texts: Animation not working after appending node group

texts:
I have a question concerning node groups and animation.

I have a project in two files, both containing node animations. But, how can I merge the two node configurations together?. Of course I can re-create the node circuit manually in blend2; So I did. But then I thought there had to be a better way to do this, and the words Group and Append came to mind.

The appending process worked; but to my surprise, when I connect the appended group to the node circuit of blend2, everything works except for the animation.

Is there any specific step or configuration required to append the actual animation together with the rest of the imported node configuration?

Even though my question is generic, the two blends are available (if required).

Thanks in advance for all your help.

Sept


texts: Is it possible to alternate between the two colors in the Brick Node without any in-between shades?

texts:
How can I use the Brick node to generate only bricks of color A or B without any in-between shades, and alternate between the two, right-to-left and top-to-bottom.

I assume it requires manipulation of the Bias value in some way or other, but I haven't been able to figure out what to use where it will have the desired effect.


texts: Hi everybody, I'm not seeing the X,Y and Z selection in the upper left of the edit window when using the Spin tool

texts:
I have Blender 2.8 installed on both of my computers, and I've tried every simple spin tool tutorial on Youtube, but only get the default blue Z (+)-(+) handle. Everywhere I've looked there is this selection window in the top left to select the desired axis and I've tried a number of different guesses / approaches -nothing.
If anyone can help, thanks in advance!
PS: I'm new, and not aware of how to post pics / video of my problem.
Ken.


texts: Uv map messed up, textures and uv map do not match

texts:
i've extracted a model from a game because i'm creating a mod, i've already made the textures but for some ideas i wanted to modify the meshes BUT, whenever i try to put texture on it, texture are messed up and second, uv map is messed up too, i would like to understand if i m making a mistake or not,
texture in shader editor is color to color, alpha to alpha
when i unwrap in the uv editor all the vertices are fit incorrectly (Img 04) as you can see the mask doesn't fit the texture, the same goes for the shell, i.e. therefore i cannot put the texture correctly
hope to find someone that show me the right way cuz i m not understanding where is my mistake... i want only to understand where i do wrong,
i can give more information if you need, i think i explained everything to help me out, follows the screens, thx to everyone.
Texture messed up

UV Map messed up

Shader Editor

UV Map unfitted


texts: How do I make a 3 dimensional character out of flat picture?

texts: I have a cartoon character (a lion) that is part of my business logo that I want to put into Blender and animate it somehow. Is there any way I can take a flat picture (JPEG) and transform it into a 3D image and then animate it in Blender?


texts:
I have exported game archive with all objects. I also have CSV file with all their details, such as model name, location, rotation (XYZW). How do I import CSV file, and make blender read it and put all objects on the places?
Ps. Z rotation axis must be multiplied to '-1'.


texts: Simple materials created using node view not rendered

texts: I'm trying to create a material. I was unable to use more complex mixing - it just didn't show up - but even simpler nodes aren't being applied to the mesh. I am in cycles render and the Viewport finder only provides solid colors, not the complex color I wanted. Even when I click "Render image" or assign it doesn't show up. It's just grey. Tutorials aren't helping.


texts: What is the simplest way to turn off all but one layer in python

texts:
I have a simple python script where i am importing many files and placing them in layers. But when I turn on another layer, the previous ones remain on.

What is the simplest way to turn off all but one specific layer via python, preferably through bpy.data.scenes instead of bpy.ops


texts: Glass BSDF gets totally grey/white in cycles

texts:
I have a little problem here:
As you can see I am using a Glass BDF in cycles. At the left you can see my cycles render output and at the left you can see my The viewport shading output. I would want it so i can see trough the glass into the box, but that wont work (even if IOR = 0). Could someone please help me?
greetings,
Sjondepon


texts: I want to create a particle effect around a letter or a Symbol that's supposed to look like a sun eruption. I mean these fiery waves that are randomly generated.


texts: is there a way to create kanji or other symbol based text fonts using blenders text object?

texts: i'm doing a project where i want to add japanese style text to a mesh but i don't want to make the symbols individually as it will take a while and will most likely not turn out right. preferably a way to convert the english text into japanese kanji or another language much like google translate does.


texts: Blender 2.8 wm.py Error line 524 and lin3 83 and more i didn't understan

texts:
Please can someone help me white is error i tried everything i could but i can't fixed and even bought python runner, delete Blender "2.80" several time and download it didn't work! "macOS"
https://photos.app.goo.gl/kZVzgEtxKwd4JoFi9


texts: Looking for an After Effects feature in Blender (Expressions)?

texts:
In after effects there is a feature where you can write a quick code to automatically animate something. i.e. say you want something to slightly "wiggle" you can type wiggle (2,30) and it will automatically wiggle when moving the timeline.

Or say I want something to scale in and out automatically, In AE I can just type time*10 and it will automatically scale in and out with the timeline.

Is there anything like this for Blender?


texts: Why are objects I moved into collections appearing as faint objects in the Outliner?

texts:
These faint objects were originally here but I made some collections for classification and then moved them to proper collections respectively.

I don't understand why these faint lists of objects still remain here although they have gone to other collections.

What do these mean and how can I remove them?

And I wonder whether removing them would make unsuspected problem.


texts:
I know there may be a very simple answer, but I'm still kinda new at Blender's Game Engine and was wondering if I don't have something checked in the "addons" area that will enable the DOF check box on the side panel (Opens using the "N" key, to help with my description, lol). It's under the "shading" tab.

Like I said it may seem very simple, but I'm a NOOB, lol. So any help will be greatly accepted. Thanks :)


texts: How do I change the axis reference point of an object?

texts:
I wanted to create a cone, but when I changed its dimensions, It randomly put the axis reference point at a weird location that makes the positioning of the object (using the numerical location tool) a bit tricky.

So I'd like to put the cone's local axis reference point at a more comfortable location, like the center of the circle base. How do I do that?

Thanks in advance.


texts:
I'm building a 3D model and it's huge but when I zoom out enough, it's clipped off sort of like when your camera clipping is too low. Is there a way to adjust the viewport clipping?
Reference image here.


texts: How to make a high resolution ocean modifier without crashing

texts: I've been attempting to make a wavy ocean with a pirate ship floating on it, but I ran into a problem. The foam is too low of a resolution because my camera is very near the ocean, and if I change the ocean modifier's resolution, blender takes a long time to load. Especially during renders. Is there any way to get only part of the ocean to have a high resolution? I've looked at adaptive subdivision, but I don't think that is the right path. My ocean modifier is on a plane if that helps. Thanks!


texts:
i'm new to blender, but I was messing around with simple deformers and made this scene. When I want to render the image, the camera seems zoomed in. Can't find anyone with similair problems..
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texts: I need to use a class written in Python 2.x, but get tons of errors in Blender 2.71 Python 3, any ways around this problem?


texts:
I am new to Blender and I was following a YouTube Tutorial on modeling a chair in Blender. Im stuck on the textures part, my chair's edges have received the 'texture' of the wood but it's top is plain brown.
A hint to the problem is that I have mirrored the base of my chair, plus I have applied loop cuts and its right after the loop cut that the texture starts to appear. These may not be enough details, please ask if you need more of them.


texts: Rigify missing controllers (Arm IK) and other controllers not working

texts:
I used rigify add on to generate my rig but I have few issues with the rig it made.

The rig is missing one controller it should have (I think it is called Arm IK).

Some controlers, that are not missing, do not work.


texts:
I am trying to get soft body objects to interact with each other as if they were real world, rubbery objects.

An example of the type of material I am trying to create can be seen in David McLeod's work (who uses C4D):

https://vimeo.com/131654511

When I try to make soft body objects interact, they usually merge with each other:

or fly around like crazy:

But although I have tried many different settings, I couldn't get the soft bodies to bounce off each other and interact properly as they would in real life.

How could I achieve that?

Here is a .blend file that I'm having the problem with:


texts: How do I determine the cause of a crash? I get no crash file. I updated my graphics driver recently (NVIDIA GTX 1650 SUPER). It happens about a minute after I switch from displaying in Solid Mode to Material Mode (or to Render Mode, but takes longer). I never see my scene in material mode. Objects turn white immediately and stay that way. Blender memory usage starts out less than 1G, then slowly rises to about 12G (out of my 16G), then slowly bounces around down to around 3.5G then crashes. I started Blender from the command line with --factory-startup --debug-all. Since there was no crash file, I trapped the console output, although it may be useless, except perhaps the last line. It can be seen here (1.5MB). The file that caused the crash is here (19MB).


texts: My Enviroment Background doesn't show up?

texts: I'm trying to do a Space scene on Cycles so i'm using a Star map background as an Enviroment Map, i made the Nodes already, the texture/image shows up on the Preview..but not in the Render, why? It's the last step i need for this render but this is still giving me troubles :/


texts: what is the default code for the operator.modal method?

texts:
So I'm working on an export script and need to implement some extra data...
I want to add the extra data when the file browser is open and remove the data when the browser is closed on cancel or export.

The problem is I don't know how the default modal method works, I want to keep the default code, but extend it with the .append and .clear methods for my added data.

So what is the default code for the modal method?


texts: VSE: Select all the strips of a given track?

texts: Is it possible to automatically select all the strips of a given track, for example of the track of the selected strip (a kind of equivalent of L in the Dope Sheet)?


texts: How can I see a preview of the sequence of PNGs in the VSE?

texts:
I want to create a video from a png image sequence.
I have imported all images to Blender:

But I can´t see a video preview as shown in the above image.

How can I see a preview of the video's output?

This are the properties for the first image file:

I have tried advancing frame to check unsuccessfully.

I have added 1 frame to check without success. Same with Alpha over/Under.

All png have alpha channel.


texts: Different render results in 2.79b and 2.80rc1

texts:
Left:2.79b

Right:2.80rc1

Both images are rendered using cycles, from the same .blend file whith no changes made.

The 2.80 version is pale / washed out compared to 2.79b.

What could be the cause of this?
Some setting somewhere, not contained in the .blend file?


texts: Fastest way to divide plane into set of boards

texts:
What would be the fastest way to divide a plane into a set of boards?
Ideally, I'd like to be able to loop cut through the plane, and then somehow create spaces through those new edges.

