texts:
Crazy ass nobs. I get the ideal to buy a 3d printer knowing nothing about them. After a lot of searching/reading I get the thing going and feeling a little respectable until I take on this project for my girls. It's a butterfly and as you can see it's a little on the complicated side. But still, I figure out how to get it into Blender and manage to get it exported to Simplify3d and printed. The girls love it. Feeling a little smug I make the fatal mistake of suggesting that the edges would look better rounded off. Always quit when you're ahead.

So this is what I started with.

After a lot of hair pulling I figure out how to get the top edge selected. You'd a been laughing your butt of if you'd a seen me right clicking on one edge at a time until I learned the easy way. Anyways things were looking good until I laid the bevel on it.

Closeup of antennas.

As you can see on all the narrow areas the bevel overlaps on itself. After more searching/reading/hair pulling I discover something called "Clamp Overlap"

I didn't think it was working at first as it looks pretty much like what I started with until I zoom in. It seems to be working correctly, The antenna are so small Clamp Overlap is restricting it to a tiny size.

So I do more searching/reading/hair pulling and this time come up totally null which is why I came here lol. Does anyone know of a way to round off the corners? Like is there a mod or a secondary step I can use to get rid of the overlap without reducing the size? I've played with the modifiers in the "Object Mode"  with no success but it is an option if anyone knows a trick. Even though it does the bottom also I can make it thicker to start with and then slice it in half. And if in the end the antenna and the wing tips aren't as thick as the rest it would probably be ok.

And exporting to another program would be an option. Only thing is it would probably have to be in .stl format as .obj gets it standing strait up in Simplify instead of laying flat for some reason.

Any help would be most appreciated. The wife is riding me a little about it now. :(

Edited to upload file, 2.7, already has edges selected as in picture above.


texts: 2.8 : Trouble with materials when joining two meshes

texts:
Blender novice here, using 2.8; I've got this .blend file holding a multitude of shapes; the resulting object will be imported in Unreal Engine.

Topics are convering this already, but I'm so unfamiliar with Blender that "add an input > UV map node" isn't helping much; I'd be very gratefull to have a more detailed, step-by-step approach. Keywords, bullet points and I can google the rest. Learning with Udemy at my own pace doesn't help you to identify the solution "the clean way" myself.

Attached is a cleaned-up version of the file, with only two meshes and their own material plus the texture they share:
joining-example.zip

First step was to join the two meshes. Ok.
Next, I must find how to "make them render properly".

There's where my language gets crude. I understand it has to do with UV maps, but can't find what's wrong. See below.

Before joining
Each mesh is properly rendered.

After joining
Only one mesh will be properly rendered (the last selected)


texts: Measure length of "curve" (or similar) by drawing on mesh

texts:
I know there are a million answers on here about measuring the length of a curve (like this one, which is pretty much what I want to do) but I feel like this situation is a tiny bit different.  I have a scene like this:

Which is the real top of a skull, imported in "real" units.  I'd love to measure the circumference of that hole in the skull and return the length in centimeters, preferably by drawing on it.  I was drawing a curve by eyeball and using the CurveTools addon to get the length, but as you can imagine, its often hard to tell if you're in a correct 3d Plane and actually touching the surface and I often had to manually adjust each point I drew.  What I would love to do is "paint" like so:

And then have Blender measure the length of that, I imagine by creating a curve where that selection is? I tried separating the mesh by selection and then converting that new chunk into a "curve" and that technically happened, but the new curve couldn't be measured by Curvetools, not sure why.
Blender 2.9 if it matters.


texts:
I am new to Blender. I have completed my 2d animation and when I render it everything works smoothly. The last thing I want to do is put a background behind it. The background is a PNG image and when I import it into Blender it looks perfect. However, when I go to render my animation the background image is dark and sometimes just a gray box. Could someone please help me out? Please note that this is a 2d animation (if that makes a difference).

Secondly, I'm not quite sure how to add my files to this forum for you to look at. If you could let me know, I'd gladly add them.


texts: I'm trying to figure out how to use the pose library in 2.8 as I never learned how to use it in the last version. For some reason the "+New" icon is grayed out and I can't select it. Any help?


texts: Can i use flash animations as texture in blender?

texts: I'm trying to use 2d animated face on a model. So how do I import or apply 2d animation on 3d models?


texts: How to start modeling a square metal profile with holes?

texts:
I'm new to Blender (switched over from Sketchup) and I'm struggling with the complexity of the program.

I have no idea how I should start modeling a square metal profile with holes.

Can anyone give me any pointers of how I can start?


texts:
I was trying to paint a texture on an object in cycle, but i found that the changes will not be directly reflected in cycle. I have to switch to other view and back to render view to see the changes. May i know is it the nature of cycle or is there any problem in it?

Besides, is there any set up for the environment that is good for texture painting? Should the background be totally black, or placing lighting by myself, or just use a HDRI?

Thank You so much for helping.


texts: How to avoid switching layers and import an object directly into a specific layer?

texts:
I am using the multiprocessing package in Python to do renderings in parallel. Meanwhile the rendering is being done I want to import an object into  layer X to start rendering it right after the previous renderings are done. However, it seems that I need to switch the scene's active layer to layer X(as also suggested here) and import the object in that layer. This way, the rendering will not be done properly (or at all) as I have to switch layers. It seems that the obj import function also does not provide anything for this.

Using Blender's Python API, does anyone know if it is possible to import an object directly into a specific layer so that the rendering pipeline will continue doing its job?


texts: Hypothetically, if I were to build a model of my favorite sci-for aircraft but lack the skills to make decals from scratch, would it be possible for me to refer to a model kit's decal sheet, scan it onto my computer, trace each decal in a separate program like Adobe Illustrator as a vector graphic and apply each one to my 3D model?


texts: Quick keyframe frame insertion for Shape Keys with `foreach_set` from data

texts:
I would like to animate an objects' shape keys from a data set. Imagine a default cube that will get longer (side face vertices will move in +X direction) according to a data.
The date looks like this {'2000':1, '2001':2.5, '2003':3.4, ... '2020':11.9}
As you can see, we have time versus accumulative values. In reality, the data set has 4000 data points.
In the function below, I can receive a new value, add a shape key for it and move my target face in the desired direction. Frame by frame, this works just fine. However the code execution gets really slow after about 100 keyframes insertion.
I am looking for a way to create this animation from the data set quickly. After research, I found about foreach_set function of Blender API. However I could not find a way to use it for my case.
Could anybody please explain me how to use foreach_set function for FAST shape key animation from a dataset?
Relevant questions I could find. However they were not helpful for my case:
Fast keyframe insertion
Editing fcurve.keyframe points in FAST mode?
Thanks in advance!
def resize_bar(obj_name, newValue = 0, active_face = 2, start_frame = 1, end_frame = 2):
    # Get the active mesh
    obj = bpy.data.objects[obj_name]
    obj_mesh = bpy.data.objects[obj_name].data
    obj_mesh_matrix = bpy.data.objects[obj_name].matrix_world
    # get base shape key ready
    if start_frame == 1:
        basis_key = obj.shape_key_add(name="Basis", from_mix=False)
        basis_key.keyframe_insert('value', frame=start_frame)
    # Get a BMesh representation
    bm = bmesh.new()   # create an empty BMesh
    bm.from_mesh(obj_mesh)   # fill it in from a Mesh
    # get top face of mesh
    bm.faces.ensure_lookup_table()
    top_face = bm.faces[active_face]
    top_normal = bm.faces[active_face].normal
    # add shape key and insert a key frame before transformation
    new_shape_key = obj.shape_key_add(name=str(start_frame), from_mix=False)
    new_shape_key.value = 1.0
    new_shape_key.keyframe_insert(data_path='value', frame=start_frame)
    # apply transformations
    bmesh.ops.translate(bm, vec=newValue*top_normal, verts=top_face.verts)
    bm.to_mesh(obj_mesh)
    bm.free()
    obj_mesh.update()
    # insert a new key frame after transformation
    new_shape_key.value = 0.0
    new_shape_key.keyframe_insert(data_path='value', frame=start_frame+end_frame)


texts:
I am currently making Blender Guru's Beginner Tutorial where he creates a Donut. I want to move the glaze more towards the base of the donut but it doesn't work (see images).
Hopefully, you can help me out and tell me what I did wrong.
Thanks in advance,
Tobi


texts: How to make object A a parent of object B via Blender's Python API?

texts:
I have two objects each of them hold in a variable. Now I want to parent them so object A is the parent of object B. How can I do this using Blender's Python API? I know there is a parent_set operator in Blender but I don't know how to set up the selection in the scene via Python so I just have to call

bpy.ops.object.parent_set(...)

It looks like there is a parent attribute on objects which I can use like

b.parent = a

How can I use that?


texts: How would I discover an operator's name?

texts:
Simply stated, I'm looking for the python operator for what the P key does to selected objects in edit mode.

So I'm looping through edges like so:

import bpy

obj = bpy.context.active_object

for e in obj.data.edges:
    print(dir(e))

I'm attempting to find the e.magically_separate_from_object :D but cannot find it.

Usually I'd find out how to do it through the window interface,but I can't find the window interface for P either.


texts: I'm making a track for a racing game and I want to make borders with a wider area at the top. How can I do this with Blender ? The scaling tool doesn't do what I want to achieve.


texts: Edit mode object mesh offset? Not sure how to explain this

texts:
I have used blender for years now, and never seen this happen. It's kinda hard to explain, but I can't directly edit a mesh, because there is another mesh around the object, like a cage. Please see the picture and let me know if you know what is happening. I just want to edit the mesh.

thanks in advance.


texts:
I'm a new python developer. Recently I want to make a script to add a new UV for model and using lightmap_pack to unwrap. it works great but i found the uv1 is changed with lightmap_pack. Why?

import bpy
from random import random
from math import radians
import sys
import os
import os.path
import string
context = bpy.context
objects = bpy.context.scene.objects
for obj in objects :
    if obj.type == 'MESH':
        context.view_layer.objects.active = obj
        obj.select_set(state=True)
        mesh = obj.data
        if len(mesh.uv_layers) < 2:
            mesh.uv_layers.new(name='lm')
            lm = mesh.uv_layers.get('lm')
            bpy.ops.object.editmode_toggle()
            lm.active = True
            bpy.ops.uv.lightmap_pack()
            bpy.ops.object.editmode_toggle()
print('start to export')

Edit:
I found that if the mesh have child mesh, the parent mesh uv2 and uv1 will changed at same time,
but is there is only one mesh lightmap_pack will only affact uv2.

