texts:
I would like to create a compound rigid body. I had a look at this video, therein compound bodies were created by sampling primitive bodies together. The collision shape was set to a primitive like box or capsule. Than these bodies were all parented an so connected to each other and acted as a complex body.

However, the video used the blender-game mode, where the physics panel looked different to the one available in cycles-mode. In opposite to the video there is no option to set the collision bounds to compound.

But probably some images to explain:

That hook is the a hierarchy of 9 cylinders, each is a rigid body.

That is how it looks like in the outline:

This is the view of the physics panel:

Finally I connected each body with another, using »fixed« as constraint type, but all in all, the resulting body is not stiff and deforms, what is not what I want. I would like to have a completely stiff body. How can I gain that?


texts: Incorrect matrix_world after transformation

texts:
This script changes the active object's location, it could also change the rotation or scale, it also prints the object's world matrix before and after changing the location.

import bpy
obj = bpy.context.object
print(obj.matrix_world)
obj.location = 1, 2, 3
print(obj.matrix_world)

The output shows the same matrix as before and after the translation:

<Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)
            (0.0000, 1.0000, 0.0000, 0.0000)
            (0.0000, 0.0000, 1.0000, 0.0000)
            (0.0000, 0.0000, 0.0000, 1.0000)>
<Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)
            (0.0000, 1.0000, 0.0000, 0.0000)
            (0.0000, 0.0000, 1.0000, 0.0000)
            (0.0000, 0.0000, 0.0000, 1.0000)>

However accessing the matrix from the python console, bpy.context.object.matrix_world, shows the correct world matrix with the translation (the last column):

Matrix(((1.0, 0.0, 0.0, 1.0),
        (0.0, 1.0, 0.0, 2.0),
        (0.0, 0.0, 1.0, 3.0),
        (0.0, 0.0, 0.0, 1.0)))

Therefore, what is the correct way to access the modified matrix values after changing an object's
location, rotation, or scale?


texts: Mesh interferes with the texture of a plane

texts:
So I have a simple scene in blender, there is a track situaded in a grass field. However it seems that the road somehow inteferes with the plane. If I (re)move the track it solves the problem. The same happens with a little car I have that isn't shown. The grass texture is a seamless grass texture 1024x1024 if I recall correctly.

I've chequed the bounding boxes and wireframes and everything seems good.
You can download the .blend file below.


texts:
Still very new to Blender. Trying a first mini-project after following multiple tutorials.

This is a plane with a seamless sand image placed on it (through shown nodes), with an as-yet untouched cube. A plane provides lighting distant far up and behind (per given view) the block.

In render mode, as seen in small bottom area, things look okay. But the top is the result of rendering the image, lots of white squares and triangles, which are patterned to the subdivisions on the plane.

The surface has not been height-distorted (all 0 on Z-axis), it's just a simple large plane that's had several subdivides as shown here:

I've not seen such things during learning with tutorials, and while I could find lots of responses to white "fireflies", I couldn't find anything on what could cause this rendering issue.

Where should I be looking?


texts: Staying flexible in the level of detail?

texts:
I'm building a simple scene with lots of cylinders (tubes) that I might want to 3d-print later on. Now I'm wondering how to retain some flexibility when it comes to the resolution, i.e. the number of vertices used to construct one cylinder.
If I use to many, the performance suffers and if I use to few, it might not be possible to easily recover the roundness later on after I used boolean modifiers, I guess.

What's the usual process with Blender and what do you recommend?


texts: How to projection paint an artistic (and not straight draw) of a face on a 3d model

texts:
Let's say that I want to project paint the image below :

on a 3d model,what methods you suggest to me ? I'm trying to use the classic project painting tecnique,but the problem is that the picture is not taken in front of someone,but it is a draw that I created my self,so it has an odd inclination and it's difficult to paint on the 3d model if the picture is not straight. I want to project paint the image on the head of a 3d humanoid model,preserving the expressiveness and then I want to animate the face with the expressions...it's been a long time that I'm trying to do this,trying different tecniques,but I never been satisfied...I have a lot of draws that I want to convert in 3d models,like you can see below...

Below you can see some pictures that explain very well how much confusing is working with a transparent image :


texts:
I want to generate textures with varied coverage, namely, the percentage of filled pixels varies.

From the coding perspective, we could achieve this using quad-tree, i.e., subdivide the image into nodes, and filling in nodes until reaching the required percentage.

The problem is how to achieve this in blender? I insist to use procedural texture instead of UV mapping because, the latter might not use up the whole image, thus the percentage of coverage would likely change.

Any help is appreciated.

Here is an image I got using quad-tree, it doesn't look natural, but the texture coverage is 50%, and that's the effect I want.


texts:
I have recorded motion capture using Motive and am now trying to use the motion capture for a blender animation. The BVH file has the hips set as a root bone with no key frames, so the character walks in place or when it's supposed to jump the hips don't translate or move at all. Is there a way to have it have the keyframes and animations I captured? The FBX versions of the files don't seem to have this problem, so I am confused.

Thanks in advance.

https://drive.google.com/file/d/0B5yQhbjDIKrFWG1TOE1jYnBxejQ/view?usp=sharingenter link description here


texts: Say I have the top mesh in the image. If I subdivide it, I'll have the second mesh in the image. But what I want is the third. It has vertical subdivisions, but not horizontal. Is there a way to do this?


texts:
I'm trying to bend an object but I'm encountering some problems. I've used the bend modifier to bend the base but now i have to bend the "arms" and its totally screwing up when i want to add another bend modifier. Any of you know how to do this correctly?

The object to the left is the one i would like to replicate. The one on the right is my sad object.

Link to source and amazing artist :
https://onemoreneon.com/

Thanks in advance


texts: Problems with box select and click-drag select

texts:
I'm having an issue with the box select, I cannot select multiple meshes by click-dragging over them or even with using the box select shortcut (b), then click-drag. I am able to select a single mesh + light sources with the box select tho- This problem also carries over to edit mode and I cannot box select edges or vertices. I’ve tried resetting all of the user preferences but nothing is seeming to fix it. Any help would be greatly appreciated!

To add a little more detail, I can select multiple objects only by holding down shift while clicking on them each individually.  I can also still use circle select to select multiple objects, the problem is limited only to box select in object mode. Tried a different mouse and still the same problem- Wondering if it’s with this current upload of 2.8 because it is working fine on my laptop which has a version I downloaded about a week ago.


texts: Joining 6 .stl files together to make 1 file to go to a comercial printer

texts:
Firstly let me say I have never used Blender before so I'm a total innocent.
I have 6 .stl files for 2 Pi camera housings made up of 2 and 4 files each.
I have been told if I can incorporate the files into 1 or 2 it will make the process much cheaper,as I'm using a commercial print company. So my question is can I start a new project, import each file individually and join them together to make 1 .stl file.


texts: Replace multiple objects with multiple objects

texts: I know how to use link object data to replace multiple objects with one object, but how do you replace multiple objects with multiple objects? The multiple objects I wish to replace the others with have been parented so that they move/rotate/scale to the parent but each have unique constraints which is why I cannot Join them.


texts: Character bone not bending after adding pole target

texts:
I have this bone series

and as you can see, the bone is bending nicely. however, i wanted a pole target, so i added one in front of the knee.

heres what happens now:

its not bending, any help is appreciated!


texts: Setting Up A Minimal Sculpting Environment With An Image Area

texts:
I want to sculpt in a minimal set up with a reference image loaded in another area. I will toggle views to change settings when needed. But, I'm having trouble with the steps to set this up.

I understand how to split areas in Blender. I also know how to hide areas with: 't', 'n' and 'shift+space'. I understand that F11 will give me full screen, getting rid of the window chrome. But, I'm having trouble combining these steps in a way that will create the minimal sculpting set up I have provided below. I don't want the areas with the red x's. I only want the areas with the orange check marks.

What steps will achieve this set-up?


texts: Can't Remove/Detatch Bones/Modifier/Vertex Group

texts:
I'm trying to rig and god is it a nightmare.

I need to undo some bone attachments that I did because they pull the wrong part of the mesh except blender is not build with backtracking in mind. (ex : Ctrl-Z is not an undo shortcut it's a crash shortcut).

After giving up on undoing bone attach, I am instead deleting bones.
this is however proving to be another can of worms because I have to delete :

Bone per mesh
modifier per mesh
vertex group per mesh

the repetition I can deal with however I cannot for the life of me delete vertex groups.

I can't figure out how to use this script I downloaded :
https://gumroad.com/l/Gxkbp

I have it installed an enabled but I still can't find where the context menu for deleted vertex groups is.

I just need to delete those goddamn vertex groups so I can get on with my life and finish rigging this tank with 7 meager bones that I've been trying to rig for thee days straight.


texts: Is there a line render engine for Blender?

texts:
I am looking for a render engine capable of rendering vectors, i.e. vertices,  edges, curves, etc -- objects that have no volume & no faces.

I'd also like the render engine to be free.

Below is an example what I am trying to accomplish. See how there are only points and lines in the image? That's the style I'm wanting to achieve.

I am also hoping the render engine can make much nicer pictures than this (higher resolution, control over materials, transparency, etc), and also to make animations.

Given these constraints, are there any vector render engines that stand out as good solutions?


texts:
I've been using Blender to create a 3D tileset for a game.
In my scene I have an object for each tile that I have built.
When I want to test my tileset I make copies of the tile objects and place them accordingly in another part of the scene.
It would be great if instead of making copies I could define these objects instead as instances of the original tile objects, such that when I update an original tile, all instance update too.
How can this be achieved in Blender?


texts: Rigging eyes parented to armature offset

texts:
I have an armature and two eye balls objects, and I created the eye bones eye.L/R to have their tail in the center of the eye object, and parented the eyes to the bones, but at some point, it got offset.

The most weird thing is that the eyes appear at a different Z-value, even though the bones are exactly in the same spot, and the eyes real Z-values are identical.

If I unparent the eyes from the bones, they snap into exactly where I want them.

I have some IK and eye targets going on, but that doesn't seem to affect this.

What did I do wrong?

Please see the blend file:


texts: How do I add a keyframe for a certain channel using Python?

texts:
If I want to add a keyframe in the graph editor, I know I can do this:

bpy.ops.graph.keyframe_insert(type='ALL')

And I suppose that if I change the 'ALL' to 'SEL', it will only apply to the selected channel, but if I want a script that changes multiple channels in different ways, how can I select them with python?


texts: How can i create a 3d curve/saddle shape?

texts:
I have tried and failed to use the Bezier Curve tool to create a 3D saddle shape only managing to bend a plane in one direction.