Into this:

I'd prefer a method that I could use for ex. top faces of cubes, etc.


texts:
I want to animate water splash.  All I want is to splash water from bottle to paper towel. Which method should I use ?

Thanks,


texts: Linking transformation but not other data (ex. Modifiers) in two objects

texts:
I need to link only the transformation of two objects, but no other properties.
I need to create a hollow cylinder. The catch? It must be made out of cuboid objects and only with rotations 22.5 degrees at a time. This is because I am making this for a Minecraft resource pack, and these criteria are part of the requirements for the Minecraft Exporter I am using. I came up with an idea. I used an empty with a slab I very roughly transform scaled. I copied the transformation info from the slab to the empty, altered the empty so it was 22.5 degrees off in rotation and a bit to the side and down, and then set up an array mod on the slab relative to the empty. This created a barrel.
The problem? Any time I scaled the barrel, the empty had different data, and so the barrel was destroyed in a variety of interesting ways. I tried making the empty a child of the barrel, but then the weirdest thing happened. At first it worked, but if I needed to edit the actual transformation of the barrel slab (ex. to make the barrel thicker), it seemed to reload the parent-child relationship, and give the empty the array modifier. I tried putting both the barrel and empty under the same parent (another empty), which worked but any time I had to rescale the whole thing, I had to select the empty in the hierarchy, not in the viewport, because selecting it in the viewport selected the barrel slab and not the parent empty. So I need to link the transformation of the slab and the empty, but in a way that does not link all properties of the parent.


texts:
I'm building a human spine, was trying to keep the polycount as low as possible in order to get a usable result for texturing right away. I used single torus objects for the spinal discs, now In order to give the spine its natural curve (built it vertically straight thinking it makes the most sense) I'd have to join all vertebraes and discs to one object, which leaves me with quite a chaos of overlapping mesh everywhere.

Wondering if it was a mistake to build it with single objects...
What is the best way to get this halfway clean so it's usable for decent texturing? Retopologizing the whole thing the "old fashioned" way?
I was somehow thinking the Quad Remesher would clean up the surface/the overlapping parts, basically retopologizing only the surface, but it seems to remesh the internal stuff as well, just as it is:

Still kind of new to a lot of things in 3d, so any advice is greatly appreciated. Thanks


texts:
I want to make corners like on this picture.

Now I have result like this
and like this (not clean)
Now my lowpoly wireframe
Have any ideas how to make clean corners like on the referens?


texts: Why do my automatic weights affect areas that aren't close to the bone?

texts:
So I made an automatic mesh with a very similar character and it worked almost flawlessly. The main differences are that the other character had posable lips, whiskers, a bone for a sword sheath and a tail connected to the root.

However whenever I set the Automatic weights.

I have normalized the faces, set the rest position and tried envelope weights.
Does anyone know what could have went wrong? I don't know how to properly make weights from scratch.


texts: How do I unwrap this model for UV textures?

texts:
I'm trying to unwrap part of the model you see below.

But whenever I press "Unwrap", it just gives an error message saying "Object has non-uniform scale, unwrap will operate on a non-scaled version of the mesh". Does anybody know how to fix this?


texts: Anyone know of any addons or a way to Auto rig a pre existing weighted armature? I am using daz3d models and i want to add a rig to the allready weighted bones that come with the character. Human ik in maya is the closest thing i have found so far. It would seem like rigify would have this feature but i havent been able to find anything that doesnt involve writing python yourself.


texts: All options are greyed out and inaccessible in the node editor

texts:
If I go to the Node editor and press Shift+A every action is grey and I can´t click anything. I started to model a waffle(I'm at the very beginning of modelling) and wanted to make a material for it in the node editor but every action in Shift+A is grey and unclickable. Even returning to factory settings doesn´t help. Here is the project:

https://www.dropbox.com/s/fdqqbnyq57cgwng/Waffel.blend?dl=0

I hope somebody can help me.


texts:
First I don't want make an animation. I just want to understand how I can make a Scene and wander around in it with 360°.

I mean this as an example.


texts: How to connect separate bones into one armature without moving them? (not parenting)

texts:
I have 3 bones in very specific locations, and I want to connect them.
Is there a way to connect them with additional bones without moving the positions of the original ones?
Thanks!


texts:
I can't get the paint to show up on my model.  It's stuck with a black and white checkerboard on it.

I'm trying to paint on it but the paint barely shows up or it doesn't show up at all, I'm not sure because it's really hard to see.  I think I may have pressed a key on the keyboard that I shouldn't have.  I've only been using blender for a few weeks.


texts:
I am trying to bake shape keys as XYZ = RGB to image-textures. The script below is my first approach of storing simple world positions in image textures. Since position values can be negative and positive I split the values into two images. One is referred as negative, the other as positive. You can see the positive result here.

If I setup a displacement using one of the generated maps, it should theoretically displace all the points to the worlds origin.(assuming displacement is set to XYZ=RGB, UV, Midlevel = 0.0, Strength = -1.0) That's where I face the problem. Even though the image values are correct(I checked them on a sample basis), the mesh does not displace properly.

To run the script, open blender and create any object with non overlapping uvs. Switch to edit mode and run the script. You should be able to find the images in the image editor after the script has finished processing. Any help is appreciated.

#import modules
#mesh needs non overlapping uvs and needs to be in edit mode

import bpy
import bmesh
from mathutils import Vector

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
vertNum = 0

#function to get all associated uv coordinates to given vertex
def all_uv_coordinates(uv_layer, v):
    uv_coordinates = []
    total = 0.0
    for loop in v.link_loops:
        uv_coordinates.append(loop[uv_layer].uv)
        total = total + 1.0

    if total != 0.0:
        return uv_coordinates
    else:
        return None

#get uv layer and create list to store index, position, list of uv coordinates
uv_layer = bm.loops.layers.uv.active
displacement_data = []

#run through points in bmesh and store displacement data
for v in bm.verts:

    uv_coordinates = all_uv_coordinates(uv_layer,v)
    delta_positions = [v.index, v.co, uv_coordinates]
    displacement_data.append(delta_positions)
    vertNum = v.index

#print(displacement_data)

#set image size
size = 2048, 2048

# blank image for positive position data
image = bpy.data.images.new("positive", width=size[0], height=size[1])

pixels = [None] * size[0] * size[1]

#draw all pixels black
for x in range(size[0]):
    for y in range(size[1]):
        r = 0.0
        g = 0.0
        b = 0.0
        a = 1.0

        pixels[(y * size[0]) + x] = [r, g, b, a]

# set rgb to world position data and run through uv coordinates to set image colors
for i in range(0, vertNum):

    r = float(displacement_data[i][1][0])
    g = float(displacement_data[i][1][1])
    b = float(displacement_data[i][1][2])
    a = 1.0
    for datablock, val in enumerate(displacement_data[i][2]):
        x = int(val[0] * size[0])
        y = int(val[1] * size[1])
        pixels[(y * size[0]) + x] = [r, g, b, a]

#flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/positive.png"
image.file_format = 'PNG'
image.save()

############# same procedure for negative values

image = bpy.data.images.new("negative", width=size[0], height=size[1])

pixels = [None] * size[0] * size[1]

for x in range(size[0]):
    for y in range(size[1]):
        r = 0.0
        g = 0.0
        b = 0.0
        a = 1.0

        pixels[(y * size[0]) + x] = [r, g, b, a]

for i in range(0, vertNum):

    r = float(displacement_data[i][1][0]) * (-1)
    g = float(displacement_data[i][1][1]) * (-1)
    b = float(displacement_data[i][1][2]) * (-1)
    a = 1.0

    for datablock, val in enumerate(displacement_data[i][2]):
        x = int(val[0] * size[0])
        y = int(val[1] * size[1])
        pixels[(y * size[0]) + x] = [r, g, b, a]

#flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/negative.png"
image.file_format = 'PNG'
image.save()


texts:
So I set up a default start up file for sculpting with x mirror set as on in but as symmetry is no longer  default for sculpt mode when I start a sculpt with a second object it is set to off which can occassionally be frustrating when I realise too late. Is there any way to set it as on as default?
thanks


texts: How can I add a subdivision surface modifier to smooth the rounding of an object?

texts:
I have a simple object with two rounded corners. The following screenshot shows the magnification of one of these corners. The corners were created with the bevel function.

Adding a subdivision surface modifier destroys the whole object.

Should I use more bevel segments from the beginning?

The object can be downloaded here: https://www.dropbox.com/t/JjbxccUV4YgI6zrG


texts: I want to be able to move a face, edge or vertex along an orientation and snap it to the intersecting point of another orientation. Is this possible in blender currently?


texts: Why is blender exporting face normals instead of vertex normals?

texts:
According to this question: Why OBJ export writes face normals instead of vertex normals

Whether the final obj uses vertex normals or face normals depends on the choice of shading.

However I always get the face normals.

I am switching between the 2 to see if there's a difference but there's none.
These are my normals:

vn 0.0000 1.0000 0.0000
vn 0.0000 -0.0000 1.0000
vn -1.0000 -0.0000 0.0000
vn 0.0000 -1.0000 -0.0000
vn 1.0000 -0.0000 0.0000
vn 0.0000 0.0000 -1.0000


texts:
another newbie question...
I have created a glass in this way: pic2-4.
Then I tried to create water in it by duplicating an inner layer and making it a separate object: pic 1-5.
The problem is: when I extrude the top vertex to create a water surface (as I duplicated an inner layer after I created a glass and deleted a top vertex in it) I cannot close the hole in the surface. Also, there are grey shadows, which I suppose shouldn't have appeared.
Maybe there is another way to create static water?
The file is here: https://www.dropbox.com/s/dxt3xajio75if1o/file1.blend?dl=0


texts: How to add an object at a specific posistion in Blender Game Engine

texts:
I plan on building a game where enemies are randomly generated throughout the game. I plan on using an empty to run a Python script where it will add a predefined object at a given position (using random.randint to place them randomly around the map).  Is there a specific Python command where I can say something like "Create this object at this given x,y,z position"?  If so, can you please tell me what it is and how to use it?  Also, what is the difference between a Module and a Script in the Python controller?  Thanks so much for your help!

