the lights., seems to be no answer I can find so far.


texts: How to offset or loft surface maintaining cross-sectional area?

texts: I have this surface (blue) which I would like "offset" inwards (yellow) while maintaining the same cross-sectional area (red). Loft is probably the correct method, since the cross-sections can be defined. Is it possible to create a script for this in Blender?


texts:
I've been trying to paint onto a mesh I created, and I was able to paint onto it yesterday with no issues. I had to resculpt some details with dynotopo and redo the UVs so now I'm repainting it, however I have an issue. No matter the brush or settings, the color of the brush is always black, not the texture itself, but the brush. I'm trying to create a subdermal texture for a hand

Thanks!


texts: Video Editor Text - Font Style Won't Change

texts: I am using the Video Editor and have added a new Text object to the sequencer at the bottom. When I try to change the font style using the "Strip" menu to the right, selecting a new font style does not change the way the font is presented in the preview. Clicking the "F" button next to the Font style, I see a "0" next to the fonts I've tried. Can someone explain how I can get Blender to recognize different fonts besides the default? Thank you!


texts: Do I need to download anything else to get grease pencil working in blender 2.8 build?

texts:
I literally just unzip the zip file and grease pencil doesn't show any strokes when I draw. I watched some grease 2.0 previews and I'm very interested but it doesn't work for me right now. All settings are on default and I reset settings many times also downloaded both x64 versions to try, same result. My brush color is black nothing shows up on white background. What am I doing wrong?

Edited: Just to clarify somethings here, I'm currently using 2.8 not 2.78 build. I know you have to press D then draw, but it currently doesn't work in the 2.8 version that I've downloaded. My 2.78 grease pencil works just fine.


texts:
Following this question.

Since you can't use an array modifier on lamps, how can you create an array so that all lights are clones of the same original and can be edited as one?


texts: I've managed to create a node tree that creates cables between two objects. How can I make it for multiple objects?

texts:
Not sure if you guys are familiar with the TopoWire plugin for C4D (see here), but I've managed to create a node tree in animation nodes that does this (without any dynamics).

Here's the node tree:

Now I have 2 question (that I guess are closely related):

How can I make this work for a Group of Objects?
How can I randomize the start and end points of the splines, while remaining in the object volume?

Thank you for your help!


texts:
Is there a way to make a rig that keeps my muscle attachments firmly anchored onto two separate (anatomical) bones while the arm bone moves?
I want to show a few muscles moving with the shoulder joint but I can't find any similar examples on the internet other than muslce approximations that make flesh bulge. Here I don't need skin.

The goal is to show muscle transfer surgery - how relocating a nearby muscle can bring back movement lost with paralysis after injury. For example, sometimes a portion of the pec major is transferred on top of a paralyzed deltoid muscle. If anyone has any ideas for potential rigging workflows that might allow me to rig an anatomical muscle in this way, please share ideas I might research. I am working with retopologized versions for actual rig tests.

I have been trying to use hook modifiers, but they seem to stop working sometimes.

Thanks!
Jim


texts: Texture painting- Override zoom limit for Painting

texts:
In Blender2.79,on trying to zoom into the model to paint finer details,the brush stops rendering paint when zoomed in after a limit.

The texture is 1024x 1024.

How to override this zoom limit for painting?


texts:
I facing the problem that I get artifacts around areas where polygons are close together when zooming out: this is also visible in rendered shading.
It seems like some of the polygons disappear:

This does happen with polygons from the same mesh and polygons of other meshes as long as theyre close together.
I checked the normals which are fine.
It is fine when I frehsly reopend blender and open the scene but after editing the mesh just a little the artefacts reoccour.
I already tried making a completely new scene and importing the mesh but the artefacts also happen then.


texts: animating weapon along with armature from character

texts:
I am animating an attack animation. I have a character (mesh) and an armature for it. The weapon is in a different mesh with it's own bone.

I click on the armature and go into pose mode to make the animations in the dope sheet. However, I cannot animate the weapon so it follows my character's arms correctly.

The way I have it now is that the bone for the weapon is parented to the armature of the character. So if I move the hand it moves the weapon, which is fine. But when I want to move only the weapon for one frame, the weapon's position and rotation changes on every other animation and frame, ruining them.

I want to be able to swap which hand carries the weapon from time to time.
How can I do this?

Thanks in advance.


texts:
See screen captures for issue (below).

Question: In order to have the wood grain texture follow the frame direction without the oddness evident in the detail (image below), do I have to (1/2) or can I (3)...

Create a UV Map?
Correct something in the topology of the object?
Do something really simple (in the texture panel perhaps) that is eluding me right now?

NOTE: The object has been created via Spin.

Thanks, as ever, for the guidance - always appreciated...


texts: I want a linked duplicate to keep form change but have separate material

texts:
My goal is to have two meshes that deform together as linked duplicate, but that each have it's own material.
I tried to make single user material only but it does not work. It just makes both meshes to have the same new material.
Either I manage to have both form and material being linked, or both unlinked.


texts: Any arguments for bpy.ops.file.autopack_toggle()?

texts:
I'm trying to pack all additional files with the .blend file so my material properties don't change when I move my files to other directories.

Could anybody let me know if bpy.ops.file.autopack_toggle() needs any arguments? That alone is not working.

Thanks.


texts: How do I set the workbench render background colour in 2.8?

texts:
I have set my render engine to workbench.
I have set my world viewport display to completely black.
In both solid and rendered view the background is black.
If I render an image though I get a grey background. Does anyone know what settings I have missed. Thanks.

