texts: Error in exporting models in gltf2.0 format

texts: I recently updated my blender from 2.79 to 2.8. I tried exporting a model that I was working on in blender 2.79 from 2.8. I re-applied all my texture materials in eevee renderer and tried exporting my model in the new gltf2.0 format so, that I can import it into unity game engine for my project. While exporting blender takes way too much time than usual and finally gives a long list of errors. the fbx format export also does not seem right as it does not have same texture values as seen in blender parts of model are way too glossy and some other parts seem to use my displacement map as base color. I have attached an image of the list of errors blender is showing. Any help would be highly appreciated.enter image description here


texts: Blender API Python split body by loose parts

texts:
I'm trying to make a python script that splits alot of objects into its loose parts and i actually have gotten this to work but i encountered a bug that i don't fully understand and thus come to you to help me out!

I have the following code to manipulate each object that i need to have manipulated (and split):

for collection in bpy.data.collections:
  if collection.name == "Render":
    for object in collection.objects:
        print("Manipulating object: {}".format(object.name))

        # place at correct location and scale to the setting size
        object.scale = scale

        thickness = list(object.dimensions)[2]
        location = [0 ,0, thickness/1000]
        object.location = location
        object.rotation_euler = rotation

        # split the mesh
        if object.type == 'MESH':
            print("Splitting mesh")
            bpy.ops.mesh.separate(type='LOOSE')
    break # no need to check other collections

What happens is that all the objects that it iterates through are placed at the correct location and with the correct size and everything but only the last item in the list

collections.objects

is split into its loose parts but all the other objects are not.

Heres an image of the console:

Note that 5AD48 part shows up multiple times because it has been split.

My first thought was that its caused because once the body is split the collection is not the same anymore, so i tried copying the list but that just made it more buggy.

Anyone have a clue what causes this bug?
Any insight will help!

Thanks in advance!


texts: Script wise functionality of F8 to reload Addon

texts:
I want to reload an addon using a script, however I cannot get the same functionality as pressing F8.

What I'm trying to do:

The addon manuelbastionilab (http://www.manuelbastioni.com/) has some .json files which specify how to change blendshapes to make certain expressions. If I modify such a .json, it is not detected in Blender. If I press F8, this addon with its .json files are reloaded and everything is good.

However, now I want to achieve the same functionality in a script.

What I tried

As suggest here: Is there a way to restart a modified addon? , I tried different combinations of (open Python console with Shift+F4):

bpy.utils.unregister_module('manuelbastionilab')
bpy.utils.register_module('manuelbastionilab')
bpy.ops.wm.addon_disable(module='manuelbastionilab')
bpy.ops.wm.addon_disable(module='manuelbastionilab')

But all didn't give the same functionality as F8. If I use one of these code lines in the build-in terminal in Blender, it does reload the addon, but the .json files are not reloaded.

I also tried import bge and then bge.events.F8KEY, but I get a NameError: name 'bge' is not defined.

Question

How do I get script-wise the exact same functionality as F8? But preferably only for 1 addon?


texts: Invisible objects with shadows not working as I intended

texts: I want to create shadows with invisible objects. I have found one answered question about this topic and used it but my objects didn't go invisible they are just like that as you see on the picture.


texts: Weird light around my meshes in Cycles rendering

texts:
What could be source of this weird orange light around cookies and what could be fix?
I am using Cycles render and CPU(I have old GPU which is not supported in Blender 2.9 anymore).
I am talking about orange light between cookies, where my mouse cursor is on the 2nd image.
I accidentally applied subdivision surface modifier so those cookies have a lot vertices, but there are no other modifiers active.
I am using 3 lights, 2 area and point, but even if I disable them, this orange color can still be seen. Lights are white.
For plate I am using Porcelain from BlenderKit addon, but even if I disable plate that orange color is still there.


texts:
I'm new to the program so this is probably much easier that I think it is but I've been trying to import into blender the smite god models, I used UEModel to extract them into .psa and .psk files (as well as some other formats though I'm not sure what they're for) however when I try to import any of them into blender, no matter what import 'mode' I select, I can't see any of the files, only the sub folders.

What am I doing wrong?


texts: I have created an image in Animate (Flash) using fill and stroke and exported as an .svg and also exported from Illustrator. I cannot extrude these as I can with images created in Blender. Please help a noob, thank you :)


texts: Why Blender 2.49 does not show button on ubuntu like it does in windows?

texts:
I have add-on for Blender 2.49b, python 2.6.6 and I need it to "show the button" to a user like this:

result=Blender.Draw.PupMenu("Sketchfab Viewer ?%t|Yes|No")

But button does not show up in ubuntu, but it does in windows?

To run script press Alt+P in text windows and go in to addon folder than go in to 768dd88bd0bb49a8ad0a75ab143f685a and select astrea-768dd88bd0bb49a8ad0a75ab143f685a.html and hit Import. Then you should see

Edit:
When I add print "2" on line 43 it does not show up in console so its problem in folder "newGameLib" I doubt that it contain some windows only releted command just like cls.

Also one thing should be changed line 3277

os.system("cls")

to

##os.system("cls")


texts: Seams aren't separating in the UV viewport

texts:
Hi so I created some seams along two identical meshes in the exact same spots. The seams are separating into clean islands like they're supposed to in one mesh but in the other it is not splitting them apart and I can't seam to figure out why. Any guidance?

First image is the desired separation, second is what I am getting.


texts: So I aligned a rigify meta-rig with my character's entire body (including his face) but when I generate a rig it only creates a facial rig and none of the rest of the body, I have no clue why, thanks.


texts: Cycles render time increases drastically upon adding simple planar backdrop

texts:
I have made a simple studio setup to showcase a toy car model. In Cycles I am getting an estimated render time of about 1 hour which is unusual for a scene this simple. Upon making tweaks I realised that hiding the studio backdrop from the render cuts my render time to 8 minutes.The backdrop is a simple beveled plane consisting of 36 quads. I have my max bouces relatively low as well as the indirect light clamping

This is the shot I am trying to render in Cycles as rendered in EEVEE

This is the size of my backdrop

And here are my render settings, which seem pretty tame all things considered.

Nodes for the cove.


texts: how to have one force field influence on 2 collection?

texts: I am trying to make a tornado. I want to make a force field influences two different collections of particles.I have separated different force fields by collections but now I want a specific force,to influence both my collections. how can I do it?


texts: re-enabling "Selectable" or "show in Viewports" for multiple objects

texts:
I have a series of showerhead nozzels (imported via FBX) that I was able to disable "show in viewports" via either of three ways:

Copy Attributes
Alt-Click
RMB over disable attribute: copy to selected

However, because that appears to make muti-select impossible (even in the Outliner), there is no way to reverse this change (make many "Show in viewports" again).   I tried this on a series of 43 shower-head nozzles and now may have to write a script to re-enable them, or laboriously undo each in turn.
Do I have any interface alternatives?


texts: My Textured paint became plain color when I render in Cycles

texts: First of all I Marked Seam and Unwrapped my model and I started to texture paint but the Render is plain light grey color , I also sculpted it but I don't think that it causes the problem .. Here are some pictures to show , the problem.


texts: Hide Floor overlay from viewport render in Blender 2.8

texts:
In 2.79 Floor grid hides automatically when doing viewport renders, but stayed in place for solid view.

How can I obtain such behaviour in 2.8? Manual unchecking Floor from Overlays is a bit annoying


texts: How to block custom properties from being edited by the user?

texts:
I'm creating a custom property for each object in my scene but don't want the user to be able to edit it. Is it possible to block the property in ui ?
Here is my code :

import bpy

allObjects = list(bpy.data.objects)

for element in allObjects:
    element["myProp"] = "My value"


texts:
What am looking for is the ability to control, i.e, to increase or decrease the speed at which I can rotate, pan and zoom when looking through the camera.

This can be either with the commands or with the api. Any help is appreciated!


texts: I bake an ABC animation file is a growing tree, it has a duration of 240 frames, my idea is to create a growing tree scene, particle birth time is random, I want every tree The animation start time is the particle's birth time, what should I do? Does animation node can be achieved? Can you provide a method?


texts: As I can rounded the corner to fit both sides?


texts: When rendering an image in cycles render, I find that lots of the time is spend rendering completely blank tiles, especially when I have high samples. Is there any way for blender to know when a tile does not have anything in it and skip rendering it? If not is there any add on that can help with this? Thank you for all your help.


texts:
I'm currently working on baking the texture of a tower. I followed the steps highlighted in this other answer Blender 2.8 Bake multiple textures into one but at the moment of baking of the final object with the starting texture a strange thing happens. For the bricks texture the baking operation seems to work, but for the other 2 materials it seems not to grasp colors and their distribution. In one case the system understands only the noise texture of a portion of the material. For the second case it does not understand the material at all leaving me with a black result.
The two problematic materials are respectively:

black and white image texture use as "fac" between two different shaders, one a mixture of gray and white thanks to a color ramp (and a noise texture as Fac), the other a mixture between an image and white thanks to a color ramp (again with a noise texture as Fac).
A simple material with a color ramp between gray and white and a noise texture as Fac

[


texts:
I rendered an animation and I have this issue: the material colour in the render doesn't animate as it does in the viewport. As you can see on the picture, the eyes are black with a turquoise middle - 2 materials black and turquoise (turquoise below in the stack assigned to only some faces). This middle part I animated, I put keyframes in the beginning and end of the animation, so it gradually lights up and dims out, keyframes on the color value. But in the render this middle part is ON the whole time, it doesn't animate in and out. What could be wrong with this?

Also I noticed, that this turquoise middle is rendered sort of as a post effect. While rendering I can observe that the eyes are rendered black, and only after a moment they are filled with the blue color. What is happening here? As if it's rendered in a layer on top.

