texts: I am working with Blender 2.78 where plugins are apparently programmed in python 3. However I will need a custom library programmed in python 2 to be accessed from my plugin. As there seem to be python 2 and python 3 in /blender/2.78/python/lib, is there now a way of using python 2 libraries in my plugin?


texts: If I put each character on a different layer, can I still render my animation with the characters in the scene?


texts: My blender file will not print; any suggestions?

texts:
I have a 3D printer and after learning of blender (and rebuilding my computer to handle it properly) I delved into 3D design for table top mini's.  I'm using Blender 2.90 currently.  The object in question does fit on the printer bed that I'm using (a monoprice III v.2).

I've created an image that will function as the base of a tower I'm designing but for the life of me I cannot get it to print.  That means either a, the 3D print software I'm using is in error, or the more likely b, I've done something with the file that is causing problems.
When I load the file as a STL the print software doesn't show it with levels.
Here's a link to the file if anyone wishes to take a crack at it.
Any help would be appreciated.


texts: Transparency Issue I've never seen [Blender Render]

texts:
So I'm using a mesh with a blushing texture that I hide in my character's head to create a blushing face with a shape key. I've done this before with no problem. This time I've run into a problem I've never seen. Parts of the blush mesh seem to cause any mesh behind it to become transparent when I turn on alpha settings, as seen below:

The only difference between this time and last is that I'm using a single texture for both the face mesh and the blushing mesh. Could that be causing the issue?

Here is the texture:

Here are my transparency settings:


texts: Using Empty Object Coords for shading (Multiply Vector by Matrix)

texts:
I'm making a setup that reduces the complexity of shading by replacing the Normals with coordinates from an object. If you take Object Coords of an empty and plug them into the normal socket of a shader, you end up with the object being shaded as if it were a sphere. If you make some edits to each axis, then you can change the shape more. In this setup, the sphere is distorted quite a bit to give the shading I want for the face:

So this all works quite nicely. The problem is when the head moves:

What we see here is that the altered normals are masked only to the face, with the real normals still in use further up the forehead. As the head rotates, you can see the shading desync. It rotates with the head, instead of the light moving over it. This is because the Empty is parented to the head bone. I'm not sure exactly what's going on, but its something to do with the coords of the object being in the wrong space (world or object). I've tried Vector Transform node, but it doesn't help.
If the Empty only copies the location of the head and not the rotation, then there's no problem. But that only works if the head only rotates on Z, and never tilts or rolls. So it's not a proper solution.
I'm looking to understand why the coords from the empty are behaving wrong in the first place, and what can be done to make things stay properly synced up as the head moves. Someone has suggested that they might need to be multiplied by the Matrix of the object. I could get the Matrix info via drivers, but I'm not sure what to do with it after that.


texts: how to call a floating properties window and display the modifiers tab?

texts:
Well, what I want is that after a shortcut,  a floating window appear with the properties area sowing the "modifier" tab. I almost get it to work. But I have an error. Here is my code
import bpy

# Call user prefs window, since it is not possible to create an empty window
# this is called and then changed into the "properties" area
bpy.ops.screen.userpref_show("INVOKE_DEFAULT")

# Change area type
area = bpy.context.window_manager.windows[-1].screen.areas[0]
area.type = "PROPERTIES"

#change to modifier tab
area.spaces.active.context ='MODIFIER'

This code works only if the window is already shown. If the window does not exist it throws an error in the last line:
area.spaces.active.context ='MODIFIER'

The error says:bpy_struct: item.attr = val: enum "MODIFIER" not found in ()
It seems that is trying to access a context that does not exist but I don't know how to get the current space context...


texts:
Yesterday I switched to 2.81 stable and now all Pie menus appear as usual except when I press Tab, then it only switches from edit to object mode and back, as if there is no pie menu add on installed.
If anyone has a solution to this I'd love to hear it.

Thanks!


texts: How to change the active node tree data block using python?

texts: I'm using animation nodes add-on. How can I switch between the node tree data blocks using python (as shown in the picture below)?


texts: Reflective Glass shader, like those in our window

texts:
I want my glass in Blender to be reflective and also transparent, like most glasses of the windows (not MS Windows).

They reflect light to the lighter side. For example, during the day, it behaves like mirror in the outside and the inside of the building isn't seen from the outside. But during the night, the inside is ligher, so it behaves like mirror in the inside, and we can see inside the building while looking from the outside.

How to achieve this effect in Blender? (The day/night example was just for explaining it, so please suggest shaders and materials, not different materials for each time! I want a single material and a single window glass)

Thanks


texts:
I'm starting to dabble in IK rigging and think I bit off more than I can chew. I have a 4 legged tank in which each leg is its own armature.
I want to be able to rig everything up so that when I move the center base of the tank upwards, the legs will move with it, as if if was lifting itself off the ground. My issue is how to take all four legs and parent their meeting point with one single bone, in which I can then parent the mesh of the body of the tank to.
I understand I more than likely have done all of this wrong, but hey, it's a learning experience. All four legs are rigged up correctly in that the have a range of motion that their meshes would allow. The four bones coming out of the middle are not connected to one another and do not themselves contribute to the movement of the legs. The movement begins where the leg mesh does, which hopefully can be understood better in the picture above.
I apologize if I haven't explained this well, I'm not well versed enough in rigging to know all the lingo and explain it better as of yet.


texts: How to set a certain scene if object fall below a value?

texts:
I would like to set a certain scene if a certain object falls to below zero or less.

This is the current aspect of my script:

import bge

# get the controller
controller = bge.logic.getCurrentController()

# get the game object that the controller is attached to.
obj = controller.owner

# get actuator attached to the controller named switchScene
act = controller.actuators["switchScene"]

# Detects player's z position is equal or minor then zero
if obj.worldPosition.z <= 0

# set scene name
act.scene = "Main"

This is the error that the terminal returns:

Python error compiling script - object 'Player', controller 'Python.003':
  File "Z.py", line 13
    if obj.worldPosition.z <= 0
                              ^
 SyntaxError: invalid syntax

Thank you.


texts:
I am working with a makehuman model in blender. To change the pose of the model I modify the scale and rotation parameters of the bones. The code looks similar to

bpy.context.object.pose.bones['hand.fk.R'].rotation_euler[0] = 0

My goal is now to get the location of a specific vertex after some pose changes. I already tried to transform the vertex location with the object world matrix

bpy.data.objects['makehuman'].matrix_world * v.co

but since the world matrix is an identity matrix the result is the same independent from the current pose.

How can I derive the vertex location after a pose change, or is it even possible?


texts: Scale object with edge loop as if there were no loops

texts:
I have a cylinder, that have been split with multiple edge loops.

Is it possible to scale the bottom part of it as if it were no intermediate edge loops.


texts: Is there a way to move the sculpt tools (grab tool for example) away or towards the user?

texts: I am sculpting some features and I want to make some precise sculpting moves. With the grab tool, I would like to grab a part of the mesh and move it "away" from me, without any lateral movement of mesh. Is there a way to do this?


texts: Fire animation doesn't aplly force field automatically

texts:
I'm learning to build a fire animation. I have a domain with fire element including a force field.
When I change the force field strength the fire doesn't apply it automatically. So I need to reenter any value (fire reaction speed as an examaple) in the domain to recalculate the fire reaction.
Can Blender do it automatically?
Here is the link to a screen recording


texts:
I want to convert a hair particle to mesh, but whenever I press the convert button in the modifiers panel it converts to a curve. I can then give depth to the curve, but I can't give it the same tapered effect I could get in the particle settings. How do I fix this?
More info:
What I want:

(I got this by rendering it)
What I have:

(The converted curve)


texts: Displacement on certain objects not working

texts:
In Blender 2.71 using the Cycles engine, I cannot get displacement to work properly on certain objects.

Here are some screenshots of thre three objects and the nodes I'm using for them: water, a cube, and a plane. Although the displacement works fine for the cube and the plane, it refuses to work on the water. The nodes I'm using are based off of this answer.

Water nodes:

Cube nodes:

Plane nodes:

Viewport:

Render:

Here's the .blend. You'll also need the texture files from here and here.


texts: Python: How to toggle an object visibility with a menu?

texts:
Hello everyone I was making a menu for my rig in python, so I was wondering how would I make a menu that can toggle visibility of certain objects according to the option I choose:

For example, let’s say I have “Object 1” and “Object 2” as you can see in the image, and I want that when you select “Slot 1” it only shows “Object 1” and when you select “Slot 2” it only shows “Object 2” and so on (Ignore the “Default” option).

How would I do that? I’m very noob on python…


texts: How to make a texture always upright relative to the global Z?

texts:
I have a character with a hologram effect by using the Layer Weight node.

The file won't upload so here's an image:

So when the Layer Weight node is connected in the Factor of the Mix Shader, the two inputs of the Mix shader are blended in a way that whatever is in the first input, it will be shown on the normals of the character that are more facing the camera (Emission and Transparent shader, in my example). I’m using a similar material with a gradient texture, its just that the polygons (with the "Lines" Attribute) that are more facing the camera are mixed with transparency and the other once with Emission. The normal map of the character is using a different UV layout/Attribute (this is more clear in the node setup of the file). But, is there a way for the lines to face the Global Z direction all the time even when I animate the character? Because the lines are likely to be animated to travel at the Z axis.

The texture for the lines - http://fc04.deviantart.net/fs71/i/2012/225/8/5/gradient_stock_01_by_gradient_textures-d5ayk4y.jpg


texts:
I'm trying to animate some Gears with Drivers. With the Expression '(bpy.context.scene.frame_current)/10' it works very well. The gears are rotating from begin to end of the frame range, but I would something like begin to rotate after a few seconds (like at frame 300), when another object activates a switch for the gears.
Can I set a Keyframe for the Driver, where the Driver has to be activated?
It's the first time I work with Drivers so I have no ideas for the correct solution.

Thanks for help :)


texts: scaling problem with rigify when using multiple objects

texts:
I am having an issue where when i move any of the rigify armature bones, the objects are being scaled up, as seen here:

I am using individual objects for each bone that is parented to the armature by bone as to not bend them.
I would like it if the objects didn't scale up every time i move the bone out of range and for the armature to be limited to the current scale of the object, as you would have if using one object with the rig.
If anyone has a solution, it would very much help when it comes to posing and animating!


texts: How to speed up cycles render times for animation

texts:
I'm quite new to blender and 3D in general. I made this character for an academic project.