This is what I get.

This is what I'm trying to get.


texts:
I was modelling an item in Blender and I wanted to change the rust texture, so I removed the texture I had

I then went on to add a different texture, but the texture didn't change to the new image

is there anything i can do


texts: How to turn off force fields for rigid bodies?

texts: How can I switch off a certain force field for only some of my dynamic rigid bodies in the scene without keyframing “Dynamic” and have the objects which were affected by force field still interact in a dynamic way with the ones that weren’t.


texts: What is this map, and how would I use it?

texts:
This is another Splatoon Blender question that I have. It's regarding this texture that came along in a model. It's called "m_star_mfk"

My Splatoon Blender teacher told me that it's a "normal map that is supposed to disturb the shading normals of the object to lead them in random directions." I'm having some trouble understanding this, and even applying it. Can someone help with this?


texts: How to choose which origin vertex to snap from?

texts:
In the picture below I am moving the higlighted cube to the left along y and have closest vertex snapping enabled. This is in object mode. As you can see, Blender has circled the vertex that it is snapping to but has automatically selected the top left vertex of the translating cube as the vertex from which to snap.

How can I instead select the vertex pointed at by the red arrow to be the one that is snapping to the circled destination vertex? Sometimes this seems to change automatically, but I can't find a setting or any documentation on how to do this.


texts: VSE: One video overlays another - bottom one plays as expected, top one does not

texts:
I'm trying to overlay a screen recording of my phone on another video. Both videos are 1920x1080 and 50fps. It renders as expected, with the screen recording taking up a third of the image on the left and the other video playing on the back. My problem is with seeking in the VSE: jumping to a frame, the bottom video jumps to the correct frame, whereas the top video will always start from its first frame.

Why is this?

UPDATE: The video of my phone's screen was taken with AZ Screen Recorder. I'd set it to 50 FPS, but VLC tells me the framerate is something else. I was able to work smoothly with these videos using DaVinci Resolve, where I had to set the phone video's frame rate to 200.

Top video settings:

Transform settings:


texts:
I've got one of my Video strips in the Video editor fully 3D-tracked by motion tracking. I wanted to add another video strip on top of it, following the track and being stabilized in the movie. How do I do this? I've been searching for 4 hours on how to do this...

I want to track the coin to the other movie. (I don't even know how to make it loop?)
I've tried fcurves, as the tracks are fcurves- I have no idea how to steal the fcurves from the track and paste it onto the transform effect strip.
Anyone know a solution? Currently, the coin is just static. I could 2d stabilize the shot, but then the coin would still be static- i want it to move according to the track.


texts: How do I make the area brighter so I can see vertices in really dark areas or angles?

texts: I'm working on a model in blender and in certain angles, there's shadows that cover vertices and edges, making it really hard to see what I'm doing unless I go in at a really awkward angle.


texts: I followed a tutorial to rig my character, but the pull target for the leg makes it bend the wrong direction.


texts:
I have a surface in an object that I want to be a light, one that can be turned on and off, not blinking, but more like a light switch.  I have figured out how to drive the light, the emission value, using an another objects attribute as a driver.  So if a Plain Axis X position is 0 the light is off, if it is 1 then the light is on.  However this is cludgy, when I want to append the object with the light into another blend I have to remember to bring the Plain Axis object as well.

Is there a better or more tidy way of bringing a driver driven surface (or any driver driven thing) into another blender and bring the source driver with it? Even as a switch some where?


texts: Blue line in the Image Strip not showing

texts: When I click and drag the little arrow; the blue line showing the real lenght of frames dones't appear. It does with all tutos I watched but with me! Why?


texts: Why are objects visible when set not to be?

texts:
I have no idea why this is happening, I revised everything I made (all the logic) to make sure nothing was "odd." I have a simple prop ("active"), all it does is the following: if it is true, the object is visible, if it is false, the object is invisible. Works, right? No, it does not work! I have no idea why. It always used to work, but suddenly it stopped. I have another object (weapon) with the exact same logic, and that one works. Can anyone tell me why this possibly is happening? Also, when I start the scene and the object is visible when the property is false, it can be fixed by toggling the prop to false, then back to true. The problem with this is that I need the object to be invisible at the start and not after I toggle the prop on and off till it works.

EDIT: Here is what I think the problem really is: at the very start of the game engine (as soon as I hit "P", it is visible when it is not supposed to be unless I toggle the property a couple of times. In other words, why is it visible at the very start rather than when it is supposed to be?


texts:
I don't have the render, dimensions tabs in the scene panel.

How I reset it ?


texts: can textures and bumpmaps be "baked" into a single texture?

texts:
In Blender it seems bump maps tend to take longer to render, so I was wondering if it was possible to merge those into an image such as a UV map.
is there a way to do this or a way to make bumpmaps render quicker?


texts: Did I destroy my 12 hour render trying to save it?

texts:
I got up this morning and I went to save my overnight render, I turned on the screen and saw it for a moment, then I went over to Image to save it and at this point I think my mouse accidentally clicked on the "Open Cache Render" button and the whole image turned transparent/black, I didn't close the scene yet but I did move to another layer and did a quick 1 sample test render to confirm that doing this causes the same issue, the entire render is now just a flat transparent nothing.

Is there a way to get my render back?

