texts:
Hello everyone
I'm a newbie to Blender and I'm trying to build my characters and rig them for unity with animations. I used Rigify then I used a script on github called rigify-to-unity so I can import characters to unity without issues. Before using that script I have no issue in motion, but as you see in the picture, I don't know why is the mesh is blended like this? As you see also weights are ok even for the remaining bones but for the lower leg part give me weird results.
Waiting your feedback. Thanks for help


texts: Why isn't my script inverting all poses from all keyframes?

texts:
the code works great placing all poses at same position but for some reason it doesn't paste flipped. Any ideas?

import bpy
import math

ctx = bpy.context
ops = bpy.ops
obj = ctx.object

ctx.scene.frame_start = 0
ctx.scene.frame_end = 1229
ctx.scene.frame_current = 0

for i in range(400):
    ctx.scene.frame_current = i
    obj.location.x = 0
    obj.location.y = 0
    ops.pose.loc_clear()
    ops.pose.copy()
    ops.pose.paste(flipped=True)
    ops.anim.keyframe_insert_menu(type='LocRotScale')


texts: Change the initial rotation of an animation/channel (without removing its keyframes)

texts:
This is my animation and its initial rotation makes it point in this direction:

I want it to point towards this direction (but with the animation intact):

So I'll go to frame 0 and replace that rotation value:

Not surprisingly, the result is weird, because it skips directly from the keyframe I put there:

Is there a way to apply an initial rotation so that the animation starts on the rotation value I want it to have?


texts: I'm making a spaceship type thing and there's this strange triangle that's lighter than the rest of that side of the ship. I haven't applied any materials yet and I'm certain the whole side is flat. Even when I delete the sphere shape it appears. What's going on?


texts: Tree branches pointing downwards Sapling Addon

texts:
I am trying to make random tree shapes using sapling addon, i found that the default tree generation is generating branches pointing upward directions as shown in pic.

I want these branches to point randomly upwards and downwards side of the tree. Is it possible using sapling addons or if not, Kindly advise me the other way out. because in real world all the branches of the tree are not in the same direction

I tried in branch splitting -> angel rotation , but could not able to succeed. Please help me how can i achieve this..??

Thanks


texts: Material properties not being applied to Regular Solids

texts:
Just started using blender 2.8 and man it looks awesome.  One problem however, I'm trying to use my newly made clay shader (using this approach https://www.youtube.com/watch?v=wTu3Xssw67Q) but the material does not appear on the Regular Solids.  I have tested it on other default meshes, cubes, cones, etc and the material looks just as it should.  Whenever I try to apply it on the Regular Solids it merely takes the base color and specular information.

I have tried exporting as obj and reopening, using remesh, subdivision surface but none of these things have worked.  Would love to hear the communities thoughts on how this might be solved.  Thanks for your time and assistance.


texts: What does it mean to call applyimpulse on a point outside the object?

texts: I have a 1x1x1 cube in the scene and apply an impulse to point [20.0 0.0 0.0], which is outside the cube using applyImpulse function, but the cube moves. Could someone let me know what it means to apply the impulse to a point outside the object? I expected that the object does not move if the impulse is applied to an outside point.


texts: How to clip a material and give the illusion that it is 'solid' or 'filled' with Cycles?

texts:
I am using a combination of Cycles material shaders to perform a "clipping" view for a geologic cross-section. The answers to the following question  explain very well how to achieve the cut-away view.

How can I easily animate cutaway views on multiple objects?

The difference between these answers and what I am looking for is that with these you can look inside the mesh. I would like to give the illusion of a solid or filled mesh. Even if it appears to be filled with something like colored smoke.

I'm trying to cut hundreds of objects, and cut multiple X-sections (e.g. clip the Y-axis from 90-110, and 190-210, 290-310, etc).

This is an example of an original mesh that I would like to clip:

This is what I would like to accomplish. I did this using boolean modifiers. The problem with this method is it does not scale well to many objects, nor is it simple to make multiple X-sections.

This is where I currently am using Cycles nodes.

This is the node tree with two groups:

I believe that a volume or emission node may be able to provide this effect. I have tried adding it in a variety of places.

Placing the volume absorption node right before the material output:

Placing the volume absorption node between the diffuse node the first location group results in this:

Is it possible to have this geographically clipped material appear to be solid or filled with smoke?


texts:
I'm trying to model a set of gears for a clock (it doesn't need to be perfect) but I'm having trouble with my constraints causing things to jump when they're fractions of a copy. I suspect this has something to do with my rotation being 0 -> 360 but I'm definitely looking for some guidance in the best way to set this model up.

It looks like this and I'm using the Copy Rotation constraint (I also tried the Copy Transform constraint.

I would love to just do this programatically ex:

seconHand.transform.rotation.z = emtpyDriver.transform.rotation.z / 60

But I'm am very new to using Blender for something as complex as this. Is there a way to call a Python script frame by frame? Or is there a better way to do this.

For reference my empty is rotated from 0 -> 3600 on the z-axis over 10 seconds. Everything is "hooked up" it is just choppy like the image above.

Any help would be wonderful.


texts: How to measure the dynamic range of an HDRi?

texts:
In this question the issue of photorealistic images and the need of a Wide Dynamic Range is discussed. Rendering with a wider dynamic range to produce photorealistic looking images will need high quality HDRi's (when using HDRi's). In this article Greg Zaal talks about resolution and dynamic range of HDR images. Greg Zaal says:

  For an interior shot, 12 EVs is usually enough, but for an outdoor
  shot where the sun is visible, you might need up to 24 EVs to capture
  everything depending on the time of day and the weather.

Now how can I measure the dynamic range of an HDR image ?

ATTENTION: The add-on created by @aliasguru is now stored HERE on Github and it is updated/improved by @aliasguru. Thanks !!


texts: Weird geometry when using Mirror + skin modifiers

texts:
I'm following a course from CGCookie (Basics of character modelling). I'm trying to pull one of the vertices backwards:

there's a mirror modifier on, as well as skin and subsurf.

All the geometry gets warped:

Same thing happens when I'm trying to extrude another vertex from the bottom one.

Can anyone please help? I tried asking the question on the course's page, but the mods deleted it for some reason.


texts: How to make an arch in a model w/o Bezier Curves and w/o adding separate objects?

texts:
I would like to curve a line in order to make a medieval door.

I'm talking about this curve:

I can't understand and I can't find any tutorial that tells you how to make this kind of curves, also I would like to not use the Blazer curves.
I'm trying to find something easier because I would like to know how to use less time in order to make curves.

I saw that you can do it using the array modifier but it can't be used on edit mode, should I add another object? Is it a good practice to add objects to modify the main one?

This is where I'm trying to make this door..
Thank you and sorry for wasting your time, I'm just a beginner..

Edit: Why my question is not a duplicate of another -->

These are different questions, I'm not asking how to do it with a single object, I'm asking how to do it if I have a building, because the modifiers don't work if you are in edit mode, so I'm asking how to make a arch if I have for example a house and I want to have a arch door or arch windows. It's a different thing..
I would like also to know if it's a good practice adding new objects to another one, because using this way I can for example make a cylinder and remove half etc..

Edit: The solution from @moonboots worked! Thank you

Result:

Thank you!


texts:
I decided to make the Panzer VIII "Maus" tank in Blender as a way to experiment with techniques and such on the go, but i had also made another tank before the Maus and since then, i have still not been able to figure out how i can make the tank's turret and gun to be rigged properly.
What i want is for the turret to be able to be rotatable on the Z axys (left and right), but the gun to follow the turret's rotation, WHILE the gun itself can rotate on the Y axys (up and down). Before, n my previous tank, i was able to make the Turret rotatable, but the gun was either left floating in the air, or not being able to rotate, WHILE remaining attached to the Turret.
Here's a pic for a better understanding:

Feel free to point out any mistakes with bone placement, that would also help me as i'm not yet familiar with rigging.
I hope my explanation wasn't confusing or anything.
Thanks in advance for any help!


texts:
I can't get anything to scale, no matter what object I click select and hit S -- nothing scales in my scene anymore. Did I inadvertently hit something and lock everything in place?
?


texts: How to prevent specific bones in an ik rig to bend?

texts:
So, i created an ik rig for my arm model and it looks good except for the forearm part. As seen in the picture below, the forearm consists out of three bones.

But when i move the hand, the forearm bones bend, which i dont want.(picture below)

how do i prevent them from bending?


texts:
So i have been working on model but my move manipulator is working when i enter object mode the two other manipulators are working fine.

But when i create a new mesh its there it also appears when i go into edit mode but not object mode.


texts: Asking for Video Editing, Workflow advice between VSE & Compositing

texts:
I am struggling with strips & VSE because I found no way to apply a node on a strip.
The purpose is to make an old moving processing. The Raw video is in FullHD.
I believe the several steps of editing & processing should be in this order

Lens distorsion & Crop into a TV Ratio
Motion Design (Text, Images....)
Color Grading (desaturation, levels, sepia color cast)
Scratches on film (come from another video)
Vignette for old film framing
Projector shake (transform node?)

What I found out for each step:
1/ Is there a way to do this without a Lens Distorsion Node (ie in the VSE?)
2/ Can only be done in the VSE
3/ Could be done in the VSE (with pain), can be done with nodes
4/ Can either be done in compositing with a mix node or in the VSE with a lighten blend
5/ Can either be done in compositing or VSE
6/ Can be done with a Transform node or on a big meta strip which is a solution I don't like.
If I summarize:
FIRST compositing of all raw videos
SECOND MOTION DESIGN over the processed videos
THIRD Compositing round 2 to make the final rendering
(Audio is another matter).
Do you have comments, advices about this statement of work ?
Thanks ;)


texts: My Environment texture is displaying as a fully spherical texture

texts:
My environment texture is displaying as a fully spherical texture in cycles render. Here is the original image and the image after applying to the environment texture.

How do I fix this?


texts: I want to sort the object numbers in order

texts:
I deleted a few objects while working, and the order of the objects was messed up. So I want to arrange the names of all the objects in order. How do I do this?
In this photo, I want to arrange numbers 2729 and then 1877 in order.


texts: Randomizing crowd scenes with instanced models

texts:
I want to set up a crowd scene using instanced models with a lot of randomization. Say I have a library that consists of several bodies, hairstyles, and outfit pieces. I want to make a crowd where each member has their pieces randomly drawn from this library, as well as random colors in their materials, but also drawn from a list or predefined colors. And then have a random pose from a pose library, but still each have their own rig intact so that their individual poses can be changed/tweaked. And i want to do it all without breaking instancing to the original models, so that if any of the assets are updated, all of the members of the crowd using those pieces will get the update.