How to deal with this?


texts: "Remesh", friendly warning... Operation too long... ESC

texts:
I just threw myself into a horrible position. I am working on a model and accidentally set a value of 0.0001m voxel-size, instead of 0.01m for a voxel-size in a "Remesh".
It would be nice to have a quick "logical", check, and a friendly warning...
"This operation may take several years to complete, trying to generate 100-trillion-trillion voxels. Are you sure that you wish to continue?"
Is there any code, or plug-in, which might handle this setup? I only ask, because my system is essentially frozen and I can't interrupt: "Pause" or stop: "Escape", the process now. Thus, all my work will be lost if I take the easy way out and kill the program.


texts: How to make a whiff of steam rising off a mug of coffee?

texts:
I want to make steam rising off a mug of coffee.
I attempted to create wisps of steam or visible heat vapors (not sure what the phenomenon is called) rising from the coffee by using Quick Smoke.  That was way too much - tried changing parameters but my efforts did not reduce the blast of smoke to a "snaky looking" wisp.


texts: Import-Export images to planes not working

texts: I want to import an image as a plane, but when I go to download the addon, it doesn't come up.


texts: Duplicating in Edit mode and cancelling the action deletes duplicate

texts:
was working just fine a couple minutes ago, duplicate faces in edit mode, release, and the duplicate remains layered on top of original, this allowed me to do other functions were i want to keep the exact location of the duplicate by releasing/cancelling the action.
im not sure what i did or what sort of odd shortkey i made by accident but it now undoes the duplicate when releasing the action, why does this happen?


texts: How to rig two separate meshes (head and body) seamlessly to a single armature

texts:
I have two separate meshes, one for the body and one for the head. Both are tied to the same armature and posing works as expected (both meshes move according to the weighted vertex groups).
In order to get a seamless connection between the meshes (without actually merging the meshes, since i need to export them as separate skeletal meshes to Unreal Engine) i matched the most outer vertex loops on both meshes to be in the exact same place as shown in the screenshot. So theoretically the seams line up perfectly in rest pose.

Obviously, when i start posing the armature the meshes slightly get offset relatively to each other, since the weights are not exactly the same on the most outer vertices.

So my naive idea was to match the weight values for every two corresponding vertice pairs on the two meshes, like shown in the next screenshot.

However even after doing so the verts still diverge:

So my question is: What did i miss? Shouldnt the two vertices have matching positions when posing, since they do have the same armature, same position and same weights?
Or is there any other well known method to achieve seamlessly moving separate meshes on one armature?
Thx all for your help!
P.S.: btw, hiding seams through clothing or anything like that is not an option here, since the character needs to be topless.


texts:
I'm trying to get the dimensions (bounding box) from a linked object in python, but all the methods to commonly get the measures give me a zero vector.

bpy.data.objects['Linked_Object'].dimensions
# (0.0, 0.0, 0.0)

bpy.data.objects['Linked_Object'].bound_box
# ((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0))

I imagine is because the object is an empty, so it does not have dimension. I suppose there is a way to access the underlying information of the linked object but I cannot find a way to do it.

  I have to keep the object linked, I cannot make a local copy because it can be modified in the source file.

Any Ideas how to do it?

Thank you.


texts: BGE Video Textures not showing up in exported .app

texts:
I've created a scene in BGE which involves some video textures I made by using a script to swap image textures with videos that I assigned as properties to each object. Everything runs fine and great when I play the game in BGE itself, but when I try and export the game as ann .app, the video textures are blank. I've already tried packing all my external data into the .blend, but I think since the videos are assigned in the properties panel, they are not being included for some reason. What is causing this and how can I make it export properly?

Still no luck. I tried exporting the app to the same place my .blend is saved and still no video in the .app. I am still a novice at this so forgive me if Im not articulating well.

For reference here is the script I am using to play the videos in the .blend

######################################################
#
#    Movie.py        Blender 2.50
#
#    Tutorial for using Video.py can be found at
#
#    www.tutorialsforblender3d.com
#
#    Released under the Creative Commons Attribution 3.0 Unported License.
#
#    If you use this code, please include this information header.
#
######################################################

#import GameLogic
import bge.logic

# get current scene
scene = bge.logic.getCurrentScene()

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

# get object script is attached to
obj = controller.owner

# check to see video has been added
if "Video" in obj:

    # get video
    video = obj["Video"]

    # update the video
    video.refresh(True)

# if video hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get matID for the movie screen
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # get the texture
    video = VideoTexture.Texture(obj, matID)

    movieName = obj['movie']

    # get movie path
    movie = bge.logic.expandPath('//' + movieName)

    # get movie
    video.source = VideoTexture.VideoFFmpeg(movie)

    # set scaling
    video.source.scale = True

    # save mirror as an object variable
    obj["Video"] = video

    # check for optional loop property
    if "loop" in obj:

        # loop it forever
        if obj['loop'] == True:
            video.source.repeat = -1

        # no looping
        else:
            video.source.repeat = 0

    # start the video
    video.source.play()


texts: Smooth shading is seemingly creating incorrect normals

texts:
I have this happening with my mesh with smooth shading:

The center vertex is crooked even though all of its neighboring faces are pointed in the same direction. This pattern continues across a whole face-loop and creates a long crease between these faces.

I thought that smooth shading was supposed to create the vertex normal by averaging its neighbors' faces, so I'm not sure why this is happening. In flat shading it looks completely flat.

I've tried recalculating the normals.


texts: How can I combine 4 intersecting/converging polygons?

texts:
So I really can't figure out a good way to combine these at the convergence point.

I guess I should also add would it even be worth combining if it is for game use or some sort of production work?


texts:
I am trying to run some old script example which states
# Add a sun lamp above the grid.
bpy.ops.object.lamp_add(type='SUN', radius=1.0, location=(0.0, 0.0, extents * 0.667))

and it says
AttributeError: Calling operator "bpy.ops.object.lamp_add" error, could not be found
Error: Python script failed, check the message in the system console

How to do the same in modern Blender 2.91.0? How to find replacements for old constructs systematically?


texts: Can I make an object invisible in Cycles without letting the camera see what is behind it?

texts: I would like my mountain to be invisible after rendering. And I want just Objects in front of it (like trees) to be seen, but not behind the mountain.


texts:
I'm just starting to learn Blender and I'm trying to make a toolbar where I would display different set of buttons according to which selection mode you are in.

At the moment I can switch the button sets by pressing a button on the toolbar, but I would rather have it switching when you change the selection mode ( Vertex, Edge, Face, Object )

Is there an event that I can hook up to in order to swap my buttons when you change mode?

Using Blender 2.8.2 and Python.

Thanks!


texts: How to rotate the object based on the vertex of another object?

texts:
Do you see the selected vertex, how do move the red circled object to the selected vertex as well as to rotate the object based on the vertex? rotation?

(This question is different from other questions as I am asking how to position the spikes based on the body's specific vertex).


texts:
I have issue woth baking normals. In some reason bake does not work well. I tried a lot of ways and configs.. But my normal map is incorect.

When I'm trying to use this generated normal map in Unite or Bldender for low model I see edge of low poly model. In some reason Ray distance does not work for case when low poly sticks out a little.

I'm using Blender 2.81.

Do you have any suggestions how to bake normal map without this issue.

See below screenshots:

High model inside in the low. I generated high model from low by smooth

Last baking config

Tring to use this normal


texts:
I have been trying to export a model with vertex colors, from a blender model to FBX.
(And then to Roblox)
So I found out (export with vertex colors property)
But, I cant seem to find the export with vertex colors in the FBX export dialog.

This person said that there was a property, but I cant find it.

  If you want to use simple colors instead of textures, you can use
  Vertex Paint mode and color your model using this method. Roblox can
  import vertex colors contained in your model (if not, make sure you
  have ticked export vertex colors in the FBX/OBJ exporter dialog in
  Blender).

Please see picture;


texts: Keyboard shortcut to play animations in the timeline in reverse?

texts:
To play an animation (physics simulation, etc.) I usually use Option(Alt) + A

Is there an easy way to play the animation backwards with a keyboard shortcut?


texts:
I was wondering if I could make an object out of other objects.
Example: The surface area of a cube will be made out of small hexagonal prisms.

I was wondering because I would like to create an armored suit made up of small triangular prisms. Also I want for the triangular prisms to be part of the mesh so that when I add an armature to it, it will move with the mesh.


texts: Help: Timeline has turned red - how can I get back to default?

texts: I am a completely beginner in Blender, and inadvertently have turned the timeline to 'red'.  I googled it, and for the life of me can't figure out what happened.  How do I just turn it back to normal?


texts: How to debug why can't select NVidia card? (Cycles renderer/CUDA support)

texts:
I seem to have lost ability to select NVidia (and cycles renderer engine) after some hardware fixes (changes were made to replace components with same components, so in theory there should be no difference at all) and Windows updates.
It was working long time before (I haven't had much time to play with Blender in last few months).

Note: I have seen this replay. I followed it, it still doesn't work.

I am using Windows 8.1 on a Lenovo ThinkPad.
I have two graphics cards:

They both seem to operate fine (as far as I can tell, NVidia Control Panel works fine, and Intel's one too).

I have just installed newest NVidia drivers from their website.
I have just installed newest Blender (2.76b) using msi installer.

I have tried running it explicitly through option to use NVidia graphics:

And I still can't select Cycles renderer:

And I can't select anything else than CPU for Domputing Device:

I don't get any trace in Blender's system console that would indicate any issues.
NVidia's GPU activity tool seems to pick up on Blender using its GPU:

Interestingly if I start it like above, with NVidia option, I can select different subdiv algorithms:

However if I run it selecting Intel card I get no choice:

So it does seem to make a difference which one I choose to run Blender through.

