texts: Python path for allowing animation of viewport and render visibility of objects

texts:
EDIT: It turns out I formulated this question out of a misunderstanding of my own old code. See @batFINGER and @scurest answers.
I'm working on a script which automates some animation, which includes turning on and off objects' viewport and render visibility with Object.hide_viewport and Object.hide_render. These objects will be created with the script.
In the Object Properties tab under 'Visibility', there is a button besides the 'Show in Viewports' and 'Show in Renders' buttons that allows these settings to show up in the Dope Sheet and be animated. I've attached a photo of these buttons, highlighted in red. How can I access these 'Animate property.' buttons with Python? As in what value do they change? Nothing shows up when hovering over this button with Python Tooltips on, nor does anything show up in the scripting info view when I click this button. Or is there an alternate way to do this?
Thanks!


texts: how do i combine scenes with video footage in Blender VSE?

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So, I have a video project I am working on, and decided to move away from Hitfilm Express and give Blender a shot. So, what i used to do in Hitfilm, is i will make a composite shot and then bring it into the sequence editor, and then add the video footage into the sequencer.
When i use Blender, I assume that the "composite shot" is indeed the scenes, and  I bring in the scenes into the VSE just like how I do it in Hitfilm.

So, I created an intro with text and a mask object (will provide a link to the .blend file). I added a scene strip into the VSE, and rendered it from the VSE. I then realized it was rendering the masking objects (plane) too. I then switched the Scene Preview/Render to Rendered, and then rendered it. This time the masking objects did not show. I was very happy.

But then, when I rendered it the second time (from the VSE), there was a bug:

I then spent the next 2 days or so searching in many forums, searching in documentation, searching everywhere, but I could not fix this bug.

Anyone have any ideas?

here is the .blend file.


texts: Cycles Rendering Problems on the RX 5700 XT on Windows and Linux

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I have a system with an Intel 8700k and an AMD RX 5700 XT.

The first image is the rendered with the CPU without issues:

The second via GPU on Arch Linux with the newest updates:

The third via GPU on Windows 10 also with the newest updates:

As you can see there are problems rendering the image mainly in the face and grass. I tried the release directly from the blender website and from the repositories without a difference and sometimes my PC completely locks up.

Is this an error that I can fix or is this a driver problem where I have to wait until my graphic card drivers get updated?


texts: How do I create custom sub menus for MCprep Addon?

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I'd like to do my own edit of an add-on so it covers everything I need, I need to create a new menu when doing Shift+A and a sub tab when selecting a mode like on the pictures below:

You can download the addon here. Should be v3.0.2, to see the code, unzip the folder and open files "mcprep_ui" "spawner" "meshswap", I'm not sure if I'm missing one more file but these are the ones I believe that are related to the menus.


texts: I cannot see the real time render in viewport

texts: I don't know why after saving my first project in blender I save that file and then when I open nextday the real time rendering is stop working in my viewport. I search many saying try clrt+alt+b I try but nothing happened.


texts: Why my exported UV map is different in size?

texts:
I did unwrap my mesh which consists of several parts. I did an export using EPS file format, then I applied several images to all the faces in Adobe Illustrator.
When I try to import the texture back into Blender the map is slightly off or just out of scale:

Q: Why the export is different in size? What am I doing wrong?


texts: How do I add text to an object mid animation?

texts: I have a cube which changes colour at frame 10 & 20 then changes size at 30 but at frame 40 I want to add text. I also want the text to change colour at frame 60. I cannot find a tutorial about this.


texts: Why is the Compositor not showing any nodes?

texts: After rendering a design in blender 2.82 I tried to improve the designs with the nodes but the Composting tab is blank with just the grid showing and no rendering info/nodes


texts: What causes this tearing and how to repair/avoid it?

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After some initial modeling if I move into sculpt mode and use various brushes, sometimes the object starts to tear apart (see below example). This has happened to me on multiple project files.

Here is the whole hand:

In this case when I start sculpting the third finger it starts to tear.

If I move back into edit mode and connect all of the edges back together and make everything nice and neat again almost immediately after starting the sculpting process the object falls back apart.

What causes this issue and what is the process I should take to avoid/repair it?

Using version 2.76


texts:
In C4D I can control which objects to affect with a light, in the image below only the main object is affected by the light source, the background and other objects are not affected. But I haven't found a way to do this in blender!

Is it possible to specify which objects to affect with a light source?


texts:
as mentioned in the title I want to export my fire animation as Collada(.dae), but this makes my smoke domain an actual cube. Any idea how to fix this since I dont want any smoke at all?
Thanks in advance


texts: It is possible to use painting layers just like in photoshop?

texts: I'm a noob at texturing, and was wondering if is possible to use multiple layers to have better control.


texts: fix for animation render missing materials?

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My model uses materials based on colors (with modifications) and images. using Eevee as the engine, I can see all the materials present. I can view this in every window ExCEPT the animation workspace and if I select the animation render. I have fixed it where the colors on the model appear, but the image texture/color (skin) is still missing.
What am I missing??


texts: I have a model in Blender that is rigged and animated. The object is not at the origin, and I would like to move it there. I can move the object to the origin by selecting the armature bones and transforming them until the object is at the origin, however, when I start playing an animation or export the file, the object snaps back to its original position (as I'm assuming is defined by the animated key frames). How can I translate an object, animations and all, to the origin without affecting the animation?


texts: Moving an f-curve from an object to a bone

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I'm altering some animations from direct animations on the object to animations on the bone that influences the object.
I've appended the action to the .blend from the original .blend and applied it to the armature. However, I want the f-curves in the action to apply to one of the bones in the armature, not the armature itself. The only way I've found to move the data is to insert keyframes on the bone then copy the keyframes in the graph editor.


texts: How to programatically insert python commands via Blender's C++ codebase

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Hello Blender / Python gurus!

Is it possible to programatically feed python commands into Blender's python's console and catch the return values in Blender's C++ codebase?

I have added some C++ functionality to Blender for a game I'm designing and it would be very useful for my custom C++ Blender codebase to programatically insert Python command strings and catch the output.

In other words I would like to add a C++ function in Blender's code that accepts a string, inserts it into the Blender python console, runs it and catches the result printed to the console (all the while observing the result of each command inserted programmatically in the console window)

Currently I'm able to feed strings into a python interpreter from Blender's codebase but it is not the one used by the console window so I cannot view / edit its contents from the Blender GUI.

This would be great because Python's context can be explored via the visible Python console window in Blender to reveal its current state & global variable content.

Any ideas on where I might start?


texts: Distorted mesh when I use a bevel object on Nurbs curve vs. Bezier curve

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I have a series of objects that I have procedurally generated use Bezier or Nurbs curves for which I then attached a Bevel and Taper object.

When I use a Bezier curve the objects come out correctly. See below (ignore the color)

However, when I use a Nurbs curve, with the same exact Bevel and Taper object, they come out very distorted. See below:

Even when I reduce the size of the bevel object the mesh is still very inconsistent. However, ideally, I shouldn't need to adjust the size at all.

One other point that may be important. When I generated the objects using Bezier curves I would insert a curve and then randomize things like curvature and size to get the final object. Then I would apply the bevel and tapers. However, I created the nurbs curves from a list of 3D coordinates (5994 points) loaded from a CSV(doing something similar to this thread: Poly / Bezier curve from a list of coordinates).

Does anyone know what the cause of the distortion is? Ideally, the objects created from the nurbs curves would look exactly the same as the bezier curve.

Here I've uploaded the files with the Nurbs curves that I'm having trouble with:

And this is the file with Bezier curves that works as it should.

These files are exactly the same except one uses a Nurbs curve and the other uses the Bezier curve.


texts: How Do I Bring Up The Same Properties Menu As In This Video?

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I am trying to bring up the same menu that is brought up by F6 in this video. But when I press F6 nothing comes up, what do I do?
My Blender version is 2.77.


texts: How to make a material switching from Wire frame material to surface material?

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Is it possible animating the wire frame material Changes to surface material?

I want to make a material that's first Wire & it fades to solid surface material & Vice versa.
Blender Internal Engine


texts: UVs Not Transferring to Texture Paint Mode

texts: I modeled a simple Batarang, and am trying to apply an image texture to it, whether via the shading window from an outside source, or by direct texture painting inside blender. I have unwrapped the UVs on seams that I need as shown below. As soon as I go into texture paint mode and select the same object. It has the basic cube t-pose UVs with all of my subdivisions. If I try to apply an outside image, it applies them on that basic cube UV, instead of my unwrapped ones. Do I need to apply the UVs from UV editor, I don't understand why they aren't transferring over to paint/shading. The oddly painted cube in the back was a test, and it worked fine. Unwrapped on all seams, and it transferred seamlessly to texture painter for live painting.


texts: How to add another option to set object origin hotkey

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I have a script that sets the objects origin to the center and the lowest point in z of the object.

Everything works and I have it in my own custom tab under tools.

But how can I add it to the shortcut ctrl+shift+alt+c?

I have been able to add it other places (like the add mesh menu, although obviously not where I need it) but I cannot find any info on adding something to the set object origin menu.

Any help?


texts: I have a question about 2.77 blender, I cannot find the bone constraint so I cannot have one object track another. What should I do?


texts: Smooth shader not working | pdb addon loaded molecule

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Maybe someone can help me with this. I am in Blender 2.80 and I used the pdb loader add-on. Now I have some problems with getting a smooth shader on the bonds of my molecule. That was never an issue in 2.79 (and older). Does anyone know how I could solve that? Any help or input on how to solve that would be greatly appreciated!

Verena


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The shortcut for Set Origin (Shift + Ctrl + Alt + c) isn't working.

When I searched for the action in the search bar accessed by pressing f3 there were no buttons noted after the "Set origin" action, which is weird.

I don't know why and how this happened. How do i fix this?


texts: I set up my background to sky texture but when rendered it shows black, here is a picture of it:


texts: 'Material' option does not exist in the 'Select Similar' menu

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Why is there no Material option in the Select Similar (Shift+G) menu?