Is this the best way to do so and how should I go about doing it?

This is the shape i'm trying to create:

Thanks


texts:
The idea is to snap the four (selected) polar vertices to each other while scaling the particle (meeting snap point, in this case, is the coordinate center). Eventually I'd like to make the sphere radius equal to the length of the tetrahedron edge in such a way to align the vertex grids so that boolean operations can be implemented.
Can it be done this way or is there a better alternative ?

Basically in order to make this

Boolean didn't turn out well in the depicted orientation of the spheres, even though the vertices appeared to be aligning.


texts:
I am  quite new to blender and it is first time I am making a character and an animation with it in blender.

I have a rabbit character that I gave some animation keyframe so it has an idle animtion, a walk animation and a jump animation.
I want to use this character later in Unity for a little game. I want to make a side view game, so the character can for example can walk to right and left. I do not know if you can flip/mirror the animaiton in Unity.
In blender I want to make an animation where it walks from right to left, and then an animation where it walks from left to right.

I tried changing the position of the character by rotating the whole armature on the z-axis to 180, and I hoped with the auto-keyframes turned on it would create new keyframes automaticly with the new location and rotation of the armature but as I play the animation it changed the whole animation to be 180 on the z-axis, so the whole animation was flipped. It did'nt work as I would love to.
I then tried to create a new Action and copy the keyframes and then do the 180-thing on the z-axis, but it also changed the characters position on the other Action...

I do not know what to do from now on.
I just want the character and keyframes to be flipped, so I get an animation that both walks from right til left, and left to right.

Hope you guys will help me!

Update

I tried to look at this question Rotate whole animation by 90 degrees

But this did not help, I could rotate it by using an empty cube and parenting it to the objects, but it still rotates the whole animation.
I have an animation where it walks from right to left and i like to keep that, I just want an animation from there on that walk the opposite way from left to right by just rotating the object and armature and make keyframes of that.


texts:
I have an addon I'd like to install. I get a blue message at the bottom saying that the addon has been placed in the addons file location next to where Blender was downloaded... But when I go to enable the addon, it isn't there...
I've tried installing the zip file. I've tried unzipping the file and placing it in the addon location (and I get a red error message starting with the words "traceback most recent call last").
 I've tried removing all periods from the unzipped (and zipped) file... Nothing has worked... please help.


texts: Why are the straight lines in my model distorted when UV unwrapped?

texts:
I am trying to unwrap a fireplace model. I have marked the seams wherever required but when I try to unwrap it, all the edges of the model are at an angle and are distorted as you can see. I want all the edges to be perfectly straight.

I've already applied the scale in the object mode. Any help is appreciated.


texts:
I'm doing some animation and when I try to render the animation it doesn't show the anything, but it does show it in render-view mode in the 3D Viewport.

I've tried turning sequencing off, nothing.

This is my viewport


texts: Save screenshot (bge) without writing to disk

texts:
This is a little odd but I need to save a screen-shot as an array (numpy array for eg) without writing to disk. The idea here is to create and then call the array once per frame in an external script so doing this...

bge.render.makeScreenshot("frame.png")

...and then converting the png takes too long to be feasible mostly due to saving the image (which is something I don't need anyway).

I'm trying to avoid digging into the rasterizer's source as it's completely foreign to me so I figured I'd ask here first. Any thoughts or suggestions would be greatly appreciated.


texts: Why my addon does not show up in user preferences?

texts:
I am very new to Blender add-on development and having some trouble getting mine to actually show up and or enable

I want it to show-up here:

import os
import bpy
bl_info = {
    "name" : "CudaParticals",
    "author" : "Max Oltersdorf",
    "description" : "Enables the use of NIVIDA CUDA for Large realistic Particle Simulations",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "Properties", # This is a new tab in the "properties section"
    "warning" : "IN EARLY DEVELOPMENT",
    "category" : "SYSTEM"
    #"wiki_url": "'https://github.com/OltersdorfTechnology/CudaParticals/wiki'",
    #"tracker_url": "https://github.com/OltersdorfTechnology/CudaParticals/issues",
    "support": "Testing",
}
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    EnumProperty,
    Pointe
# Define the interface
class CudaParticlePanel(bpy.types.Panel):
    bl_idname = "CudaParticle_Panel"
    bl_label = "CudaParticle"
    bl_category = "SYSTEM"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
   # bl_context = "CudaParticle"

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

        #scene = context.scene

        layout.label(text= "CudaParticals Properties:")

        #row = layout.row()
        #row.operator("view3d.print_text", text = "Print text", icon='WORLD_DATA')
        global custom_icons
        self.layout.label(text="CudaParticle",
# end define interface
icon_value=custom_icons["custom_icon"].icon_id)
# global variable to store icons in
custom_icons = None
classes = (
    CudaParticlePanel,
)
def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "Icons")
    custom_icons.load("Tool_Icon", os.path.join(icons_dir, "Tool_Icon.png"), 'IMAGE')
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)
    from bpy.utils import unregister_class
    for cls in classes:
        unregister_class(cls)


texts:
I found a lot of solutions for deleting unused data. Most of them are not practical for my case.
I have a very long script and during this, I want to purge all the unused data from the memory.

I'm trying to run this script but I keep getting errors:

import bpy
bpy.types.SpaceOutliner.display_mode = "ORPHAN_DATA"
bpy.ops.outliner.orphans_purge()

The error:

RuntimeError: Operator bpy.ops.outliner.orphans_purge.poll() failed, context is incorrect

Any suggestions?
Note: I can't reload blender; it's a long and continuous operation and can't be interrupted and if I ignored purging data the memory will leak.


texts: How to animate spirals on packed spheres using Animation Nodes?

texts: I will like to animate a list of parametric spirals over a list of packed spheres. The effect I am after is illustrated in this gif by Étienne Jacob :


texts: I know where the "save" button is, I save but it`s a blender file in my files. I need it to be a 3d object that I can view in my laptops 3d viewer. It was that way when I first saved it, now it saves it automatically as a blender file. Can some one help?


texts: How do i convert this equation into the node editor?

texts:
How do I make this in the node editor?
I don't get how to go around y=(-x)


texts: There is number of sample option in redering command line?

texts:
Setting sampling like that

Then rendering on google colab
!sudo ./$blender_version/blender -P './setgpu.py'  -b '/gdrive/My Drive/{path_to_blend}' -o '/gdrive/My Drive/{output_path}' -f 1

Log is like that
Fra:1 Mem:874.66M (0.00M, Peak 1060.54M) | Time:00:04.29 | Mem:541.10M, Peak:551.81M | Scene, View Layer | Rendered 0/510 Tiles, Prefiltered 0 tiles
Fra:1 Mem:876.17M (0.00M, Peak 1060.54M) | Time:00:06.43 | Remaining:16:45.99 | Mem:541.10M, Peak:551.81M | Scene, View Layer | Rendered 1/510 Tiles, Prefiltered 0 tiles
Fra:1 Mem:876.92M (0.00M, Peak 1060.54M) | Time:00:08.39 | Remaining:16:05.82 | Mem:541.10M, Peak:551.81M | Scene, View Layer | Rendered 2/510 Tiles, Prefiltered 0 tiles

Even I set Render of sampling 128, in google colab number of tiles is 510.
so I tried to find option of number of tiles in command line.
HERE
But I didnt find about it, if somebody knows about that, please tell me!


texts: Is it possible to copy an object on a base point and than paste it like it happens in autocad (ctrl+shift+c) and then paste it somewhere else in the scene?


texts: Only one object (cube with background image) is rendering after 1st frame

texts:
Preview render shows all objects properly. When I go to render as animation using PNGs, all objects besides one cube disappear for the rest of the scene. The cube has an image on one face and is used as a background for the scene. Why do all of my objects disappear after one frame?

My blend file http://www.pasteall.org/blend/33273

First frame of scene

Second frame of scene


texts: Metal material with glass and gloss node?

texts:
I was downloading some random blender files for a project and I came across this strange piece. http://oscar.iitb.ac.in/enlargedimage.do?fileid=PH_Con01&filename=Connecting%20Wire&subject=Physics&cycles=cycles

For some reason the metal shader is this:

This is what the render looks like:

Is there any reason to have a semitransparent metal?If not,
what should I replace it with?


texts: Using the z-depth buffer when drawing from bgl draw callbacks?

texts:
I'm investigating making some simple widgets using bgl and finding it difficult to use the depth buffer without making a mess of the area I'm drawing in.

Enable depth testing:

glEnable(GL_DEPTH_TEST)
glDepthMask(GL_TRUE)

From here I've tried calls to glDepthRange(...) , glDepthFunc(...) , with varying degrees of success, but without a handle on writing above the view, ie when I do get an element to draw behind it ends up behind everything and can't be seen.  (well at least I'm assuming that's the case)

Will keep editing the question as I get more o fay with bgl / opengl.


texts: How to move forward or any movement which has surface deform modifier

texts:
I have actually modeled a fish in blender and I had made surface deform modifier on the fish with the help of a youtube video.
I wanted your help in moving the fish forward or in circular motion but since I added deform modifier it is becoming difficult.
Therefore I humbly request you if you could help in getting the required objective.
Here is the blend file:


texts: How to move pivot to center of an array object?

texts:
I have copied the default cube with the array modifier.

I can rotate my camera around the center of the cubes by pressing "shift + c".

How can I set the pivot to the center of the cubes? I could do it by setting the 3D cursor in the center and then set origin to 3D curser, but how do I get the 3D cursor in the center? Do I have to calculate the position by hand and set the coordinated componentwise, or is there also a shortcut?


texts:
I would like to displace a plane with a texture of a slate image to get a realistic 3D stone model. It should be fractured, liked this image:

http://www.randomghost.com/post/86272286137/shrbr-fracture-series-by-flight404-on-flickr#=

Everytime I try to displace any plane (no matter how high the number of subdivides) I end up with something that resembles this:

And this does not look anything like a realistic slate model. Is there any other way I can use to transform the plane to achieve this effect ? Can I achieve the same effect with Cell Fracture and if so how can I do this ?

Thank you very much.


texts:
I'm trying to deform a "chain" to follow a NURBS curve, but there's a weird inversion at the bottom of the loop.