How can I debug what's wrong?


texts: How to hide particle system original object?

texts:
I am working on a very complex scene, including areas that have particle systems (grass, flowers, etc.), mostly created with the Botaniq and Graswald addons.
Because the scene is so heavy, I have broken it down in sections and I am linking each area into the main file, instead of appending.
The problem is, when these areas come into the main file, the particle systems' collections (instancing objects) are visible and on ground level, meaning they are are showing up on the render.
Is there any way to hide these things or what is usually the procedure?
Bonus question: For such a heavy file, is it better to work with linked files or just appending? Does anyone know what is more optimized?


texts: Any examples of a nice hand rig? Specially fingers

texts: I don't know if this is the right place to ask, but I'd like to know if there are any good examples of a hand rig with good fingers deformations. I see many muscle deformation systems, but can't really apply them to the fingers. Some real-life examples:


texts: Blender Armature/Rig exported, without Bones but with Animations (to Unity)

texts:
When I export my rig from Blender to Unity the bones under my characters armature vanish. Animations are listed and work as generic.

I can't reconfigure the rig, because Unity doesn't find the bones.(edited)
as you can see there should be a regular armature. But below, in Unity, the armature has no children...

Anyone any ideas as to why?


texts:
I use Ubuntu Trusty Thar, Blender v2.69.
I'm unable to save rendered image; the only save dialog I get is the one to save as a Blender file.
I watched the tuts, I press Fn + F3 and get Save as blender file option and was unable to change.

Tried Shift + Ctrl + S and get the same panel with no option to save other than as a Blender file


texts:
I'm new to Blender, coming from Maya. I would like to know whether it's possible to have an independent squash/stretch rig, so that you can apply squash/stretch from any angle, while still having your object oriented the same way (Imagine a ball both able to bounce on the floor and on the wall).
In Maya this would be the squash/stretch nonlinear deformer.
In Blender I have rigged my model to a bone chain with a Stretch To constraint, to get the squashing, and then made a separate control with a Copy Rotation constraint, to be able to rotate my model afterwards.
This works, but requires constant counter animation.
I also tried to put a lattice between the bones and the model, and then rotating the rig in object mode, so the model doesn't get affected by the lattice while rotating.
This also seems to work, but requires switching from pose mode to object mode while animating and I don't know if that's good workflow in Blender.
So none of these solutions are very good. I wonder if somebody knows another way to do it?


texts:
In this old video Blender has 10 render slots: https://www.youtube.com/watch?v=bfMJ9NDpXAI

However, in my new 2.78 version, I see only 8 render slots. Is there a way to set the total number of slots? Actually, I would like to have more than 10.


texts: Import a video in a chroma key mask in a video

texts:
I try to put a video in a "chroma key" mask in another video. How can I make the size of the video as big as the mask? It is always full sized like the normal video. (Pong shall be in the monitor in the middle :)

Regards,
Michael


texts: Blender Game Asset Creator Tutorial: 5.5 - Unwrapping The Cone

texts: In the final unwrap of the section, after sharpening edges, the tutorial asks to unwrap and "follow active quads". I receive a "no active face" error. I feel like I'm missing a fundamental principle here. any help would be appreciated.


texts: How to create a CLOWN PASS for material selection in photoshop?

texts:
I use photoshop for post processing my renders.
I would like to have a clown pass exported with the shadow, diff, and ao maps...
Is there a setting I'm missing ?


texts:
I'm required to export animated models from blender to fbx, and while I've managed to exported animated models to fbx format, I'm having two issues I can't seem to crack:

The animation is looped with the first and last frames identical, however, when I reimport the animated model (after exporting as an fbx), there is a sliiight jump in the model when going from the last frame to the first (as it loops around). Would you know how I could fix this?

There is always one more frame in the exported animation than what is in the original blender file - how could I solve this? is this normal?

Thanks!


texts: How do I take a mesh(currently working on the upper receiver of a gun) and hollow out the inside so that all the internal faces are lined up with their respective exterior face evenly throughout the entire mesh?


texts: No immediet effect when switching between rendering modes, Eevee and Cycles

texts: [When taking photos on Cycles, it renders it in Cycles, but I can't see how it looks until it renders.


texts: Blender 2.79 + 2.80 internationalization translations german

texts:
Where can I get the source code of Blender 2.8 velvet blender.pot for 2.8?

git.blender nothing 2.8

wiki.blender nothing 2.8

Please make a translate plugin in the forum here.

https://github.com/BigManzai/blender_german


texts:
Hi, when I press 'generate rig' this message appears.
'RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.'
Incorrect armature for type 'chain_rigs'
However when I attempt to fix the bone which it says is the issue, it still doesn't let me generate a rig


texts:
So I have a HUD scene that has a list of duplicate objects from the main scene, and I want to be able to click the list with the mouse and it toggle selects the object, highlighting it, de-selecting any other objects that were selected, and the main scene when I click that object it spawns the selected object. Think real basic lego game, which is not far off.

Right now the spawner's need to be mouse-over and press a number 1 through 4 to spawn the object that is assigned to that number. But I want to select an object from a menu that can hold a lot more objects than keys.

I have two scenes: HUD and Scene.

HUD has a menus with duplicate objects in the bottom menu to select from.

Scene has a series of tiles that highlight when moused over.

I want to select and object from the menu, highlighting it, deselecting any previously selected object, and from there click on a tile to spawn that object.

Edit:

Scene:
  -obj 1
  -tile
HUD:
  -obj 1

When I toggle select -obj 1 from the HUD (menu), I want it to send a signal to -tile that is a string of "-obj 1" which it will use to spawn scene's -obj 1 which is on a different layer. Using said string rather than creating an actuator on the tile for each object I create.


texts:
I'm learning how to use Blender. I'd like to make models for game engines and also for sharing with other people.

Context: I want to make a bottle with a glass material, and a label on the bottle (and the label is a bit round).

I found the best glass effect is the glass BSDF in cycles, but to be able to export my model as .obj or .fbx I have to bake everything on a texture (from what I know so far).

Problem: When I bake the glass, export my model and then reimport to other software, the baked glass is not transparent. Of course I can set the transparency in that other 3D software for that "glass area", but that'll effect all other objects on that baked image. For example, I dont want the "round label" to be transparent.

Question: Is it possible to bake the glass area of the bottle with transparency? I've found the only way to export a model of a bottle with a rounded label would be through cycles, though I don't want to adjust the faces to fit the label that is rounded. So is this possible? Is there a better way to do what I want to do?


texts: After importing a .fbx model in blender it's not smooth with visible faces in viewport as well as render

texts:
I have tried smooth shading, subdivision modifier as well as converting the triangles to squares with alt+j but nothing seems to work.
Album has pictures from fusion as well as blender.
https://photos.app.goo.gl/peU4eVkiR8YQ2E4cA


texts: How much is the upper limit of video capacity when we use Video Editing?

texts:
I tried to edit about a 4.2GB-mp4-video, but Blender said "File A could not be loaded." The video length was almost 3 hours.
On the other hand, when I tried to load the only first 1 minute of the beginning,
Blender succeeded to load it and to display the sequences.

I think Blender may have the upper limit of movie capacity.
Can anyone tell me how much capacity Blender accepts?


texts: How can I parent a plane to only the y-position of my camera?

texts:
I have a sand dune scene with an image on a plane as the background. I'm ready to animate my camera with WASD controls, but in order to give the background the illusion that it is really far away, I need to pin it to the camera movement, kinda like what ducky3d did here with the sun in his scene.
The difference is I want to be able to more freely move the camera, but when I do it like the example in the video, the illusion doesn't work because the plane then becomes parented normal to the camera's movement in all degrees of freedom.
I want to be able to parent the plane only to the y-movement of my camera, while being able to move the camera in any way I want. Here are some pictures of my camera view and a screenshot of my scene.


texts:
What does class here mean?
Does it mean blender will use this class as blueprint to create a instance object of bpy.types.Panel?
(I'm new to python and blender scripting.)


texts: How can you create a 2d fluid/paint animation effect?

texts:
I'm trying to create an animated version of this image, sort of like a cartoony paint-mixing effect.

My first and simple approach was to screen-record a fluid simulation toy (there's plenty on the internet) and apply a blur and a color-ramp. The effect is OK but it's limited as it cannot create blobs of color "floating on their own", they are always tied to the intensity of the original image.

I've also tried the Texture Synthesis add-on's style transfer feature, but it doesn't really work.
Another option would be procedural texture nodes. I.E. distorted texture coordinates to alter a colored image or just animated noise textures with a color-ramp on their own. However, these techniques may be limited in some ways (the distorted image will get blurry and using a color ramp would have the same problems as before).
Finally, there could be a way to do that with particles, turbolence and dynamic painting, but I'm not very confident with particles in blender.


texts: How to check if Blender is installed on computer

texts:
I am writing a WinForms .NET program and I want to check whether Blender software has been installed in the local computer.

How to check if Blender is installed on a computer (32 bit & 64 bit)?

At the moment, I only can think of checking if Blender folder exists in the Program Files (for 32 bit) / Program Files x86 (for 64 bit).

However, I would prefer other methods of checking if Blender is installed instead of checking the Blender installation folder in Program Files.

Thank you


texts: When I begin to paint weights for arms/legs, it paints the same side weights on the other side instead. It mirrors the same weights. My mesh is symmetrical butt I also check it by doing edit mode and symmetrical. Also, I've tried keeping on/off Auto Normalize but I would get the same results. Thinking it might be my mesh, I made a new scene using the default cube, used a mirror mod(applied it), created some geo/bones, and repeated the process. The same thing happened, so I'm not sure what could be causing it. Here are some images to give you an idea. And the brush settings are default "mix."


texts: Add a Custom c++ Class to Blender and drawing it in the viewport using an Addon

texts:
Ok, what I'm asking could not be so mainstream. I'm writing an addon for blender that will add a better particle system, and I am in the process of reating an operator that spawns particles and animates them during time.
Untill now I've used this procedure to create a particle object:

I created a plane,
Merged it at the center
removed doubles

So That I would have only a vertex. And then to add datas like particle age, the frame it was born, etc, I used object Custom Properties.

the problem is that Blender struggles to keep upp with thousands of different objects to the point where it doesn't even play the animation at all or just crashes.