I made the materials using mostly the nodes in the shader editor.
lava:

object:

this project is supposed to be a 10 to 20 secs animation (I will pick some animation from mixamo), but i noticed that the rendering takes like 18 mins for 1 frame. Is there any way to make this rendering process faster?
I tried changing the render engine to eevee, it takes like 20 seconds, but I lose quality =/


texts: Is it possible to have coordinate system with 3D cursor as origin?

texts: I would like to do some precise vertex positionning with regard to the 3D cursor, eg put a vertex at coordinate (0.1,0.1,0.1) from 3D cursor (which I can position very easily to a convenient position). Is that possible? I am not talking about the local coordinate system, which takes the object's origin as origin.


texts: How do I select parents and children together in the outliner?

texts:
So for example I have a model chair which includes the arms, piston (that type of chair), base etc. How do I select all parts including the parent item for duplicating the model? Shift+G only allows me to select the children but not parent. I'm fairly beginner with Blender.

Thanks


texts: Bezier Interpolation messes up Animation Loop

texts:
My Animation loops are never smooth when they loop. This is a bone from an animation (I've made a habit of saving the default position into keyframe 0 which is not used by the animation)

The green bar is the part that loops:

This image shows what happens when the animation starts Looping. The Green Bars mark the same bit as the top picture. The cyan circle shows the problem. What I used to do is double the animation and simply use what is within the Blue bar. I would go on and fix the keyframes in the middle manually.

Since I am doing A LOT of animations lately with A LOT of bones, I cannot go through this process everytime. How can I smooth the animation without complicating things too much?

And please don't tell me that dragging those THINGS is the only way.


texts: I am considering purchasing a Mac for my godson who will be using it to run Blender 2.8.  I know very little about this program.  All I can find are requirements for a Mac that will run earlier versions of Blender.  Would someone please recommend a list of requirements for a Mac (or a link to a list of requirements) that I could use to find a model that can run 2.8?  Thank you in advance for all your help! Sincerely, M. Lap


texts: procedural texture randomises its position every frame of animation

texts:
So i'm making an animation and the texture on the gloves are procedurally generated. after rendering I noticed that the texture looks really dodgy and moves about but not even in the same way as if I were to use the 'window' option from the texture coordinate. I cant seem to figure out why this is happening. would baking the textures fix the issue?

Below is a video demonstrating the issue. the colours has been exaggerated to make the problem more obvious as well as a screenshot of the node setup for the texture itself.

video -- > https://imgur.com/a/B0EPJup

I would prefer avoiding baking as i tried it earlier and it looked horrible compared to using this as is. Unless i did it wrong of course.

Any help much appreciated, thanks.


texts: I have no idea what is causing this, but for some reason when I render my scene in Cycles it gives me these shadow spots. What's more weird is that it's only when I'm rendering interiors and it only shows up in the final render, the rendered viewport is perfectly fine.


texts: how to disable compositing nodes for selected frames?

texts: In the beginning, I have used the Glare compositing nodes for frames 0 to 160. After frame 160, I wanted to animate other objects without the Glare compositing nodes, but when I rendered the whole video out, the nodes were applied to the entire animation. Is there any way to disable the compositing nodes for selected frames? (for my case, after frame 160)


texts: Cloth falls inside object rather than on top

texts:
As you can see in the picture, the blanket folds inside of the top mattress when it's supposed to fall on top. The blanket starts outside of the perimeter of the mattress but gets sucked in for some reason

This is using Blender 2.8 and the cloth and collision modifiers have not been changed from default settings.


texts: i dont know its name but it looks like this, i want the face curved but its just wierd


texts: My particle eyelashes doesn't have cast shadow when render with eevee

texts: I use particle to make eyelashes, while rendering , I see that the eyelashes doesn't have cast shadow. I made the eyelashes longer and thicker to make sure the shadow will cast but it seemed to not work. pls help me


texts: Blender noise during paint in Texture paint mode

texts: I have weird problem. During paint in texture paint mode after paint the color is not filled but have any "noise". Like on the image:


texts: Can "Toggle Quad view" remember the viewpoint?

texts: When I click twice on Toggle Quad View, it let me with an ortho-view instead of the previous 3D view, forcing me to find the viewpoint I had previously again. Is there an option to remember the viewpoint? Hitting Numpad 0 to toggle between current viewpoint and camera view works.


texts: Parenting arm twist bones to forearm bone

texts:
I created separate bones for animating twist of the arm muscles and applied a copy rotation constraint based on the wrist bone. (Y axis only, local space to local space, mix=replace):

I had to disable their rotation inheritance from the main forearm bone because with it, the twist bones would over-rotate as shown below:

When inherit rotation is disabled for the twist bones, they rotate correctly, but no longer follow the main forearm bone, which is used for IK to allow control of the hand and the elbow:

How do I parent the twist bones (green) back to the forearm bone (yellow) without adding its own rotation to the rotation coming from "copy rotation" constraint for the twist bones? Please help.


texts:
I originally had a motion tracking scene but now I want to get rid of it. I tried reverting everything back to normal like deleting the foreground and background and  every time I try to fix something it starts a whole new problem. Just fixing one thing would be a huge help. As of right now it won't render.

https://drive.google.com/open?id=1K-V7MpXHIMxf9NMI6AINt6JmXopBGbmZ


texts: Do an action automatically every n minutes with Python?

texts:
I want, for example, to move the context.object every 10 minutes automatically.
So no action needed, if I run my script the first time it will activate this incremental action, and if I run it a second time it will stop listening.

Is it even possible to do those kind of loop actions ?

I know we can get time information with

import datetime
time = datetime.datetime.now()
date= time.strftime(" %Y-%m-%d_%HH%MM%S")

Thanks to RUben for this answer, so i had another problem, once i launch a timer, impossible to stop it with another run of any code.

this for example

def every_1_seconds_word():
    print("World")
    return 1.0

bpy.app.timers.register(every_1_seconds_word)

but i can break the timer if it respect a condition

def every_1_seconds_word():
    print("World")
    if it.respect.the.condition.im.writing.right.now == n:
        return None
    return 1.0

bpy.app.timers.register(every_1_seconds_word)

but i don't know yet how to do this because i need to create a new condition line within blender itself, it need to be accessible on every run of the code, wso why not using an existing one ? for example with:

def every_1_seconds_word():
    print("World")
    if bpy.context.scene.cycles.preview_start_resolution == 9999:
        return None
    return 1.0

bpy.app.timers.register(every_1_seconds_word)

by using the start resolution parameters for example, i can create another code that can play on this to break my timer.

A = bpy.context.scene.cycles.preview_start_resolution
bpy.context.scene.cycles.preview_start_resolution = 9999

def in_1_seconds():
    bpy.context.scene.cycles.preview_start_resolution = A
bpy.app.timers.register(in_1_seconds, first_interval=1)

this is quite a macgyver solution but well it work


texts: It's my first time getting into rigging and I'm trying to follow a tutorial on rigging using a robot character I designed. I'm at the part where I'm trying to set the armature with the body parenting using the automatic weights feature but it won't seem to work right off the bat like in the video. All the pieces of the robot are still separate. I tried joining them and doing it again and still no luck. The armature moves but no movement from the robot itself. What could I be doing wrong?


texts: Is there any disadvantage to using smoke adaptive domain?

texts:
In the smoke simulation settings, there is an option called smoke adaptive domain.  It basically (as far as I can tell) just changes the domain's size at each frame to be just big enough to fit the entire smoke simulation inside.  It can really save some baking time, especially at the beginning of the simulation when the smoke is first expanding from the emitter.

My question is, is there any reason not to use smoke adaptive domain?  I personally can't think of any reason not to.  But it is an option, and it's actually off by default, so I thought there may be some disadvantage[s].


texts:
After adding an draw handler to my operator my terminal is showing the following:

Traceback (most recent call last):
File "C:\Users\3DDigitalVenue_1\AppData\Roaming\Blender
Foundation\Blender\2.80\scripts\addons\project\OP_operators.py", line 104,
in draw_callback_3d
self.shader.bind()
File "c:\Program Files\Blender
Foundation\Blender\2.80\scripts\modules\bpy_types.py", line 670, in
__getattribute__
properties = StructRNA.path_resolve(self, "properties")
ReferenceError: StructRNA of type ModalVectorOperator has been removed

The program still runs but i don't know if it's important this warning or from where it's coming. Here is the function i pass to my handler:

  def draw_callback_3d(self, op, context):

    # Draw lines
    bgl.glLineWidth(10)
    self.shader.bind()
    self.shader.uniform_float("color", (1, 0.3, 0.7, 1.0))
    self.batch.draw(self.shader)


texts: Texture aspect ratio independant of scene aspect ratio

texts:
I'm experimenting with making a shader that looks like linework and colouring on paper.  As part of this I'm trying to apply a repeating texture map to give the base paper look to everything in my scene.  As it's supposed to look like it's all on the same piece of paper, the paper texture needs to be independent of the object surfaces in the scene.

I found I can get pretty close to what I want by using the Window texture coordinate node with the texture map I'm using to represent the paper.  However, there are a few issues, biggest of which is that the aspect ratio of the texture changes to that of the viewport, which I don't want to change.

Here's a perfectly square rendering with a resolution of 1920/1920 (note: The "paper" texture is a simple placeholder to test the concept, and I'm also adding a colour ramp that won't be in the final version to exaggerate the contrast of the texture (it's very light grey on white.  Also, the items that have colour are part of a previous shading experiment and should be ignored for the purposes of this question).

Here's the same scene rendered in a 16/9 aspect ratio.  As you can see, the texture has been squashed horizontally, the only thing that's changed between the first and second image is that I've changed the output resolution to 1920/1080.

My node setup looks like this (The colour ramp on the texture is there purely to increase the contrast and it won't be in the final version):

What I'd ideally like is for the paper texture to be pixel exact to the input image with no scaling at all, so that it looks like I simply drew the lines over the top of the original file.  Failing that, I'd like the aspect ratio of the texture to be preserved and not dependant on the rendering aspect ratio.

Is that possible?  How do I achieve it?


texts: NLA : is it possible to "hold backward" an action strip?

texts:
I know about the Hold Forward extrapolation mode of an action strip in the NLA, which allows you to to extend the pose of the action strip.
But is there a way to "hold Backward" ?
I mean, I would like that my pose starts sooner but without changing the timing of my action.
Thanks !


texts:
I would like to have full control of the shadows in post production.