I've tried various applies, scales, subdivisions, but the basic issue remains.

Thanks for any insights, I'm stumped.


texts:
I know the title isn't very descriptive, but that's because I can't describe it better in short.
I'm having fun using the NLA editor, but I've run into a problem I'd really like to solve automatically, not manually.
Let's say I have an object that has a short action:

Now, if I put this action into a track in the NLA editor and turn up the repeat number, the cube will obviously snap back to the beginning. What I'd like is for the cube to start the animation where it left off. See image:

Is there a way to do this without keying each cycle manually? Thanks in advance!


texts:
I am very new to Blender (and 3D modeling in general), and I'm trying to do something I consider fairly simple, but seems beyond my grasp.  I'm trying to make a base that looks like this:

I have two cubes, shaped and scaled properly, but I want to make the lines inset into the top portion of the base.  I've tried using a grease pencil and turning it into a curve, then a mesh, and using a boolean modifier, but my primary issue there is actually getting it 3D and not just a flat mark.  The second issue is getting it aligned properly so that I can use a copy of the same grease pencil (or whatever the appropriate tool is) around all four sides so that they are identical.
I've watched many YouTube videos and checked out questions areound here on SE, but can't seem to find an appropriate answer, probably because I don't know the words or tools that would lead me there.
Thanks!


texts: How to apply Corrective Smooth as Shapekey?

texts:
Blender has a Corrective Smooth modifier, which is nice. I’m building a character for realtime, so I can’t use it directly. But I figured I’d take advantage of it by using it to create corrective shapekeys. The modifier does have an “Apply as Shapekey” button after all, and it would be a good basis for further manual tweaking.

However, the button doesn’t seem to work.

For Corrective Smooth to do its thing it needs an Armature above it in the stack. However, with the Armature modifier there, it fails with an “Applied modifier was not first, the result may not be as expected” message.

So basically, how can you apply Corrective Smooth as a Shapekey? Is it just a completely useless button that can’t ever work, or is there something I'm overlooking?


texts: Keyframe a driver / Triggering scripted expression with a keyframe

texts:
I want to keyframe a driver. I have a driver on the X rotation that is driven based on the Y position. So it rotates along the X when it moves along the Y. However, i don't need it to rotate all the time when it moves along that axis but only at a certain time. So, for example: don't evaluate the driver until you're on frame 32 or beyond. (If frame >= 32 then evaluate driver's expression)

I want to go from this:

To this:

The desirable effect is achieved by baking down the animation and just tweaking the keyframes in the Dope Sheet... but, as you can understand, it removes all the procedural data, which is not desirable.

And, i don't know if it deserves a separate question, how do i calculate a delta with python? If there is a way to keyframe a driver, then i don't want just to grab the current value from the position and use it to calculate rotation; i want it to be like that: (If frame >= 32 then PositionOnFrame32 - PositionOnCurrentFrame). And i think i need it to put in the modulus (absolute value) function so to eliminate negative values.


texts: Character getting distorted while Parenting to bones

texts:
I'm trying to teach myself how to rig for the first time and after finally getting somewhere with it, but my mesh gets distorted when I try to parent it to the bones with automatic weights. I don't know where else to go from here.

This is the mesh before Parenting.

Notice how the body and the legs are skewed and distorted.
I've removed doubles, and I've removed modifiers and still it gets distorted.


texts: How to focus on different windows across multi-monitors to hit a hotkey?

texts:
Every time I point my mouse over a frame, it gets focus for its specific actions and hotkeys. But, when using a multi-monitor setup which opens different windows, I can't get them focused unless I click anywhere in the interface or hit the window bar. This occurs on Windows and Mac OS X.

This is annoying because I have to click first and then do a PAN or ORBIT command, for example.


texts:
I'm making waving texture, but the band is not aligned with the direction of the curve,like this,

What I want to achieve is the band should be directed by the curve direction as the red line shows, but how to setup properly, I've tried different texture coordinate all the same result.
Edit:My shader, but I do not see any UV map after press "U" on my keyboard

Edit2:I've tried the direction is all right but it gave me un-evenly bands, do you know why this is happening,thanks.


texts: How to set material underneath a texture?

texts: I am have this image and I'm trying to set the black background color to match the rest of the extinguisher. I tried messing around with some settings like Emission and subsurface color, but that messes with the image. Any help with my personal project would be greatly appreciated. Thank you :)


texts: What is the function of the "Shape Object" tool in particle edit mode?

texts: There's little video tutorials on particle edit mode. I would like to know what this tool does.


texts:
I want to have one material for a bunch of objects and have them generate a different UV for each. This question has been answered here,
but I can't find the "Add" node that accepts vectors.

My Add > Converter > Math > Add node only has grey dots, where I need purple ones.


texts: How to create editable object mesh for an object made using modifiers

texts:
I want to know how to make I solid mesh to work with when I have used say array modifier to design an object. Because when we use array modifier it just makes the same object visible the number of times we want it to, it does not create a duplicate of it.
Like I have made a chocolate bar by using array modifier but when I switch to edit mode it only shows the 1 editable piece which I made initially not those made by using array modifier.
Can I make the changes permanent like if I created the cheese using spheres and boolean modifier and now after getting my cheese ready is there any way so that I delete the spheres and the cheese remains intact as it was.


texts: UV unwrapping not working, point appearing at the bottom left of the image

texts: everything is in title and picture, I just don't understand. Can you help me?


texts: Specific object not being affected by any forces when a cloth

texts:
I have an object that I'm trying to act as a curtain that I have been slowly working on trying to simulate hanging it up onto a frame.

I have simulated it a few times applying the cloth modifier as I hook up each corner to where I want it to go. The problem is now I want to use a little bit of a wind force to push it out a bit, but the problem is the object won't be affected by any force when I've set the cloth modifier on it.

Attached is my .blend file:

On layer 3 is the curtain object (purple deformed plane), and a test grey plane. Both with the cloth modifier set on it. I have added a wind force field too. You can see that only the test grey plane will respond to the forcefield, but not the curtain.

I've tried appending it into a new file but that didn't fix it.

Edit: It may be a problem with the vertices as I joined the curtain object to the test plane object (into one object) and let it play and the test part was still affected but the curtain part not. I did accidentally mess with the weight painting if that might have anything to do with it


texts:
I think I made some mistakes and now I can't move my stuff anymore.

I uploaded a blend file so you may could tell me what I have done wrong and next time I will be able to fix the problem by myself.

Link to blend file:
https://www.dropbox.com/s/7l1tb5v2g0lpyzs/character.blend?dl=0


texts: How do I model something that won't be there all the time?

texts: I have a creature model in early production and I plan to make it be able to sprout wings and spikes, but not have them there all the time. How would I go about doing that? Would I have to make a whole separate model for it?


texts: How come I need to manually correct .mtl file?

texts:
Can somebody please explain me more about .mtl file? I understand it describes how textures should be mapped back on the object, but here's what I don't understand:
I have an object with materials. Materials are mainly textures connected into principled bsdf node, no any additional nodes in between. I export .obj together with .mtl, everything looks ok (at least to me). Below is a part with 1st material of .mtl file.

When the exported files are uploaded to sketchfab - I get the same model look I had in Blender (all looks identical and correct). But when I open the same .obj with Windows 3D viewer - there are some issues with roughness map (looks like viewer doesn't even see it). When this same file is opened with another viewer (someone asked me to make this model and opened it in their viewer, so I can not really tell what viewer it is), it also have issues with textures. Opacity and Base color are mapped, but again something wrong with others, roughness, normal and emission. They say that Ns parameter should be deleted from .mtl file, that Ks should be set to 0, illum set to 1... and some other recommendations.

So my question(s) is: is this normal that I have to manually change .mtl file? I would expect that there is a standard and Blender exports it in a way that every viewer should understand? Or maybe there are some settings I should change?


texts:
I have a problem with installing an add-on Boolean Collections Plugin

and problem is this

How i can fix this?


texts: How can i make my character walk forward?

texts:
video

I rigged my character and and did a walking animation. Now it walks in place. I was gonna go into object mode and press g and move it. But when i do it it distorts the character. what would be the best way of going about this?


texts: How can I align the 3D cursor to a face / polygon with python

texts:
I'm currently trying to align the 3D Cursor to a face / polygon with python on Blender 2.8, to snap one object on the surface, but I don't know how can I achieve that, currently I'm using this as a test with the default cube, but it doesn't work as I expected:

import bpy
from bpy import context

scene= context.scene

obj = bpy.context.active_object
face = obj.data.polygons[0]

scene.cursor.location = face.normal
scene.cursor.rotation_euler = face.normal

rot = context.scene.cursor.rotation_euler.copy()
loc = context.scene.cursor.location.copy()

bpy.ops.mesh.primitive_plane_add(location=loc, rotation= rot)

Yes, I know, I can do this with the Blender's snapping functions, but I would like to know how can achieve this with Python.

Hopefully, could someone please bring me some help?

Thank you so much!


texts:
New to Blender, experience in Adobe products.

I have 3 planes filling the camera viewport - they slide in left-to-right overlaying each other. That part was simple enough.

Next I added our logo and did the same thing, left to right slide in. However, I'm trying to get part of our logo (composed of 2 SVGs) to reveal at a different time. The entire logo should slide in with additional slide to reveal the last part.

I would generally accomplish this in After Effects by creating a shape, animating it, and then clipping the layer I want revealed to the animated box. But I'm struggling to do this in Blender. Currently what I've done is create a plane and animate it to reveal the logo as I'd expect and attempted masking it by setting Layer 2 to Mask (And moving the plane to Layer 2) but this is masking all the large scale color planes in the background as well, not just the logo

Additionally, it seems Blender brought our logo SVG in backwards, I had to rotate it along z by 180 and x by 90 but when I apply a material color it doesn't show, when I hit F12 to see the render it's showing the logo but filled with black.


texts: What can I do to debug an AN network when I get the red boundary box around my Node Tree?


texts:
I would like to rig my object in the style of a two person horse suit.