PS: It's not the end of the world if it's gone, just wondering if there is a way to come back from loading up the "Cache Render", In the future I'm going to try and find a way to save the Render as soon as it's complete like for an Animation so I don't have to worry, although this is the first time I did this after countless renders so I guess it's just a freak accident.


texts: Blender Keymap presets - how do they work exactly?

texts:
I'm having trouble understanding the keymap presets system. I create a new keymap preset, then with that preset selected I go and edit some keys. Then I go back to the default Blender keymap but... the one I edited in my preset is also written to the Blender one? If I restore the keymap in the Blender preset then the changes I make in my preset are also restored.
A similar question has been asked previously to which a comment was made linking to a blender developer site that states that this is in fact by design. My question is then how are you supposed to use the preset system if every change you make is applied to all keymaps?
Am using 2.83 but have tested this behaviour is the same going all the way back to 2.79


texts:
I'm trying to script an Add-on that lets user to choose .txt file from some directory by pressing a button from panel and read data in that .txt file.
This is what I tried
bl_info = {
    "name": "Simple Add-on Template",
    "author": "Chris Conlan",
    "location": "View3D > Tools > Simple Addon",
    "version": (1, 0, 0),
    "blender": (2, 8, 0),
    "description": "Starting point for new add-ons.",
    "wiki_url": "http://example.com",
    "category": "Development"
}

import bpy
class ImportPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Import"
    bl_label = "File Import"
    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text="Import", icon='HAND')
        row.operator("file.filepath_drop", text = "Imp")
def register():
    bpy.utils.register_class(ImportPanel)

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

if __name__ == "__main__":
    register()

But this is not working as though.
Output I expected from above code is It should create a 'choose file' button that lets me to choose a txt file from file system.


texts: Hair Dosen't follow vertex group density?

texts:
the particle system does not view in view port
i tired try all any thing
laptop information
Dell
Processor intel core i7-3520m
RAM 8G


texts: How do I curve an edge? Bevel not working!

texts:
can someone help me with curving an edge? I have a giant spiral and want to make it round instead of being made up of straight lines. Bevel does nothing so guessing there must be a way of selecting everything and making the edges rounded. I've added a pic with the yellow line showing how I want the curve to look like and red line how it is now
Cheers, Dan


texts: Image texture showing up in texture mode but not render

texts: I'm fairly new to texturing in blender and I was trying to make an american flag and set up a whole scene for it, but when I went into render mode the flag appeared black. I've gone into the nodes and made sure that I have an image texture connected to the output and the correct image chosen. I've uv wrapped the flag texture to make sure it shows up correctly and I have a texture with the flag set up but when I go to render mode I only see black


texts: Painting shapes and patterns on the mesh

texts: How to paint various shapes on the object with precision and ability for fast adjustment.


texts: How can I disable symmetry in sculpting mode?

texts:
I know this has probably been asked before, but I'm watching a tutorial where the guy's sculpting and telling you to disable Symmetry X under the sculpt menu.

The video:

Mine:


texts:
I'd like to know how i can get the icon_id of an image already loaded.
For exemple, if i use the template "ui_previews_dynamic_enum.py" and i change the directory, there is no problem as long as i don't return in a folder already used to display the icons.
In this case, i've got this message error:

  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\modules\bpy\utils\previews.py", line 97, in load
  raise KeyError("key %r already exists" % name)

How can i "ask to blender" using the icon_id of the corresponding image if this one already exist ?


texts: Noise on the front side of water using Yarafay

texts:
I'm rendering a tank of water using Yafaray. Everything works pretty well except I get banded noise on the front side of the water shown in the picture.

How should I fix it?


texts:
I have a model and want to shrink or press or bend on red axis show in the image to make the shape as shown in reference image. I cant add loop cut & if i add sub division modifier i loose all the sharpness of the edges. U can try with my model i have attach the file.....

Added lattice and modified little bit to get the shape

confused problem

with the reference video i have yet to error


texts: connect bones, without moving vanishing points

texts:
My question is about

I am generating a door which has meshes that move following the door, but do not move with the door.


texts: Why is the 'Track To' constraint not working?

texts:
When I use the Track To constraint, my object snaps out of the original position and doesn’t track on the direction I want it to. How can I fix this?

before adding the tract to constraint, the body of the link rod is connected to the fuselage.

after adding the tract to constraint, the body of the link rod is disconnects from the fuselage to a different position.


texts: CPU render result differs from CUDA's one on smoke

texts:
The final result of a smoke render differs if using GPU (NVIDIA 1050 Ti) or using CPU (AMD 1300X). Any idea why?

CPU render - Volume sampling 0.1 - Volume bounces: 0

CUDA render - Volume sampling 0.1 - Volume bounces: 0

Having tests I found it out that it is something related to the volume sampling. Decreasing the value solves partially the problem for the CPU so it becomes nearly the one obtained with the GPU but... there still are enormous differences.

No settings have been touched from render to render.

CPU render - Volume sampling 0.01 - Volume bounces: 15

CUDA render - Volume sampling 0.01 - Volume bounces: 15

BLENDER VERSIONS TESTED:

LINUX:

17:2.79.b.git3.32432d91-1 from the arch's repository.
2.79b official
2.79-c9608047472 experimental official
2.80-405c6c077f6 experimental official

in the 2.8 I can't bake so can't actually test... Is maybe the smoke simulation still under development?