When I try with a script, I get this error message:


texts:
The Blender Python documentation has a very attractive colour scheme:

Is it possible to get this colour scheme in the Python prompt?


texts: Alpha Layer + Transparency Shader Glitch in Eevee

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I am following the CG Geek tutorial in which he details modeling a tree in one minute. (https://youtu.be/y7PdiGXbrD0)

I'm running into problems when it comes to shading. When I add a transparent shader to my tree-branch texture, the alpha layer becomes opaque. Here is my node set-up and the result.

I've tried adjusting the blending mode settings in the material window. Going from "Alpha Blend" to "Alpha Clip" does result in the opaque alpha layer disappearing, but it introduces some strange artifacting involving white dots (they appear to be the outline of the alpha-layered image textures).

This is all in EEVEE. When I switch to Cycles, these issues go away, but my GPU pays the price with all the branches being rendered. Any suggestions for trouble-shooting are greatly appreciated. Thank you!


texts: Freestyle: how to make uneven messy outlines

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Yesterday, I saw this below thread by Snoob Dog, thus inspiring ideas for 2d animators. Awesome answers therein.

Freestyle: control the Thickness of stroked curve using Radius?

Now, I have new ideas - new artistic outlines.
Is it possible to do any of messy uneven lines like those below? And also to vary their thickness? Could particles be used to make smudgy outlines?


texts: Is there any way to duplicate bones radially?

texts: I'm building an object that has radial symmetry, and it's armature would have the same symmetry. Is there any way to automatically duplicate bones radially after building the initial piece, or do I simply have to duplicate and position by hand?


texts: Rigify. vertex weight 1 to one bone but something else still influencing!

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I tried Rigify and I found a very strange issue. After I painted full chest bone weight on body vertices, they are still affected by the neck bone somehow.  I googled hard but it looks like nobody has a same problem like I have.
Would you like to help me to figure it out please?
https://drive.google.com/file/d/1KwnOk5825HrOVAxbsHc8u-_rvUQxoFQ_/view?usp=sharing
Neck joint:


texts:
Is it possible to do in blender a "shell based deformation"? Basically given a mesh I want to pull few points and distort the whole mesh in a way that curvature due to distortion and pulling is minimized.

So I don't want to get triangles that are stretched too much, and high changes in curvature.

To summarize, I have my triangular mesh with vertices V1,...,Vn, I specify a subset of vertices with their final destination, and at last I modify the whole mesh in a way that distortion is minimized.

The technical term I think is called "thin shell deformation", I can provide you the formula if my description isn't clear.

The following picture might help:


texts: Problems baking materials in Cycles Render

texts: I've used TextureAtlas to group every part of the model together, I've set up a new UV in the editor, unwrapped the model, unticked Selected to Active, set up a new Image Texture node in the Node Editor, but I keep getting an error when trying to bake. It says that there's no active image found in material 'Iris' (for the eye). Not sure about this as everything has been selected, unwrapped and added to a UV image.


texts: How can i stick my camera to a curve after a certain frames?

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im new to blender so please dont flame me to hard ;)
I have a construct, made of serveral objects, that "explode" (just spread out a bit) in a 20frame long animation. After that animation i want the camera to move in a circle around the objects. I thought that this might work with the camera following a circle over the parenting menu. It works fine, but starts at frame 0 so it moves while the animation takes place.

Is there any option to set the start of the "path following animation"?

Thanks in advance.


texts: Cycles Random material with alpha texture

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I would like to set a random color matérial to many particules and apply 5 differents alpha textures also.
I achieve to apply a random color using the random object info node, what i want now is th apply randomly one of the 5 alpha textures on those objects.
I can't manage to apply more than 2 of them.


texts: How to join the ends of the bones in the character model?

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I wanted to know how to join the bones for the spinal region. It is causing me a problem in moving further. Answers will be very valuable to me
Thanks


texts: How do I correct input videos that are flipped upside down in blender video edit mode

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I just decided to give blender a try as a video editing tool. I have around 60 small clips that I want to mix together. I took these with my phone. The videos show correctly in other video players such as VLC. However in blender input panel all the thumbnails for these serries of videos is upside down and when I place any of those videos in the timeline they show upside down as well. Here is an screenshot of what it looks like:

Please show me a way to flip these back to the correct orientation. I hope there is an easy way to do this because as I mentioned there are around 60 video clips that are like this.


texts: Copy Uvs from one mesh to multiple instances of that mesh in animation nodes

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Following this question:

How can I transfer UVs from a source to a target using Animation Nodes?

I've tried to reproduce the solution with no success. In my case I'm creating a bunch of empty instances, at the same time I deform a mesh from an object with UVs. My intention is to use the deformed mesh into the new empty instances, which I manage, but Uvmap is not transfered even if I have the load uvs cheked.

Here is how it looks now

How can a copy the uv map?


texts: I am new to blender, while making a cup i was doing an inward extrusion but it is not working. I was extruding the upper face of cylinder inwards to make it hollow like a cup but instead it's extruding a solid on the other side too instead of a cut.


texts: Why can't I see my pictures in the folder its suppose to be in?

texts: In the Video editing mode of Blender, I can't see the pictures imported from my camera in my folder. But when I am in file explorer, they're rightfully there!!!


texts: I just joined the hand to the rest of the body, but when I go to edit mode I can only edit the hand not the arm (like you see in the picture). Not sure why this is. This is probably an easy fix, but I can't figure it out.


texts: Compositor's Corner Pin node does something odd to input image

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Using Corner Pin on an image has an irritating little quirk. It seems to distort the edges of shapes, even when applied in such a way that should cause no change. In the screengrab below, the background shows the difference between the input (the alpha layer of a png), and the same image fed through a Corner Pin node with no distortion. I would expect there to be no difference. Is there a reason why there is a difference, or is this a bug?
Using Subtract instead of Difference shows the image seems offset a bit, rather than blurred (2nd and 3rd screengrabs).


texts: how to bend torso while keeping the same lenght?

texts: how to bend body like a dancer while keeping the SAME LENGHT?


texts: How to make an object follow the end of another object that is following a curve?

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How do I make an object that follows another object exactly like this but without the deformation issue?

https://imgur.com/a/DWWGU

(The curve can be manipulated using the empties through hook modifiers, the object with the deformation issue is not parented to anything. I used a curve modifier for the object with the deformation issue and it is tracking the curve shown, it is moved in a position so that it always follow the end of the tentacle and its rotation is correct)


texts: The Grid Mesh Generator has changed its outputs, how do I turn its mesh output to vertices and indices?

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I'm just trying to follow this tutorial but when I try doing the same in my computer, the output of the Grid Mesh is different:

Am I missing something here?


texts: Is it possible to give each render layer specific render settings?

texts: For example, I have a RenderLayer with my scene that I can render with my GPU, but I have a scene that's point density intensive (still crashes my GPU with 2.77) and needs to be rendered with CPU. Is it possible to press F12 and let Blender switch between GPU and CPU as it renders, but still be able to composite it as normal when done rendering?


texts:
For a long time I've been trying to change particle colors depending on where the individual particle is located.

My latest unsuccesfull attempt was using Animation Nodes, but I fear it is not, (yet), possible in Blender?

My intention is to illustrate the transfer of heat to dust suspended in gas as it passes through a complex system.

Any comments on this question?

Kind regards

Ryosei


texts:
I'm new to Blender, and my English is not so good, so please excuse me.

I've been trying to use the Array modifier using the offsets of an unscaled, unrotated empty object to create an array of objects around the empty, but it seems like if the object has transforms like scaling and rotating, I'll have to synchronize the empty's transforms with the object.

Otherwise the modified objects are going to be scaled and rotated to the last object as the empty is to the first object.

I'm wondering if there is another way to get such a circular array of objects without doing anything to the empty.

By the way, I don't know if once I applied rotations to the transforms of an object, there could still be a way to rotate them on the axis I was expecting.

Thanks.


texts: Same rendering gives different noise amount

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I usually render my single frame projects with the SheepIt-Renderfarm as animation of low-sample frames. But I experience great differences in the noise amount between some of the frames. For example, seed 5 (top) and seed 41 (bottom):

As you can see, one seed is way noisier than the other. There are several seed with less noisier result and the quality is always the same, like if some of my frames had been rendered with twice the samples.

Why are some seed noisier than others? How do I find out those? Is this even seed related?

I also tried the "split frame" function of the farm where each frame is rendered in 4 different tiles. [Imagine a rendering like the seed 41 one, but with seed 5 in the bottom left half of the picture - I'll add it later] There is the same effect, but on a single frame. So: same .blend file, same frame, same seed, different result. Why?


texts: Packing all UV Islands when Draw Other Objects is activated?

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I wanted to pack all UV islands from separated meshes at the same time
while the Draw other Objects function is activated.

I already know the function to join the meshes with CtrlJ, but I get size changes when importing that mesh into the other tool. It is crucial for the other programs I use that the meshes don't get altered (aka joined).

Is there a function to pack all Islands from the meshes with the given limitation?


texts: How to adjust the edge sharpness for the subdivision surface (in edit mode)?

texts: After you add subdivision and back to edit mode. you can see there is big distance between subdivision surface and framework surface. How can I adjust the framework scale to make it close to the subdivision surface?


texts: I have a simple cube, quite a complex node setup involving volumetric lighting, but when eevee renders, either to viewport or image, my windows manager freezes and blender crashes. The output to stdin and stderr isn't really helpful here. Where do I start to sort this out, running linux?


texts:
I have a big problem, I just finished making a fairly demanding scene, And i did a render just a while ago, but then i tried importing a tree into the scene before final rendering, it ended up being a bit too much for my computer. So i deleted the tree and got back to rendering, but all of a sudden blender just crashes whenever i try to render.

And it seems like its a problem that has occurred with the particle system, because I can't even turn it off or deleting it without crashing blender, And also before this happened i could render at 60000 particles now it crashes even if i pull it down to 1.

Another thing is, I can disable it from rendering, and at least render without the particles, but it doesn't seem to be a performance issue, as i couldn't even render it at 1 particle.

Do anybody know what might be going on?

(Also just one more thing, I can't even move the object that has the particle system applied to it without crashing blender.)


texts: Fast access to bmesh verts/edges/faces from python?

texts:
I'm trying to build a large BMesh from scratch in python. I know you can add vertices (or faces or edges) to a BMesh one at a time:

  for v in verts:
    face = bme.verts.new(v)

but this is really slow for many vertices/edges/faces. Is there a batch way to add many vertices at once, avoiding the python overhead?