I'm using Blender Internal 2.75a.


texts: Why is this object completely black while in edit mode?

texts:
My object in Edit mode has gone completely black in edit mode, and I cannot seem to correct it.  I was following a tutorial at the Lyndia site working through a UV example, and I never went much further than unwrapping the object, and it did not appear to be the same object the tutorial was illustrating and eventually got to this state trying to remove extra vertices that were showing up.  I also tried to remove the seams, but cannot even add them nom

I am going to start the project again, but I would like to know what happened, so I do not do it a gain unless I need to.  Any help would be appreciated.

Thanks


texts: How do I make sunlight emit between clouds?

texts:
Many tutorials show how to make mist and have light go through a window and it's pretty straightforward, however, what puzzles me is how do you do that when you emit beams of light between clouds?

If it's in the distant background I'd just use a HDRI or similar but I want the camera to fly into them.

In cycles, what technique should I use to approach this shot?

ADDITIONAL
In the "possible duplicates" the rays don't pass through the clouds they emit off screen or through an object but never clouds. So how to make the emission of clouds have variable opacity in a specific pattern?


texts: Blender subdivision surface and bevel issues

texts:
I am new to blender and having difficulty creating a mixture of hard and soft edges within a gun model I am making using the subdivision surface and bevel modifiers whilst keeping the vert count down.

I have added bevel weights to areas that I require to be hard, however if I don't continue this bevel all the way along the edge loop it does weird things with the topology, image of the bevels:

Specifically, the front of the gun, if I don't continue the loop through the barrels it does the following:

But If I do, the barrels become less circular but don't cause any of the cross looping seen.

Any suggestions as to how I should approach the bevelling as I want an easy enough topology to UV map next.

Many thanks for any help.


texts: When I render, only some emissions and some gloss render, while others doesn't

texts:
I've worked in blender for a bit over 2 years now, and I've never encountered something like this before. I was modeling a stage (for performances, etc) and when I tried to render, some of the emissions wouldn't render at ALL. Some would, which is very weird. I'd be really grateful if anyone knew what I could do, because I'm completely lost... :/

.blend :


texts: Would like to develop a Python script that took a couple of numpy arrays vertex, faces and created a decimated mesh

texts: I would like to create a standalone python script that took as input a numpy array of vertex and faces, created a mesh which is then decimated. Is this possible? Looking for pointers to ease the learning curve as I know next to nothing about interfacing with Blender.


texts: Copying UVs from a high to low poly model?

texts:
I am working on several projects where each mesh has 3 LOD levels.

Originally I completed the Highest poly model, applied materials, uv mapped each mesh, duplicated the object and then optimized the duplicate. This worked fine and the material and UVs were set the same on all LODs.
Now I have been told that each object should only have one material and UV map. If I was simply to remove the materials the end result would be overlapping UVs, which is not acceptable obviously.

So I now face trying to match up the UVs from all the object LODs.Is there a way to copy the UVs from one object to another that has a different number of poly?


texts: Texture stretches and grows instead of repeating in Blender 2.8

texts:
I created a plane with a ground texture that has a displacement map to simulate the depth for the rocks and I made it slightly uneven with a cloud displacement modifier.

Now, I want to make this repeat and be larger but if I try to scale it up, everything increases in size when I want it to repeat.  I tried copying and pasting the plane and putting them next to each other but this is sloppy and I feel like it takes up too much resources.

Anyone have any insight on how to achieve what I'm going for? I appreciate it, thanks.

Shading Nodes

How my scene Looks

What I mean by stretching and growing


texts: Blender render crash when using subsurf modifiers.

texts:
Essentially, my problem is that i am trying to render a scene, however, blender crashes on me early during the render.
I only have about 14 total objects in the scene. (It's not that complex)
I tried to render a different blender file which was bigger than the one that i am having problems with, and the scene renders just fine. There is no difference in the render presets for both of these files. However, i still cannot render the other scene. It gets to preparing scene data, but then it crashes.

Thank you.


texts: Why is my rendering in cycles NOT grainy at all?

texts:
I'm following Blender Guru's doughnut tutorial and have the rendering engine to cycles. At first, the render was grainy, as it should be. I stepped away from the computer for a while to wait as it renders an image and when I came back, the screen was blank, probably from crashing.
I opened up blender again, and the doughnut wasn't grainy at all, like in Eevee rendering. I didn't save the project before it presumably crashed but I don't think I lost any actual progress. I know this isn't an actual problem, and I'm not gonna complaining about the smooth rendering but I'm a bit worried that some settings are off and that that might screw me over later. Rendering image still takes time though, and the image turns out a little grainy. Any idea why this is, or did my mac just randomly transcend into a super computer?


texts:
I am using a transparent material but it seems that I only have a transparent surface. How can I get the result that a thinner part of my object is more transparent than a thicker part. I now the answer may be simple but I tried a lot of options but there are simly too many for trial and error. Also I don't find anything like that in the questions. I am using eevee.

I tried the solution with the principal volume and I cranked up the volumetrics samples. The effect is weird. See the second picture.

This happens for all the volume shaders. The right object is a cylinder in reality, the left one is a sphere. In a third image I show the shader setting that I have used.


texts: How can I make curves "stick" to a model?

texts: I have here a gingerbread man I modeled, and I used a path and Bézier curve to create the frosting. But the frosting is hovering over the gingerbread man, so I need to know how to attach the frosting to the gingerbread man. I have already tried using the curve modifier, but it won't give me the results I want.


texts: What does the 'F' button and '2' button do (materials tab)?

texts:
First, I know that clicking the '+' button on the right side of the material list makes an empty material slot, and after clicking the 'New'-button it adds a new material. But isn't it the same as just only clicking the 'New'-button (without clicking the '+' button first = empty slot)?

Second, I know that clicking the '+' button at the bottom next to the 'F'-button copies this material and makes it as a new node. Activating the 'F'-button will not delete unused material after closing the file.
What exactly does the '2' button do (when 'F' button activated)? Is it the same as just clicking the '+' button (at the bottom, next to 'F' button)? So what exactly does the 'F' button and '2' button do?


texts: How can I make a holographic material in cycles?

texts:
I'm talking about those holographic designs you sometimes see on stickers and foil, not free floating holograms. Examples here.

I also want this to change colors as real ones do when you rotate them.

I came across this video that shows it's possible, but it doesn't list a method.

It's similar to iridescence, but not the same. I don't see a clear path from the linked iridescence example to what I want.


texts:
I'm a super-beginner to this (and 3D animation in general) so please forgive me if this is a really obvious things I'm missing as I work my way through tutorials for Blender 2.8, but I can't find the answer anywhere. I'm trying to learn how to use collections, but whenever I create a new object, it just goes into the "objects" collection (in orange). I've tried dragging and dropping it into the "Scene Collection" bin (nothing). I've tried creating a collection within "Objects" and nothing pops up. I've tried creating a collection under "Scene Collection" which worked, but then I couldn't drag anything into it. Everything is stuck in Objects.

I even tried creating a new scene and adding an object and Blender just creates a collection called "Objects" that is the same as all the other scenes. In every tutorial I've watched, folks are able to create collections and drag objects into them, can't figure out why I'm stuck.


texts:
In my addon if bl_region_type = TOOL_PROPS, the operators text is not aligned.

Where as if bl_region_type = TOOL the text is aligned on the left side.

Why is this and how could I align the text in operator while bl_region_type = TOOL_PROPS?


texts: Does it matter if I change from Blender render to Cycles and back?

texts:
I'm watching this tutorial series and can't figure out why the author always keeps it on cycles render instead of blender render.

What's the reason?

And what if I have blender render selected and make a change then switch to cycles and make a change then back to blender. While he always say has it on cycles? does that matter or?


texts: Blender 2.8 Scripting for a simple button

texts:
i was trying script a button in 2.8 i stared withe the templates UI panel

but i wanted to place in the top bar which error out if i change the layout
is there any way to place the button in the top bar?


texts: So I was making a car, but I couldn't move a vertice. I saw that someone else had said this question and one person said to turn off proportional editing. But when I tried it wouldn't turn off. I unchecked the box that said proportional editing, but when I came back to make sure it was unchecked, it would still be checked. EDIt: It if off, but when i move any edge, vertice, or face it automatically turns on.


texts: Multiple Blender processes for multiple GPUs?

texts:
I've got a Ubuntu 14.04 headless server running right now for 3d rendering on Blender's Cycles rendering engine, across 4 GPUs.

Specs:

(4) ASUS GTX 970s, 4GB
1300W PSU
Core i7
16GB RAM
250GB SSD

Animations are rendering beautifully across the 4 GPUs in Cycles, but my question is concerning parallelizing processes to those cards:

Is it possible for me to have 4 separate blender processes running in parallel targeting one specific GPU each?

Running all 4 cards as "one" card (CUDA_MULTI_0 in a .py setup) is not actually a full 4x speed increase over running just one card, though it is still quite fast, and amazing i might add having come from mostly CPU rendering. Anyway, it turns out to be more like 3x speed, and i want to maximize render times further by rendering one animation frame per card in parallel, giving me a true 4x speed.

Theoretically, it should just be a matter of running 4 separate blender processes on the command line, while having python scripts setup to target specific cards like this:

$ blender -b file.blend -P cuda1.py -s 1 -e 10 -a &
$ blender -b file.blend -P cuda2.py -s 11 -e 20 -a &
$ blender -b file.blend -P cuda3.py -s 21 -e 30 -a &
$ blender -b file.blend -P cuda4.py -s 22 -e 40 -a &

and the cuda[x].py scripts look like this, where each one is targeting a specific CUDA device:

import bpy, _cycles

bpy.context.scene.cycles.device = 'GPU'
bpy.context.user_preferences.system.compute_device_type = 'CUDA'

# this is different in each cuda[x].py file, CUDA_0, CUDA_1, CUDA_2, CUDA_3
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

So, this all technically works right now, but here's the big issue i'm trying to figure out. When i do this, only the first blender process gets GPU access. Processes 2-4 default back the CPU, ignoring the GPU instructions. All four cards work just fine, and as I mentioned, one blender process using the CUDA_MULTI_0 device in the python script is leveraging all four cards as expected.