Is this possible, and what is the best workflow for it?


texts:
I've been designing some straight pipes lately. This I do by creating an outer cylinder for the outer diameter and an inner cylinder for the inner diamter and applying a difference boolean operator. Sometimes the boolean will just not work without giving sense to me. In this case I only have 2 kind of objects in the scene: Outer cylinders and inner cylinders. I've just applied the first boolean between outer and inner with success:

After applying the boolean to the second set, the object to which I applied the difference hasn't been subtracted the inner cylinder all the way through:

Has anyone experienced this before?

/Cheers


texts: How to model wavy pattern on the surface?

texts:
G'day to all B3D community!

I started working on the project to model fitness bracelet and have no any idea how to model wavy pattern on the surface! Maybe you, guys, know some ways of doing that?

I've attached an image of what I'm talking about!

Thanx a lot in advance!!!


texts: Can Blender Alembic Export Out Animated Lines (Point and Edge, no Poly Face)?

texts:
I am trying to export (bake) out animated lines mesh that I generated using Sverchok using Blender Alembic.

When imported the Alembic back, all I got back is points. Is this Blender known Alembic limitation or Alembic in general does not like Edges?

Thanks!


texts:
As far as I know, in the compositor, yellow sockets are for images, gray sockets are for values, purple sockets are for vectors. From this, however, I cannot know the ranges of these values. In particular, I am trying to have an image showing the "Vector" pass of the Cycles engine. The "Vector" socket (purple) should be normalized, but in which range? I am trying with different numbers and it seems that it is from -127 to 128, but I am not sure. I am splitting the components, dividing by 128, adding 1 and then multiplying by 0.5 and clamping (clamp means between 0 and 1?).

The first question is: what is the range of the velocity pass? It seems to be the number of delta pixels, so the maximum is the resolution of the image, is this correct?

The second question is: what range the compositor (and the viewer) expects? it seems to me that it expects RGBA values between 0 and 1, and then it multiplies by 255 if the color depth is 8, and by 2^16 if the color depth is 16: is this correct?


texts: Problems with rotation animation keys baking

texts:
I have a problem with animation curves after animation baking and after animation export. So you can see before/after.
Before

After

It's rotation data. They're rotates on 180 degrees in X and Z-axis, and Y got to be symmetrical. It's happening after animation baking and animation export. What should i do to stay them as Before?
Thank's!
PS I found that it could be because of quaternions. But how can i fix it?
Before animation baking

After animation baking


texts:
I have a lego batman model taken from LDraw. It is really low-poly and messy, and when I use subsurf, it manages to look even worse. Is there anything I can do about this?

Before:

After:

And here's a bit of wireframe:


texts: Scatter Objects tool distorts scattered objects

texts:
Scatter objects tool works in a weird way: I created a plane to be a grass blade, applied texture. It worked.

However, when using Scatter Objects tool, the resulting "grass blades" are far from the original shape: they are mostly distorted, bloated, etc.

It works fine with the default cube and the cones, however.
blend file.

Could anyone tell me how to to this correctly?


texts:
I have a model with only 98 vertices. When I export it to Collada with Blender 2.64, it generates a Cube_001-mesh-map-0-array with 768 entries, that is, 384 UVs. I've checked the UV map, but it doesn't complain duplicates, so I don't understand why...
I tried updating Blender to 2.69 and now it got worse. When I export it now I get 1152 entries, 576 UVs.
Is this the expected behavior? I am trying to keep the vertex data to a minimum for my game, but this doesn't help...
Edit: I just realized that the difference between 2.64 and 2.69 is that now all the polygons are triangles instead of quads, so it seems it adds more UVs to cover them... But I debugged it and there are many duplicated UVs. Shouldn't it just point to the same UV index, instead of duplicating them?
Edit2: I created a ruby script to remove the redundancies: https://github.com/endavid/headerify/blob/master/bin/headerifyCollada.rb


texts: What is branched path tracing and how is it useful?

texts:
I noticed recently that there is a new option in Cycles for "branched path tracing", can someone explain what this does in easy to understand terms?  Should we expect faster render times or less samples etc?

Can you give examples of best uses?


texts: See-through faces, but just in game and probably not because of normals?

texts:
I modelled and animated some low poly game characters with Blender and when I import them in Visual Studio MonoGame there are some parts of the modells see-through as you can see in the picture.
I read a lot about the normals for the faces and recalculating them or set them manually but it's not working for me. So please help.
Here are some pictures, sorry for the bad quality of the second.

As you can see the neck is see-through, but recalculating and manually flip the normals of the faces for the neck didn't helped.


texts:
I am trying to adjust a very large smoke bake to fit other elements. The smoke was baked in a separate file with the reference objects, but I need to reduce the size and position of the domain to fit other FX. The bake is very large - over 100 Gbs. 400 reolution divisions. Its for a large plume from a steam train. I'd rather not rebake, and adjusting the dmoains scale yeilds good results but I cannot for the life of me figure out how to move it's position. Editing in edit mode makes no sense - I get strange dimensions that don't relate to anything.
The domain is parented to an empty as it moves (wind force fields being used to simulate motion), but I don't know how to change it's position in relation to the empty. Yes, I have tried to clear parent and adjust. That doesn't work. I think it has something to do with applying transforms, but I can't figure out how it supposed to go.


texts: Replace image/texture option not available?

texts:
I'm watching a tutorial on how to make Minecraft animations, and one step was to click on the replace a image button but it wouldn't let me.

Why is this option grayed out?


texts: Which object should be selected when selected to active is check for texture baking?

texts: Which object should be selected when selected to active is checked for baking, the one I'm baking to or from? I can never remember which one.


texts: Vertex Normals different from loop normals


texts: Weight painting returns bones to rest position instead of adjusting

texts: I'm sure this is a simple thing that I'm screwing up but I just have not been able to figure it out. I need to adjust the weights under the shoulder but whenever I subtract from the shoulder bone it moves the vertices back to the rest position instead of adjusting it closer to the mesh. Does anyone know what I'm doing wrong? It does this for any bone that I pose before painting. I also tried it in Maya and had the same result which leads me to believe I'm just misunderstanding something.


texts:
The mesh  needs retopologising, but I have the problem of the reotopologised mesh's eye holes not sticking to the edges of the eye holes in the original mesh. How can I fix this?

Thank you.


texts: When I cast a shadow on my NPR model, I found that there were always some areas of bump that would not receive the shadow, So I seperate the part of the mesh that went wrong. As shown in the picture below, there is one area in the middle that does not receive the shadow. Basically, I use a plane as a shield, and use the sun light to cast shadow in the node. If I don't use nodes, the shadow is fine, So I'm sure there's something wrong with the shadow of my nodes setting. Who can tell me what I did wrong? I will upload the .blender file soon


texts: My sculpting tool is not changing my model but I can transform (grab, snake hook, etc.)

texts:
brand new to blender here. Recently started following some tutorials to learn how to sculpt and model in blender. After one video, I decided to run off on my own and try to mess around a bit. Ran in to an issue where after a bit of preliminary framing and stretching of my shape, I can't edit it with any of the "add material brushes" (draw, clay strips, inflate, etc.) but I can still "transform" it (snake hook, grab, etc.). I think it has something to do with dyntopo and the circumstances surrounding my usage of it, but I'm not too sure. This has happened twice now and I can't seem to find any option to change within blender nor any similar question online. Any help is appreciated here!
Not sure if the picture I posted is of any use, but here it is.


texts: Now that 2.68 has introduced a toon bdsf, is it possible to recreate the Gooch shader? Insight, links, or a nodes screenshot would be great.


texts:
I need help, making a realistic looking aluminum material,  like in the pictures below. I would like to only use procedural textures within Cycles.  No external image textures.  Can anybody,  who figures out, how to make this aluminium material,to post his node setup, so, I can see how you did it. I wasn't able to do it, even after searching up online.

The pictures of what I would like the material to look like are shown below.

And

And

Thank You!


texts:
Have been using blender for months now and recently upgraded to the newest version 2.75a. It worked for about 2 days fine but now when i launch it the console flashes and immediately closes and blender doesn't open...

This is incredibly annoying, i have even uninstalled and reinstalled but the same thing happens.

Does anyone have a solution?

Edit: i saw those answers.... none of them work. i dont have a config file at C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.xx\config

so i cant delete startup.blend or userpref.blend


texts: Is there a way to freeze a cloth with a shape key?

texts: I created a curtain today using a CG Cookie tut that used shape keys, but when I went to apply it an error message comes up saying it can't be applied with shape keys, so my question is: is there another way to freeze a cloth simulation?


texts: how to render emission of light of a transparent background

texts:
Imagine the following scene, top down view with a simple object emitting light (cycle) on a large floor (plane).

Now what i'd like to achieve is to only render the object and the emission of light but not the plane (tranparent bg). of course if I hide the plane there is no emission visible since there is no surface to refect it.

I think maybe using green screen effect (making the plane green) could do the trick but I don't think it will be very clean for a effect like that.
I wonder if there is any other way it could be done ?
I tested transparent material but again no emmision visible then.

edit : picture to illustrate
what I do
what i see
what i'd like to see in a way less ugly version (done with my awesome skill in gimp) (but since its a white glow on a white background you can't see it here damnit)


texts: What is my mistake in creating the uv map of the lantern?

texts:
I am trying to make a uv lantern for substance painter use, but I keep running into problems.

this is uv map of this lantern
After separating the seams, I encounter gaps in the SP, it looks like a hard joint, but without separating into seams, it does not work out to make the correct UV map.

uv without manually specified seams (I used the  smart uv project function) I would be very grateful if someone could tell me what to do. maybe someone can suggest good guides for creating uv? I certainly found a few videos on YouTube, but they are all very superficial and almost useless.


texts: Undesired different results with bevel modifier and vertex group

texts: iam using bevel modifier on simple model that looks like window. I want beveled edge only on window corner so iam using vertex group. The problem Iam having that on one side it looks clean and straight as well as the corner is ok, the opposite side is beveled differently with bad results. How is that? Normals are ok, no double verteces.


texts: break up complex mesh into many simple meshes for collision mask in unity

texts:
I downloaded a very complex house / mansion model fromonine, and I want it to now work with unity.

As many know, if I simply put a mesh collider on this huge complex house mesh in unity, things wouldn't work out.