Googling around I found that the old mesh supported foreach_set() and foreach_get() which were supposed to be fast, but I gather those don't work anymore?


texts: I have two GPU cards in my machine. I had a GTX 980 Ti and I recently added a GTX 1070. My render times have more than doubled, however when I go back to look at my PNG's, I notice that they don't line up. Every other frame is slightly off in "space" so when the PNG's are run together or if I put them through the video sequence editor, it makes my object shake or slightly move back and forth. Almost like a heat wave effect. Not sure what to do, or if anyone else has seen this.


texts: Is there a node-based implementation for saturation that works a little more like Photoshop?

texts:
I am asking this question because I am putting together a node group to adjust some basic color and contrast settings for texture maps. I really hate the way that Blender's Hue/Saturation node saturates and de-saturates things. It just looks ugly and gets really extreme (I also hate the bright/contrast node, but I'll save that for another post).
I came across this video that goes into detail about the issue. But his fix (Convert To BW Node > Mix Shader) only de-saturates. It won't saturate at all.
Can someone point me in the right direction with respect to creating a better saturation solution?
Sorry if some of my terminology is awkward, I'm not much of a color scientist. Any help at all would be hugely appreciated.
Edit 1:

I found some hue/saturation algorithms here on StackExchange, but I don't know exactly how to implement them as I am pretty horrible at mathematics.
https://stackoverflow.com/questions/13806483/increase-or-decrease-color-saturation
https://stackoverflow.com/questions/4404507/algorithm-for-hue-saturation-adjustment-layer-from-photoshop
https://stackoverflow.com/questions/14364716/faster-algorithm-to-change-hue-saturation-lightness-in-a-bitmap
https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters
Really hoping that someone here could help me implement a better saturation algorithm using nodes (shader editor, not compositor) in Blender.


texts:
I have created an object that should finaly look somewhat like this:

In Blender it now looks this way:

How can I make the eyes look better? I want to add eyelids. Maybe this would already help but I'm not sure about this. I'm still learning how to work with Blender.

Regards, Marek


texts: Camera follows path, but is not looking the direction I want

texts:
I think the easiest way to explain is the next two pictures.

Cant seem to add two pictures with the add picture option.?
If a moderator knows how to fix that ?
Edit:
The problem I am having, it's not working.
Can it be that another animation is messing things up?
I am using follow path, but were the bezier curve I am using, is going to the right the camera just moves straight on. Unless I also add a clamp to track constrain.
Here is a vid of also the weird stuff happening.
Maybe I need to upload the file so people can have a look ?
The music track made by me. I am trying to make a vid for it.
Next is a link to another video, that shows the other animation, which is working fine. But I do wonder if this one is messing the other animation up (the camera moving). https://www.youtube.com/watch?v=fbJrFz2nKls&feature=youtu.be
I have set a start frame (1) and an end frame of (6650), which matches the end of the music track.
Edit 2.
I just did a test and deleted the bezier curve.
The animation of the camera movement keeps working. (although only in a straight line off course )
For me this is proof that the second animation I have is causing this problem. (or the way I have set it up)
The first animation is the red lights reacting to my music track.
From frame 1 to frame 6650. This length matches the duration of the music track.
I also notice that although the camera movement is working I don't see any keyframes markers in the window below the scene.
After adding an empty, see what is happening, the exact same problem I have with the camera. Follow path and follow curve get ignored, and I don't understand why.


texts: Blender forces computer to reboot after mistyping extreme value for resolution icosphere

texts: After that I added an icosphere and wanted to change the resolution from 2 to 5, I stupidly mistyped the 5 to 45, so Blender freezes up and forced my computer to reboot. I didn't save the file so I had to redo a lot. Is it possible that Blender saves the file or makes a notification, when it sees that the input value is too much, before executing?


texts: Gray polygon appears in render/camera view but not user perspective

texts:
I'm working on an assignment for an animation class and there is a gray polygon appearing in my camera persp view and in my renders and I cannot figure out what is causing it.

Here is the blend file: http://www.pasteall.org/blend/27989


texts:
i try to make a procedural texture for brushed metal, i can use for multiply objects.
Can i somehow achieve that the rotation of the object affects the rotation of the texture, but the scale or size of the object should not affect the scale of the texture.

With texture coordinates -> generated i can lock the rotation of the texture to the object, but if i have a bigger object, then the texture gets scaled up.

If i use texture coordinates -> object and select a empty for scale, the size of the texture stays the same on every object, but the rotation too. So my linear brushed metal is on some objects diagonal instead of horizontal or vertical.

Someone an idea?

thanks!


texts: So I was animating a scene for minecraft. The character rig was completely fine the entire time. Right when I got done animating I even previewed the animation and everything was fine and there was no problems. Then I added more to the animation and the character rig all of a sudden had a glitched mesh. I have no idea what is wrong with it, I believe that I might of accidentally parented it to something. So I tried to get rid of the character meshes parent if that was the case and the entire characters body disappeared. I have no idea what to do. Here is the image of what the glitched mesh looks like.


texts: Data transfer to a mesh with different topology

texts:
Is it possible to transfer mesh data such as UV map projection and vertex weights to another mesh that has different topology?

I thought the Data Transfer Modifier could do this, but I haven't figured out how to make it work. Or maybe I am mistaken?

I made a test .blend of a very simple scene containing three spheres, each with different topology. The Roundcube is textured and weighted, but the other two are not. How can I make the other two spheres use the texture space and approximated weights of the Roundcube?

Thanks in advance.


texts: Is the render output linear color or 2.2 gamma?

texts:
I know Blender can nowadays use a proper linear workflow. The thing that is unclear to me even after reading the support documents is whether or not Blender saves the output with linear color or does it convert the PNG files to sRGB while saving them?

In other words, when I render (in this case with Cycles) a PNG sequence, are they saved with 1.0 gamma or 2.2 gamma?

This question is not answered in the other topic. I have read it carefully. Can you point out the exact sentence in that topic that answers if the output files are saved as linear on sRGB?


texts: My skinned model gets smaller and deform badly, when I rotate its bone in Z-axis

texts:
I made a model and skinned it to an armature. But when I try to deform it with a bone rotation, model doesn't just rotate, also it gets smaller.

First I thought that its because of the armature, but when I put another model, this problem doesn't occur.

Here's the .blend file: http://pasteall.org/blend/26762

Try to rotate bone "joint5" in Z-axis.

Before rotation

1 http://imgim.com/2755incix2686812.jpg

After rotation

2 http://imgim.com/8460incih5544599.jpg


texts: Vector component in Python cannot exceed 10 radians

texts:
I'm using this python code to rotate a bone in the blender game engine, the code works fine until bone angle reaches 10.0 or -10.0 radians then it stops

import bge
import mathutils

cont = bge.logic.getCurrentController()
armature = cont.owner

up_pressed = cont.sensors['up_sensor'].positive
down_pressed = cont.sensors['down_sensor'].positive
currentAngle = armature.channels['Bone'].rotation_euler

speed = 0.1
increment = mathutils.Vector((0.0, speed, 0.0))

if up_pressed:
    armature.channels['Bone'].rotation_mode = bge.logic.ROT_MODE_XYZ
    armature.channels['Bone'].rotation_euler  = currentAngle + increment
    armature.update()

if down_pressed:
    armature.channels['Bone'].rotation_mode = bge.logic.ROT_MODE_XYZ
    armature.channels['Bone'].rotation_euler  = currentAngle - increment
    armature.update()

print(currentAngle)

I guess it has something to do with the mathutils.Vector type but I can't figure it out.

is there another way to handle .rotation_euler data other than vectors?


texts: How do I rig this so the wings are symmetrical?

texts:
How do I rig my flying machine so the wings can be flapped symmetrically? I'd like to have it so that when I move one side, the other moves as well.

Video


texts:
I have decided to post this question because I don't know what else can I do. I've been following a tutorial about facial mocap using OpenCV and webcam with Blender 2.8. This is the tutorial I'm talking about:

https://www.youtube.com/watch?v=O7nNO3FLkLU

There are a number of differences between the tutorial and what I'm doing but all comes down to the tutorial running on Linux while I'm using windows 10.

I've been following the tutorial along but nothing seems to work! The version of Blender I'm working with is using a stand alone version of python and that's been a nightmare! Installing dlib was almost impossible! I tried with CMake and then dlib but didn't work! So, I had to load a normal installation of python 3.7.4 to match Blender 2.81 internal python 3.7.4 installation. At that point I thought that it was pretty much done! I ran:

python.exe -m ensurepip

python.exe -m pip install --upgrade pip --user

python.exe -m pip install opencv-python opencv-contrib-python imutils numpy dlib --user

And everything was fine after that!

The next step was running the scripts and that's where I am right now! I got an error message that said:

module 'dlib' has no attribute 'get_frontal_face_detector'

I tried updating dlib and didn't work. I assume that, if the library was not installed, I would have an ImportError instead.
I tried to re-install dlib (pip uninstall dlib, pip install dlib) but didn't work!

So, not sure what other thing can I do! If anybody can help me I'll greatly appreciate! I know I'm not the only one having these problems! Hopefully this post become the answer to other people as well!


texts: How do I export an object from blender to Unreal Engine 4 correctly?

texts: Now even though I have an object imported in Blender and one that made myself but I can't seem to export them correctly. And how do I make scales match with those of Unreal Engine 4?


texts: Why does clearing the rotation of a bone do it in steps instead of all at once?

texts:
I have a problem resetting to default pose, When I click Alt+R it will rotate it back to the default position in steps or if I hold it. I have also noticed when I'm twisting the hand it will twist around super fast.