BLEND FILE:

Opened bug report here: https://developer.blender.org/T55765


texts: How to get the data path of object dimensions for using in drivers?

texts:
Is there a way to get the data path of object dimensions for using in drivers?
How to get the variable for a specific object y-dimensions for example?
Thank you
Chris


texts: Why do I get large bevels on a curve with such a small bevel object?

texts: I am bevelling a simple circle with another simple circle and as you can see from the screen shot below I have to make the bevel circle incredibly small and I still end up with a very large cross section. I don't understand why the cross section on the bevelled curve isn't the same size as the bevel curve.


texts: In the BGE, how do I make collected objects never appear again even when go back to that level?

texts:
For example, imagine a game where you collect objects (like coins, gems, keys, etc.), and the ones you pick disappear like they do in any other game where you collect coins. So, you are in level "A", you collected some coins, then you go to level "B", and when you decide to go back to level "A" the coins you collected in that level never appear again because you already have them, but the ones you didn´t collect are still there. How can I do this?

I already know how to use the "edit object" actuator with "end object", as well as "set scene" to change levels, but when I do that, the already collected objects always appear again when I go to the second level and go back to the first, and that´s not what I want.

Python is preferred, but I dont mind using the logic bricks.


texts:
I use Open Shading Language.
I need save event (if (speed_particle > 0.5) {boolean_flag = 1}).

The trouble is that the variable "flag" is reset every frame!

How can i save the value of the variable "flag"?
Or
How can i save the value of the variable in the file?
(How can i write file using the Open Shading Language?)


texts: Blender array modifier changes material when applied

texts:
I am trying to create a Street in Blender. Therefor I used the array modifier and created a sequence. The Street has a material which I created.
When I leave the modifier in the Stack, everything looks how I want it to be.

But when I press apply on the Modifier, it changes the fit of my material and makes it look striped.
I dont see any reason for that and dont know how to fix it.
It would be great if anyone could explain how I can prevent this without leaving the modifier unapplied.
Thanks!


texts: An object disappears when I start the game engine. How do I fix this?

texts: I am working on a game, and one particular object disappears when I press "P" to start the game engine. The scene this problem is occurring in was copied from another scene, and this problem didn't happen in the original scene that I copied from. Changing the normals had no effect, invisibility is turned off in the physics, and this object has no keyframes. All the other objects in the scene are visible. I am using version 2.69 of Blender. Any solutions you can provide would be greatly appreciated.


texts: Script performance issues. Applying modifiers to mesh with shape keys

texts:
I didn't write the script, I can read it, but can't do much else.
This script is used for applying subdiv to a mesh with shapekeys, while preserving the latter. However it seems to be leaking a lot of meshes and/or other objects/data.
A file with DAZ character base mesh with some morphs grows up to 10GB in memory size and 5GB in file size. Now I have same character with a lot of morphs and there is no way to use this script without crashing. I need to subdivide and export the model with all the shapekeys.
In theory this script doesn't have to use so much memory should cleanup after itself in the process. How to make it preform without bloating the memory?
import bpy

def reset_shape_keys ():
    for name, shape_key in get_active_block().items():
        shape_key.value = 0

def get_active_block ():
    block_id = bpy.context.object.active_shape_key.id_data.name
    return bpy.data.shape_keys[block_id].key_blocks

def select (selection):
    bpy.ops.object.select_all(action='DESELECT')
    selection.select_set(True)
    bpy.context.view_layer.objects.active = selection

def select_last_shape_key ():
    shape_key_count = len(get_active_block().items())
    bpy.context.object.active_shape_key_index = shape_key_count - 1

def remove_shape_keys (object):
    selection = bpy.context.object
    select(object)
    shape_key_count = len(get_active_block().items())
    select_last_shape_key()
    for i in range(0, shape_key_count):
        bpy.ops.object.shape_key_remove(all=False)
    select(selection)

def apply_modifiers (object):
    selection = bpy.context.object
    select(object)

    for key, modifier in object.modifiers.items():
        if key != 'Armature':
            bpy.ops.object.modifier_apply(apply_as='DATA', modifier=key)

    select(selection)

def super_apply_modifiers ():
    original = bpy.context.object
    bpy.ops.object.duplicate_move()
    backup = bpy.context.object
    backup.name = 'backup'
    remove_shape_keys(original)
    apply_modifiers(original)

    for key, shape_key in get_active_block().items():
        select(backup)
        bpy.ops.object.duplicate_move()

        meshed_shape_key = bpy.context.object
        select(meshed_shape_key)
        reset_shape_keys()
        get_active_block()[key].value = 1
        bpy.ops.object.convert(target='MESH')

        select(original)
        meshed_shape_key.select_set(True)
        bpy.ops.object.join_shapes()
        select_last_shape_key()
        bpy.context.object.active_shape_key.name = key

        select(meshed_shape_key)
        bpy.ops.object.delete(use_global=False)a


texts: Mirror modifier doesn't mirror correctly

texts:
I am trying to create the head of my character but noticed that a part of face is not symmetrical as expected.
Am I doing something wrong? not sure at what point this happened. Thank you for your time.
LE: Right side is what I'm creating. Left side is mirrored.


texts: My weight painting only works at 100% no matter the shade

texts:
I am trying to weight paint using blender 2.73a, but no matter what weight I assign to a vertex or what shade the weight painting is it always gets influenced 100% by the armature/bone.

Has anyone else had this problem?