Alternatively, is there a Python function that sets an object's X,Y,Z coordinates?  If so, the empty can jump around randomly dropping enemies off at it's position.


texts: How can I improve the realism of my pencil texture lines in freestyle?

texts:
I'm using a charcoal image texture to make my cycles freestyle lines look as though they were drawn by hand with a pencil. My inspiration (and the source of the charcoal image texture) was the teapot file linked on this page https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Freestyle

This is the charcoal image texture:

The concept works okay when you use multiple rounds to go over the same area a few times, but when I try to draw a single line it looks a bit crappy, with the repetitive nature of the texture very apparent.

Multiple rounds:

Single round (which is what I'm after, ideally):

I'm wondering if there's a secret to getting more realistic single stroke pencil texture lines in freestyle? Do I need a better texture? A more random way of having it repeat? Or something else? Hopefully things have moved on in the three years since that texture was created and used in the teapot model.

I've attached simple test file here:

If for some reason the charcoal texture doesn't appear in the file, you can grab it from my post.

Thanks!

p.s. I'm aware of this question How can I use pencil style strokes in frestyle? but those answers simply point me towards the files I've already referenced.

Update May 29th 2017: Spurred on by Mr Zak's answer below I made another version with multiple rounds of lines and a little randomness. While I realize I can get close to what I want with this method (as the layering of the textures creates more randomness), I'm still interested to know if there's a way to improve the realism of the texture on a single stroke. But in the meantime here's what I achieved with multiple rounds and the settings I used. Perhaps it will prove useful to someone else.

Finished image:

Close up of one line:

Settings:

Update 2 May 29th 2017: Since someone asked, the project I'm working on is a series of line-based maps that I'm hoping to render as though they were drawn either in pencil or in pen. I'm still fiddling around trying to work out the final look and feel of them, but knowing if I can achieve the pencil or pen look is a part of that.

Here's an example of where I am so far:

As you can see the lines representing the terrain already have a good deal of randomness and wiggle in them, so that's why I was concentrating mostly on the texture of the stroke. It might be that the lines end up being too small to even register a texture, but as this is an ongoing discovery I wanted to understand the full extent of my options.


texts:
After a long time I try myself in sculpting again, using 2.8 and having a problem sculpting on cylinders. As you can see in the picture the faces sort of... splitter off, I would say?
If anyone could push me into the direction on what I am doing wrong with the meshes it would be highly appreciated.


texts: Edge extruding instead of moving the mesh

texts:
I am trying to transform an edge, but instead it extrudes as a new plane.

This only happens to some edges, and vertices, and I don´t understand why or how to make it move the way I want to. Very new to Blender, and help is appreciated


texts: How to change camera origin for rendered image?

texts: I would like to change the camera origin point from bottom left corner to the upper left corner with Y-axis pointing downwards. Is it possible to do it using python script?


texts: Python UI show value in panel after generation random property

texts:
Help me please to translate generated random values in integer panel property.
I understand that the execute function create a new object every time, but for this simple example will be fine if the values for the last object are saved in panel for edit it.
(Redo-panel already can do this task, but it shows all values that exist. Need to some of values was be generated private.)

import bpy
from random import randint

class VIEW3D_PT_monkeygen(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Panel"
    bl_label = "UI"

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

        ops = layout.operator('mesh.monkeygen', text='Generate random monkey')
        ops.co_x = randint(1,10)
        ops.co_y = randint(1,10)
        ops.size = randint(1,3)

        layout.prop(scene.monkeyprops, "co_x")
        layout.prop(scene.monkeyprops, "co_y")
        layout.prop(scene.monkeyprops, "size")

        #ops2 = layout.operator('mesh.monkeygen', text='Monkey from values')
        #ops2.co_x = scene.monkeyprops.co_x
        #ops2.co_y = scene.monkeyprops.co_y
        #ops2.size = scene.monkeyprops.size

class MESH_OT_monkeygen(bpy.types.Operator):
    bl_idname = "mesh.monkeygen"
    bl_label = "Monkey Generator"
    #bl_options = {'REGISTER', 'UNDO'}

    co_x = bpy.props.IntProperty(
        name="Pos x", default=1, min=1, max=10,
    )
    co_y = bpy.props.IntProperty(
        name="Pos y", default=1, min=1, max=10,
    )
    size = bpy.props.IntProperty(
        name="Size", default=1, min=1, max=3,
    )
    def execute(self, context):
        #do something
        bpy.ops.mesh.primitive_monkey_add(size=self.size, location=(self.co_x, self.co_y, 0))
        return {'FINISHED'}

class MonkeyProperty(bpy.types.PropertyGroup):
    co_x = bpy.props.IntProperty(
        name="Pos x", default=1, min=1, max=10,
    )
    co_y = bpy.props.IntProperty(
        name="Pos y", default=1, min=1, max=10,
    )
    size = bpy.props.IntProperty(
        name="Size", default=1, min=1, max=3,
    )

blender_classes = [
    MESH_OT_monkeygen,
    VIEW3D_PT_monkeygen,
    MonkeyProperty,
]

def register():
    for bpy_class in blender_classes:
        bpy.utils.register_class(bpy_class)
    bpy.types.Scene.monkeyprops = bpy.props.PointerProperty(type=MonkeyProperty)

def unregister():
    for bpy_class in blender_classes:
        bpy.utils.unregister_class(bpy_class)
    del bpy.types.Scene.MonkeyProperty

if __name__ == "__main__":
    register()


texts: How can I individually scale the voronoi color chunks?

texts:
I'm trying to make sort of a granite slab material for flooring. And i've tried a lot of things, but none seem to make it look good, and using the image doesn't help either since there's changes in brightness.
My main idea was to use a voronoi texture as a base from where to build up. I get sort of close, but not really there.
It doesn't seem that hard in theory, but making all the layers from big chunks to small details makes it all the more difficult.
Could anyone tell me a way to start off? Maybe not even procedurally
Edit: I'll just ask a simple question where I can go on from, how can I decrease the size of the chunks individually in the voronoi color socket?


texts: Is it possible to extrude a curve in two directions?

texts:
I want to extrude a curve in two directions.

Or join both curves into one, is it possible? I've tried copying it and then join segments, but I don't see Remove Doubles option while working with curves.


texts: What do the settings in the new Principled Shader actually do?

texts:
I'm trying to understand how the new Principled Shader in 2.79 works, so I can make a video tutorial on it.

I get most of it, but a few things have me confused, and there currently isn't much documentation for it.

Since most dielectric materials have an IOR of 1.45, is the default 0.5 value for Specular the correct value?
What does "Sheen" actually do? I've read that it provides an "additional grazing" component useful for fabric. But what does it actually do? Is it adding an additional white fresnel component for the color channel?
Why is Sheen Tint 0.5 by default? Just looks odd since most values are 0, yet this is 0.5. Just curious since it doesn't do anything until Sheen is turned on anyway.
Why does it use Roughness for the specularity, but Gloss for the Clearcoat? Their only difference is that they are opposites of each other, so it requires extra mental effort to think before changing it. Is there a reason for this that I'm missing?
What are some practical situations where you would want a different clearcoat normal? I can only think of situations where you'd want a smooth clearcoat, like metallic paint or carbon fiber. Is there any other reason for wanting bump on a clearcoat?


texts:
Good morning.
I would like to know how the function "Bake sound to F-Curves" works (Graph editor) ?
Is this the function use the Fourier analysis (Fast Fourier Transform, Short-Time Fourier Transform) ? I need as much information as possible.
I write diploma work about Blender (a visualization music).
I will be grateful for your response.


texts: How to move the gizmo of a section of to make a scale (NOT relative to the center of the selection)? When I do it with the cursor it crushes all in 1 single point


texts: Modeling smooth flat edges along the curve

texts:
I'm new to modeling/CG world, I'm studying by myself so I decided to try model a car, but i got some problems that I don't know how to fix properly. So here is the problem :

As stated above, some verts are way out and causes some shading problems, Subsurf modifier fixed a lot of them, but still seems like the car was involved in a car crash or something. I've tried some things like :

Sculpt mode with smooth brush. It helps, but is easy to mess another vertex trying to fix a couple.
Relax tool in "edge loops" addon. It was cool but also didn't fix all the problems.
Manually fix vert by vert. It went good in lowering the polygons but not usefull fixing many problems herer

So having this in mind I was wondering if there's a tool that can help me fixing this problem, I searched something about drawing a grease line above the object expecting some miracle to align the curve properly (xD dreams).

Or there's a technique I should search for? I'm up to learn something. I know I'll face this problem making curves in future again, so I want to learn how to handle it properly.

Thank you guys.


texts: How to remove all unused material slots from all objects?

texts: Is it possible to remove all unused material slots from all objects? I am aware of "Remove Unused Slots" option when one object is selected ("Remove Unused Slots" affects only the active object).


texts: Python: Import X8R8G8B8 DDS texture as A8R8G8B8?

texts:
I'm in the dead-end of some things done wrong before they were given to me.

Basically, I have many, many DDS textures here stored in the X8R8G8B8 pixel format. However, the X channel is actually holding alpha information and thus the whole texture should've been stored as A8R8G8B8.

When importing such a DDS file into Blender, it correctly ignores the X channel like every sane tool should do, but I want it to load it as the A channel.

Is there any way to customize the image loading step and configure how Blender maps the channels? I cannot tell the people who converted those buggy DDS textures to fix them, sadly.

