texts: how to import csv file and assign the data to a list of mesh?

texts: I am working on a project, basically many cylinder objects with different height, is there any way to import a csv file and assign the height data to the individual object? Thanks


texts: Is there an easier way to remove single vertices in mesh than delete and reconnect?

texts:
When stiching two meshes together sometimes the number of vertices don't match.

I could delete the red vertices and reconnect the remaining with Make Edge F.

Is there a more efficient way to do this, like adding a vertex using Subdivide W?


texts:
I am using rigify addon to animate my character.
What would be the best way to make him follow a trajectory ?
1/ parenting armature object to a path constraint ?
2/ parenting the root bone of the armature only to the path in pose mode ?
3/ parenting all the bones in pose mode to the path constraint ?

Or another solution might be to not use a path, but to make an action in dope sheet to define the trajectory of the character.
Because if I understand well, it is not necessary to create an action for trajectory when using a path. Right?

So what would be the best way to make my character following a trajectory for you?

Thanks a lot !


texts: Callback handlers for animation range changes and action changes from Python

texts:
I am creating a simple addon for Blender that handles easy animation changes between different actions. Everything works, but I am unable to find out properly how to catch if the user changes Start, Current, and End frame on Timeline, the same applies if the user changes Action in Action Editor (Dope Sheet).

I succeeded temporarily by using the poll function, but that is not an elegant solution at all. Moreover, it turned out that I cannot change some global vars I have added.
My second try was to add modal operator and catch all mouse clicks to refresh some data and that works to some degree, but I am still not satisfied with it.
Currently, I handle list view changes, so when it user clicks on other entry, say on Idle from Spawn I save states to Spawn (frame start, frame end, and current Action), then switch to Idle, check if the animation has Action assigned, and if not I create one then assign it (or saved one). So I have all states saved up to the current selection. If the user changes current_frame I can handle it with bpy.app.handlers.frame_change_post as @Gorgious stated, but I can't update frame_start, frame_end & dope sheet Action until the user clicks again on some other element.
I'm using Blender 2.79.
What are my options here?


texts:
I have a curve, which has been made visible by using a circle as a bevel object. I would like the color to change along the length of the curve. In other words, the curve will start red, and then change to blue towards the end.

I have figured out how to make the color change as a function of a coordinate (in this case the x-coordinate), but I cannot figure out how to get the coordinate along the length of the curve so that I can pass it to the ColorRamp.

Any ideas?


texts: "Default displacement = 0, consider adjusting" Error when applying materials

texts:
I'm using blender 2.82a

I've been sculpting in VR programs such as Oculus Medium and importing to blender to add lighting and material shading.  Its's been working great, I've been using materials from Poliigon.com. However, after importing some background elements I created in Gravity Sketch, I cannot seem to get materials to apply properly to those meshes.

I imported from Gravity Sketch into blender (saved as .obj) and then separated the objects, since they came in all as one group (edit mode, select all, Select mesh menu->Vertices->Separate->by loose parts).  When I apply a material to one of those meshes, I get a yellow error message at the bottom of the screen saying "Default displacement = 0, consider adjusting" and I don't know how to proceed.

Any advice on what I'm missing here would help.  I tried unwrapping the meshes and that did not work. Here is the file if that helps. The objects in question are the slide, sandbox bricks and the swing set.

Thanks very much!
-Brock

blender file with the issue


texts: Why is this ball half black when using principled bsdf but not if using other shaders?

texts:
These are the node setups.
Using Principled BSDF:

Using Diffuse BSDF:


texts: Pass viewport camera world space position to shader

texts: AFAIK, the Camera Data node doesn't provide viewport camera's position, what alternatives do I have?


texts:
I am considering purchasing an iPad Air for schoolwork (mainly writing essays and stuff) but occasionally, I would like to use Blender. Currently, I plan to use a program called rollAPP (https://www.rollapp.com/app/blender) which utilizes my browser to run Blender.
I have a heavy-duty workstation at home which I use for Blender 90% of the time. I will render on this PC, and I will mainly use the iPad to check my render status/create and shade 3d models.
Does anyone know if this rollAPP technique will work well, or another how to use Blender on an iPad?
Thanks!
-Jake


texts:
I am simulating some abstract trees (not plants) and would like to render them on blender.