I add this picture of a cylinder and one bone. As can seen the weight paint is not uniform, but the entire cylinder follows the bone.

Or am I totally not understanding weight paint.

I also add a link to the blend file below:
blend file of cylinder with bone


texts:
This one seems a little strange, but I've run into this problem several times while creating shape keys for some objects for motion graphics.

I try to animate an object with shape keys, and I need to create the symmetric one.

I can't use "Mirror Shape key", as it fails because it doesn't have a global X axis symmetry.
I can't scale it (-1) in the X axis, as it changes the vertex order, and breaks the animation.

My actual solution, is to make a duplicate, scale it (-1) in the X axis, and then move all the vertices in the original mesh with vertex snap into the new position. But it can get quite tedious.

Does anyone have a better solution?


texts: How to suspend an object from two points

texts:
I'm looking to create a physics animation of a guitar slung over a body using its sling.

So there's one body which acts as a parent and collision object.

A sling / two slings (made to look like one if it's easier) attached to the parent body

A guitar suspended from either end by the sling. The guitar should collide with the body.

I've looked at all sorts of tutorials but nothing has come close.

Any help appreciated.


texts: How do I cut a bezier without subdividing?

texts:
I'm kinda new so please don't bash me. So i have this part thats penetrating the head and im trying to cut it but idk how, i cant do subdivide since its a bezier so im kinda stuck ( ´△｀)
https://gyazo.com/498f426bdbe571bab0b9f5fb18651d90 <-- example


texts: Different Color for region of intersection

texts:
Is there a simple way to make a region or new object in order to change the material properties at the intersection of two or more objects?
For example:

Or this, where the intersection area of interest is shown in orange and is the intersection between 3 different objects

I have read a little about using the Boolean tool for Union, Intersection, and Difference between two objects, but when applied, it does not create a new region or object. It destroys part of the objects that are present and replaces it with the union, or whichever is chosen.
In addition, if the intersection is chosen, the resulting object is not the type of intersection shown below. The intersection given would be the plane with the bottom part of the cone sticking down for some reason.
Is there a better way to achieve the question above?


texts: Grease Pencil stroke thickness proportional editing doesn't work

texts:
basically, Just started using the Grease pencil and I want to add some outlines to a logo ...

problem : I add a stroke and I want to make a smooth transition between thick and thin along the stroke, so I add an arc stroke, go into edit mode and I can edit the thickness of individual vertices but when I go to proportional editing : OH, NO, no matter how far I scroll the falloff circle, it will always edit the thickness of the entire curve (I'm decently sure nothing is wrong with my file and I just accidentally activated some setting that does this)

file:

https://drive.google.com/open?id=1oz_8H4qpYjc6P2FN-caK9Jk_dH2rhE_-


texts: my material is not showing in the render

texts:
I created a material for a scene that I am creating but when I render the object I get a blank cube

I'm using cycle render


texts: After applying the normal map texture, the meshes in rendered view look WEIRD

texts:
The mesh is ported through a game. So the faces are triangles instead of quads. It comes with 4 textures. The diffuse, the normal map, the specular map and the subsurface scattering map. When I apply only the diffuse texture, it looks fine. After I apply the normal map as well, It becomes what the pics show. The back of the mesh is black. And the triangles pop out of nowhere. It happens too when it comes to the nude body. But the armor/clothes are fine.

BTW, should I apply the specular map and the subsurface scattering map as well? Since the principled shader already did so well, I try applying the specular map and it looks no different. And I don't know where should I apply the subsurface scattering map.


texts: How can I achieve this lighting in blender..?

texts: I am really curious how can I achieve this lighting in blender


texts: Workflow: Cloth simulation without disabling armature

texts:
The typical workflow for cloth is to have areas that are attached to the body be Pinned, and influenced by an armature limited to the Pinned group. The rest of the garment would not be influenced by the armature. An example of this would be a skirt or baggy pants with a pinned waistband, but the rest unpinned and uninfluenced by the armature.

If you have the full garment rigged to the armature and run the cloth as well, then you get the movements of the cloth AND the armature adding together, which makes problems and is not accurate.

This presents the limitation that you cannot put the character into any poses without running the simulation to get them there. This means that before the start of every animation, you need to add extra frames to get the character from their rest pose into the pose for the start of the animation. It would be nice if you could pose the character with the armature into the start pose (granted this may deform the cloth in bad ways, but it often won't matter) and then run the rest of the animation from that start point. But to do this right now, you need to apply the armature as a shapekey or something and then disable it because if you leave the armature active during the rest of the animation, then you'll mess up the cloth sim as described above.

Is there a way around this issue? Is it possible to have the cloth sim start from the posed mesh, but ignore the armature for the rest of the animation (except in pinned areas)? Or some other workaround?


texts: How to create icicles hanging off an object?

texts:
Is there a way to create icicles,
for example like this:

I was thinking if there was some way to use a Snake Hook brush on many random places at once with different strengths etc., but I don't know if this is possible.

How can I achieve this?

Image from Wikipedia


texts: loose the view of everything in the view port blender 2.80

texts:
This is about the 4th or 5th time this has happened to me:

I have set the view length quite high so to not lose half my model in the viewport.
After a while, when I view the model and turn a little, everything disappears. The only way to get it to appear again is to click on the camera. But if I then move the camera, the same happens again. And from then on I cannot move around the window.

