texts: How do I set up my .blend file to play animations sequentially?

texts:
Thank you for your time.  I have an FBX file that I'm importing into Blender.  It has two animations in the file, transform_to_vehicle_hero and transform_to_robot_hero.  When they are played back-to-back, they form a complete loop.  I want to be able to render an animation of my mesh performing transform_to_vehicle_hero, and then go right into transform_to_robot_hero, for one seamless animation.
I know this should be accomplished using the Dope Sheet, and probably the Action Editor, but I just can't seem to figure out how to set it up.  How do I do this?


texts:
I have the hardest time adjusting handles and selecting specifics curves in the f-curve. Often times 2-3 vertices will be on top of each other making it hard to select the right one.

Any workflow tips? Any way to hide other handles or only show the selected?


texts: I have a plane that has a video as its texture. I'm using emission so that the lighting's right. Is it still possible to get shadows on that plane?


texts:
I was trying to make a water fountain and animate water flowing through it. I added the domain and inflow to the mesh but couldn't make the water flow out of the mesh/fountain. It just drops straight down from the mesh. I want to make a real life water fountain where water first comes out/up from the bottom/inside to a certain height then take up a certain area and finally fall back down.

I guess what I'm trying to say is control the direction and area of flow of the fluid. If you guys have any idea how to achieve that, any help would be appreciated. Thanks in advance.


texts:
Hy guys though i am not new to blender but i am posting question for first time ever.

My problem is kinda confusing, I imported a rigged model from MakeHuman using mh2 plugin and then sculpted model to my need.

Alas, when I rendered it, the body is not showing up in render. I checked restrict render, nothings there. I did change material nothings happening, tried CPU and GPU both and back and forth in Internal and Cycles, but nothing changes.

Anyone who would be willing to look into my problem I would be grateful.
Is it bug?

Please do help me because I need image by tonight. Thanks a ton!!


texts: How can I reproduce the same mesh many times 9000 (seriously)

texts: So, I'm working on a project where I have to create a front panel of an LED light. The front layer is made up of little diamond shaped surface, the light passes through this, and these tiny diamond shaped front panel helps illuminate and spread light evenly across. Anyway, the problem I'm having is that I tried the easiest way i know to create this panel, which is to make it using a plane mesh, and duplicating it. However for the size I needed, I ended up with over 9000, yes over 9000 (9435) separate duplicates put together. It has the look I want, but its impossible to edit or render it out because there is obviously too many of them and blender keeps freezing. So I'm stuck. How can I fix this without blowing up my PC. If anyone knows an alternate way to create this, please help me! :> I would really appreciate it.


texts: Grease Pencil Backwards compatibility or import function?

texts: Wanting to find a way to import old GP layer from 2.79 into 2.8 beta. At the moment if i open the .blend file the GP data is shown however there doesn't seem to be any way to select or edit the data. Wondering if anyone has found a work arou


texts:
I'm trying to make a Crash Bandicoot Fan Game But I encountered a problem texturing the ever-so famous crates... I cant get the texture to have the inner box be the 128x128 cartoony wood texture while having the diagonal planks be individual planks and the like
I tried UV map Unwrapping but the map always comes back a mess
can someone give me some ways of texturing the way I want?
here is what the crate looks like...


texts: Is there a way to have one material for cycles and the BI

texts:
Is there any way to make a material work in cycles and the blender internal?
I'm looking for a way to have only one material in the material slot, but a different material for cycles and blender internal.


texts: changing object name by multi button operator

texts:
i has 8 operator button and want every button change object name
class HELLO_PT_World2(HelloWorldPanel, bpy.types.Panel):
    bl_parent_id = "HELLO_PT_World1"
    bl_label = "P.C."

    def draw(self, context):
        layout = self.layout
        layout.operator("object.rename", text="Define")
        layout.prop(mytool, "my_string")

class HELLO_PT_World3(HelloWorldPanel, bpy.types.Panel):
    bl_parent_id = "HELLO_PT_World1"
    bl_label = "R.C."