Is there some known limitation to blender, or CUDA/NVIDIA for that matter, that only lets a single processes access any or all the GPUs at one time, that maybe i'm just not aware of?

Any advice on this is greatly appreciated.


texts:
So I've been working on a few animations on my desktop computer. When I open the file, I can see all of my keyframes, but my object/rig is gone?

I hope there's a solution out there! Would appreciate any suggestions to try and save my work - I've been unable to export because of this.

EDIT: Thank you to those who have replied! I've attached two images. The one without the characters is what my current file looks like. It's supposed to have two rig-characters. The second image gives you an idea of what my files typically look like.

I make animations for the Sims 3 (so the characters are additional plug-ins I've had to download). I'm noticing that more of my past animation files have the missing character rigs as well.

I hope there's a solution out there!

Thanks,

Emily


texts: Blender Development question, thumbnails file icon selection?

texts:
I have an issue of file management with so many textures and was wondering if blender has a solution or if it will be developed?

I have many files with textures, that include 1 texture with many images like albedo, roughness, normal etc.

These files only show a file because of multiple images inside.

Is there a way of assigning one of the file images to the file icon?

Otherwise I have to read each name to guess what texture I want.

If not, it may be beneficial to develop a file icon with a border and an image inside with file image selection option.

Though I hope someone can point me in the right direction of a solution (please).

A material Library add-on that comes with blender, does not work with thumbnails, or show a tutorial anywhere I have seen to add a library to it.

The "Chocofur" materials library works but it seems very long winded changing every file name and texture, too complicated, takes ages. Also, who says it will be supported for later versions.

Is their not a plan to just have the file icon have a border, with the first image inside the file as the thumbnail inside the border, no need for add-ons and libraries then is there? As the first file can be made to be the albedo by name changes that are simple.

Or if someone knows a really decent materials manager, great, but I haven't seen one that is simple. No version problems either.


texts: "Symmetrize armature" flips bones vertically

texts:
When I try to copy my dragon's bones to the right side using Symmetrize, they are flipped vertically instead.
Before:

After:

I have done my homework. The model is oriented correctly, and the naming convention is followed rigorously. I have tried a lot of solutions (1, 2 (for some reason I cannot set the origin of the armature), 3, 4, 5, 6, 7). No salvation.
Blender version is 2.92.0.
Please let me know what I can do to symmetrise my dragon's skeleton :D
Here's the file: https://drive.google.com/file/d/1B3t23a3seoDxLt-gBZjEaaveng0zwQk3/view?usp=sharing


texts: Is my render time too long and file size too big?

texts:
I have a .blend file that is 135 MB, it contains 3 scenes (only two of them contain objects. the third is for a future composite of the other two scenes).

I have about 40 objects in the other two scenes - at least half of them are  human-like rigged meshes. I also have 7 candles with large flames made of smoke domains.

I worry that my objects and/or materials are more complex than they need to be, making the file size larger than necessary and render times longer than necessary.

One frame takes 6:40 to render at 1080 w/ 200 samples in Cycles. Is this the file size and render time I should expect for a file like this, or should I strive for more economical models and materials?

One scene has about 117,000 verts, the other has about 290,000 verts.
I would upload the file, but (obviously) it's too big.


texts: Edges not following the mesh in edit mode?

texts:
Maya user moving to blender, not sure why my edges are being overlapped by the surfaces instead of following them.

Object mode displays the edges the way I would prefer to edit them.


texts: How to output ID masks as seperate files for compositing?

texts:
When I click 'Render' or hit F12 and select IndexOB pass in the viewer I'm able to see a mask (white on black) as expected, but when I click 'Animation' to output a series of these masks as '.png' files. What I get is a normal color 'Combined' pass.

My blender file is set up to create a masks of several objects. Each object has a pass index of '1' and Object Index is enabled.

How do I output a series of '.png' files in order to get all the masks as seperate files?


texts: How to fix mesh into a more uniform and simple version?

texts:
I'm finding many issues with making a mesh for a 3d model more uniform. With the current state it is in; it looks messy, is hard to sculpt smoothly creates divots when the triangles don't line up, and generally makes the model look unprofessional. I was wondering if there is some sort of setting or modifier in blender that can fix this, or would i have to do it by hand?

The first picture is my model's arm, the second is mileena's arm from MKX which is what i would like my mesh to resemble.


texts: I set all materials in brender render. But I changed it to cycles. And changing materials again but only 2 mesh couldn't change. Cannot change even color it stays white. What should I do?


texts:
I cant start Blender right now. I used --debug to get some info about that. Unfortunately I only can see this:

Switching to fully guarded memory allocator.
Blender 2.79 (sub 0)
Build: Thu 03/22/2018 09:59 AM Windows
argv[0] = blender
argv[1] = --debug

My OS is Windows 10 and I have a Nvidia 780. Blender is at the most recent version. I tried also reinstalling and deleting the user preferences in Roaming. Right now I can't think about anything else to provide further information. Does anyone have a hint what I could do?


texts:
I don't know if anyone has asked this but I've encountered this problem numerous times on multiple files. When I'm trying to edit a mesh I get this edge that I can't select.

Here's a better picture of what's going on. It's part of the face, but the edge doesn't show up in the wireframe. I tried deleting the face and it put a hole in my mesh.


texts: Is Plotagraphy possible on blender possible?

texts: I have learnt plotagraphy using photoshop, but is that possible using blender


texts: How to automate this process (SVG to mesh > planar decimation > solidify > collapse decimation) to 300 files?

texts:
I just learned using blender. I set up my first milestone to finish my first task and I did with the help of tutorials and other questions on here. I tried using the record script but with no success whatsoever. I need to convert my svg files into a mesh first, then do a planar decimation with an angle limit 0.1. Then solidify to a thickness of 0.009 and finally do collapse decimation to a ratio of 0.1.

I found a script on here from this post How to loop through 100 files to do solidify through script? and tweaked it a little bit. I failed to make it apply for SVGs so I tested it with a couple of stl files and it works perfectly, unfortunately I need to add more to it and my editing is not working well.

When I run this script with just the planar decimation at an angle of 0.1 it does not give me the same outcome as done manually.

I tried using the info header to get a command for a rotation of -97 on the y-axis but it always fails, even when I run it alone; same for the smart UV unwrapping.

Thanks!!

import bpy
import glob
import os

def process(stl_fname):
    print('Processing %r' % stl_fname)

    # Determine output filename.
    out_fname = stl_fname.replace('.stl', '-solid.stl')
    if out_fname == stl_fname:
        raise ValueError('stl_fname should end in .stl')

    # Perform the processing.

    bpy.ops.object.modifier_add(type='DECIMATE')
    bpy.context.object.modifiers["Decimate"].decimate_type = 'DISSOLVE'
    bpy.context.object.modifiers["Decimate"].angle_limit = 0.00174533

    bpy.ops.import_mesh.stl(filepath=stl_fname)
    bpy.ops.object.modifier_add(type='SOLIDIFY')
    bpy.context.object.modifiers["Solidify"].thickness = 0.009

    bpy.ops.object.modifier_add(type='DECIMATE')
    bpy.context.object.modifiers["Decimate"].ratio = 0.1

    bpy.context.object.rotation_euler[1] = -1.69297

    bpy.ops.object.editmode_toggle()
    bpy.ops.uv.smart_project(angle_limit=89)

    print('Writing to %r' % out_fname)
    bpy.ops.export_mesh.stl(filepath=out_fname)
    bpy.ops.object.delete()

# Start with nothing in the scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

# Process *.stl
here = bpy.path.abspath('//')
for stl_fname in glob.glob(os.path.join(here, '*.stl')):
    if '-solid.stl' in stl_fname:
        print('Skipping %r' % stl_fname)
        continue

    process(stl_fname)


texts: How do I skip animation between 2 keyframes?

texts: I want to skip the animation between keyframes 100 - 200. So once playback reaches keyframe 100 it jumps straight to keyframe 200.


texts:
I have imported a SVG path:

now I'd like to convert this path into triangles. For example below the path is converted into two triangles.

How should I do? Thanks!


texts: It is possible repeat a set of commands for multiple objects?

texts:
I have 645 objects and I would like to repeat the same commands for each one.
I followed this tutorial:
Is there a way to repeat a set of actions on an object?
But the script gives me an error.
    import bpy

bpy.ops.material.new()
bpy.ops.node.add_node(type="ShaderNodeAttribute", use_transform=True)
bpy.ops.node.translate_attach_remove_on_cancel(TRANSFORM_OT_translate={"value":(-1405.21, -1784.65, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":True, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False}, NODE_OT_attach={}, NODE_OT_insert_offset={})
bpy.data.materials["Materiale"].node_tree.nodes["Attributo"].attribute_name = "Col"
bpy.ops.node.link(detach=False)

So I run these commands for one object, then select the others and run the script, but it gives me an error.
I don't know how to use Blender or Python well but I need it for my thesis work.
Thanks to anyone who wants to help me.


texts: Render the same frame using multiple computers

texts: Is there any way to use Cycles to render a frame with two computers? I have a desktop PC and a laptop, both with a GTX 1070 and I would like render the same frame having 2 tiles, each tile being a graphic.


texts: How to lighten or color viewpoint render view?

texts:
I have a quick question regarding adjusting the brightness of the render view background in order to assist in dark-colored designs.

I enter Shift + Z to do the quick viewpoint render function, and it allows me to take snapshots of multiple views of what I made. Unfortunately, the background color of the viewpoint is too dark for some of my creations.

Does anyone know how to brighten up the background, or even color it?

Thank you,


texts: The light passes through edges of a model

texts:
The problem is as in the pictures. When Rendered mode is on, light passes through the edges of the model. When exporting to Unity3D, the problem is the same.