So two separate rigs for one object.
I'll be using it for mocap later with two people.
I tried just putting two separate ones and simply parenting, but every time one of them gets detached.
Help is extremely appreciated!


texts:
I try to import numpy in Blender 2.77a. My Blender uses python that came pre-packaged. It has numpy module "2.77/python/lib/python3.5/site-packages/numpy". But running import numpy I get this error:

found bundled python: /home/user/blender-2.77a-linux-glibc211-x86_64/2.77/python
Traceback (most recent call last):
  File "/Text", line 1, in <module>
  File "/home/user/blender-2.77a-linux-glibc211-x86_64/2.77/scripts/modules/numpy/__init__.py", line 137, in <module>
    from . import add_newdocs
  File "/home/user/blender-2.77a-linux-glibc211-x86_64/2.77/scripts/modules/numpy/add_newdocs.py", line 9, in <module>
    from numpy.lib import add_newdoc
  File "/home/user/blender-2.77a-linux-glibc211-x86_64/2.77/scripts/modules/numpy/lib/__init__.py", line 4, in <module>
    from .type_check import *
  File "/home/user/blender-2.77a-linux-glibc211-x86_64/2.77/scripts/modules/numpy/lib/type_check.py", line 8, in <module>
    import numpy.core.numeric as _nx
  File "/home/user/blender-2.77a-linux-glibc211-x86_64/2.77/scripts/modules/numpy/core/__init__.py", line 5, in <module>
    from . import multiarray
ImportError: cannot import name 'multiarray'
Error: Python script fail, look in the console for now...

Is there something else I should do?

EDIT:

I tried a different machine, same download, and it works without problems. How could I identify what is wrong with my machine? Some missing paths, settings, libraries?


texts:
A Blender novice here.  I'm trying to make a design of a logo for a project that I'm working on for class.  I have the logo designed that is made up of simple vertices. I wanted to make the vertices into solid meshes but I couldn't find the way to do it. I've tried solidifying and skin modifiers but they both deform the design.  Are there any other ways to do this?
Attached is the logo I made in vertices.


texts: How to compare small changes made in the graph editor?

texts: If I make a small change in the graph editor, is there a way I can compare the change made from before and after I edit a channel in the 3D viewport? Like a before and after view or something.


texts: How to have menu items in columns instead of everything vertical

texts:
When I watch the youtube channel "Blender Secrets" then I notice his menu items takes a lot less space then they do with mine.
This is is how he has it:

This is how my blender looks like:

I would really like how he has it cause blender can be really scroll heavy.
How can I achieve this?


texts: I can't select multiple objects using Shift-Left Click in object mode

texts:
I cannot see the orange origin point in Blender and cannot select multiple objects using (Shift-Left Click) in object mode. Could someone please tell me if I'm doing something wrong, Thanks.

As you can see the orange origin point is not visible even though I have the object selected in object mode.


texts: How to change angle between two faces of an object?

texts:
I'm struggling finding a way to fix an issue, that seemingly seems trivial, but for which I still don't have any answer.

I'd like to change the angle (make it 90°) between the two selected faces as shown below. How can I do that?


texts: How to get rid of these triangles on my cheese?

texts:
Here is the node tree, I was following default cube, but his cheeses don't have these grids

My blend file is here:

Edit mode:


texts: Elliptical Movement of a Ball on a Narrow Edge

texts: I'm working on an animation where a ping bong ball rolls around the edge of a paddle then goes up the handle. I've been trying to create this animation with manual keyframes, but it's been tricky getting the ball not to glitch into the paddle. I was wondering if there is a way to simulate this rolling motion along the edge of the paddle and then bake the simulation. When I created the ball as an active rigid body, and the paddle as a passive one, then the ball simply falls off the paddle.


texts: how to delete all uninitialized images in a .blend file?

texts:
There are some uninitialized images im my blend file, they dont have fake user and arent being used anywhere, but when i close blender and open again they're still there, also if i try to bake something on them i get the warning "uninitialized image "name of image" from object "name of object"" also they dont have any "content" on them
i know i can just go to outliner>Blender file>images and delete them but i want a way do delete all images like this at once, in case there are a lot of images like this in my project


texts: How to correctly drive a normal node with lamp rotation?

texts: I'm trying to use drivers to allow a lamp rotation to dictate the direction of my normal node. The problem seems to be that the sun can rotate from 0-360 degrees, but the driver has a limit of 0-90 degrees, so the rotations do not match up. Is there any way around this? Thanks!


texts: How do you make a sharp angle with Bezier cruve?

texts:
There inside blue circle, I need to make a sharp corner, not round corner.
How do you do it?


texts: How do I clean up text characters converted to mesh?

texts:
I have found a time consuming way to create one mesh object per character.

Start with a text object:
"abcdef ...etc..."

Alt+C -> Select object and convert text to mesh.
Tab -> Go to edit mode.
Z -> Enter wire frame view
B -> Select each character with box select one at a time.
Select bridge edge loops
P -> separate by selection

Repeat for each character.

Is there a way to bridge edge loops for all loose parts? A faster simpler way? Script?

Example of the problem with the mesh from text:


texts: I would like to close this hand mesh. I have tried fill, grid fill, and adding a new face. Nothing seems to work. I also tried extruding a new face and scaling it down to 0. Ideally, it can also be done with python. Thanks


texts: Normal map baking - All clean blue (no color variation)

texts:
I'm trying to bake a normal map from a high poly mesh, and apply on a low poly mesh (in Unreal Engine 4). Bare with me as I'm new to Blender, and especially new to normal map baking with Blender.

I'm not sure how to accomplish this task. The guides I've seen and read, explain how to uv unwrap the low poly mesh -> select the high poly -> shift-select the low poly -> hit bake (normal -> "Selected Active").

For some reason, everything shows up completely blue (no color variation -> No elevation information), and I'm not sure how to accomplish the baking?

The UV of the low poly:

Normal Map:

Low poly VS. High poly:

Could anyone help me?

EDIT:

Of course I'm aligning the 2 meshes so Blender can read the elevation differences.


texts:
I am trying to UV Wrap the can in the image but I am struggling with how to design my label so it fits the correct curve of the UV map.

I tried warping my image in Photoshop but I just couldn't make it look prefect. Is there an easier way in Blender?


texts: How to manually achieve a motion blur effect on a object in the compositor?

texts: Is it possible to achieve this look I made with motion blur in the render panel similarly in the compositor without having to move the object?


texts: Missing Keyboard Shortcuts on Tooltips in Blender 2.8 RC

texts:
I'm new to Blender and decided to try the 2.8 Release Candidate. The YouTube Video introducing the interface shows Keyboard Shortcuts in the Tooltips. However, I'm unable to see any Keyboard Shortcut being displayed in any Tooltip. (See Image)
Is there a setting in Preferences that I should enable in order to see these?

Blender Details:
version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: 06312c6d2db8, type:
build date: Thu 07/11/2019, 09:59 AM
Windows Version: 1903 (build 18362.207)


texts: I am new to blender and I have been trying to follow along to Blender Guru's How to make a teddy bear video but when I got to the part where I need to make seams, I don't have that same pathway choice as him. I can't see any of the faces, vertices or edges. My theme is also getting in the way as whenever I click on a toolbar option, the options seem to other lap. Does anyone know how I can fix this?


texts: How do I stop eevee shadows changing shape each frame?

texts:
I am doing an animation in eevee with one spot light, volumetric fog, the camera and light moving together over different models/objects..
My problem is each time it changes frame all the objects shadows change shape drastically, creating a jittery, flickering shadow in the animation.
I've tried increasing samples and other changes but nothing helps the shadows stay one shape!


texts: Mirror and flip objects with mirror modifier

texts:
I have a environment that is mirrored and flipped along the world origin. I placed an Empty object at the world origin and applied a Mirror modifier for the objects to get mirrored along the Y axis, but I can't get them to flip along the X axis too.

Here's what I'm looking for:

Here's what I'm getting:

How can I achieve this mirror + flip result?


texts: How do you get a low poly exterior from a high poly model?

texts: I imported an obj model of a truck made by someone else in a different 3D program but it is outrageously huge; it exceeds 2 GB and none of the vertices are connected together so I can't use the 'L' key in edit mode to select connected vertices. I also tried using decimate and limited dissolve but both of them made the object unrecognizable and weird. Is there any way to just get the exterior of the truck (without using decimate/limited dissolve) without remaking it entirely? The other person made the file using Catia so I'm not sure how the export settings for that program would work. I tried manually removing and combining the vertices in edit mode, but it almost always crashes my program since it lags a lot.


texts:
There are many tutorials on how to use multiple textures in modeling detail onto the mesh but it seems impossible to find how to paint or stencil paint more than one texture onto a single object.

Is there a way in Blender to import or open multiple image textures and use them one after another on various parts of the same model like you can in other texturing apps such as Sculptris?

Thank you for your time.


texts: Dark tris and quads in random places when rendered with Cycles in Blender

texts: I made a Mage's hat in Blender following the tutorial ( https://youtu.be/FTlvbVy8Hc8 ).I have finished the modelling and shading part but when i rendered it i got lots of dark triangles and quads on the hat. I tried fixing the normal and I could'nt find a mistake there. So please help me with a solution here. Thanks in advance.


texts: Yesterday I was following a couch making tutorial and when I clicked on "Use Nodes" in the Node Editor there was a node called "Material Output". Today I am trying to achieve the same thing with a sphere, but no "Material Output" node pops up just some "Output" node.  Thanks in advance!


texts: UV coordinates are locked from -10 to 10?

texts:
I'm trying to make a face which has a texture loop quite a few times. However, it seems that UV coordinates can't be manually edited using the UV vertex fields, outside the range [-10, 10]. This seems like an arbitrary restriction, especially given that right-clicking and dragging the vertex in the editor allows the vertex to be moved outside this range.

Have I accidentally enabled something without noticing it? Is there a way to disable this clamping?

Edit: I should specify that the range is using the normalized mode, not pixel coordinates.


texts: Change focus on mist pass for getting DOF in composition

texts:
I'm trying to get DOF in Compositing from an OpenEXR image with Combined/Alpha/Mist passes. This is the combined pass:

I can get DOF by a defocus node using the Mist pass (after a ColorRamp to define better), but I can't set which part of the image is focused and unfocused. (I want the character with the knife to be focused, and not the other character).

If I invert the Mist image I can achieve this but the borders aren't unfocused:

Is there any better way to achieve this? FYI I have an alpha pass

Thank you!


texts: Continuous Looping animation - Differing rotational speeds

texts:
Just trying to do my first animation and am struggling to make it loop seamlessly. I think the differing rotational speeds of the 2 objects are the thing to overcome but I'm not sure how.  I basically want the earth to do one revolution to the teapot's 2 orbits around the earth.

Can anyone have a look at this  and advise me?