    def draw(self, context):
        layout = self.layout
        layout.operator("object.rename", text="Define")
m = 1
class rename(bpy.types.Operator) :
    bl_idname = "object.rename"
    bl_label = "Define"
    def invoke(self, context, event) :
      for obj in bpy.context.selected_objects:
        if ( m == 1 ) :
             obj.name = "PC"
             obj.data.name = "PC"
        elif ( m == 2 ) :
             obj.name = "RC"
             obj.data.name = "RC"
        elif ( m == 3 ) :
             obj.name = "CO"
             obj.data.name = "CO"
        elif ( m == 4 ) :
             obj.name = "SL"
             obj.data.name = "SL"
        elif ( m == 5 ) :
             obj.name = "ST"
             obj.data.name = "ST"
        elif ( m == 6 ) :
             obj.name = "BC"
             obj.data.name = "BC"
        elif ( m == 7 ) :
             obj.name = "BF"
             obj.data.name = "BF"
        elif ( m == 8 ) :
             obj.name = "Dr"
             obj.data.name = "Dr"
```


texts: AttributeError while changing the display units using python script

texts:
I have two questions both related to python scripting:

1) I want to set the units to mm, for that, I change the scale to 0.001 in both Scene and Display in the properties panel. When I copy the commands and run it as a script I get an AttributeError saying:

  "AttributeError: 'SpaceTextEditor' object has no attribute 'context'"

In one of the answers, I understood that this just clicks the button in the properties editor and since we are running it from a script the line can be removed. But the next line, where you set the scale length, also throws an error saying:

  "AttributeError: 'Scene' object has no attribute 'system'"

2) I want to scale an Ico sphere along the three axes, I change it in the properties panel but the code generated does not take into effect the changes in these values. Please find the code below:

import bpy
bpy.ops.object.delete(use_global=False)
bpy.data.objects["Camera"].hide = True
bpy.data.objects["Lamp"].hide = True
bpy.context.space_data.context = 'SCENE'
bpy.context.scene.system = 'METRIC'
bpy.context.scene.scale_length = 0.001
bpy.context.space_data.grid_scale = 0.001
bpy.ops.mesh.primitive_ico_sphere_add(size=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=3, size=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.location[0] = 20
bpy.context.object.location[1] = 50
bpy.context.object.location[2] = -14
bpy.context.object.dimensions[0] = 2  # changes not taken into effect (40 on UI)
bpy.context.object.dimensions[1] = 2 # (20 on UI)
bpy.context.object.dimensions[2] = 2 # (35 on UI)

I am new to blender and any suggestions would be greatly appreciated.


texts: Does Blender keep a log when it's rendering? Specifically, does it track when the render started, how long each frame took, etc.? I'm super curious about this information.


texts: How can I randomize a numerical value for a node? Is there any one node, or combination of nodes that can achieve this effect?


texts:
I am trying to do the Grassy Meadow Tutorial from Blender Guru and I run into a problem right at the start: The grass particles don't show up in the render but are visible in the viewport.

I am kinda sure I did not miss to enable them anywhere with the camera icon and I am kinda lost at why this is happening. The cases I found through google didn't help me at all, I suppose I am just missing a tiny something or I accidentially enabled/disabled something I shouldn't have.

It would be awesome if someone could take a quick look over the file and tell me what the heck I did wrong.

https://www.dropbox.com/s/kpoo5xv494msrqs/GrassMeadow_%231.blend?dl=0

(I hope the link works, never used Dropbox before.)


texts: How to select a tool and it's Mode/properties, by hotkey?

texts:
Is it possible to select and setup a tool, by hotkey, or from python ?
For example :
Keymap.py
("wm.tool_set_by_id",
    {"type": 'BUTTON4MOUSE', "value": 'ANY'},
    {"properties":
        [("name", 'builtin.select_circle<<<< (wait_for_input="False", mode="SUB") >>>>'),
        ],
    },
)

(the example target is a Select Circle -Operator with Subtract -Mode)


texts: Importing Photoshop Brushes for Grease Pencil and Texture Mapping?

texts: Not sure if anyone has asked this before, but is it possible to import Photoshop brushes into Blender 2.8 for both Grease Pencil and Texture Mapping? Here are some brush samples of what I'm looking for:


texts: I'm trying to print some building plans. I would like for the plans on paper to be scaled so that 1 inch equals 1 foot. I have an orthographic camera set up but I don't know what to set the orthographic scale to so that I get the result that I want.


texts: How to import texture on an imported FBX file?

texts:
I switch to Blender cycles then import an FBX file of a spaceship,  to start UV unwrapping but when I do the original texture row disappears and leaves me with 'Render', 'Render Layers', 'Scene', 'World' and 'Texture'. However this is a different texture and gives me different options? I was following a tutorial like this https://www.youtube.com/watch?v=scPSP_U858k, however, I couldn't get past 2:48 minute mark of the video because all my options/settings change.

If anyone knows what I'm doing wrong can you please help.


texts: Is it possible to get rigid body objects to move randomly in space?

texts: I'd really like to simulate a environment with multiple objects flowing around in a confined space, randomly, almost like they are under the influence of zero gravity. How would I go about doing this? They must be rigid body type objects.


texts:
I'm trying to rig the face of my character. I have eyebrows, beard and face and they are different objects and beard and eyebrows has hair particle system. And now i want to make shape keys of face but I can only edit face at a time.

Merging beard and eyebrows make particle system disappear, so is there any way of rigging these all at once **so that if I move lips the beard moves along with lips and they also remain individual different objects.

**


texts: Extruding horizantally when I want it to go vertically, and vice versa

texts:
I'm trying to extrude a cylinder in the right direction.
But to extrude I have to move the cursor verticaly.

Same with the vertical direction.
If I wanted to extrude the cylinder in the vertical direction, say a few faces, I have to move the cursor in the horizantal direction.


texts: Button Support for 3dConnexion SpaceMouse Pro

texts: I was able to adjust the NDOF settings to get my 3d mouse to work for navigation and I was also able to map the buttons for views, menu, and fit. The problem now is the remaining buttons that show no connectivity. Four of which I think should be working automatically (Esc, Shift, Ctrl, Alt),  but since Blender disables the use of settings from 3dConnection Preferences this leaves the coding in blender to handle these functions. Anyone have any ideas on how to?


texts:
I'm learning to use blender, for plan drawing by design projects. I'm very new in this program and not familiar with 3D design.
I was working in the edit mode for quite a long time and then switched to the object mode. My object was totally different, but the render from edit mode was still OK. I made quite a lot of "intersect-knife" by working on my object and I think this destructurated my drawing. But can somebody explain this (look printscreens)?
Now, a few minutes after this printscreen, the entire drawing in edit mode is like this one in object mode.Strange or not?
Thanks


texts: The bones connected to the Spline IK do not follow the whole armature - Still need help

texts:
Okay, so I have a mesh that has a tail so I googled how to rig the tail and it said to use a Spline IK restraint. I built the spline on the bones of the tail and now when I move the whole armature, the bones connected to the Spline IK do not follow. The picture shows that when I move the armature, the tail bones do not follow.  This situation is a problem.

I am rigging this dragon for school. I am down to a couple days to finish this but I am having issues. When I move the master bone of the armature, the spline IK I made does not follow. Why does this happen?

broken
rig

This image shows what happens when I check the chain offset box


texts: I'm working on a simple walk cycle and I want to have my character looking around the scene. I already have key frames for the x axis rotation of the head so the character's head bobs as he walks, so is there any way for me to key frame just a single axis of the rotation, so the bob could stay in the x axis and I could have his head move in the z axis without the two interfering? If not, how could I achieve this effect? Do I animate the head rotations first then add the bobbing last? Thanks!


texts: Blender question about collection instance's origin

texts:
Recently, I knew about collection instance. I want to make 9x9x9 cube with not using memory much. So I made 729 collection instance. But when I rotated cubes like image 3, cubes were moved to arrival points shortest path. So they looked like shrink not like really cube.
I found tutorial for origin axis reference to solve that problem. Maybe it would be orgin of each collection.
https://www.youtube.com/watch?v=O4-FYkTPzZc&t=255s
1.
2.
So. this is question. How can I move each collections' origins to 3d cursor? In that tutorial, he used copy object but because so many cube will be needed, I dont want to make 'real' 9x9x9 cubes.
Please help me.
3.
By the way, when I rec the each rotation frame by frame, cube rotation was perfect not looked shrinking. But it was hard to animate 9x9x9 one by one to rec. So I want smart solution :)


texts: Lot of small holes in a sphere / round shape for game

texts:
I need to model sth like this

but with like 3-4x holes. Will be used in an VR app, so I have to take a look at the poly count.

I was wondering if there is a more effective way of doing this than just cutting every hole in tha sphere (which is crazy difficult for a newbie like me?).

Can I cut the holes maybe in the texture or use some modifier to accelerate the process?

I've found this, which create a crazy amount of polygons.

And this, but here can't find the way to make a closed sphere instead of a tube


texts:
I'm quite new to blender so I can imagine that this problem might be easy to solve but I've been searching for a few days without any result..
I'm modeling this car in blender and see tried out the subdivision surface tool to make the model smooth. When doing this, the mesh shows hard edges/sharp lines (see rear wheel arch and front fender) while nothing is creased. I also checked for dubble vertices or some familliar issues I used to have in Alias Speedform.
What could be the problem? Hopefully someone can help me out!
THANKS!!


texts: When I move a body part the mirrored body part moves too

texts: I added rigs to my body and, when I move the arm, the other one moves too, but the other one's bones stay in the same way. What can I do?


texts:
Is it possible to have a panel with stl files (or icons representing them) that can be dragged and dropped into the Viewport? I've read through a number of forum posts claiming that it was in the works at some point, but I can seem to find anything conclusive.
Is there an add-on that allows that functionality?
Thanks!


texts: How to use different types of data blocks for driver variables?

texts:
I know that the content of text can be registered through a user-defined function and entered in the Expressions box.
But how can I use text as a data block for variables, as shown in the image?
Blender's UI allows such manipulation, so I just wondered how to use it.

Of course, Transform Channel, Rotational Differences, Distance were not available in the text. Single Property seemed possible.

but when I checked my text through bpy.data.texts['Text'].keys(), by default, the text did not have any properties.

I tried this.

And it worked but I do not think it's a very useful use.

Blender also allows you to use many other types of data blocks as variables in the driver, other than text.
This may mean a lot of freedom to writing a driver, but I've never seen cases that uses data blocks other than objects or armature as variables for the driver.
If you know any good ideas or examples, please share them with me. Thank you.


texts:
How do I select groups? I don't want to select an object and then its siblings, but I want to see a list of groups and I want to select a group like that. Is that possible?

The reason I don't want to select an object and then its siblings is because it also selects objects I previously removed from the group.


texts: Freestyle of and through Transparent Material (with a caveat)

texts: I'm trying to get blender to render freestyle contours on objects behind a transparent material (literally transparent, not glass) and I can adjust the QI Range to max at 1, and while this does draw the freestyle lines on the occluded objects, it also draws freestyle lines on parts of the opaque mesh that really should be hidden. My major problem is I still want freestyle lines around the transparent object, and I want freestyle lines around objects occluded by this, but I don't want freestyle lines on objects occluded by opaque objects. Is this even possible considering freestyle doesn't know anything about materials? Is there something I can do to the backfaces of the transparent object to make freestyle appear through it but not through the other (opaque) objects?