Blend file: https://drive.google.com/file/d/1ghvqRvovUO_ul_0DJACBYCKao5_dKI9g/view?usp=sharing


texts: The Subsurf Modifier Did Something Weird to a Part of My Mesh

texts: I'm modeling a Master Ball from Pokemon that I'm going to 3D Print, but when I applied the subsurf modifier to the M it did something weird to a couple of the corners. I did some research, and I found nothing on how to fix it (Basically because I don't know what you would call whatever this kind of problem is). And I can't 3D print it with the model messed up like that. So if anyone could help with this, I would really appreciate it. Thank you.


texts: Blender Global undo is very slow on complex scenes

texts:
When I'm working with complex scenes (a few million polygons with +- some subdivision), say you're making a weapon highpoly model, the Blender's Global Undo becomes extremely slow.

Even with simple changes in the object mode, moving something and undoing, applying a modifier and undoing it or anything like that Blender freezes for 5 - 10 seconds and then responds again.

This is making working on such scenes really difficult. And it isn't my specs, I've got an i7 6700, 24 gigs of memory etc.

Are there any options, maybe addons or something to help avoid this issue?

Thanks! :)


texts:
I would like to use the addon: Object Shake and apply it to a strip.
Is it possible to do that?
How?

https://www.blendernation.com/2018/11/02/free-blender-addon-object-shake/#prettyPhoto


texts: So basically I'm trying to figure out how to separately export the meshes from a single model. For example, I made a katana using multiple different Shapes by pressing add. Now I tried to export each part of the mesh separately by selecting it on the explorer but that still exports the whole thing. I've been trying to figure this out for multiple days, please help me.


texts: How to compute the output value(s) of a node in the shader editor at a specified location on the surface of an object using C/C++?

texts:
I've been working on an addon that requires to calculate the output value(s) of a specified node in the shader editor at specified locations (generated using my own algorithm) on an object. How can I do this?
There should be a sampling process that generates samples and calculates the output(s) of a specific material at the locations of these samples while rendering (using either EEVEE or Cycles), but I cannot locate the specific function that does it in the source code. The Python API turned out to be incapable of accessing actual nodes that gets calculated, since the nodes in the shader editor get compiled and become no longer accessible with Python API while rendering.
How should I access these nodes and calculate their output(s), or in other words, where in the source files is the function that compiles the nodes?


texts: Animation nodes to check sphere distances

texts:
Yesterday I started with animation nodes. I need to create a scene of flying spheres (drones) creating various shapes. I want to create a "distance check" by using animation nodes, basically the distance between any two spheres should be always larger than 5.0 m. If not I would like to color the spheres in "danger" with red color for easy visualisation.
I managed to get it working by using KDTree, however I am currently only able to check the distance of all spheres related to one chosen sphere. I have attached my Blender test scene.
Does anyone know how to implement this in a loop so that I get the result shown in the picture?
Here is my blender file which works for 1 sphere vs all the others.
https://pasteall.org/blend/8cffcb38fbfa418e9446fdbe0aca0934


texts:
I'm trying to convert OBJ to FBX for my project in Unity.
I downloaded this Link model which comes with an OBJ file and MTL file from: https://www.models-resource.com/gamecube/legendofzeldathewindwaker/model/7795/
I imported the OBJ file to Blender using the Import > Wavefront (.obj) option and it shows up like this:

When I look in the Texture Paint tab in Blender it shows the material file has been added successfully:

But when I export the model to FBX and import to Unity the material is not there? I am very new with Blender and 3d modelling so I am not sure what I am doing wrong :(


texts: how to speed up a video sequence in blender 2.8?

texts: How to speed up a sequence using the video editor in blender 2.8? All tutorials I find online use older versions of blender.


texts: How to fill the surface of a "wireframe"-sphere in Blender

texts:
I have half a sphere together with a full sphere as separate objects in a blender file. I load them from a X3D file I generate externally. I get them as something, which seems to be something like a wire-frame to me (maybe different what Blender calls wire-frame-objects). Instead of this wire-frame I want a closed surface – one for the sphere and one for the half sphere.

The problem is that I am a total beginner in Blender. What I have tried so far is the following:

1) select one of the objects (let's say the full sphere, see first image)

2) ⎇ AltC -> select Mesh From Curve/Meta/Surf/Text

3) select Edit Mode

4) A then ⎈ CtrlF

My hope was that Blender only fills the faces orthogonal to the normals of the sphere. Unfortunately it does not work like I hoped. Could someone help me a bit. I am a total beginner to blender and mostly do not know how to access the options, if someone could explain it for an absolute beginner, this would help me a lot.

I attached a blend-file:


texts: Transparent Glass Material not rendering alpha in Blender Internal

texts:
I've encountered a problem with a transparent material I created to resemble a form of glass. In the scene I have set up, I have a multitude of X "Dummy" Trees propped up in the background to fill the skyline. However, as you can see through the image, the trees that are not behind the POV with the glass look fine while the ones that are behind it act like their alphas are not being used.

Each tree is an 'X' plane with the image of a cycled rendered tree plastered on it. It is made so that only the tree is visible, and the rest of the picture is transparent.

Is this a problem with the texture made for the trees or the window? Since I also noticed that this same kind of glass created some weird effects on UV textures in another part of this scene.

EDIT:
After trying the first suggestion I get this:

It still seems to be prevalent in the trees, albeit some trees, (which I have pointed to), have the problem fixed, while others in the background still have the black rectangles. To the right is my selections for options and shadow.

Here is a copy of the blend file with the stuff needing fixing selected.

Here is the tree files for the Dummy's:
http://imgur.com/a/HTOhC


texts: how to make lines of mask/image thicker using material nodes in blender

texts: I got an image from google images, and i am using that image in a material, but i want the lines in the image thicker So I was thinking, is there a way to make the line thicker, since making similar pattern procedurally or using photoshop maight take some time. Thank you


texts: Can animation nodes be used for animating a rubik's cube?

texts:
First of all, wat an awesome adon
I made a Rubik's cube and was wondering: can it be used to randomly scramble the cube? And how would i do the parenting to 6 empty's i placed around the cube.

I tried to do the parenting based on XYZ position of the origin point of the small cubes I have split all cube locations into 6 lists(-X, +X, -Y, +Y, -Z, +Z)
Does anybody have an idea how i get those cubes to behave nicely and stay in the cube after 1 turn? And can the logic nodes or scripting node be used to do some 'smart' parenting based on > if a empty is rotating or selected?
Would it be better to make an armature and animate that?

Any hints,tips and tricks are welcome :)


texts:
So i am working on a project, where i created a shape based on an image, but when i extrude it certain areas just won´t extrude right. As you see in the screenshot there are no "walls" at some places.
 Why is that? I guess that i used a couple techniques in the process to create vertecies, that apparently don´t work well together.On the other hand i don´t see why this should be a thing. Is there a way to assimilate the condition of the whole mesh so it extrudes normaly?


texts: I want to export my objects to unity, but in blender I`m using Eevee engine. However the light in rendered more and material preview mode is completely different, which impacts the colors of objects. Which one can i trust to see the true final colors of the objects so that they will be the same when i export them to unity?


texts:
So i have this node setup. I want the animation as it is. But i just found out by try and error, that i need the value 9 in directional falloff thats the animation starts at the "reset" state of all blocks (at 8 not). But i have no idea what math logic is behind it? why is it 9? Can anybody explain me that? maybe i even do not understand this kind of falloff... :(
blend file:


texts: I have got a mesh that's converted from curve. It has only edges. I need to successively orient one of the objects in the scene to the direction pointed by the blue arrow in the illustration above (perpendicular to the edge and in the direction of the normal of the hypothetical face, formed by the planar vertices). How do I calculate the orientation using python?


texts:
im modeling a sort of complex tube right now. For this I model just a single patch and use array modifiers to get it to the right dimensions. After that I use a 'SimpleDeform -Bend' modifier to make it a tube.
Now I want to use a curve-deform modifier on this, but since the object center (origin) is not in the middle of the tube I get unpredictable results.

As a workaround I can apply the array- and simpledeform modifiers and set the origin manually before the curve-deform, but since I'm in early production I would rather keep that stuff as I have not decided yet on the dimensions and thus still like to have the modifiers available.

Any ideas? thx

edit: simple examplescene
and a screenshot....see how the curve is nicely in the center when the modifier stack is frozen


texts: How to restart the animation of a particle system?

texts:
I create an expulsion so my particle system has the following settings:

End frame = Start frame + 1

I mean the value of the end frame is one frame larger than the value of the start frame.

Life time = 6

velocity = 8

Those settings create an expulsion starting from the start frame. What if I need this expulsion to start at frames 10, 50 and 100? Is it possible to Restart the expulsion?

I can't animate the start frame or the life time. Animating the number of particles doesn't work.


texts: iterate over edge indices list and remove the non unique pairs

texts:
I have generated some random points on the xy plane. I want to connect a spline to the closest pairs but not having more than 1 spline connected any one point. I have used the "Find Close Points" node as it gives a list of all the closest points in order when used in conjunction with "Sort Numbers" node.
I know that I should use the two elements of the first tuple at index zero and remove any tuples that had either the two elements in them and then removed tuples that have the either of the two elements at index 1 etc. Been trying all day with no joy hope someone can help. Would be great for loop node and script node example to compare! Thank you!
Using animation nodes 2.2
Blender 2.93 beta


texts:
Basically, I applied my textures by taking each individual object, unwrapping it in the uv editor, then opening up an image in the uv editor and it would apply the texture in the 3D editor. However, when I render my project none of the textures appear and everything looks odd. I don't know how to set up the images properly with the bee.

For example, here's the uv layout image for the bee's Cube.001:

How do I get that applied properly to the Cube.001 in my project?

Here is the file for reference

Everything appears purple if the images aren't there and I don't know how to fix that either.


texts:
In add-on operators, you are required to give an idname to each operator. Commonly, it is category.operator. This results in calling the operator with bpy.ops.category.operator. When I tried to put two categories: category1.category2.operator, there was an error. Is there a way to put two categories in an operator idname?
I have the same question for registering Property classes: Normally, in register, I would put bpy.types.Scene.name = PointerProperty(PropClass). When adding multiple categories like bpy.types.Scene.category.name, an error occurs that says NameError: category is not defined. Is there a way to put multiple categories on properties?


texts: How can I have an armature deforming 2 separate meshes?

texts:
I have organized my model so that the skin is the parent of clothings, hair, etc. Currently all of them move together according to the parent hierarchy.