My original thought was to draw a path using the API and then somehow give it a volume. Unfortunately I found that vertexes from a path (bezier or nurbs curve too) can only have a parent and a child. There is no option for bifurcation or at least I could not implement it.

I later found that a mesh vertices can indeed connect to many others after extruding many vertices from the same parent. This could work!

My train of thoughts was

1) simulate a tree and create a empty mesh
2) give x,y,z coords to each node and implement it as a vertex
3) connect the vertices accordingly
4) apply the Wireframe modifier to the mesh
5) finish

On manual tests, after extruding vertices one by one (see image). The Wireframe modifier doesn't apply "volume" to the mesh.

What am I missing here? Is the fact that there is not face between he edges of the mesh the problem? As a control I 'closed' the mesh by applying the 'convex hull' function - the wireframe modifier worked, but of course with an undesired product (see update below).

How would you proceed on this problem?

Update:

I've managed to find an alternative that works for the time being. Applying a 'skin modifier' and re-scaling the mesh by selecting all vertices on edit mode gives some good-enough results.

I am still happy to learn more elegant solutions.


texts: How do you use the Curves modifier to make a smile or different shape?

texts:
I was following along with Blender Guru's video on how to make a Teddy Bear, and I got to the point where he is talking about how he made the mouth. He uses a Bezier Curve and a Screws Modifier. Whenever I try to replicate it, the Screw is never aligned, and does not curve the same way his does. When I move the Screws, it curves and twists around, and I know that is because of the Bezier curve. I have tried to play around with it, but I can't get the same results that is in the video.
Here is the Blend file: http://www.mediafire.com/file/i14byvl9xjo2jkr/Teddy.blend/file
Any help is appreciated. The curves modifier is a bit strange to me, but I want to learn more as to how he was able to manipulate it the way he did for the mouth.


texts: Why isn't the textures with their patterns rendering in the correct places?

texts:
Okay I am very new at this. The texture isn't rendering in the correct places, and in some places there should be a pattern (like spots on his side by his tail). The colors are all messed up and hard to explain, but his tail should be white with a little bit of green at the base by the body. The top of the neck should be green, but the bottom should be the tan. And his face should have green on the top of the snout and tan, with a little white, on the bottom.

I am not sure if when I resized model if that might have messed up the textures.

Any help that can be provided is appreciated.


texts:
A while ago, I was searching for a leather texture online, when I came across a thread on Blender Artists where someone had made an extremely respectable leather texture with just Blender nodes. This was the result on the material preview sphere:

The only actual texture they used was a Wave texture. The rest was just Mapping nodes and other assorted math and vector converters. The person included two screenshots, from which I reproduced created the described node setup. The one modification I made was to add a Mapping node immediately after the Texture Coordinates node because I needed the texture for an elongated cylinder at the time. Here are the two shots:

Main setup.

Leather node group.

My question is: How does this node setup actually work, and could the logic be employed to make other textures? Does anyone know of other examples that exist or could be created (would love to see them)?

Also, as I realize this could be a pain to create (it was for me), I am including a .blend file with the node setup and some other gizmuhwhichets that I built at the time.


texts: I want some bones to move like hair that collides with itself, but I can't figure out how. How can I do this to my model?


texts: How to specify a different value for a node parameter, part of a node group, for different materials

texts: I've got this object which exists of 10 meshes or so. Their UV maps are all different, of course. I would like to have the same shading on all of them, so I created a node group. The node group includes the normal map. I wish to resize the normal map. For that the Mapping Node can be used. The mapping node is also part of the node group. What I would like to be able to do is, reuse this node group entirely, and be able to set a different scale, on a single axis, per instance of the node group (or per material is you will).


texts: unpack/relocate textures to a folder other than ./texture

texts:
If I unpack a blender file, it creates a folder called "texture", that is within the current folder.  Instead I'd like to default the unpack to a folder the is common across many 3d applications that I use (example: Documents/3d/textures).  I might be overlooking a Preferences setting.
This could also help me migrate previous blend files that might have used some other folder structure (pack and then unpack to my new structure).


texts: How to round this edge? Model is intended as a game asset

texts:
Hello blender gurus

I'm modelling this as an asset for UE. That's almost first "serious" model I'm making.. the problem I'm facing at the moment: can't understand how to
round the highlighted edges. Bevel doesn't help much.