That's why I would like to have

A shadow render pass containing only the shadows of my scene
A shadowless render pass containing everything else but not the shadows

I know how to accomplish the shadow pass, but the shadowless pass is giving me trouble.

Someone told me to subtract the shadow from everything else using nodes. But how do you do something like that in practice? I tried if using the math node in different modes like "subtract" would help, but the results were weird.

So to recap my question:
How can I create a render pass that has no shadows in Blender?

EDIT: I should mention that I'm using cycles as the render engine.


texts: Blender 2.83, crashes whenever I add force field settings to my hair particle system

texts: I am making a scene in blender where I want the grass to blow in the wind.  I added a hair particle system, and made it look like grass.  I wanted to add wind, so I went to the force field settings in the particle editor and added a wind effector.  but it crashed as soon as I clicked it.  is this just a weird blender bug? or am I doing something else wrong?


texts:
The smoke sim I made shows up in every viewport besides render, and it does not show up when I render image. I tried recreating the flow and domain, switching cycles to evee and back.
https://pasteall.org/blend/d2f16ddaf38a461483c8c8ece0f67571 .blend file


texts:
This is my first post in Blender. I'm currently working on this sugarcane's project, But The rendering result cause a lot of noise or flicking issues. can any one give me a advise? I got turn on Denoising and 120 Samples. much appreciated if you guys could give me a hand. thanks

Below is the test rendering link. please have a look.
https://youtu.be/j08kpjA4r4A


texts: Excess duplicated object in array + curve modifier

texts: I have been trying to create an ammo belt by the combination of array and curve modifier for a cuboid as shown in the image, the rest of the belt outside of the cylinder (ammo box) is fine but why are there some excess cuboids inside the cylinder? I have positioned the cuboid at the initial vertex of the bezier curve already. What should I do to remove those excess cuboids as the whole array of object start to went off the path of the curve when I try to move the first cuboid. Any help is appreciated.


texts:
Why do i get this error while registering?
as shown in image:
This is my node tree:
import bpy
from bpy.types import NodeTree, Node, NodeSocket, Menu, Panel, Operator, PropertyGroup
from bpy.props import FloatProperty, IntProperty, BoolProperty, StringProperty, PointerProperty
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem

class FLARENODETREE(NodeTree):
    bl_label = "ProFlareGen"
    bl_idname = 'main.node_tree'
    bl_icon = 'NODETREE'

# Custom socket type
class NodeSocket(NodeSocket):
    bl_label = "Socket"
    bl_idname = 'flare.main_socket'

    # Enum items list
    my_items = (
        ('DOWN', "Down", "Where your feet are"),
        ('UP', "Up", "Where your head should be"),
        ('LEFT', "Left", "Not right"),
        ('RIGHT', "Right", "Not left"),
    )

    my_enum_prop: bpy.props.EnumProperty(
        name="Direction",
        description="Just an example",
        items=my_items,
        default='UP',
    )

    # Optional function for drawing the socket input value
    def draw(self, context, layout, node, text):
        if self.is_output or self.is_linked:
            layout.label(text=text)
        else:
            layout.prop(self, "my_enum_prop", text=text)

    # Socket color
    def draw_color(self, context, node):
        return (1.0, 0.4, 0.216, 0.5)

This is the class that have the error:
class FLARENODETREENODE:
    @classmethod
    def poll(cls, ntree):
        return ntree.bl_idname == 'main.node_tree'


texts: Texture painting, zoom pan causes texture to get an offset

texts:
Hi I have a problem when texture painting on a huge plane.

Whenever I zoom or pan my view (even just pan without zooming) and paint on a location I painted before, the texture gets an offset and of course does not fit anymore to the rest I painted.


texts: Camera casting weird shadow depending only on it's position

texts:
As the title already explains I have a shadow in my render without an actual object which casts that shadow. The shadow only shows depending on where my camera is positioned and even when I disable the used lights in my scene.
Picture 1 shows how the object should look with the used lighting.
Picutre 2 shows the exact same object but I rotated the camera around it.
Picture 3 shows how that shadow increases while I rotate further around the object.
Picture 4 shows that there clearly is no other object in the way of the light and that camera itself could not cast the shadow on my object.


texts: Issues exporting animation to FBX in Blender 2.90

texts:
I am pretty new to blender and so I started off simple with this wolf animation. The problem occurs when I try to export to FBX. I have been searching the internet for a day or so now but no solutions have worked. My weights are all 1.0 for each bone and I have followed the export methods of countless forums.

My biggest clue for my problem is when I go into edit mode.

As you can see, my mesh (and also rig) is very tiny compared to the object mode. I am at a loss for how to fix this though. My limited experience with this and UE4 tell me it is some small setting I am glossing over. Any insights would be amazing, thanks!


texts: Force field ... type [force], shape [curve]

texts:
Goal: Particles adhering to Path and Moving along Path ... some noticeable movement.
Current Failure: Particles adhere to Curve but do not move on path of Curve. Particles travel to nearest point on curve. (Quick Inspection)
What should I change to achieve my goal?
Particle Conditions

Particles of Physics type Fluid

Curve Properties

Physics Panel ..
Force Field .. type Force .. Shape Curve

For comparison. When I apply similar conditions to Particles of type Newtonian I see movement. Not identical force settings.
Switching types from (Fluid to Newtonian) created some strange lingering behaviour in Blender.
For comparison. When I used  force of type [Curve Guide] the particles lost their shape and went back to emitter position and did move on path of curve.  This situation is not what is needed for the goal today.


texts: Does Blender have a scene description language (SDL) that I can view and edit in real-time? Something like JSON or XML? Often, I can work faster with text than a GUI.


texts: I'm new to blender and just started modeling. I made (what I think) is a cool little viking. Now I'm trying to rig him up, and I have aligned the bones and painted weights. But for some reason, when I rotate/move any limb, the entire bone and mesh stretch with it. I don't know what's causing this. Any solutions?


texts:
I'm stuck on an issue, that I hope some of you can help me with.
I'm trying to create 4 texture images, that hold XYZ values (+more) for a mesh. The problem is that I'm not 100% how it should be saved, nor how I'd go about it.
https://www.dropbox.com/s/838emnytm3dbow1/shader%2Bdds.zip?dl=0
Link to shader + dds texture.
It's basically a crawler track belt. It consists of joints, and it's the position and rotation of those joints I need to save. It's for the game Farming Simulator. I've included the shader that interprets the texture, and an original .dds file from the game. The array texture consists of 4 textures. The first one I know is the Y and Z locations, saved as blue and green. That can be seen in the bottom here:

This belt has 90 joints, so it's 90 pixels wide.
The second image I believe to be the rotation, saved as quaternions. Red and Alpha channel go between 0-1.
My second problem is what the 3rd and 4th picture actually do, and how they should be created. 3rd is very similar to the 1st, and 4th is very similar to the 2nd. I believe all the info is within the shader, but I have very limited knowledge and understading of such, to really know what it should do.
The whole idea is for the belt, that can be seen below, is just a flat mesh, but it is then curved by the trackArray texture using the shader. And in the game the mesh will scroll in the new shape, to create a nice belt for your tractor.

I saw this video on youtube, and he does sorta what I need to do through a script. So I'm fairly confident it can be done through a script in Blender. Can anyone take a look at the shader, and hopefully give me some pointers as to how it should be saved, and maybe how to go about the script?
It would be much appreciated.
Thank you.


texts: How to know if the model can smile or talk

texts:
I've been trying to learn 3d animation. I'm a software developer. I don't have a formal education in animation or about graphics. I found this tool for maya
https://www.animationstudios.com.au/advanced-skeleton
And upon watching the tutorial on the website the tool is super cool. I've read that the blender can also do this. But the problem is I don't know how to make a model. So i will look for models online. But the problem is this. The free models i downloaded online is glued as one. They doesn't have a parts like eye, tongue, mouth, face. So i need to buy a model. But i need to know the requirements before buying a model.
How do i know that the model can blink, smile or talk?
Thank you,
Regards


texts: Procedural random/different colors based on normal direction

texts:
What I have.

A simple subdivided Cube with circular holes in it - every side, six of 'em. Holes have they own material, and each of the hole has different color. Holes are completely flat.

I have managed to color them dumb way (in other words - my way) by separating XYZ and assigning pairs of colors to opposite sides. Not to shabby. It's working after all and working well, I reckon. But... Only for this particular example.

What I want.

I would want to achieve the same result (similar, but this I'll explain later), with one Color Ramp and math-node-vector-fu so the color would be assigned based on Normal direction. Randomly or not, it's not so important, as far as every hole/face group would have different color - providing same number of colors in ramp as there are holes.

And a little catch.

It would be nice if it will be possible to use it on more face groups and with different angles.

What I've tried.

To be honest. Many things. I've tried to use Normal Coordinates mixed and added and crossed with other ones. I've tried to use multiple setups from different sources regarding "different color for faces". I've multiplied the hell out of it. Nothing worked. The best try was to have 3x3 different colors (3x reds, 3x blues).

  Disclaimer: I would rather avoid Python scripting, Vertex Painting, UV
  Unwrapping, Texture Painting, assigning materials by hand for each face group and 3rd party add-ons. This whole
  question is about understanding Cycles more and pushing it to limits.

  Master build or 2.8 branch answers are welcome.

Blend file for testing:

Edit.

Result from Ed Tate answer:


texts: How can I unlock the selected channels in the Dope Sheet?

texts:
I'm using the Dope Sheet. Could someone tell me if there is any way to lock and unlock many items at once, with one click?

I'm trying to select items with the Shift key.

1 see an example:

But when I click unlock or lock, it does not affect all selected items.

2 see an example.