texts: Switch rendering engine depending on render layer?

texts:
Can I somehow link the choice of render engine to the render layer?

I want to composite cycles and freestyle.
The render layers which I use in the compositor as inputs should 'know' which render engine they are supposed to use.  Maybe there is some python renderlayer-initialization-hook which I can leverage?

I do not like the workaround of creating three scenes, as maintenance overhead does not scale well. (or I'm doing it wrong?)


texts: Character modeling:Front view model is not aligned with Side view model

texts: I am new to Blender.I am following a tutorial found on youtube.I have created a model for my character's face in front view.But it is not aligned with side view/right view.That means, it's position on the right view is so much below the character's body let alone in the exact position on the face where it should be.Can I align it or should i start over?


texts: How to smooth only one side of the model?

texts: I have this medallion thing. Which i made from a png and i need to smooth only one side of it. Is there a way to accomplish this? Other than modelling it from scratch.


texts: Grid Fill Loops are not connected by wire/boundary edges

texts: Want to grid fill selection (circle in picture) but get "Loops are not connected by wire/boundary edges" error. Am exhausted for solutions. There are no double vertices, the circle selects flawlessly with CtrlRMB (so it is one continuous loop), there are an even number (32) of vertices in the circle.


texts: How do I render animations in a workspace-like manner? (Blender 2.8)

texts: I'm starting to learn how to animate, and something that I have noticed in blender is that it is faster to use a screen recorder (such as OBS) and play back the animation in blender (in Eevee Viewport Rendered mode) in full screen than it is to render the animation itself in (specifically in the engine "Eevee", not "Workspace"). The strange thing is that modifying render, encoding, and render output speed and quality options doesn't seem to have any impact on the rendering speed; it only changes the output filesize and quality. This problem occurs no matter how large my workspace is. Are there any rendering options that will speed up the rendering process to be quick like the workspace?


texts:
I have a fairly simple scene - large ground plane, five uv spheres, Pro-Lighting envmap - that's consistently and almost instantaneously crashing Blender on render.

From my tests, it seems to be a result of a very high subdivision on my primary ground plane (which is approx. 2.8x7 blender units with around 54k verts), combined with a high subsurf level (for microdisplacement). It handles a Level 3 Level 4 subsurf fine; crashes almost immediately at Level 5.

I've done a number of large scenes with millions of verts on this machine before (scene + 20k object particles, with randomly between 1500 and 17k verts each) and while it takes forever and an age to build, eventually it cranks through and renders just fine. I've had a few slow almost to a complete standstill for a while, but I've never had one crash outright.

I know someone is going to quote the subsurf exponent table to me, and I acknowledge that it's almost ridiculously high, but I do legitimately see a difference in the scene at that level.

Given that it crashes almost instantly, as soon as it attempts to synchronize that mesh object, is there a mathematical limit that it's hitting before memory even comes into play (this is a 16GB system)?

Is there some internal limitation to the number of vertices a scene can trigger via rendertime subsurf?


texts: When I parent my head armature to my body armature it moves

texts: I want to parent my hat armature to one of the bones in the neck, but when I do it messes up the location. The armature has no previous parent like most articles seem to suggest, and the rotation, location, and scale are all applied.


texts: Weird Jittering Effect Going On With Model?

texts: So I have a 3D Model of Godzilla, and so far everything is great with it. The only problem is this weird effect going on near Godzilla's mouth area where the lighting seems to be jittering. I don't know if this is an edit mode problem, or if it is with the material, but are there any ideass? Thank you!


texts: Make two pyramids joined at their tops 3D-printable

texts:
I am preparing a mesh for export to STL and 3D printing. In the algorithmically generated mesh there are several places where a single tetrahedron, modeled as four triangles, meets the rest of the surface at a single vertex. Is there a simple way to "thicken" around this one-vertex joint so that I can get something that is printable? I'd prefer an algorithmic solution since the surface is complicated and there will be a number of places at which this happens. I'm okay with the rest of the surface being modified slightly as long as the overall shape doesn't change too much.

Note that my blender knowledge is minimal. I tried subsurf + solidify, but the solidify acts very strangely in the vicinity of these points. I also tried subdividing the mesh (so that each triangular face of a tetrahedron is subdivided into many smaller triangles), but solidify doesn't seem to notice. Perhaps I am doing something wrong here.


texts: Odd animation (without armature) when imported in Unity

texts:
i'm new to blender and i made a simple push animation(link to the blender project to have a look) for a button, in blender everything seems to work fine.
When i export it as .FBX it works in unity, but not just out of the box, before i need too make some adjustment screened below.

After researching for a while on the net is not yet clear to me if this is just intended to work like this or i'm doing something wrong in blender.

Thanks


texts: Cannot move 3D cursor or click to select objects

texts:
When I left click, the 3D cursor no longer moves anywhere; it instead stays stuck wherever it is in the scene. When I right click on anything, Blender zooms into whatever object is currently selected. I'm unable to select anything with the mouse; I can only select objects with keyboard shortcuts like 'A'. This happens with all new projects as well. I've tried exiting / reopening blender.

Is there some setting that would cause this? How do I undo this?

I'm currently using Blender 2.79


texts: is there a way to symmetrize The UV map in the UV Editor?

texts: i have a Problem with the UV Editor. I don't know how to get rid of the unwrapping of the Model, so i could unwrap anew. I somehow messed up one half of the UV MAp and can't get rid of this. So i would like to know, if there is a way to symmetrize the messed up side to the good half. I use Blender 2.75 at the current Moment.


texts: Is it possible to create that borderlands edge outline look on a transparent object? In BGE?

texts: Can I add an edge outline to an object in bge (say a human) thats transparent? Ive tried everything except code and cant figure out a way to do it. Thanx for the answers!


texts: How can I customize the appearence of the node in node editor

texts:
I want to change the node in node editor to triangle shape, or any other shape I want, not a quad shape node as default, and the port on the node is a dot, I need also to change it to some other shape.
Can you suggest me of a practical approach to achieve this? Is this possible to use the Python api or should I go to the blender core?


texts: Can I enable antialiasing in the solid view during orbit / pan?

texts:
I seem to recall a setting that would enable anti-aliasing during viewport transforms in solid mode, but I can't for the life of me remember where this setting is or if it even exists. I think it was called something like "Fast Preview" or something similar.
I've installed a few different Blender builds and I'm concerned my preferences may have gotten corrupted and/or this setting was disabled inadvertently.
Here's a pic (this is during orbit):

Notice the jaggies on the bottom of the left chair.
Anyone know how to do this?


texts: Detecting light intensity on surface with cycles nodes

texts: Are there any methods for detecting the light intensity on the surface of an object using cycles nodes? Ideally including light from hdri and all other sources.


texts: How do you return to the default view (the one you see when blender starts)?

texts:
I cannot find any menu or keys that return blender to the view that you see when you start blender.
Using save close and then open again but it must be easier than that?

How do you change the view from side or front, or back to the view that is enabled by default at start?


texts: Why does knife-edge text bevel reflect differently with doubles removed?

texts:
(Blender 2.70a, Cycles render engine)

Any thoughts on how to get back my smooth glossy surface?

I've been working on cleaning up the overlaps caused by adding a bevel to some tight text and have encountered a problem I can't figure out how to fix.  When you add a bevel to text, Blender actually creates vertices in three additional planes (as near as I can figure): There is the front plane of your text, the back plane and in the middle are two planes of the bevel edge which would usually get separated by adding depth to the text -- I'm not adding depth, so the two middle plane are right atop one another.  When you use the "remove doubles" option (on the two planes that make up the knife edge) something is happening to the faces such that a glossy material reflects light differently than when the two planes exist.

Here are pictures to illustrate the problem:

In this first picture I have added text, added a bevel of 0.015 to the text object, then converted it to a mesh.  Using the face selection mode, and being in top view, I box-selected all the faces behind the front-most plane and assigned them a material consisting of a Mix Shader with a Glossy shader (defaults) and a Diffuse shader (defaults).  Then I created a blue diffuse material and assigned it to the frontmost faces.  I dropped in a few spotlights to light the scene and give something for the glossy material to reflect.  I have done nothing to remove doubles yet.

Now, using the lasso selection tool with "Limit selection to visible" turned off, I have selected the knife-edge vertices on our right side of the "x":

With that selection made, I hit the "Remove Doubles" button in the Mesh Tools pane and observe the effect on the render:

Thinking visually, it's almost as if the faces of the bevel are now curved rather than flat, but why removing doubles would alter the faces that way escapes me.  And it's not the look I'm after!

One thing I thought to try was alter the world surface to be some bright color, but the dark shadowing appearance remains unchanged if not tinted slightly:

I had thought that perhaps the normals were oriented differently, but displaying them and rotating the view to present an unaltered portion of the "x" close to inline with the altered portion shows the normals to look, well, normal:

Any thoughts on how to get back my smooth glossy surface?  Not removing doubles is the easy answer, but it's a double hassle when the font you're using wraps over itself on serif extensions when beveling.


texts: Having texture issues with this models eye as well as trying to save his textures as a whole

texts:
Long story short, trying to add this guy from persona to tabletop simulator.
somehow slightly reposition the eyes to maybe have them look straighter?
but mostly i can't figure out how to save his texture image as a whole to be able to upload all of it to his model on table top if saving them as a whole is even possible.
all of his texture files are individual files.
any help would be greatly appreciated as I'm completely new at this and have only figured out very basic things.


texts: Fluid Domain -- Resolution Divisions field disabled (grayed) after freeing bake

texts:
I have a Fluid Domain where I just freed the Bake in order to change the Resolution Divisions field, yet it remains disabled (grayed).  Any thoughts on how to "jiggle" this to get RD enabled?  The cache folder is clean after freeing the bake.
Here is the  file with "proprietary" things removed.


texts: How To Create The Loop Cut Effect on Triangles and Other Non-quadrilateral Faces

texts:
I have this image below of a model with a Selected triangle face, I want to create a vertical cut that will allow me to move the UV for the left side of the face.

I know you can only loop-cut on quadrilateral shapes only. So how would I cut this shape in half? Can I do something like this in the UV editor?
I tried using the knife tool but the line I created kept disappearing every time I picked both my edges.


texts:
uhh, I'm new to Texture Paint and while experimenting paint brush, I've come across this problem...

and this is its UV Image

Please help me on how do I remove these edges on the paint's outlines and make it accurate to its UV lines.