Right now, I simply use:

texture.image = bpy.data.images.load("bugged.dds")

Can this "load" be configured? Or do I have to write the whole DDS support myself again to make Blender the victim which has to fix these pixel format shenanigans? (I'd probably change the DDS header to give the X channel a meaning then. The alpha bit mask is not set and the flags do not include alpha support.)


texts: Issue when extruding inset windows on low poly cars

texts:
I am following the Imphenzia make 10 cars in 10min tutorial. At https://youtu.be/YALV3HqfdLY?t=600 he insets then extrudes inwards the windows of all 10 cars at the same time.
When I extrude the windows, some look correct while others still have an edge down the middle that has not extruded with the rest of the window. I can't seem to remove it or find a way to have it extrude properly. For reference the cars are have automirror, the windows inset with boundary & individual off.
In photos below, red circles are the issue I'm getting. The green circle is a window that's extruded correctly. Does anyone know what causes this?


texts: "Single user copy" for image texture node in 2.92 missing?

texts:
In 2.9 I can just click the number and it's done (now I can assign different color spaces to the texture) In 2.92: Firstly - I don't understand this terrible UI design decision with this annoying arrow and hidden icons. Anyway, can I make the same thing (Single user copy for an image texture) in 2.92? Is there a magic button for that somewhere or am I shamefully missing something?
Thank you.


texts: What are edge loops and front edges and how to select them?

texts: Can't seem to figure out what i should do, a person said on one of my answers i should select the front edges and whole loops and i don't know much about blender since im still new. He then said before using the bevel tool there are 4 modes and you can switch between them using 'm'. Also when using whole loops and front edges is there a way to select them all?


texts: How do I load freestyle script using api instead of the GUI?


texts:
Im trying to dribble a soccer ball. This character can run thru animations i got from mixamo. How do i make the ball movement realistic when hes running with the ball. Is there some kind of physics i use?

?


texts: How do I give a completely black object a glow effect?

texts:
I am trying to give an all-black object a glow effect. Is this achievable? I have seen how to create glow effects using emission and world bloom, however, this obviously has no effect on a black object.

I am using Blender 2.82 and am rendering with Eevee in case that info helps. Thank you in advance for any assistance you can provide and please note that I am day 1 into Blender.

Here is an example of the effect I am trying to achieve:


texts: I need something to rig a hand, just a hand not a whole arm, so I found this tool, but I am not sure if it could rig just the hand for me, or it only works for full body meshes. Anyone knows how to use it?


texts:
i create part by part . like top of the s first than middle part of s.

it doesn't look very professional.

is there any better way to do it?

letter A


texts: how to render semi-transparent objects with transparent background as a png with cycles

texts:
I am rendering out some bubbles for use in a composite Photoshop image, so I need to render as a transparent png with the bubbles semi-transparent.

I tried setting render output to RGBA and checking the transparent option under film, but while the resulting png is transparent the bubbles keep the environment background colour.

The bubbles are definitely semi-transparent, because if I include a coloured object in the scene behind them, it is visible through the bubbles in the render, but I can't find a way to allow the semi transparent material to have any alpha transparency in my png render.


texts: Use wireframe on sphere can give me a good shape of holes without delete the mesh. I want to replace these holes with other shape like Heart or thunder. A shape of empty heart instead of a hole. How to do it ?


texts:
I've been doing a simple camera track, I placed 8 markers and thought now is a good time to see what the solve error is: 11.4301

The confusing thing is, that if I press Solve Camera Motion repeatedly I keep getting different solve errors, even though I have changed absolutely nothing since the last time I did a solve.

Am I doing something wrong? It doesn't seem correct to me, surely whatever algorithms are running to do the solve won't change after each click without me influencing it in some way.


texts: Python: Select specific parent object automatically on selection change?

texts:
I have written an add-on which visualizes objects on a racing game track.

Each in-game object is an empty object in Blender with one or more children mesh objects being the visible model as seen in-game. The empty holds the game-relevant properties in a PropertyGroup which are visualized in a custom Panel.

Basically, the object hierarchy looks like this:

ItemBox < Empty object holding custom properties the user is interested in

ItemBoxOuter < A model the user selects
ItemBoxQuestionMark < Just another model the user might also select

Start < Another empty holding custom properties

StartLine < Another model

and so on

Since empties are hard to select and often covered and encased by the models, I want to redirect the selection of such child mesh objects to the parent empty object. Is it possible to modify how the selection operator works here?

Background: At first I worked around this by letting the Panel which displays the PropertyGroup use the parent object to show its data. However, users began to move around the child model objects (having selected those), effectively keeping the in-game object at the same place as it uses the transform of the empty object.


texts: Surface normals still regular in edit mode after displacement map

texts:
I am trying do perform a displacement map in a conical shape. I created a circle, extruded in Z and resized at the other side. After that, I selected everything and subdivided to have a bunch of small faces. Then, I added a displace modifier and a image texture, so that it becomes like the surface in the top (Object Mode):

The problem is, when I change to Edit Mode I can see that the normals keep as the surface was completely regular, which is not desirabe. I wanted the normals to follow the surface relief, is there a way to do that?

Edit: Accepted answer from Robin Betts, results (I extruded the surface, so that I can have normals on both sides):


texts: How to overlay a picture with transparency overr a movie clip?

texts:
I added a movie clip into the VSE and also a picture which is a cut out head of a gorilla with the rest being transparent (png file).

However, when I hover over both clips with the timeline marker, one can not see through the transparent parts onto the movie clip below.

(p.s. what is the best way to decrease the size of the gorilla?)


texts:
What I'd like to know is, would it be possible to display the output of an external opengl application inside Blender?

As shown on the image the left part is the standard 3D viewport, and on the right would be the output of an external renderer or game engine that would be displayed inside Blender directly.

A use case for this would be to use Blender as a level editor and seeing the edits being replicated live in the game engine.


texts: I get many surfaces when i Unwarp my mesh,(Only two selected)

texts:
i'm getting stacked with this issue please help ! it's the first time i use blender i've been modeling for the first time without noticing that i have deferent color faces on my mesh without applying any material or colors !

the mesh looks unified but whene i apply unwarping i get splited surfaces and when i use ambient oclusion it apply only ont this splited face,it's realy strange please help !! here a link to my model for anyone who want to check it !

http://www.mediafire.com/download/oo4iubpe5v7n856/Body06%282%29.rar


texts: Losing shape when separating faces with subsurf modifier

texts:
I am making a car, and I would like to separate the different components such as the bumper, doors, etc. Ideally, I would like to keep the shape of the parts like so:

However, when I separate the faces, the arch loses its shape like so:

Is there any way to separate these faces without having to apply the subsurface modifier and keep the original shape?

Here is how the mesh currently looks.


texts: How to enable the rendering of Reference Images on Blender 2.8?

texts: I placed reference images to decorate some objects but they don't show up on the final rendering. Is it possible to enable their rendering? Or if not, can I transform them in an object that can be rendered?


texts:
I'm modelling a courtroom for an assignment, and I'm happy with it so far, although I feel like adding textures to finish it off.
The problem is - I have no idea how to texture the thing. I have alot of things, tables, chairs, walls, etc.
The issue is that when I apply the material to something (like a table), it ends up appearing all over the room, on everything. How can I give a table a wood texture, chairs a different one, walls a different one, one for carpet, etc?


texts:
What is the best way to inform users of an add-on's warnings, info, or things they must do for the function to work? As it seems to be hard to add info to the main header, is it better to use (Blender dreaded) pop-ups? So what are your preferred ways and how do you do it, code-wise?

(I don't mean info view or console, because users do not have these things open - so this is not a duplicate question)


texts: Rendering without fire when executed from command prompt

texts:
I am rendering from command prompt and output file is something like:

expected:

I executed this command(My installation Directory):

set path="C:\Program Files\Blender 2.79\blender-2.79.0-git.ec20d311da4-windows64"

path to my .blend file:

cd desktop\blender projects

and then:

blender -b art.blend -E CYCLES -s 10 -e 10 -t 2 -a

  And I have saved my file too.!


texts: How to get rid of fireflies caused by glass material?

texts:
I'm using cycles render for glass shader. I'm using GPU compute for faster rendering in the viewport. I have bumped the samples to 100000, and still getting fireflies on the glass. I have tried various set ups from YouTube tutorials, but the fireflies insist showing on the glass sphere.

Q: How to get rid of the fireflies in this case?


texts: Blender 2.91.0: How to re-align the local axis of an object that has 0 rotations to the global axis?

texts:
An object that has 0 rotations displays the local axis that's not aligned to the global axis.
Please see the following picture.

All parent objects have 0 rotations.
How can I re-align the local axis to the global axis?
The object itself has a few child objects, and that child objects' local axis and rotations must not be changed.
Blender version is 2.19.0.
UPDATE 1:
The object and it's parents' delta transform rotations are all 0 too.

UPDATE 2:
I've included the blender file that has the problem - using Blend-Exchange (Please see 'Front Arm' object):


texts: Is it possible to make material independent of the geometry or the details of the mesh?

texts: I'm trying to make mountains and apply texture. Both the ground and the top of the mountains look good. In the mesh, some faces start from the ground and end at the top so the material is scaled differently which makes it look weird. Is it possible to distribute the material uniformly regardless of the geometry or those long faces? I'm using EEVEE.


texts: It's impossible for me to manipulate handles in the graph editor. The numbers in the scroll bars on the side, are missing, and if I scroll in, the bottom scroll bar just expands.


texts: How do i get rid off those black border lines/outlines on my backround/reference image? They are obscuring my viewport. In 2.79 i haven't seen that issue.


texts: How to Scale and Apply Transform to Empty Object using Python Interface

texts:
How can one scale an Empty object and apply the transform to it similar to what was possible in Blender 2.7x.
For some reason after applying a scale, when one applies the transform, the scale reverts back. This can be observed from the code below:
bpy.ops.object.empty_add(type='PLAIN_AXES')
empty_obj_handle = D.objects['Empty']
# Pick a random scale
# The command below results in a scaled object
empty_obj_handle.scale = (0.1,0.1,0.1)
# Now applying the following command removes the scaling
bpy.ops.object.transform_apply(scale=True)

The empty object can still be scaled and the transform applied to the scaled object using the 'CTRL+A' + 'Scale' GUI hence the inconsistency.


texts: Force fields affecting selected rigid body objects

texts:
Let's say I have an Active wooden cube and an Active iron cube in the scene.
I also have another Passive cube with a Force force field at the same location.

The force field has a negative strength so it attracts rigid bodies.
But I would like the force field only to attract the iron cube and leave the wooden cube alone.