I select the skin and Ctrl+P to the armatures and selected automatic weight. In the pose mode it deforms only the skin because weight paint could not go to different object

If I Ctrl+J all of them the armatures would probably work, but can I keep the mesh organized and have the armature deform everything? I have different auto smooth settings for each groups for example, that I don't want to merge them.


texts: I need to model a simple spiral shape. I imagine the best way to do this is with curves, but I am unsure how to create a perfect spiral shape with curves. What's the best/easiest way to make a spiral tube?


texts: How can I use pencil style strokes in frestyle?

texts: How do I render in pencil strokes like in Freestyle? I have Img 1 and I want it to render like Img 2. Here is another image.


texts: boolean slice no longer part of blender 2.8?

texts:
I'm new to blender and I'm using it to sculpt an object for 3D printing. As part of the design I want to use a plane to boolean slice the object in two objects like in minute 1:30 in this tutorial:https://www.youtube.com/watch?v=1H6_FRC5RdA , but for some reason I cannot find the same button in blender 2.8, has this function been moved, removed or replaced? Where is it now or what's the new approach to achieve this? The only options in the modifier menu are: insersect, union, difference. What happened to slice and subtract?

I know you can use knife and bisect, but I liked the boolean slice better because it seemed to be a better way to split objects in a more controlled manner. By the way I come from the engineering CAD world so this is all new to me.

Thanks,
Nestor


texts: UV map either not unwrapping or is collapsing in a merge

texts:
I downloaded this model.  And I'm trying to add its textures.  I get to the eyes and for some unknown reason the UV for it is just a tiny little dot in the very bottom corner of the image texture.  I have tried to unwrap it and nothing happens.  I tried to scale the UV and nothing happens.  It just stays stuck there.  This happened to a previous model as well.  I merged two objects together and the UV for one suddenly turned into a small dot.  Which makes no sense as to why.  Other objects I merged had no problem at all.  It was just those two objects.

Right now the problem seems to be just the eyes but I haven't gotten to any other part of the model yet to be sure.

Blend file


texts: Finding top surface area of a mesh by python

texts: I need to find the top surface area (in one plane) and total surface area (by summing all the faces) of a complicated mesh. For that I need to know how to fit a plane to the top of a mesh to find the top surface area. The mesh can be .obj or .stl or .ply


texts: I am looking for a method to automatically join the vertices of two meshes that are stacked one upon the another. To be specific, how to create a cube from two planes, that are stacked one upon another with small distance in one of the axis.


texts: How can I make an animation of mesh pieces assembling (something like an explode modifier in reverse)?

texts:
I am making an animation, and I need chunks of text that I've converted into a mesh to assemble from behind the camera's view. This is what needs to eventually come together:

Any thoughts on how I should do this? I thought of having the explode modifier go in reverse, or use a particle system, but thought I could inquire of another way.


texts: How do I make text that looks like it is made out of a ribbon?

texts: Anyone Guide me. I am a beginner of Blender, i want to make 3d image like below one, i have created 50 of this image (except 2 ribbon curve), and i used modifier tools too. Kindly give me better tuts


texts:
I'm trying to use Boid particles to create an ant-like insect swarm that moves towards a goal and climbs over everything in its path. My operation and collision tests have been successful so far, with one big exception: I can't get them to climb goal objects.

My approach - based on research - has been to create an obstacle mesh for climbing, enable its collision physics, then set it as a Goal object in the Boids operation stack. The particles do travel towards the goal (in this case, a pyramid), but then they simply bounce off the side and move around.

Here is a screencap of my test setup:


texts: Northern lights effect along line on textured plane

texts:
I would like to create the following effect (in purple colour but that shouldn't be a problem) along the line in the second picture. The picture was created in Photoshop CC and I have placed it as a texture on a plane object in Blender. I am using the Cycles Rendering Engine and Blender v2.76.

Disclaimer: This picture is not the texture I want to apply the effect on but the real texture will be published so for copyright reasons I cannot show it here. Just so you know the actual texture was hand drawn, scanned, and processed on Photoshop CC thus the option of me redrawing it in blender with lines is not really possible.

Thank you all very much for the help in advance. :)


texts:
I have two MakeHuman models in the same blend. I'm trying to make the second MakeHuman model small but I can't.
I made the first MakeHuman model small. I did it with the "Scale" command. I didn't have any problem.

I try to do the same with the second MakeHuman model but it doesn't work.

I use the keys but nothing seems to have happened.

On the same screen  I have another object, the shoes.
What possible issue could stop a model from scaling when the option is applied to it?


texts: How to apply proportional force based on length of keypress?

texts:
I'm making a mini golf game and right now I just have a cube that lurches forward to collide with the ball, there's not variability in the shot power. I'm looking for a way to move the ball forward without using the block, instead based on the length of the keypress to simulate variable power (a quick press = light tap on the ball...long press = hard hit)
I know this is possible because I've seen other blender games that do such a thing. Any ideas?

Here's my .blend file if you wanna have a look
https://drive.google.com/file/d/0BxB2pKMjGzzqUk9jLXFJWDRGVWc/view?usp=sharing


texts: How to create an image whose alpha value changes according to a curve through time in node-editor?

texts:
I connected an image-node with a composite-node and connected a value-node into the alpha of the composite-node. I changed the values and the image changed its transparency.

Then, I connected the time-node into the alpha of the composite-node instead of the value-node, changed the graph of the time-node into an oscillating wave and when I clicked on different frames in the time-line the transparency also changed according to the curve.

So far so good, here the problem:
My goal is to make an animation of a picture whose alpha-value is oscillating along with a curve through time. I tried to apply keyframes on the time-node but it does not seem to be possible.


texts: How to get bone rotation between two matrices?

texts:
Before the question a bit of a background...

I have a mesh, and vertex groups as well for it's bones. Before placing the bones, I moved the vertices of the mesh, so every vertex.co += m.translation, where m was a matrix containing a starting position for each bone. Because Blender is handling bones different then the system I was working on before, I had to do a conversion: while I have points in old system, Blender has "sticks" (what are described with two points: with a head and a tail). I was able to create an armature good enough just by telling Blender that a bone's head is the parent's tail, etc. There was no rotation applied on starting position. The stuff seemed to be fine: I even verified the result in Ultimate Unwrap 3D Pro, and seemed to be all right. So far it was too easy. Then it came for animations...

I had to do a bit research: made a primitive mesh and armature with a script and started to learn how Blender handles the bones and animations. I learned, that I can use a .matrix to rotate, and scale the bone relative to the parent. Using translation led to no good, since the bones are connected and so the parent's tail is the inherited's head, so if I would want translation I had to set length of the bone. In my old system everything was different, not just handling the bones. No head or tail, just matrices, so when I say a bone is in m then all the vertices are to be multiplied with it. m is not relative to parent, but the object.

So my question is the conversion... let's see only one bone in pose mode.

I have two matrices in my old system m1 and m2, where m1 is parent. I can make a bone in Blender system called b with a .head of m1 and .tail of m2. Both m1 and m2 contain translation, rotation and scaling. In Blender I think it is like b.head = m1.translation and I am to point the bone to m2.translation, but with m1. rotation and scaling data, but ignoring m2. translation and scaling, because that is the inherited bone's property. My guess is that I am to modify the rotation value with m2.translation value somehow, but I do not know how.

I am not good enough in BPY yet and Math ever, that is why I would like to ask for help with this.


texts:
I am a very beginner in Blender. I am modelling a tank and want to make a round railing at the top of the tank and a ladder.

The ladder should be no problem, but what is the easiest way to make a round railing with the same curve as my tank?

Here is a photo of the tank:

I am not asking for a whole solution, just some tips, since I notice there are lots of features, that makes things easy in blender, but I don't know them at the moment :(...


texts: Radiant Rig XL does not work with my character mesh because there is a script that interferes with it

texts:
I'm trying to make work the add-on called "Radiant Rig XL" with the character that I usually use to learn blender. I don't why,but it does not work,like you can see from this screenshot.

and you can find the character that I'm working with here.

I sent an email to the author of the script and he replied to me telling :

  "You have a script attached which interferes with Rigify (rig_ui.py). Radiant Rig depends upon Rigify as stated in the instructions.
  If you are changing Rigify, I can't predict what will happen"

I disabled the option called "auto run python scripts" from the user preferences panel because I wanted to disable the "rig_ui.py" script,but it didn't work. Can someone of you be more specific ? How can I disable the interfering script ? What is this ? I don't know anything about it. Thanks.


texts: I need to combine about 800 UV map projections into just one

texts:
I've searched for similar questions and haven't found any that apply, but maybe I'm searching for the wrong terms.

Here's my problem:

I created an OBJ in iClone that combines hundreds of smaller parts, & I have joined them in Blender. None of them had a UV texture, just a mesh color. I have also successfully removed all internal faces, doubled verts, etc.

The problem now is that whenever I try to apply a texture to my joined object, it applies it only to a tiny section of the object, rather than the entire object. How do I unify all UV projections so that they render one continuous texture all over, rather than having it repeat constantly? I also don't want to lose my verts, I'll need them for sculpting.

I apologize if this is a simple thing, but it has been perplexing me!

Thank you for any help!

Thank you!

[EDIT] Here is the object I'm working on, it's the back of a pair of leather suspenders:

As you can see, it's only applying the texture I've selected (the 'bricks' one just as an example) to one small segment of the belt, instead of the entire piece, even though all of those segments have been merged into one piece.

The materials are still in hundreds of pieces, needlessly.