texts: Can selected elements be rotated in opposite directions?

texts: Is it possible to rotate e.g. the left selected edge counter clockwise and the right one clockwise?


texts: How can I rig telescopic parts to move one at a time?

texts:
I'm trying to rig a telescopic model. I'd like the segments to deploy "one at a time" (like at 38s here), such the the first segment is almost completely out before the second segment starts moving, and so on.

So far, I've tried assigning a bone per segment, then setting their parent to a big bone which has a "Stretch To" constraint; the constraints target is a a bone that I can use for posing:

With this rig, the segments of the telescope deploy linearly as a group:

Is there and alternate rigging method I could use which gives me control over how the the individual segments relate to each other?


texts: I have some meshes that I baked the materials in to vertex color and it works fine. But when I export to FBX, all the vertex colors are RGBA while all the alpha values are 1.0. Is there a way to get rid of the alpha component of the vertex colors?


texts: Keyframing problem. Adds keyframes on all objects instead of the one that I selected

texts:
So I have some text that I have made into a mesh and split up by loose parts.
And the problem is that whenever I try to add a location Keyframe Blender adds a keyframe to every letter instead of just the one that I have selected.
Here Is the .blend file


texts:
What is a good way to model this organic shape?

I've found metaballs merge too easily, so it's hard to get nice folds.

I've wondered about curves and beveling, but I haven't got good results with that either.


texts: Match shape key index and a driver index

texts:
This started with this question.
I have a list of shape keys where some have and some don't have a driver. How do I get an index of a selected shape key driver? I thought of inputing just the index of the shape key but that of course doesn't work because they don't matchup.

My end game is to input the index of the selected shape key and get the name of the target bone which drives the selected shape key
Here is the code that I have currently (I currently get the name of the bone on the driver index 0 because I set it to that but of course I want that to be dynamic):
import bpy

#Defines the Basis name.
selected = bpy.context.object.active_shape_key_index
bpy.context.object.active_shape_key_index = 0
basis_name = bpy.context.object.active_shape_key.name
bpy.context.object.active_shape_key_index = selected

#Defines the selected shape key index.
selected_shape_key_index = bpy.context.object.active_shape_key_index

#Defines the selected shape key name.
selected_shape_key_name = bpy.context.object.active_shape_key.name

#Defines the selected shape key collection.
selected_shape_key_collection = bpy.context.object.active_shape_key.id_data.name

#x is the index of shape key with a driver. In my scene since I have 2 shape keys with drivers the index goes from 0 to 1.
x = 0

print(bpy.data.shape_keys["ShapeKeyCollection"].id_data.animation_data.drivers[x].driver.variables[0].targets[0].bone_target)

This is the little test/example file (Blender 2.9 alpha):


texts: How can I modify the mesh of a linked character?

texts:
I have a fun problem:

In character.blend I have an armature and a mesh with shapekeys inside a Group. In a new scene (pose.blend) I have Linked in Group. I then created a proxy (Make Proxy) and posed out the character. Now I'm noticing a small problem that I would like to fix for just this pose.blend file. How can I modify the mesh?

In my Outliner (under All Scenes) I have:

character which is just an empty containing everything that was in
the group, however I cannot select the mesh or armature
character_proxy which is the armature that I was able to move and
manipulate

Some things I've tried:

Making local the whole group. I still cannot select the mesh
Making local the objects in the outliner, the mesh is no where to be found and I cannot edit character (it is stuck in Object mode.)
Running Make Single User U on character or character_proxy, there is still no mesh, and the mesh is not selectable from Groups Outliner.

Now I did successfully do this (thanks Olson from #blender irc!):

Select character from the outliner and Make Proxy the mesh
Make the mesh local and then manipulate it.

This works but the problem is the mesh is in T-Pose (ignoring the armature.) I can 'fix' the pose but it is cumbersome (since it is not posed out.)

Any help would be appreciated :D!


texts: Different ways to call an imported function from a separate py file, returns error

texts:
Not sure if this is a normal python behaviour or a Blender thing

I have a file named operators.py and a file named functions.py.
also a __innit__.py that calls the operators.

Method 1 :

in functions.py:

def someFunction(self, context):
    print("I did it!")

in operators.py:

from functions import someFunction

and then later I call the function with:

someFunction(self, context)

The above resulted in:

ImportError: cannot import name 'someFunction'

Method 2 :

in functions.py:

def someFunction(self, context):
    print("I did it!")

in operators.py:

import functions

and then later I call the function with:

functions.someFunction(self, context)

The above resulted in:

AttributeError: module 'functions' has no attribute 'someFunction'

So blender did get and import the module but it can't get the functions working.


texts:
For some reason, my model won't unwrap.
I have uploaded the model here: http://www.pasteall.org/blend/37735

One thing that surprises me is that if I try to select a ring, the ring stops at a certain vertex:

I have extended the ring manually, then clicked "Mark Seam", then I selected the upper lid and the lower lid of the barrel and also clicked "Mark Seam" for each of them.

When I now click 'u' and then 'Unwrap', nothing happens. I have been able to unwrap other models, but not this one.

Does anybody see where I might have missed something? Blender does not show any error message, it just doesn't unwrap.

Thank you for the help.

Edit: I have uploaded a new model here to reflect the suggested changes: I removed all doubles, I applied rotation & scale, and I put the same in a location where Blender could select a whole ring automatically.
But it still won't unwrap:

http://www.pasteall.org/blend/37739

Edit 2: Now here is a simpler model without the handles. It is really absolutely simple geometry (I think), but it still won't unwrap:
http://www.pasteall.org/blend/37741

Could anybody have a look again? Thank you!


texts: Can i automatically add textures to a large amount of materials?

texts:
I have around 1500 objects. Each object has a material that is named exactly after the texture it corresponds to (e.g. "Tex_01.dds", "Tex_233.dds", etc). The objects and textures are both in the same folder. Is it possible for me to make an automated method that applies the correct textures to all objects in one go?

Edit: As the question appeared too vague, i've constructed a series of images to further explain the issue.

These are all the objects which i'm trying to add a texture to. They originate from a building system from a game. I wish to recreate this in Blender with a grid system.

Each object has one material. The name of the material is the same as the name of the texture that connects to the model.

Lastly, these are the textures which i would like to put on the models.

Edit 2: All materials have no nodes in them. The manual procedure would be to add a material output, diffuse node, image texture node and optionally a texture coordinate for UV.

I've also included a .blend with some samples if anyone would be interested in checking it out.

https://www.dropbox.com/s/blvgx98lmp8n27o/MS2Props02.zip?dl=0


texts: Preview render view is noisy, not sure what I did or how to fix it

texts:
So when I'm in render preview it looks like this:

 which is odd because the render looks fine

I can only assume that I messed up some sort of display or view, other .blend files aren't affected. Does anybody see something familiar and know how to fix this?


texts:
I am exporting a scene to OpenEXR multichannel (with no compression and FULL format) and read it back using Python. Here is the code

exrFile = OpenEXR.InputFile('fallroad_0001.exr')
header = exrFile.header()
dw = header['dataWindow']
pt = Imath.PixelType(Imath.PixelType.FLOAT)
size = (dw.max.x - dw.min.x + 1, dw.max.y - dw.min.y + 1)

cc_r = np.fromstring(exrFile.channel('RenderLayer.Combined.R', pt), dtype=np.float32)
cc_g = np.fromstring(exrFile.channel('RenderLayer.Combined.G', pt), dtype=np.float32)
cc_b = np.fromstring(exrFile.channel('RenderLayer.Combined.B', pt), dtype=np.float32)
cc_r.shape = cc_g.shape = cc_b.shape = (size[1], size[0])
cc = np.dstack((cc_r, cc_g, cc_b))

I understand that an OpenEXR file contain a 'raw' value of the pixel (in high dynamic range), so the pixel values are not in the image standard range [0, 1]. Indeed, here is the range of each channel

[(0.0, 270.6739501953125), (0.0, 221.4493865966797), (0.0, 106.66129302978516)]

Now I am having problems to convert it to the image that Render shows (and export as png), which ranges in [0, 255] or [0, 1]. Scaling [min, max] to [0, 1] or cut off at 1 (values that are greater than 1 become 1) does not work.

I include here the images that I have hand-on. From left to right:  image with raw exported float values, image with value cut-off at 1 (all > 1 become 1) and image rendered by Blender


texts: How to preview texture nodes by hovering?

texts: How does he achieve seeing the texture by only hovering over each node? https://youtu.be/5TcBWJva9aE?t=144


texts: Why is mirror modifier not being applied symmetrically?

texts:
I can't figure out why the mirror modifier is being applied to the face that left or right of one it should be

As far as I can tell my origin point is centered and my mesh is symmetrical.
I have not moved my origin point nor moved the mesh in object mode.


texts: Is there a delta transform for collection?

texts: I made this guy here, he is made of 29 individual objects, I want to draw over it with grease pencil, but I cant rotate him with the rest of the frames. Its nice that I can use the delta transform to change the puppet size to make a variety of siluets without animate them once more but that's useless if I cant move them around.


texts: How to draw a Panel only in the Shader editor node editor (object type based)?

texts:
Like the question in the title, I would like to understand how to place a UI Panel only in the Editing of the Material nodes
So it would be "Shader Editor" in Object mode.
At this moment the panel is drawn in each node_tree.
This is causing me a problem.
THe code:
class ADDON_PT_Panel(bpy.types.Panel):

    bl_label = "Test"
    bl_idname = "ADDON_PT_Panel"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_category = "Test"
    bl_context = "scene"

    def draw(self,context):
        layout = self.layout
        layout.label("Hello World")


texts: How to party add geoetry while keeping good topology (Cat nose)

texts:
I'm working on a cat-like creature for game usage so it should be low poly, good topology and animateable. I blocked out the head (basically just a subsurfed cube) and kept it low poly so far, with edge-loops going around the mouth area and the ears like you see in many tutorials for human heads. But I totally fail at the nose section. I want this part more detailed (not just a bump). Adding edgeloops is a bad option since they run through the whole head (and whole body) and add geometry where its not needed. Then I tried using inset faces around the nose-area but it seems a bad idea as well.
How would you tackle this? Many thanks!
Edit: screenshot
https://gyazo.com/8118d5009e9d276b9b8d6494ed287448
I really need more deatails around the nose, it appears important to me, get a realisic big-cat nose, with nosetrails and the seperated upper lips beeing sortof connected to the nose.


texts: Deselect first and last vertices of a path with Python

texts:
I have a path of verts and I want to deselect the left one and the right one: with indexes 0 and 2:

The problem is that I can't seem to figure out how to find correct indexes. Iterating through ob.data and bmesh.verts gives me a sorted lists, using a ops.mesh.select_less() deselects everything (in this example), I've tried different options of Sort Mesh Elements without any luck, so I'm out of ideas to make this happen without using something like geodesics on surface.

In the example above the verts I'm looking are placed as far from each other as possible but this is not might not be the case, for instance:


texts: I've installed multiple different versions of 2.8 and also tried 2.9 but the whole application runs at below 20fps when im using it and im not sure why. Id love to transition over to 2.8 and onwards but working and modelling with a frame rate below 20fps constantly just isnt possible. Im using a base model MacBook Pro 2017 and 2.79 still runs fine, but im not sure what to do to fix this?


texts: Long error message when try to extrude and input box is empty? (I can now no longer use blender)