Is there a way to define those properties on object level?
For example, the wooden cube is only affected by gravity while the iron cube is affected by force fields and gravity.


texts: Data transfer modfier transfer weird edges

texts:
Hi so I recently been using data transfer modifier more but I been getting this one problem that completely messes up my work any help will be appreciated!

Here is the two objects I'm using as you can see head 1 has the Data Transfer Modifier and were using the Head2 as Target/Source
Once I completely put Head2 over head1

This happens
The whole face is there but there is some weird color lines on the edges that aren't suppose to be there this has been bothering me for a while now I will greatly appreciate anybody who knows how to fix this


texts: How do I create a vertex group from selected vertices in edit Mode with Python (Blender 2.8)?

texts:
I want to create a small Script that works with any object, but I need to create a new Vertex group of the selected vertices with Python

import bpy

# Modeling
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region
{"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_translate={"value":
(0, 0, 0.5), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0),
(0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False,
True), "mirror":False, "use_proportional_edit":False,
"proportional_edit_falloff":'SMOOTH', "proportional_size":1,
"use_proportional_connected":False, "use_proportional_projected":False,
"snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0),
"snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False,
"cursor_transform":False, "texture_space":False, "remove_on_cancel":False,
"release_confirm":False, "use_accurate":False})
bpy.ops.transform.edge_bevelweight(value=1)

# New Vertex group from selected vertex

bpy.ops.object.vertex_group_add()


texts: Scaling objects without scaling children

texts:
I have two basic meshes: "head", selected, and "tube", below (apologies for the bad layout).

What I'm trying to do is extend the tube object by scaling it in the z-axis, while keeping the head in the same size and same place relative to it. Obviously, just scaling the tube will have no effect on the head, while using Proportional Editing also scales the head. If I just scale tube then move head to it, it's difficult to get the placement precise (since vertex co-ordinates aren't the same between objects).

How do I scale one and keep the other fixed relative to it?

Full disclosure: this is just a simplified example, while my actual mesh is imported from a .obj, so any solutions involving creating the mesh from scratch won't work.


texts: It seems that certain nodes, as part of their function, will clamp their output to between 0 and 1 regardless of the input number. I am not entirely sure of this. Is there a list of what nodes will do this in Cycles and the Compositor?


texts:
I am trying to create a 3D model of a Penrose triangle

different angle of a 3D Penrose triangle

I am currently following the obvious path which is 3 rectangles with lowered edges at the ends to make them fit with the rest. But as you can see in the second image, the rectangles are rotated/bent on their long axis. How can that be achieved on Blender?


texts: Planes don't show assigned colors/ images

texts:
I am having trouble using assets from blender 2.79b I personally made for a project. I made sure the user preferences and add-ons in 2.81 were the same ones I used in the older files. Screenshot is what I see when I open an older file. I made sure all files were there and mapped accordingly. There is about 2 hundred images parented into this scene. This problem appears in all of my other .blend files last saved in version 2.79b.

Is there something I am overlooking? Or am I going to have to re-import all images and rig everything back up to use these assets? I can provide more images if needed.


texts: Cannot find the node called texture coordinate in blender 2.79?

texts: I'm following a tutorial and in my node editor I don't have the texture coordinate node. I'm using blender 2.79, any idea where it is or what replaces it?


texts: Could a large file compromise Blender performance?

texts:
I ran into a "problem".  While modeling I was unable to click on an object. Settings I had set in preference weeks ago changed or ceased to work? The file size was 130 mb.  Is 130 mb considered a large file by Blender?
Can you corrupt a file through poor or improper modeling techniques and will that "befuddle" Blender?
I'm on a Mac. I did the following to try and correct the problem: 1. Deleted all copies of Blender, and add-ons.  Reset Mac nvram, pram and sac. Checked Mac's cache and preferences files - found nothing related to Blender. Downloaded Blender 2.9.1 and reinstalled it.  However, the "problem" persists.


texts: Limitation of a Rolling Shutter effect for propeller

texts:
I am trying to create artifacts of a spinning propeller using cycles from this post.
I have the propeller animated using 2 keyframes starting at 0 degrees, and ending at 80000 degrees over few frames.
However Blender seems to interpolate the frames using closest rotation, which means, that when the propeller rotates more than 180 degrees per frame, the effect will reverse.
But I need it to spin multiple times per frame, to create that authentic effect.
Is there any way to do that?


texts: Can't bake normals from high poly mesh to low poly mesh correctly?

texts:
No matter what I do, the normal map never comes out right.  There's always weird coloring (bright orange, greens, pinks) or artifacting.  Any help on how to actually bake it would be amazing, I've been struggling with baking normals for a long time

Here's the blend file:


texts: Join objects (boolean) with different materials

texts:
How can I join 2 objects using the Boolean modifier, but keep their original materials assigned to them?

If it is impossible - is there another way to join 2 intersecting objects and remove useless geometry inside the intersection area?


texts:
I want to know how the shape, size and material of an object would affect its bevel?

(for it to have closer to realistic bevel, for photo-realism)

For example in the real world how would the bevel on the edges of a wooden door be different from the bevel on the edges of a concrete beam or the bevel on the edges of a small cardboard box?


texts: UV unwrap ignores mirror on part of the mesh?

texts:
So I made this character, or half of it while mirrored along X, as you can see here

But when I apply the mirror and try to unwrap the UV I get this

Notice how the mouth is different on one side, I don't understand it as it should be exactly the same. Everything else unwraps perfectly, and the only thing I did was work on that part of the mouth with the mirror invisible so I could see better from the inside. But I've looked at it and  it is definitely the exact same mesh on both sides. I've tested it a bunch of times now, same result every time. Mark seams, apply mirror, unwrap, and the mouth area is always wrong. Any ideas to why this would happen?


texts:
I want to create a perfect depth hole. I tried using boolean and bevel after, but doesn't work...

Here is my reference image:


texts: NurbsPath causes object to rotate when specified in Curve modifier. Not seeing why

texts:
I'm following a 2.79 tutorial with a 2.8 release.
At one point the video is trying to curve the blade using a Path and the Curve modifier.

I've tried moving the origin points of the blade object and the path to the same place in 3d space but it's still rotates the 3d object 180 degrees in Object mode.

I'm not sure what I'm missing here. Can someone help?


texts:
I'm trying to model the nucleoprotein complex of influenza A which schematically looks like this:

I'm struggling with the modeling of the RNA part (the black string on the image). One of my objectives is to model 8 segments of precise size, so my RNA is made of a lightly modified cube ("nucleotide" in the blend file) with an applied array modifier. The RNA used in my blend is the shortest (890 nucleotides).

Using the Extra Objects Addon, I've been able to model a double helix structure. Then I've added a loop and merged the three curves.

The last step is to make the RNA taking the shape of the curve. So, I tried using the curve modifier (with different deformation axis, with array applied or not, with array on "fit curve") but nothing is changing. And I'm not sure about what is going wrong (the curve has a HUGE number of vertices, could it be the problem?). Have I made a stupid error, or should I use another method?


texts: Sverchok. A file which worked fine 2.8* no longer works in 2.91.0

texts:
With reference to a previous post of mine (Sverchok. Duplicating an object along a path), the linked file at that question (grille6) no longer seems to work in 2.91.0.
I've replaced the 'deprecated' Polyline Viewer with another viewer of the same name, but so far, no luck.
What am I missing?
* the previous version might have been 2.79 - I can't actually remember


texts: Character Walk Cycle is not working properly

texts:
i'm new to blender and just finished modelling and rigging my first character, then I started animating the walk cycle, I was going fine until I finished the first step, I further followed the tutorial I was watching and he duplicated the first step to make the second, so I did so and it just didn't work out for me:(
Here's the video:
https://youtu.be/gFf5eGCjUUg
and here's my .blend file:
https://drive.google.com/file/d/0B_1jio7A29__dkI2Ti1aa2hSbms/view?usp=sharing


texts: How do you display transparency when it's NOT selected?

texts:
I've got a semi-transparent texture that I want to display in the preview mode (so I can take screenshots for a client without having to fully render the scene). When I select the plane with the transparency, it displays correctly but if it is UNSELECTED it just shows up solidly (see image attached for settings and for the example of the issue). I've tried to use Alpha clip but it gives a hard edge and not a nice soft gradient that you get with the Alpha Blend.

Any help on this would be amazing, thanks!


texts: Modify a blend file via console outside of GUI

texts:
I have built a little 'smart' robot using a Raspberry Pi and Arduino. Currently it can move around, sense obstacles, determine if it can pass, etc. My biggest problem so far is that it is completely "in the moment" and doesn't remember that there was a wall on its left once it's not sensing it. I'd like it to remember there was a wall on its left and so on so I thought, maybe I could use Blender for its visual memory!

Is it possible to add/manipulate meshes in a blend file outside of Blender via Python? My robot's code is in Python but I suppose if I have to use C for it, I can just write a Python wrapper. I don't expect to generate high detail meshes or anything like that, just cubes so I can inspect what obstacles it's remembering.


texts: Sprinkles are turning out different in rendering than they are in the view-port?

texts: I'm just learning Blender, so bear with me if this solution is simple. The first image (the screenshot, through the camera) is what I want, but when I click to render the actual sprinkles on the donut become super small.


texts: How do I install tkinter for blender 2.8 in Windows 10?

texts:
I get this error:

>>> import tkinter
Traceback (most recent call last):
 File "<blender_console>", line 1, in <module>
 File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\tkinter\__init__.py", line 36, in <module>
  import _tkinter # If this fails your Python may not be configured for Tk
ModuleNotFoundError: No module named '_tkinter'

I tried to install it but it didn't work:

c:\Program Files\Blender Foundation\Blender\2.80\python\bin> python -m pip install tkinter
Collecting tkinter
 ERROR: Could not find a version that satisfies the requirement tkinter (from versions: none)
 ERROR: No matching distribution found for tkinter


texts: How do I color an entire group of objects at once?

texts: How do I color selected group (by using materials). I have like 50 objects in one group and I don't want to color them in the same color 50 times.


texts: Move particles first and stick to texture target

texts:
I would like to form particles to a logo.

I would like to let balls fall to ground and THEN move them to form a logo. The logo is controlled by a texture.