Thanks in advance.


texts: How to import many images so assign to texture_node and duplicate "n" times objects and materials?

texts:
I am searching a way to:

duplicate a selected object and It's material 244 times..
import 244 photos (image_000, image_001, ...) in the scene
assign these images to an image_texture node (included in the material previously duplicated)
every material should have a name that follows the object's one: object.000 > material.000 ...

any way to do this? maybe by script.. I tried some but cannot find a way to duplicate last operation for more than one time

bpy.ops.object.duplicate()

My actual node setup is this:

I need to replace the actual image texture with another one that follows the same rule of images and materials: 000, 001, ... (or not.. I think this way It should be simpler and clear).

EDIT 01
in response to Parkuhr's answer:

something went wrong at line 29.. what am I missing? materials has successfully been created..is maybe because objects are missing? I started a new scene without objects/orphan data

EDIT 02 - ANIMATION NODES way

I currently figured out how to duplicate objects and it's materials by animation node

but not how to

make an independent material for each of these objects
linking the images to the texture node of every single material with the same end-name %0Nd


texts: The bones in the hand won't move the mesh, and symmetrize's not working either. Can you help?

texts:
So I've been trying to rig my characters for a week, and I can't find anything on the internet. I'm a complete beginner in blender, I need the characters for my unity game. The bones are looking like this:

I attached the amature with automatic weights, and this happens:

Also symmetrize's not working. I understand that it symmetrizes on the x axis, but even if I rotate the whole thing  it just wont work:
[
I tried everything, even unparented before symmetrizeing, rotating nothing happens, or it symmetrizes on the wrong axis.


texts: Need help creating a fluid pouring animation in a FLEXIBLE way

texts:
I really like flexible, quick, non-destructive workflows where I can shift stuff around on the go.
I want to achieve the effect of molten tin pouring out of a can. Simple enough, but I really don't like Blender's liquid system, for me it's too unwieldy, you have to create gigs of cache and slowly re-bake every time you wanna make a change, etc.
I'd like to create this animation so I can edit it on the go.
I tried various approaches, but haven't yet been able to create satisfactory results:

Shrinkwrap modifier - I created a cylinder object and a shape looking
like a frozen pouring liquid for it to go through, using this
modifier to "stick" the object to the shape. Problem is, in the
places where the shape makes a turn (on the edge of the can, where
the liquid pours over) the vertices stick to the wrong side of the
shape, and generally just flap about when trying to move the wrapping
object through. Still, I feel like this is the most promising solution.
Moving 2 boolean objects around to "clip" the start and end of the
animation. Besides being very clunky, this creates jerking artifacts
when the animated stuff actually moves.
Shape keys - I'd have to create like a dozen of them to negate the interpolation making it look weird.
Metaballs attached to small rigid body spheres. Rigid body system was
supposed to drive the animation, and the metaballs would provide the
visuals. Long story short, it didn't work, and is too stupid a system
anyway.

I feel like there is a really simple and robust solution to this somehow, without using the nerve-wracking liquid system, but I can't quite find it. Any help? Btw, I'm using 2.81, I've heard that 2.83 Mantaflow is supposed to be better, is it truly that much better?
[


texts: How can you change the rotation of a mirror modifier?

texts: I am trying to use the mirror modifier on a cylinder I rotated and edited, but when I apply said modifier it mirrors based off its original angle rather than the new one. How can I fix this?


texts:
I tried to create Script node that kind of trance paint animated object in the scene.

I actually just source copy paste the script from here:
Convert Curves to Grease Pencil?

As you may already know, I still have limited experience with Python scripting and Script node itself.

I am wondering about few things. At this moment, the script continues to run and update, regardless frame is playing or not. And I think this should be more elegant, such as it should "stamp" the Grease pencil per frame or per other trigger.

I think Grease Pencil is an untapped ART TOOL, potentially to make generated art, although it is not outputting curve.

I like the idea of being able to AN Grease Pencil for stamping, to trace animation, and perhaps for Grease Pencil to actually trace vertices. Instead of generating mesh that is heavy. I believe Grease Pencil can be light.

So... the question will be:
1) If using Script node, how to setup so that it will update only by frame changes?
2) With grease pencil case, I would love the ability to stamp in different color, as well as trace and draw overtime in changing Hue.

Can I have some direction if you have time. Thanks!


texts: why are my faces in the cloth simulation going haywire

texts: i was following the blender guru couch tutorial , but as soon as i started sculpting the cusion the cusion went haywire , can anybody tell me the solution


texts:
How can I control the distance beyond which the smoke begins to dissipate?
 I need the smoke to dissipate and disappear before reaching the boundaries of the domain.


texts:
How to make texturure scrolling animation in Game Engine?

I need that scrolling animation on texture to make things like water stream, smoke. clouds...
You can achieve that on rendering simply animating the "offset" value in the texture properties tab. but that doesn't work in real time, neither in game engine. I already tried some other methods like using the "uv wrap modifier", the "projector modifier", animating the uv using the "animall plugin". and Nothing.
Plus, the texture tile animation in sprites, or movie file methods are not fulfilling my goals because it's choppy and not smooth sufficient to make slower scrolling like Clouds in the sky.
I just need a way to animate scrolling texture in game.
I thought this basic game graphics technique was simpler to achieve. : (

Here is my file, I animated it with the animall plugin, so you can see in real time, just hit the play button.


texts: I have a character who plays his walk animation when he walks, but what if he is behind a wall? He would look sort of goofy walking when hes in place. Is there a way I can have a property ("Moving") be toggled to 1 when hes changing his position (not rotation) in 3d space? Any helps is appreciated; I would like to have this in logic bricks if it is simple. Thanks!


texts: When rendering, my FFmpeg video is fine, but it outputs a black video

texts:
I USE BLENDER 2.90.0
THIS HAPPENS ACROSS ALL WORKSPACES
Ok, so I'm rendering a simple video with some hue changes (In the VFX tab using masks), and when I was done I tried to render it out, and it goes black in the video. To try and remedy this, since rendering images was working, I rendered as an image sequence and that worked. So I went into the Video Editing workspace (on a new blender file) and imported my image sequence with my audio and the same problem occurred with my FFMPEG output. It looked absolutely fine on the tab where it was rendering, so I have no idea what causes it. I checked compositing because that was my last mistake but nothing there because I never tampered with it.
Images (I blacked some stuff out for privacy reasons)

I've tried to fix this but I can't, and a possible fix would be to re-install if all else fails.
Hope you people can do your blender magic because I don't have any...


texts:
I haven't found this question answered yet and I'm stuck. I'm trying to bake a simple fluid sim. I have the domain enclosing the entire scene. My fluid object is inside a glass-shaped obstacle (closed, solidified). I want it to spill uot from the glass onto the floor, but the fluid object does not turn to fluid when baked. I have deleted every new cache so that there are never more than one in the directory and yet still the fluid object doesn't change. what am I missing?

image: domain and fluid object are highlighted, baking specs in the physics panel. The scene also includes a ground plane, two wall planes each with a displacement modifier, and two emission planes. The glass has been set as a fluid obstacle as have the ground plane and wall planes.


texts: How do I extrude a face to a single vertex

texts: I am new to blender so I am trying to learn the basics so bear with me while I try to explain this. I am trying to extrude a face to a single point to make a spikey-looking shape and I only seem to be able to extrude the face outwards keeping the face the same size but I actually want the face to extrude to a point or vertex.


texts: How to get same texture on both side in render? I made texture on both side of plane with nodes in shading. In shading mode it is what I wanted but in render, back side has no texture. I  rotated UV map for 90 degree to have right direction of texture. I want same texture on both side. Here is the screenshot of the mesh and material.


texts: How to install yafaray for blender 2.77+?

texts:
I'd like to install/enable yafaray renderer on Blender 2.77a. Every time I try to enable the Add-on, it returns an error. I tried reinstalling Blender, nothing.

Any idea what's wrong?


texts:
About three months ago, auto save in Blender 2.8 stopped working
Since then, I downloaded 10 new builds and nothing has changed.
Blender 2.79 makes autosave fine, but 2.8 doesn’t

I checked on other computers, everything works, but on mine it doesn't, and I do not know how to fix it.

What is the problem?


texts: I dont know what happened the rest worked well but the main one didnt and its has done this weird glitch sort of thing.


texts: unexpected result from boolean difference


texts:
Is it possible to use Alpha texture in Blender. If yes then how can i use it. A guy made this using alpha Texture in Substance painter.

So is it possible to make ornamental design using Alpha texture with the reference given above image. Any suggestion or help. Thanks


texts: "'blender' is not recognized as an internal or external command" error when using blender from the command line

texts:
How to render a scene using DOS in blender. Every time I try, an error occurs in the DOS window like the following;

C:\blender 2.9>blender
'blender' is not recognized as an internal or external command,
operable program or batch file.


texts:
I have a problem in deleting a group named "Group" in this file.

How I made this file

I made the "Group" in my first scene.
I made another scene and deleted the first scene.


texts:
My roughness is 1 and yet I can't seem it get my material dull.
Sorry if this is a noob question, I'm very sure it is yet I've been trying for hours to figure it out.
I'd tried messing with the material in multiple ways yet I can't seem to stop my material from reflecting. I don't want the pink box not to reflect, I want the material to be dull.
As you can see in the image the roof is reflecting some of the pink color for some reason.

Here is my material (roughness is 0 but it doesn't make a difference whether 1 or 0):


texts: How do I "cookie-cut" my world texture only using my existing object?

texts:
I have a scene with a world texture, light and 3D object.
To create a desired effect, I need to render the silhouette of my 3D object as a "cookie-cut" of my world texture. (Please see picture below)
I am trying to find out what is the compositor node set up to do something like this.


texts: Import & render PLY with color in the latest Blender 2.8

texts:
In the latest version of Blender (2.8), I can't find the option "vertex color paint" in cycles mode to render the PLY mesh with color.
I can show the PLY mesh color with "Vertex Paint" mode but when I press F12 to render, the output is still a grayscale image.
I have been googling a lot but still can't find a proper solution for Blender 2.8.