What I want to do is the SAME thing I did when I merged the parts into one, but I want to do it with the MATERIALS, instead. That way I would just be skinning one thing, rather than hundreds of things.

I don't yet have a UV map, but I think what I need to do involves making one...

Can anyone help me please?


texts: I have the mesh subdivided a lot of times but it doesn't solve it..And the subdivision surface doesn't do anything.


texts:
Some months ago I watched this video of Blenderguru about "How to create a realistic earth in blender". In this video blender render is used and now that I understand texturing in cycles a little better I am trying to rebuild this "realistic earth" with cycles.

At about 22:00 min Blenderguru starts explaining how to simulate the atmosphere using blender render. The idea is that near the edges the atmosphere gives a bluish tint to the earth. I tried to work this out with the setup as above (same idea as used for a transparent balloon) but blender guru is doing something with fresnel. I think that is a better solution ? How to simulate the atmosphere with fresnel ?


texts:
I'm kinda new to blender and I'm trying to replicate a living room for studying reasons.
https://imgur.com/a/DuowjH8
The wall in question lies in the right side of the room along with some windows and I do have a PBR material that fits my needs.
https://imgur.com/a/h2aSCJE (texture I'm trying to use)
I've tried a bunch of stuff, but none worked the way I thought it would. I tried using modifiers subdivision surface + displace with texture I mentioned above and I created a material along with the provided textures, but the material was too flat for my liking and I was having a really hard time unwrapping the mesh and in the end it became a mess.


texts: How to Mix Face Textures Across UV Edges

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TLDR: I'm trying to figure out the best method of mixing textures across UV edges in a dynamically textured mesh. For instance, if you have a plane with 4 faces and each one has a non-seamless texture applied to it, is there a way to mix the textures across the edges?

I'm making an adventure game where the terrain is dynamically generated. I've considered a few methods of texturing each face if the terrain but I run into problems with seams in the UV mesh. I've been pointed to Cycles but, and this was a while ago so I might remember wrong, I had problems getting it to work in the BGE. I was pointed to video textures, but I think there was still an issue with seams.

I tried, at one point, using the RGB color channels but I ran into an issue with only having 3 or 4 possibilities for texture. I think it was one default, and one for each color. And this also caused obvious squares, as I was applying this by vertex colors.

As an example I might shift from grass to dirt, and the edge this happens along should fade from a green grass texture go a brown dirt texture. At the moment it looks more like Minecraft, with an obvious seam between blocks.

What method should I look at? I like the idea of making a single image with each type of terrain painted in a grid, and moving UV's to change terrain type on the mesh. This is easy enough but I can't fade the textures together.


texts: How to get adjacent vertices of a vertex? (with Python)

texts: How can I get a list of vertices that share edge with a given vertex over script? I need this to work in edit mode.


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I was making low-poly Audi A6 C6 avant. So i made almost everything but I have a problem. When I try to make the last wall of the roof, a problem arises. One of the edges spoils the whole look. I use the Subdivision Surface but even when it turns it off, the error still shows up. Please help

It's not even helping when using "Shade Flat". And yes, I enabled AutoSmooth to 30*


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I need some help.
I can not get an object to rotate around its local axis whit animation-nodes..
It uses the global.
Here's how my node setup looks.


texts: How to generate a cylinder with several holes except by knife tool and Boolean methods

texts: With the help in Stcak Exchange, I have known how to generate a cylinder with a hole except by knife tool and boolean methods. But all these method can not be used to generate a cylinder with several holes just like below. so please give me some examples. Thanks.


texts: Is it possible to create a Script in Blender which can perform Rendering?

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I want to render different combinations of colors on a 3D mesh, but i figured that rendering them one by one would be time consuming.

Is it possible to create a python script in blender which allocates the color to the 3D object, renders it as an image and also save the image?


texts: Is there any possibility to replace Blender 2.80 Keymap with Blender 2.79b keymap?

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I searched for 2.80 shortcuts but there's not any at the moment and i
thought if i
could change it to previous blender settings


texts: After baking smoke simulation in 2.78 it is no longer able to render on the GPU

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I have a simple smoke simulation that I have baked. Before baking, I was able to render frames on the GPU. After baking, it only displays black.

Any idea why this is happening?


texts: Any way for Smart UV Project to give more UV real estate to specific faces?

texts: Smart UV Project produces results where each face takes up a proportionate amount of space in the UV map to its space in the full model. There are times when certain parts of the model could use more detail than others, though I'd rather keep them all as a single material. I can control seams in Smart UV Project, but I was wondering if there was any way to allow specific faces to be weighted to take up more room in the UV map than they normally do when using Smart UV Project?


texts: How to reduce edges and make a face out of it?

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Have lots of edges in my starship mesh, as shown in the red box.
How could I reduce them and make one rounded face out of it?


texts: Subdivision surface modifier, faces not connecting

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I have added some holes in my model using *Boolean` modifier (it is applied) and I have some problems with the Sub Surface modifier., it seems like the faces are not connecting.
I have made sure there are no overlapping vertices and every face has 4 vertices.
(I am still pretty new to Blender)
Before the Sub Surface modifier.

This is after.

It makes these rounded edges on the faces in the corners.


texts: Blender 2.8 - How to create new view ports / windows?

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In blender 2.7 you could easily create new windows and configure your workspace as you wished, by draggin the symbols seen in the screenshot below:

How does it work in blender 2.8? Was this great feature removed??


texts: Animation Not Rendering all the Way Through

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I have several cameras that each take over at some point during the animation. While rendering, the last camera doesn't render; only the first one does.

I thought maybe it would be because I can only have a limited number of cameras, so to make a test, I erased the first. However, the last one still does not work.

I am using the VSE for post processing.


texts: Why is my limb flipping when trying at constain to armature?

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edit:
I don't know what exactly I did but I fixed it... I renamed my bones as for some reason all my bones had "L" on the end of them, I must have forgot to change the names after mirroring, maybe this will work for you if you have this problem too.
I'm trying to figure out why my character's upper leg rotates by 180 when constraining to my armature's bone. even if the weight is as small as 0.0001 the same thing happens. I've tried applying transforms and clearing but nothing seems to work, I'm really stumped. Sorry if this isn't enough information I'm not sure what else to write. Thanks.


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I've been trying to create a simply low-poly cat model, but I've run into an issue. When I try to rotate around my model, it appears black at some angles, which makes modelling difficult. Here are screenshots to show what I mean:

Cat from diagonal angle. The whole body of the cat is black. This also occurs from other angles, this is just one example.

Cat from side view. Faces are clear, but the cats feet appear to be a brighter shade of grey than the rest its body.

I'm fairly new to Blender so maybe I'm making a rookie mistake, I'm not sure. I've tried adding in lighting it doesn't seem to have an effect on the model, only when I set the scene to "Render" mode. Any help would be appreciated!


texts: Align viewport view to object/Move object to viewport view

texts: How do I align the viewport view so it is looking out of a selected object? How do I move an object to the viewport's view? This would be useful for placing some objects like lights where the viewport "camera" is, or aligning one object to another.


texts: Exporting keyframed Shape Keys to .gltf in Blender 2.80

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I have been trying to export a sequence of shape keys that I imported from an .mdd file using the .gltf file format in Blender 2.80. I defined the sequence as an action in the shape key editor and checked sample all animations in the exporter, but when I import the created file back into Blender the shape keys are there but the animation is not. Any ideas what could be going wrong?

The Blend file


texts: Boolean Difference not acting as expected

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I'm trying model and render a ring in blender.
I obtained my model with a cube on which I applied the following modifiers

I need it to be "empty" on the inside. So I duplicated my model (Shift+D) and scaled it by 0.9. I got this:
  (not visualized correctly, but the whole thing is there)

When I try to boolean diff the larger with the smaller I get this:

Which is the smaller ring, which should in theory create the negative space on the larger ring's inside.
What I get though is the smaller ring with that weird checkered selection, and no space on the inside of the larger ring, which, in fact, disapperars.

Can anybody provide any help on this?
Is there a way to do this keeping my modifiers on the larger ring?

It's not the first time I encounter problems with boolean differnce, so any explanation on why it behaves like this is greatly appreciated :)

Thanks in advance :)

Edit: Attached Blender File

Edit2: Half solved. Answer in comments. I still would like to figure out a way to merge two edge loops of a curved cube. It's actually the same cube (with one corner in 0,0,0), mirrored X,Y, and curved along a Circle. See below image for a better explanation


texts: Game asset modeling. Connecting parts of a model

texts: I'm currently learning how to do game asstes and I don't know if every part of the same asset needs to be conncted with the rest. To give an example my model is currently divided in to parts not connceted with and edge or face but they are part of one object. Do I need to connect them or not.


texts: Blender 2.9 Extrude by 3ft Manually Problem

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I've been getting back into Blender after a long time away from it. I used 2.79 a lot before, but since I'm using 2.9 right now, I'm having trouble accessing some features I use to use.
I need to extrude edges out a certain distance in my model. I did this manually before in Blender 2.79 via transformation values. In that version, when extruding an edge, I'd be able to set its distance relative to the edge it was extruded from.
However, in 2.9, when I try the same thing, the transformation values are not relative to said edge.

In this image, I want to extrude the edge 3 feet away from its parent edge. When doing so in 2.79, the values used to be set at zero, so I could easily put in "3ft", but here, it displays its median distance from what I assume is the origin.
In 2.79, I could press "G" whilst the edge is selected, and all three values would reset to zero.
Is there a way to reset these location values to zero. (without moving the edge), for when I start to extrude something? I could calculate what distance I should use, but it would flow much easier if I could just input the offset distance I want.


texts: Adjust the camera view actually separate all my objects

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I would like to adjust the camera view, so I press the CtrkAlt0 to switch to the camera view window, then I try to adjust the camera window.

Then, I press the G key, and try to move the view window up or down, but finally, I see that all the objects were moved, not the camera view itself:

What causes this behavior?

BTW: I have just tried a very simple blender file (which only contains the default Cube, and I can correctly move the camera view), so are there some settings wrong in my first case? Thanks.