An a Subsidiary question: is this topology very bad? It's full of ngons which I don't know how to get rid of now and should I start it all over again? (Hope not)

Thank a lot


texts:
I'm trying to make a walk cycle on a character, but there's a problem. When I loop the walkcycle, the steps kind of ease in and out, making the feet slide even when the character is moving at a constant speed.

Could somebody please point out how to fix this issue? Is there a process to create a walkcycle that ensures that the feet move at a constant speed while they're on the ground?

EDIT This is different from the "duplicate" question in that I am not looking for a general answer on how to make a movement be steady, but specifically how to work with a walk cycle.


texts: Workflow for texturing in games (in Unity)

texts:
I struggle to find information on this topic, which is more of a general question.
I currently strive to decide on which workflow is better for interiors texturing for my game (like a big house for example).
Considering performance optimization and quality, which of those seems the most professional to you? :

Group objects by Material, and use a seamless texture for all of them - this seems to save on performance because all is drawn in one draw call. But is it still true with 2K+ textures?
Also, those look odd because there is no details, everything looks perfectly matching together.
Texturing every object (1K-2K textures).
Using the laborious Atlas approach.


texts: Is there a way to assign a material to a vertex group without the vertex group being editable mesh data?

texts: I'm not entirely sure if I'm wording that right, so I'll try to explain a little better. I have a solidify modifier applied to an object with the rim and shell marked as their own vertex groups. I want the vertex groups to have a different material than the rest of the mesh, but the only way that I can think of doing that is to apply the modifier and assign the material the regular way, which is destructive. How can I assign the material to the vertex groups without applying the modifier? Is there maybe a node that can assign materials to specific vertex groups?


texts: Is it possible to use local and nonlocal forces simultaneously using bge?

texts: I'm working on a space simulator and I am currently using the .applyForce() method to move objects. Is it possible to set both a local force (thust) and a global force (3d gravity) to act on an object at the same time? If so, is there a built in function for converting the orientation of a given force?


texts: How to repaint certain faces/vertices using vertex paint?

texts:
I have been analyzing the whole day, should I use vertex paint or a texture atlas to paint all my models in blender for my diploma thesis I am currently working on (procedural generation of a city made in low poly (painting faces with solid colors)), when I finally decided to go with vertex paint after all, because it might be a better option due to slight optimization reasons (no textures needed).

When finally I start painting my models, when I realize I can't find any way to simply repaint already colored faces with slightly different hue of color. Nothing pops up on google. Please, if anybody knows how (if) this is achievable, please help me out.

This is an example what I will be painting. I have already painted a lot of my objects using multiple materials (a while ago, when i did not know about draw calls so much), so I have all the materials assigned with colors I want on my objects, maybe UV texturing is the way to go, because I can somehow select the faces with already assigned material and just drop them on appropriate color in texture?

[EDIT]:

I have gone to UV mapping due to the reason it seems way faster to alter color of already colored faces rather than using vertex paint. See the work in progress below.


texts: How can I move the 3d view "forward" in orthographic mode? I don't want to magnify the image, I want to zoom like in perspective mode, so that the parts of the mesh that are near me disappear behind the camera, allowing me to see hidden parts of the mesh. In perspective I would simply zoom, but how can I do this in orthographic?


texts: How do you query various data from inside Blender in an efficient way?

texts:
I'm trying to compare two .blend files. For that i'd like to gather all sorts of info from those files e.g. all properties, objects in the scene, modifiers on those objects, vert count of objects, you name it...
How should I go about gathering this information? Is there an efficient way of getting all that data? I would like to avoid manually querying all the data.
Thank you for your help!


texts: image not properly rendering in cycles render

texts:
While rendering in Blender Cycles images are not properly rendering, but in the
render preview option switching solid shading mode to rendering its clearly coming.