The File

Getting this error in the console

Dependency cycle detected:

OBArmature/Upper arm.L/POSE_IK_SOLVER() depends on

OBArmature/Arm Pull ik.L/BONE_DONE() via 'IK'

OBArmature/Arm Pull ik.L/BONE_READY() via 'Ready -> Done'

OBArmature/Arm Pull ik.L/BONE_POSE_PARENT() via 'Pose -> Ready'

OBArmature/Arm Bender Controller.L/BONE_DONE() via 'Parent Bone -> Child Bone'

OBArmature/Arm Bender Controller.L/BONE_READY() via 'Ready -> Done'

OBArmature/Arm Bender Controller.L/BONE_CONSTRAINTS() via 'Constraints ->Ready'

OBArmature/Upper arm.L/BONE_DONE() via 'Copy Location'

OBArmature/Upper arm.L/POSE_IK_SOLVER() via 'IK Solver Result'

Dependency cycle detected:

OBArmature/Upper Leg.L/POSE_IK_SOLVER() depends on

OBArmature/Leg pull ik.L/BONE_DONE() via 'IK'

OBArmature/Leg pull ik.L/BONE_READY() via 'Ready -> Done'

OBArmature/Leg pull ik.L/BONE_POSE_PARENT() via 'Pose -> Ready'

OBArmature/Leg Bender Controller.L/BONE_DONE() via 'Parent Bone -> Child Bone'

OBArmature/Leg Bender Controller.L/BONE_READY() via 'Ready -> Done'

OBArmature/Leg Bender Controller.L/BONE_CONSTRAINTS() via 'Constraints ->Ready'

OBArmature/Upper Leg.L/BONE_DONE() via 'Copy Location'

OBArmature/Upper Leg.L/POSE_IK_SOLVER() via 'IK Solver Result'

Detected 2 dependency cycles


texts: How to scale to a specific point/distance

texts: I have a shape I need to scale but I need the back of it to be exactly at 1.5y. Is there any way to do this or will I be stuck working out the math? Thanks.


texts: Outlines display option "visible layers" does not work. How to fix it?

texts:
When i select display mode of "Visible laters" only in outliner, it still shows objects that are on other layers, that are currently not visible. Even when current layer is empty.

How to fix that?


texts:
I have 2 meshes and I added a 3mm solidify modifier to both of them. The upper red mesh looks merged to me, so I want to scale it a little so that I can't see the red mesh from black.

In the edit mode I select all the meshes and press Alt+s to scale it a little. It's going up or down, but I can't scale little to make it smaller. I applied scale and rotation to both yet to same result. Does anyone have any suggestions or help on how to make it work?


texts: Blender Video Editor Preview doesn't show any image

texts:
I've been using Blender for over a year now, and this is the first time I have had this problem. I am editing a small 2000 frame video, but ever since I saved it the preview will not show images or play audio clips. Rendering it still upholds the transparent (checkered) image.
But, there is one thing. A singular picture shows around the 1500 mark and a singular video clip shows directly after. After this video clip the preview goes back to transparent. This shows that there is not a problem with preview, but with the settings.
What could have caused this? It's a genuine emergency that I have to resolve ASAP.


texts: Exporting multiple materials to a single diffuse/specular map

texts:
I created a low poly scooter and applied different materials to different parts of the mesh for obvious reasons (check the photo below).

There are two things I need to do :

1) I want to put all the color from my multiple materials onto a single material or onto the UV map (whichever is easier) so I can export a single diffuse texture.

2) I want to create a specular map based on my materials so that the metal parts look shiny and the other parts don't.

What is the best or easiest way to do it?


texts: Float Property: Shows Incorrect Decimal Value

texts:
I have a script that is setting some custom properties on an object. The properties are being assigned just fine and can be accessed with the proper floating point value. But the Custom Properties UI display shows the decimal value incorrectly as x.000. (See image)

How do I get the values to show up properly in the UI panel?


texts: Script to import .obj and export decimated .glb

texts:
I'm trying to create a script to individually import several files as .obj, decimate them and then export each one in a separate .glb file. Here is what i managed to put toghether till now using code I found on the web and API docs:
import bpy
import os

def delete_all():
    for object in bpy.data.objects:
        object.select_set(state = True)
    bpy.ops.object.delete()
# decimate ratio
r = 0.01
delete_all()
objs_path = bpy.path.abspath("//")+"\\input\\"
destination_path = bpy.path.abspath("//")+"\\output\\"

#check if output directory exists
if not os.path.isdir(destination_path):
    print("Destination path does not exist, creating.")
    os.mkdir(destination_path)

filelist = os.listdir(objs_path)
for file in filelist:
    if file[-4::].lower()==".obj": #check extension, if OBJ then do the necessary stuff
        print(file+" is being imported")
        imported_object = bpy.ops.import_scene.obj(filepath=objs_path+file)

        #add decimate modifier to every object (in case there are more than 1 objects for some reason
        for object in bpy.data.objects:
            bpy.context.view_layer.objects.active = object
            bpy.ops.object.modifier_add(type="DECIMATE")
            bpy.context.object.modifiers["Decimate"].ratio=r
        #bpy.ops.export_scene.obj(filepath = destination_path + file, use_selection = False) line removed
        bpy.ops.export_scene.gltf(filepath = destination_path + file[:-4], use_selection = False)
        delete_all()

The code works, it imports the .obj files from the input folder, the model gets processed and exports .glb files in the output folder, yet the size of the latter does not decrease: the models still look fine but the file size does not decrease.
I noticed that the same  happens if I use Blender directly from the GUI: the model gets decimated (collapse) and exported (and the face count goes down) but the file size I export as .glb is always the same.
What am I missing here?
Thank you in advance.


texts: I connected colour to composite node directely, and there is a noise

texts:
I've found a noise in my image, though (ideally) it should be perfectly clean.
So I made an experiment. (Blender version 2.90.1) New file, I set the render size 40 x 40 and changed "View Transform" from Filmic to Standard.
In Compositing tab, I connected RGB to Composite directly. The colour is (R,G,B = 0.40724).

After rendering, I can see (Barely Noticeable) noise in rendered image. But every pixel's colour displayed at the bottom line, which appears when I press right mouse button,  remained the same.

Render Result
Then I saved it to PNG file and compared to original colour.

Saved noise.png, Noise pattern is changed

Can I make this noise gone?


texts: How to draw Annotation, on constant range from screen?

texts:
I also tried doing such with Grease Pencil, with no luck .
When its wanted to paint a 3D scheme with no need of precise range between entities, such way of the depth selection is much more ergonomic .


texts:
Setup (reworked):

Camera position:   (0, -6, 6);
Camera angles:     (45, 0, 0) (zyx rotation sequence);
Camera resolution: X=64 [px]; Y=64[px];
Sensor sizes:      32 [mm] x 32 [mm];
  => px_per_mm:    2 [px/mm];
Focal length:      35 [mm];
Clipping:          Start = 2 [m]; End = 16 [m];

Object:            Plane orthogonal to z-axis located at z=0.

[EDIT] Used 'Blender Render' not 'Blender Cycles'.

The depth map is determined by an easy-to-compute formula, namely:

 depth(x, y) = fy * sqrt(2) * L / (fy - (y - cy))                       (1)

Where:

   L  = 6 [m] (height of the camera)
   fy = focal length * px_per_mm = 70 [px]
   cy = y-coordinate of the principal located in the middle of the screen,
        i.e. at 32 [px]

Then:

 depth(x, y) = 593.969696 / (70 - (y - 32))                             (2)

Saving the rendered image into an OpenEXR file 'plane.exr' allows to access the
depth- coordinate and compare it to the theoretical solution in (2). Save the
script below into 'extract_this.py':

import OpenEXR, Imath
import numpy
import sys

pt     = Imath.PixelType(Imath.PixelType.FLOAT)
handle = OpenEXR.InputFile("plane.exr")

dw             = handle.header()['dataWindow']
x_size, y_size = (dw.max.x - dw.min.x + 1, dw.max.y - dw.min.y + 1)
array          = numpy.fromstring(handle.channel('Z', pt), dtype=numpy.float32)
array.shape    = (y_size, x_size)
it             = numpy.nditer(array, flags=["multi_index"])

while not it.finished:
    depth = float(it[0])
    if depth < 10000:
        y, x = it.multi_index
        print x, y_size - y, depth
    it.iternext()

The call it with:

> python extract_this.py > tmp.txt

will deliver the a data file with x and y in columns 1 and 2. The depth is
stored in column 3. This can be displayed with gnuplot:

 > depth(y) = 593.969696 / (70 - (y - 32))
 > splot "tmp.txt" u 1:2:($3 - depth($2-0.5))

and delivers a picture as shown below. A '0.5' is subtracted to account for the
fact that blender seems to deliver the depth at the pixel's center. As can be
seen, there is a line where the z-coordinate is simply off the track. What can
be done about that?


texts:
im rigging a leg using Inverse Kinematics, i put on the controller bone in the feet and the pole bone in the knee, but when i move the leg to much to the top the upper leg bone goes crazy and twist the whole leg, the only bone moving like crazy is the upper one, how can i fix that?
i put some pictures and the Blender File if it helps

https://www.mediafire.com/?viz059q15ofn5dd


texts: Cycles - Adding an object with emission shader makes part of my scene darker?

texts:
When I turn an object (with an emission shader) in my scene on it makes part of the scene actually go darker.

The light in question is on the outside of a vehicle (which has lights on the inside of the vehicle too) The light on the outside of the vehicle cannot reach the inside of the vehicle as it has no path.

I have made a quick example of the problem. But the problem I am seeing is more pronounced than this example, in my scene even if I turn the samples up to 2000 I never recover the light and it still appears darker and more grainy.

Here is a quick 100 sample render with the light disabled:

And here is a render with the light enabled:

Notice that in the second picture that the scene inside the vehicle actually becomes darker

What can I do to tackle this issue???