Can someone tell me if this is possible, and if so, how?


texts: Context Problem in Blender 2.80 python module

texts:
I run Blender 2.80 as python module (for running on a server with Django), so there is no gui.
Apparently passing the correct context doesn't seem to work for me in this case.
I have tried many suggested implementations to override context (a lot were for Blender 2.7), but i still get context errors for most operators
For example the line: bpy.ops.object.mode_set(mode='EDIT')
with or without     ...(override, ...

produces the error

  bpy.ops.object.mode_set.poll() failed, context is incorrect

and I cannot search through the contexts until for example the correct area is found:

for area in bpy.context.window.screen.areas:
    if area.type == 'VIEW_3D':
        v3d = area.spaces[0]
        rv3d = v3d.region_3d
        for region in area.regions:
            if region.type == 'WINDOW':
                break

override = {
    'scene'            : bpy.context.scene,
    'region'           : region,
    'area'             : area,
    'space'            : v3d
}

as this will produce the error:

  'NoneType' object has no attribute 'screen'

When running the following Code:

print(bpy.context.window)
print(bpy.context.mode)
print(bpy.context.area)
print(bpy.context.region)
print(bpy.context.scene)

the output I get is:

None
OBJECT
None
None
<bpy_struct, Scene("Scene")>

So maybe there is no fully set context to begin with? Could it be an option to make a new context?

The problem occurs even when i have a .py (with only some other Django methods) where i use import bpy at the start of the file and do bpy.ops.object.mode_set(mode='EDIT') in an if statement that is activated by django at the program startup.

However this code example works normally and exports a .stl file with a rounded cube:

import bpy
bpy.ops.object.select_all(action='SELECT')
bpy.data.objects.remove(bpy.data.objects["Cube"], do_unlink=True)
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_cube_add()
myObj = bpy.context.object
myObj.select_set(True)
bpy.context.view_layer.objects.active = myObj
myObj.location = ( 0, 1, 1)
myObj.scale = ( 1/2, 1/2, 1/2)
mySubsurfMod = myObj.modifiers.new(myObj.name, 'SUBSURF')
mySubsurfMod.levels = 4
bpy.ops.export_mesh.stl(filepath="myExportSTL.stl")

Does someone know how to make override context work in blender 2.80?
Or maybe at least a good resource for deep level commands to avoid operators? Or is there maybe even a way to see the deep level commands which are accessed by the operators (similar to the info screen) in blender?

Thanks in advance!!!


texts: Using Bilateral blur to reduce noise on already rendered result

texts:
So I rendered some 1000 frames. It took a while. The noise is a bit too high and now I want to reduce it with bilateral blur node ,but it is not working correctly.

The frame sequence works as an image input, but the Render Layers node doesn't change anything a bit.

Tried all sorts of things, but the Determinant value does not react. No result changes.

I am probably doing something wrong. Any ideas?

Thanks!


texts:
I have written a parser for an .obj/.mtl files.

I was wondering: Is it possible to define a model without an mtl file?

If this is possible, what are the default material values?

I have spend a decent amount of time reading up on the formats of .obj and .mtl files. I have yet to see anything that talks about how to handle the case when an .obj does not reference an .mtl file.


texts:
I am trying to make a stopwatch in Blender 2.79 with Animation Nodes and Cycles renderer.

I have an imported movie strip which is 30 fps, and in the animation nodes I am reading the frame number, then dividing by 30. As I play the strip I can see the number correctly track seconds via a viewer animation node.

I also have a text object. I have this as an overlay in one corner of my video strip when viewed in the video editor. Currently it just reads "0:00:00.00". What I am wondering (since I am new to python on Blender...and fairly new to Blender itself) is what the preferred method would be to bind my text object to be updated from the animation node? I have the decimal time in seconds within nodes, but I just do not know how to copy the information from the nodes to the text object.


texts: Is there a way to organise the right hand sidebar in 2.8?

texts:
As all plugins/add-ons in Blender 2.8 are now added to the right hand sidebar, I find that mine is now becoming so full it's impossible to read what each add-on is.
Is there a way to better organise the strip of add-on names, maybe make them 2 deep?


texts: weird things happening in my model after installing 2.83

texts: just installed 2.83 and my model keeps becoming invisible when i rotate for some reason.As well as weird grain in object mode and pixel blocks in edit mode.Keep in mind it only happened when i installed 2.83 and not in 2.82


texts: Is it possible to apply cloth simulation and collision on a character?

texts: I have a character that I created and built the armature for the character but I want it to make it so when the character touches his face, his face does something similar to the cloth simulation on this video on 4:20: 9 Ways to Destroy Things but much subtler.I know there needs to be another object to have a collision setup but can one object have a collision and cloth simulation at the same time so when the character touches himself, his mesh has been affected.


texts: Can't make object invisible in render (Blender 2.8)

texts:
No matter what I do, objects are allways visible in render (Cycles).
I have tried:
Object > Visibility > Show in Renders (off)
Object > Visibility > Ray Visibility > Camera (off)

In viewport it works and becomes invisible, but it allways shows up in renders...

Thanks


texts: Accidentally enabled wireframe display, can't disable it

texts:
I accidentally hit something on my keyboard and now I have these wireframe lines messing up my viewport.

Hitting Undo a bunch of times didn't fix the problem. How do I get these lines out of my viewport? I'm using Blender 2.81.


texts: Animation Nodes -> splines generated and how have a random material color for each spline?

texts:
following
How to store particle locations in a list?

you can trace particles to splines (list), but

how can we have a random color in the material for each of the splines...

they are all in one object so Object Info -> Random doesn't work,

I don't wanne to copy/split this afterwards...

maybe/I think the animation nodes tree can expanded somehow, but I a too noob with it...


texts: Modellng a chain link from a torus primitive?

texts:
Starting by a torus, I'd like to make the shape of a chain link without touching the torus minor radius.  Saying this I'm excluding the use of scale in object/edit mode, as it will change the minor radius and deform the continuity.

Is there a way to move all 4 link edges symmetrically?

For an End Chain Link (on the right in the picture) it is enough to start with a torus, split it vertically and re-bridge it later.  The Common Chain Link (left in the picture) does have slightly squeezed/angled sides, which I'd prefer to deform/edit once for the one corner and all the others shall just follow the editing, i.e. remain symmetrical along the X-Y-Z axes.


texts: UV pie menu, need help with rip command (two functions in one)

texts:
I recently made a pie menu for the uv editor to speed things up. It's activated by clicking on the RMB. One of the command "rip faces" doesnt work the way i want to at the moment, here is what i need help with. When you select the rip faces command in the pie menu you still have to press "g" in order to move the ripped face, this is a little backwards since the whole idea with the pie menu is to not have to use the keyboard at all.

Is there any way you can have "two commands on one button"? (rip + "g")
If some on e could provide me with the code for this it would be great.

Here is a link to the script: http://blenderaddonlist.blogspot.se/2015/04/addon-jimmy-pie-uv.html


texts: Pivot point not working in Python script

texts:
I'm making a script that takes the selected object (a curve) and:

Moves the cursor to it's origin
Gets the rotation of the object
Enters edit move
Rotates all the points of the curve the amount 'n' (the rotation of the object) around the 3d cursor
Exits edit mode
Eliminates rotation of the object.

Here's the code:

import bpy

scr = bpy.context.window.screen
v3d = [area for area in scr.areas if area.type == 'VIEW_3D'][0]
v3d.spaces[0].pivot_point = 'CURSOR'

bpy.context.scene.cursor_location = bpy.context.active_object.location

n = bpy.context.object.rotation_euler[2]

bpy.ops.object.mode_set(mode='EDIT', toggle=False)

bpy.ops.curve.reveal()
bpy.ops.curve.select_all(action='SELECT')

bpy.ops.transform.rotate(value=n, axis=(0, 0, 1), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.rotation_clear()

However, it doesn't rotate around the cursor but an arbitrary point. Any ideas?

EDIT: Updated the code, still not working. Here's my blend file: http://pasteall.org/blend/40360


texts: How to use ImageTexture with Blender 2.8

texts:
I assigned a material to the character's hair and assigned an ImageTexure.
However, the texture is not displayed and the hair becomes black.
How can this be solved?

This is the UV used for hair.

This is the texture.


texts: How do I prevent duplicate materials when copying between instances?

texts:
I have two instances of Blender open. One instance has a bunch of common objects that I am using to build a model (doors, walls, props, etc). I can copy, for example, a door into the other instance. Then if I need another door model that is using the same material as the first one I copied, it will create a duplicate material for that door.

Is there a way to prevent this? What I need is ALT-D (linked object) but for going between instances. Otherwise I end up with alot of this:

Thoughts?


texts: Where are the Shape Key Editor / Fake User Setting?

texts:
I've just picked up Blender again after almost 2 years and was stocked to see that 2.8 looks and feels amazing.
What isn't so amazing is that the layout has changed and almost all tutorials use the old layout.

I want to export a shape key animation to .fbx in order to use it in Spark AR. A simple location animation has worked but for shape keys, in all tutorials I've encountered, you need to open the shape key editor and check the F for fake user.

I can't find this setting anywhere. Where is it?


texts: animation nodes bool difference union intersect

texts:
How to do Boolean mesh operations with animation nodes (difference, union, intersect)?

The Boolean nodes for animation nodes seem to be for manipulating lists of numbers not mesh data?


texts: a vertex is not inside of gizumo's circle

texts:
i get annoyed for this.
Is this proper behavior or a bug?
Can i fix this?


texts: Can you easily export a .blend to a previous version of Blender?

texts:
I have 2 versions of Blender, 2.79 and 2.9.
I edited a .blend file that was made in 2.79 today in 2.9, then saved.
Now, I cannot open it in 2.79 anymore (it just crashes Blender). However, there are plugins in the 2.79 version that I haven't yet installed, or might not exist in 2.9. And I have to deliver some files.
I now that all Adobe apps allow you to export documents to a previous version if you need, but I couldn't find anything about Blender. I would prefer not to have to redo textures, etc.
Can I export the file from 2.9 to 2.79 easily?


texts: Auto change the composite by render engine?

texts: Is there a way to automatically change the composite when I change the render engine?


texts: I tried to set a video texture to this screen, but for some reason, even though I have tried increasing the FPS to 60 FPS as shown to the right side, the playback is still oscillating around 12-15 fps. Why is this, and how can I adjust the settings such that the video isn't playing in slow motion? The video itself has a frame rate of 36.14 FPS if that information is of any use. Thanks in advance!


texts: How to evenly distribute vertices in an uv map?

texts:
I try to make a UV map for my object that fits the form of an already existing UV map. I manually positioning the outer edge of the map so it matches the existing map. But the innards are not in good shape.
Now I want to select one of the loops and make the vertices have all the same space between them. I tried to use Looptools but they are not available in UV Image Editor.