So my plan is to somehow automatically split this very complex house into many smaller, simpler meshes. For example, in a place where there are complex decorated pillars supporting the roof, that would create a simple cylinder mesh to overlap, and so on for all of the mesh-shapes built in to the model (then obviously in unity I would just loop through all meshes except the original and add a mesh collider o each one individually).

The thing is: I have abolutely no idea how to do this, just pressing P -> by loose parts does nothing, since it's one solid object, so I suspect some python script might be the solution, but I have no idea how to start with that.

So basically: yeah.

EDIT: found the answer here: All Faces to Individual Objects


texts: Using arrays as custom properties in Blender PropertyGroup

texts:
I'm very new to Blender scripting (not programming in general) and I can't seem to figure out how to save an array of some data type (probably want it to be another PropertyGroup) in a PropertyGroup that I put on bpy.types.Scene.ssData.

What I have tried so far is variations on this:

class SSData(bpy.types.PropertyGroup):
  totalCount: bpy.props.IntProperty(name="Subscene Count", description="Integer", default=0)
  list: ['ford']

but when I try to get the list property like this: bpy.context.scene.ssData.list I get an error AttributeError: 'SSData' object has no attribute 'list'. The other property is registered fine btw, I can get totalCount and set it to some other value as well.

I've searched in the Blender docs for some Array type that I can use like bpy.props.IntProperty but I can't find anything. I understand that the object I want there should inherit from bpy_structs but I don't know if I can make my own type based on that.


texts: Export selected objects to a json text file

texts:
I've written the code below to dump location data of selected objects,
Hhowever its not ideal.
I'm not deeply into python's json library
What i would like to generat is a file that looks alike

{
  { "name" : camera
       { "x" : 0.404404,
         "y" : 0.001111,
         "z" : 0.00202  }
   },
  { "name" : target
       { "x":   12.111111,
         "y":    6.00020

etc...

Currently each  object and its positions are inside a signle { }, block.
So the x,y,z data is not subnested, i'm not sure how to do it.

Here is the code i wrote:

# import the necessary modules we need
import bpy, os, json

# get the current selection
selection = bpy.context.selected_objects

# get path of the blend file (file should have been saved at least once)
tempFolder = bpy.path.abspath("//")

# make a filename
filename = os.path.join (tempFolder, ".Locations.json")
# open a file to write to
file = open(filename, "w")   # a is for appending  w writes new

# initialize
result = "{\n"
resultJson = ""

# loop through selected objects
for sel in selection:
     # get the current object's dimensions
     loc = sel.location
     # store it in json
     resultJson = { "name" : sel.name , "x":loc.x, "y":loc.y, "z":loc.z   }
     # turns a single jsonline in a string and adds ',' for next object
     result+= json.dumps(resultJson,indent=4) + ','

result = result[:-1] # remove last comma from joined string objects
result = result +'\n}'
file.write(result)
file.close()


texts: I am trying to follow along with a tutorial on youtube, however i seem to have an issue with the lighting on the rendered view. does anyone know whats happening here?


texts: Is it possible that "bloom" affects grease-pencil object in 2.8 with EEVEE engine?

texts:
So I am trying to do a animation where a TV emits light (bloom) and affects objects around it.

I already activated bloom and set that plane shader to "Emission" and it works with 3d Objects, as you can see in the right arm or even the mountains closer to the TV, where light stand out. But as you can see in the image the mountains behind the TV, that are grease pencil object, doesn't recognize the bloom.

All this I am doing it with EEVEE engine

Any ideas? Thank you people.


texts: Is it possible to combine rigid body and soft body physics in the same object?

texts:
In blender as most of you know there is an option in the animation tab to have soft body and rigid body physics on an object.
On a project that I am currently working on I need soft body on one part of an object and hard on the other, the only problem is, is the fact that it is the same object.
So I guess what I am asking is if it’s possible to do that and if so how?


texts: How to avoid doing physics simulation and get the final rendering quickly?

texts:
I'm super new to Blender and I hope I'm not offending others asking this. I am baking physics using the method described here and then do the rendering using the code below. However, it takes a while for the simulation to take place and I only care about the final status of the system/simulation. So I was wondering, is there a way to shortcut the simulation and only get the final status/scene?

self.scene.render.filepath = output_name
logfile = '/dev/null'
open(logfile, 'a').close()
old = os.dup(1)
sys.stdout.flush()
os.close(1)
os.open(logfile, os.O_WRONLY)

# do the rendering
if simulate:
    bpy.ops.render.render(animation=True)
else:
    bpy.ops.render.render(write_still=True)

# disable output redirection
os.close(1)
os.dup(old)
os.close(old)

Thanks


texts: I have added an image sequence to the VSE and set the output at Quick time movie. When I click Animation then Blender starts rendering the first image instead the video encoding. Why is this happening ?


texts: Set particles(hair) at equal distance from each other

texts:
I have curve plane. I want to  set hemispheres at equal distance from each other ( more than 5000 hemispheres ). How i can do that Blender 2.8?

EDIT:

I need to do this yellow part


texts: Optimization ( More cuts or stretching )

texts:
I want to make a house model but I am not sure which method to make walls for rooms would be better.

Dragging around already existing edges that have no other purpose, but which are still necessary in the mesh to create a proper edge loop, resulting in a messy mesh but with fewer triangles and vertices.

Or cutting up the mesh which would result in higher count of vertices and triangles but edge loops would look nice and tidy


texts:
I want to assign a "random" factor to my materials. I want to load 5 different diffuse maps in my material and assign the same material to 300 objects. The "random node" should take any one of the loades maps and assign it to a object.

Is this or any similar operation possible? Or is it possible to "shift" the uv coordinates randomly to another place in one texture, or to mix the original map with a color (randomly choosen?).


texts:
I just got Blender 2.8 (ok, I got it a long time ago but it's my first time trying it out).
I watched a tutorial on Motion Tracking ("Camera tracking basics (in blender 2.8)" on YouTube), and I followed all the directions; Exported the video to image sequences, imported into "Motion Tracking" on "VFX" mode, added trackers (the only difference is that I used the "Track Markers" (CTRL+T) button on every point, because it's not a complicated scene. The movement is very small and almost on a 2D plane, not a 3D plane.
So I added 8 points (as seen in the image), and checked that they all matched the movement correctly.

(Amazing, it stabilizes my video when I press "L"!)
BUT, now when I go to the Layout panel, add an object constraint, and toggle "Motion Tracking" in "Viewport Overlays", nothing happens! The camera doesn't move, no points show up.

And I'm stuck and need to go to sleep. Could someone educate me as to what's going on?
All I want is to add some text to a scene, so I could walk past it, etc.
How can I achieve this? Please help!
Thanks in advance,
BeardWix.


texts: See how the strands are linear and not curvy. How do make it so the strands are curvy and look more natural


texts: How to make the Grid floor Axes (X and Y) visible with plane on Z height 0?

texts:
I have using blender on and off for years but never did it on regular routine. Now while I'm following Blenderguru aka Andrew Prices Donut Blender Beginner Tutorial, I noticed that in Andrews Viewport one can see the green and red Grid Line Axes (X and Y) in the viewport while the plane is resting exactly on the floor (Z height 0):

I tried to solve the Problem in the Viewport via the Viewport Overlays section, however, I could not make it work. I assume it has something to do with the Blender version Andrew is using (since I'm using the newest Blender version (2.92.2).
At first I didn't care about the visibility of the Grid Line Axes, however I find it to be useful to always see the Grid Line Axes when the plane lies on the floor. It makes it easer to have an orientation to always know where I'm in the room/perspective while working on objects (that are resting on the floor plane).


texts: How to add user input fields to the UI, to be used by a Python script

texts:
I have a small script to re-size an object while keeping its proportions. There's no problem while using it in the text editor - just write either x or y or z in the field scale, then enter the new dimension in the field new_dim, and that's all, the object is re-sized keeping its proportions.

The idea is to insert it into the UI context and create a panel proposing to change the values of x, y and z.

This panel would be the same as the existing dimension panel, but this one would use the script to keep the proportions of the object based on the value entered in x, y or z.

To create the UI menu is not a problem but I can not generate the 3 fields - X, Y and Z - with the opportunity to enter a value.

How can I do it?

Here is the script in question:

i = 2
ob = bpy.context.active_object
d = ob.dimensions

x = d[0]
y = d[1]
z = d[2]

scale = "x" #value chosen by the user: either x, y or z.
new_dim = 3 #value set by the user number.value set by the user.

if( scale == "x"):
    indice = 0
elif( scale == "y"):
    indice = 1
else:
    indice = 2

old_dim = d[indice]
factor = new_dim / old_dim

scale_x = ob.scale[0]
scale_y = ob.scale[1]
scale_z = ob.scale[2]

ob.scale[0] = scale_x * factor
ob.scale[1] = scale_y * factor
ob.scale[2] = scale_z * factor


texts: Blender python math operations on vertex

texts:
I can print a vertex in Blender, but how do i do basic math operation;
Like add multiply or divide them with other 3d coordinates ?

As here the last line doesnt work :

      for face in current_obj.data.polygons:
           verts_in_face = face.vertices[:]
           print("face index", face.index)
           print("normal", face.normal)
      for vert in verts_in_face:
           local_point = current_obj.data.vertices[vert].co
           total_points = total_points + local_point  # <<< error here


texts: Compositor: File output with custom range

texts:
I would like to have multiple file output nodes in my comp scene and want to render seperate ranges for each node. Is this possible ?

thank you


texts: *edited -- How might I create a material like a chunky liquid?

texts:
Higha blenders! I'd love to hear your ideas on how I would go about modeling and texturing a material that is made of solids and liquids, together. Like liquid with chunks. . I have tried fluids with particles, noise bumps, transparency/translucency and SSS, and can't seem to get the results I'm looking for.

I'd love to hear your approach(s).


texts:
I'm really sorry for being such a noob, but I made this game that a bunch of people are waiting for :-/ Upon exporting, it worked on my mac as an app, but then when I opened the blend file on my Windows 10 PC, it gives me these errors and doesn't show up anywhere where I try to save it to when I export the exe. I think it's in the code based on the errors but if someone can actually read this and understand it, maybe you could help me.

I can provide a link to the file via dropbox but I'm pretty sure technically I'm not supposed to do that because all the content in the game is copyrighted and is only supposed to go back onto the site. If someone can help me or point me in the right direction it would be so appreciated and you would be seriously saving my butt..