But I noticed that it could hold more than 20000 particles at a time without any problem. I want to state that I know python but not so much C++ or C, so excuse me if the following argument is wrong, but I think that blender cannot hold so many object cause they have much more to them than a single particle, for example an objects has Material Slot, Particle Systems, Location, And Much More and It's also treated in a completely different way than a particle which on the other side only has few properties.

given the Argument is true (Escuse me if it isn't) could I create a simple class in a c++ file like this:

class better_particle{
    public;
    int age;
    vector Location;
    }

And create instead of a normal object a better_particle object to represent each particle, and also important draw that better_particle Class into the viewport using for example a Rectagle (Like For Example blender's Default Particle)?

I think this is possible modifying the Blender source code to fit my needs, but I want to keep it a Blender addon and not just a custom Build.

So is this possible?

EDIT:
I Cannot use Animation Nodes as it hasn't the flexibility of an addon, and The Tree as long as I know it's executed each frame, so particle will not be able to spawn or move in subframes and this would lead to lagging streaks of particles. The same problem that there's in blender by default.

WHAT I'm TRYING TO ACHIEVE:

I've Written this simple Python Code:

class particle:
pass

created_particles = []
for f in range(0,40): #For each of 40 Frames
    for i in range(0, 30): # Create 30 Particle
        pp = particle() ##Create New Particle Object
        pp.location = (0,0,0) #Add location variable
        pp.spawn_frame = f
        created_particles.extend([pp]),

As you can see it just creates some particle object ad assign them some variables.
Now I need to Create the particle class in c++ with something like the lines up above and then in Python do something like:

p = bpy.ops.add_particle()
p.location = (0,0,0)
etc

and the Last Thing I need to do it's to create a drawing function in c++ do display these particle objects.


texts:
Everything but the Sapling Tree is generated at the 3d cursor. I need to create and configure the tree at a specific location and I can't move my scene due to it being geo-referenced.

Any ideas?

Edit:

Blender version: 2.79 Build, 2017-09-11

Sapling version 0.3.3


texts: Data visualization using Dynamic Paint /Particle System

texts:
I would like to visualize my Data in a efficient and individual style.

My Data is in form of a .CSV file and consists of 700000 data sets.
(later i want about 20 million to be visualized)

One dataset has three information: Longitude (X-Coordinate), Latitude (Y-Coordinate) and a Timelinevalue (Z-Axis).

I managed to create a vertex-cloud using the CSV-Mesh-Importer
Blenderartists CSV-Mesh-Importer.
The result is one object with my 700000 vertices...... So far so good.
But to make some kind of Infographic i want to use Dynamic Paint.

In the next step I:

animated  my cloud and pushed it through a plane (linear movement on Z-Axis).
subdivided my plane and set it to  Dynamic-Paint Canvas
set my vertices to Dynamic-Paint Brush
set Dynamic Paint Source to Proximity
Dynamic Paint Source - Paint Distance to 0.1

....no Result

If only i could set the Paint source to vertices.... ;-)

I had to convert all vertices into little triangles or rectangles (extrude 2x)

With the quadruple number of vertices i got a visualization.
....Not really satisfying

Is it possible to convert my datacloud into a Particle System?
Can I teach Dynamic Paint to read out the vertices of the object?
Should i try another solution?

Thanks

Silent_Bob


texts: Is there a way I can randomize the sample seed?

texts:
I want something so that when I hit Render, I get a certain noise pattern but then when I hit render a different time, without changing anything, I get a different one. Is there a time-based randomizer for the sample seed?

I'm using 2.8.

PS The clock button isn't useful for me because I want something where I can be on the same frame and get a different noise pattern


texts: Is it possible to export emission as a png texture?

texts: So I made a mesh, very simple and added emission to it. I wanted to make neon effect and now I am struggling how to export it as a texture. Is it even possible?


texts: Gray plastic bottle material (w/ label) needs to be more transparent and clear

texts: Tried adding a brightness / contrast node after the glass but it did nothing to make the gray glass more clear. In fact it made it black. Any suggestions?


texts: Background hdr image is covering up model when rendered

texts: Making Gold object but background hdr image is covering up model when I render. I am using cycles render and am trying to make my object have a gold appearance so I uploaded an hdr image in the world tab but now this image is the only thing I can see when I render. What should I do?


texts: Material Preview as default viewport shading

texts: Is there a way how to set up Material Preview mode as default Viewport Shading, so that everytime I open Blender it would start with that view?


texts: how to change boolean cutter to wireframe automatically?

texts: When add boolean modifier (difference/cut), how to make the 'cutter' object to be wireframe automatically so i can see the the result and the cutter/brush interactively.


texts: How to load/import a PNG image as plane via Blender's Python API?

texts:
I have the following snippet to load an image as plane; however, this seems to be obsolete in newer versions of Blender such as 2.79.

bpy.ops.import_image.to_plane(use_shadeless=True, files=[{'name':file_path}])

I need to import a local PNG image as plane that will always face camera. What is the new API to do so in version 2.79?

The error I'm receiving in the console is:

Traceback (most recent call last):
  File "C:\~~~~\Text", line 17, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.import_image.to_plane" error, could not be found
Error: Python script fail, look in the console for now...


texts:
I want to easily cut an ngon along existing vertices into quads. For testing purposes I cut a cylinder out of a cube, which generates an ngon on top.

At the moment I do all cuts manually with the knife tool (see 2nd picture, I only cut the right half for demonstration).

Can I automate this process somehow or like "extrude" the vertices from the arc to the top edge to create these quads?
(and is my idea of this quaded edge topology good :) )


texts: How do I get an icon to appear in the label of my custom python node?

texts:
Note: This was an issue in 2.79, but has been fixed in 2.83.

Custom python nodes have a bl_icon property which, when set to a valid icon name, is meant to display an icon for the node.

I presumed this icon would appear next to the node label like the compositing nodes have:

However, I have not been able to get an icon to appear for my nodes, and even the template in Text Editor> Templates> Custom Nodes doesn't seem to succeed in displaying the icon it defines.

Is there some other property that needs to be enabled to get the icon to appear or am I misunderstanding the purpose of defining a bl_icon property?


texts:
I've been trying to figure this out for hours, but I can't seem to get it to work. I want the "hands" to remain aligned with the shirt sleeve, but when I rotate the right arm, the hand mesh leaves the bone constraints and is slightly offset. The left side is working properly, but the right side is not (see attached images). I have everything weighted properly and the meshes are in the correct vertex groups as far as I can tell. File link is below. Thanks in advance!

Here is the Blend file: https://drive.google.com/file/d/1i9E91I-sNqQWNsjrVmGcR9IDHfBl2EOj/view?usp=sharing


texts: Trouble with 'artifacts' appearing on curved surfaces wiiith shiny material

texts: could anyone help me with troubleshooting what these 'artefacts' are which are appearing please? It becomes more apparent when the roughness is turned down. I've tried rebuilding the mesh in meshmixer but get the same problem. Thanks.


texts: How to fade / scatter sand on the floor around?

texts:
I am trying to scatter sand so it fades out better onto the floor around it.
This is what I have know:

And this is what I want it to kind look like:

Any help or suggestions would be greatly appreciated.
Thanks


texts:
Using Blender 2.81, is there a way to make dynamic particle hair fall and hang like in real life, affected by gravity?

I have made a scalp with hair and combed it how I want it. If I then enable Hair Dynamics and rotate the scalp 40 degrees, the hair will also rotate 40 degrees and stay that way (after jiggling a bit, back to it's combed state). But in reality, the hair should keep hanging straight down due to gravity even when the scalp is rotated.

Is there a way to achieve this effect?


texts: I'm trying to add black lines on my model. For example in the image below. The problem is that I've searched everywhere, but all I get is freestyle, is there a way to draw or texture lines on a and appear in the layout tab. (also I know photoshop can probably achieve this effect, but I can't afford it).


texts:
I'm trying to load a 3D model I made in Blender to Spark AR as FBX formatted file. After loading, some spaces of my model looks just empty. When I remove the material from Spark, the grey object itself also has that empty spaces.

The object in Blender is looking good. When I use DAE format, the object looks correctly, but the texture looks too saturated.

I attach the photo of incorrect FBX imported object so you can see what I mean. Do you have any thought why it's happening and how to fix this? Or maybe I should use DAE only?


texts: How to rotate object around a global point using Blender's Python API?

texts: I have a script that creates a bunch of object and I would like to rotate them around a global point ( (0, 0, 0) at the moment but I'll need to do this with different points). I was unable to find anything about rotating around a point.


texts: How to expose the hue of a Color Ramp node inside a node group?

texts:
I'm making a material in which the color in the Color Ramp Slider changes the color of the fabric material. Because I'm using noise texture to generate patches of 2 different colors, I'm unable to connect the slider color to group input. I tried looking for solution to add driver and it didn't work as intended.

Update: Thanks to moderator for re-opening the thread. I have already seen the link provided by PGmath. The method in the link basically says "This is workaround" and it's bit on complex side. I don't mind playing with math modes to achieve the desired result. But that too doesn't seem to work in my case. The link explains how you can get node group that behaves like Colorramp. What I want is a node input for changing color hue. Anyways, thank you guys for helping out. Got a workaround fiddling with MIXRGB and Math node that achieves what I'm looking for.
Below are the images of the result.

BTW, if you guys have been wondering I'm making a procedural Velvet Shader.


texts:
I'm trying to export a Mercy UV Texture (for use in Tabletop Simulator :P) but I've been struggling a bit. As you can see here, the textures are positioned / look like they are working correctly before I begin the UV unwrap, however after unwrapping the texture begins to act a bit weird.