How can it be done automatically to even out the spacing of all the inner vertices on a selected loop?


texts: Why is my render color vastly different to the color in the material preview mode?

texts:
On the left side is my object in render mode and on the right is my object in preview mode
When I render, the donut body becomes this dark purple colour and I have no idea why. My icing also becomes much darker than it is in the preview.
Why is this the case?


texts: How to rotate a 'non-active' object with python?

texts:
I have a laptop model and I want to be able to control the rotation of the screen through python. I have a basic menu with a slider. I had an armature and a bone and I got that working but it only worked when it was selected and in pose mode, however I want to be able to control it regardless of whether its selected or not. So I removed the bone and separated the screen from the body. But now its the same thing, I can only get the screen to rotate when it's selected...

This is the line of code that rotates the screen:

bpy.context.object..rotation_euler[0] = (self.screen_rotation * 0) + ((1 - self.screen_rotation) * 1.58825)

How can I make so I can rotate the screen without it having to be selected?


texts: I have an FBX model I'm using in blender. I've worked with FBX before in blender with no problems. But every time I change the position, size,  or pose of this one it resets as soon as I render an image, going back to the pose, size and position it was before I changed it. I've tried numerous fixes from the web but nothing is helping. I've never had this problem with any other model FBX,  obj,  blend, or any other. Does anyone have a fix for this?


texts: How to make material from multiple objects appear as one. Ignore interior faces?

texts:
I'm struggling with a what seems like a simple task, both in an animation sense and a 3D printing sense. I'm attempting to create a model similar to what I'm showing here that would allow me to take a point source of light and run it along the interior of a "blue glass" material. Here's my steps so far...

I created the circles with the circle curve.
Added depth to them, made them full, etc. in the object data panel.
I converted them into meshes.
I joined them all into one object.
Used edit mode to remove and doubled vertices.
Created a larger square and did an intersect boolean to attempt to
get only a single layer of mesh...didn't work.
Created my material and added lights.

You can see when I have the light in a part of the model that has no interior faces then it fully shines down the tube. When it's behind or in an area where there are interior faces they occlude the light.

Is there anyway to make Blender behave as if the whole object is solid even if it isn't? I understand the best way to achieve the look I'm wanting is to have no interior faces, but that seems to be an impossible task given the modeling that I'm doing. This example is a heavily simplified version and the full model has many more layers of circles at descending sizes.

I'm also running into this problem with creating these models for 3D printing. The interior faces are a real problem that I can't seem to overcome.

I've got two images attached, one showing the lighting issue, the other showing a fuller version of my model. TIA


texts: broken script to bake keyframes from driver controlled shape keys

texts:
I found a script on the web that is supposed to set key frames for driver driven shape keys. however its giving me an error. I need this so i can remove the drivers for the render farm I use wont allow scripts. Here is the script.

Import bpy

context = bpy.context
scene = context.scene
object = context.object

frame = scene.frame_start

while frame <= scene.frame_end:
scene.frame_set(frame)
for fcurve in object.data.shape_keys.animation_data.drivers.valu es():
object.data.shape_keys.keyframe_insert(fcurve.data _path)
frame = frame + 1

The error I get when ran is below


texts: Save every other pixel of an image at half res

texts:
I want to take an image of X resolution, and make a new image of .5X resolution consisting of every other pixel from the original image.

For example, if I had a 10 pixel image:

1 2 3 4 5 6 7 8 9 0

then I'd want the new image to be:

1 3 5 7 9

Is there any way to do such a thing, and output it to a new image file?


texts: Crash when you turning on the collection checkmark

texts: When you turn on the collection, a crash occurs and the program closes. The collection contains several objects that were operational before the collection was turned off. After some time it was necessary to turn on the collection but crashes began to occur.


texts: Blender plugin import python from other file fail

texts:
I am trying to create a plug-in.
In my __Init__.py I am trying to import code from another file operator_add.py, which is located in the same folder in the same level:

if "bpy" in locals():
    import importlib
    importlib.reload(OBJECT_add)
else:
    from operator_add import OBJECT_add

However this does not work, when I install the plug-in it gives me an error saying the No module named operator_add. Did I miss anything?


texts:
So im trying to make a hallway with a light that's a little lower than the ceiling so fluid can flow through the crack but the fluid goes right through it. I have it set to effector. I used the knife project tool to cut the hole on top.
https://pasteall.org/blend/22b6fceb661f44e896c65db600ee82ef


texts:
I installed Auto Rig 3.41.59 and I could bind the rig and everything works fine.

the only problem is I can't use the picker.

You can download the blender file


texts: How to check if EEVEE or cycles is used?

texts: Is there a way for a shader/material to check if it is being render in EEVEE or cycles? I want to activate different nodes that immitate or indicate some effects that don't work so well in EEVEE, for previewing.


texts: How do I curve a brick mesh into a hexagonal shape?

texts:
I'm trying to model a brick tower that looks like this:

However, the tower has a hexagonal shape. With the curve/deform modifier, I can create a circular shape, but not the intended hexagonal shape. How do I go about modelling this?


texts: How do I get an object to stay put when keyframing child of constraint influence?

texts:
I am a new animator doing some Minecraft animations. One problem I ran into was that when I keyframed influence at 1 and next frame at 0, it moves drastically when I move it to 0. Is there a way to stop this from happening?

Before I set it to 0 (sword):

After I set it to 0 (the sword moves drastically):


texts:
So i was wondering, is there a possibility to polish face sets in blender the way zbrush does it? (preserve the hard edges of face set boundaries, but smooth all the lines)
The result I'm looking for is displayed in the screenshot, i tried to repeat this in blender with mesh filter and smooth brushes but had no success there, maybe i'm missing something?


texts: how to solve dark edges image area when using transparency in eevee

texts:
SOLUTION that worked for this project: edge fading to 0 AND mark overscan

I am trying to adapt an image i made in cycles to eevee.
this has a (up & down moving) flat, transparent layer slightly beyond the full width of the camera view with a white background.

I have used settings as set out here:
Does transparency work in eevee

however, when I render in eevee the transparent material is getting darker near the camera borders. (not the white background)

I've tried making the transparent layer wider, and did some changes in lighting, unchecked passepartout in camera(although that stated outside the image area). but that did not resolve it. Turning the sun off did make a change.

This is not what i want, so is it possible to turn that feature off?

i've made an example file(is the picture above):


texts: I am making glass for a phone camera, making lens invisible

texts: I'm making a phone animation, but when I make the glass, the lens, under the glass, which is made out of the same material disappears. Image--->


texts: UV stretching when subdividing - how to avoid

texts:
I made a mesh with a decent topology, gave it a subdivision before UVing and UVed it after. Even still, when I subdivide it again after UVing I get some very ugly distortions on my checker textures. How to avoid this sort of issue? Frankly the mesh hardly shifts shape when I smooth, and even still the distortion is disgusting.

Edit:


texts: How to keep parts of single object easily selectable in 2.8?

texts:
I have a humanoid character, and I want to be able to select and move it's parts (like the hand highlighted on the photo) easily - that is without having to select all their vertices/faces all the time:

I tried 2 approaches: make hand a separate object, and use parenting - this does not work, since the edge vertices will not be connected to other parts, and I would need to snap them to edge vertices of other parts every time I move any part, to keep the mesh seamless.

Second approach - use vertex groups - looks like it's just what I need, but the select feature is not yet implemented...

Have I missed something? How do you solve this problem?


texts:
How can I animate a complete change of geometry in Blender? For example, I want a sphere to turn into a cube from one frame to another. This means the object that I am animating is not only changing the shape of the geometry, but also the face/vertices/edge count. I have viewed this question: Can I replace an object with another object and keep animation? After seeing that question, I was wondering if I could keyframe the change in mesh data. Maybe using a script?

The final result would be a stop-motion effect. I would model a different mesh for each frame. So each frame the object would have a mesh that was different from the last, like a fluid simulation which changes the mesh every frame.

Is this possible? A answer using scripts is welcome as well.


texts: Brand new to Blender. Should I download 2.79 or 2.8 beta?

texts:
I am unsure which version to download. If the interface is different in 2.8 then there does not seem any point in using 2.79?

Any advice welcome

thank you


texts: How to export Bone matrices for animation?

texts:
I'm trying to export armature bone matrices (relative to parent), but fail miserably, because sometimes rotations and translations are getting applied to different axes, in comparison to Blender's preview.

I know there are already questions on Blender SE about exporting bone matrices (like this one), but most of these questions are dealing with exporting frame-by-frame matrices based on pose bone data (PoseBone structure), meanwhile I'm trying to export those matrices from Bone (because I'm using keyframes for animation).

Here is the code I'm using to export the matrices, at the moment:

# Write armature
def write_armature(fw, armature, global_matrix):
    fw('# Armature data\n')
    fw('arm_name %s\n' % armature.data.name)

    if armature.animation_data is not None and armature.animation_data.action is not None:
        fw ('arm_action %s\n' % name_compat(armature.animation_data.action.name))

    for bone in armature.data.bones:
        if bone.parent is not None:
            parent = name_compat(bone.parent.name)
        else:
            parent = ''

        mat = calc_matrix(bone, armature, global_matrix)
        euler = mat.to_euler()

        tail = bone.matrix_local.copy()
        tail.translation = bone.tail_local
        tail = global_matrix * armature.matrix_world * tail

        x, y, z = (mat.translation[0], mat.translation[1], mat.translation[2])
        vx, vy, vz = (tail.translation[0], tail.translation[1], tail.translation[2])

        ox = euler.x
        oy = euler.y
        oz = euler.z

        fw('arm_bone %s %s %f %f %f %f %f %f %f %f %f\n' % (name_compat(bone.name), parent, x, y, z, vx, vy, vz, ox, oy, oz))

def calc_matrix(bone, armature, global_matrix):
    return global_matrix * armature.matrix_world * bone.matrix_local

Where global_matrix is a matrix responsible for converting to different coordinates system (like from XZY to XYZ).

Currently, I export bone's head and orientation in euler angles (plus bone's tail, but that's for debug rendering). I know it's not relative-to-parent approach, but I wasn't been able to make it work otherwise.