I don't know what's happening in image rendering.

Switching the preview option to solid to rendering mode...


texts: Rendering Freestyle strokes behind objects using alpha transparency

texts:
Is there any way to render Freestyle edges according to their real visibility on camera, by taking in consideration the alpha transparency maps of occluding objects, without compositing multiple render layers ?

There is scenarios where compositing RenderLayers cannot be done, because the occluding object surrounds the target (ex. particle field) or because of the scene complexity (too much objects, camera paths...).

In the following example, green strokes aren't rendered when occluded by the plane with a red overlay that uses Z transparency and a circle texture as alpha.


texts: How to make a centered hexagon door consisting of 6 triangles?

texts:
I want to create a hexagonal airlock. It would consist of 6 triangular parts. I would like to use some tool that would allow me to edit all those parts at once. I'd also want it to animate them accordingly to this sketch:

From what I've read the best solution appeared to be using an array modifier on the triangular element with an object offset using an empty element at 0,0,0 and rotated 60' on Z axis. Instead of the hexagon, I've created something like this.

I played a little with the coordinates of the empty point and received somewhat what I wanted, but it is definitely imperfect.

How can I create the hexagon, so that all the vertices are aligned and it would be easy to animate the mentioned way?


texts: When using "Bake from Multires", the resulting normal map has odd pattern along topology

texts:
A very peculiar, corrugated pattern appears on the baked normal map from the Bake from Multires option.
Blendfile: https://pasteall.org/blend/53326714fd7e42ab966a58667ca05faf
Everything I've done:

4k Resolution
Non-Color Data
32-bit float
Smooth shaded geometry before applying the Multires modifier.

No matter how I rearrange the UV, it's the same strange result. From top to bottom in the images is the high poly, low poly, the baked normal map, the low poly with the normal map applied, and the weird pattern moving along the topology.


texts: How to assign vertex group to single bone

texts:
I'm trying to animate a simple character in blender. I made a very simple armature, with a bone for every moving part of the mesh. Each moving part is "stored" in a vertex group, and I would like to parent every vertex group to it's corresponding bone. I searched very much on the internet but I didn't find anything useful, even though it seems to be a simple task. Don't tell me to separate the vertex groups into split objects, since I want them to remain connected.

Thanks in advance for your help!


texts: How is the Internal render engine different from Cycles when it comes to Normal map?

texts:
How are they different?

When I see these examples, I can see that in Blender Internal the map is much cleaner. It looks like another model with X Ray enabled. But, in cycles the normal map is a little messy. How is the map different from Internal and cycles and how can I get the normal map results in cycles as in Internal?

Edit: There is the file -
http://www.pasteall.org/blend/29913

Note - The scene in blender internal is on the first layer and the scene for cycles in on another layer.

Here is the texture -

Unwrap the model with Smart UV Project so that it fits the normal map texture or you can bake one of your own.

Edit: Node set-up -

Edit: I tried user2926289's upproach but for some reason its still not as good as in blender internal. Any other ideas?

Blender Internal -

user2926289's approach in cycles -


texts: Weight-paint vertices without mesh in 2.81

texts:
Context: I'm trying to annotate point cloud data.

Is there a way to weight paint individual vertices that are not in a mesh?
In the image below, all vertices belong to the vertex group 'Group'. However, only the vertices that are connected by a mesh are weight-paintable.

How can I weight-paint the individual vertices as well?


texts: How to get the current step number in volume render

texts:
I need to get the current step number while rendering a volume object

the step used for sampling the volume :

something like in light path node " transparent depth , ray depth "


texts:
Selection toolbar is gone!
Hi, guys, I have downloaded the latest version of the Blender 2.8 (it is 22 June version). And now I can't see a selection toolbar which was earlier. Somebody can say how I can enable the  toolbar


texts: In VSE, voice and video are not synchronized in rendered video

texts:
In my 3.5 minute video, the rendered video is slightly behind the audio at the beginning. Then near the middle it is synchronized, and then gradually the video gets ahead of the audio.
I have tried rendering in various formats, with AV synch on an off, but nothing helps. I am new to video editing, so please include lots of detail in your reply. Thanks


texts: How can I make a sound wave effect on a "wall" of cubes through animation nodes?