Is it possible to move particles to a texture target and distribute in the logo area?

I've made some tests with a texture force field but it doesn't work like expected. Maybe I misunderstand something here.

Thank you in advance

Chris


texts: When I try to bevel this edge one side is much longer than the other. I realize this is because the rectangle is much longer than how tall it is but I want to be able to evenly bevel it? Can someone help me


texts:
I have a plane in Blender, and I'd like to fold it along the edges. My goal is to fold the plane like an iPhone X's case as shown in the image:

How to achieve this?


texts: How to prevent Blender from adding sharp edges when editing UV

texts:
It's looks like there is a setting to manage it, but I don't know where is it.
When I edit UV's, Blender automatically adds Sharp Edges on the boundaries of islands. How can I disable it?


texts:
Hi. I'am a beginner and studying a given file. I wonder what the point is having a mesh parent related others? just for convenience so that you can move all of them easily? why don't they manage via collection? is there any beneficial reason or situation for doing this for particular purpose?
I thought this feature is only used for rigging.


texts: Particles not responding to size changes

texts:
(please excuse my noobiness, this could have a simple answer)
I can't get the particles to actually respond to the scale selector that is now nested under the Render tab. In older blender versions, there was a size slider under the emission tab. With the new update, I have found that it is now under render, no worries. The problem comes here, no matter how I change the scale slider, the particles don't change in size and just remain way too big.

Each time I played the simulation again after changing the size.
Anyone got any ideas?


texts: Please help, Blender rendering videos really slow

texts: I'm new to blender, I've been using it to edit videos but While my videos are rendering my CPU usage sits around 15%, my RAM around 30% and my GPU doesn't get used at all. This doesn't seem right surely one of them should be near 100% anyone know whats going on?


texts: Mysterious Green Thing Appearing only when rendering

texts:
I'm not sure why this is happening but when I try to render my animation, a green thing pops up in the render. The object is not there when looking at the animation in the viewport but appears when I try to render. Depending on what the starting frame is (the entire scene is 400 frames long), the object appears in different locations. Below is what appears when I try to export.

I render in cycles and I've tried rendering both with CPU and GPU, different frame sizes, differing light bouncing amounts. Even different computers. Nothing I do seems to work.
Also I should note that the issue started suddenly, as I would export the scene before with no problem but when I changed the world color, that's when the thing started popping up.


texts:
I have a rigged foot model. I want to wrap a shoe model (unrigged) around the foot model.

How can I do so while also making the shoe model follow the foot rig. For example, when the toes bend, the shoe bends the same way.


texts: Is there a way to check whether a point is within the convex hull of an object?

texts:
I'm trying to calculate to what extent one object contains another in a blender scene. To do this it would be ideal to see if one object is contained in the convex hull of another.

I realise there are simpler less precise ways of doing this using bounding boxes, and I also realize doing calculations with convex hulls can be computationally heavy but I was wondering if something existed?

All I have found so far are methods for generating the convex hull of a single object here but I can't see an easy way of repurposing these for checking the relationship between two objects


texts: Issue with oddly shaded faces in Blender 2.82

texts:
Hi everyone and happy new year.
Recently I have encountered a problem with some models in Blender (I use 2.82). When importing a model I have made in Sketchup, Blender "creates" these weird dark grey shapes on the model itself. I have gone back and forth between Blender and Sketchup to fix this - but nothing solves this. Please see the attached screenshots - I have circled the issues in red. There are no vertices or edges close to the problem areas.
What I have tried thus far:

Checked normals and ensured they are facing the right way.
Tried to add edges to the problem area.
Subdivided the model (makes it worse).
Tried various shading settings.
Tried exporting from Sketchup in various formats.
Tried importing the various formats of the model with various import settings.
Removing materials and reassigning them.
Cleaning up the mesh.

The problem persists even when I load it into Substance Painter to texture it...the rest of the model is fine, except for those annoying dark areas. Can anyone advise on what this is and how to fix it? Thanks in advance.


texts: Solidify Modifier: how can I remove the inner mesh in a complex artifacts?

texts:
First of all I want to specify my final goal: use the Solidify Modifier in order to create a cage.

I think that my workflow, used since now,

Duplicate my low poly
Alt + S with the new mesh (i.e. cage)

isn't the way to achieve the best result, because it creates too much distorsion and doesn't preserve the original shape of my low poly, in particular with hard surfaces' meshes.

Therefore I found the solidify modifier that works pretty well. There's only one problem that i will show you with an easy example:

1) This is my High Poly

2) This is my Low Poly

I duplicate my Low poly and then with my new mesh (cage) I apply the Solidify Modifier in order to cover my high poly. The problem is that the solidify modifier double the mesh. In the final result i have my low poly, high poly and the cage, with 2 "meshes" (not divided, they are still a unique mesh in the Outliner) one inside the other like in the image below.

How can i delete the inner mesh?

In a simple mesh could be easy, like this cube, but when i have complex artifacts?


texts: a simple script not working in blender 2.8

texts:
This simple script below does work for blender 2.79 but simply won't show the properties in blender 2.8 (it does draw the panel but it is empty inside)

import bpy

class SomeOtherClass:
    someMember = 100

class MyNewPanel(bpy.types.Panel):
    bl_label = "myNewPanel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        cubee = bpy.data.objects['Cube']
        somethingElse = SomeOtherClass()
        self.layout.label("Hey there")
        self.layout.prop(cubee, "location")
        self.layout.prop(cubee, "name")
        self.layout.prop(somethingElse, "someMember")

bpy.utils.register_class(MyNewPanel)

Did something change in blender 2.8 which causes it not to work or is it a bug that will be fixed in future? Hence, the second question: if I learn blender api in for 2.79, to what extent can I then use it for 2.8? Also, would it be difficult to bring my add-ons from blender 2.79 to blender 2.8?


texts: When in Wireframe mode and selecting an egde, only the top is selected and not the whole vertices

texts:
I am watching this Blender tutorial, where switches to Wireframe viewport shading mode with Z, and he mentions when clicking it should select the whole vertices

https://youtu.be/6FuvpwZeXfw?t=2m12s

But when I turn on transparency, and select an edge, only the edge I clicked is selected not the whole side

https://i.gyazo.com/5bbfe7e209b5b52ab70f78004a3e34ef.mp4

How can I selected the whole side like this?


texts: How can I inspect Scene Render settings in a .blend file from Python externally?

texts:
I'd like to be able to use an external instance of Python (ie. not Blender's internal python) to read a blend file and inspect it for Render Settings (ie. Start Frame, etc.).

Is this possible without firing up the Blender app itself? I don't want to have to depend on a Blender app, or to import the bpy module because the main project is in Python 2.7.

Also, I'd like to avoid any cli calls to blender to get this information.


texts: My loop cuts are not going around my whole model

texts: The loop cuts aren't going around the model as you can see they stop once it gets to the floor I checked for NGONs by selecting by trait and none where found I'm stumped.


texts: Why isn't the cube's collision properties working?

texts:
You can see the particles in the above image, but, despite the cube having had "collision" properties in the settings, it won't block the particles?

...and here's the physics settings I'm using.

Here is the .blend file: https://drive.google.com/file/d/0ByScwSCTIaUGUkZoTXhoTFhjU3c/edit?usp=sharing
Many thanks


texts:
Good afternoon to all, I have a quite simple question.
I unwrapped a model, a building wall, and I exported the UV Layer to GIMP. Then I mapped the layer to fit the textures in it and refreshed the resulted texture in Blender.

I've been using Normal maps and other detail maps for my other textures.
Will programs such as CrazyBump create a valid normal map for me?
Won't I see any sharp borders or similar in the uv map?

I ask this question because I've never exported UV layers; I've always used the classic rectangle texture and applied it directly in Blender together with the normal map.


texts: Using this object as bevel curve, it is easy to generate railroad tracks. Now, how would you do add sleepers at regular intervals along the track?


texts: Smoke simulation "Bake" is missing (or moved?) from 2.8.0 to 2.8.2

texts:
I'm trying to do a Smoke simulation following the various tutorial videos I've found, and could do it in 2.8.0 (after figuring out I needed to delete a BSDF texture on the Smoke Domain), but since upgrading to 2.8.2, a lot of the settings have moved and/or changed names.

Most importantly, the "Bake" command is missing in 2.8.2 (or at least moved from where it was in the Physics:Cache menu in 2.8.0). I found a "Bake Animation" command in the Object:Animation menu, but this doesn't seem to do what I need. When I render, it is always the same frame (somewhere in the middle of the animation).

See attached images for menu differences.

Any help/suggestions would be greatly appreciated.


texts: Ive set up the bone structure. From what i understand is that i can use the inverse kinematics restict the movent along the z and x avis and only allow the pivot along the y axis. But the main big bone has to follow the movements of either smaller bones on the cam shaft and on the flat canvas fan. Im not sure how to allow it to follow each with out deforming the other.


texts: First material applies but second does not

texts:
The first pin material I created is able to get assigned to the whole pin. The second stripe material I can't get assigned to anything.

Blend file:


texts:
I'm trying to shape an effect on photoshop and use it on blender.
I already did the most part, but I'm having problems on getting the spiral texture on the outside of the object.
What should I do to fix it?


texts:
Getting issue with the folding mechanism. I want to fold or bend the bar so that it get the 90 degree angle. The mesh getting merge inside each other and to some angle its away from the screws.
Video

Need little detail information regarding the bending or folding mechanism. How it works. Any suggestion or help. Thanks


texts:
I clicked "apply" on 2 displacement modifiers to a plane and it really messed up the look I was going for. I went to go edit the modifiers but I can't see them. In my hierarchy my plane looks like it has no modifiers at all even though I've done a lot to it.
How do I find/edit the modifiers I applied to the plane?


texts:
I need a matching hierarchy of shape keys to match a saved file form another app. I need the shape keys of the head first, then the tongue, then teeth, etc.

Is there a procedure to bump up or down a layer in the outliner? Already alphabetical order is turned off to see the actual order.

The only way I know is the long way, to unparent and then reparent each layer from the armature in the desired order one at a time.