I have tried adding a new camera which works to begin with, but not for long.
It's as though the mouse has been sped up and when I move it to the left or right I lose sight of everything. I have even tried resizing the model. Has anyone had the same problem?


texts: After extruding faces, auto smooth stops working correctly on and around the extruded faces

texts: I'm modelling a hard surface object with a combination of hard and smooth edges, and some holes in it. I'm using a WeightedNormal modifier and Auto smooth to get away with less geometry. I've extruded a couple of faces inwards, and cleaned up the geometry within the hole to prepare for bevelling. But auto smooth doesn't work within or just outside the hole anymore. It should be shaded flat, but it's currently shaded as smooth. How can I correct this?


texts: How to play movie textures in LookDev/Material Preview Mode

texts: I have a movie texture that I want to play in the material preview mode, I have verified that it works in rendered mode, but not in the mat preview. I am using cycles


texts: Duplication along curve with Mirror modifier

texts: After i created a duplication along a curve with this method I want to mirror the whole thing. If I add a mirror modifier on the curve and the object it doesn't the object is not transformed along the curve.


texts: Condition "if" statement to change render engine modes

texts:
I wanted to change the cycles render to Blender internal through a panel button but only want the panel button to appear only when the current render engine is cycles. How do I create the conditional statement ?

Here the code I'm trying but it's not working:

if context.scene.render.engine == {'CYCLES'}:
      layout.operator("mesh.primitive_cube_add")


texts: Update StringProperty on object selection change?

texts:
I have a StringProperty that I want to show the name of the selected object. Currently, I update the property by invoking an operator manually from a panel. However, I want the property to be updated automatically every time the selected object in the viewport changes.

What is the best way to achieve this?

I have considered running a modal operator, which checks the selection change all the time. However, that does not seem like an optimal solution. I have also tried playing around with handlers (bpy.app.handlers.scene_update_post as mentioned here), but it seems to have the same result as a modal operator (constant checking in infinite loop). Is it possible to trigger the update only when the selection changes by some callback? Or alternatively, when the right mouse button is clicked (assuming selection only happens this way)?

Edit, for clarification:

I specifically need a StringProperty to be updated, and not just a regular text label. This is because the StringProperty (and other properties) will display some specific information about the selected object, which the user then can change to change the selected object.

My current code, where the StringProperty is updated manually by click:

import bpy

# Define string property.
class MyGroup(bpy.types.PropertyGroup):
    bpy.types.Scene.my_string = bpy.props.StringProperty(name='my_string')

# Define operator to change string property.
last_selection = []
class UpdateStringOperator(bpy.types.Operator):
    bl_idname = "update.mystring"
    bl_label = ""
    def invoke(self, context, event):
        global last_selection
        if bpy.context.selected_objects != last_selection:
            last_selection = bpy.context.selected_objects
            bpy.context.scene.my_string = bpy.context.selected_objects[0].name
        return {'FINISHED'}

# Draw property and operator.
class MyPanel(bpy.types.Panel):
    ...
    def draw(self, context):
        layout = self.layout
        layout.row().prop(context.scene, "my_string")
        layout.row().operator("update.mystring", text="Update")

# Register.
def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
    register()


texts: Rendering flat faces shows too many tris!

texts: I am rendering out images of some low-poly cars I am working on. I am having difficulty with making the quads look as good in the render as they do in the scene view...in the below pic the scene view is on the left and render on the right. Any suggestions? Is this just a matter of modelling/flattening each face or is there a way to tweak this in the render?


texts: Animate location and scale relative to starting point

texts:
I'm making some animated infographic elements that I want to re-use (append) in other projects. One of the animations includes scaling up two objects and shifting their relative position. What I want to be able to do is

append the objects (with animations) into a new scene,
scale them and move them into the right position for the new scene, and
then have the animation run relative to the new starting position and scale.

Instead the starting scale and location are hard-coded into the animation keyframes and I have to edit the starting keyframe (loc and scale) for each object every time I re-use them. Is there a way to get around this?


texts:
I've been following BlenderGuru's tutorials on making a donut and cup.

I've gotten right to the end and now when I click 'Render Image', I don't get the icing:

The particles (sprinkles) are displaying, but not the pink icing.  I cannot figure out why.

The blender file is here:
https://www.pastefile.com/xVhP4G

And a screenshot of Blender:

Can anyone help me figure out why?


texts: Weird Bug When Trying To Mirror Keyframes

texts:
For some reason, when ever I try to mirror key frames this happens and whenever I run the animation the legs rotation will be the same instead of the opposite.
why does it do this to the legs?


texts:
I used in one of my projects a Color Ramp on glass texture.

At first all seems to be perfect at the beginning of the animation, but at the middle the Color Ramp on the middle streaks and smallest streaks is going to turn white for a few frames and normal and white etc.

Did I do anything wrong, or is it a bug?


texts: I'm trying to learn blender and started with the blender guru's donut course. I've made it to part 4 level 1 and after modeling the icing, my donut always ends up with one two areas clipping. I've started over several times and followed the instructions exactly. I don't know what I'm doing wrong.


texts: I have an issue with painting a certain section that has been 'layered' as in, having created a seperate collection from the object in question. Here is a link of an image describing the details: https://www.mediafire.com/view/h0iz7x4l71lmb59/Painting_Problem.png/file


texts: How to stop execution of a Python script without closing Blender too?

texts:
I'm debugging my Python code and I wanted to make my script only execute until a certain line, so I can easily see what is happening.