Here is how I multiply this information in the game:

public Matrix4f computeMatrix(Matrix4f m)
{
    float x = this.x;
    float y = this.y;
    float z = this.z;

    if (this.parentBone == null)
    {
        x += this.head.x;
        y += this.head.y;
        z += this.head.z;
    }
    else
    {
        x += this.head.x - this.parentBone.head.x;
        y += this.head.y - this.parentBone.head.y;
        z += this.head.z - this.parentBone.head.z;
    }

    this.mat.identity();
    this.mat.translate(x, y, z);
    this.mat.scale(this.scaleX, this.scaleY, this.scaleZ);

    Quaternionf quat = new Quaternionf();
    Vector3f orient = this.orient;

    quat.rotateLocal(orient.x, orient.y, orient.z);
    quat.rotateLocal(this.rotateX, this.rotateY, this.rotateZ);
    quat.rotateLocal(-orient.x, -orient.y, -orient.z);

    this.mat.rotate(quat);

    if (this.parentBone != null)
    {
        m = this.parentBone.computeMatrix(m);
    }

    return m.mul(this.mat);
}

I hope you could help me with this, because I've been bashing my head with this for half of month, haha. I'm using Blender 2.78, by the way.

Thank you for attention!


texts: How to flip the face of a closed 2D curve (similar to normal flip for mesh)?

texts:
I use Blender 2.69. When I create a closed curve (for example, a circle) and make it 2D with the properties editor, it becomes filled.

Since I work with backface culling on (because of the application of the objects I make), only one of the sides is visible. In the case of a just created circle or a figure imported from SVG, it's the bottom side. In the latter case, it is especially annoying, because the figure appears mirrored.

Is there a simple way to flip the face (similar to flipping the normal for a mesh face) so that it shows on the opposite side of the curve?


texts:
I am quite new to Blender and Textures, so this Question has probaly asked before... I have got a skybox and an Image and I would like to project that image onto that Skybox, so that it looks undestorted when looking through the camera onto that part on the Skybox.

On the Image below I have tried to line out what I would like to do

What I basically want is that the projection on the right looks as the Image on the left, from that very Point of view.

All in all I need the UV-Map, is there any "standard procedure" I could apply?

Thanks in Ahead!


texts: Cycles GPU Rendering support for GTX 1060

texts:
I have just built my new computer with a GPU bought to be specifically compatible with GPU rendering in Blender. I made sure it was on the list of CUDA cards and it has at least 2.0, (6.1 in fact).

Yet when I try to render I get the following error:

  CUDA binary kernel for this graphics card compute ability (6.1) not
  found.

I have tried downloading and installing the CUDA toolkit, but it didn't help.

Anyone have any idea why this is happening?


texts: How to project UVs from one object to another?

texts: How to project UVs form the big object to the small one to display part of the image that is behind it as shown in the snapshot below.


texts: Where can the viewport clipping parameters be changed?

texts:
Zooming in to inspect texture details in 3D view clips some closer faces like shown in the image. It's not the camera view so changing camera settings doesn't help.

Where can the distance to the clipping plane be adjusted?


texts: blender 2.81 can't even add single vertex

texts:
in blender 2.8 you can go mesh > single vertext, but in 2.81 there is no single vertext in the mesh menu. why they have to remove it? how to add single vertext in 2.81? do i have to install 2.8 and uninstall 2.81?

I found the following as similar question but ctrl + mouse click does nothing in edit mode.

In Edit mode I can insert Vertices with Ctrl-Click. The new Vertex will be linked to the previously selected one by an Edge. Great.

But how do I insert the FIRST one ? I cannot enter Edit mode with an empty scene, and Ctrl-Click doesn't work in Object mode. What's the trick to have my first Vertex on scene in Edit mode ?


texts: Is there a way to retain layer information from c4d, or get meshes from dxf import?

texts:
I have a scene provided by the client as .obj, .dfx and dwg.
A coworker using c4d can open the .dwg directly, and has the scene organized in layers.
I can either import the obj which is only one merged object, or the dfx, which is only curves, no mesh, but has the curves organized in the way the layers are structured in the dwg. When I convert the .dwg, I get somwhere in the middle of the import an error leaving half the objects out of the scene - but they are seperated as if I seperated the obj by loose parts anyways, no layer information retained.
So the question is now if I can somehow get meshes from the dxf, or if there's a way my coworker can export the files from c4d, retaining the layer information (preferably layer>collection).
Thanks a lot!


texts: Finding which addon an operator belongs to

texts:
A recent question / answer involves what looks like an overridden operator
bpy.ops.object.align()

differing from the documented default, how do we find which addon(s) have registered the operator.
Method 1,.
Edit to match operator id.
op_name = "import_scene.obj"

Script:
import addon_utils
from bpy.types import Operator
from importlib import import_module
import inspect

op_name = "import_scene.obj"

for m in addon_utils.modules():
    name = m.__name__
    default, loaded = addon_utils.check(name)
    if loaded:
        mod = import_module(name)
        classes = getattr(mod, "classes", [])
        for c in classes:
            if (
                issubclass(c, Operator)
                and
                getattr(c, "bl_idname", "").startswith(op_name)
                ):
                print(name)

        if not classes:
            for k in dir(mod):
                cls = getattr(mod, k, None)
                if inspect.isclass(cls) and issubclass(cls, Operator):
                    id = getattr(cls, "bl_idname", "")
                    if id.startswith(op_name):
                        print(name)

by either looking at the addons classes or inspecting all objects of enabled addons.  How do I run an existing add-on via the python API?
Method 2,.
This approach disable, check op is still registered, re-enable...
Edit your operator of interest into
op_id = bpy.ops.import_scene.obj.idname()

Script:
import addon_utils
import bpy

op_id = bpy.ops.import_scene.obj.idname()

for m in addon_utils.modules():
    name = m.__name__
    default, loaded = addon_utils.check(name)
    if loaded:
        addon_utils.disable(name)
        if not hasattr(bpy.types, op_id):
            print(name)
            #addon_utils.enable(name)
            #break
        addon_utils.enable(name)

How would you approach finding an operators registering addon(s) from its id name?.
Note: don't save preferences after running this as addon prefs could be lost after disable.


texts: Help Converting Old 3DS Tutorial to Blender

texts:
thanks in advance!

I’m trying to do something I think is probably about as simple as it gets, but I’ve no experience at all in this field so would really appreciate the help.

I’m trying to follow this tutorial: http://www.mediafire.com/file/s773cn9i0sti351/

But it requires an ancient version of 3DSMAX.

I think for this application the best file format would be .obj, since Blender supports that. So,

1) Is there a way to convert the 3DS sample file to .obj without breaking it?

2) Once this is done can anyone provide some pointers for following the above tutorial but in Blender? Really all that’s being done is changing some text that’s already in the file from “TEXT” to something else.


texts:
I want to round the edges of my wing, so it will fit the blueprint. I have tried the Bevel tool, but it does not work in this situation.

Is there any easy way to do this?


texts:
Our designer creates clothes for Makehuman, using Blender+Makeclothes.

A few weeks ago we updated to Makehuman 1.1.0, and also MakeClothes and find a problem: in many upper part (eg tee shirts) the export from MakeClothes is OK (no error) but while opening in MakeHuman, the border of the clothes (especilly necks) has very big triangle distortion.

If we import these clothes in the older version of MakeHumain, everythings' OK.

Have you heard about that and do you have any idea to solve?

Note: I've found a king of similar question:
MakeHuman is destorting my MakeClothes clothing (Blender)
But with no reply...


texts: How to add a light that is only visible to the shadow path?

texts:
I saw this option mentioned in another answer:

How can I cast artificially darker shadows?

I want to try this but I do not know how to add a light that is only visible to the shadow path.  My apologies if this has an obvious answer!  I am trying to learn everything at once and I am missing some fundamentals right now.


texts: Can't import animated model in Powerpoint when using IK rig

texts:
I have animated two characters in Blender after rigged them and now I need to import the models in Powerpoint for a presentation.
Because I animated and rigged, i need to export them in .fbx or .gltf, the formats that Powerpoint is supposed to handle animation.
But when I do it the software generate different errors, saying the format is not handled, or just adding a grey case with written “can’t show the image”… I didn’t found any way to import properly my characters animated for the moment, and i think the problem is about rigging.
I rigged them both using Rigify, and particulary, i using the inverse kinematics to animate both of them because animate them in FK would be particulary long, and i’m not even sure it works…
I constated models that not use inverse kinematics (downloaded from sketchfab) are properly imported in Powerpoint, but what i need is now importing mines without having to restart all rigging.
If someone have an idea of why Powerpoint don’t seems to accept a model rigged with inverse kinematics, and how to solve this, it would help me a lot!
thanks and do not hesitate to ask any precision if needed.


texts:
I'm not a newbie to BGE, but not an expert... heck not even intermediate. I started making Modular Assets for a game, but kind of got a little lost when it came to making them movable in game by the player.

I'm working on a builder style game and want to make some assets movable and/ or place-able in the game by the player. The player should be able to pick-up, move, and place the object/asset.

I know a little bit of Python (again not even intermediately even.)

Looking for some insight on possible ways I can implement the idea.

Any help would be greatly appreciated.


texts: How can i have different mass on same object?

texts:
So, I am building a project that has double pendulum, like one pendulum attached to another pendulum...
So i created a cylinder and scaled it up and made it like a thin long rod and then i added a sphere (while being in edit mode) and made a bob of pendulum, then i gave a rigid body simulation to it... i wanted the rod to have different mass and the bob tho have different mass. how can i do that?
Thank you..


texts: How to achieve the perfect material for an aircraft glass canopy

texts:
Well, in my previous question I asked the same thing , i got some good results but it looks unrealistic till the core here is one.

My node setup for the glass was like this

I wanted to achieve this kind of quality.  For the body I can easily do this but the glass is so tough.

Last time a guy called Jachym Michal helped me a lot by sharing me the appropriate term , but I would like to see someone try it themselves and achieve the glass effect as seen in the above pic.


texts: How to make a barcode like stripes texture

texts:
How could I make this sort of texture using nodes as opposed to assigning materials to faces?

Specifically, I would like to be able to scale this in a Node Group.


texts: Confusing problem when I'm trying to mix Diffuse with Glossy shader

texts:
Alright, so I have a confusing problem when I'm trying to mix together a Diffuse and a Glossy shader. To be more precise, this is how the scene I'm trying to create looks like with only the Diffuse shader active:

Then, when I'm adding the Glossy shader, it looks like this:

Is this normal? I mean, it seems to work somehow, but why is everything grayed out? I mention that I have a specularity texture that I'm using on the factor socket on the Mix shader. This is how my node setup looks like:

The only way (that I know) to fix this issue is to connect the default image texture (the one that I"m using for the Diffuse shader) to the Glossy shader as well. But from what I learned so far this isn't a good practice.