Update

I have got clamp Direct set to 4 and indirect set to 2 which tackles a lot of the grainy-ness but adding this light just makes my scene look terrible... but i need this light as it is integral to the scene.


texts: I am working on this complex object. I want water to flow inside it, but, the liquid keeps escaping everywhere.


texts: How to add a thick resin "clear coat" over a material?

texts: I am making a wood material for a bar-style countertop and I want to add a ~100% transparent resin-like layer over it. I am modeling this object from a real-life reference and you can clearly see that the reflections, scratches, smudges, and glossiness are present about 1/4" above the wooden itself. This thick clear coat adds depth to the countertop and makes it look very glossy while the wood underneath isn't glossy at all. The only thing I can think of is adding an actual object over the surface and using a glossy and transparent shader, but this is finicky and inconsistent for more complex modeling. Is there any easy way to do this? Thanks.


texts: Is there a way to set a minimum number of bones to the vertices? Supposed there are three bones in the scene, and I want the vertices to have at least have two bones attached to them.


texts: Wood texturing - how to get seamless texturing

texts: i've found a nice wooden texture, and I want to aply it on a bench, but I have no idea how to get a nice wooden look - without the obvious texture repeating. I've tried some node tricks, but nothing was looking ok. What should I do, to make the texture look nice and realistic?


texts: How to duplicate an object hierachy and keep the copies in sync?

texts:
I know I can duplicate an object using Alt+D, so that any edit I do in one of the instances will be reflected in the other instances, but what if I want to duplicate a group/object hierarchy, for example, I create a table with two chairs and set the table to be the parent object for the chairs, then I duplicate this set a couple of times to create a scene.

If I decide that the tables should have three or four chairs after some time, is there any way to just parent them to the table and have all the instances update? I want a method that doesn't involve merging all the hierarchy in the same object.


texts:
I’m trying to make this animation, using particles from an emitter.

The problem is I’d like to shade the smoke as it was very much heated in the centre, where the particles flow is, so it looks pretty much like a lightning bolt.

I knew of a function named voxel data in the textures that would allow achieving this result, but I can’t find it in the new version of blender. Does anyone know what I should do, once I got the smoke from the particles emitter?


texts: Creating clear gel pill having translucency issues

texts:
I am trying to make a clear gel pill capsule and there is this weird wireframe effect as seen in the photo. Is it a result of the lights or do you think its the wireframe mesh? Any advice would be greatly appreciated.

Also any ideas on how to make the background lighting more compelling is appreciated. I still want it to feel very clean. Thanks for your time.


texts: Boolean after Bevel, using difference doesn't work correct

texts:
I'm using latest blender 2.82.7.
Steps:

Create box and bevel the edges on the top, to be like arc.
Shade smooth and auto smoothing.
I have other box and I try to boolean.

The object are like Union, instead of Difference.

During boolean:

After apply of boolean:

Thanks


texts: fractured object meshes follow along path in order in AN

texts:
I want fractured object meshes to follow a path in a defined order in Animation Nodes, like in this video.

Here is a gif of the animation:


texts: Is there any difference between "triangulate faces (Ctrl + T)" and "triangulate modifier"?

texts: Is there any difference between "triangulate faces (Ctrl + T)" and "triangulate modifier" ?


texts: Blender animation not rendering after changing the length from 250 to 500

texts:
My animation in blender refuses to render. It will either be stuck on 0% for a while or close down the software.

I'm using cycles, my animation worked before i changed the placement of the camera. But since changing the camera and lengthening the frames from 250 to 500. It just doesn't seem to want to cooperate. I'm rendering a fluid scene and baking the fluid  works just fine.

I can post the blender file if that would help.


texts: Curve modifier doesn't wrap plane around bezier circle

texts:
I'd like to wrap a plane around a circle. My plane has the solidify modifier which gives it a little bit of depth.

Based on what I can find online the curve modifier should be able to warp my plane in such a way that it wraps around the cylinder. But when I do it in my blender I get strange results. Here's one example. In this example it just puts the origin of the plane on the circle and then as you move x it rotates around the circle. But I want it to wrap around the circle as though it were made of clay and I pressed it against the outside of the cylinder. Ultimately I'm trying to do this with an svg so I can cut a hole in the cylinder with the image that I want.

Anyways, here's what I'm looking at.

Here's the file.


texts: Improved explosion: possible to nest smoke domains and apply them to mutually exclusive emitters?

texts:
I've been following an explosion tutorial. Blender's quick smoke results are very impressive but I'm trying to mimic artillery explosions I've seen on youtube in several places. In particular, I've noticed that the blender quick smoke simulation seems to put smoke first and has a rounded outer edge rather than ragged, spiky flame. I've experimented a little and, even with high particle velocities, the outer puffs of smoke look a bit like fragments of cauliflower or broccoli. Here's my explosion:

Having carefully studied that second video I linked above, I've identified these distinct stages, the first of which is not provided by the Blender quick smoke simulation:
Stage 1: Extremely fast, bright, symmetrical initial flash of flame, like a white-hot blob of plasma with spiky outer edge. Dust instantly kicked up from ground for some distance (fast shock-wave? vibrations passing through the earth?)

Stage 2: Initial flash burns off almost instantly, often rising very quickly and sometimes leaving thin vertical column of wispy smoke. Secondary billowing, expanding cloud of black smoke appears. In a lot of these videos, you can see an expanding outer shockwave like an optical distortion in otherwise clear air.

Stage 3: Black billowing smoke ignites, filling with billowing, globular flames which cause a rapid second expansion emanating sparks. Sometimes additional, assymetric reignitions/expansions occur. Fragments and chunks appear, flying radially outwards. This additional burning usually reinvigorates the explosion, giving additional outward impetus to fragments and chunks of detritus, propelling them through the air with renewed speed. This is the main fiery body of the explosion.

Stage 4: Secondary ignition completes, burning itself out and leaving mixture of black/gray/white smoke clouds. Many more fragments and chunks now visible flying outward.

Stage 5: Aftermath. Flames gone. Chunks and fragments fly outward, falling to earth. Smoke dissipates.
QUESTIONS:
It looks like I'll need to do some kind of combination of two explosions but I'm confused about some things:

Why create a plane below the explosion and then on the physics tab choose collision? Why is this necessary? What does it do?
When you select some emitter and add object->quick effects->quick smoke, does this generate smoke from all the particles emitted inside its domain volume? Is it possible to have one domain nested inside another and each of the two smoke domains connected to different, non overlapping particle emitters?
Does a quick smoke+fire simulation act as a light source? In my picture here, the shadows of the two columns are totally unaffected by the explosion. I'm hoping to render a night scene where the explosion is the only source of light. If I need to create a light source inside my explosion, it should clearly be a point light source. How would I make the intensity and size of this light change over time?
Is there some way to generate random fragments/chunks flying outward that are leaving a trail of smoke? These should be pointed and not cauliflower/broccoli shaped. The space shuttle explosions come to mind.

Any assistance would be much appreciated!


texts: When translating in edit mode, axis guidelines appear, blocking the view of thin objects and the 3d-cursor hides. Someway to hide the axis guidelines? I mean the blue line in the middle of the screen.


texts: How to increase light samples for world volumetric scattering only

texts:
How do I increase volumetric light samples without increasing pathtracing samples for physical surfaces.

I want to improve only that part, that is the samples for the scattering through the medium, not the bounces over textured surfaces in my scenes. Else the render times will bump up too much without being useful.


texts: Light / Mesh inconsistency in one area - Cycles

texts:
I'm trying to understand what's wrong with the lights in my scene.

I've made some kind of sci-fi corridor, inspired by the interior of an aircraft cabin.

The main mesh is first mirrored and then replicated with an array (blend file attached).

I'm struggling to correctly light the scene, I would like all the light sources to come from emitter materials properly assigned to the mesh itself. The overall result is not how I'd expect it. I have lots of light sources, filmic enabled, but very poor detail with 512 or even 1024 samples. The bad result is even more evident if I throw in a character made with Manuel Bastioni Lab: I can barely see the skin, is very dark like there's not enough light, but at least to my eyes there's even too much light in the scene overall.

Then I noticed a strange behavior: the light on the floor near the bottom of the front wall (green box highlight). I really don't understand why the light is distributed in such a way in that portion. Moreover, hiding the wall doesn't change the result, and if I render the opposite side everything's ok.

Is there anything evidently wrong with how I'm distributing the lights? Or something's wrong with the mesh? The materials are those from Poliigon and worked pretty well in other cases.

By no means I'm aiming to photorealism: I'm just learning, trying to model and correctly distribute lights. Once I'm done, I'll try to export everything to UE4 and recreate the materials to achieve roughly the same outcome (I know UE4 isn't raytracing, but I'd like to use a few cycles rendering as "artwork references").

Here's a low quality version of the Poliigon carpet texture I'm using:


texts:
Is a "Correct" way to tweak AO in Cycles? I enabled the AO Pass to add the Ambient occlusion in the compositing, but at the moment i multiply the AO and the render, everything that is in black AO background get black.I'm using a procedural texture BTW, the sculpt has a lot of polygons to unrwap and bake.Is there the better way to tweak the AO? Or even a workaround to the Multiply

The node Setup


texts: UV unwrapping - Why my unwrapped image is totally black?

texts:
I have more than one time now unwrapped an image and texture painted on directly from blender.

However, I would like to export the image to Photoshop or Corel draw to paint it there in a more detailed way.

When I tried to do so the image unwrapped and saved from blender turned only black.   I gave the image a fill in blender and saved it once again but still, it turned black when I opened it.  I could not see the unwrapped edges of my model so I could not paint it.

How is texture painting done if you cannot see the lines?


texts: How to link a scene from a file which contains Animation Nodes tree?

texts:
The problem is when I link a scene from a file which contains Animation Nodes tree the linked scene will not contain the node tree.
Here is the original file content:

And here is the linked file:

As we can see, the node tree has gone, so it meas I get a "static view" from the original scene. I can no longer edit the nodes and I don't have the animation managed with Animation Nodes.

Is there a way to link scene with Animation Nodes properly?
Or is there some kind of solution or workaround?


texts: How can a normal map be masked through a stenci?

texts: I have a mesh that i use as a ground in the game engine, I used multiple stenci layers to dispatch the textures, all tileable. It works well but for the normal channel, what i mean is that when I turn on normal influence for a texture, it appears on the other layers without taking the stencis into consideration, so that when each texture has its normal turned on, the effect piles up until the last layer. What I have managed to do is to create normal maps for every layers but the last (the path as you can see on the picture) but in doing so i'm loosing the ability to repeat my picture. Is there a way through this ?


texts:
I know this seems like a rudimentary question, but I can't seem to depress faces and vertices to look like they do in the picture.  Here is what I am trying to model:

Here is my screenshot of the cartridge so far:

Every time I try to extrude, it makes weird distortions and just looks so crude compared to the uniform look of the original picture. How can I do this without causing these problems?  Keep in mind I want this to remain solid, so hopefully that isn't complicating things :)

Here is the .blend


texts: How do I import An image with transparancy

texts: So im trying to render my minecraft 3d skin but the hat it not being transparant


texts: 'Child of' Constraint, setting Inverse doesn't work?

texts:
I want to parent a mag to the left Hand Thumb but once I target my Armature the mag absolutely changes LOCATION / ROTATION / SCALE this is really weird, I mean even setting it inverse doesn't help. I need assisstence. I tried doing this over a dozen times, but I just can't get it right.