Note to self: never promise a windows version again because I don't know what I'm doing:(
Below are the errors I get, the movies not being packed is normal because I have to put them in the library resources afterwards, the png not being packed is okay because I ended up reloading a different one, it's all the other stuff and the location -1 that is probably the problem..

  Read new prefs: C:\Users\alexa\AppData\Roaming\Blender Foundation\Blender\2.72\config\userpref.blend
  found bundled python: C:\Program Files (x86)\Blender Foundation\Blender\2.72\python
  read blend: C:\Users\alexa\Desktop\AdventureThroughUmbrafinal.blend
  Error, region type 5 missing in - name:"File", id:5
  Error, region type 6 missing in - name:"File", id:5
  Saving runtime to 'C:\Users\alexa\Desktop\adventure through umbra\AdventureThroughUmbrafinal.exe'
  Warning: Image 'angloria-2811892.mp4' skipped, movies and image sequences not supported
  Error: Unable to pack file, source path 'C:\Users\alexa\Desktop....\C:\Users\kbrow\Desktop\AmuletTextures128\flower_Purple_01_128x128V003a.png' not found
  Warning: Image 'gloamflicker.mov' skipped, movies and image sequences not supported
  Warning: Image 'gloamflicker.mov.001' skipped, movies and image sequences not supported
  Warning: Image 'introvid.mov' skipped, movies and image sequences not supported
  Warning: Image 'introvid2.mp4' skipped, movies and image sequences not supported
  Info: Packed 1 files

  Traceback (most recent call last):
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\addons\game_engine_save_as_runtime.py", line 226, in execute
      self.report,
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\addons\game_engine_save_as_runtime.py", line 112, in WriteRuntime
      copy=True,
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\modules\bpy\ops.py", line 188, in call
      ret = op_call(self.idname_py(), None, kw)
  RuntimeError: Error: Unable to pack file, source path 'C:\Users\alexa\Desktop....\C:\Users\kbrow\Desktop\AmuletTextures128\flower_Purple_01_128x128V003a.png' not found

  location: :-1

  location: :-1

New screenshot of new errors::

Okay... I repacked that file, got that error related to the .png to go away, but then the exe still won't run on my PC, and also tried to Save as Runtime from the blend file again from the PC, still get some errors that I have no idea what they mean, one including a "Memory Error" it looks like it can't pull the blender player or python script or something::

ughh bummer town:(


texts:
I am new at blender an experimenting with some functions. When I use freestyle on a collection it is all working fine. But with the text object in the foreground (in an other collection) and "visibility" set to visible the lines are kind of cut off when hidden by the text object in the foreground.

Is there a way to make the lines somehow continue behind the text object so it looks like this (just done in photoshop so you would understand;)?

Thanks a lot ;)


texts: Where are the Rigid Body Tools in Blender 2.8

texts:
I'm looking for the Rigid Body Tools that used to be accessible on the Tool Shelf in Blender up to 2.79. Since the removal of the shelf, I can't seem to find it in Blender 2.8 anymore. Here's the menu I'm looking for:

Where are these options hiding these days?


texts:
I am an animator new to the blender and I have some queries.

Can any one tell me how to move keys in time slider?
How to change from real time speed to Play every frame like maya?
How to key directly without getting insert key frame popup menu while pressing i, like Maya shortcut S?


texts: How can I improve the quality of a voronoi style mesh

texts:
I have been trying a few method to try to create a voronoi style organic type mesh.
My current method is as follows

Create a shape

Cell fracture (using a partial system for good distribution)

Merge by distance (using the slider to remove verts which are too close)

Delete any edges which would cause too many elements

Apply modifier - Skin

Apply modifier - Subdivide

Apply modifier - Remesh

Apply modifier - subdivide

The result is sort of what I'm looking for, but I was hoping it would be smoother.
I have been trying to get working on this with sverchok (using the scipy module to use 3D voronoi, but I cant seem to get pip working to install it - I have another thread open about that as well). So currently this is my method.
Does anyone know of any other method for achieving similar result which are smoother final surface texture or product something similar with less steps in the workflow.
Having to go through a delete excess edges manually is not ideal.
Any suggesting would be greatly appreciated!
Thanks in advance!


texts: What areas of mathematics will help me in creating this add-on?

texts:
I want to create an add-on like this. It edits the selected edge, adds vertices to it ( as much as you need - the parameter will be adjusted  ), creates the curvature we want.
I want to make this add-on to better understand math, blender and python.
I think I can still deal with Blender and Python. But how can I do exactly what I planned with the help of mathematics - it's hard to say, I'm not very good at mathematics.
Therefore, the question is - What topics in mathematics should I study in order to understand how to make this add-on?


texts: Title says it all, Selected faces wont show in object mode but will show in edit mode. I have been trying to figure this out for a while now and i have finally decided on getting help. I haven't changed anything in my blender.


texts: Where do I go to add paths(curves) in Blender 2.77?

texts: I only see the option to create mesh. There's no "Add" tab as presented in most tutorial videos that used older versions of Blender. Any help?


texts:
I animated fish that are swimming in a tank with cyclic fin movement. Now I want the fish to die and their fin movement to stop, but I cant get the cyclic animation to stop without the cycle to dissappear completely.

Is there a way to keyframe a beginning and end of a cyclic animation or some other way to make it stop? All help appreciated!


texts:
Hey everyone! So im a little confused here and im extremely new to the world of video editing. My brain is hurting but it feels really rewarding. Anyways, my first problem that I am having is in video editing mode (obviously) with the video playback. I believe it is called video sequence editor. For the first three or so seconds, it runs at 55 - 60 fps (even though the video is at 30) and then it almost starts playing in slow motion at 2.50 - 5 fps!! What the real kicker for me is, the video is at 30 frames per second, but it actually looks fully up to speed when it reads 60 fps. Anything below that, it plays almost in slow motion. Actually, very slowly.

I have manually set the fps to 30, tried again without manually setting it and still no luck.

Thanks all!


texts:
If I try to render a image in Cycles, the PC renders like 3min then the Screen freezes. I can´t move the mouse or do anything. I tried to render with Graphic Card and the CPU togther, only cpu and only gpu. The PC freezes every time.

My specs:

Graphic Card: AMD Radeon 580
CPU: AMD Ryzen 5 2600
RAM: 8GB
Mainboard: Asus Prime B450

Thanks for every answer!


texts: Is it possible to blend from 1 to zero in Vertext Paint mode?

texts: I want to paint vertices like the image (It is done in Photoshop). The first row is red with alpha 1 and the 6th row is red with alpha zero. I want to blend from 1 to zero in specific area.


texts: How do you proportionally scale multiple objects instead of meshes?

texts: So that the effect you get is a row of rectangles increasing in height while each top face is not on a angle but rather perfectly horizontal. (scaling all mesh in one "object" makes the top face rise linear like a rectangle with a top face on a slope)


texts: Using CMU Graphics Lab Motion Capture Database

texts:
I have been attempting to import CMU motion capture into Unity through Blender.  I was specifically using actor number 127, action number 3: Run.  I was downloading asf/amc file format.  I then used amc2bvh to convert it to bvh. (I have also tried the native AMC importer, but it doesn't seem to to work as well) Once it is imported, I save the blend file and import it into Unity.  I change the avatar to be a humanoid avatar and leave the defaults.  This is the result.

If I add bone rotation constraints to the thighs and limit the rotation on the Z-axis, then that seems to resolve the problem with this particular one.  I would like to fix this a better way that way I can use the rolling animation in such in my game.  If anyone has any idea how to solve this, it would be much appreciated.


texts: Import vertices from .OBJ and then convert all to dynamically linked objects

texts:
I am generating a large network of vertices and edges in another app and exporting them into a Wavefront (*.obj) file for import into Blender. All the vertices are in a group, say "nodes".

Is there a way to, after importing the .obj and selecting all the vertices in the "nodes" group, to dynamically link them to an object in another Blender file?

There are hundreds of these vertices and so adding objects at all their locations isn't feasible.

If working with plain unconnected vertices is a problem, I can replaces them with small cubes or something.  The point is to later convert them into dynamically linked objects to anything else of my choice.

NOTE: The main point is to just save time and resources when dealing with 1000's of duplicated objects that I may need to modify later.  So, the answer doesn't have to fit the question 100%, e.g., the dynamically linked part is optional.

Thank you,
Al


texts: What node would I add to these two material setups to change color, and where do I put it?

texts: I'd like to change the colors for these two material setups and don't know what node to add and where to place it -


texts: Why are the UV objects scaled after "Project from view"

texts:
I'm trying to texture an audio cassette, which is something I do for the first time.
When I select the faces where the texture should be applied on and then go for UV > Project view then the unwrapped UV objects are scaled... What do I wrong?

Thanks for your help!


texts: Rig deformation issue, possibly stuck on something?

texts: I'm having this issue with my model. Once I applied the rig the left side (models right) seems to be snagging on something yet it's a mirror of the right side. Does anyone know what could be causing this? I noticed by moving the other leg it changes the shape of the deformation as well.


texts: Has anyone started a project similar to Grasshopper (Rhino) for blender?

texts:
For a while now I've been interested in prototyping parametric ways to generate geometry. The nodeview of Grasshopper reminds me a lot of the nodeviews we have in blender.

I was thinking, with the new pynodes feature maybe somebody has started to do work on node based parametric geometry creation, or does pynodes not make that possible?

edit: I'm already able to write scripts that generate parametric geometry  using BMesh API.

edit2: example video of Grasshopper in action


texts: I'm getting hard edges in subdivided mesh when I render. It looks different in the viewport

texts:
My problem is :
how i want it to be ( Viewport Shading)

Weird Distortion on crotch & armpit

The first image is how I want it to be, and was taken on "Viewport Shading" on the top right section.
The second image is how it turns out when I press F12 and render it (both eevee and cycles result in the same way).
Here are the things I've already tried but did not work out :

Recalculating normals ( I have no idea what it does lol )

Increasing qaulity of subdivision surface modifier

Some other things that might help are :

Currently armature bones are parented with the body part.

I am using Blender 2.9.

The objects are all smooth shading enabled.


texts: How to access depth (z) buffer data of a render result from python

texts:
My issue is that I want to access the buffer data from python, pixel after pixel, for being able to use it for arbitrary computations. How can I achieve this?

(Please dont tell me about exporting to different kinds of formats like exr etc, because I want to do computations  in place).