Below are some links I found:

Ply color can't be rendered in blender
Import PLY doesn't display vertex colors
How to display and use Vertex Color from OBJ model

Here is the PLY mesh file I tried: https://www.dropbox.com/s/e9hvbu0iq0tpafn/obj_000006.ply?dl=0


texts: How do I use the "Proportional Falloff Tool" to create doughnut frosting as per youtube tutorial?

texts:
Sorry if I am not posting this properly, its my first time posting and I am not sure the best place to ask questions like this as I seek to learn Blender.
I am following Andrew Price's tutorial here:
https://youtu.be/f5Gb1VK98Wc?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P&t=2045
And as he talks about at that timestamp, I am trying to make a random edge to the frosting on my doughnut using the proportional falloff tool.  I have turned it on and, like him, selected "random".
My problem comes when I scale my frosting as Andrew does in that Andrew achieves a very nice looking uneven edge to his frosting, however, on mine scaling the frosting object in as he shows, just barely scaled inside the doughnut so that there isnt overlap or globs sticking out of the doughnut, my frosting edge looks too smooth.
I have tried using the tool multiple times, using multiple vertices etc, but I cant achieve a look as wavy as his upon scaling.  What should I be doing?  I feel like this is a complicated question so not sure if there is any appropriate way to ask or any appropriate site since following the simple directions in the tutorial has not provided the desired results.
It does show some wave and so is more realistic than a smooth line, but I can't achieve it to the degree he does and I'd like to be able to properly use this tool.
Thank you!

Here you can see it was successful on the inside of the doughnut, but not the outside


texts: How to retreive the hotkey of a function/tool?

texts:
I want to print the hotkeys for some tools in the console. How can I retreive the hotkey for let's say the circle select tool, or the hotkey for rotating the viewport with python?

Note that I do not want to execute those tools. So I guess I need to access the keymap directly, and read the hotkeys from there. But how does it work?


texts: I added a mirror modifier along the X axis. Then I added some vertices on the mirrored axis. I tried to extrude a vertex along the X axis, but it didn't work. I am able to extrude along the other axes, but not along the X axis. How can I fix this problem?


texts: Subdivide mesh through heightmap curvature when using the displace modifier

texts: The displace modifier can be used to generate terrain from a heightmap. Is there a way to modify the mesh according to curvatures obtained from the heightmap?


texts: Importing of .mhx2 ( or .obj) files possible with python script?

texts:
Does anybody now how to import a mhx2 human model into blender using python script? I alread was looking it up in the web but was not possible to find anything. The closest I got: blender script to import .obj file

Hopefully someone can help me.


texts:
I have a .x3d file containing several meshes. When I load them into Blender, they are loaded into separate objects; I'd like all of them to be loaded into one group so I can manipulate them (e.g., rotate them) together.

To emphasize, I know how to group objects once they are loaded, however there are a lot of them, so being able to load them directly to a group would be more convenient. Is there a way to do it?


texts:
In my quest to improve rendering times with Cycles I managed to break my file (I think).
Now, when I enter (or slide the cursor) an e.g. 12 value in the Samples box, I get the following message:
bpy.context.scene.cycles.samples = 1
Can't edit driven number value, see graph editor for the driver setup.

Choosing a preset from Sampling Presets doesn't reset the sample value.

I've even tried to open the Python console and set it from there, but it still doesn't change the UI, nor the actual render.
Consequently nothing (visible) renders with a sample of 1.

Any pointers on how to revert my rendering samples much appreciated.


texts: Im curious if there is anyway to invert a wireframe so that it makes cuts in the mesh rather than form a wire, if anyone has a solution that would help in the scenario without using the wireframe modifier that would be appreciated as well, thank you


texts:
When I apply a texture to my mesh some parts aren't well rendered. I dont know why :

Thanks !


texts:
Every time I try to do anything with blender file view it takes a really long time to open it and it usually gives me a not responding situation . This happens for anything file view related : importing , exporting and any kind of saving ( from file to image ) . This is really tiresome because it happens only at work on most of the pc's here that use blender .

I have an intel core i7-7700k CPU , 4.20 GHz , 16 GB RAM and  GeForce GTX 1050 .


texts: Explosion/fire not showing up after bake in viewport or rendered

texts: I was following an explosion tutorial for 2.82 on youtube and he did a bake and after that, the explosion showed up, but when I do it the domain changes sizes but the explosion does not show up, I have tried clearing my cache folder and restarting my computer and blender but nothing happens still.


texts: Texture looks fine in Rendered 3D View, but gets "Striped" when I try to bake it

texts:
I'm pretty new in Blender. Created simple model, unwrapped it, then found some free textures in the Internet, and applied them to my object, mostly using either Object or UV coordinates for this. After that object looks fine in 3D Rendered view, but when I try to bake it to get single Texture file to be able to export model to game later - somewhy some of textures got "striped", looking like having odd scale or projection.

This happens not every time I try to bake it - it baked fine once, but then I've changed UV Map a bit and tried again - it looks goofed up again. What am I doing wrong?


texts: Circular Array not working after modifiyng cube in 2.81

texts:
I'm trying to make this circular array of cubes that would sit on a UFO so it's sitting on an angle. It's working when I make a regular circular array of unmodified cubes, but as soon as I modify the cube to make the array with, it goes crazy, the locations are all off.I did set the cursor to the UFO's origin and the cube's origin to the cursor.Basically I am trying to make a circular array to use as a Boolean to cut some holes in the UFO.

Setting up for the array

Making the array with simple cubes

When I modify the cube and make the array


texts:
I struggle with one thing. I need to create a 4 way video for a pyramidal hologram. How can I do it using blender? I have tried to search everywhere but seems that Im not hitting the correct keywords.

Please see example of such video here

Thank you Mike


texts:
I have a quick texture applied on a UV Sphere. It is meant to be a spherical nebulae that I animate by keyframing the nodes settings (mostly color ramp, noise textures and color dodge mix shaders).
Here is a screen :

From here, I need 3 things :

Making my camera fly through this sphere to discover what is inside
Make the black areas completely transparent
Blur the limits of the sphere (it is too round now)

To do this, my though was to make this texture a volumed texture, keeping the sphere empty inside. Is it possible ?
Like if I had a spherical smoke domain with this exact texture, but Blender cannot handle it as far as I know. Plus, I'm a nood with volumetric textures.
Here is a quick reprensation:

Is there any way to achieve this ? Or, do you have any idea on how I can meet the results I need ?


texts: Join multiple objects then split into a set number?

texts:
Am pretty new to blender and still learning my way through it all but have a question that I'm unable to find the answer to.
I have a model I'm trying to import with 24 objects. Each model has 200 vertices but for a project I'm trying to complete, I need the models to be 12 objects only.
Is there a way to join all the objects together then split them up into a set number of objects? In this case, I'd choose 12 objects, etc. Each object would have to be 200 vertices. In other words, the current model is 24 objects with a total of 4,800 vertices. I'd like that model to be 12 objects with a total of 2,400 vertices.
I'm not sure if this is possible but thought I would ask as it would save me a lot of time having to re-do each object to essentially double each one until I have only 12. Need the vertices number to remain at 12.
Don't care how the model would be split, as long as it's only 12 objects at 200 vertices each.
Thanks


texts: Why does it look like the skin of my character model is peeling when I join the hands to the mesh in Blender 2.82?

texts:
I'm nearing the end of my first male base mesh sculpt in Blender 2.82, but when I either boolean or just join the hands to the arms there's a sort of skin peeling effect. This continues all over the body if I try just using the smooth brush over the affected area. It looks like a normals problem, but I can't tell for sure.

I've tried deleting all but a tiny bit of the intersecting meshes to simplify the joining operation, I've tried dynatopo sculpting over this peeling seam then smoothing, and it does not work.

I feel that I've tried everything short of sculpting the hand again from the end of the arm. If someone could explain what is happening and save me the trouble of having to do that, I would be ridiculously grateful!


texts:
How do I go about getting the surface area of an object in cm^2 in blender ?
Is there a tab I can find it or will it require a script?. Any help would be appreciated


texts: How do I import my Blender 2.8 models into Blender 2.9

texts: I am about to download Blender 2.9 but I don't actually know how to import my past models into Blender 2.9.


texts: How to create vertex at the middle of a group?

texts:
I am currently working on a model of a cute little microbe with these little green hair things coming out.  Currently, the hair object ends with a ring of vertices, but I want to create a single vertex connected to all of the outside vertices, like how a UV sphere is when it is created.  How do I do that?
The first image is the hair object currently, second is a newly created UV sphere.


texts: BGE - Calculate Acceleration from Velocity

texts:
I need to calculate acceleration of my rigid-body object in Blender Game Engine.
What I did now is:

from bge import logic
from mathutils import Vector

if not "prevspeed" in own:
    own["prevspeed"] = Vector((0, 0, 0))
speed = ob.localLinearVelocity
acceleration = speed - own["prevspeed"] * logic.getAverageFrameRate()
own["prevspeed"] = ob.localLinearVelocity.copy()

However, this doesn't seem to work. I need to know how to make it work correctly.


texts:
I have a character that is setup with a rig and vertex groups. I want to switch to using Rigify. Rigify has the same bones as the current setup, but different names. To save time weight painting, I need to rename all the bone weight vertex groups to match the bone names used by Rigify instead of the current rig. So I need a tool or script that will take a bone name such as lowerarm_L and rename it to Forearm.L (or whatever rigify calls it.) I can make the bone name list myself.

I will need to do this on multiple characters, so making a script out of it would be very helpful. How can this be done?


texts: How to get the name of image of "Image Texture" with python?

texts:
I would like to get the name of of image of "Image Texture" like "Wood8" or "Wood8.png" below with python.

I tried to use object.material_slots[index].material to get materials, and it work.

However, then I tried to use material.texture_slots.texture.name to get it, it didn't work at all.

I have no idea what to do next?

2017/06/05 edited
@TLousky

I tried to use

import bpy
import bmesh
'''
I would like to get all textures
'''
scene = bpy.context.scene
objects_in_scene = bpy.data.objects
texture_list = []
for obj in objects_in_scene :
    # Enter EDIT mode of this object since bmesh only can be acess in EDIT mode
    if obj.type == 'MESH':
        scene.objects.active = obj
        bpy.ops.object.mode_set(mode = 'EDIT')
        me = obj.data
        # Acess bmesh of this mesh
        bm = bmesh.from_edit_mesh(me)
        for f in bm.faces:
            if len(obj.material_slots) != 0:
                mat = obj.material_slots[f.material_index].material
                # Check there is a material in this material slot
                if mat is not None:
                    # go through all texture slots in the material slot
                    for mtext_slot in mat.texture_slots:
                        #print(mtext_slot)
                        # Check the texture slot is not None
                        if mtext_slot is not None:
                            text = mtext_slot.texture
                            # Check there is a texture in this texture slot
                            if text is not None:
                                # If the texture hasn't be counted ever, then Count it
                                if text.type == 'IMAGE':
                                        if text.image.name not in tList:
                                            tList.append(text.image.name)
                                            print(text.image.name)
print(texture_list)`

to get all textures of all objects in the scene.