texts:
I was making a house in blender using a tutorial. I have not messed with the settings I have only ever added some addons. Today when I went on blender and tried to extrude a circle it did not work and gave me a really long error message. I reset my factory settings and reinstalled blender it still didn't work, so I looked in input just in case it was something to do with that but the whole input box is black. I also checked to see if the same thing as happening on the steam version of blender nothing had changed.I installed a beta version of flip fluids from GitHub but it had lots of python files so I installed all of them, it doesn't show up as an addon though.

first part of error message

second part of error message

input box

my addons.

Thank you for your help!

(edit: everything is fine on blender 2.80)


texts: Placing objects using a relative coordinate system

texts:
I have been assigned the task of making a 3D model from a site plan for a big wind park in Germany. I have a plane (7km X, 8km Y) long. I want a point in the left corner of the plane as a point from where I can move my windmill models with co-ordinates. Like windmill_1 2km left and 1 km up. A windmill in the left corner of the plane will have the location settings a 0;0;0.

Is there any solution?
Thanks in adavice.


texts: Can anyone explain why my normals have a mind of their own

texts: I've tried flipping them, recalculating them and remaking the faces but i cant understand why the mesh still appears hollow, any ideas would be much appreciated


texts: Multiple buttons assigned to the same Operator class

texts:
Does every new button need to be assigned to a different operator class or can you assign multiple buttons to the same class to do different things.  Here is the code.  This panel is located in the Video Sequence editor.

import bpy

class CustomPanel(bpy.types.Panel):
    bl_label = "Left, Right Button Test"
    bl_space_type = "SEQUENCE_EDITOR"
    bl_region_type = "UI"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):

        def add_center_button():
            row = self.layout.row(align=True)
            row.operator("sequencer.center_images", text="Center A")
            row.operator("sequencer.center_images", text="Center B")

        add_center_button()

class Center_Images(bpy.types.Operator):
    bl_idname = "sequencer.center_images"
    bl_label = "Center"

    def execute(self, context):
        print("Center button is being executed")

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts: Texture Painting vs. Materials Assigned to Vertices

texts: I've been wondering what the best method of coloring different parts of meshes is.  I know that it is possible to assign different materials to different vertices, and there is also a Texture Painting mode.  Which ones is better for coloring characters?  What about architecture?  Vehicals?  Also, as a side question, is there a way to turn on symmetrical editing in the Texture Painting mode?  Thanks so much for you help.  Happy Blending.


texts: Basic topology & bevel help - How to fix beveling issue?

texts:
I'm trying to model a hangboard and I'm having a hard time getting my bevel to work. Can someone explain to me how to correctly bevel the top edges of this? Below is a couple images of it, followed by my attempt.

So my issue is the sloping parts on the top. I don't know how to correctly model them so that I can smoothly bevel them without artifacting. I don't know how else to block out the shape other than what I've done already. Obviously there are vertical faces whose edges meet at that top horizontal edge, but I don't know how to fix it. See my issue below:

Any advice is appreciated!


texts: How do I set the bone length after setting a new bone matrix?

texts:
In version 2.77a; the docs show that the edit_bone.matrix is no longer read only, but a note warns "does not include bone length". Luckily, edit_bones also have a property length you can set:

  length

  The distance from head to tail, when set the head is moved to fit the length.

With that in mind, I tried assigning the matrix, then setting the bone's length:

bone.matrix = bone_imatrix[0:16]
bone.length = 0.1

But when I check the transform of the bone, the bone.length = 0.1 doesn't reflect what the docs said: "head is moved to fit length". (Hopefully they'll allow moving the tail to fit instead of the head.)

Head and tail are still the same, making it invalid, and disappears as soon as I change the mode back to OBJECT.

I tried using bone.transform(bone_imatrix, True, True) but it does nothing (Odd):

print( bone_imatrix )
>> <Matrix 4x4 ( 0.0000, -0.0000, -1.0000, -0.0000)
               (-0.0000,  1.0000, -0.0000,  0.0000)
               ( 1.0000, -0.0000,  0.0000, -0.0000)
               (-0.0000,  1.9815, -0.5483,  1.0000)>

Here are the values I was expecting:

Question: Why is the matrix getting set but not the length? Is there a better way of assigning the bone matrix?


texts: I'm sorry but this is my first project i'm watching a tutorial and this is what it looks like in viewport shading


texts:
Rendering with Cycles has hot spots on glass surfaces. I'm using an HDR image to light scene and its labeled as 'high noon' so sun angle is straight down. I am wondering why I am getting a 'hot spot' reflection on all the glass surfaces? It really is strange because there really shouldn't be all of that reflection. I have played around with a lot of settings for bounce, etc. but obviously not changing the right settings because the adjustments do nothing to alleviate the render. I can look closely and tell it is the reflection of something distant but in real-world and looks terrible.

Not sure what happened as I did add screenshot with original post...here it is again.

TIA!

Cheers!

Rick...


texts: Eevee disable receiving light for an object

texts:
Im currently working on a Wormhole tunnel effect like this:
https://www.youtube.com/watch?v=K2WTH016rfk
Problem is in my scene I got objects which are flying through it and those emit light too. So if they fly through it, the tunnel gets lightened up.
The Wormhole in itself is more of a special effect and its own shadermaterial emits light already, but I dont want it to accept other lights... any ideas how to disable this in eevee?


texts:
I have a small problem. The f12 wont render correctly. This is my viewport:

and this is the f12 image:

Blender File here: https://jmp.sh/pIbvOCR

Could someone please help me :)?


texts: Custom property not evaluated on first frame of animation

texts:
I am adding a bunch of properties to cameras with my add-on. To support animation during renders, I add a frame_change_post handler like this:

import bpy
from bpy.app.handlers import persistent
from .camera import PhotographerCameraSettings

@persistent
def update_render_camera(self,depsgraph):
    camera_ob = bpy.context.scene.camera
    camera_ob_eval = camera_ob.evaluated_get(depsgraph)
    # Dictionary of Photographer Camera properties
    for key in PhotographerCameraSettings.__annotations__.keys():
        try:
            key_eval = camera_ob_eval.data.photographer[key]
            camera_ob.data.photographer[key] = key_eval
        except KeyError:
            # Properties that haven't been changed will return a KeyError
            pass

def register():
    bpy.app.handlers.frame_change_post.clear()
    bpy.app.handlers.frame_change_post.append(update_render_camera)

It works fine, except for the first frame of the render if the current frame is different.

For instance, if I render from frame 1 to 10, and in the viewport I am looking at frame 5, then when rendering the animation (CTRL+F12), frame 1 will use camera property values of frame 5. Frame 2 gets updated properly and the renders continues fine.

It seems that the frame_change_post doesn't get triggered when moving to the first frame. Is there a way to fix it?


texts: Toggle Panel on/off without unregistering class

texts:
I'm trying to add a boolean to my addon preferences menu that when toggled will remove the selected panel. Unfortunately I have no idea how to do this without registering/unregistering which doesn't work once unregistered. Any ideas?
    if bpy.context.scene.hideCryptoBool == True:
        bpy.utils.unregister_class(bpy.types.DARROW_PT_cryptoPanel)

    if bpy.context.scene.hideCryptoBool == False:
        bpy.utils.register_class(bpy.types.DARROW_PT_cryptoPanel)

    return {'FINISHED'}


texts:
I managed to sculpt a hand but the ring and middle finger are united half way.. How can I make a distance between them? My .blend file is here:

Here are some pics:
This is the side view of the problematic part in edit mode


texts: Straighten the series of vertices in UV editor

texts:
I've got a bottle modeled and I want to put a Nuka-Cola label on it. I took where I want to put it, marked the seam, and unwrapped it. It looks like this:

I want to straighten the UV so that it matches the angle of the Label, is there any way I can do this? I understand it will be a bit distorted, but i'll deal with that afterwards.

Here's my project files (Not using Blend-Exchange because you need the images aswell)


texts:
I am trying to compare hashes of blend files, but I'm running into a few problems. Every time I open Blender and write the default cube mesh to another file and then hash that file, the hash is different. I run the following code from the python console:

from hashlib import sha1
bpy.data.libraries.write('//Lib.blend', {C.object.data})
sha1(open(bpy.path.abspath('//Lib.blend'), 'rb').read()).hexdigest() // resulting hash, different every time

This also happens when I, for example, switch to and from edit mode without altering the mesh. Every time, another hash.

I've been searching the API and the source code to see whether a timestamp is added to the blend file, but have been unable to find anything. Interestingly, when I execute the above code twice without re-opening or editing any object in the scene, the hashes do remain the same.

What causes the hashes to keep changing, even though the data is the same?


texts:
So I want to make my own batch exporter. FBX export operator has " bake_space_transform= " option, but it woud't do what Apply Transforms do, it just like apply unist scales... Btw. I want to be able to apply each (location/rotation/scale) transforms separately.

To start from something I add bpy.ops.apply.transformall() and of course after export complete I want to undo this apply transforms.

    # Exporter loop body

    baket=context.scene.btu_props.btu_exp_baket
    if baket:
        bpy.ops.apply.transformall()
    else:
        pass

    bpy.ops.object.select_all(action='DESELECT')
    obj_num = 0

    for name in selected_obj_names:
        comb_exp_path = exp_folder + name + '.fbx'
        bpy.data.objects[name].select_set(True)
        obj_num += 1

        bpy.ops.export_scene.fbx(

            filepath=comb_exp_path,

            use_selection=True,
            object_types={'MESH'},

            apply_unit_scale=True,
            bake_space_transform=True,
            axis_forward='Y',
            axis_up='Z',
            global_scale=context.scene.btu_props.btu_exp_scale,

            )

        bpy.ops.object.select_all(action='DESELECT')

    # Recover baked transforms
    if baket:
        bpy.ops.ed.undo()
    else:
        pass
    # Recover selection
    for name in selected_obj_names:
        bpy.data.objects[name].select_set(True)

    self.report({'INFO'}, f'Exported {obj_num} objects to {exp_folder}')
    return{'FINISHED'}

Problem is what done by operator will be registered to undo history after operator finished(as I understand). I will say OK if it undo last action before operator start and not undo operator own actions. But it work strange - it undo apply transform done by operator, but also undo last action before operator.

I tried to add separate operator with undo register, execute it during main operator and then undo. But things does not work in this way. It still work same undo main operator as some solid action and also undo action done before main operator start.

        # Exporter loop body

    baket=context.scene.btu_props.btu_exp_baket
    if baket:
        bpy.ops.fg.btu_baket()
    else:
        pass

    bpy.ops.object.select_all(action='DESELECT')
    obj_num = 0

    for name in selected_obj_names:
        comb_exp_path = exp_folder + name + '.fbx'
        bpy.data.objects[name].select_set(True)
        obj_num += 1

        bpy.ops.export_scene.fbx(

            filepath=comb_exp_path,

            use_selection=True,
            object_types={'MESH'},

            apply_unit_scale=True,
            bake_space_transform=True,
            axis_forward='Y',
            axis_up='Z',
            global_scale=context.scene.btu_props.btu_exp_scale,

            )

        bpy.ops.object.select_all(action='DESELECT')

    # Recover baked transforms
    if baket:
        bpy.ops.ed.undo()
    else:
        pass
    # Recover selection, filter mesh objects only
    for name in selected_obj_names:
        bpy.data.objects[name].select_set(True)

    self.report({'INFO'}, f'Exported {obj_num} objects to {exp_folder}')
    return{'FINISHED'}

class BTU_Baket(bpy.types.Operator):