Am I doing something wrong or that's how it is supposed to look like? Is this the correct workflow?

I've tweaked a lot of settings here and there and I'm thinking that maybe I've messed up something. Do you have any clue on what's going on? :)

Thanks!


texts: Both windows change when I switch to object mode in second window?

texts:
I'm new to blender and was creating a treasure chest or whatever you call it. I split the blender screen to two windows so that I can see one object in object mode and in second window in rendered mode.But as I change my one window to object mode it changes in both the windows why?
These are the pictures if u don't understand>>>


texts: I keep getting errors installing addons in Blender 2.79b this is the most recent for IK-Particles addon. Any help would be great. Thanks


texts: Setting constraint influence in Python behaves differently inside vs outside 'If' statement?

texts:
The code snippet below contains a block code; running once in the global scope, and once inside the else branch of a condition:

>>> bpy.context.selected_pose_bones[0].constraints[0].influence = 0.0
>>> mat1 = bpy.context.selected_pose_bones[0].matrix.copy()
>>> bpy.context.selected_pose_bones[0].constraints[0].influence = 1.0
>>> mat2 = bpy.context.selected_pose_bones[0].matrix.copy()
>>> result = "Good" if (mat1 != mat2) else "Bad"
>>> print("Result: %s" % (result))

Result: Good

>>>
>>> if (armature == None or armature.type != 'ARMATURE'):
...     print("Selected object must be an armature")
... elif (bpy.context.selected_pose_bones == None or len(bpy.context.selected_pose_bones) != 1):
...     print("Select at least 1 pose bone")
... else:
...     bpy.context.selected_pose_bones[0].constraints[0].influence = 0.0
...     mat1 = bpy.context.selected_pose_bones[0].matrix.copy()
...     bpy.context.selected_pose_bones[0].constraints[0].influence = 1.0
...     mat2 = bpy.context.selected_pose_bones[0].matrix.copy()
...     result = "Good" if (mat1 != mat2) else "Bad"
...     print("Result: %s" % (result))
...

Result: Bad

From some reason though, it doesn’t evaluate correctly when inside a condition.
What is going on? what am I missing?


texts: Extruded rectangle boolean operator acting strange

texts:
I have a rectangle from an SVG that is extruded into a cube. The missing faces are added. All this from a small script:

bpy.ops.object.select_all(action='SELECT')
bpy.ops.import_curve.svg(filepath = file_outline)
newcurves = [c for c in bpy.context.scene.objects if not c.select]
bpy.ops.object.select_all(action='DESELECT')
for c in newcurves:
    c.select = True

bpy.context.scene.objects.active = newcurves[0]
bpy.ops.object.join()
curve = bpy.context.object
curve.scale = [28.888, 28.888, 1]
bpy.ops.object.convert(target='MESH')
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()

bpy.ops.mesh.extrude_edges_move(
    TRANSFORM_OT_translate={
        "value": (0, 0, 1.6)
    }
)

bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.edge_face_add()
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

Now when I create (manually in the GUI) a cylinder and place it within the cube, then add a boolean DIFFEERENCE modifier to the cube (to make a hole in the cube) the strangest thing happens:

The top face has a hole in it. The bottom face has an outline of the cylinder added to it.

Now, if I stop my script just before the extrude and then do the extrude manually, then continue the script (copy and paste in the console) I can then do the boolean operation fine.

So I figure there is something wrong with my extrude command. So I grab the command from the info panel that worked when doing it manually and pasted that into my script instead. The results are identical - the boolean fails miserably.

bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 1.6), "constraint_axis":(False, False, True), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})

This same script I have been using on a more complex path quite happily with no issues. But as soon as I use this much simpler SVG it croaks rather nastilly.

Is this a bug in the boolean modifier (I am on 2.77 on Ubuntu) or something in my script that is breaking the boolean's ability to do its job?

The generated cube can be downloaded here.


texts: Python - How would I get the strength of a magnetic field at a given point in space in blender?

texts:
I am really new to blender, but I know that you can create magnetic fields, so is there a method built into the blender python module which gives you the magnetic field strength at any given point in space? What I want to do is that I want to add arrows (vectors) to each point in space indicating the field strength, so to do that I'd get the field strength at one point, and then loop across a grid of points around the magnetic field, and at each point I'd add an arrow mesh with the length proportional to the strength and it will point in the direction of the field.

Then I want to animate this setup so that the vectors are constantly refreshing so that when I move the magnetic field object, so do the vectors in proportion. Is that possible?

3Blue1Brown has made 2D Electric and magnetic field illustrations in this video. I want to do something like that. And I'm sorry if this is a "Do my work for me question". I'm just beginning with Blender. And thanks for all the help in advance :)

TL;DR:

I want a python method from bpy which gives me the strength of a magnetic field at a given point in space mainly.


texts:
I noticed that on the render view textures are a bit warped compared to texture/material view
what's this about and can it be fixed?
left: render view.............................................................................right: material view.....................................................................

btw I'm using blender render because I don't need any fancy shading, and I haven't tried to learn cycles yet


texts: How to make brick texture straight on dome?

texts: How do I make the brick lines straight so it looks like this?:


texts: I am unfamiliar with this version so it might be a setting error but when I try to render my test model it goes from 3D to flat.  Is there something wrong with my shading?


texts:
I'm using blender 2.8.

I was wondering is there any way to create volumetric light without fog (or just a little bit) ? There are some tutorials on Youtube but almost all of them are creating volumetric scatter to show the light paths but I don't want this. I just want sharp light paths.

Here are some images that are similar to what i want:


texts: How do I resize an armature without ruining its poses?

texts:
I have an armature that I need to resize. When I scale it and apply the scale changes, all of the armature's associated poses/animations are ruined, because the position data for bones in the poses wasn't scaled with it. The way I understand it, poses work by storing data about a bone relative to the "rest pose" position of the bone's parent. It's this position data that doesn't change when the armature's size is changed, resulting in the pose being rendered unusable. If I scale the armature and don't apply the scale changes, everything works correctly; the armature is uniformly resized and all the poses/animations are preserved. But as soon as I control + a and apply the new scale, I end up with a crushed mess.

The armature, posed:

The armature, after having been scaled, but without the scale applied:

After applying the scale:

Is there some way to make the pose data scale along with the armature (so that when a size change would be applied nothing would appear to change)? It seems like a very important thing, and that there should be some sort of "scale poses with armatures" option.

TL;DR: How do you scale an armature along with its associated poses/animations?


texts: I am working on some blender projects with fluid and so I wonder how can I make my computer bake fluid and render with only one click. For now I always baked fluid and then clicked again to render. Unfortunately I can't do that if I am sleeping or if I'm in school. What can I do?


texts:
this is my first post. I'm fairly new to Blender (CG in general) and am having trouble rendering my scene because the only thing being rendered is the world color. I know there were a few other people on this site with this exact situation, but so far every object in my scene is render-activated in the Outliner, all the correct render layers are selected, I am rendering with CPU, and the camera Aperture is correctly set to zero, so I'm not sure what else to look at. It was working earlier today, so I guess I must've accidentally changed something?

Edit: My render slot isn't completely empty, only my world color (dark green) is being rendered.


texts: circular array around an empty as origin is not working out for me can u guys pls help me out I've attached the image below


texts:
I primarily use Blender for modeling 3D objects for use with a 3D printer. Most of my previous experience has been with simpler geometric models (like simple robots and the like) and I have recently started trying to make more organic objects. As part of the process I use boolean modifiers to reduce the amount of non-manifold geometry before printing. However, I've noticed that I get an issue where the meshes appear to be complete in solid view but not in wireframe view.

I'm not really sure where these holes come from, but they primarily seem to show up through the use of the Boolean modifier (this mesh was normal until I used the Boolean-Difference at the bottom). Once the mesh degenerates like this, I can no longer reliably combine it with other meshes. I'm hoping that this is a simple fix, but the problem is difficult to describe, so I haven't found a solution. Any help would be appreciated! Thank you!


texts: I work in version 2.82. I have a problem with mantaflow fluid. At the stage of preparing the file, after setting the settings - I can not play the animation of the water. When I click play, time starts to run, but the animation of the water does not appear. A similar problem was with special mantaflow version 2.79. I did it on several different tutorials, the problem is always the same - there is no animation. How can this problem be solved?


texts: A problem with Blender's Bridge Edge Loops system

texts:
I'm a new Blender user coming from Maya. One of my favorite things to do is use bridging to create wires. I love Blender's modeling tools except for this one and was hoping there is a solution/plugin to fix this.

Maya's bridging system is fantastic. From any angle at any depth it auto-connects and comes with a curve so I can tweak the bridge.

If two surfaces in Blender are not on the same plane, the mesh folds on itself. No amount of cuts or twisting or even angling the faces toward each other (as some tutorials say) save the day. Additionally, I have very little option in the way of tweaking the bridge's shape afterward.

Thanks for reading :)

Allen


texts: Make transparent object not layer up itself

texts:
I want to make object transparent, but the object itself should not be visible through itself. It's in an animation that rotates it, but at a certain angle I can see parts of the object through other parts of the object, which I don't want. So object should be transparent for everything in the scene, but this object. Below I pointed with red arrows those "whiter" pieces that are semitransparent white over semitransparent white which I don't want to get:

Currently it have 3 materials on it (front, back and sides) and transparency + backface culling is done like this:

For rendering I'm using Cycles engine and Blender 2.73.1. Is there anything I could do to make that happen? I think it got something to do with geometry settings but I have no idea what to set and how.


texts:
Is there a hotkey for quitting blender, because today as I was using blender I pressed (according to me) Ctrl+Z to undo but I guess I pressed another key as well.

So was this a crash or just a hotkey?


texts: Wet poster wrinkle effect with cloth simulation

texts:
I'm trying to create a specific effect with the cloth simulation. I want to create a glued poster, which can find in public spaces, see the reference image below:

The closest I can get is using a Turbulence force, but the wrinkles remain very big and fluffy.


texts: How to control rotation explicitly such that it only rotates parallel to a plane

texts:
So i have a problem as shown:

I want the arrow to rotate about the origin, but still remain parallel to the cylinder. However, the interpolation messes up and the arrow clips into the cylinder instead.
How do i ensure that the arrow only rotates on the same plane as the cylinder?
Is there a way to make an object rotate about any arbitrary axis (instead of a point origin) specified?


texts: Why do glossy materials on my object look different to the material preview?

texts:
So I have Imported multiple materials from different websites and tried on all of them. It never worked. If I add the Material it looks normal in the preview window:

But if I render the object I have with the material added to it it looks weird and wrong.