But if there was a shorter way of doing this that would be a time saver, that is what I wish I knew.


texts:
How do I combine one mesh layer into another mesh layer in Blender version 2.81a?

I  do not know the command to do this.


texts: Why does my cloth simulation bounce for a moment before settling down?

texts: Whenever I play/try to render an animation with cloth simulation active it bounces for a second before settling down. Is there a way to effectively start rendering the animation from a point where it has settled and reacts to the models movement normally? The only thing I can think of is to add a couple of seconds to the animation before it starts to give it time to settle but that would increase the render time significantly.


texts: Can you design highly detailed miniature model trains, cars, buildings, etc, for 3d printing with Blender? If you can how?

texts: Im starting a business to design and make highly detailed 3d printed miniature models of trains, vehicles, boats, buildings, etc. Don't have much experience with 3d designing, not sure of what I need for cad. Want to make my designs on Shapeways. Appreciate it if anyone can help, Dan.


texts: Choose what rigid-body is affected by a force field in Blender 2.9

texts:
I have a conundrum,
I have a bunch of rigid-bodies that I would like to travel to different locations.
On their voyage to their location I’d like them to be able to interact and collide with any other rigid-body it meets along the way. (This could be hundreds of rigid-bodies)
One way I thought of setting the target destination would be to use a force field. However, is there a way to make it so the force-field will only affect one rigid body of my choosing? At the moment when I try it, it affects all of the rigid bodies.
Something like this would be great…
If not, is there any other method for getting a rigid body to travel to a specific target location but be able to collided with other rigid-bodies along the way?
Any ideas welcome.
Thanks in advance!


texts: Why Empty/ Image is freezing Blender (2.77a)?

texts:
. Hello friends! I'm having trouble using empty / image. I can open and scale, rotate the blue prints, but each command, let Blender (2.77a) unanswered for 5 or 10 minutes. When I click on the image, it just freezes. After a while you can move to other buttons, but clicking on the image again, Blender does not respond. It's a bug Blender? It is to fix it?
PS .: I'm used to import blue prints through property "N" / background images without problems. But I would also be able to use the function empty / image as well. Thank you very much.


texts: World Background Image: Environment Texture does not scale right

texts:
I try to use a background image for the World. I read that HDR images are best for that - so I went out and took an HDR image. But I cannot get this image scaled and applied right to my scene, it seems to be bended and stretched all over. I would like to see the whole image in the background of my object at once.

Tried to apply a Texture Coordinate Node and a Mapping Node and mess with the settings for quite a while now with no success. Even other answers like this one here did not help. Does it have sth. to do with the format and resolution of my image? Are there other settings I have to adjust?

This the downloadable image I try to use (HDR 3264 × 2448 jpeg 4:3) :
Outdoor Scene


texts: Why does home button in the UV/Image editor zoom out a lot?

texts:
If you have an image in the UV/Image editor window, pressing the Home button is for View All.

Why does it put a massive border around the image?
Every time I press Home I have to zoom back in!
Zoom extents would be a lot more useful.

Is there a reason for this zoomed out border?


texts: What is the between normal and local space?

texts: So I get the difference between global space (or world space, whatever you want to call it) and local space-- global space looks at locations in a 3D Cartesian Graph that has a fixed orientation/location which is independent of the objects within it while local space bases its 3D graph's orientation/location off of the object that that particular space belongs to. Then normal space is dragged into the mix and it gets confusing: I've tried to spot a difference between local and normal space by using the transformation orientation and, as best I can tell, normal space and local space operate with the same orientation/location.


texts: Hi I am using particles - hair to scatter objects on a surface. The scene is static - no animation. Is there a way to avoid penetration between the objects associated to the particles? I have tried to activate self collision and collision with others in molecular but it is not working in a static environment.


texts: Selecting a specific cube in an array to change properties

texts:
I am trying to iterate over an array of cubes that I created and assign a new location to each one. I am having trouble with my iterating code. I know the issue is somewhere in how I am referencing each cube.
import bpy

cubes = []
for i in range(10):
    cubes.append(bpy.ops.mesh.primitive_cube_add(size=1, location=(i*2, 0, 0)))

for cube in cubes:

    cube.keyframe_insert(data_path='location', frame = 1)
    cube.location = (10,0,0)
    cube.keyframe_insert(data_path='location', frame = 120)


texts: Newly added objects dont appear on render

texts: I have started a forest scene with a small log cabin. For a long time everything was normal until today. When I try to add any object to the scene (Be it an instance of an already existing object or something completely new, like a suzanne head) dont appear in my render. They do show up in the viewport in all four modes, but not in the final render. Doesnt have to do anything with the material since there aren't any to begin with. Any idea why this happens and how to fix it? I added two pictures below showing the viewport with the corresponding cycles render.


texts: How can I put an object in the center of the viewport and on top of the floor?

texts: I was able to move my object to the center and on top of the floor by adding a vertex right in the middle of the bottom of it and then using a combination of cursor and origin settings. I want to know how to do this without having to add this vertex, since I had to add more geometry to my mesh to get this vertex there.


texts: how to report missing files in a list, usable in python script?

texts:
Is there any simple way to get all missing .blend libraries, in a python list, set, tuple or dictionary?

The operator bpy.ops.file.report_missing_files() only prints this list in the console. If I put it in a variable, the only thing I have is a set: {'FINISHED'} !! To illustrate:

missing_libs = bpy.ops.file.report_missing_files()
# missing libraries are printed in the console at this point, one line a file
print(missing_libs)
# prints {'FINISHED'} in the console

Ideally, I want to be able to do, for example:

nb_missing_libs = len(missing_libs) # get the number of missing libraries
for mlib in missing_libs:
    if ".blend" in mlib:
        # Do something with mlib

Is there a fast and easy way ?


texts: Movie editing in 2.8- how to recombine previously cut strips back into one strip

texts:
After cutting a strip, how do I recombine the cut strips?

I can move them together using move G  and Snap Shift + S , but that simply butts them together (at the handles), it doesn't make them back into a single unique strip for purposes of using modifiers- the software still considers them separate strips and evidently strip modifiers (like color balance) can't be applied across multiple strips.

I'm talking about times when it would be impractical to simply use the history editor (undo, Ctrl + Z ).

I guess my question is applicable to anytime I might want to treat adjoining strips as one unique strip for the purposes of applying strip modifiers, is that correct?


texts: Do I bake normal maps into a multi-res model?

texts:
so I had two separate models, my High poly sculpt, and my low poly(which has 4 levels of multi-res). Baked my normals, got my maps. Now I wanted to use those normals on my low poly. But when I go down to the lowest level of my low poly, the two looks merged.
Maybe it's a matter of not enough resolution, but I thought the normal map would give it the high poly details? I know I should have done the multi-res from the start (didn't know that would be a better method until I already finished my sculpt) so here I am. There are 4 subdivision levels, and the 3rd one is the lowest of them where the mesh edges are not visible, and that's sitting at about 1.3 mill polys.  Any fixes come to mind? My end goal is posing the character for renders, so I suppose it doesn't need to be the most effective on the polycount, but I don't want my workstation to chuge when I move a finger, either.


texts:
I want to know how to slow down physics simulations or at least the explosion modifier.

I want to know this so i can render out the explosion with a high fps but over a longer period of time so i can slow it down and still keep the animation smooth.


texts: Problem with the "Use Object Material" setting for Dynamic Paint

texts:
I'm attempting to use Dynamic Paint with the Image Sequence setting.  I've followed all the necessary steps and I also chose to enable the setting Use Object Material.

The material should be green, but the .png files that are produced just have the default light blue.

This problem is only with this particular Blender file.  I can't reproduce it a new file.  The scene I created was very complex with many objects, but I've deleted all the objects in the scene and started with a new canvas, but the problem persists.

Surprisingly, if I open a new Blender file and append the brush object and the canvas object and hit Bake Image Sequence, it works fine.

Here's the Blender file, if you open and hit Bake Image Sequence, you'll see the problem.  Any ideas?  Could this be a bug?

EDIT: A bug report was submitted on this and it has been marked as resolved.


texts: I see in real world some time light pass through our ears and nose,i wanted to know how to make light pass through a mesh in blender cycles?


texts: Smoke appears on viewport but doesn't in final render

texts:
I've followed this tutorial (first highlighted answer), I've set the right volume material and voxel texture, have lights, etc... I've baked the smoke, it appears correctly in the viewport, exactly as intended in the 3d viewer. But as soon as I hit render, the smoke object doesn't appears at all.

Smoke used to work on my system, quick smoke is ok etc... I don't understand why in this case it doesn't, do you have any clues?


texts: Imported model has bone fixed on point - how to fix it?

texts: So I imported a model through an XPS plugin for Blender, and I tried to move one of the Joy-Cons via a master bone, but it's fixed in one point, so I can't move it aside from rotation. When I do move it however, this Constraint icon appears on it in the Outliner. There's nothing in Bone Constraints, so how can I change this bone to move in free space?


texts: What is the most accurate way to get the data path for a value?

texts: what is the most accurate way to get the full path for a value so I can use it in a single property drivers.


texts:
I have created a new scene, deleted everything and set the "3D view far clipping distance" at 10000. Then I imported a DXF file (since it was in mm I did set the unit scale at 1000 and I also checked "center geometry to scene"). After "Align View / Center Cursor and View All" this is my scene:

The creator of this file told me that this 3D model should contain geometry, materials and textures (all created in FORMZ). Now other SE contributor already told me that most of the time imported textures will be useless but I want to know where I can find the materials / textures in this imported DXF file ? I only see geometry in this imported file.


texts: I have a model with clenched fists. I want to unclench them to save as a proper T-Pose. Is there a way to mirror the bone movement and position from one hand to the other so that both look exactly the same?


texts:
Maybe someone can help me. I've been trying for some time now to get Forged Carbon as realistic a texture as possible. Are there shaders that can be combined, or do I have to create an image texture? How do I get some parts to gloss and reflect and others to be matt?

Thank you in advance :)


texts:
i want an object to emit light, but still be recognizable as the object, like in this picture.

i tried using Luts in the colour management and tried to make only a second, weaker emitter be visible to the camera.