texts: I want to make an effect of a wall of hexagons (just cubes) move in and out at different points simultaneously, almost like if it had an ocean modifier, or could textrue displacement on a plane, but i want the objects to be individual. doing this with the particle system can be annoying at times to where i have not gotten an acceptable result. I saw a demo on youtube where someone used a random object to push on the cubes with a proximity node in the animation nodes part of blender. I just downloaded animation nodes recently and the nodes he used are no longer in the animation tree, probably because it's been 2 years since the video was made. anyone know how to create the proximity effect with the (2017) current animation node set up?


texts: Join two meshes at the intersection within edit mode

texts:
Problem

Curiosity question here, I have the problem where I have created two meshes have inside the same object (so we are inside edit mode) with the purpose of combining both of them as one joined mesh

For example, as illustrated here:

Question

In the picture, I have two mesh object that are disjoint, One 'large shell' mesh and rectangular square mesh. I wish to join these two faces as I showed in the picture and then clean up the unneeded vertices. Is there a way to do this within edit mode?

Cheers


texts: Setting up the OpenCL to only use GPU via C++API

texts:
First things first, i am a total newbie here with rendering and all.
I am trying LUX C++API to render some images. The OpenCL always uses my Intel 620 graphics. I want it to use my NVIDIA card.
with this thread link below, they have shown how to set GPU as rendering engine. Can someone please tell me how to setup this via C++.
GPU Rendering with LuxRender - Where is SLG Path OpenCL option?


texts: What is this sub object mode addon in the pic?

texts:
I've been looking for this for a long time so that I'm able to select my sub-object modes by holding a button like I do in Maya.
I saw this video that is using this but I have no idea what addon it is? Does anyone know?
Thanks


texts:
Im having trouble using the screw modifier to create a screw cap on a lightbulb.  Ive been trying to follow this guys video for it but cant seem to get the screw modifier to do something even vaguely similar to his.  It about 45 seconds in:

https://www.youtube.com/watch?v=P60Fk5YiTds

I created the same sort of edge loop but when I add the modifier it loops in on itself weirdly.  Any help with this?

Tutorial version edge loop

Tutorial version screw modifier

My edge loop

My screw modifier..


texts: cuda binary kernel for this graphics card compute capability (6.1) not found

texts: I need help. I just bought an Alienware aurora r5 and it has a nvidia geforce gtx 1070 founders edition. I'm getting this error what do I do?


texts: Is it possible to have Blender orbit with pivot point the mouse cursor?

texts:
Often, I use the 3D cursor as my orbit pivot, via "Lock to Cursor".  This is great, but frequently I need to use the 3D cursor for something else.  For example, shifting the 3D cursor to the origin if I'm not at the origin will upset my perspective and I have to re-navigate back to where I was.  Even if I simply uncheck "Lock to Cursor", I may be transported to an unrecognizable location, but at least, it'll be somewhere I don't want to be right then.  Sometimes, I can select a particular object for my orbit pivot point and hit "," to set that as orbit pivot, and that's fine and good.  But if I'm in pose mode, I may not have something good to select, and this doesn't seem to work at all usefully in weight paint mode.

What I'd like is to have the projection of the mouse cursor onto the closest entity be the orbit pivot point.  Barring that, I'd like a way to use two 3D cursors.  Are there any good options here?


texts: How to batch export all UV layouts for multiple objects?

texts:
I'd like to export UV sets for several objects which I need to be separated. Imagine one layer per object on a PSD file... right now im exporting the maps one by one but would like to try writing a script to at least do this in batch.

I've tried the answer by @HikariTW and the code almost works, but not properly. I've managed to solve a few errors, but the script is not working as intended.

It gets the active object, adds another one from the list and saves both objects UV's. Ideally the script should set one object from one collection to active, set it to Edit Mode, export it's uv map using the object name as the image name, set it back to Object Mode, select next and iterate.