However, I got "[]" meaning nothing as feedback.

Then I added print(mtext_slot) in line 24 to get what is in the material.texture_slots

And I got the following feedback

`<bpy_struct, MaterialTextureSlot("Tex")>
None
None
None
None
None
None
None
None
None
<bpy_struct, MaterialTextureSlot("Tex")>
None
None
None
None
None
...

It seems there was something wrong in my codes


texts: How to view object in edit mode without global transformation?

texts: I am new to blender here. I have a mesh object that is globally transformed (rotate, scale, translate). I want to manipulate the object in a mode such that I can see it in its default form (0 rotation, 0 translation, and 1 scale). I wonder if I can view an object in its default form in edit mode while keeping the global transformation?


texts: Visualizing depth image after accessing render results

texts:
Based on the work of [1] I obtained the depth data of my scene as shown in the code bellow:

scene.use_nodes = True
tree = scene.node_tree
links = tree.links

# create input render layer node
rl = tree.nodes.new('CompositorNodeRLayers')

# create output node
v = tree.nodes.new('CompositorNodeViewer')
v.use_alpha = False

# Links
links.new(rl.outputs['Z'], v.inputs[0]) # link Z to output

bpy.ops.render.render()

# get viewer pixels
pixels = bpy.data.images['Viewer Node'].pixels
# size is always width * height * 4 (rgba)
pixels = np.array(pixels)[::4]

ix = scene.render.resolution_x
iy = scene.render.resolution_y
depth = np.zeros((ix/2,iy/2))

for i in range(0, int(round(ix/2))):
 for k in range(0, int(round(iy/2))):
     depth[i,k] = pixels[i+k]

np.save('...\\outfile.npy', depth)

I set up the nodes, forward the z-data to the output node, render and save the pixels as an array. Since I use depth data instead of RGBA, I only use every 4-th element in the array since the other 3 ones are equal. Further, I use the dimensions of the image to setup a ndarray with numpy (depth) wich I save to an .npy file finally. Somewhere in this part I make a mistake since following code (from commandline) generates a somehow weird looking plot (shown below as well)

from mpl_toolkits.mplot3d import Axes3D
import matplotlib.pyplot as plt
import numpy as np

data = np.load('...\\outfile.npy')
x, y = np.mgrid[:data.shape[0], :data.shape[1]]
fig = plt.figure()
ax = fig.add_subplot(1,1,1,projection="3d")
surf=ax.plot_surface(x,y,data)
plt.show()

For a centered cube I get the following outcome:

So I hope somebody can give me a hint on where to look exactly for the error, and also I would be very thankfull for coding and style tips. I also found similar posts, but no one where the obtained data is visualized.

[1] https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/


texts: Why my point lamp is going in one direction only?

texts:
My point lamp is lighting in one direction and I don't know why. I've tried rotating and it doesn't work.

Glad if anyone could help.
Thanks

Edit: I found out the normal map was affecting somehow. anf answer helped a lot.


texts: Blender moving bij +n actually moves by +n.nnnn

texts:
I'm trying to move a point in blender on the x-axis and typed g x .4. The current coordinate was 1;0;0 and became 1.444;0;0 instead of 1.4;0;0.
Then I tried to check if the increments were the problem, which they were... When I tried to move a point on x: 1 by increment, it jumped to 1.95238 instead of 2.0


texts: How to convert SpaceView3d.lens to field-of-view?

texts:
I'm trying to export data of the User Perspective Camera to a LibGdx Camera. As far as I know there's no way to get the field-of-view of the User Perspective Camera directly.

Thanks to whoever can help me with this.

Edit:

@Jerryno:

Thanks for your reply. I tried your approach, using this code.

import bpy
import math
from bpy_extras import view3d_utils

def area_view_3d():
    areas = [a for a in bpy.context.screen.areas if a.type == "VIEW_3D"]
    if not areas:
        return
    return areas[0]

def camera_angle(a3d):
    region = [r for r in a3d.regions if r.type == "WINDOW"][0]
    r3d = a3d.spaces[0].region_3d
    if r3d.view_perspective == "ORTHO":
        return
    ray_vector = view3d_utils.region_2d_to_vector_3d(region, r3d, (0, 0))
    view_camera_loc = r3d.view_matrix.inverted().translation
    look_at = r3d.view_location
    view_local_z = look_at - view_camera_loc
    return math.degrees(view_local_z.angle(ray_vector))

a3d = area_view_3d()
if a3d:
    #a3d.spaces[0].lens = 16
    print(camera_angle(a3d))


texts: How do I make a material with transparency have a foggy illusion?

texts: I have a material for all glass in my scene, and it is transparent. Can I add "fog" to the material to give the illusion that it is cold out? This scene is in Blender Render.


texts: What happened with materials in eevee when linking?

texts:
I have this problem with the material in the eyes of characters linked to a scene. The scene that contains the linked characters shows this way when rendered with Cycles:

When I change to eevee it is ok in viewport, but the materials disappear on the eyes: (on linked file)

I can't modify the materials when the characters are linked. So in the blend file of the character I set the material to use alpha. With eevee, it shows ok in viewport but not in render:

Cycles works good in this second case too.
Please someone help me with this issue!!


texts:
I looked for a relevant topic but couldn't find one.

It's not easy to explain, but my objects don't move at the same 'speed' when dragged/moved.
When dragging an object it doesn't directly follow my cursor, it seems to have some sort of delay varying between objects.

Thanks in advance.


texts: How to add point to stroke from grease pencil

texts:
I know its a simple question, but I didnt find it anywhere. I dont know how to make point in stroke from grease pencil between two points.

Ive tried it with Ctrl+J. I duplicated line and joined it, but its slow and I think Blender has better solution to do it.


texts: How can I set custom width to a redo panel?

texts: Is there any way to set custom width to a redo panel like invoke_props_dialog(operator, width=300) does?


texts: Render semi-transparent volume with cycles

texts:
I want to render an image of a fire in cycles, but as a png with a transparent background.
Without a transparent background, the output image looks like this:

But as soon as I tick the "Transparent" checkbox under Render->Film, all the semi-transparent parts of the image are not rendered and it looks like this

which is clearly not what I want. I've tried to add a holdout shader or a transparent shader to my smoke domain material nodes, but it didn't help. I've only found answered questions for semi-transparent glass, but none for volumes. My node setup looks like this:

but the transparent shader doesn't do anything.

Has anyone an idea how to fix this?

Thanks

Edit: I've just changed the flow type to "Fire and Smoke" instead of "Fire" and now the semi-transparent parts render too, but I don't want the smoke.


texts: Evee Viewport and Render Error on New Files

texts:
this cream of a render engine has problems since i've installed 2.90.1...
Everything's all right when an old file that used evee engine is opened..
When a new General scene is opened, evee is broken. Sample screenshots are attached.. Any ideas?
OpenCL or CPU render don't differ.
All drivers up to date.
Tried a rollback install to Blender 2.83..
Radeon RX580, AMD FX 8350 Eight-Core, 32 GB Ram...


texts: I want to be able to track if history changed by waiting for its last element to change from modal operator. Is there a way to access such list over python?


texts: blender keeps crashing when opening file

texts:
Almost finished a large interior project and suddenly when ever I open the specific file Blender keeps crashing.
I've restarted my MacBook, reinstalled Blende, turned load UI off, then back on again, reinstalled Blender into a different folder. Sent the file to a friends MacBook, duplicated the file then moved it with no luck what so ever.
Is there anyway of recovering the file?


texts: smart uv unwrap creates duplicate (not overlapping) uv mesh segments

texts:
I scan a bust of someone and get an xxx.obj file and a texture file. The mesh is too dense and also needs repair so I make a separate obj file to repair. During the repair it loses the texture.
I bring in the original mesh and the new mesh, align them (ether in meshlab or visually in Blender). I remove duplicates in both meshes. Then I unwrap the new mesh using smart UV unwrap. Then I bake the original texture to the new mesh.

Besides finding overlapping UV meshes (fixable), the issue is that there are more than one UV face for certain areas. I get duplicate individual faces and duplicate multi-face areas in the uv map.
The resulting model has bits of the shirt color in the face and vice-versa.

When I select the troubled faces in the editor view, multiple separate areas in the UV image map light up. When I paint the face, the shirt gets bits of the skin color, etc. I can't seem to delete the bad duplicate faces in the UV mesh.

Is this a problem with Blender 2.72 or am I doing something wrong - and how to I fix this?

Thanks for your help.
B

UPDATE: I've uploaded a blend file at  . I've created  completely black testuv.png file an as soon as you open the blend file, you'll see the mesh and the UV editor panel.
Notice that two faces are selected on the mesh edit panel and on the left two completely separate pairs of UV faces are highlighted.  This occurs many times after doing an unwrap using Smart UV Project..
Notice that I painted the face area red and see how many red triangles there are in other parts of the mesh.
I do see areas of overlapping mesh but I can fix those manually. I can't seem to separate the duplicate UV meshes or delete them.
You can re-do the unwrap and recreate the problem.
Thanks.


texts: Is there a way to mimic the 'inherit rotation' of a bone?

texts:
I need a child bone to 'inherit rotation' but in limited fashion.
I just need it to inherit the rotation of its parent when:

it turns left and right.
So if the knee turn in certain angle, the foot will follow.
But if the knee goes up and down, the foot need to stay unaffected

If I tick off the 'inherit rotation'. It fullfil the second requirement, but not the first.
If I tick off the 'inherit rotation'. It fullfil the first requirement, but not the second

Copy rotation constraint doesn't work, because the parent bone is straight up, while the child is 45 degree shifted.
Locked track doesn't work, because the child can only rotate in its local coordinate.
Transformation constraint doesn't work either.
I need to use the rig as is, meaning I can't change the foot bone orientation origin to as the same as the knee bone. Due to a certain condition.
Any ideas?


texts: Follow Path Constraint with Object with Array and Curve modifier not working properly

texts:
I can't get the stars to follow the path. Tried everything I found in other questions to no avail.
here's the file


texts:
I use simple python snippets to replicate the light pass manager (LPM) script's behaviour for 3dsmax link.