It seems that the UV Map is just overlaying one of the textures on top of the whole map, rather than assigning each texture to each island (I'm sorry if my terminology isn't quite right), as shown here.

So my question is how do I properly assign textures to each part of the UV map? I read online somewhere that placing each texture into the correct island manually is an option, however given the hundreds of islands this isn't practicable at all for me. Considering that the model and textures look fine before UV Mapping, I'm assuming that there is a much easier way to do this, and that I am missing a setting somewhere?

Any help would be greatly appreciated, thanks!


texts: Should I make my model into 1 whole or multiple parts?

texts:
I have a human model.
It has 1 mesh for the body and legs. 2 for the feet, 2 for the hands, 1 for the hair and 1 for the head.
Should I make them into 1 model?
I want to use this in a game.

Whenever I rig, sometimes, say, the hand clips through the arm, or is completely detatched from it (Imagine it like a hand that's been only been sawed off about 75%, with a little piece of flesh keeping it attacked to the body. Twisted example, I know)

Also, if I want to make a background environment, should I make it all one whole, or multiple parts, such as say, one mesh for the ground, and multiple meshes for the trees?


texts: Help!! 3d mesh with black lines. Retopology

texts:
I was practicing 3D doing retopology when I went to smooth the mesh, I ended up finding this black line.

How do I solve this?


texts: Documentation on the mathematical models used by Blender physics engines

texts:
I need to know which mathematical models Blender uses during rigid body simulation and fluid simulation (e.g. Lattice Boltzmann).

Is there something like that in the Blender manual or do I need to search in other "technical" manuals?


texts: How to create mesh surface using csv datapoints?

texts:
I have a csv data which contains x, y, z columns.
I want to visualize this data as a surface mesh. From the csv file, I can load the data via csv mesh Importer add-on in Blender 2.5 and Statistical data in Blender 2.8. But in both cases, the data is loading as a scatter plot. So because of this, I am unable to load as an object so as to convert vertices to surface.
I could load the file in VTK paraview too but with same points rather than creating a mesh.
So, my question is "How to create mesh surface from csv data points in Blender" ?
I have attached the obtained results in Blender and Paraview.
Please let me know if there are any approaches present.
Thanks and Regards,
Sunag R A.


texts: How to go from 40,000 triangle faces to about 5,000?

texts:
Blender 2.79b
MacOS 10.14

How can I go from 40,000 triangles to about 5,000?
I send you my .blend file here:
http://pasteall.org/blend/index.php?id=50544

I am looking for straight edge without mix edge like the example shown in the picture below.

From:

to:


texts: Move object closer to another object using python?

texts:
I'm setting up a simple game loop in which the agent tries to collide with "enemies" (so they'll have the game property "enemy") and tries to steer clear of other objects (let's call them friends). I want to write a script that makes use of the near sensor to do this-so if an enemy is detected nearby, the agent moves towards it and, if they collide, the enemy is destroyed. Similarly, if the near sensor detects a friend, the agent moves away from it (to make things more interesting, maybe I can apply endobject() or something to the agent if it accidentally collides with a friend). Is there any way to programmatically get the agent to move towards/away from other objects with these specified properties?

And, for that matter, is it possible to specify these game properties programmatically? I want to avoid using the gui as much as possible.

Thanks so much!


texts: How to show to the user a progression in a script?

texts:
I'm making an python script which create a lot of object and this could take a lot of time. My question is how to show to the user of my script, the "progression" of the script?
For now I print an progress bar in the system console.

But you have to open the system console befor and (apparently) the system console only work with Windows.

Is there an other way to show the progression of my script with python like control the mouse percentage icon (the little icon that replace the mouse while baking) or another idea?


texts: How to iterate through mesh vertices and add hooks using script

texts:
do you know how I can iterate through all the vertices of a mesh, and add a new Empty object as a hook to them via using a script? Like you would do by clicking on them in Edit Mode and then pressing Ctrl+H.

I'm trying to achieve this by the following code unsuccessfully so far:

# I import the bpy and do various things here which work, but the below one doesn't

current_obj = bpy.context.object

for vert in current_obj.data.vertices:
    vert.hook_add_newob()

Thank you for the support in advance!


texts: How to add an image texture/color as an overlay to a base texture at a specific part of the object and animate the texture/color alpha?

texts: I have this image texture wrapped around a UV Sphere. I would like to add a separate color/image texture in the area inside red circle marked and animate the alpha of the newly added texture inside red circle. Is there any method to do this?


texts: Remove specific instances from an array if an object intercepts

texts:
I've been researching for hours and cant figure out how or if there is indeed a way to get what I would like.
I have an array of hexagons and an object. I'd like a hole in the array where the object meets any edge or face of the array. But not a close "hole" that e.g. a boolean difference modifier would give but instead a full removal of any hexagon that touches the object. I really hope that makes sense, and I really hope its possible!
Visual summary: the grey hexagons are the array, the circle is the object, i'd like to remove any full array element/iteration where the circle touches. So where red crosses, remove the red bits.
If possible, can it be done with modifiers as I'll need to do it with lots of different patterns.
Appreciate any input/help !


texts: Is there a way to get the icon_value of a material for use with a UIList? When using a UIList with bpy.data.materials as the target list, the icon value seems to be passed to the draw function, but I'm not seeing a way to get the integer ID myself from bpy.data.materials.


texts: How to design a table and other pieces of furniture?

texts:
I am a 50 plus year old.
I an trying to learn blender, so I can design tables etc, I have tried to watch videos but cant find the right ones.
I know i am the problem, I am a slow learner and do not understand things.
Can anyone help me, can you show me the videos to design a table please.

OK sorry, I want to design a Workshop table that I will then build, it will house a built-in table-saw, router and jigsaw, it will have wheels so I can move it around, I am working with 4 x 2 and plywood, I hope that helps, thank you everyone for your patience and efforts


texts: How to cut holes in an object using another object?

texts:
I'm trying to model a M16 but I have a problem with cutting the holes on top of the handguard of the weapon.

As you can see in the picture above, I have tried to cut holes into the handguard (The marked mesh in edit mode) with the object above it (The multiple cylinder one). But I simply can't. I have tried the Boolean modifier but the handguard just disappears and doesn't make any holes. Same with the Knife Project thing. Nothing works, it won't make a hole in it. I also installed the BoolTool 0.2 but that didn't work either...The multiple cylinder object goes invisible and doesn't make any cuts.

In the picture above you can see how I want the cuts to be made. I want the holes of the multiple cylinder object to be there on the handguard when I take it away. Nothing works. The 3 methods I tried with worked on other parts of this model but not on the handguard. It should be the handguards mesh's fault but I can do nothing about it. Is there any solution?


texts: Different objects selected on different tabs

texts:
I am currently rigging a character and every time a make a vertex group for a bone, I want to test to see how it does. However, switching from edit mode from one object, to pose mode on another object takes time, and with a complex rig, this could stack up to lots of wasted time.

I want to have one tab on pose mode of the armature, and one tab on edit mode of the character. However, when I change the selected object, it changes it for all of the tabs. Is there a way to do this?


texts: Modeling objects using polar coordinates rather than cartesian coordinates?

texts:
To make several vertices co-planar, the usual way is to use Scale = 0 along some convenient axis, but sometimes there is no convenient axis, e.g in this case were I placed the vertices using polar coordinates:

How to make the selected vertices co-planar again after they have been a bit disturbed. The target plane contains the global Y axis and the average angular position of the selected set.

I understand I could rotate the vertices around Y, so that they are roughly aligned with Z, then use Scale X = 0. That's what I do, but I'm looking now for a more accurate and less fastidious method.

In a more general way, is there a method (I assume this would be a addon) to facilitate work when dealing with object constructed by angle-distance rather than distance-distance. For example a method which would allow to move the selected vertices radially by the same specific distance (e.g. move each vertex away by 2 cm from the center of the object) while keeping their angular position unchanged?


texts:
I am currently making a movie on blender. One scene is a city scene, so, i duplicated buildings of the city to make the scene. But now, when i render the animation, i get this textures :

Everything is rendered in Blender 2.78 and Cycles Render

As you can see, strange black squares appear and some faces of the building apper to be transparent. What could i do to solve this problem ?

This is the building's material.

I removed the precedent image, because i need more than 10 reputation to post more than 3 images.


texts: Hot to change : to = or viceversa in FloatProperty declare by bpy.app.version statement?

texts:
The transition from blender 2.79 to 2.8x changed many bees, so I was thinking of making the scripts compatible with all 2 versions through various if statements.
So at the time of the declaration of a FloatProperty, for example, in Blender 2.79 it looks like this:

my_float = FloatProperty()

in Blender 2.8x it looks like this:

my_float: FloatProperty()

Instinctively I would do:

if bpy.app.version > (2,8,0):

    my_float: bpy.props.FloatProperty()

else:

    my_float: bpy.props.FloatProperty()

But I have many things to change, and I was wondering how we could simply use a variable, which takes on something like this

if bpy.app.version > (2,8,0):
    #dec= :
else:
    #dec= =

so:

my_float dec FloatProperty()

I understand that this example is ridiculous, but I would like to understand more how you can do such a thing correctly, if possible.


texts:
I want to bend a ping-ping racket.

I tried to use a curve modifier and I faced a problem which I think it's  solvable only in Python scripting. I hope there is an easier solution without any programming involved.

The curve modifier, to make a smooth bending, requires a lot of cross edge loops. It's easy to get them for Mesh objects like a cube or a cylinder using the tool loop cut and slide.
Tutorials about bending, I have found, don't discuss effective ways to doing so for complex objects, created with extruding a bezier curve.

I created a half of the contour of my racked with a bezier curve, mirrored it and extruded. Back and front sides are covered with triangles. I tried to beatify, poke triangulation, etc, but I cannot get faces in form of wide trapezoids automatically.

Subdividing pocked ngon is not good. It enforces to make a lot of triangles I don't need. Such triangulation doesn't give equal distribution. Some places has a lot of faces but others don't.