My Blend file below:

Or maybe there is a better way to do it, easier without the Constraint ?
basicly what I want is to animate the parent of the Mag to the thumb bone.

Thats what I see once the Constraint is applied:


texts: Create a light material which is seen as a focus in Cycles

texts: How can I make a light material which is seen as a focus?


texts:
I've been trying to import an fbx from a friend who works in modo so I could do a flip fluids simulation, the mesh comes in fine in 2.79b but there's no sign of the textures.
I can go into edit mode select the appropriate map and texture but when I exit edit mode no texture is visible in render view or in a final render. Am I missing a step here?

In 2.8 the images again have to be selected along with appropriate UV map but it does show them in the eevee but doesnt render in cycles but does in eevee.

Any idea whats going on? am I missing a step in the process?


texts: Array along a 3d curve with rotation lock on certain axis

texts:
i want to do an array of my instance , its a steet lamp that need to follow a road that go up and down ...

so i need an array of my instances and a curve modifier? but the problem is that my Z rotation value keep changing , according to the normal of the curve , and i dont want this because street lamp stay straight even if the road is inclined ... i tried to lock the rotation of my instance and tried to do an Z axis constraint but it dont work , i failed ? , i dont know what to do ...

im also quite confuse about every different way to do an array following a curve , i know we can use a curve modifier , a constraint , modify bezier option in propreties, and even particles ?? im lost here , dont know which technique is best for what ..

thanks


texts: Simplifying animation F-Curves in Blender 2.8

texts:
I can’t find out how to use the Simplify Curve add-on on animation F-Curves in Blender 2.8.

I’ve activated the add-on, and in the 3D view the parameters are changeable when operated on a curve object. But when I select keyframes and activate Graph Editor ➔ Channel menu ➔ Simplify F-Curves, I can’t find the settings (Error Value) anywhere.

Thanks in advance for your help.


texts: Correct method for verts/bevel topology in a game asset

texts:
Can someone please explain to me what would be the appropriate way to deal with a bevelled curve like this to get decent topology. This will eventually be an Unreal Engine asset but I am struggling to work out how the inner geometry of the curve should be joining to the outer edge of the shape if done properly so that smoothing and texturing works correctly down the line.

Should every vert on the outside of the curve be joined to the outer edge of the face Like in this image?

This seems like I am adding extra verts when they may not be neccessary.  It also seems to make no difference to these lines I am getting in the smoothing.  How do I deal with these weird smoothing areas?


texts:
How do I fix blender because it is stuck on the terminal start thing please help!
Btw I am running Windows 10 just in case.


texts: cutting a hole in cube with subdivision surface modifier already applied

texts:
I'm trying to cut a rectangular hole in my cube. You can download my source file on this link. The cube was tempered with subdivision modifier and the shading is smooth. This is what I got so far:

I used the left block and a boolean modifier to cut a hole. The problem is that I need my hole to be exactly the same shape as block-right angles are necessity. The Blender gives a warning that my boolean modifier is not the first one and that results may not be what I expect. So how do I cut a block hole out of the object with smooth surface? This really bugs me and I'm very thankful for your help.

EDIT: situation after smoothing inner part of cube with subdivision modifier and Smooth option from Shading panel:


texts: Issue with rendering fire on Transparency

texts:
I am having an issue with rendering fire on a transparent background. I've gone into the world and changed the alpha from the sky to transparency. I've checked the transparent box under the render properties, under the film section. However, when I do this only my emitter renders, not my fire simulation. Unchecking the box under the film section causes renders to return to normal. Any help would be appreciated. Wondering if something is setup incorrectly with my nodes? Or If I am missing some setting.

Thanks!


texts: getting acurate print for hole drilling template

texts:
i modeled a construction project and i want to get a accurate A4 print for drilling holes in the right place, is there a way to render or export a file with accurate dimentions?
with kind regards
robbert rutte


texts:
I've been working on this model for days, finally got the texture right and the rigging right (ish).  Until I started posing the rig, everything rendered beautifully.
Then I had a boatload of trouble with the rig caused by a very large cat, and I ended up having to unparent the mesh from the rig and re-parent it.  Ever since then, I have not been able to get the mesh to render.  Spent hours searching the internet looking for a solution but so far no suggestions have worked.  I'm using Blender 2.78 on a Macbook Pro.


texts: How to install a tar.bz2-Blender-file manually for Linux?

texts:
Because I have a fatal problem with face selection in Blender and tried to install different Blender versions on different Linux versions without success, I was told to try to download Blender directly from builder.blender.org. Yet I only know how to install new packages using the apt-get command in the command line. In this case I have to be able to install it in another method that demands more expertise, this time it is a file that ends in .tar.bz2 that I should to install manually. Well I do not know anything, neither how to unzip, nor untar it, neither how to check for dependencies. Could you give me a quick step by step guide or any kind of suggestion.

(I am sorry, i am not quiet sure, if I should post this question here or on the Linux forum.)
I


texts: How can I create a material that has different levels of transparency on the front and back face in Cycles?

texts:
I'd like a simple color material that has for example 80% front face opacity, 20% back face.
If somehow this is not possible, I'd like to at least achieve semi-transparent front face and invisible back face.
Test models sample

Blender 2.91
Test file:


texts: subdivide at line at the selected location (vertex) of that line?

texts: how can a lose vertex "P" be made a part of selected line in "image 2". So that the mesh act as one entity?


texts: Can Texture Painting Auto Update in Cycles?

texts:
Couldn't find an answer other than "use eevee" or this.
I'm painting on a texture that is used in a background world node using cycles. Unfortunately, render preview doesn't render the updated texture even when I save the texture. Switching away from render preview and back to it seems to update the texture.
Is there a faster way to "refresh" painted textures in cycles or is this the way things are?
Thank you!


texts: Basic hard surface editing: What is the quickest way to make a frame around an opening?

texts: As the title says, I want to inset a frame here like a window frame in a wall or in a box.


texts:
I am trying to make the petals in this image I made in illustrator in Blender but making it into a mesh that I can solidify so it looks like a 3d ring of petals that come out. How do I make this shape in Blender by itself?
whenever I import it as a svg just hte flower poath it creaste a hollow design. I am clearly very new to all this would like some help please!


texts: How to snap 2D cursor to vertex in UV editor?

texts:
I'm in the UV Editor and I've UV-projected my object there. Now I want to move the 2D cursor to snap to any vertex of that object.
How to do it properly? I tried to turn on snap and set snap to vertex, but when I drag the 2D cursor, it won't snap at all. Snap to increment (grid) is working fine, but snap to vertex is not working . Any idea ?


texts: How to turn off transparency on mesh, cycles render

texts:
recently I happened to make an object transparent by luck, I don't remember how I did it. Now I am trying to figure out how to reverse the object back to its solid state. The viewport is set to texture which should show the mesh. How do I make the object visible again?

I deleted a transparent material and assigned new material. That didn't work. I also checked if transparency mode was turned off in the background image and render settings.


texts: Not able to apply material to a Animation Node target

texts:
i watched Curtis Holts Animation Nodes tutorial and started making a drone glitch effect project with it , so the target is to make a plan with a simple flooring texture and displacements , some walls , a drone model parented to a empty, The animation nodes will be taking the mesh from the plane which is the flooring and generating a target using the object output and mesh input. The floor which is just a subdivided plane has problems with materials. When i Unwrap the mesh , it works fine but when i move the empty which changes the geometry of the plane , the mesh returns to a brown texture without the proper flooring texture
Original Plane

Target Plane

My Uvs are proper , the normals are not flipped....


texts: How do I export material preview scene data so I can render it with my own engine?

texts:
I am implementing RenderEngine.render_preview(self, scene) and want to export the scene data, to then render it with my engine. I wrote the export script myself, so modifying it is an option, if that helps.

Any ideas are greatly appreciated!

PS: I tried:

Overriding the context for the operator: seems not to be an option, since it needs to contain active_object from the scene the material preview scene was created for. Results in a Blender crash, actually.
Adding a scene attribute to my exporter: cannot be passed to bpy.ops.export_scene.foo as blender properties would be.
bpy.props.PointerProperty: not an option, since you cannot point to Scenes. Usually you would pass the scene index, but in this case the material preview scene is special enough to not show up in bpy.data.


texts: How to stop a mesh from passing past the mirror point and merge with the part added by the mirror

texts:
I am using a mirror to merge the mesh with its mirror created counterpart but it simply passes through the mirror and overlaps with it instead. Is there a way to automatically merge them in the centre like shown in the 2nd image or is the only way to apply the mirror and manually find the centre, cut it vertically and remove the excess

Here is an image of the mesh after applying the mirror modifier:

Here is an image of the manually merged mesh:


texts:
I have created a 3D bezier curve.
In order to animate that bezier curve I have added hooked the curve with empties (ctrl+h used: https://blender.stackexchange.com/a/21234 )

Now I have selected my text and set up a Child Of constraint on the text and set the target to my BezierCurve ( https://blender.stackexchange.com/a/26109 ).

Now my problem:
when I animate my bezier curve, I now have to grab the empties and move them around. The problem is that the bezier curve stays at its location, resulting in that the text doesn't move.

I always want that my text follows in the center of my curve at a fixed distance.
But doesn't seems to work with the ctrl+h and child of constraint.