I've tried multiple different materials. Chrome, Gold and Glass. All of them have the same weird look after rendering. I have the feeling it is just a little option I have to de-enable or something. Can someone help me? What are your thoughts on it?


texts: Rendering one pass only to avoid unnecessary computations in Cycles

texts:
Using Cycles, I only need to render one pass (depth map and surface Normals) of a 3D shape in the scene. I do not need the RGB rendering at all although most of the computation is spent on rendering RGBs. Un-checking Combined in Render Layers --> Passes seems to do nothing. Using nodes, connecting either depth map or Normal to the composite node will also do nothing as mentioned here too. I tried setting bpy.context.scene.cycles.samples to a pretty low number as the depth map quality seem not to change. But I need to set it to a higher number in order to get accurate surface Normals and this causes the computation become more heavy.

Although I do not fully understand the solution posted here, but I think it does not apply to my problem (or I don't know how to do it properly. So I wonder how I can do this?


texts:
I created the wall with the Archimesh plugin, then I want to disconnect it and edit it like any other object manually.

How can I do it?

I will try to explain, although it is difficult in English.
It is necessary to “free” the wall from the plug-in so that it can no longer change it by accidentally clicking on the parameters of length, height, etc.
I created 2 walls, and extruded inserting one of them manually. If I accidentally click on panel right on walls height, length, count e.t.c. my manually editing will be destroyed.
How to avoid it


texts: How to make two particles move in different directions?

texts: I want to create a blender program where I have two particles spontaneously spawn along the edge of one-half of a circle and then move in opposite directions. I think I have to use curves for the particle's paths/motion but I don't know how to randomly spawn particles along the edge. I'm a novice at blender. Can someone please help? thanks.


texts: Enable lamp 'Use Nodes' from python Console

texts:
I am new to both Blender and Python, I am trying to enable Use Nodes of a lamp from Python console.

I tried the tooltip showing on the button bpy.ops.cycles.use_shading_nodes, it did not give me an error, but also did not really enable the nodes(no change in UI), and I cannot change lamp strength using:

C.object.data.node_tree.nodes['Emission'].inputs['Strength'].default_value = 100


texts: Fluid is not simulated at the target location

texts:
I've tried to set the S mesh to be a fluid or inflow object and have created a large size domain around it. However, the fluid is generated in the top left corner instead of around the S mesh.

How do I make the S become a fluid?


texts: How can I properly make a hand take a pose?

texts:
I created a very simple hand model and I'm trying to rig it to make a fist out of it. But when I do make that pose, I see a lot of weird deformations on the fingers. I tried to play with weight painting, but I can't get the result I'm looking for.

Here is the hand model:

The rigging I did

The deformation I see on the fingers


texts:
So yesterday I spent all day trying to figure out everything I could about the fluid simulation, as I wanted to help answer a post. In one of my test, I came across an issue. So I made a new, bare minimum, test file to test the fundamentals and something seems to be wrong.

In 2.8.0 Build, it seems like animating any property of the inflow objects for fluid simulations breaks the inflow object.

My test was simple as could be, default scene, remove the light and camera, use the starting box as the domain with all default settings (resolution being 200 and up to 400, viewport set to view final resolution) animate for 1 (across 24 frames), and stick an icosphere inside the box, scale it down, apply scale, set to fluid inflow, and use any velocity I wanted to, 10ft/s for z (up) was my default.

What worked: if the inflow or the object had anything/everything animated, it would still work so long as absolutly every keyframe (no matter how many) all were the same value, so nothing ever changed or was really animated).

What did not work: The moment the object or the inflow had a parameter that was animated, and that said value changed to another value in another keyframe, the inflow just stopped working entirely, no mater what values, clearing cashe, etc.

I know inflow could be animated in older 2.79, did it get broken in 2.8.0?


texts: Image not appearing in output folder when rendered

texts: For some reason, when I press render and I have my output folder set, it doesn't render it there. How can I save my image to the output folder?


texts: Automatically draw hidden portions of paths with dashed lines

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This is a follow up to a question of mine on TeX stackexchange site.

Is it possible in blender to have an open surface that would render as opaque but the render would show automatically, depending on the position of the camera, the hidden parts of its boundary with dashed lines?

I'm a beginner in blender. Here is a simple blend file reproducing the surface of my original post.


texts: Not getting anything sensible from rotation_quaternion

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Please forgive if this is something obvious (I've only started looking at bpy today), but I don't seem to get a valid quaternion from objects, it's always coming out as (1.0, 0.0, 0.0, 0.0)

>> bpy.data.objects['Cube'].rotation_euler = (22.5,22.5,22.5)
>>> bpy.data.objects['Cube'].rotation_euler
Euler((22.5, 22.5, 22.5), 'XYZ')

>>> bpy.data.objects['Cube'].rotation_quaternion
Quaternion((1.0, 0.0, 0.0, 0.0))

Also

>> Euler( bpy.data.objects['Cube'].rotation_euler ).to_quaternion()
Quaternion((-0.8905556797981262, -0.29705408215522766, 0.17443729937076569, -0.29705408215522766))

>>> Euler( bpy.data.objects['Cube'].rotation_euler ).to_quaternion().to_euler()
Euler((0.5088514089584351, -0.5088514685630798, 0.5088514685630798), 'XYZ')

I'm missing something pretty basic?

Cheers.


texts: How to render 3 different scenes in one shot?

texts: I have 3 scenes in my file, one with the background in 24fps rendering and the camera moving, another with the animated characters rendered in 12 fps, another with just the shadow of my character. I would like to render my 3 scenes separately, in 3 different folders to recomposition the whole in the video editing but I need to render my scene one by one. How can I render 3 different scenes by only throwing the rendering once?


texts: I am trying to weight paint a mesh but it's not working intuitively. It just adds or subtracts when I pull the mouse up and down but when I click nothing happens. What could be the reason?


texts:
I want to do some simple cutting in middle of video and join remaining parts.
but when rendering the final work, it takes a very long time to finish.
I wish if I could export the final video without re-render it


texts: How to lock weight paint to a selected vertex group only?

texts: Basically, I'm trying to smudge the edges of the selected vertex group's weights, but when I try painting, I accidentally add vertices to a group, gradient tool just straight up adds the whole mesh into a vertex group... How do I prevent that? How do I make it so the weight painting is only available on vertices in a selected group? Locking doesn't work...


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I was following a tutorial and they made the domain a glass like material for water however when I render the image is all over the place because the domain box that I used is glass. Anyone know how to fix this?
Same thing happens if I use quick fluid, the domain is just glass and obviously can't see whats going on inside.


texts: Trying to rig a character but the rig won't work

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I downloaded and textured this astronaut character, however, when I try to rig it, it just simply won't work. I generate a rig from the base human rig and parent it to my character, but the rig does nothing! I'm slowly losing my mind, but maybe someone here can help me out.

Link to my .blend:
https://drive.google.com/file/d/19U_n66IlTGRf_epZ4V9YG4wZMPkGhF0K/view?usp=sharing


texts: I need to export a rigged Blender model to Maya

texts:
I am supposed to move a model I have built in blender into Maya. The model looks fine in blender, but no matter what I do I can't get it into Maya properly. I understand that the constrains on the bones are not transferable and the best solution would probably be to not export the bones at all with the mesh. There are parts of the model other than the legs that are not constrained to an armature that that are being distorted beyond recognition and I can't figure out how to fix this. Does anyone know why this is?
The model in Blender

 And in Maya


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The shader I just ported doesn't work as intented. It should be animating on changing time property. Now it is like still image.

#include "stdosl.h"

float fract(float x) {
   return x-floor(x);
}
vector fract(vector x) {
   return x-floor(x);
}

float snoise(vector uv, float res){
   vector s = vector(1, 100, 1000);
   uv *= res;
   vector uv0 = floor(mod(uv, res))*s;
   vector uv1 = floor(mod(uv+vector(1.0,1.0,1.0), res))*s;
   vector f = fract(uv);
   f = f*f*(3.0-2.0*f);
   float v[4] = {uv0[0]+uv0[1]+uv0[2], uv1[0]+uv0[1]+uv0[2], uv0[0]+uv1[1]+uv0[2], uv1[0]+uv1[1]+uv0[2]};
   float r[4] = {fract(sin(v[0]*1e-1)*1000),fract(sin(v[1]*1e-1)*1000),fract(sin(v[2]*1e-1)*1000),fract(sin(v[3]*1e-1)*1000)};
   float r0 = mix(mix(r[0], r[1], f[0]), mix(r[2], r[3], f[0]), f[1]);
   r[0] = fract(sin((v[0] + uv1[2] - uv0[2])*0.1)*1000);
   r[1] = fract(sin((v[1] + uv1[2] - uv0[2])*0.1)*1000);
   r[2] = fract(sin((v[2] + uv1[2] - uv0[2])*0.1)*1000);
   r[3] = fract(sin((v[3] + uv1[2] - uv0[2])*0.1)*1000);
   float r1 = mix(mix(r[0], r[1], f[0]), mix(r[2], r[3], f[0]), f[1]);
   return mix(r0, r1, f[2]) * 2.0 - 1.0;
}

surface energy_crystal_wyvern(
   float Time = 0.0,
   float mipmap =0.0,
   point Po = (0.0),
   output color Color = (0.0))
{

   float intensity = 1;
   vector coord = Po;
   float timeOffset = time / 15.0;

   coord[0] +=  (coord[0] / 10)+timeOffset;// - (angle.x * 2);
   coord[1] += (coord[1] / 10);

   float density = 15;//float(int(15.0 * mipmap));
   float brightness = 1;
   for(int i = 1; i <= 7; i++)
   {
      float power = pow(2, float(i));
      brightness += (1.5 / power) * max(snoise(coord + vector(0, 0, time * 0.01), power * density), -1);
   }

   brightness = ((1 - mipmap) * brightness) + (mipmap * 1.2) ;//max(brightness, mipmap);

   Color[0]= brightness * 1;
   Color[1] = pow(brightness, 2.0 ) * 0.4;
   Color[2]=pow(brightness ,3.0) * 0.1;
}