Here it my desirable ngon trapezoidation (Top view)

    ______
   /______\
  /________\
  |________|
   \______/
      ||
      ||

An idea about limitation of an triangle edge also looks promising, but I wonder why there is no such parameter for the triangulate operation.
I would get a lot of small triangles, but at least vertex density of the surface would be homogeneous.


texts: Add proximity loops to sharp edge without affecting mesh shape

texts: how can I sharpen this with a proximity loops with out affecting the shape of the cylinder?


texts:
I'm making some models for a fighting game and recently I have a problem while texturing. When I unwrap my mesh, there are single faces which I didn't mark seam, and they are missing from the whole group. For example, I marked the character's foot bottom, but there are single faces that aren't connected to the mesh when I unwrap. I tried a lot of stuff, but I couldn't make it worked.

This character in particular is an edited model from the first one I did, so i could then import the armature and have some commons moves in it, maybe I screwed up while modeling somehow? What seems to be the problem?

I tried to flip normals but it didn't changed a thing, in fact, they were fine already.


texts:
Does anybody know why my Viewport Shading has gone all grey. I must have pressed something because it was all fine a minute ago..
thanks


texts: Merge overlapping, differently sized faces in large model

texts:
I have a code-generated model that has a lot of very regular but overlapping geometry. I am looking for a method to automate merging faces that share so much geometry, and overlap. In some cases there are 5-6 faces that pass through the same edge intersections. Everything in this model is at right angles, and it all points in the right direction. (Essentially a huge collection of rectangles, some nested in others creating this face/edge overlap)
I've tried tools in blender (self-intersect knife cut, merge by distance etc.) and out (Meshlab)
But there seems to be no good way to achieve this?
The red highlights below are not vertices, just edges on different planes.


texts: How can I invert the value range of a node group's input node?

texts:
I am making a simple edge detector group, and I want to expose a value to its input. The only problem is that the value I want to expose is mapped differently than I would like. It goes from -1 to +1. I want to create a slider that controls this value such that the slider goes from 1 to 0 (backwards) instead of -1 to +1.
Here are images:

Hopefully this makes sense.


texts: How would you align something like feet?

texts:
I haven't really used Blender before and don't really know what to even look up to find out so it's probably really simple, but how would I make sure something like feet stayed perfectly flat on the ground? (Not rotated or moved up/down)

I found a lot about aligning vertices along an arbitrary line but I don't know how to make it work with a "floor"


texts: Inserting random loop on the mesh to change topology

texts:
How to insert random loop on the mesh ? It doesn't need to be circular.
I know how to use Crtl+R but I need to add more complex curve/loop streching to many faces.

Is it possible to draw the loop with grease pencil and then just attach it to mesh topology ?


texts: Apply texture coordinates from material in Cycles to UV

texts:
I'm making a fake Hollywood/LA setting, which has required the use of a Stucco material. Lots of Stucco.

Rather than go through each building object and ensure that the UVs for each material represents a uniform size, I can just automatically do this by setting the material up in Cycles, and tying it's Texture Coordinate to Object position, with Box Projection.

...and that's how far I've gotten. I want to export my scene to another application, so in order to retain the uniform mapping, I need to apply it to a UV Channel/Object. This would leave me with entirely uniform results, room to adjust individual surfaces from this point, and thus hours of material and UV management between separate building objects saved.

How can this be achieved?


texts: Im made a Hud background. And i want to make the center part blur (transparent) and from center it should go unblur like a gradient effect. Is it possible with the camera or other way .Any suggestion or help.Thanks


texts: IK Solver Won't Bend Knees Except Backwards -- Rolling Bones Not Helping, Constraints Not Helping

texts:
The short version is I have an IK setup on my rig.  The legs work mostly okay, except for the knees. The knees will NOT bend to find a solution to the IK problem. The arms, set up in a similar way, will bend correctly at the elbows to find a solution.

If I lift the foot pad goal up slightly, the knees will NOT bend. However, if I change the constraints on the knees and allow them to bend backwards, they WILL do that to solve the problem. They won't bend in the correct direction.

I thought this might have something to do with the rotation of the bones, so I tried rolling them with no luck. I tried adjusting the position of the knee pole, but that didn't help either. I can't seem to figure out why the IK solver is so opposed to bending the knees to solve a problem. The issue happens on both legs.

I do have a small bend in the knees, so the related issue (Similar issue: IK-rig doesn't bend when I add elbow-target/elbow-pole) doesn't seem to apply.  I can't share the .blend file yet, but I'm working on getting permission.

EDIT: I've tried every permutation of rolling the bones, changing the pole angle, and knee bend limit.

The Leg Setup:

Leg Setup with Axes Showing:

Solution Not Found:

Visible Constraints in the Knee:

Relaxed Constraints and the Bad Solution:

EDIT: Adding emphasis.

EDIT: Adding more images.

If I turn off the knee constraints, leaving only the pole bone, the hip twists backwards and the knee points away.  That might seem like the pole rotation is wrong, so I tried reversing it... (See next picture.)

When I reverse the pole angle, the hip twists around 180 degrees to compensate.  The knee STILL bends backwards, but points towards the pole.


texts: Import NodeTree from blender file during addon register

texts:
I have a blender file with several NodeGroups. I want to import those NodeGroups into other files using an addon. During the register method of the addon, I call an init function which the following implementation:

def init():
    filepath = os.path.dirname(__file__) + "/materials.blend/NodeTree/"
    print(filepath)

    bpy.ops.wm.append(filename="TestNode", directory=filepath)

This code fails with the following output:

/home/kdab/.config/blender/2.81/scripts/addons/asdf/materials/materials.blend/NodeTree/
Exception in module register(): /home/kdab/.config/blender/2.81/scripts/addons/asdf/__init__.py
Traceback (most recent call last):
  File "/usr/share/blender/2.81/scripts/modules/addon_utils.py", line 384, in enable
    mod.register()
  File "/home/kdab/.config/blender/2.81/scripts/addons/asdf/__init__.py", line 52, in register
    materials.KDAB_custom_materials.init()
  File "/home/kdab/.config/blender/2.81/scripts/addons/asdf/materials/KDAB_custom_materials.py", line 44, in init
    bpy.ops.wm.append(filename="TestNode", directory=filepath)
  File "/usr/share/blender/2.81/scripts/modules/bpy/ops.py", line 195, in __call__
    BPyOpsSubModOp._view_layer_update(context)
  File "/usr/share/blender/2.81/scripts/modules/bpy/ops.py", line 157, in _view_layer_update
    view_layer = context.view_layer
AttributeError: '_RestrictContext' object has no attribute 'view_layer

If I call that code from Blender console, it works fine. How can I make it work from the addon?


texts: How to optimize all these objects in 1 Prop to Game?

texts:
I'm looking for a way to optimize all the popcorn particles to make a single object optimized to serve as a prop for games. What better method?

Putting together all the popcorns the numbers are absurd for a single Prop:

499 Objects

61,546 Vertices

93,706 Faces

120,836 Tris

NOTE: All popcorn are already optimized to the maximum that I believe do not make them completely ugly or strange.


texts: Is there a way to control the axis that a force field applies force?

texts: Is there a way to control the axis that a "Force Field" applies force? I'm specifically trying to constrict the force to the x & y axis not the z axis using the "Force Field" on a Cell Fractured Object. More force in the green and much less in the blue.


texts: Strange specularity in Blender Internal reflection

texts: Cube is standing on mirror plane and Lamp without diffuse lighting produces strange specularity in mirror's reflection. It is strange, because actual object doesn't have such specularity. Is it normal?


texts: How does bone roll affect the rig importing into Unity game engine if it does at all?

texts: For context, I have a character that I rigged in 3ds max using CAT, ported him into blender as an .fbx, and have been reorienting his bones in edit mode after they loaded into blender perpendicular to their original alignment in max. Following the advice of another post, I have been slowly changing the roll value of each of the bones until what I assume is their local z axis roughly matches the global z axis in blender. What effects does the bone roll orientation have on the bone orientation in a game engine like unity?


texts:
I'm currently working on an animation openGL project, and i have this "banding" artifacts on gradient induced by spotlights (see picture below)

I'm aware it seems to be because of 8bits precision calculation of the image, but is there any way to avoid this in Open GL ?

I tried for now "Full Sample" option (i know it supposed to be non related, but who knows^^), i'm exporting 16bits png, i tried setting "dithering" parameter in the render panel but nothing works...

Any clue ? thanks a lot !


texts: How to fix the pulling corners on a smooth surface?

texts: As you can see the part around the handle is pulling really bad. Was it not enough divisions from the very beginning? How do I fix this problem without starting all over? Thanks a lot!


texts: How to prevent black holes when baking diffuse colors?

texts:
I am trying to bake a high poly model onto a low poly model I created using Instant Meshes. However, when baking the diffuse colors I get a lot artifacts (black holes under the chin and in the eyes):

Q: How can I bake the diffuse colors onto the low poly model in a clean fashion?


texts:
I'm trying to create a spider web that is dynamically moving using wind and vortex force fields. Water drops, in slightly random sizes, should be sliding down the threads at a random but constant speed. I've tried a few different scenarios but all without success. Here's what I tried already.

I created a cylinder, made it very thin and long and added a cloth modifier with pins at the top and bottom. Then I added a path and gave it a shrinkwrap modifier to follow the cylinder. Next I added a particle system and added a curve guide force field on the path so the particles would follow the curve. Lastly I added the vortex and wind force fields. Unfortunately this setup doesn't work. The particles keep following the initial shape of the path rather than the dynamically calculated shrinkwrapped curve.

The thread has the perfect movement so I'm nearly there. Now what I need is to be able to get the drops stick to the thread (e.g. cylinder) while sliding down at random speeds.

I could solve this with shape keys on detached meshes in the cylinder object, but I would rather like to have the drops generated by a particle system. Eventually I will need to have about 50 threads, every one with it's own random set of drops, so manually generating all of them would be a massive job :)


texts:
I have a cube with "hair/path" particles and an other with "hair/object" particles.
The first on render in freestyle, the second do not.
If I apply particles then yes, render in freestyle, but I loose the scope of having flexibility and animation I have with particles.