Also I'm talking about blender 2.68 or higher.


texts: How to render objects only with their materials diffuse color or without lighting

texts:
I am currently trying to write a python script with bpy and Blender 2.9 to render images of a couple of thousand wavefront objects with material information. I only need the "true colors" of the objects, without shading, so I first tried to disable all light sources in the scene, what I could not accomplish because I am completely new to blender.
What would be the best approach to achieve this? Is there a way to set a uniform light source like the Hemi Lamp in previous blender versions? Is there a way to pass only the diffuse color of the materials?
I am quite stuck at the moment and would really appreciate any advice and bpy code examples.


texts:
I have been trying read up a lot on opengl drawing using python and have been trying to create a script which display a text and a 2d shape on the viewport (a rectangle or square). From reading the blender docs I could only find little to no information about it and only got me to display text. The 2d shape drawing is still out of my knowledge. In this code I'm trying to draw a text and a draw a 2d quad in a modal operator but unfortunately the quad doesn't show up but the text is working properly.
How do I draw a 2d shape in a modal operator using bgl ?
import bpy
import blf
import bgl

def draw_textandbox(self, context):

    font_id = 0
    x_offset = 0
    y_offset = 0

    #The Text-------------------------
    bgl.glColor4f(1,1,1,0.8)
    blf.position(font_id, 80, 500, 0)
    blf.size(font_id, 27, 70)
    blf.draw(font_id, "LEVELS:" )

    #The Box, This is the part i wanted to work but unfortunately it doesnt
    bgl.glColor4f(1,0,0,0.8)
    bgl.glBegin(bgl.GL_QUADS)

    bgl.glVertex2f(200, 400)
    bgl.glEnd()


texts: 2.8 How can I draw and fill a closed shape in 2D?

texts:
I was drawing something in 2d today when 2 hours of work went up in flames as I couldn't fill in any colors.

Was this a bug/glitch within the 2.80 Beta, or am I missing something?

I would use the fill to fill in a space, fully enclosed, but it would just make a rectangle, and not work. Is there something I am missing?


texts: Destroy a lego minifigure but still animate it?

texts:
how can i animate the minifigure and destroy it from a bullet after a time?
https://drive.google.com/file/d/1ivi7jyhBLwWyO7b0jqbG7E31GrsrnSfs/view?usp=sharing


texts: I like using bloom, but I don't want all emission objects to have the same bloom color.  Is there a way to have different emitting materials to have different bloom colors?


texts: how to scale in inches instead of percentage

texts: When I try to scale down a circle by entering a number in inches, blender takes that number as a percentage and scales accordingly. How do I change that to equal inches?


texts: Environment behind window for interior renderings

texts: I’m mainly interested in architectural visualizations and have also completed a few projects, but there are things that I despair of every time and that is the environment that can be seen through the windows. Should i only use photos or should i model the surroundings for each interior render as well? I am going for a photorealisitc look and would be happy about a tip because i have no idea whats the best way is to do that. I tried HDRs but i only looks ok when the environment is far away. I attach some examples. Thank you!


texts:
I'm making an armature in my project, and somewhere down the line I made a mistake. 4 bones making an intersection are not properly connected to each other. I can tell this because when trying to move the bones, they each go their independent way. Whilst the properly connected bones (like the forearm connected to the main arm, the shin connected to the thigh) move fine.

My question is how to connect all these bones together. I looked at the option of flipping one of the bones around and connecting all the bones to the tail. This option does not work for me because flipping the bone means that the other side of the bone will be disconnected, but I want both sides of the bone to be connected.

Any help would be appreciated!


texts: I accidently hit a key combo and it messed up my view

texts: My hands accidentally fumbled over the keyboard and the 3d view ended up with a dark volume that extends out forever from a point. Anything outside that view is hidden. I am unable to recover the file for some reason and may of just lost about 20 hours of work as I am unable to find out what I did.


texts: Changing texture slot *mapping size* does not sync in texture viewport mode

texts:
I am in Blender Render or Blender Game.

I UV unwrapped and mapped a texture to a cube and I can see the texture in my camera window perfectly on the cube. If I change the UV Mapping vertices or edges in UV editor the changes can be seen in sync in my camera perspective window with texture mode. So far so good.

But If I change the mapping size in this little window:

It has no effect at all. I can set the Size to 10 (x,y or z) or whatever value there is no change at all.

I assume I miss something but I cannot figure out what. In cycles it works as expected. In "Blender Render and Blender Game" it does not work. If I render the picture the size changes worked. But I would like o see the changes before (sync) in my 3D windows with texture mode selected. Thanks for advice!


texts: Crashes After Left Clicking (BLI_assert failed: /build/blender-RL3axj/blender-2.82) After fresh install

texts:
Xubuntu 20.04 LTS

CPU: Intel i7-6820HQ (8) @ 3.600GHz
GPU: NVIDIA Quadro M1000M
GPU: Intel HD Graphics 530

I just installed blender via the apt-get package manager, and its been crashes anytime I left click:

blender(BLI_system_backtrace+0x37) [0x55c4d1670897]
blender(+0x3ac1748) [0x55c4d1651748]
blender(mat3_normalized_to_compatible_eulO+0x3d) [0x55c4d1656b8d]
blender(quat_to_compatible_eulO+0x45) [0x55c4d1656e25]
blender(BKE_scene_cursor_quat_to_rot+0x83) [0x55c4cf068403]
blender(ED_view3d_cursor3d_update+0x154) [0x55c4cf85e9d4]
blender(+0x1ccec97) [0x55c4cf85ec97]
blender(+0x15d1b50) [0x55c4cf161b50]
blender(+0x15d4b71) [0x55c4cf164b71]
blender(+0x15d55bb) [0x55c4cf1655bb]
blender(+0x15d7730) [0x55c4cf167730]
blender(wm_event_do_handlers+0x7a2) [0x55c4cf167f02]
blender(WM_main+0x20) [0x55c4cf15d160]
blender(main+0x2b6) [0x55c4cef303d6]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f3ed7a180b3]
blender(_start+0x2e) [0x55c4cef7e8ae]
BLI_assert failed: /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/blenlib/intern/math_rotation.c:1703, mat3_normalized_to_eulo2(), at '!(fabsf(_test_unit - 1.0f) >= 0.0002f) || !(fabsf(_test_unit) >= 0.0002f)'

I'm not sure what this error means, nor can i find much on it from searching. If anyone knows anything about this error or how to handle it please let me know


texts: How do you combine two different blender files?

texts: I have one file with a scene containing animation in one file and in the other file I have an object with armature. Is there any way I can bring the object with the armature into the file with the animated scene?


texts: How to add a shortcut for 'Reload Scripts'?

texts:
Blender 2.7x used to have F8 to reload scripts.
As an add-on developer I rely on reloading the scripts a lot and having to press F3 and search for "Reload Scripts” every time I update the add-on I develop and that's pretty much inconvenient IMHO. I tried to add shortkey in the keymap section of the settings but it seems that 'Reload Scripts' doesn’t exist in the list of operators that can be attached to shortkeys.
Q: Is there any way to get F8 back? And in general, how do I go about adding a shortkey to any other operator that is not listed in the keymap section?


texts: Blender 2.80: Delete Collection or clear the intial scene in scripting mode

texts:
The Python refernce says: bpy.ops.outliner.collection_delete(hierarchy=True) is the rightway to remove the collection and its contents, which are generated in every new document in Blender v2.80 (Beta).
But in Scripting Mode it says: AttributeError: 'Screen' object has no attribute 'scene'

How do I clear the initial scene and jump to the next point in my script?


texts: Why can't I use "GeForce 9500 GT" for GPU rendering with Cycles?

texts:
So I have an "NVIDIA GeForce 9500 GT" GPU and I have installed CUDA so the viewport of the blender is working with this GPU, but when I try to use it for GPU Computing (GPU Rendering with Cycles), both with CUDA, OptiX and OpenCL it says my GPU isn't compatible and uses the CPU for rendering.

The GPU's Capabilities:

Video Memory: 1GB
DirectX 10
OpenGL 3.3

How do I fix that and have faster renders when using Cycles engine?


texts: Convenient method to select different textures on the faces of a die

texts:
The situation:
I need to create different renders of (normal shaped, 6-sided) dice.
However, the faces don't show the numbers 1 - 6 but a set of characters (i.e. 6 characters out of A – Z). Each die is different, there could be a die with H,L,O,P,M,R on the sides or one with E,A,Q,I,O,P.
Best case scenario: I'm looking for a method in which I

don't need to make 26 different materials as i maybe need to tweak
the materials later
don't have to offset the UV for each face

I' m thinking maybe to input the textures as image sequence – but I don't know if I can say "face 1, use #18 of the image sequence".
Any solutions?
Answers like Each face of Die a different image don't really help as I know how to apply different materials or textures to individual faces.


texts: Many single meshes with scale animations. The meshes have no bones in it. How to export it from blender to unity as one animation?

texts:
Hello girls and guys,
I have a huuuge problem with my Animation FBX Export. I have one Tree with a centerpart and many cubes as a treetop. The meshes are all single. Each cube and the centerpart have a scale animation on it. Now I have to export this tree with the animations in a fbx file for importing to unity. But I don't know the best way to export the animation. I know I need the NLA editor, but the strips are all single and in the fbx nothing is happening or just one object is animated. Is there a solution with just one animation strip for the tree.
Sorry for my bad english, I hope you understand my problems.
Thank you


texts:
I have a model with multiple animation 'actions', destined to be used in Unity3D.

Most of the actions export from Blender and import into Unity fine.

There are three actions, though, do not export from Blender unless the action is selected in the action editor, which means the other two do not export at all.

What would prevent an action from being exported unless it was currently selected? I can see no difference between these three actions and the other ones that export correctly.


texts: BGE MakeHuman character hair disappears when close to edge of camera frame

texts: I have been working on a game using a MakeHuman character. Everything works fine except occasionally when the characters head is near the top of the camera's view it's hair will momentarily disappear and shortly reappear. It doesn't look like this happens with other parts of the character, just his hair.  I have been through the texture settings many times and am fairly convinced this is not a texture issue but something else that is causing this behaviour. I have tried multiple characters and they all act the same. The camera's focus is on the character's feet, so it's head often goes out of camera view.  Any suggestions? It's hard to post and example blend because it seems to be tied to the way my character moves, which is buried in a lot of code and controller only.


texts: How to scale the texture used by Displace modifier

texts:
I'm trying to create a displacement texture. However the texture is appearing too small on object.