    bl_idname = 'fg.btu_baket'
    bl_label = 'EXP_Baket'
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.apply.transformall()
        return{'FINISHED'}

Im not some "PRO" coder, I have no deep understanding of python, of course i do something wrond, I have to.

It not even about my exact case or my code. I ask in generall, how to execute some operator and during this operator do some action A, then based on A results some action B, then undo changes done by action A.

It should be some operator inside operator? Maybe problem with this " self, context " arguments (in most cases I still don't understand how it work and why everything stop work if it different). Can anyone tell is it possible at all to undo actions during operator? If yes - any advices what I need to change?


texts: Why normal map baking break at UV seams?

texts:
I wonder why my normal map baking (from high to low mesh) got incorrect result like this:

blend file is here. Thanks anyone that can explain or help to solve it.


texts: How can I make duplicates of an object using empties as placeholders? For example I have a cube as original. After that I place some empties with a certain position, rotation and scaling and then turn those empties into duplicates of the original cube?


texts: Where I can find "Roughness" in Properties tab > Material? (Blender 2.79)

texts:
I am trying to find "Roughness" property panel in blender 2.79, but i am not able to find it. (Task is to make the reflection in the window cleaner)
Does this panel exists in blender 2.79 or not?


texts: Create a curve from intersecting plane and mesh

texts: I have the next problem. I need to create a curve from the intersection of this mesh (the slide) and the plane to make a path for a sphere to follow in an animation. Can you give me a guide on how to make this?


texts:
Hope I'm able to explain my problem:

I'm hoping to animate little Piezo electric sticks with LED lights at their end. They are screwed onto a facade. Like electric lighters the elements should turn kinetic energy (coming from the wind) into electricity.
I want to animate the LED's as part of the particle system to be only glowing when moving in the wind and being dark when standing still.

Animation motion elements:
https://www.youtube.com/watch?v=XEh6g7RgA8g&feature=youtu.be


texts: way to customize face colors with the overlay face orientation

texts:
In the > 2.8 version of blender, we have the face orientation overlay feature that colors front facing normaled faces with blue and back facing ones to red like so:

This is very useful, but also somewhat distracting at times. Is there a setting that lets us customize this color? Because sometimes I just find it more useful and wish there a material dark color because these flat colors sometimes are to much flat it's hard to distinguish and view.


texts:
I'm new to animation and rigging in Blender, matter of fact new to blender. But I want to learn rigging and animation right now, and I've setup this rig:

And everything moving the large standing bone at the palm of the hand moves the entire arm properly. Yet when I try to curl/bend the fingers into a fist pose, here's the result:

Basicly I've setup the finger bones to copy rotation on Z axis from floating curl control bones. That's all. Any ideas?


texts:
I am trying to transform blender interface my idea is to display only the 3d view, showing only the green area:

I want to remove the main toolbar, timeline, outliner and properties panels

So my first question is, is that possible ?

The second is, can someone point me in the right direction =)

Thanks in advance

Ghus


texts: How to move object in its local transform orientation in Animation nodes?

texts:
How can I move an object in its local transform orientation in animation nodes?

There is a way using some math with rotation of the object as an input,but I want to know if there is an easier way to do it in animation nodes.


texts: Animation loc, rot, scale and dimensions change in NLA

texts:
So I am trying to combine 3 Mixamo animations together in Blender to make one fluid motion. I import the fbxs, set their location, rotation and dimensions, give them names in the dopesheet, make action strips in the NLA editor and if I play them without any changes my animation plays through. It has its jumps that I want to blend from one action strip to another.
As soon as I make any changes to the NLA (adding the blend or relocating the strips) the location, rotation and dimensions change in my animation. I’ve done this with different characters and different actions and the same thing keeps happening. Anyone have any idea on how I can get my separate animations put together to make one seamless animation??


texts:
In wireframe mode i can see these white bits in my mesh

And in solid mode the mesh is not in line with the edges and vertices

How does this happen and how do i fix it?


texts: Reflective surface not reflecting after certain angle

texts:
I am making a low poly headlights for a car and I have made the inside of the lights from reflective surface (mixed ~90% glossy with diffuse and little bit of glass) but from a certain angle it's not reflecting at all and looks ugly and unrealistic:

But from the front it looks ok:

This is the geometry:

Please help me create reflective material that reflects light correctly no matter from what angle I look.


texts: Textures don’t render like in viewport renderer

texts:
My images just don’t want to render like I see it in the viewport.

As far as I know I didn’t modify anything about the render options, and I’ve noticed somethings strange. I use the separate XYZ node with a generated input, and when I click to view it in the viewport render everything is fine, but when I render it out it completely changes to something weird.

I use displacement on my object the subdivs are exactly the same in the viewport as in the render.


texts: Why is only part of my render taking so long? Did I do something wrong? (Cycles)

texts:
So, I have been using blender for about two months now and have done a few small projects, but I decided to try something a little bigger.

I took a simple spaceship that I had modeled during a tutorial and added some burner effects to it, as well as an animation of it shooting and blowing up an asteroid. I added a quick explode and a quick smoke modifier to the asteroid to make it blow up. I've never really worked with these effects before, so I'm unsure how they effect render times.

The part of the animation with the spaceship renders relatively quickly, however any frame with the asteroid in it (frame 166 on) takes AT LEAST two hours to render, and doesn't seem to have the material I added to it ( a simple brown diffuse). I'm unsure if the render times are because of the added effects, or if I messed up something with my project.

I've gone through and turned down any of the quality settings that I thought I could afford to so that I could render faster. I'm using cycles render, but I don't have a GPU that supports GPU rendering. I was wondering if someone could take a look at my .blend file and see if I've done something wrong, or if it's just my computer.
Here's a link to the .blend file

http://www.pasteall.org/blend/41959

Thank you so much!!!!!


texts: Animating text field, displaying dynamic scale of an object

texts:
I make a animation of a cube that grows in size. I want to be able to render the changing values of the nearby text field. I see the numbers changing dynamically in the view-port but when I render out the final animation, the value doesn't change. Any advice?
My Code..
import bpy
scene = bpy.context.scene
obj = scene.objects['Text']

def recalculate_text(scene):
    obj.data.body = 'The Size Of The Cube Is... ' + '\n' + str( round(bpy.data.objects['Cube'].scale[2], 2) )

bpy.app.handlers.frame_change_pre.append(recalculate_text)


texts: How do I give Blender rights to launch software to edit images in Windows 10?

texts:
I wanted to edit a texture.
I go to preferences file path image editor select the location of Photoshop.exe
I go to the UV editor > Image > Edit externally
I have other software that can and do launch Photoshop.

I have tried to open files that Photoshop cannot open it still launches Photoshop, then shows a warning that it cannot open. I cannot even get that far with Blender.

How do I give rights / permission for Blender to open Photoshop?


texts: Is there a way to save strokes while painting/sculpting?

texts:
While painting or sculpting, user draws strokes. Is there a way with python to save those (with brush parameters and pressure data) and then play them back slowly also with python?

Point is to produce something like the greasepencil's strokes. These strokes save pressure and, through the layer system, the colour. That stroke can later be edited (changing the color, etc...) and animated. Is there something similar for painting/sculpting? It would allow to show a sculpting process from cube to final sculpt with custom point of view, materials, speed all of that rendered.

Here is the doc about how to sculpt a stroke : http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.sculpt.html. It has a Stroke parameter to be given, but how can I save such a stroke from user input?


texts: Where do the add ons show after installation?

texts: I have been trying to install the UV Squares add on and I think I did it right, I just do not know where to find it.  I hit N after install and I have the same exact tabs as before install.  If you look at the file path, it points to C: and even more fun, if I type the path in windows, there is no path, no file.  I watched a vid in which the fellow said to absolutely NOT unzip the file manually and that Blender will do it on its own.  I have googled how to change the file path but found nothing.  This is what my screen looks like:  How do I change the file path in blender to D:\ instead of C:?


texts: BI "Front/Back" vs Cycles "Facing" - Angle of Incidence in Blender Internal

texts:
In Cycles the Layer Weight node has an output called Facing.

In Blender Internal the Geometry node has an output called Front/Back.

Do these perform the same function and just have different names, or are they doing something different?

Thanks


texts: manuelbastioni add-on: hair library and clothes

texts:
I'm a bit of newbie with blender.
I'm trying to create humans by using the Manuel-Bastioni add-on.
I would like to export them as Collada-files and import them into OpenSim / Second Life.

Creating a human itself is very comfortable using this add-on.

There are only 2 problems I couldn't solve:

According to the documentation, there is a hair library to be found.
I just can't find this library.
Where is this and how do I use it?
I'm not very good at making clothes.
Are there clothes templates that can be downloaded from somewhere?
Make-Human has a couple of those but only for Make-Human afaik.

Any ideas?
Thanks very much in advance!


texts:
I've read somewhere that quads are used a lot in games. An as i sculpted my model it was triangulated by default. Then i used a tool (meshlab) to get a low poly model. I ended up with a 6.7k verts model but everything were tirangles. Since then i found out it's better to use quads and learned about retopology.I found a lot of images on google but I don't know if i'm doing it right. Some google models have very few polygons and some a lot more so i'm asking here. Here's an image of my retopology process so far:

It's only a part of the head and there are already 677 verts. My meshlab model had 6.7. So i think that i will end up with having more verts with retopology than with meshlab. So here's my question. Does this looks right to you or i'm doing something wrong?

Thanks

UPDATE Progress:


texts: Rendering to movie: Under File format there are no options for h.264, Qicktime or MPEG

texts:
I just downloaded Blender, testing to render animation. But there seem to be something missing under Output > File format. Here is my version

Greatful for help...:-I!


texts:
So after working on this helmet for weeks now, I've hit a snag.
I'm trying to extrude part of the mesh along a curve to create the horns.
When I try either nothing happens or it just stretches off into the distance.
I've tried doing this along a curve and path with the same results.
I'm fairly new to blender so I'm sure someone will be facepalming at my efforts.
Help would be appreciated.
<img src="https://i.stack.imgur.com/PT3Sa.jpg" alt="Attemt to follow curve
" />


texts:
I have a scene and i get this error twice when i tryied to render it : "blender cuda error illegal address in ustream synchronized 769" (I am sorry, i don't remember the exact error name, but i'm trying another render now and will take a screenshot).
Some informations :
Render samples : 32768 /
Auto Tile Size : On /
Cycles on GPU with Optix
Ryzen 9 3950X /
RTX 3090 /
64Go RAM
Please find the debug output & system info files here :
https://drive.google.com/drive/folders/1fkgBPIG--2rWpkdevxvtGFmutOLX-ZJG?usp=sharing
I've heard in another post about TDR crash, is it maybe that problem ?
For your information, that's the first time i got this error, and i've already rendered much much more complexe scenes at 64k samples with the same configuration.