Is there a way to render in freestyle a hair/object ?

thank you for any answer.


texts: Suggestions to make a "uwrap" animation with this ball model

texts:
I would like to convert my ball model into a 2d-ish model with an animation. Already tried to find some tutorials or materials presenting ways to do that, without success.

I would like to animate the ball into something like this:

I believe this is a hard thing to do, specially cause I don't have too much experience with Blender (started to model with 3Ds max) or animation, but I would like to try even so. Any ideas or tutorials?


texts: How to "make proxy" of shape keys in blender 2.8

texts:
I have set up a scene file. I have linked a character and have done "make proxy" of rigs. now I need to "make proxy" of the "shape keys" of that character. But it does not work.
Can anyone help me with this? I need to use the shape keys of the linked file.
I am using blender 2.8.


texts: How to deform an ellipsis inside its englobing rectangle

texts:
In the image above, I created the orange mesh (2D) by scaling a circle in an axis. So I got an ellipsis.

I created the black one point by point by moving each point of a circle with the mouse. The black curve is not an ellipsis, this is what I want.

How can I obtain the same result by applying a transformation which will move all points from the ellipsis between surrounded points, but surrounded points should not move and moved points should stay inside the rectangle defined by surrounded points.

In other words, I'd like to control the shape linking two perpendicular lines.


texts:
I am trying to recreate the reflection calculation performed in Blender when an object reflects a Equirectangular Environment Texture, but instead of using the camera feeding in an arbitary normal vector.
This is to allow me to bake the reflection from a specific camera angle. However the results are not as I expect and I can't seem to spot where I've gone wrong.
Firstly, I calculate the reflection vector normal based on this equation

Using the XYZ Reflection values, I then calculate the UV Coordinate based on the Equirectangular Reflection UV Coordinate example code from OpenGL

The color data is fed directly into material output.
I would expect because the Fake Camera Incident is x0, y0, z1 is effectively saying the camera is pointing directly upwards, so I would expect the fake environment reflection to display as though I were looking at the object from below, in the case of forest.exr the default evee hdri this is the rocks on the path.
In the below image, on the left is a BSDF Material Cube with Max Metallic and 0 Roughness, and the 3 objects on the right all use my 'fake' reflection. I am looking at the objects from below but at a slight angle.

As you can see, the BSDF reflects the rocks on the ground as expected, but the others do not, infact the flat cube seems to be just reflecting a single pixel of the environment.. How should I alter my fake reflection shader to correct these issues?


texts:
I was sculpting a head and wondering what details could i add on the face. The common details i have seen are wrinkles and some imperfection depending on the reference image. For skin pores, i am wondering is it better to do it in sculpting or texture painting? Below is my reference image.

From what i see, the details except for skin pores is just the wrinkles on the lips. May i know what are the details i could add based on this reference image, and what are the others common details that is usually achieved by sculpting?

Thank You so much for helping.


texts: Videos not uploading into video editor properly

texts:
I'm having a problem with the video editor where the "movies" I'm trying to upload into them aren't uploading into the video correctly. They do this

There is no way to move the clip past the 0 mark and it does not show up on the preview.

The problem started after I had initially uploaded the clip into a video sequence and my computer powered off without me saving this and several other clips I had previously used.

When I opened the file again and tried to upload the clips again, they all did this. I tried opening a fresh blender document and tried to open them into blender's video editor, they did the same thing.

I thought maybe the files were corrupted, but I had backups on my cloud, so I tried to delete the files off my computer to reload them, but couldn't, getting the error that the files are in active use, however, I can't find where, and it can only be in blender.

I've tried changing my properties and deleting what I have so far and still no fix. Does anyone know the fix to this problem?

Here is the file:

Thanks


texts:
I am a beginner at rendering! I am trying to render a very simple object, a sphere with a single material added with the principled shader. I would like to make a high-reflecting metallic sphere.

I don't understand why I see something similar to what I want in the LookDev Method (I use Blender 2.80), but something totally different (i.e. a diffusive and very dark sphere) when I render the scene. I attached the pictures of both the LookDev Method and the rendered image.

I think that the materials settings are more or less fine (cause I see it properly in the LookDev Method), and I have tried both Cycles and Eevee as render engines, including the Ambient Occlusion and employing an HDR environmental texture.

Could anybody suggest me which rendering settings are key to obtain the desired result?

Rendered vs LookDev display


texts: How can I model the crevasses in this low-poly sphere?

texts:
I've been trying to recreate the main grey sphere in this image:

My guess so far is that the approach should be to decimate an icosphere, then inset and scale down to make the crevasses. If that's the best approach, I can't figure out how how to get nice variability in the size of the faces.
Is my idea there right, and if so how can I achieve that geometry?


texts: How to hide all display selections in edit mode?

texts:
Hello, is it possible to hide all the ways to display selection in Edit Mode on Blender?

I've already disabled all Meshs Display Selections, but it still shows some selections.

OBS: I do not want to hide the vertices, but rather display the selections in edit mode.


texts: Make this effect in a glass shader, normal map or displacement?

texts: I want to make this kind of effect in a glass bottle of wine, but i dont know what would be the best approach for making this.


texts:
i am following a tutorial but the guy is using maya, i realised that his mesh is more smooth than mine, even if i click smooth , my edge still looks squared and horrible, if i click smooth , then it will be weird and smaller . how to i smooth my edges like the edges from the pic bellow? can someone help?

P.S. I know i have asked so many questions and people may ask why i dont take udemy or university courses. the reason is that i'm unimployed, and it has been realy hard to get employed. so i am trying to learn something for free , my goal is to make a character for a game. Objetcs and stuff are not hard, but human body and heads is realy hard but i need to learn it.and I am very grateful for the help with my questions


texts:
I've been having a problem where part of the mesh disappears when I remesh it. As you can see in the screenshot I have the different parts of the arm as separate objects. I join them together and remesh it but the lower part of the arm keeps disappearing. If I lower the resolution to something very low then the remesh would work, but this would be too low a resolution for me.
Anyone know why this is happening?
Many Thanks


texts: Snap an inset face to edge instead of in the center?

texts:
I'm insetting a face and I want it to inset towards an edge instead of just insetting in the center. I know there is a way to achieve this. How do I do this?
Photo 1: default inset
Photo 2: Desired result (in this instance I just movied the insetted face down after inset)


texts: How do I convert shape key animations to skeletal based animations?

texts: Good day, I was wondering if there was any way to convert vertex animations such as shape key animations to skeletal based animations. I am trying to do this due to the fact that the game engine that I am working in does not support vertex animations.


texts: Subdivision modifier hides points and edges in edit mode

texts: I added a subdivision modifier. While in edit mode edges and points are now sometimes hidden by the subdivided surface. Obviously I need to see points and edges always. Is there a way to turn this on?


texts: Snap selection to x-y component of 3D Cursor

texts:
just starting off with Blender, and wondering what the easiest way to snap a selection to part of the 3D cursors transform would be.
(TLDR: question below last pic in bold)
For example, if modelling something like a below using a boolean shape to cut out detail, it is probably necessary to align the shape with some existing edges of your model to avoid the boolean function from adding unnecessary geometry.
The below is looking from the xz plane.

Marked here is the corner with the correct xz for an edge, but a different y.

If the 3D Cursor is set to this, and we snap selection to cursor while preserving our offset, we see the xz are correct, but the y component of our selected edge is averaged about the cursor.

TLDR
So the question here is, how would I be able to move this edge to the x,z of either this vertex/the cursor, while ignoring changes to the y component of my selection?
I have looked around online in similar terms for a solution to aligning edges as so, but have struggled to find anything other than manually entering the x,z of the 3D cursor from the world properties (tedious, inefficient), or building the cut out from the point that is going to cause an issue (tedious, prone to breaking with too many points).
I am however a blender noob, so I might be missing something incredibly simple or using the wrong jargon to search. If any of you know of a work around for this, or a better method of aligning edges in general, please advise, as this seems like something that should have a simple solution.
Cheers!


texts: Comprehension question about "Interpolation from Curve Mapping" node

texts:
I do not understand properly the behavior of the "Interpolation from Curve Mapping" node.
At all interpolation nodes the output value of the corresponding Evaluate node is "0" at positon "0" and "1" at position "1". Except for the "Interpolation from Curve Mapping" node; at this node the output value is "-0.5" at positon "0" and "1.5" at position "1", even though the first point of the interpolation curve is at "0,0" and the last is at "1,1".
Why behaves the "Interpolation from Curve Mapping" node like this?


texts: Blender crashing whenever I render and click user preferences CYCLES 2.79B

texts:
Blender crashes when I render a picture, when I view port render, click the camera render tab, and user preferences while on Cycles. Switching engines still crashes blender.

Confident Blender was using my GPU but can't really check.
I've tried to select user preferences by clicking on the bottom left but still crashes. Not sure if this means anything but Maya and After Effects crashes on start up, Photoshop works fine though.

PC Specs:

Intel i7-7700k, Nvidia 1070, Corsair 16gbs of ram, Windows 10

Blender 2.79B


texts: CPU vs CUDA performance differ in render and rendered display

texts:
Blender 2.78a on archlinux (FX-8320 @ 4.4GHz, GTX1060)

Rendering times for RyzenGraphic_27.blend from amd website:

CPU - 0:58
CUDA - 1:20

Live rendering times when switch "Viewport Shading" to "Rendered":

CPU - 0:22.28
CUDA - 0:04.54

I expected one to be faster than other in both cases, but this is strange, why is this happening?


texts: Is there a way to sculpt(while in sculpt mode) a separate object in a scene such that it conforms to the surface of another object without passing through that object? Essentially can another object act as a mask for sculpting a separate object?


texts:
I've keyed out the green screen in my video although I have an object in the background (circled in red) that I would like to 'key out' also. How do I achieve this? I want to add a background to the video without the furniture in the way.
I've looked at other similar questions here but I don't understand how the nodes work due to a mixture of it not being up to date with the current blender and also my lack of understanding.
--I'm using the Composition workspace.


texts:
So close yet so far (I think)

A function within an addon am creating is suppose to rename the file ouput using tokens. This is based on the Oscurart tools.