How do I fix this? I began by subdividing the plane multiple times and then added displacement texture.


texts: How to fix issues with rigging in Blender 2.79

texts:
Hi there all, been tooling around with this for two days... Honestly went through dozens of videos, forums posts, and document/articles about rigging in Blender 2.79. So far I have:

Deleted my original armature and created a new armature from scratch.
Fiddled with parenting properties
Joined my segmented mesh into a single solid object
Re-reparented mesh with armature (making sure mesh was child)
Deleted original mesh and reimported original pre-joined mesh and rejoined it, and then re-re-reparented the mesh to a clean armature
Fiddled with different parenting options
Fiddled with weight painting
Reduced all weight paint to 0 with mesh and armature selected
Used clean option in weight paint
I've selected each bone individually and then weight painted over the whole mesh using subtract until everything was solid dark blue... a couple times
A few other things I cannot recall everything now...

Still, what is occurring in the image, continues to occur. There are several points on the mesh where things like this are happening. I am getting areas influenced by bones that should not be (I.E. finger tips obviously connected to the pelvic/leg bone and pants connected to the wrist bone, shoe sole connected to the non-existent ground, hat brim connected to chest or neck, etc.), and some things seem to be influenced by something not even present.

I am assuming that some internal vertices were included in the automatic weight assignment when parenting the armature, but I am unsure about that, since I have removed all connected values, and reconnected them clean, but it is still occurring. I have also tried parenting without weight assignments and the exact thing is occurring in the exact places. Not sure what the deal is. I am assuming that duplicating then deleting the mesh and armature then re-parenting them would clear previously assigned conflicts, am I correct in this logic?

I'm not new to Blender 2.X or 3D modelling at all (I have about 10-12 years in the field as a hobbyist, but have produced some professional work), but recently updated to 2.8 and then dialed it back to 2.79 since 2.8 seemed funky in it's controls and where everything was hidden. However, I keep ending up with little quirks like this whenever I do custom work anymore. Usually I find my own workaround or some post on the interwebs that fixes my dilemma. However, with this issue I've come up empty on everything I've tried.

Any/all help/ideas will be immensely appreciated...

Using v2.79, on a CyberPower Fang III Black Mamba with Windows 10 64bit, Asus Cerberus GeForce 1050Ti, using Nvidia Cuda Drivers, and Blender Cycles plugin. (just in case the conflict lies in any of that)


texts: Can't Draw In Blender 2.8 Grease Pencil. Using Drawing Tablet

texts: I just booted up Blender 2.8 to try and use Grease Pencil with my XP-Pen Tablet. But, whenever I try drawing with my pen, an error displays (Report Error: Nother to erase or all layers locked) and the pen only erases even when on the draw tool. I tried to change the Tablet API and reset my preferences, but the pen only erases when using the draw tool. Also, the other tools seem to be working fine, and the mouse can use the draw tool fine. Hopefully, I can figure out why my pen is mapped to erase when in the drawing tool, but any insight would be very helpful.


texts: What is this black bar in the Dopesheet and is it the reason I can't play my animation?

texts: I cant play my animation. There is a black thick bar in the dope sheet and timeline. I think this is the reason. How do I fix this?


texts: Cuda error, Out of memory while I have 4GB of GPU

texts:
Many of the people have asked almost the same question.
I'm trying to render a big mesh + fur/grass file with a few characters on the screen.

when I hit render, after a number of processing, copying data to gpu etc... i get following error.

Mem: 2960.07M, Peak:2960.07M | CUDA error: Out of memory in cuMemAlloc(&device_pointer, size).

I'm using Geforce GTX 690 which contains 4GB memory.

Can somebody tell me how can i get GPU rendering, while 2960M is far less then 4196M of memory.

I know somebody would suggest me to use CPU.. but i'm curios why not GPU?

I've already compressed texture, etc

Edited

I don't think any other application is using any of my 1GB remaining memory. everything is closed but blender is there, also the GPU utilities are showing 2000/2000 MB are free on one card and 1900/2000MB is free on 2nd card.

i'm using GTX 690. with two GPUs of 2GB each. If somebody thinks that one GPU should have memory matching to the cuda memory/or Peak memory then I'm doubtful. Because in preferences Blender does know that I have 2GPUs where I can select either first GPU or second GPU or even both.

When I render some of smaller objects/scenes both of my GPU renders simultaneously with two blocks.

I'm running following specs

Xeon E5-1660 0
24GB - 1600mhz
GTX690


texts: How can I create an L shape with two beveled sides?

texts:
I've been trying to get this right but it seems like I get stuck every time.
This is what I'm looking for, but time and time again I've been stumped.

I have to add this boolean difference to it when it's sculpted out:

But when I go to sub surf it, this happens and it becomes very difficult to add loop cuts around them to fix it, actually they don't even show up at all and using the knife tool is too difficult.

Here's a cruder but see through version of the shape I'm looking for.


texts: In Sculpt can grab-tool push along normals?

texts: I just found out in ZBrush when sculpting with the grab tool, they can press Alt and it will push along the normals, and wondered if blender could do anything like this?


texts: Making video strip end at its last frame after speed modifier is applied?

texts:
I have 60 fps video and I want to scale it down to 30 fps:

I add Speed Control strip
Uncheck Stretch to input strip length
Change Speed factor to 2
Now I have a strip, which plays my video at the right 30 fps speed.

Obvious part: strip is 2x longer because video play 2x faster.

Hard part:

Imagine that I have a 120s video (60 fps) imported to the 30 fps project (7200 frames that is) and I'm only interested in 20-30 sec.

Normally I would just set the Trim Duration (hard) - Start to 600 frames, and then Length to 300 frames, but not this time... After applying the speed modifier strip's Length remains 7200 frames, but it really ends somewhere at 3600 frames. So I believe I should set Trim Duration (hard) - Start at 300 frames and Length to 150 frames. I feel like I'm calculating in the dark and I'm not even sure my math is correct.

Any tip / trick would be greatly appreciated.

There's very similar question and the answer which has been accepted but it doesn't really answer the question, but rather explains what's going, which is obvious anyway.

BTW: Blender v2.78

EDIT: added real world example.

In the image above you can see that I have one short video strip (30 fps) at the beginning, and then this 60 fps video strip, which is 36302 frames long.

I've applied Speed factor 2, hence now my video is twice as fast and therefore it ends at frame 18151 (half the length of the original).

36302 / 2 + 265 (of the first video) = 18416 (on the image)

But note, what is Blender showing to me? Original strip remains 36302 frames long, even though half of the frames are just blank!

I can of course adjust strip length manually by moving its right end to where the actual video ends, but that is very counter productive.


texts: How to make a cross tee pipe fitting in Blender?

texts:
When I try to do it, it looks VERY sloppy.  I assume there's an easy way, I just don't know how.

Here is kind of what I'm going for:

It can't have a lot of faces though so the Subdivide modifier is out of the question.  I don't mind if it's a little blocky but I just can't figure out how to merge cylinders like that.


texts: Issue with creating high precision Ngon faces

texts:
( screencast of the issue in action )

Trying to get a better understanding of face creation. I've got some very high detailed faces I'm trying to make that will later be used with a subdivision (multires) for animating a displacement map.

I'm nearly zoomed in 100% ... a few steps out ... and trying to create some Ngons. Most of the time it works perfectly but occasionally I will get a face that seems to ignore one of the vertices. When this happens the edges are created using the errant vertex but the face seems to skip it.

The faces are all co-planar (0 distance on the Y axis). I even selected everything and re-scaled to 0 on Y to be sure but it didn't change anything.

I've made a video showing what I'm doing. Basically trying to make sure I don't have any faces that are below a certain size near my seam. To do so I'm selecting nearby vertices and moving them to the seam edge vertices with auto-merge on. Then I'm deleting sub-optimal faces and re-creating them with the newly positioned vertices.

Take a look at the short screencast linked above to see the face being created with the strange edge. Perhaps this is just a wireframe preview bug? But I haven't seen it happen elsewhere in the model.

The precision I'm going for is sort of silly but it's one of those labor-of-love projects. I've found ways to make the ngon the way I want it to work, the video shows one workaround, but I've had most of my workaround methods fail and it becomes awfully intensive (I'm optimizing a couple thousand faces this way).

NOTE: I'm using Gooseberry with wireframe colors on a different mesh that is adjacent to the one being used. Not mentioning this because I think it is the issue (this occurs when switching to the standard distribution). Just letting folks who might be confused by seeing nearby edges in an unusual color.


texts: weird, white, glossy looking rendered view mode

texts:
I'm super new to Blender and I need some help. I've been following a youtube tutorial "how to make a donut" and everything was alright till the rendered view mode. I don't know why, but in rendered view mode my donut has a very weird, white, 'glossy' look. When I switch to any other mode, everything is fine, donut looks normal. I didn't do anything to solve the problem, because I have no idea what the problem is. I would really appreciate some help :)))
here's a foto for better understanding the problem


texts: is it possible to make a reflection sit at infinity, like a reflex sight or a HUD?

texts:
i want to simulate an effect such as a heads up display and tried to recreate it simply, through the use of light projecting through a reticle, through a convex lens, and onto a pane of glass seen here. the light definitely reflects onto the glass, but doesn't stay in the same position when i move my view port.

this is the full scene

these are two angles, compared to each other the light definitely does not stay in the same place

i realize this could totally just be a limitation in blender, or a simple mistake in my scene, but clarification or tips would be helpful!


texts:
I have been running the new Blender 2.8 beta version on a Macbook Pro 2015 and figured out that's not possible to orbit and rotate the view with trackpad gestures, even pressing Shift key or similar.

Does anyone know if it's possible to orbit with two fingers like Blender 2.7X? I've been looking for the solution but I didn't find anything, thanks!


texts: Rendered Animation only 2 seconds even though i set it to last 10 seconds

texts: The animation always stops 2 seconds in, even though I had set it so that the walk cycle would last 10 seconds via the nla editor. I'm very new and noobish to blender so I am not sure what is going on or if there's something I am missing or why it's not showing. Any help would be greatly appreciated.


texts:
I want to make in my addon PIE like that (next GIF PIE's made by PME addon), when PIE menu item call another PIE menu.