This is the result that I want after moving the curve. I moved the empties and manually set the text at the position, as the text didn't follow the curve by itself:

(note: I'm not so experienced yet with blender)

Update: The file I have so far:

Update 2: for now I've added a bezier curve, extruded it over the x-axis so that it doubles in length and has 3 'control points' (start, middle and end). Next I've added 3 hooks (ctrl+h) which generate 3 empties.
After this I've added my text and added 2 constraints which attach on the middle Empty (hook): a childof and limit distance.
Now I  can animate by keyframing the 3 empties and dragging the empties to other locations. By dragging the empties the curve moves and the text also follows the middle empty.
Could not find a better solution for now...


texts: How to undo clipping vertices by applied mirror modifier

texts: So I applied it way back ago, now I saw it and I can't rip it using v


texts:
Can I customize the data shown in bpy.context.space_data.overlay.show_stats ?
My goal is:
if there are 2 selected vertices, then show the distance between them.
Same for 2 selected and parallel edges (or faces).


texts: Display problems??? Very jarring stretch effect when maximized

texts: SO, what is this? I get this every time I maximize the blender window. It disappears when I "restore down" the window, but I don't like having to do that for the entire time I have to work on it. So how do I fix it? I really want to always have the window maximize, and this is just terrible to look at.


texts: Why won't my armature move when I append it to another .blend?

texts:
I rigged a model and the armature moves fine in the .blend I have it in. However, when I transfer it to another blend file I can only move it through the pose library, not through pose mode.
Any help would be great.


texts:
I've got an object that I'm rendering with freestyle edges:

I'd like this object to also be a smoke emitter:

Is there any way to draw the freestyle edges, to be partially visible through the smoke?


texts: How to set a random value for multiple shape keys?

texts:
My question is related to my previous asked one: How to set a specific value for multiple shape keys?

I have about 300 shapekeys and want to set the random value for all of them . How to do it using scripting?


texts: Particles falling through plane with collider

texts: I have particles coming out of an extruded half circle on top of a plane but they keep falling through even though I have a collider on in the plane. How do I fix this?


texts: Objects rendering well in Shading but not in Layout

texts:
I'm newish to blender and have been trying some stuff for fun.
When in the Shading tab my two objects look like this

But when in Layout tab it looks like this

Is this because there is a lack of reflective surfaces in the layout workspace.
Here is file just in case
https://drive.google.com/drive/folders/1UDwYHPuKChcps8QVuM5N79nVDnfqTfBe?usp=sharing
Sorry for google drive link. Hope you guys can help, thanks


texts: Transform object to put two faces into same plane (Blender 2.8)

texts:
I have two objects. I would like to transform the left object so that face A of the left object is in the same plane as face B of the right object. In the object properties panel, each of the objects has 0° of rotation on each axis.

For this example, I have used cubes for simplicity. However, in real life I often have two different objects that I would like to align on a specific face just like this.


texts: How to save unused data (materials, images, meshes... etc)

texts:
It is my understanding that when materials for eg, are not attached to an object and you save the blend file - the materials are gone when you re-open the file?

How can you keep your materials - even when they are not attached to an object ?


texts: How do I recover a UV map I used to make an image mask?

texts:
I have an object with two UV Maps.  I had made an image mask for one the UV Maps that I want to edit but I can't recover the UV Map without doing the unwrapping again which I don't fully remember which faces I included.

I always feel like I make a UV Map and they just disappear and exist in some magical land.  They function but I can't see them or edit them.

I want to recover "rust.map" UV Map and edit the image here over that UV map.


texts: Snapping Vertices to One Vertex on a UV Map

texts:
I am following the tutorial for Creating a Lowpoly Concrete Barrier.
At about 29 minutes and 4 seconds he begins snapping the first two pieces of the texture in the UV map. I believe I have the settings the same and I managed to get the first vertex to vertex to snap. However when he snaps the right side it is multiple vertices to one vertex and the image seems to move instead of growing bigger (hard to tell b/c he is zoomed in).
The image below is the point I get to:

...however every time I try to snap this ends up happening (one vertex gets pulled and snaps versus all vertices moving and the lowest one snapping:

I have spent the last hour trying to find how to do it how he did in the video and I'm at a point where it's just become frustrating, but I don't want to give up. What am I missing? Thanks.


texts: Blender 2.8 - Texture not showing up on material preview, neither exporting to .fbx file

texts:
(Ok, so i've looked it up, and none of the answers to other simillar questions helped. I'm getting desesperate)

I created this model on Blender 2.8. I configured the material settings, unwraped the texture in uv map, assigned materials and everything. The textures are properly shown on shading mode, but on material preview it doesn't show up, neither when i try to export to a .fbx file. But the texture of the shirt is working. Nodes are enabled. All settings look the same, i can't find out what's wrong.

Project File Link Please, i need help!

//Edit: the texture was showing up on material preview before.


texts: How do I import decal packs? I have put some extra decals into the "My Decals" folder. None of them load. I am using 2.81a. I am running Win 10 64bit if this makes any difference.


texts: Blender hanging while texture painting; incorrect / random sections being painted. (solved)

texts:
I wrote this during Blender's 'hang time' while texture painting. I've
since solved the issue, but thought I'd post it anyhow; in case other
people have similar issues.

I'm trying to texture paint a model (elderly man) and am running into some problems. When painting one section, Blender hangs while it calculates the task, and after 5 - 15 minutes it will paint entire sections of the model, seemingly at random.
As an example, I'll click (not drag across) a small part of the neck, and it'll hang... only to eventually apply the brush stroke to large parts of the arms, legs, and torso.
I've checked the forums for people having similar issues and have attempted their fixes without success. To recap; the model is UV unwrapped, has large margins and no overlapping areas. I've reduced the brush bleed and set it to only affect the outward face, and am using a high resolution image. I've also adjusted how many times 'undo' can be used on the chance that performance issues were creating problems; but do have a good computer that doesn't struggle otherwise. All the faces are correctly aligned, and I've manually adjusted the UV map to increase detail in the important areas.
Of note is the randomly painted areas are not behind the spot I'm painting, and they're not overlapping in the UV map; most of the time, they're entirely off screen. I have noticed that I can paint more reliably if there's no complicated parts behind the brush; eg, painting the cheek when there are teeth behind it is more likely to cause the program to hang and incorrectly apply the brush stroke.
Solution:
The problem seems to be a result of the UV unwrapping process, and is linked to the angle limit. With the cheek, for example, most of it was smooth except for some wrinkles I'd sculpted. Where one vertex in that wrinkle exceeded the angle limit, the associated face would be unwrapped into an isolated UV vertex group.
While Blender normally handles this well, the 300k faces in my model resulted in many instances of isolated UV vertex groups. When coupled with a large brush stroke and any bleed greater than 0, a simple click can paint a much larger area than intended; and cause the program to hang while it calculates the areas affected.
Selectively smoothing parts of the model, and adjusting the Smart UV Project angle limit and island margins fixed the issue. While it does still pause momentarily in some areas, the delay isn't a hindrance when painting textures.


texts: How can I make sharp geometric 3d models look more realistic?

texts:
I'm making a scene in Blender with manufactured mechanical and electrical objects - cylinders, metal objects and so forth. I want to make these look real, be fully present with a sense of mass and substance.

3DCG has a tendency to make everything very sharply geometric, often looking mathematical and artificial. In other scenes, some organic curves, normal maps or particle systems would help make object look real. Like for example, making a simple plastic dog model look more believable, one can add more vertices for better definition, add texture layer, add fur etc.

My scene shows clean resistors, wires, metal strips and such, all sharply geometric. It's tricky to find ways to make the result less mathematical and more substantial, realistic and interesting to the eye.

What are some effective ways to add realism to these objects?


texts: Is it possible to have a property sensor detect a value higher or lower than a specific number?

texts:
Right now I have a simple logic setup (image below) to make the armor points of my tank go down and disappear when it gets hit by 25 objects with the bullet property. When it gets hit by 7 objects with the missile property, the armor property drops to 4, another makes it drop to 1, then it drops to -2. it never equals 0 and it never disappears.
Is there a way to send a positive pulse to the And controller if the property equals or is lower than 0?
click image for full size


texts: I'm looking to create a render farm at my house from Raspberry Pi 4s, but I'm checking on my 3 and there isn't a network render addon in the menu. Is it possible to bring the feature back somehow or is it dead forever for the raspberry pi?


texts: Complex SVG file fails to import correctly into Blender

texts:
No curves get imported at all into Blender, and I'm totally mystified why.
I have a CD of vector pattern library images that I'd like to use within Blender. These appear to be good vector images, i.e. in Inkscape I can see and edit the objects and paths.
I cannot use Trace Bitmap as an option, as these appear to be objects and paths (I'm no svg expert). I cannot convert to raster images and then trace, as that destroys the quality. I have literally hundreds of these images, that I would like to use as extrusions on decorative borders within Blender, but nothing I've tried seems to import the curve data, it comes in as an empty collection.
Before you answer:

This is not a scaling issue.

I tried Trace Bitmap many times - as they are not bitmaps, there's nothing to select or trace.

These appear to be bona fide vectors that I can edit and save. I've tried simplifying the image (destroys it), I've tried every svg format Inkscape offers.
One puzzle which makes me suspicious that these are not true path objects is that there is just a single node on the pink object. I can edit the handles and change its shape, so I assume it's a proper path, but I was expecting to see more nodes that define the curve.

Blender v2.91
Inkscape v1.02
File: https://drive.google.com/file/d/1ECnSQ77L99CpWiA0rMtou3w7qFPfiuYQ/view?usp=sharing


texts: When rendering, Cycles and Eevee only renders some materials

texts:
I was following along with a tutorial and finally finished my first model, when I try to render however it only renders some of the materials.
The render I get.

Screenshot of the materials that go missing.

Sword.blend1


texts: More than 5 mix/principled shaders turns material pink in material preview but not in rendered preview? No missing textures

texts:
I'm doing a 3D map with a single material only using masks to change between terrain types, but once I add more than 5 mix/principled shaders the material turns pink, this issue just happens in the material preview window, not in the rendered preview.

Like so:

And as you can see it is not a missing texture issue either since it previews just fine if done separately.

I need to fix this otherwise I can't paint on the masks, so if anyone can shed light on the situation I would be grateful, thanks!