# python code I want to execute

break_here_and_let_me_read_the_console_output()

# more python code I don't want to execute

I've found out that there's Python's built-in functions like exit() and quit(). The problem is - if I use them, not only my script it terminated, but the whole Blender instance that I was running that script inside is terminated too.

How can I stop only my script, but not Blender itself?


texts: Part of the mesh disapeared when using a square selection "B"?

texts:
I was selecting vertices to merge them and was using the square selection "B", and suddenly everything disapeared but the selected square. I thing I must have pressed other button by mistake, but do not know how to recover the normal view...does anyone know?

Thanks a lot


texts:
Is it possible to invert the NDOF pan and orbit and zoom directions in 2.8?

2.7 had an option to customise this. I use the default 3Dconexion settings but blender automatically flips them.


texts:
I set up a short test sequence for an animation and I want to render it with Eevee to render it fast. But as you can see, white explosions occur at some points in the pallets of the tank. I tried many things but couldn't find a solution. Since I don't use Eevee much, I don't know what to do to prevent this from happening? Anyone have any suggestions for a solution?

First Frame

Second Frame


texts:
I need to export the colored face groups below as vectors so that I can import them into photoshop.
My first approach was to use different colored shadeless materials which I could then turn into selections inside photoshop but it is not an accurate method, I have to have the vectors rendered inside photoshop.


texts: texture not showing up in image used as object, a black object is showing

texts:
.
This is my first time doing any project. i have just started learning blender and following a tuitorial from youtube to learn cloth simulation .
selected IMAGE AS PLANE in the beginning.
then did as the tutorial said.
applied force(wind) and played the animation. all worked fine. then when i selected viewport shading in 3d panel to see how it looks with the texture on, the image does not show up as you can see in the screenshot.
this is the tutorial name "Blender Beginner Tutorial: Animated Flag"

NOTE :when i played the animation, the flag is showing up but its too dark unlike in the video.

video link of problem : https://drive.google.com/file/d/1ValeTXFpfvxhbRL7fuWk8P-9cdhdH6Ix/view?usp=sharing


texts:
I made an animation in other blend file (with keyframes).
Now when I imported it into a new file, the animation has one of these dots per frame intead a keyframe inserted.

Why does this happen? I added an ordinary keyframe to compare.


texts: Cell Fracture not appearing when activated

texts:
I just installed the latest version of Blender v2.72 because I wanted to play around with its cell fracture addon.

I go into user preferences and check the box to activate cell fracture. Save Preferences and exit the menu.

I go into edit mode and select the cube in the scene and look for cell fracture on the left tool menu and it is not there. In all the tutorials/demos I have seen of this it has always just appeared in this menu.

Is there a step I have missed?


texts: texture splatting - mix multiple (4) textures

texts:
In my game I'm trying to use texture splatting technique which allow me to have up to 5 textures on landscape chunk. For this I need to generate blend map so my game engine know how to blend those textures. I was googling a lot and found few tutorials describing how to mix 2 textures with one stencil. But I need to mix 4 textures and since I'm very new in Blender and design I'm experiencing few problems:

For beginning I added 3 textures (grass, dirt and sand) and 2 stencils between them. But with this approach I can only draw sand on dirt, I cant add sand on grass because first stencil block it. It does change stencil but I can't see sand over grass.

how can I solve this?

At least I can paint on stencils and now I have to combine them to get one colored texture with each channel intensity of some texture. I was manage to achieve this using node editor:

but now, how do I export this to external image file so that I can use this blend map in my game?

Maybe in common I moving in wrong direction and there are better ways to generate blend map for 4 textures, while painting on landscape mesh in Blender?


texts: How do I make something light sensitive?

texts:
Say I I’m shining a flashlight (spotlight parented with camera) at something, how do I make that something react a certain way. (Ie. what sensor do I need to use for an object to be able to detect light?)

Any simple tips would help, just a beginner here.


texts: Walk Cycle Loop at 0|0|0, not from A to B

texts:
For a propererly working walk cycle in UE4 I need my character not to move from A to B, it has to loop at 0|0|0. I use a bvh file as my walk animation, my character is imported from makehuman.

It should look like this in the end:
https://www.youtube.com/watch?v=6rLBCg_LAN4
(NSFW, video contains a nude character, but it is the best one I found to describe my problem/goal)

Thank you for your knowledge and time!


texts: Assign randomly a mesh to multiple faces

texts:
Suppose that the first image may be a ground pile, and the second a simple little rock

Is there a way in blender that allows me to put the rock on the faces of the ground pile randomly?
In other words is there a process to duplicate and then assign randomly my rocks to the pile's faces?
My goal is to create a pile of rocks


texts: Issue with Camera-to-view hotkey? (ctrl+alt+num0)

texts:
I'm having a strange issue where when I add a camera to my scene and press CTRL + ALT + NUM0 to set camera to view, the actual view gets shifted over a little bit. Please check out my screenshots below:

No camera added yet

2. Added camera at world origin/3d cursor

3. After pressing CTRL + ALT + NUM0

4. Camera location in 3D space is moved

This isn't the intended behavior, right? Can anyone replicate this?


texts: Cursor is set to move by increments. how to reset to normal?

texts:
My cursor is moving by every selection by large increments!

Normally when I use Blender, I am able to select and move objects to any coordinate. Now, all of the sudden, when I select an object or mesh the selection moves by an inch or so in each direction.