Edit: test blend file


texts: Can I make an object invisble looking from the outside but visible looking from the inside?

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I am trying to create an object that is completely invisible from the outside, and only visible from the inside. To do this, I have experimented with a cylinder with its top and bottom circle faces deleted. I flipped all the normals inward and enabled backface culling. The faces in front of me are invisible but I still see the opposite inner side of the cylinder (because while the face closest to me has a normal facing away from me, the opposite face has a normal pointing toward me).
Is there a way I can see through the object completely while being able to see the inside faces of the cylinder if I were looking at it from inside the object? I want to put a texture inside the cylinder that can be seen from the inside of the object, but I dont want the object/texture to be visible at all from the outside. Note: I plan on exporting this as obj + image texture (the program I work with only accepts objs and images).
Here is a screenshot (normals are all facing inward):


texts: Blender freezes / hangs when importing FBX exported from Rokoko Studio

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I am currently trying to import an FBX that has been exported from Rokoko Studio into Blender for retargeting purposes.

The FBX exported from Rokoko Studio opens just fine in Autodesk MotionBuilder, trying to import it to Blender v2.81 or v2.90 (Alpha) causes Blender to freeze and upon clicking into the application window, Windows to tell me that the application does not respond.

I tried changing the exporter to use a different FBX version (2011, 2012, 2013, 2014 & 2016), but no matter what, Blender is unable to import it. Due to the freeze, nothing is being written to the Debug Log and importing the Unreal Mannequin FBX works just fine, so I would assume there is something wrong with the files.

But, what could it be? And is this something I can fix or is it up to Rokoko to change the way their exporter works? In a video from August 2019 they show importing a FBX into Blender 2.8, so I would have assumed there hasn't been much that has changed.

I have uploaded a couple exported files here: Download via TinyUpload

Is there something wrong with the FBX that Rokoko produces?


texts: Why is this fluid being stretched into a line?

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I was trying to simulate an animation of fluid flowing from one cup to another, but after baking the domain, there is this strange shape that stretch all the way out of the cup, and I wasn't sure what had caused it.

Tried turning up the resolution but the domain still stretched far off the cup into a line or something. Please help?

Screenshots:

Thanks :)


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I have open blender in all the ways like factory start up and the txt file has a error code 0x00007FF64C7F72E3 and EXCEPTION_ACCESS_VIOLATION. I am using blender 2.82 and i have uninstalled and reinstalled multiple times.

My computer:
i3-7350k
8gb
gt 1030


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Context:

I'm using Ubuntu 19.10 for the moment and the default repository Blender package use the system's Python 3 which is very convenient because I can use my Python modules in my Blender Scripts without extra steps. The issue is that Ubuntu's current package have a Blender version (2.8) compiled without SubDivision. So Subdivision modifiers don't work.

Question:
I manage to clone Blender's git repository and compile it, but I can't figure out what cmake commands I need to modify/set to make python use system's python and not the separate share/python3.7m version that creates?


texts: How do I get some objects to be rendered with perspective, some rendered as orthographic in the game engine?

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I use Blender 2.79 (outdated but my ancient graphics card doesn't support 2.8 so I use it).
I am making a title screen for a game I'm working on. In the screen, there is a 3D background and 2D buttons to play the game.
I want the background to be rendered with perspective but I want the buttons to be rendered in orthographic.
I have tried using the "Add Overlay Scene" actuator but then the buttons are not clickable.
How do I fix it?


texts: Applying scale on the armature messes up whole animation, How to apply scale on Armature correctly?

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I imported a mixamo character in blender 2.83. Its armature scale is set to 0.01.I want to apply this scale (Ctrl+A).

But whenever I apply the scale, the armature and mesh changes it location and the animation becomes all messed up.


texts: Is there a way to keep the frame range but skip first n frames

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Is there a way to have a frame range from i.e. Frame Start 1 to End 1000 but skip the first 400 Frames and start rendering the animation at frame 401 without changing the Frame Start value?
Why would I ever need this?
Unfortunately I started rendering a procedural animation, where some values depend on the values of Frame Start and Frame End. Blender crashed half way through rendering the frames and I want to resume at a specific frame. If I change the Frame Start now, I would get a totally different animation.


texts:
How can I do something like,

bpy.ops.object.select(object at location x,y,z)
bpy.ops.object.delete()


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Sorry for the poor title as well as any issues with terminology as I am new to blender. Basically I have a character with a headband (which is separate from the rest of the body mesh but same object) and a head bone:

However when I rotate the bone, the headband is displaced on the character's head:

I have tried selecting the headband part of the mesh with L in edit mode, then using the vertex groups window to assign this to the head bone. Any help would be awesome!

Here is the file:


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I am writing a blender addon that shows a panel with an enum property in the object properties. In some cases if the user changes the enum value, the addon needs to create a new object. I managed to get this working using the update callback of the enum property and bpy.ops.mesh.primitive_cube_add(). Unfortunately, this changes the object selection so that the right column of the blender UI suddenly displays the properties of the new object. Is it possible that the original object stays selected and that the UI keeps displaying my addon panel with the properties of the original object?

I tried to restore the original selection by calling bpy.ops.object.select_all(action="DESELECT") followed by obj.select = True. This does select the original object, but the right column of the blender UI still displays the properties of the new object.

I think I need a python command that performs the same action as clicking an object in the scene graph panel, but I could not find any in the blender documentation.


texts: Transform mesh to line up with empties, based on other child empties

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This is a bit of a difficult one to explain, but I'll try my best. Essentially I have a mesh, generated by photogrammetry. I also have a 3D tracked camera exported from After Effects. Along with the 3D tracked camera from AE I also have some reference points I've put in the world in AE.

I need to line up the photogrammetry mesh so that the position, rotation and scale matches the original footage relative to the tracked camera. The only way I can think to do this is to put reference points on the tracked footage in AE (which get imported as empties in Blender), create empties at the same places on the photogrammetry mesh and then attempt to manually rotate, scale and position the mesh so that its child empties line up with the reference empties.

Here's a simulated picture for reference. On the left, the sphere represents my photogrammetry mesh with the empties added. On the right are the reference points added in AE:

And then when the process is complete, this is how it would look:

The problem is, doing this manually is extremely difficult and time-consuming. For one, the scale of both photogrammetry (using Meshroom) and AE's tracking is arbitrary, so the scales tend to be vastly different. It's also just straight up really hard to get everything lined up by hand.

So my question is this. Is there a way to do this automatically? Obviously the relative positions of the empties that I place by hand on the photogrammetry mesh, and the empties that come from the nulls I've added in After Effects won't be exactly the same, so any automatic solution would have to be a "best fit" sort of thing. But does this exist? Or is there perhaps a simpler way to achieve the same thing?


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I'm working on making a building and the terrain around it (two separate models) for importing to Unity for a game. I first made the building in another program than blender, then scaled it around a bit, then I built the terrain around it as another model in the same program. I imported them into Blender as STLs, and they're naturally different scales. So I've placed the building within the space that it's supposed to occupy like so...

At that point I tried scaling out from there by setting the bottom corner of that set piece as active, set my 3D cursor there, then tried scaling out using the scale tool and snap to vertex. But I can't get it to snap perfectly to fill the space (gap remaining) like so...

I have to do this for a lot of buildings, so is there a way to get it to scale and snap into that space so I don't have to struggle to get it almost exact for every one?


texts: How can I properly move a running character in space?

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I have a hard time understanding how to make sure my character's feet won't slip while running or just moving around.
I'm making a character running without run cycle, one step at a time. I would love to be able to lock his foot on the ground at every step so I could rearrange his body armature around that point for the next one. Like in real life might I say.
What I currently have is a character moving forward independently of his body movement, his feet slipping off and going through the floor.
I'm sure there's a simple way around this as it's a common problem. I guess I could do something with a Child of bone constraint as I've been able to make a character pick up and let go of something with it but I struggle with understanding how to apply that to the situation and researching my issue.
Thank you for your help.


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I have this node setup :

I want to improve it a bit giving the cylinder light a capsule shape like that :

This shape can be at any side, or both, you choose.

The distance of the red circle to object's bound has to be a parameter or relative to "border distance" node.
Same condition for the size (X axis) of the blue hemishpere.

it could help to have the object's axis (same as world axis) :


texts: Why doesn't blender grease pencil solid fill interpolate properly

texts: I'm kinda noob when it comes to grease pencil in blender, I'm trying to render wavy blocks to maybe use as sprites in a  game I'm creating, the strokes seem to get interpolated quite nicely but not the fills, I had to hand fill every interpolated stroke with solid fill to make a decent animation, when fills are interpolated, the painted shape in start keyframe just swirls around eerily and takes the end shape.. I'm very bothered


texts: What is wrong with animation, when object and cloth falling?


texts: I can't find the mat cap under the shadings panel, does anyone know why?I can find it just fine on my other projects, but not on this one.


texts: How can I make the "R" key only rotate the object around the x & y axis?

texts: I have managed to make a change so that the the default rotate function for "R" (free) gets locked around the Z axis when in the perspective viewport. The problem is that when I do that Blender will not rotate around the correct axis when you enter the left, right, top viewports etc. Is there any way to keep Blenders' default on all viewports except the perspective one?


texts: Set the Edges Invisible [Feature-not-yet-supported]

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We have a mesh using the mirror modifier. How could we set the central edges (yellow arrow indicators pointing at) used for mirroring invisible during working on the mesh? Like in Lightwave or Nevercenter Silo 2.

The left is the original model, and the right is the wanted symmetrical line hidden model:

This keeps the model looks neater when working on central parts of the model, like the nose:


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iv'e seen people sculpt meshes around 5 mil verts with no lag whatsoever, but everytime i come close to like 1m and above the lag starts to be noticeable and soon any sculpting becomes unusable.

Im well aware that this requires good rig, but i belive that with 32gb ram and gtx1080 i've got that covered.