The problem is, that as soon as the object is emitting light, doesnt matter how strong, its not recognizable as 3D-object anymore.

I also tried to plug the node into volume and not surface, but then, it gets  transparent.

please halp
much thanks


texts: How can one set an object to have a real time mirror effect. E.g. floor tiles.  I been looking for tutorial but they ain't clear. Please help


texts:
Im making a water tank and to its side i want to make spiral stairs. I have tried 2 method but did not work for me both. I have add a spiral curve so that a single stair can rotate along the curve with the dupliframes. Then i added a array modifier and empty to control. I got this result the stairs not matching the side walls. And i want the result of the curve rotating in that way i want my stairs to be curved. Any suggestion

New result with empty

With screw modifier result


texts:
I know this question might not belong to this site, but I have a very important decision to take.
I want to buy a computer/server for rendering, but I am not sure about what would be the best...

The computer will have an intel processor with 6cores (12threas) and a rate of 3,3GHz per core.
It will also have 16GB of DDR4 RAM
I have to say that I have the power supply for this machine already at home.

The server will have four processors with 6cores each and a rate of 2,66GHz.
It will also have 32GB DDR2-RAM

What would be the better choice?


texts: Creating the Minecraft End Portal in Blender

texts:
Perhaps a reference video would be needed to show this, but to clarify, merely the portal and its animations appear nearly impossible to create, the frame itself is simple diffusion and optional reflection. Mind this is using cycles.

I though the best way to attain this would be to have the position of the camera changing cause a movement of the portal textures however it has proven futile.

And so I ask, is this possible in Cycles?

EDIT:

My original plan was to use the UV Warp modifier to create the movement effect, with several planes underneath each other to create the depth. However, the way it appears to be a void, another area is the piece I lack.

The frame of the portal, again, is not a problem.

In reference to a comment that referenced a similar concept using a Nether portal that showed the Nether upon the other side, is similar, however there is no need to create another world on the other side, as I want to stay true to the visual mechanics of Minecraft.

Here is an example of the in-game version of what the goal is.
https://youtu.be/ZpJiEbgo3Z4


texts: Rendering an explosion on a tracked video in cycles?

texts:
I tracked my footage and put an Explosion in it.
My Problem is when I want to render the Animation I always get a white Image.
How can I render only the Explosion without the White Images in cycles?
It also does this on every Format. Here is also the node Setup for the explosion if it helps you


texts: Clothing modifier is pulling clothing up instead of down

texts:
I have a character I am trying to clothe and I've done it by duplicating part of the character and modeling it after that, and by cloth sewing and with both I get the cloth sucking into the mesh or pulling itself upwards so far it doesn't cover the body anymore. The clothing mesh isn't parented to any rig or other mesh that I can think of.

here are the pictures of it in order from when it starts.

and the cloth never comes back down it just floats in air.
Any ideas?


texts: I've got 1 scene for rigging characters & animation cycles, and 2 scenes for different settings, but the character I want to use has to be in both scenes. How does that work out? I've already animated the character for the 1st scene and I want to do it for the 2nd scene but I'm scared it'd overwrite the 1st scene keyframes. How does it work out and what should I do?


texts: Error resulting in a 'jumping mesh' during mesh manipulation

texts: Ive been having a problem recently that seems apparently quite random for which I have no solution. this has happened to me before on one occasion and it seems to be at random moments while modelling something I have an active mirror modifier on. for some reason, when attempting to manipulate a corner, line or face, the selected mesh part 'jumps' as shown in the photos below. I have no solution for this nor do I have a cause. I do not know what to look for so if there is already an answer to this topic/ problem could you please point me to it. as you can see, these pictures show the foot I'm modelling in 2 stages, as it is and after I mimipulate it. these 2 stages are one after the other. there is no actual room for development or movement. it 'jumps'. it seems random and I don't know what causes it or how to reverse it. any ideas?


texts:
Please tell me, I have a figure of 5 curves that are interconnected. How can I draw a given figure on a cube and make a recess in the cube based on this figure.
This form you need to make a recess in the cube.


texts:
is there a tool in Blender or add-on that provides similar features to MODO’s falloff tool? For example I have a cube that I have added several edge loops and then scaled on the Y axis. I want to now curve the cube creating an insect like shape. In MODO I would apply a linear falloff and then rotate the cube, giving me a nice curve. I tried with the proportional editing option but I do not get the same level of success I get with the MODO tool. Am I just miss-using the proportional editing feature or there is a more suitable way.

Image below shows the falloff tool in Modo and the effect I would like to create in Blender.

Thanks !


texts: I am having a tough time building a half cylinder and have not found any tutorial showing me how to do that.


texts: How to make local single-user copy in Python API

texts:
How to use this button via Python.

bpy.ops.object.make_single_user(object=True, obdata=True) does not work for me at all,
object.data.make_local() makes library local without copying it, so all objects reference to it.


texts: “Cleaning up” meshes for unity: Necessary? Best practices?

texts:
I'm working on some low-poly assets in Blender with the goal of bringing them in as OBJs to Unity.

My question is about mesh preparation.

In edit mode, under the “Clean up” menu, I see:

Specifically:

Delete loose
Make planar faces
Split non-planar faces
Split concave faces
Fill holes

Questions:

When prepping meshes for Unity, should I be using any of the above options?
Should I triangulate my meshes in Blender before export (perhaps, using the triangulate modifier)?
In general, what process would you recommend I follow in order to get the best-looking mesh imported into Unity (and/or other gaming engines).

Thanks for your time!


texts: I have a circle with a mirror modifier. When I scale it in object mode, it scales fine, but when I do the same in edit mode, the median seems to be the centre of the non mirrored vertices. How could I fix this?


texts:
I created a simple object and I have creased all of the edges apart from 4 with a crease.

I have auto smooth on at 30

Why do all of the vertex normals point in the same direction. I thought that the ones that were not creased would average out with the faces they are connected with?

This is what it looks like with a sub-d of 2 and auto smooth


texts:
How can I make a simple animation render of an armature (to show all bones movements)?
This is an OpenGL render, but if i try the OpenGL animation render, the bones disappear.


texts:
I am doing a Blender tutorial from Blender Guru on How to Build a City (https://www.youtube.com/watch?v=XCEN0qQOsIA) and I'm around the 30 minute mark where you insert your buildings as a group particle system. Many problems arised once I did so, for starters the buildings were emitting the wrong side of the plane (through the bottom), I fixed this. The buildings were also still overlapping even after I unchecked random, I fixed that as well. Now there's only one problem I can't seem to fix. The particle system of the buildings is emitting the proper way (upwards out of the plane), but they are still upside down (on themselves). Picture down below (first picture shows the top, where the entrance is, the second pic shows the roof with all the addded details on the plane that I'm emitting my particles from):

I've tried messing around with the majority of the particle settings but an't seem tto figure it out, the closest thing I could get was under the rotation tab and messing with the phase, but thiss turns the particles around the plane, not on itself. Any help would be appreciated! Thanks!


texts:
For both AVI files and other still image ones like JPEG, the saved file just gets saved as a 'file' file. (The image should help get my point across)

Please halp.


texts: Using Brick or a Procedural texture to shade a chess board

texts:
A beginner here, hi!

I'd like to create a chess scene, done modelling everything, although have a question with the board itself.
I know that there are much easier ways to achieve it but for the sake of learning procedural texture, I wanted to create it with brick texture.
Here are some screenshots;

But, I'm stuck. So, is it possible, am I stalling my learning process and probably you as well xd? How can I change this randomness?
Thank you very much.

Ge, thanks for your answers.
Here is the result, my first non-follow along tutorial render ever.


texts: Help with understanding the addon enable process in blender

texts:
I’m trying to make our add-on work when its enabled from blender starting up (safe as enabled in user prefs). But for some reason this doesn’t work. It works fine when enabled after blender has started.
The add-on is comprised of a package with sub-packages. The parent package at the upper most level has its init file simply import and call register on the sub packages as required by the environment. We have binaries in our package and so the sub-packages contain different builds for different operating systems.

The issue is that the top level init file imports the sub package it needs when it is registered (not when its imported), it then calls the imported packages register method (see package structure and code below).
The problem comes when the package is being loaded at run time, its seems that the package is first imported and then register is run, then unregister is run. This causes an issue since the cr_platform object doesn’t seem to exist when the package is unregistered during the enabling of the add-on at load time of blender.

I wasn’t really expecting the enable process for an add-on to first load then unload and then load the add-on again. I really need to understand this whole process better to be able to either work around the issue or maybe redesign the package if its not compatible? I thought that what I had built didn’t violate anything in the python blender api as far as I can tell.

Help would be most appreciated!!

James

Package structure

top_level of package
    init.py

Darwin
    __init__.py
    bl_2_78
        lib
    bl_2_79
        lib
Linux
    __init__.py
    bl_2_78
        lib
    bl_2_79
        lib
Win64
    __init__.py
    bl_2_78
        lib
    bl_2_79
        lib

### contents of __init__.py at the top level

import bpy, imp, subprocess, sys, os

def select_platform():
    """ checks python/blender versions and sets import paths accordingly
    """

    global cr_platform

    if sys.platform.startswith('darwin'):
        from . import Darwin as cr_platform
    elif sys.platform.startswith('linux'):
        from . import Linux as cr_platform
    elif sys.platform.startswith('win'):
        from . import Win64 as cr_platform
    else:
        raise RuntimeError(" unsupported version of python, you have :"         +\ python_version +" supported versions are 3.5.2 and 3.5.3")

def register():

    select_platform()

    cr_platform.register()

def unregister():

    if 'cr_platform' in locals():

        cr_platform.unregister()

    else:
        raise RuntimeError("could not find the cr_platform while unregistering!")

if __name__ == '__main__':
    register()


texts: Convert a 3D Model to HTML to display on a webpage

texts:
I have watched a million Blender videos and been playing around heaps but I can not for the sake of me work out how to import a 3D Map (.obj) (From Drone Deploy) and output it to a HTML friendly web version.

Several of the videos said you could do this but I cannot work out how? Happy to pay someone to show me :-)

Cheers
Jason Cole