How do I reset it to normal?


texts: Can i colour black and white textures in Eevee?

texts:
I've been trying to get into Eevee lately, but there's this huge problem im having. Which is textures. I've been using Blender Internal for the longest (i know, a rare gem i am) and there, you can just add a black and white texture, make it "multiply" and it instanly takes the colour of the material;
https://gyazo.com/d0e6d9e005dc812fc4709409d9eb788d (gif)
But in Eevee whenever i add a texture it just stays black and white:
https://gyazo.com/eb3fcffd4076653e45fce5854a0712ee

i havent found a way to fix this anywhere, do i really have to use an editing program and colour the textures in there or is there a way to do it on blender? thank you


texts:
I have a curve and 2 array. The top part of array match will the bottom its not match to complete a circle. I increase the array count also. The top part match but bottom does not.

Any suggestion why its not working. Thanks


texts: Shape keys deforming mesh during image render

texts: I have an issue where I edit my mesh, insert key frames,and save the file, but whenever I close Blender and reopen the file or try to render a still image the armature gets completely distorted even though it has been saved. I think the shape keys are the problem, even though they are set to zero. What do I do?


texts: Blender Cycles Render errors when dealing with a scene with very large dimensions

texts:
I am making a to scale representation of our solar system. I made an 864,340 mile diameter sun with emission and placed a 7,917.6 mile diameter earth 92.96 million miles away. It has 3 layers, the ground, the clouds, and the atmosphere.

When the earth is placed at 0 ,0 ,0. Has all layers.

When the earth is placed at 0, 0, 92.96 million miles and lit by the massive sun.

When the clouds is placed around it at 0, 0, 92.96 million miles.

When the atmosphere is placed around it at 0, 0, 92.96 million miles.

When both the clouds and atmosphere is placed around it at 0, 0, 92.96 million miles.

Please note that I did attempt to remove the sun from render and I lit it with a lamp and there was no change.


texts: How can I move the camera on one axis and simultaneously accelerate with sound (subbass)?

texts:
I need your help and couldn't figure it out how I'm able to accelerate the camera movement with the help of sound (bass).

Is it even possible?

Thank's in advance!


texts: Cannot modify or delete mesh without it collapsing

texts:
I've been working on a model for a game, and found out about Shape Keys for clothes/armor that can be changed out. When I tried to squish the torso, I found out I can't scale it at all. Then I found a rip in the mesh - which is strange since its from an applied mirror, and the cut isn't on the other side.

It turns out this cut has to be from Cthulhu or something, cause it completely wrecks everything.

https://youtu.be/XbFRfi2QcJM

I made a video showing what happens if I duplicate the other side, or delete the vertices around it. It just goes berserk and collapses on itself.

The only modifiers on the effected mesh are smoothing and armature.

Does this mean it got corrupted? Is there a way to stop it from becoming a black hole and devouring the entire upper torso? Or is the only option starting from scratch?

Edit//


texts:
I am running Blender on a 2016 Macbook Pro that is not equipped for rendering. My renders are taking ages (6 to 8 hours to render wooden products on white background). I want to make interiors renders so I need to upgrade my setup.
I am considering an external GPU for my mac but I don't now what solution to use for:

the enclosure hardware
the graphic card

If you guys can help me on that, I would be really pleased
Thanks


texts: I have an issue with rigify, when I create a human armature, and then I click on generate button to generate the controls, and after that I click on any of the curve controls, it always selects the whole thing, as if it's combined or locked, is that a bug? I cannot control anything like that, let alone to skin any mesh with it.


texts:
Hello I am trying to make something like this https://www.reddit.com/r/Simulated/comments/8rt6wx/frosting_a_cake/
(I know this uses flip fluids addon, I am trying to recreate something similar with blender fluid)
This is my problem.

Fluid just ignores my cake. Can anyone help me please?
download blend file


texts: Cycles Render Engine on but still no Surface Option

texts:
I am having a problem. I am following a tutorial for a Minecraft animation in blender but the person wanted to change the sky color so he used the surface tab to do so once background was enabled.

I enabled mine but no surface option to change the background.

I looked around saw that you needed cycles render on but I already had it enabled.


texts: How can I print the string of a parameter from a property?

texts:
Let's say I have this custom property fu3dm_model_gender: bpy.props.EnumProperty(name="Gender", description="Choose model's gender", items= [('OP1', "Male", ""), ('OP2', "Female", "")], default='OP1') and I want to print the string of name parameter. How can I do this?
UPDATE
Actually, my property is part of an operator. In the following example I'd like to get the string of name parameter and display it where the three X's (XXX) are:
class fu3dm_WM_OT_Model_Prefs_Operator(bpy.types.Operator):
    bl_idname = "wm.fu3dm_model_prefs"
    bl_label = "Model Preferences"
    bl_description = "..."

    fu3dm_model_gender : bpy.props.EnumProperty(name="Gender", description="Choose model's gender", items= [('OP1', "Male", ""), ('OP2', "Female", "")], default='OP1')

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
        bpy.ops.wm.fu3dm_model_prefs('INVOKE_DEFAULT')

    def draw(self, context):

        layout = self.layout

    # BODY PREFS BOX - START
        box = layout.box()
        col = box.column()

        row = col.split()
        row.label(text=XXX)
        row.prop(self, "fu3dm_model_gender", text="")
    # BODY PREFS BOX - END

    def execute(self, context):
        pass
        return {"FINISHED"}