I couldn't make the file size lower than 30mb since there are a lot of textures, I hope a google drive link is acceptable? File


texts: Im making a simple animation a file attached. At the start its good sphere but as it start revolving the sphere is getting compress. Whats the reason and where im getting wrong


texts: How to get rid of the bonds between bones?

texts:
I'm not sure what to call them so I'm just going to call it a bond. I deleted a bone to hope that it'll separate a set of bones from another set of bones.

Now this is happening:

The dotted line is where the bones were but the bones still exist as one set of bones. So if I moved one bone further down, it would still affect the arms even though there are no bones connecting them.

How do I delete these 'bonds'?

Thanks in advance!


texts: Copying Y scale value onto multiple objects

texts: The thickness (Y-axis) are all different value and I have been attempting to reset them all the a particular value without doing it one by one. I also tried using the copy attributes plugin but it only offers to copy all the scale values instead of just the ones for the Y value. Any thoughts how I can copy Y scale to multiple objects?


texts: Blender 2.8 (Python) - what does this console error mean

texts:
It occurs when I am printing to disk a .jpg image of my scene:

AL lib:  (EE) ALCmmdevPlayback_mixerProc:  WaitForSingleObjectEx error:  0x102

My script just stalls out after the error message appears.

Anything I can do about it?


texts: How to preserve shape keys with decimate modifier?

texts:
I want to use the decimate modifier to make some LODs of a mesh, and this mesh has a very huge number of shapekeys which I must preserve.
I can't apply the decimate modifier with a mesh with shapekeys.


texts: How can I make the knife tool cut in a straight line between two vertices?

texts:
If I were to make a sphere and cut between a vertex near the sphere's "north" and a vertex near the sphere's "east," the cut becomes curved in a way reminiscent of the Coriolis effect. I just want the knife tool too cut through the edges between them in a straight line. In other words, I want it where knife tool cuts between two vertices always gives the same line cut (the shortest and most direct path possible) regardless of my viewer.

Problem:

I've had people tell me this is a result of having the view in perspective mode, which it clearly is not. Orthographic views also have this problem.


texts: Why does swapping the X and Y mapping coordinates break 'box' mapping?

texts:
Can anyone explain why swapping X and Y coordinates breaks box mapping?

Logically, I was expecting it to just mirror the image. It works top down but not on the sides?


texts:
I am pretty much a blender newbie but here is what I am trying to accomplish:

Basically I want to create a simple 2d animation using nodes. I created this simple network which changes the color over time:

When selecting single Frames in the Compositing tab, the colors are changing correctly. However when pressing the play button (in the Rendering tab) I would have assumed that I can view a "animation" of color fading but the colors are not changing at all (I selected the Viewer Node in the Rendering tab). What am I doing wrong?

Also I would like to "export" these rendered frames as background into my 2D Animation canvas and eventually draw onto them. How can I do this?

Any information of how to do it or information on finding information is helpful

Thank you very much


texts: Precise Box creation (migrating from 3d MAX)

texts:
I'm migrating my primary 3D tool from 3D Max to Blender.
I Just missing to create a precise form. for instance: create a 10x14x12 Box. The For now I'm only able to create an 1x1x1 cube, and them inaccurately move its vertices to a proper position.

Is possible to create a predefined size basic form like this?

Thanks


texts:
So I'm watching this tutorial: https://www.youtube.com/watch?v=CVPcT0dJmoY

and around 41:44 he selects only a small part of the circle, How does he do that?

To clarify:

That circle, how does he create that? Whenever I try to do what he's doing, It does this:

It affects the whole circle, not just a portion of it.


texts: How to let softbody assume default shape again

texts:
Yo wassup,

I dealt a lot of time in the past few months dealing with softbodies, but I still couldn't figure the following out:
Why is a softbody unable to go back to its default shape when previously deformed through shapekeys?
I included an example below - while it looks like it's back to the original shape, you'll notice a tiny offset between the baked and original shape. No matter what I tried, that offset doesn't disappear.

The green object is the original object deforming from a flat plane to this mess with a shapekey - the mess-shape however is the Basis-shape and the flat-shape a shapekey, not the other way around. The red object is the same but with a softbody modifer.

My current understanding is that when working with shapekeys, the goal-property tries to get the softbody into the shape of the currently active shapekeys (or modifiers), while the edges-property only pays attention to the original shape (Basis-shapekey - or probably just the vertex spring-distances towards each other at that Basis shape) and sees the goal as exterior forces trying to deform that shape. This explains why, when using both goal and edges with shapekeys, the bake will look different to what it looks like at the original.

Knowing that would mean that if you actually want your object to go back to the Basis-shape after some deforming, you just need to set all shapekeys to 0 at your last bakeframe and have both goal and edges active (edges in case you're still working with collision objects), since both the edges want to have the basis-spring-lengths again and the goal wants to assume that shape anyway, since no shapekeys are active. But I don't get that, instead I get a shape which looks almost similar but still isn't actually the same (as shown in the pictures). They both want that shape, but it still doesn't fully appear. Why is that and/or how do I fix this?

Cheers.

(It also still doesn't work if you turn off all field weights and set the weight to 0kg, and setting the goal to 1 will make it completely ignore the edges and thus also collisions - I only want it to fully deform if there are no collision objects preventing that. If you let it bake for some more frames after all shapekes are all already inactive it will only get a bit better, and that only until a certain point after which it won't change at all anymore.)


texts:
I generated a bunch of points using mathutils.geometry.interpolate_bezier() but noticed the points are not uniformly distributed on the curve. Please see attached screenshot.

I think it has to do with the interpolation function processing each segment individually which can be dense or sparse depending on how stretched the segment is.

Is there is a better way to interpolate bezier curve and obtain a list of uniformly distributed points?

Thanks!


texts: PythonScript to load data as colored point-cloud

texts:
Background

I want to render 3D points with color information for scientific visualization. I have several hundred thousands of points up to 2 million. For each point I have [xyz] coordinates and two scalars [t, tau]. The scalars should be shown as color and are currently mapped to uv-coordinates.

Wanted result

I want to achieve something like this but with (lots) more points/spheres:

Current solution

Here is my script: visualisePointCloud.py
Here is some example data: point_data.txt

My workflow

load the data
create/copy a sphere mesh
move the copied mesh to [xyz] coordinates
define the uv coordinates for the whole mesh with respect to [t, tau]
repeat 2. to 4. for each data entry
join all created meshes

Problem

While loading the points and creating the scene I get a slowdown. The first 1000 points work fine, but the overall process gets quickly slower. I am sure it has something to do with the commands I use from the API and the amount of objects I create.

I had two ideas to solve the problem - neither worked:

Create a sphere mesh for each data entry and join them in the end. This leads to a huge amount of created objects, which slows down blender (compare this question).
Create the meshes for a subset of the data entries and join these to a single object/mesh. Do this until all points are loaded. This leads to the problem, that the joining process gets more complicated and increasingly takes more time.

Questions

Are there better commands I can use to speed up the process?
Is there a better solution than copy a sphere mesh for each data entry and adjust its UV-coordinates for coloring. E.g. create one mesh and add vertices to it - how can I alter the UV-coordinates this way.
Is there generally a better way to render a colored point
cloud, e.g. this one is missing the colors.


texts: Pink material when using 2 x PBR (Principled BSDF) materials into a mix shader w/Eevee

texts:
When I combine two PBR materials (with Principled BSDF Shaders) in Eevee through a Mix Shader, the output is pink?

Alone, each Principled Shader works, even if I pass one material through the mix shader, that works. As soon as two go through, it's pink?
I've tried re-creating in a fresh scene with two Principled Shaders, some basic noise textures for color/roughness/normals, but unable to recreate in that case. Seems to be linked to the use of images possibly?
Any help is most appreciated. Thanks!
Have tried the materials on their own, and they work fine:

Top Principled BSDF Shader works fine on it's own:

Bottom Principled BSDF Shader works fine on it's own:

Running a single BSDF Shader through the Mix Shader works as expected

The mask I am using (for context):


texts: Is it possible to export specific components of a .blend file?

texts:
Let's say I've made a nice rig, but it relies on a Python script I made. I prepare a .blend file to distribute: I put all of the objects into a group and a store the script with a conspicuous name.

In order for some unwitting user to use my rig in one of their files, they must use the Append function once to import the group (.blend → Groups → [group]), and once more to import my script (.blend → Text → [script]).

While it's only a mild annoyance for those who know what they're doing, inexperienced users often get confused with this, especially with extra clutter whilst Appending (Scene? Node Tree? Brush? FreestyleLineStyle?).

Is it possible by any means to export specifically the components I'd like a user to import, like specifically this group and specifically this text and nothing else from the file?

Ideally, opening the resulting export would import the chosen components, eliminating the need to Append at all.


texts: Center grooves with mirror and Subsurf Modifiers

texts:
SOLVED BY SHADY PUCK = AN UNDELETED FACE IN THE CENTER

Delete that face & Reapply Modifiers


texts: BGE Character is invisible when press play

texts:
So I am making a pretty basic game where you just collect keys to open doors. And I came across an issue. My game was working perfectly fine before and I haven't even touched my character in days. But all of a sudden I can't see the character when I press play. The mesh for the character is there but the mesh with the amateur is not.

Here is what I already tried or know.

The normals are all okay
It is not invisible in the render camera
It is not invisible on the layer
I haven't touched it at all in the past days so it is weird that it is happening in the first place
While I am editing the game the character is there
When I play the game first thing it just isn't there. It doesn't move fast or go anywhere that I can see
Even if I play the game without looking through a camera it does the same thing. Or even if I look through both cameras available it still does it.
It seems to be the only thing missing. Everything else is still there
I have it set that the actual character is no collision. While there is a box around around it that is invisible that plays as the character (moves for it and has the collision)

Please let me know if you have had this issue or you think you might know what is wrong.
Thank you in advance. :)


texts: I'm trying to make sort of a flat spherical shape. It is the shape of an M&M. I have looked all over the internet but have not found anything.


texts: Material setings in properties window is missing

texts:
I have added a sphere and I was able to add material and give it a color. Now when I add a second sphere (separate object), the material panel is just blank.

Blend file


texts: Array modifier changing second array modifier

texts:
I'm trying to array an object in two directions, like this:

But when I try to have both at the same time, the first array influences the other and the objects will not touch anymore:

So how can I make both modifiers independent of each other?