I have no ideas how PME do this and dig inside not the best option - ton of stuff going on under the hood. I can't find such examples across the internet - 100 500 tutorials for just PIE, but not PIE inside PIE.
When I try to put just menu it gives me menu like this. Not what I looking for.
class FRP_MT_PIE_Menu(bpy.types.Menu):
bl_idname = 'FRP_MT_PIE_Menu'
bl_label = 'FRP_MT_PIE_Menu'

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

    sc_frp = context.scene.frp_props
    an_a = sc_frp.frp_angle_a
    an_b = sc_frp.frp_angle_b
    to = sc_frp.frp_transform

    #LT
    pie.operator("fgt.frp_rotator", text="- 90", icon='LOOP_FORWARDS').R_Angle = -90.0
    #RT
    pie.operator("fgt.frp_rotator", text="90", icon='LOOP_BACK').R_Angle = 90.0
    #TO
    pie.operator("fgt.frp_rotator", text="180", icon='FILE_REFRESH').R_Angle = 180.0
    #BO
    pie.menu("FRP_MT_PIE_SMenu_TO", text="TO - " + to, icon='NONE')
    #LTTO
    pie.operator("fgt.frp_rotator", text='- ' + an_a, icon='LOOP_FORWARDS').R_Angle = -1 * float(an_a)
    #RTTO
    pie.operator("fgt.frp_rotator", text= an_a, icon='LOOP_BACK').R_Angle = float(an_a)
    #LTBO
    pie.operator("fgt.frp_rotator", text='- ' + an_b, icon='LOOP_FORWARDS').R_Angle = -1 * float(an_b)
    #RTBO
    pie.operator("fgt.frp_rotator", text= an_b, icon='LOOP_BACK').R_Angle = float(an_b)

Using some menu_pie or pie instead of just menu give error like this:
layout.menu_pie("FRP_MT_PIE_SMenu_TO", text="TO - " + to, icon='NONE')
TypeError: UILayout.menu_pie(): takes at most 0 arguments, got 3"

Any ideas guys how to make it work as on first GIF - PIE menu inside PIE menu?


texts: When I paint in vertex paint, and after I switch back to object mode it does not show the paint

texts:
This is the situation here
https://i.gyazo.com/79225d6fd878431834b8b27ea54f59b0.mp4

As you can see when im in vertex paint I can see what I have painted, but once I go into object mode I can no longer see it.


texts:
I'm trying to run the below script. But for some reason I receive this error saying

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "Text", line 18, in <module>
File "Text", line 18, in <listcomp>
indexerror: bpy_prop_collection[index]: index 0 out of range, size 0

Below is the script I'm using and in the output it prints 1 only, so this means the error is in this statement labels = [  v.groups[0].group for v in mesh.vertices ]

So if anyone could please advise

import bpy

scn = bpy.context.scene
mesh_obj = scn.objects.active
mesh = mesh_obj.data

vertex_groups = mesh_obj.vertex_groups
print("1")

labels = [  v.groups[0].group for v in mesh.vertices ]
print("2")


texts: Created concrete material by following a 2.79 tutorial in 2.8 and messed up true displacement

texts:
Here's the tutorial I followed:

https://youtu.be/wmtAVNDtc_w

The only change I made was i skipped a portion with the image texture around 5:30 because i didn't find any major change without it and he youtuber didn't provide any link for the image. So now I'm left with a mesh that ignores true displacement in eevee and takes it too far in cycles

here are some screens links as the page isnt allowing me to upload them directly:
https://photos.app.goo.gl/FPrTejKkSQqiCWVdA

And here is the blender file:


texts: Is it possible to use a .tga texture file and a mix shader in the node editor?

texts:
What I'm trying to do is render this ball from a video game as gold, with the .tga layer very faint on the top.  How would I go about doing this?

In the node control panel, when I click "use nodes", the .tga file seems to go away.

Thanks for your help!


texts:
I've set up some nodes in the shading editor, I have made a control, I added a texture node to give it some noise, but the overall render doesn't give it a realistic feeling, it lacking that sense of a real object. What more would I need to add to my scene, or nodes, or render?

Thank you.


texts: Object doesn't show in camera viewport or on render

texts:
So, I'm having this weird issue where my object doesn't even show up on any renders I try to create.

This is the object in textured view on the 3D Viewport.

And here's what shows up on the camera viewport.

I've made up UV textures for it, applied them to each part of the model, linked the UV maps to each texture and it still shows up as nothing on the render. The camera viewport is just staring at blank space. I've made sure every single mesh in the scene is visible and on the same layer, so I'm really uncertain about what's causing this issue.

I'll see if I can post my blend file for my project.


texts: How can I model a helical helix, helicity on several levels, with a script?

texts:
The shape I wish to model is something like a

That is helicity on (at least) two levels. I would prefer an algorithmic way, since the parameters of the model will be changed.


texts: Ocean Modifier Baked EXR doesn't match Displacement

texts:
I have been baking the Ocean Modifier result to textures.
Using the EXR on a plane with a displace modifier clearly shows the texture doesn't match the Ocean.

Failing to find where I am going wrong here? It's set to not clamp and to RGB = XYZ

My goal was to use the Bake function to create Displacement, Normal and Foam to finally use them in Unreal Engine. But it seems it doesn't match.
Left plane is using the texture; right plane is using the modifier.

Any help and pointers would be much appreciated.


texts: Smoke not rendered behind transparent material - Blender Internal

texts:
I have been banging my head against the wall for weeks over this before deciding to reach for help with more experienced users.

I am working on a smoke simulation in which smoke flows through a transparent pipe. The problem I found is that while the smoke can bee seen behind the glass, it does not get rendered when there is an object behind it. The object appears in front of the smoke whenever you place a transparent object in front of the scene.
I reproduced a simpler situation here:

from foreground to background: glass, smoke, green sphere (inside the smoke plume) and red box (behind smoke plume). Everything is contained within the smoke domain.

I tried playing with shadows, casting transparent, z-transparency, everything! The only thing that kind of works is disabling tracing in the render, but that ruins the glass material so it is not really an option.

Any thoughts will be very appreciated!!!


texts: How to get this type of engraved metal with shaders

texts:
The effect I want to achieve is pretty close to the image. I already have the shader for the base metal but I can't get the engraved effect for the text. I wanted to make it using shaders but any other sugestions are also welcomed. Thanks
This is the effect I want to get

This is my shader

This is how my shader looks like


texts:
I'm new to Blender and trying to make a 3D model out of a 2D image.
I made an inkscape 2D trace and saved as .svg file. When trying to import it to Blender, it does not show anything in the editor.

Any possible reasons you could help me with ?


texts: How can I use bmesh vert index as vertex color index?

texts:
I want to modify the vertex color by index, the bmesh vertex index value seems unequal to the colorlayer.data index, so it's difficult to draw a vert with several mesh cross.
Is there any to fix this problem? Thank you!
import bpy
import bmesh

# Set in objecte mode
bpy.ops.object.mode_set(mode = 'OBJECT')

# get current mesh
#current_mesh = bpy.data.object.data
#current_mesh = bpy.object.data

# bmesh seems imposible to set vertex color, use a substitution to work like this
current_mesh = bpy.data.objects['Cube.001'].data
current_mesh_color = bpy.data.objects['Cube.002'].data

# vert color check
if not current_mesh_color.vertex_colors:
    current_mesh_color.vertex_colors.new()

# get vertex color layer this seas to be unuseful when use bmesh and try to set color data by bmesh data
# current_coler_layer = current_mesh.vertex_colors["Col"]
# use a substitution object to cacute the color
current_coler_layer = current_mesh_color.vertex_colors["Col"]

#--------------------------------------------Bmesh data Get
# create empty bmesh, add current mesh into empty bmesh
current_bm = bmesh.new()
current_bm.from_mesh(current_mesh)
current_bm.faces.ensure_lookup_table()

# TODO: get absolute position
# get location of face (atm it relative to object origin)
# bpy.context.object.matrix_world for world position left muli

i = 0
for face in current_bm.faces:

#    #current face center coord
    face_center_coord = face.calc_center_median()

    for vert in face.verts:
        # this will loop some repetitive vertex severals times

        # get vert index
        current_vert_index = vert.index
        # get vert coord
        current_vert_coord = vert.co

        x = face_center_coord.x*0.5+0.5
        y = face_center_coord.y*0.5+0.5
        z = current_vert_coord.z

        # Seemingly look like that the vert index is not equale to the color layer index, just use a selfradd varible can work well
        # Unity use y for up direction, left hand axis
        current_coler_layer.data[i].color = (x, z, y, 1.0)