Tried dyntopo and multires, seems that multires is slightly better performance wise, but it is still far from smooth on high poly counts.

using blender 2.79


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I'm trying to get the coordinates for the selected UV vertices with this script:

import bpy

mesh = bpy.context.object.data

uv = mesh.uv_layers.active.data

print(uv[0].uv)

But unfortunately the coordinates printed in the console are always the same regardless of what vertices I select.

Thanks in advance.

here is the code to get the coordinates for the selected vertices in the UV/Image editor :

import bpy
import bmesh

def main(context):
    obj = context.active_object
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    uv_layer = bm.loops.layers.uv.verify()
    bm.faces.layers.tex.verify()

    for f in bm.faces:
        for l in f.loops:
            luv = l[uv_layer]
            if luv.select:
                #print the coordinates
                print(luv.uv)

    bmesh.update_edit_mesh(me)


texts: The object with cloth and subsurf modifier is bending very badly in the render.I don't get the same thing in the viewport and in the render.The deformation seems reduced when I apply the the subsurf modifier,but this is not what I want.Where does this problem come from and what should I do to avoid the bad deformation?


texts: Why does the sub surf modifier round off only one side?

texts: My subsurf modifier is only rounded on one side, anyone know why?


texts: Make a Low-Poly Object with an equal balanced number of Vertices

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I'm trying to model a Low-Poly sky island but I can't get the mesh to have an equal number of vertices at each side.
If i try to model it it looks somthing like this:

I want the vertices to be equally distributes across the whole mesh. My model has much more vertices at the bottom than at the top (technically both sides have an equal amount of vertices but the top side has more area)
My model doesn't really look like the Low-Poly models currently used in games e.g.:

It would be very helpful if anyone can show me how to model a good looking Low-Poly floating island. (The top shouldn't be too uneven, because I will create houses on top of the Islands in a game)
I'm not very experienced in texturing models, so I don't know how to texture Low-Poly models correctly. Should I use Vertex-Paint or UV-Mapping? How can I Import the textures correctly into Unity? What should I do to achive a texture and lighting like picture 2?

Thanks in Advacne,
Sebastian


texts: Why does moving the UV map not affect the image on my object?

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I'm following this to tutorial to add images to my objects: https://www.youtube.com/watch?v=eiDrRa6JvQ0
But I have a problem, when I move the image mapping, it doesn't change the actual location from the object.


texts: So part of my wall seems to be emitting light and has an odd whitish color. I've went through and made sure I din't have an extra light or anything. I'm just not really sure what else I need to check out to solve this. Any help would be appreciated. Here are some photos of the front and the back of this.


texts: Rotation around an edge (A newbie question)

texts: Is it possible in Blender 2.8 to rotate an object (or a vertex group) around an edge? The edge then serving as an axis of rotation. If so, how is it done?


texts: How to have an object follow another objects rotation with a cap?

texts: I have two objects: the "track object," and the "follow object." The track object rotates according to the mouse (mouse-look). When the track object rotates, I would like the follow object rotate too (follow the track object; rotate till it matches the track object's rotation). I'm also looking to have this work with time, very similarly to the "track to" option in the "edit object" actuator: it does not immediately follow the track object by simply copying its rotation, but it takes x time to follow up (copy). By introducing time, the object takes time to follow up, which means that there is a possibility of the follow object's rotation to be way off (as the track object has moved a lot, and the follow object does not change instantly). To compensate, I am looking to have a cap. The follow object must be in a range. The range is the rotation. It will range from (the track object's rotation  minus 10) to (the track object's rotation plus 10). This way, the follow object will never be far off the track object's rotation as it is kept in a range. A final note: I am looking to have this work in only the x and y axis. I would like an answer in python. Any help is appreciated. Thanks!


texts:
I want to know why my objects don't go straight in velocity hair.
The object already straight in other layer, and the other particle is being straight. but I do wonder why this one doesn't go straight

here is the same setting

They are being straigh, but I totally don't have idea why the other one is falling.


texts: why is my texture split and not one image?

texts: All i did was add new material to a plane mesh, then i applied a image texture. why does it look like this?


texts:
Just a beginner for python.

Im want the base color to be pasted in the view port display bottom both in Cycles and Eevee.

I tried this code but getting error.

Hope somebody help to finish the addon for 2.8+. Thanks


texts: Rendering a still image (not animation) with motion blur

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I want to simulate the camera shake while taking a photo and see the result. Everything works fine, but I have to create an animation and then try to render the image of an specific frame in order to see the motion blur caused by camera shake.
Actually I don't need the animation because my job is working with images. So is there any way that I won't have to create multiple frame animations in order to render desired image?

Thanks


texts: Final rendering image with blurred red color

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I am new to blender.
Whenever my render finishes 100% it appears a blurred red on my image, that only happens at the end and while the render is happening everything is looks fine.
Also, another question, if you see in the image, the first wheel turns out different from the others and I am using the same texture for all of them, why is that happening?
Thanks.


texts: How to stop mesh getting into another mesh

texts: I want to make a simple animation of a cube rotating and going to another place. But when it rotates the cube sinks into the mesh under the cube. How to stop it from happening.


texts: How to keep subtitles from imported source

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I currently have a video file created with a Contour+ Camera, this records GPS information into the file as two subtitle tracks, however when I attempt to import the file into blender I can see the Video and Audio tracks, but the subtitle tracks are ignored.

Using FFMPEG I get the following details of the file

Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'FILE0093.MOV':
  Metadata:
    major_brand     : qt
    minor_version   : 0
    compatible_brands: qt
    creation_time   : 2016-02-14 15:04:01
  Duration: 00:15:33.17, start: 0.000000, bitrate: 11369 kb/s
    Stream #0:0(eng): Video: h264 (Main) (avc1 / 0x31637661), yuv420p, 1280x720 [SAR 1:1 DAR 16:9], 11189 kb/s, 29.97 fps, 29.97 tbr, 90k tbn, 59.94 tbc (default)
    Metadata:
      creation_time   : 2016-02-14 15:04:01
      handler_name    : Ambarella AVC
      encoder         : Ambarella AVC encoder
    Stream #0:1(eng): Audio: aac (LC) (mp4a / 0x6134706D), 48000 Hz, stereo, fltp, 127 kb/s (default)
    Metadata:
      creation_time   : 2016-02-14 15:04:01
      handler_name    : Ambarella AAC
    Stream #0:2(eng): Subtitle: mov_text (text / 0x74786574), 5 kb/s (default)
    Metadata:
      creation_time   : 2016-02-14 15:04:01
      handler_name    : Ambarella EXT
    Stream #0:3(eng): Subtitle: mov_text (text / 0x74786574), 19 kb/s (default)
    Metadata:
      creation_time   : 2016-02-14 15:04:01
      handler_name    : Ambarella EXT

The power of this is obviously when clipping and merging this if I can align the subtitle I will retain the information to enable speed guages etc to be applied later.

Can Blender retain the Subtitles or should I be using something else to edit these videos?

Nick(c)


texts: Quixel Bridge importing 3d assets to blender only import the textures but not the model

texts:
I'm not sure if this is the right place to ask about quixel bridge, but from what i know there is alot of reliable people here...
so,
everything worked yesterday
but today, when i import from bridge it says, imported successfuly, but then i saw nothing in my viewport and collections. But I checked the materials, there is the material for that particular object, but the object isn't there.

I tried using the most stable blender 2.83 and didnt work too
I tried using OBJ, FBX, ABC, none worked
tried to redownload the plugin multiple times, tried to reload quixel bridge and reset it.

nothing works, please help


texts:
I was watching a thing on this MMoG that some German kids made and noticed they had really nice shooting actions. every time one of them shot, a bright white line would appear. How would I recreate this for my game? I don't want to use thousands of textured planes cause my machine isn't that great and I  don't want to blow it up: happened before.

NOTE: I don't really know if that effect is called a tracer, so if someone knows the real name, I'd be happy!


texts: How to create a flat base to a photogrammetry model in Blender?

texts:
I am trying to create something like this in Blender, but I don't know how exactly.

I captured a model of a WWI bunker with photogrammetry and processed it with Agisoft Metashape but I like to add an “earth base” for a nicer presentation. I imported the OBJ file into Blender but I'm having trouble making it work (I'm kind of new to Blender).
Extruding the model downwards gave bad results, so I tried duplicating the model, making it flat, selecting the edges of both the model and the base with Edge Loops and then Bridging the Edge loops but that gave really funky results (I think not all edges were correctly selected, resulting in an uneven amount of edges between top and bottom).

Could anyone propose a workflow to achieve this in Blender?


texts: I took a video using my Sony A7iii with the AVCHD file format. I put it in Premiere Pro to trim it and I exported it as H.264 to an mp4 file. The exported video looks fine with Microsoft's Movies and TV App, but once I have imported it into Blender, the footage became distorted. Which software caused the problem and how do I fix it?


texts: New to blender. Trying to position textures correctly on a mesh

texts: I have a mesh (a person) with different materials assigned to different parts. I have a png file of an eye iris. I have each eye on the model assigned with a different material so I can make sure I can position each one properly. Can someone help me figure out how to attach the file as a texture to the material and position it correctly on the eye? It keeps coming out out warped and twisted.


texts: Want to use python to create edge loops with z positions that match to the z positions of a series of vertices

texts:
So I'm trying to create a very precise model of a rocket engine impeller.

I'm trying to make the mesh as clean as possible. I've created one of the blades and the center, and the number of steps I used in the screw modifier match up perfectly to the number of faces on the cylinder.

What I want to be able to do is to create a series of 66 edge loop cuts, where each edge loop's median position corresponds to the z position of one of the vertices in the following picture.

That way, after the loop cuts are created and positioned appropriately, I could just hit remove doubles and I'll have a clean mesh that I can subdivide smooth with little difficulty. Doing it manually is possible, but I would like to be able to do it with python. I'm a beginner with python though and don't really know where to start.

To be clear, I'm not asking to write the script for me! I'm just asking for some guidance.