Thanks all for your precious help.


texts: Python - How do i change the child of a child of an object?

texts:
I'm trying to make a python script that will recursively rename the children in a hierarchy with a name derived after their parent, from a selected object.
Now I've gotten as far as I can select an object, run the script - and it will rename all the children accordingly.
The problem is that, if those children also has children of their own - I also want to rename those as well. But I cant find a way to rename the child of a child of an object.
I'm pretty new to python, but any solution or advice for what I should be looking at is much appreciated.
So heres what little I got so far:
    def execute(self, context):

    for child in bpy.context.object.children:

        #Rename child to "[ParentName]_[Type]"
        child.name = bpy.context.object.name + ("_") + child.type

    return {'FINISHED'}


texts: Creating bottle using Blender Render for output to Blend4Web

texts: All the tutorials I can find use Cycles render for creating bottles. Because Blend4Web does not support Cycles --where can I go now to find learn how to create clear bottle with uv wrapped label BUT using the older Blender Render?


texts:
I do not know English, so I will use a translator.
how can you curve the mesh at angles?
That is, there is a curve, and there is a cube, you need to bend it along the curve but that it is bent along this curve.

yandex translate


texts:
I have seen other similar questions but they don't seem to be what I want, please correct me if I'm wrong.

For simplicity: delete the default cube, NumPad7, add cylinder, rotate X 90, then add torus with ext/int 1/0.75 and raise it above the cylinder. It should look like this:.

What I want is to deform the torus against the cylinder, but make it as if it's a projection. This means that, when looked from above, it will look like a normal, undeformed torus (volume changes), but when viewed with NumPad1, it will look like a round-end tube following the curvature of the cylinder, while still having the same round cross-section. To make it worse, my object needs to be deformed by a more complex surface, such as sin(x).

If I'd use soft body, it will look shrinked when looking from above, i.e. it will preserve the volume. If I use shrinkwrap, it either does a projection with its circumference intact, but all flat, or it will project it (similar to what I want), but only the bottom side vertices, like a curtain.

Mesh modifier gets me nowhere since I have to manually tweak the surrounding mesh, and curve modifier also preserves the length/volume, while also squishing the section of the torus at the bending points.

My question(s): is there a way to project (mold) the torus onto the cylinder while preserving it's cross-section? Can this be extended for more complex meshes to be projected or to be projected on?

This is, roughly, what the side view (along Y axis in the 1st pic) would look like after the deforming of the torus:

The unselected shape above is the torus (as it is in the first picture), and the selected shape is what it would look like after the deform, or molding, whatever you want to call it.

And here is what it would look like when seen from above (top view, along Z axis)): i.stack.imgur.com/HVOCo.png (can't add more than 2 pics)

The view would be the same before and after the torus is deformed.


texts: How to use the equation of the circle in the driver expression?


texts: How do I parent a bone to another bone for an imported model?

texts:
I have an imported character model where the sword is floating near the ground and I'm trying to get it to be in the correct place near the hand.
There is already a bone on the handle of the sword which is called sword_1 and it has a dashed black line to another bone which cannot be selected and doesn't seem to have a name (see picture).
There is another bone called weapon_root which is exactly where the weapon needs to be, near the end of the dashed black line, but I don't know how to move the sword there.
I have tried to make the weapon_root the parent of sword_1, but it didn't move the sword at all and it didn't seem to do anything because in the bone hierarchy they were still at the same level.
What should I do to get the sword_1 bone to follow the weapon_root bone origin?


texts:
I have a scene containing a hexagonal grid, with an orthographic camera.

At what angle should I put the camera so a rendered hex would exactly half the height in pixels that it would normally be if rendered from a straight top-down view?

I tried a 45 degree angle, but the top face was squashed to about 2/3rds instead of 1/2. I guestimated based on what looked right and got 55 degrees, but I need it to be exact.


texts: How to make an object choose betwen paths to follow in BGE, like in a railroad when a train will go to right or left path?


texts: Transition from one background to another as object moves in front of camera

texts:
I have a mesh object passing in front of a camera; the camera is locked in a fixed upward view.

The background to the scene is a sky full of moving procedural clouds. I believe the node setup is Andrew Price's.  As the scene progresses, the clouds constantly change shape and position, as suggested below:

I am creating a video which must loop... which is a pain against a background of moving clouds.

I would like to use the object passing in front of the camera as a wiper to transition from the current frame's clouds to an earlier frame, creating the loop. Here's a suggestion of the transition need:

The mesh is traveling from bottom to top. The portion below the mesh object reflects the earlier cloud position. Above the mesh is the current frame's clouds position.

I am open to compositor solutions or render-pass solutions, but have been unable to figure one out that uses the mesh as a key to a transition. Also, the use of Z-depth and mist makes artifacting a problem with foreground images rendered transparent and then composited onto the sky.

All that said, I would welcome recommendations. Although the wiper mesh object does go edge-to-edge, I cannot have it scaled so large as to be large enough to completely fill the frame, which would hide all of the clouds for a frame or two.

Imagine the mesh as an airplane: The wings -- which are irregularly shaped -- move across the scene, but at most points you can see quite a bit of cloud cover above and below the wing.

Compositor, render pass, Object ID.... I've fiddled with all and would welcome so best practices.

All ideas welcome!

EDIT: And, more generally, I went with this 'wiper' approach because it seemed to offer the most potential. There are seconds of the video during which nothing but clouds are visible -- but doing a fade between one series of clouds and another did not seem very elegant... As the opacity levels changed in the VSE between the 'new' clouds and 'old' clouds, it left a muddle of clouds that did not make for a pretty loop... but I am open to different approaches altogether.


texts:
I have a group of OBJs (imported with vert order and poly groups intact),  specifically two upper arms and I want to sculpt one and have it mirrored on the other, but I do not want to combine them into a single OBJ, because I need to  export them separately, with their original vert order poly groups still intact.

I have them grouped, but when I go to sculpt mode I only have one OBJ selected,  and I can't seem to sculpt anything.

I'm probably missing something real obvious, or maybe trying to accomplish  something undo-able.

Any insight is appreciated.


texts: Preventing axis being messed up by adding new objects to the scene in Front Perspective View

texts: I've already had question according array modifier. I had changed object alignment from 'Align To: World' to 'Align To: View' in the 'User Preferences'. It's because i wanted to add objects in 'Front Persp' and spare me rotation steps i every time take when i'm adding a new object. After changing it i ended up having problems with modifiers relative offset properties, i had to tweak the 'Y' axis to move it up and 'Z' axis property to move it in the direction where normally 'Y' axis would be. So the question is: is it possible to add objects in 'front ortho' without messing up the axis of the object?


texts: Can I make a smoke emission only be affected by a specific force field?

texts:
I'd like to animate a scene where two different smoke emissions are in the same vicinity but are affected by different force fields. Can this be done?

Right now both emitters are in the same smoke domain, in case that's important.


texts:
newbie question here. I imported a FBX model and want to remesh with the Voxel remesh. However it comes with a really strange result.
Any idea why? Thanks.


texts: how do I make a force field throw out liquid?

texts:
I am making a volcano eruption simulation and I need to know how to
make fluid fly out of a container using a force field?


texts: What is difference between poke face and triangulate face in 3d modeling

texts: Can anybody explain what is difference may be it's at geometry level and operation of it and what possibilities are in both tool for better explanation


texts: 2.8 object not showing in preview and render

texts:
Hello everyone just testing out 2.8 V. I have stumbled with the tipical nooby thingy "object not showing in render and preview", any advice and help will be appreciated.
image attached if anything else is needed please let me know.
original file was a 2.79 version file. i this helps.

thnx a lot!


texts: Why are the textures bigger when rendered than they appear in the 3D view?

texts:
I've added images to each side of the displayer. I must be missing a step because when I render the displayer the images are much larger than they appear in the perspective view.
Anyone know what I'm doing or not doing?
Here is my file https://www.dropbox.com/s/92tlcfv7cv5jpt5/uno-displayer.blend

Here's a link to it.
https://www.dropbox.com/s/92tlcfv7cv5jpt5/uno-displayer.blend?dl=0
Thanks in advance for the help


texts: Getting a normal map to work in a multiple uv node setup

texts:
The setup is not that complex, it has the typical stuff for color, normal, ambient occlusion and specularity maps.
Problem is that there are multiple UV maps, and some of them overlap each other, f.e. the sand overlaps the mountain uv map.

So I try to figure out a) how to limit some of these texture maps properly to separate uvs and b) how to get the normal map to work.

Here is the node setup for the mountain(Gebirge means mountain):

Notice how I tried to limit all of the image textures with an attribute to the mountain(the uv map is called like the attribute), I didnt use the UV map node it is just still there.
Notice how I tried to limit the Diffuse and Glossy Shaders to the mountain with the output of the normal map node. This does have an effect, I still don't know if it is correct like this and I don't know if there will be problems with the other textures/UV maps.
Notice how the normal map is set up, it doesnt work like this.

Now here is a picture of the mountain, don't mind the red spots on the stuff which is not mountain, it's part of its uv map:

Last but not least this is the kind of node setup I want to use to show other textures (of sand and stuff) on other UV maps but all in the same material:

I'd love if someone could maybe give me some live support with this. Like chat or skype, I send you the .blend file plus the textures and stuff.
Just send me a PM or chat invite.

EDIT: Now the normal map works with the solution that MrZak provided:

But there is still the problem with the other areas being influenced by the Glossy and probably the Diffuse Shader too. You can see this at the red tinting of the beach cause by the slightly red glossy shader.

I tried the attribute and the uv map node but they wont restrict it to the UV map of the mountain.

You could comment on this if you have a solution but I'll probably post a new question for it.


texts:
I did a simple mesh of twisted yarn, I am supposed to use this mesh for FEM simulation in SOFA software. In order to be being able to deform the mesh, I must have a discrete version of its volume which is VTK mesh.

I am using GMSH, and I got the following error: the mesh doesn't have a Tetrahedric topology: this means that I have a problem in the mesh at blender, I don't know what is the problem, here the files:

Here is the OBJ file:https://gofile.io/?c=X0Hm6U

Here the VTK file: https://gofile.io/?c=gFZfJ0

I would be grateful for help in figuring out the mistake in the mesh.

Thanks in advance.


texts:
I have an object with many materials that I want to link and use a lot of copies of.

But I want to override one material so that in copy A the material is X and in copy B the material is Y.

How do I achieve that best in 2.8?

I read that the new way is overrides instead of proxies and I'm a bit confused.

EDIT:

I achieved to override the material ONCE. But now all the instances have the same material (which I have overridden) but still I dont want them to have the same material...

This is what I have now:


texts: I have 2 objects that I want to combine, however when I press CTRL+J and try to paint my textures on one object, it is mirrored onto the other

texts: I want to paint on the Mesh as if it were one. I click on both objects and press CTRL+J and I color. I color on one object and it is mirrored onto the others. How do I fix this to edit ONLY one part and not the others?


texts:
I'm modelling the different parts of my scenes as modular building blocks. This way, I can make up different rooms/scenes starting from these different blocks. Basic building blocks are:

Wall:

Floor tile:

Door:

Open corner:

Closed corner:

There are more building blocks, but these are the basic ones. Main problem is that, when I build a scene, I somehow end up being unable to close my rooms using ONLY these building blocks. In the next screenshots you will appreciate this phenomena:

As you can see, it is impossible to close the red gap with a basic wall building block, without having an overlap between them.

Much in the same way, you can appreciate that the basic floor tiles building block will get past out of walls.

I have to choose between mantaining reusability (via building extra helper building blocks), or breaking this reusability by directly modifying each room separately.

Can you come up with a solution? I would really like to keep re-usability, since I'll be building dozens or more rooms, and I wouldn't really like to modify each of those independently.

Here are more screenshots of the room I'm building right now:

EDIT:
Solved! Thanks to @Carlo's indications about the Open Corner block, now my two problems have been solved very easily. In a nutshell, the problem was that I wasn't having into account the thickness of the Open Corner building block. Here is a screenshot of the new scene:


texts: How do I use the Curve Profile > Helix (3D)

texts:
I'm trying to use a Curve which is under the submenu Curve Profiles > Helix (3D). Is anyone familiar with how to use this? I can't find much about it.
I am trying to create a spiralling helix curve of climbing leaves, as you can see in this picture:

In my setup there is a base set of 8 leaves on the lower right. These are joined to make one base object. This object has an array modifier that uses Object Offset with an Empty to control the rotation of each iteration of the Array. As you can see there is also a curve modifier using the Helix object to create the helixical path of the array iterations.
With the Helix(3D) curve profile, I can't see a way to tell it to make more than one twist of the Helix. Only Height and Width dimensions.

How can I increase the twists in the Helix to 2 or 3 such that the leaf array will keep following the curve. When it reaches the top it stops following the curve and reiterates in a straight line, like this:

The iterations stop curving at the end of the Helix curve. I have tried adding an Array modifer to the curve as well, but the next iterations don't join up. If I convert the curve to a mesh I cannot use the Curve Modifier with it, nor can I merge the two end vertices. This would also result in an imperfect helix most likely.
How do I generate more twists in the Helix(3d) Curve profile?
Or any other methods you might use to achieve the same result?
Thank you!


texts: Making occlusal rim adjustments for dental splints

texts: I have extruded the occlusal surface from the base of a maxillary splint. I am having trouble making adjustments to the occlusal surface of the splint. I did not use the "plane cut method" of making the splint. I used the "draw line method". I am able to make adjustments using the "move" function. But I do not know how to make uniform adjustments over specific areas of the splint. I would like to learn how to reduce the thickness of the splint in the posterior area and I would like to make an uniform indentation on the occlusal surface of the anterior portion of the splint from cuspid to cuspid. Any help would be greatly appreciated.


texts:
I've got two closed edge loops that I want to join using Bridge Edge Loops. One of them is an organic oval-ish shape and one of them is the edge of a cylinder, like so:

However, when I Bridge Edge Loops, rather than getting the semi-tubular result I expected, I get a weird result with crazy criss-crossed faces, like so:

What am I doing wrong?

Edit: added a picture of the edge loops and their normals, for clarity.


texts: Objects not appearing in the final render

texts: By final render i mean when you press F12 to get a image but when i do that one object doesn't appear although its particles appear and I've tried doing things like Ctrl + Alt + H and W but it doesn't change anything i think this is because it un-hides thing n object mode but I'm talking about when you actually RENDER it. Any help is appreciated


texts: Is it possible to bevel (or round) a bezier vector handle?

texts:
I'm trying to match bezier curves to letters (trace them) so that I can make a neon sign, however the font that I'm trying to use has multiple sharp edges that can't exist (because there are no sharp edges on neon signs). For now, when I encounter a sharp edge, I just do this:

I round them out with simple "Aligned" handle types. However, this method is slow and imprecise, and because I have to eyeball it, it would likely be noticeably different for every letter. Is there any method I can use to round out a "Vector" handle type? They match the sharp corners of edges very well, but I can't have the corners remain sharp.


texts: What is the right way to use baked lightmap in Cycles

texts:
I've confused how lightmap is used in Cycles to speed up rendering,
1.Is it a proper way to bake every objects its own lightmap, or bake several objects into one lightmap, what is the pros and cons?
2.When talking about UV channels, is the term UV channels equivalent to UV layout, but different from UV map, from what I know the uV map should be referring to the actual image.
3.Should I use lightmap and texture based on the same UV layout, or is it better to use different UV layout, which is your preferred way?
4.When I got my lightmap, I textured it and I can see the final results, but, the light in the scene is still active so I disabled the light in the scene, but the object becomes darker because no light in the scene, then the lightmap can not be seen without light is Embarrassing, I add an emission shader to make it visiable but problem comes, should I needs to bake another emission map in order to  see the lightmap, sorry I'm confused what is the right workflow to use lightmap in cycles?


texts: Left click selects everything on my minecraft rig (blender 2.8)

texts: So im a newer blender user, and recently I've upgraded to 2.8. I redownloaded the 2.8 version of my rig, but when i try to move (lets say the eyes) it selects everything and moves those with it, any fixes? Im using the Boxcape Studios Character Rig V3.


texts:
This question is in continuation from my first question. I have solved the physics issue by having a tiny box at the character’s feet. But now i have problem when it comes to the FPS setup. See the following images:

I have managed to set my FPS camera view and set it up with the arms and gun. However as I move my mouse when testing the game to look at different angles, the arms sometimes disappear. Sometimes one of the arms, sometimes both, as seen in images. This is not what I intended and I am unsure what this a result of.

Does anyone have any ideas to fix this? Feel free to ask me any questions.


texts: I know someone asked this question... But mine is slightly different... I don't have after effects but I would like to use an .aep file (downloaded from internet) on Blender.. Is there a way I could do that?


texts:
I have thousands of .smd files I need to convert to .fbx files. I have an add-on that lets me import .smd files, but going one by one will obviously take forever. I need the script to search the main directory and all sub-directories for the .smd files.

I'm assuming this is how the script would work:

Get main directory and sub-directories
Put all of the .smd files in a database or something
Factory Restart Scene
Delete all objects in the scene
Import a .smd file
Export the .smd file as a .fbx without replacing the original
Remove from list in the database?
Loop back to the beginning until no files are left?

I know nothing about python, please help me.


texts: Why can I not select any vertices at all?

texts:
I have been trying to select any vertices, faces or edges. It refuses to select anything.

I have selected the required selection on the bottom of the screen for vertex selection still it refuses to let me do it.
All my settings are defaults. I am stuck, no matter what I do!

I clicked LMB, RMB, even clicked down on my scroll, No success.

Why can I not select any vertices?


texts: How to make objects more visible in wireframe mode?

texts:
My basic cube looks like this in wireframe mode:

It's almost invisible. And I saw others' looks dark and thick:

My viewport shading options are exactly the same as his. I know there is a "random" option to make it more clear, but I don't want random colors everywhere, just darker and visible wireframes.


texts:
I did go ahead and do my part to look it up
There are answers out there but they are years old and outdated when compared to the current version/build

Currently, I'm rendering a video that's about 20 mins long and it says that the estimate is over 2.5 hrs

My 1st question is if that's normal
And my 2nd, how to optimize rendering

Thanks


texts: bad camera angle (or trackers?) with aerial footage

texts:
Got this drone footage to track of a big truck patio. Huge stuff. The drone is quarter-circling the warehouses, and I could get me 8 solid tracking points and the camera solved.

Set the floor with 3 trackers: ok.
Set the origin tracker: ok.
Set x and y axis: ok.
Link empties to track: ok.
Setup tracking scene: ok.

Alright, seems fine. I can see the trackers on the background image on my 3d viewport, they line up with the footage.

I can align the 3d model of the warehouses as well. but it won't keep aligned as I hit play.

Among other things, I tried, so far:

Rotating the setup;
Changing the height of the camera;
Changing the scale;
Manually correct the rotation on all axis;
Setting the solve method to tripod;
Scavenging an answer to a similar problem here on the forums: no
success.

The thing is that the markers position is accurate only from the top view (wich is not the camera's position). Footage was not captured top down, so it doesn't make any sense to me that the markers are top down. I don't even know if I'm making myself clear. Hehe.
But here's the weird alignment on the trackers to the camera:

It's flat, almost. And it really doesn't look like the angle the drone was relative to the ground.

What am I doing wrong? What is being missed? The parallax exist, doesn't it? Is there another approach to this? I tried the plane tracking, but in my research I figured that it wasn't the proper scenario for it.

Looking at the trackers spreading like that it makes me think that this is all incorrect, but then how one can track such a camera movement from aerial footage? We do have other takes from the same place, different views, but same alignment problem. The trackers kinda look flat.


texts: How do I get rid of these added "windows"?

texts:
I accidentally created far too many of these window-type things. It's literally the same view like 5 times... (I don't know what they are called - I apologize!)

How do I get rid of them?


texts: How can I exclude a light from being rendered but keep it's effects?

texts:
Well, its a bit more than that.

I created my scene, lets say a living room and did add a plane.
I did choose Emission as material for the plane. So it is my only light source for that scene. It makes nice light.
Of course the plane shows up in the final render.

But I just want to use the light it creates but don´t want to see the plane it self in the final render in the scene.

Can that be done?

Thanks a lot
armin


texts: Calling bpy.ops.object.bake_image() gives error "No valid images found to bake to"

texts:
I'm trying to write a script that'll automatically combine different textures each with a unique UV into a common UV.

This is a portion of my script so far:

# Create new image
bpy.ops.image.new(name=currentImageName, width=1024, height=1024)

# Set bake margins
bpy.context.scene.render.bake_margin = 2

# Set the UV coordinates
ob.data.uv_textures['SmartProject'].active = True

# Specify the bake type
bpy.data.scenes["Scene"].render.bake_type = "TEXTURE"

#Bake the image
bpy.ops.object.bake_image()

When I call this last line, however, I get the error "No valid images found to bake to," in spite of the fact that I just created a new image. I can't find any way to specify which image I want Blender to bake to.

Thanks for your help


texts: Window settings 'Last Used Tool' F6 (automatic appearance)

texts:
During working, we often use the basic modeling tools (Extrude, Bevel, Loop Cut And Slide, etc.) After applying these tools can be tweaking (hotkey F6)
Is it possible make it so that this window appear automatically with these instruments?

Maybe such script already exists?