LPM in 3dsmax basically just runs a pre_render script that applies overrides and then renders.

Blender can do the same thing with
bpy.app.handlers.render_pre

It works alright, but there is one essential thing that doesnt work as I expected it:

-in 3dsmax, the pre_render_script is only run on the data that is sent to the renderer. The scene in front of the user is unchanged.

-in Blender, the pre_render_script is run on the scene before it is sent to the renderer. Therefore, after rendering, the scene in the viewport has all changes applied and the original state of the scene is lost.

I dont want to write scripts that record the whole state of the scene so it can be rebuilt post render. It is error-prone, needs to be maintained, I am a python noob and besides that, Blender has all the data already stored in the file.

My workaround right now
start the render as a subprocess and run the python script that sets the overrides:

render_cmd = '''\
gnome-terminal --
/usr/bin/blender -b
%s
--python %s
-S Scene -s 1 -e 1 -a
''' % (fname, render_prep_script_name)
subprocess.call(render_cmd.split())

This is not bad, I can work with that. But I have to wait for the renderer to save the output image before I can see it.
So I am wondering, should the behaviour of the render_pre handler not be different?


texts: Bind location of empty to vertex (after shapekeys)

texts:
For a rather complex technical animation.
I need an empty to be locked to a vertex.
I cannot simply make create parent-root scenario, or use bones for this.
As the vertex is modified by complex animated shapekeys.
So how to achieve this ?


texts: CUDA problem Error: Invalid value in cuMemcpy2DUnaligned(&param)

texts:
does anybody know what this error mean:
Error: Invalid value in cuMemcpy2DUnaligned(&param) (device_cuda_impl.cpp:1248)Invalid value in cuMemcpy2DUnaligned(&param) (device_cuda_impl.cpp:1248)
I need help...I tried everything but I cannot render with my two Graphic card GTX 970. On the other hand, CPU rendering works fine...
Thanks!


texts: If i save as to a folder where the the file is already in that folder, Blender won't give me a warning, it's just simply overwrite it and it's very dangerous. Is there really no setting to turn this warning on ?


texts: Can't go to weight paint mode when in pose mode

texts: I 1st select bones and then go to pose mode, and now I can't leave the bones at pose mode while go to weight paint mode. whatever object I select, there is no option for weight paint mode, there is only object mode, edit mode, and post mode, 3 options in the list. I can't select any object when in pose mode actually.


texts:
How can I follow the path? or the model should be through away. I tried follow track constraint and follow curve modifier also. None of them working. Curve modifier is not working because it is rigged. or any other process to do that animation that the objecct should be thrown away from animated object. Could anyone help me?

the link is https://youtu.be/Fqm9AHVpg5Y


texts:
This looks cool and all, but it's beveled in the wrong direction. How can I flip the direction it bevels, so it looks more like a rounded cube, rather than a rounded plus-sign?

import bpy
import bmesh

from bpy.props import (
        BoolProperty,
        BoolVectorProperty,
        FloatProperty,
        FloatVectorProperty,
        IntProperty,
        )

#Returns all edges parallel to x-axis:
def get_x_parallel_edges(bm):
    #The returned list of edges:
    e_list = []

    #Look for all the edges that
    #run parallel to the x-axis:
    for f in bm.faces:
        for e in f.edges:
            #Rename the coords:
            ey0 = e.verts[0].co.y
            ey1 = e.verts[1].co.y
            ez0 = e.verts[0].co.z
            ez1 = e.verts[1].co.z
            #Check them:
            if ey0 == ey1 and ez0 == ez1:
                #Check for duplicates:
                is_duplicate = False
                for el in e_list:
                    if el == e:
                        is_duplicate = True
                if not is_duplicate:
                    e_list += [e]

    return e_list

#Break a list of edges
#into a list of verts:
def get_v_from_e(edges):
    #The returned list of verts:
    v_list = []

    #Break apart the edges into verts:
    for e in edges:
        for v in e.verts:
            #Check for duplicates:
            is_duplicate = False
            for vl in v_list:
                if vl == v:
                    is_duplicate = True
            if not is_duplicate:
                v_list += [v]
    return v_list

class AddBevCube(bpy.types.Operator):
    bl_idname = "mesh.primitive_bev_cube_add"
    bl_label = "Add Beveled Cube"
    bl_options = {'REGISTER', 'UNDO'}

    length = FloatProperty(
            name="Length",
            description="Box Length",
            min=0.01, max=100.0,
            default=4.0,
            )
    width = FloatProperty(
            name="Width",
            description="Box Width",
            min=0.01, max=100.0,
            default=3.0,
            )
    height = FloatProperty(
            name="Height",
            description="Box Height",
            min=0.01, max=100.0,
            default=2.0,
            )
    bev_seg = IntProperty(
            name="Segments",
            description="Bevel Segments",
            min=1, max=100,
            default=3,
            )
    bev_offset = FloatProperty(
            name="Offset",
            description="Bevel Offset",
            min=0.01, max=100.0,
            default=0.125,
            )

    def execute(self, context):

        #Rename the variables:
        l = self.length
        w = self.width
        h = self.height
        seg = self.bev_seg
        b_offset = self.bev_offset

        #Make the cube object stuff:
        mesh = bpy.data.meshes.new("cube")
        cube_obj = bpy.data.objects.new("Cube_Obj", mesh)

        scene = bpy.context.scene
        scene.objects.link(cube_obj)
        bm = bmesh.new()

        #Add the cube:
        bmesh.ops.create_cube(bm, size=0.5)
        #Apply size:
        bmesh.ops.scale(bm, vec=(l, w, h))

        #First, get the verts and edges:
        e_geom = get_x_parallel_edges(bm)
        v_geom = get_v_from_e(e_geom)
        #Now bevel:
        bmesh.ops.bevel(bm,
                        geom=v_geom[:] + e_geom[:],
                        offset=b_offset,
                        offset_type=0,
                        segments=seg,
                        clamp_overlap=True)

        bm.to_mesh(mesh)
        mesh.update()

        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(AddBevCube.bl_idname, icon='MESH_CUBE')

def register():
    bpy.utils.register_class(AddBevCube)
    bpy.types.INFO_MT_mesh_add.append(menu_func)

def unregister():
    bpy.utils.unregister_class(AddBevCube)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()


texts: Can I make the array modifier work on global coordinates?

texts:
I believe the array modifier uses local coordinates to the object being replicated.

I have a cube I want replicated and I would like to get

but what I always get is

I have set Transform Orientations for the object to global but to no avail.

As usual, any help appreciated...

TIA


texts: I've set green color for cube in cycles render. Than I added the cube to video editor, but color of cube in grey. I want to use cycles materials in video editing. What am I doing wrong?


texts:
So I have no idea how to rig the mouth on this character (the small black stripe between the eyes in the picture).
I only need to be able to make the corners go up so he can smile but i have no idea how to do it!
I tried using the armature but when I connect the bones to the mouth it doesn't work


texts: How to create a vertex on a parallel edge?

texts:
I'm having this structure:

I would like to create a vertex where the arrow points to. This is the opposite of an existing vertex on the right edge, so just shifted a bit along y to the left.


texts: How to set multiple camera views in one scene?

texts: Is it possible to have several different views of one scene and set them as named "presets"?


texts:
I am having trouble with a camera glitching around in a render, and in stills rendered at those frames. It is easier to show than tell:

As you can see, the aspect ratio seems to be jumping around or something. I also noticed that on some CPUs and GPUs that the camera seems to move away (found this from an attempt on SheepIt)

Nothing in the scene has keyframes nor animations in general apart from the particle system.

What is causing this, and how can I fix it?
I am on Blender 2.8 on Ubuntu 18.10 rendering with an i7 CPU


texts: How to find collections where an selected object is linked to?

texts: I have an chair model and it is linked to multiple Collections. How to find what collections that the object is linked to ?


texts: Changing actions modifies earlier actions

texts:
I'm using blender 2.90.1. I have multiple different actions intended to be put into a game engine. They are animated with a character rigged using rigify. When I switch actions and then go back to the original action, the original action has updated/changed data.
I use ALT+R -> ALT+G -> ALT+S to reset everything but some reason the keyframes in the origin action get modified just from switching to a different action.
I am fairly new, so this is frustrating as it must be something simple I am missing. Can keyframes within different actions link to each other? How is this possible? Very frustrating.


texts: How to create a path (curve) from an equation?

texts:
So what I want to do is draw an orbit of a planet (say, Mercury) with a proper shape and orientation. Then I want to make a sphere with a texture of Mercury and make it move along the orbit (with the orbit itself being drawn too).

I've found one way or drawing the orbit through XYZ Function Surface (Add Mesh: Extra Objects add-on, if I'm not mistaken) - then I just set the equations for X, Y and Z and get the properly oriented ellipse. This works fine, but Blender doesn't consider it as an object, I think. Nor it allows me to link any object to that curve. Nor would the orbit itself be rendered in that case (I think it's considered as an "empty" in Blender terms - I'm completely new to the program, so might be wrong).

So the question is: can I do all that at all? Maybe working through Python console to draw a curve is the way out? I have no experience with Python either, so any hints on where to start would be appreciated.


texts: Lighting/material issues when creating a collada model and importing to three.js scene

texts:
I'm working in blender to create collada (dae) models which are then imported into a three.js urban scene created by the qgis2threejs plug-in for qgis (open-source GIS software).

I am driving myself crazy trying to match the colors of the collada models and objects rendered by three.js. The following image is an example of this:

In this image are four collada models, set amid a number of polygons created and skinned in three.js. closest to the fore (white) is a model that has no materials attached to it.

Second beyond that (dark red) is a model that has materials attached to it similar to this:

To the left of that is a two-tone model in which I attempted to match the two-tones of the polygons:

The blue/grey building is a similar build, but with emitting ramped to around 30 under the material/shading tab.

None of these were exported with light sources attached (which I realize is probably the issue). The reason I am not including light sources is because that when I do, the new light source washes-out the polygons created by the plugin.

However, why does the unskinned material appear fine, but the others do not? Further, the scene has a built-in light source, why is that not illuminating the materials in a similar manner to the polygons?

And finally, is there a way to export the models with materials to match the polgyons created by three.js? - this is what I'm really after.

Sorry, blender noob.