I've tried to write the code I need from scratch using the suggested one as a reference but it's way over me:

import bpy
import os

# You should change this varibale in "here" to match your own directory path
# use '/' or '\\' for hirecacy
target_dir = "D:/directory/"

selObj = []

for obj in bpy.context.selected_objects:
 selObj.append(obj.name)

bpy.ops.object.select_all(action='TOGGLE')

i=0
while i < len(selObj):
#line 18 does not work (AttributeError: bpy_prop_collection: attribute "active" not found) so i've updated it to 19-20
    #bpy.context.scene.objects.active = bpy.context.scene.objects[selObj[i]]
    obj = bpy.context.window.scene.objects[0]
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.mode_set(mode="EDIT")
    bpy.ops.mesh.select_all(action='TOGGLE')
    bpy.ops.mesh.select_all(action='TOGGLE')
#no need for line 25 since objects have already been unwrapped
    #bpy.ops.uv.smart_project(angle_limit=66.0, island_margin=0.0, user_area_weight=0.0)
    full_file_name=target_dir + bpy.data.objects[selObj[i]].name

    # This code detected whether target_dir exist, if not, then create it
    dirname = os.path.dirname(full_file_name)
    if not os.path.exists(dirname):
        os.makedirs(dirname)

    bpy.ops.uv.export_layout(filepath=full_file_name, mode='PNG', size=(1024, 1024), opacity=0.6)
    bpy.ops.object.mode_set(mode="OBJECT")
    bpy.ops.object.select_all(action='TOGGLE')
    i+=1

Q: How can I make that work to export the maps for all objects?


texts: Why is my water not rendering nor in preview nor in final?

texts:
I tried a simple water tutorial and followed it step by step, but my water just won't render, not even in the preview. I already checked questions that were similar to mine but nothing worked: I already checked that the water is in fact renderable (the camera icon is activated) and the maximum draw type is set to solid or textured.  Here's the file: https://drive.google.com/file/d/0B7-B85l-ySrhOG16RVExUXJ1cEU/view?usp=sharing
I started blender just yesterday, I'm really new to this, so any kind of help is really appreciated!


texts: How can I have varying speeds for my Motion gamelogic actuator?

texts: I wanted to walk and crouch walk. Walk with a faster speed and crouch walk with a slower speed. The control for the walk is W and crouch walk is C+W, but when I play the game, the crouch walk speed is the same as the walking speed. I don't want to change any of the controls, so is there any solution ?


texts: How can I get blender to scale based on the barycentric coordinate

texts: My blender program is scaling towards the mouse cursor, I don't think it used to do that so I was woundering how I would make it scale to the barycentric coordinate like it used to.


texts:
This is an illustration of a furry skirt for a game for a character.

What are the possible approaches to convey this sort of furry cloth for a low poly cloth for game? I tried to pole the cloth(hotkey P) and use spikes, which was frowned upon, what are other approaches? (This has to be done in model and not with texture or particle systems)


texts: How do you move the 3d cursor along an edge?

texts:
I have my 3D cursor snapped to a vertice.
What is the best way to move the cursor n units along a given edge?


texts: How to twist a mesh for cloth-like effect?

texts:
I would like to create geometry and model it (not sculpt it), as to have a cloth-like effect, wrapped around a blade's handle (reference image shows this).

How would I go about doing this? When I attempt to do so, twisting a plane, or a cube, provides certain "artefacts" due to the fact that the rotation is alongside the Z axis for 180 degrees (out of logical reasons, having to align everything perfectly).

To summarise: How do I twist a mesh as to create the overlapping cloth effect?

Issue seen here:


texts:
I am attempting to create an animation of a character suiting up in a full body suit and I’m wondering what might be a good way to achieve this? I currently have two models - the character and the character suited up. For visual reference the type of thing I’m going for is something like this comic:

I’ve looked at maybe using the cloth modifier but getting it to animate from cloth hanging to a standard mesh is something I’m not sure about. An alternative method I thought about was rigging the suit with a ton of bones and basically manually animate them, but that seems like it would require hundreds of bones and would behave like a suit physically would. Are there any other methods or ways of doing this that would be viable?
Thanks for any help!


texts:
I'm trying to post-process my render to achieve a low color depth look. For some reason the image becomes darker and the render do not really matches the look I want.