The projects consists of markers on every frame with different binded cameras. The rendered image name needs to consist of a Marker and Camera.

def replaceMarker (dummy):
    global renderpath
#Set Tokens variables
    cameraCURRENT = bpy.context.scene.camera.name
    markerTIMELINE = []
    for marker in bpy.context.scene.timeline_markers:
        name = marker.name
        markerTIMELINE.extend([name])
    markerCURRENT = markerTIMELINE[bpy.context.scene.frame_current-1]

    tokens = {
        "$Marker":markerCURRENT,
    "$Camera":cameraCURRENT
        }
#Replace filename output
    renderpath = bpy.context.scene.render.filepath

    bpy.context.scene.render.filepath = renderpath.replace("$Marker",tokens["$Marker"]).replace("$Camera",tokens["$Camera"])
    print(bpy.context.scene.render.filepath)
#Clear list to repeat sequence
    markerTIMELINE.clear()

The function does not replace the marker and only uses one camera name.

Am I suppose to more this to the init.py?
How can I call the function between every frame?

Thanks

EDIT
Question to circumvent the issue, it is possible to access the Metadata in fileoutput and use it to rename the file?


texts: Dropping objects and groups with varying sizes and rotation to a floor with Python

texts:
I'm working on a Python script for Blender to generate 3D objects based on SVG files.

One thing I'm trying to automate is dropping various objects to a floor.

Each object can have varying dimensions, and rotation based on the contents of the SVG file. Most are bezier curves extruded to different heights, that are put onto groups and referenced. I need to makes sure some of these lay on a flat floor plane.

I also have a few text objects that copy the rotation of the camera to always be aligned with the viewing X axis - I need to make sure these touch the floor, but not intersect with it.

I'm usually doing this manually, but I'd like to automate as much as I can to save myself time spent on repetitive tasks.

If I could just setup some rigid body collision, lock rotation and drop it with Bullet physics - that'd be cool. I don't think I can do that with Blender groups.

Could I maybe replace the groups with some Animation Nodes sheningans? And use that to drop the stuff to floor, while obeying the object geometry?

What would you try?


texts: I would like to ask how to expand or erode vertex group which is setting by alpha of texture. If there are non-destructive system it will be best. Thank you very much.


texts: Transformation hotkeys stopped working in blender 2.82

texts:
There is something strange going on with my blend file. Although pressing S in Edit Mode to scale my meshes works just fine. In Object Mode S doesn't do anything.

This started to happen with a very large blend file and I'm not sure what option I might have accidentally triggered to cause this. I'm not allowed to scale new objects or even old ones in Object Mode. The same applies for G and R (grab and rotate). When I go to the Object Properties to edit the properties, I'm able to rotate and move the object though.

Q: Is there any way getting the hotkeys to work again?

A file with removed content and only a single cube (and maybe some shaders and textures as its still 5mb)


texts:
I've tried different ways to join the two edge loops to make them into one.

The result I'm looking for is one complete loop that I can grap and slide.

In the current state I need to select both set of edges and slide them simultainously.

E.g. when starting Blender with default cube. If I insert an edge loop. I can press g twice and slide the edge as one. Looking at my example I need to connect the two set of edges into one so that I can press g twice and the slide the edges.

I've tried to fill between the verts. I've tried to bridge the edges and then delete the resulting faces. I've tried to extrude on vert and merge it with the snapped vert. None of it Works ?!?


texts: I don't know how I did it but I pressed a button that made that meshes will get invisible if there is another one around or behind them. Anyone know which button I need to press or if it is anything to do with the viewport?


texts:
Is there a way I can disable Blender locking the interface when baking physics or fluid? What I liked about the 2.7x Blender fluid bakes was that I could view the progress without stopping the bake.

Also in cloth and rigid body bakes, could I do the same, and how?


texts: Weird Render Issue that doesn't match Camera

texts:
Following on from the Coffee Cup tutorial by Blender Guru, I had a go at making an insulated glass coffee cup modelled on the reference image below.

I modelled the cup, it looked fine in the Layout view, but when I hit Render, I get some really weird results. I've literally only just started using Blender this week, so I'm a complete beginner. Any help on this would be greatly appreciated. See Layout View vs. Render below.


texts:
I recently got a new computer, and all my Blender addons are gone. One addon I can't get it is ManuelBastioni lab, because the site is under construction.

So does anyone have the .zip file of the addon, I would be really happy if you could share it.


texts: How to sort uv-map while keeping the same distance between uv-islands?

texts:
So, I have a tank turret with it's cannon that I'm trying to unwrap. Almost every video about game assets says that they should be sorted out to look nice and be easy to understand, but none explained how.
My plan is to place uv-islands of the turret in the bottom part, while cannon uv-islands on the top part. But manually placing them completelly destroys the margin, and seems like Blender doesn't have some tool that could at least inform what's the distance between each uv-island. Neither a way to do it automatically without throwing each uv-island in some random spot again.
How to approach it then ?


texts: When I got every setting in place for rendering the frames to images, I noticed that not that many changes were happening in between the frames. Here is frame 30, a rendering of smoke that looks exactly like the first frame rendered. When I switch the type of cache from Replay to Modular, the smoke does not show up on any of the rendered frames. If you have any suggestions for making the frames render how they should, please let me know.


texts:
So I built procedural textures along with actual textures.
Every thing is properly UV unwrapped too!

However, when I bake the diffuse texture, it looks messed up like this

What am I possibly messing up with?
Requested Blend file
Blender file


texts: Why do i have bald spots with hair particlesystem?

texts:
I have a camel mesh, both mirror and subdivision surface modifier applied, with armature on it and I wanted to give it some hair. I added a hair particle system with interpolated children and made a density group, but I have got some bald spots in some areas. I am sure, that I am using correct vertex group to control density, I tried to make some changes in the emission panel in the advanced particle settings. The only way to solve this I found was to make same number of hairs per face, as is the number of faces, but since I have over 12 000 of faces, this isn't quite ideal. here is picture of how it looks:
here are the problematic parts of my model:  (so far I know about tail and legs. It isn't whole model, just the parts.)


texts:
So, the poly-count feature in the bottom right-hand corner reflects viewport data.

If I want to see the count post-modifiers (the final render value) how would I do that? I have a rather large scene with many modifiers hidden/lessened to avoid lagging and crashes and want to see how large my project really is before I hit render.

John


texts: How to subdivide the lateral edges of a cone

texts:
When creating a cone in Blender, and you want your cone to be circular, you need to start with a number of vertices defining the circular edge.  If you also want to subdivide into several levels vertically, then you wind up with a huge number of polygons.  In this post:

How to create a rounded cone

Duarte subdivides the cone vertically while leaving the circular resolution as is.  In his video, he just magically starts doing so with subdivide.  It's not clear to me how he did that.  Can someone show me how that is done exactly.  Thanks.


texts: What is the different between a .msi and .zip Blender installer file?

texts: Are there any feature differences between a .msi and .zip Blender installer file?


texts: Is there anyway to cut a face whilst still constraining to a global axis regardless of the view orientation? The knife tool appears to constrain to 45 degree increments but this only appears to be relative to the screen. Is there a command I'm missing or perhaps another addon/script that can do it if the knife tool can't?


texts: How to Drive Particles with Global Scaling

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Below is an image of a simple particle system. As I move the particle system along the Y-axis the particles retain their global Y position.

This is all well and good and I believe it is the default behavior for such particles, however, I have come across a situation where I need a similar behavior but for scaling.

Below is an image of a similar test, but for scaling. You will notice that all the particles change size, and to the same size:

I am currently changing the size using the following "size" parameter in the "render" section of the particles tab:

Basically, I want to affect the particle size, but only for the current particles that are being spawned, after spawning the particle it should retain its size until it is killed.

I have searched the internet far and wide and either there are no good answers about this subject or I simply do not know the correct terms to search. I have dealt with similar workings in game engines and usually, this behavior is called "world transform scaling" because after being spawned the scale is not affected by the emitter.

Thank you for your help.


texts: I want to achieve that light glowing effect. What material and what nodes do I have to use?


texts: What do this color difference stand for?

texts: I think that there must be reason for dividing tools by colors. What do each colors(green?, violet?) stand for?


texts: How to separate animation of materials in Blender Internal?

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I have a non-node material with some animation inside texture slots. When I hit Plus symbol to make a new material from original, full copy appears sharing same animation block.

I think there should be something like Make single user (U) for meshes, because simple Clear keyframes with left mouse button destroys data in both materials.

So how can I clear animation data inside copied material and keep it safe in original one?


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I faced this problem when i separated a model into three models.
In this scene I have three separated models (which If I merge them there is no space between them. In fact it was one mesh but I had to separate it.):
Face, Neck, Back of the head
I'm trying to fix the problem with the shading of these three.
There is a difference between neck and back of the head which makes this weird line!
Thank you in advance!


texts: object and cursor moving in opposite directions

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I am an absolute beginner with Blender. I have a weird problem for which I can't find a solution: when I grab, the object moves in the opposite direction with respect to the cursor. If I press the left arrow, the cursor goes on the left, the object moves to the right and viceversa.
Added registration of the desktop (origins on):
https://streamable.com/zakfp3
As I say above, cursor moves one way, object in the opposite direction
Default settings:
https://streamable.com/jjunbq
Here the cursor moves, the object is stuck


texts: How to create a subpanel that has a checkbox - Python Blender

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I am creating an Addon with Python and BPY, and I would want to have something like this:

How are these things called? Subpanels? I have been looking and couldn't find any info.
I would like to know how to create them, I have a panel that needs to be better organized and I want it to have multiple "subpanels" with checkboxes so I can disable them like this one:


texts: I want to fit these clothes onto the base mesh (mesh has no rig). How do I do that without breaking the mesh entirely?


texts: parametric modeling with array and curve

texts: How can the construction of parametric partition element be made so that the "twist" (encircled) be placed along the curve through non destructive means?