        print(current_vert_index)  # DEBUG
        i+=1

# current_bmesh back to mesh
current_bm.to_mesh(current_mesh)
current_bm.free()
#--------------------------------------------
```


texts: I am learning to make an alarm clock but the problem is my scaling is not happening like the one in the youtube video am learning from. My scaling was supposed to be like this  , but it's coming out like this, all selected lines r scaling together it seems


texts: How do I have two perspective views for sculpting?

texts: I am learning to sculpt in Blender and I ran into an annoying problem. The problem is that when I move the mouse, the tool moved in parallel to the screen. I was hoping that quad view would solve the problem. But you can have only one perspective view there. How do I sculpt working with different views seen from slightly different angles?


texts: Rendering an animation then saving it as a video is black

texts:
I asked this question a few weeks ago, but I guess I didn't explain it enough. I am a programmer so sorry if this is a stupid question.

I have a scene with a camera that has an animation fully setup. I was told you can go to render animation with that object that has the animation selected to quickly render all frames of that animation, however when I do that all I see is black, besides a few objects in my scenes that have a "glow" material.

I have a light "sun" pointing towards everything else, so it should be rendering the light, but for some reason it is not. The thing that confuses me more is that when I got to the bottom of the 3d editor to select show in "solid", "material", "wireframe", and "rendered" all those, in rendered it shows up fine.

And just to be clear cause people in the previous post seem to think I'm talking about the video being black, I'm not. I'm talking about when I go to "render animation" in the rendered tab it renders the animation frame by frame as black.

If you need screenshots or even the file let me know and I would be happy to send it.


texts: Cycles is tricky to bake, unecessary realism and I have better overall control of my scene with Eevee. Is there any add-on for it or is Blender ever gonna get it?


texts: How do I add a Specials Menu to the Video Sequencer?

texts:
There doesn't seem to be a context-sensitive "Specials" menu for the Sequencer(like shortcut key 'w' in 3d View). How do I add one to the Sequencer with python scripting?

(I know about the "Add" menu in the sequencer, and options can be added to this one, but I need a new menu only containing context-sensitive editing options. Ex. if there is a gap between two strips at the mouse cursor position, then a "Remove gap" option would become selectable in the menu.)

This is where I am at the moment(menu containing the add menu options):

import bpy
from bpy.types import Menu

class SEQUENCER_MT_edit(Menu):
    bl_label = "Edit"
    bl_idname = "sequencer.edit_menu"                        # ID name of the class that code will call, lowercase
    def draw(self, context):
        layout = self.layout

        layout.operator_context = 'INVOKE_REGION_WIN'

        layout.operator("sequencer.movie_strip_add", text="Movie") # Example options
        layout.operator("sequencer.image_strip_add", text="Image")
        layout.operator("sequencer.sound_strip_add", text="Sound")

        layout.menu("SEQUENCER_MT_add_effect")

addon_keymaps = []
def register():
    bpy.utils.register_class(SEQUENCER_MT_edit)

    # handle the keymap
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='Sequencer', space_type='SEQUENCE_EDITOR')
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
        kmi = km.keymap_items.new(SEQUENCER_MT_edit.bl_idname, type='RIGHTMOUSE', value='PRESS', shift=True)
        addon_keymaps.append((km, kmi))

def unregister():

    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

    bpy.utils.unregister_class(SEQUENCER_MT_edit)

if __name__ == "__main__":
    register()


texts: How to straighten all uneven edges at once

texts: I was playing around with sculpting and back and forth to edit mode and I noticed that the created mesh has uneven edges after scaling it to 0 in the Z axis.  I was wondering if there is a way to straighten all the edges at once. Of course I could do Shift+Alt+Click to each and every loop and scale them individually on the y, but that's quite time consuming. And to my knowledge I haven't figured a way to straighten them at once. So, if you guys have any idea please do suggest.


texts: Modal Operator that is mapped to a value

texts: So I want to make a modal operator that allows mouse input to set up another parameter in the bevel like the width. I read the wiki on modals however I don't think i understand it right. Now right now my script is one big 1263 line mess so I was thinking I needed to reference a modal operator externally. Any ideas?


texts:
I added metal materials to my model in blender using principled bsdf shader. it looked fine in the rendered view. I exported to a .dae file and copied to Xcode following the steps in this post. when I run the app I just get a plain white model. The materials are in the hierarchy but its's not on the model.

Xcode also doesn't preview the model. I'm not sure why it's doing this but this is also happening for the included default 3D model. So if anyone knows how to fix this in addition please let me know.

Update: The cube should be a blue metal material


texts: when I ambient ocllusion bake my UV image everything goes black. I'm a noob at blender so don't know what to do thanks.


texts: How to write __annotations__ (scene property) in new scene?

texts:
I have a scene with custom properties, written in a class, I am now able to access the values of these properties,
I would like to know how to write these values in a new scene. For example:

This is the properties:

class MySceneProperty(bpy.types.PropertyGroup):

    my_bool: BoolProperty(default=false)
    my_int: IntProperty(default=0)
    my_float: FloatProperty(default=0.0)

def register():

    bpy.types.Scene.scene_prop = bpy.props.PointerProperty(type=MySceneProperty)

I would like to create a new scene and use the previous parameters, as they could be changed by the default value, so the approach would be.

def my_function(self,context):
    first_scene = bpy.context.scene

    ###get attributes:
    for key in first_scene.scene_prop.__annotations__.keys():
        first_attributes = getattr(first_scene.scene_prop, key)

    ###new scene creation:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    #Here I would like to set the attributes of the previous scene but I
    #don't know how to do it

    ###set attributes???  (this obviously produces an error)

    for key in new_scene.scene_prop.__annotations__.keys():
        setattr(new_scene.scene_prop, key) = first_attributes


texts: how to render a composite created by scripting?

texts:
I tried my best to find the answer browsing the API doc and forums but here I'm stuck with quite an odd problem.
I'm developping an import addon wich I'd like to work as follows:
it opens a directory containing subfolders corresponding to each sequence of a movie. In each of these subfolders are still images constituting my sequences.
For each sequence, it creates a new scene in blender and in each scene it adds and connects a bunch of compositing nodes (say one image sequence node , a keying node and a composite node ). Up to this point , the script works perfectly fine.

The problem is , when I try to render a scene the composite output is never taken into account and it only renders what's in the 3D view port, that is to say nothing.
I checked in my scene render options that compositor is enabled for post-processing. And when I create the scene I always set the use_nodes option to True.

Here is the function used to create the scene and composite nodes.

Doesn't anyone has a clue why the composite nodes won't render?

def import_sequences(self,context):
    for s in os.listdir(self.directory):
        if os.path.isdir(os.path.join(self.directory, s)):
            bpy.data.scenes.new(s)
            bpy.data.scenes[s].frame_end=len(os.listdir(os.path.join(self.directory,s)))
            bpy.data.scenes[s].render.resolution_percentage=100
            bpy.data.scenes[s].render.filepath=os.path.normpath(os.path.join(self.directory,"render",s))+os.sep
            bpy.data.scenes[s].use_nodes=True
            nodes=bpy.data.scenes[s].node_tree.nodes
            nodes.remove(nodes[nodes.find("Render Layers")])
            images_node=nodes.new("CompositorNodeImage")
            images=os.listdir(os.path.join(self.directory,s))
            images.sort()
            seq_im=load_image(images[0],os.path.join(self.directory,s))
            seq_im.source = 'SEQUENCE'
            seq_im.alpha_mode='PREMUL'
            images_node.image = seq_im
            images_node.frame_duration=len(os.listdir(os.path.join(self.directory,s)))
            if self.operation == "KEYING":
                keying_node=nodes.new("CompositorNodeKeying")
                bpy.data.scenes[s].node_tree.links.new(images_node.outputs[0],keying_node.inputs[0])
                bpy.data.scenes[s].node_tree.links.new(keying_node.outputs[0],nodes[nodes.find("Composite")].inputs[0])

    bpy.data.scenes.remove(bpy.data.scenes[bpy.data.scenes.find("Scene")])


texts: Stop rendering each time camera is moved or anything else is modified

texts: For some reason I managed to make the camera render every time I move it to a new position, move an object, modeling or whatever. I want the camera to ONLY render when I hit F12. What have I done wrong?


texts: Is it possible to make a property update other nodes like a link update does?

texts:
I'm trying to make neural network in Blender nodes, and I'm currently stuck on getting the entire NodeTree to update after manually changing an input value.

Is it at all possible to manually update the entire tree without pulling on a socket/updating a link?


texts: How to recreate this wireframe looking effect

texts:
I would like to recreate something like this using blender, if someone knows please explain it to me.

thanks in advice.


texts: Grease pencil onion skin not showing in draw mode 2.81 but works fine in 2.80

texts:
What am I doing wrong?
Using 2.81 Windows 10.
Onion skins do not appear in draw mode, but they do appear in edit and sculpt.
When I load the same file into 2.80 the onion skins appear in draw mode.

As you can see (top image) Onion Skins are checked in Viewport Overlay, and the layer (Mr C) also has onion skins checked, so too are they checked in the materials tab.

And in Blender 2.80 opening the same file (bottom image) the onion skins show.

When I open up a new blank file in 2.81 and draw with grease pencil the onion skin works fine in draw mode.

Here's the .blend file

Thanks.


texts: Is it possible with Bevel tool to type desired values directly, instead of applying it only by mouse movement?


texts: How to export fbx with textures connected to other nodes like Color Ramp?

texts: I'm trying to export the Tiger 1 model as fbx. I added texture but changed its color to beige in color ramp and I can't see the texture in any game engine. The only thing i need is Base Color not normal or something like that. Please help!


texts: Border rendering suddenly not supported by sequencer & odd problem with rendering

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Whenever I render a single frame of my animation, for all key frames except one it will just give me black real quick while that odd one out will show me an older render of mine from that same keyframe. I could switch cameras, change the position of anything in the scene, or alter rendering settings but it will just give me back the inital 720p render without even looking like it rendered anything at all.

When border is enabled in the rendering, I get an error message saying "Border rendering is not supported by sequencer."


texts:
I'm fiddling around with the Python API, and I face an issue that I can't understand. I'm trying to export as a PNG an UV map when I execute my code:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "D:\Programmes\Blender\2.78\scripts\modules\bpy\ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
TypeError: Calling operator "bpy.ops.uv.export_layout" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

And here is my code:

bpy.ops.script.python_file_run(filepath="D:\\Programmes\\Blender\\2.78\\scripts\\presets\\units_length\\centimeters.py")
bpy.context.active_object.dimensions.x = object_dimensions[0]
bpy.context.active_object.dimensions.y = object_dimensions[1]
bpy.context.active_object.dimensions.z = object_dimensions[2]

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.bevel(offset=offset, vertex_only=False)
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bpy.ops.uv.smart_project()
uv_path = os.path.join(save_path, 'uv_{}.png'.format(object_name))
bpy.ops.uv.export_layout(uv_path, mode='PNG', size=(2048, 2048), opacity=1.0)

Do you have any idea of what I did wrong?


texts: How do I make a weapon shoot at the center of the screen?

texts:
I've been researching this for weeks and only found bad results. I think its time for a good answer. I have a rocket launcher, so I can't "fake" the bullet. There is no way to fake a rocket. I need it to shoot from the front of the gun and fly to the center of the screen. Of course I could just make the weapon slanted to the center, but if you look at far targets, it will miss; and if you look at close targets it will also miss. Can I have an empty in the center of the screen that just collides with obstacles, and the gun just adds the projectile to make it always hit center? If that's the case, I would kindly ask for help on how to do that. If there is a better technique, please state it, it would help a lot!

-People said they are confused, let me explain more thoroughly.

I want to have a line in front of the camera that collides with obstacles(for example, and object with property "obstacle" set to 1), that is stopping at infinity, but there is will obviously always be an obstacle to hit, such as a roof if you look up(indoor). The empty will always track to the very end of the line, so if you aim somewhere close, the rocket will hit center of screen and hit the close object, and if you hit far, on the other hand, the rocket will fly to center of screen and hit the obstacle still. So you will basically always hit the center of the screen no matter what.


texts:
I have been exploring the camera settings in the object data tab and changed the camera by selecting (say) Galaxy S3 in the button marked camera presets. I am supposing that that changes the 'render camera' from its default to the focal length and sensor size of a Galaxy S3.

If that results in an equivalent focal length of 27mm do I need to do anything with that eg set the View lens in the properties panel to match it? It doesn't look like the latter impacts on the rendered view.
If I change the camera from default to S3 does this mean that if I map an photograph taken with a Galaxy S3 camera, that I have better chance of integrating it with objects I model?

But what is holding me up right now is

Once I have selected a particular camera in object data I cannot find a way back. I tried selecting Blender from the list of cameras but that retains the focal length of the S3 and maybe other parameters. How do I get back to default?