Exporting the not post-processed image and using the same algorithm on another program results in the look I want but it does not in Blender.

I would like to achieve the right image look using Blender. That will improve my working speed for my project because I won't need to use two programs.

How can I make Blender's compositing result match the right image?

Thanks for your help.


texts:
In a situation where many gaps need to be aligned I wonder whether there is some function (or addon) which allows to align two edge loops equidistant or edge by edge in parallel?

The image below has a green line and the vertices opposite each other (y-axis) should have the same distance.


texts: I am working on a project and the art design requires that we incorporate 2-D animating style techniques with 3-D models and animations. Said techniques are things like squash, stretch, and smear which I know is possible with motion blur. However, we want to make the animation feel like any of the Arc System Works' 2.5-D fighting games (2.5-D referring to 3-D graphics on a 2-D plane). Any ideas on how to do something similar in the blender software? The "Guilty Gear Xrd" character slayer.


texts: Books or web resources for blender-python (bpy)

texts:
I want to create 2D or 3D object that is mathematically created (all vertices and faces are generated by python). I heard blender can create objects via Python. I already know Python and would like to find more information specifically about bpy.

I assumed blender python API is well documented, but I can't find good documentation (For example, look this page about bpy.data. I think there should be more information about bpy.data.*). Are there any books about blender python which complement official documentation? I don't have much time to search the web (like a sea) to find the documentation about blender python, and I don't know which web resource is the best except for official website. So mainly I'm finding a book about blender python now.

I'm currently reading:

The Blender API - Blender 2.49 Scripting

This is the only book I could find. Any other book or web resources are welcome.


texts: I am a newbie in Blender 2.8. Some of my objects stopped to show up when I switch to "Object mode". What is going on? Thanks for a great forum.


texts:
When using the shrink wrap modifier it seems to be squashing the mesh as it goes round the corner of the object I'm trying to fit it to. Is there any way to deform the mesh evenly without this 'squashing'?

Thanks

Ross


texts: How do I add my character animation in blender, to a videoclip?

texts:
I created a robot and animated the movement with the camera going around it in blender. I also got the video footage from a game (gta v) where I wanna put the robot (also with the camera turning around an empty spot where the robot would be).
Could someone explain briefly or more in detail (depending how much time u have) how I can put the robot there and make it look like it's really standing on that spot on the game footage? I'm assuming the camera rotation from blender, and from the game footage isn't the exact same angle so would that be a problem?
I can work with after effects and premiere pro but don't know much about blender. Youtube didn't help much on this one either so any help would be amazing!


texts:
I am making a small tetris animation but the problem is that the blocks are not falling as they should. Sometimes they collide with the container walls and sometimes they do not land on the position the need to. I was wondering whether I can make soft bodies follow a path while taking gravity into consideration. If yes, can I make the blocks collide with the container, spin and position them where needed? When I searched for this a bit, I found out that I would have to use soft-body goal and vertex groups but I have no idea how to use them.

So can anyone please explain this to me?
Thanks.

blend file

(After a lot of fiddling around, I was able to animate these four blocks but I don't think I can do this for all of them).


texts: Can a pop-up menu be made for this list ? I know how to make popup menus but I cant seem to find a operator that can be directly applied in the pop-up.


texts: Instant Remesh Blender add-on error in blender 2.91

texts:
I'm encountering an error when trying to use instant_mesh_remesh add-on in blender build 2.91. I followed the exact steps in https://blender-addons.org/instant-meshes-remesh/. When I try to use the use it from the object context menu, I get the following error.
Python: Traceback (most recent call last):   File    "C:\Users\Dreamscapes\AppData\Roaming\Blender    Foundation\Blender\2.91\scripts\addons\aa.py", line 135, in execute    subprocess.run(cmd)   File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\python\lib\subprocess.py", line 488, in   run    with Popen(*popenargs, **kwargs) as process:   File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\python\lib\subprocess.py",  line 800, in __init__    restore_signals, start_new_session)   File "C:\Program Files\Blender Foundation\Blender
2.91\2.91\python\lib\subprocess.py",    line 1207, in _execute_child    startupinfo) FileNotFoundError: [WinError 2] The system cannot find the file specified
       location: <unknown location>:-1


texts: How to align object pivot to selected points or edges?

texts:
In the image on the left, I have selected two points and their pivot is positioned and rotated the way I need it

How can I make the object pivot align as well?


texts: How can i unwrap this correctly rounded?


texts:
When I render, these figures appear.
Can someone help me?


texts: How would I go about creating a Toroidal coil?

texts:
Hey I'm wondering how I would go about creating a toroidal coil in Blender?
I don't even know where to begin.. I know a torus would perhaps be a good start but then how do I wrap the coil around it?


texts: Merging ears with very-high-poly head sculpture

texts:
I have made a head sculpture that at the moment lacks ears. Due to my inexperience in making them myself, I downloaded user-made ear 3d model. Now i want to merge it with my head but the problem is that topology of the head doesn't allow to make merging look seamless.  I tried using boolean and joining the objects. I also tried to simplify ear area on head with sculpting. What can i do to merge the two meshes seamlessly?

My first language is Russian -  I apologize for terrible grammar. (sorry for my English).
I am relatively new to blender.


texts: Morphing a mesh between more than two shapes

texts:
I want to morph a cube into a sphere, and the sphere into a cone, all in one animation.

Unless I am missing something, shape keys allow objects to go from A to B and back to A, or A to C and back to A, etc.

What is the most natural and efficient way to go from A to B to C?


texts: Sculpting is hard. Any other way to make a drop?

texts:
I wanted to make a drop of liquid (foundation) that is smooth and curvy.
Like:

I would prefer the liquid being outside the dropper like so:

I tried using sculpting which I'm quite new to and the result has been disastrous

Should I spend some more time learning sculpting or is there a better way to get the curvy, stretching liquid drop?


texts: How do i figure out my scale, so i can place new vertice?

texts:
So I imported a zoom level 16 Google maps terrain from a SketchUp.dae.

I then scaled it to 0.00254 x,y and z.

Now I need to draw roads on said terrain which are accurately placed.

I have the several vertices that I want to draw but i dont know how to figure out their scale so I can draw them.

Basically, I have a terrain map that at 0,0 is located at -9.13676,14.74417

Its been cropped by SketchUp at level 16 then scaled by 0.00254.

How can I figure out where to place the point -9.13722112,14.72997897?


texts: I am trying to convert .blend model to Collada .dae  format but after exporting to Collada .dae format my blender renderd model changed. How can i got same Model in Collada .dae format as it was in .blend?? Here is the images


texts: Exporting Blender model as .ply with Vertex Color embedded with the model

texts:
I have this hefty in size 3D model of the bulldozer (lego) blender model 3D and I need to export the geometric mesh including colors / per vertex. I need in .ply format as it’s one of the formats supporting vertex coloring as far as I know and it’s easy to include the model in Python for Neural Mesh Reconstruction and Validation later on. I triangulated the mesh and I’ve tried to export as .ply by marking the checkbox Geometry -> Vertex Colors, but the resulting file has all colors set white (255, 255, 255, 255). Can someone tell my what I am doing wrong and how to do it properly.
Using blender 2.81. The URL for the model: https://drive.google.com/drive/folders/1z04KznmTyfayrYBfhNo8Q7su4FWMulfs?usp=sharing
Thank you in advance.


texts: Keyframed rigid body animation won't work

texts:
I have a scene with a passive rigid body element (the floor of my scene) and an active rigid body element (the letter "P"). But the entirety of the scene includes multiple camera passes (each camera bound to markers in the timeline). After the final pass, I want the "P" letter to be affected by gravity.
Per my earlier research, I keyframed the Rigid Body - Settings attributes: Dynamic & Animated. The mesh is set as Animated until keyframe 2701, when it is set as Dynamic. At that point, I expect the "P" mesh to fall over. It does not. I don't understand why not.
Additional detail: The scale on both letters and the scene-floor and two meshes are set to 1.
Any insights would be appreciated. Thanks for your attention.
My Blend if you have the time to look...


texts: Modeling typology for sharp/diamond like objects

texts:
I've been trying to modeling this simple diamond shape for a couple hours and I can't seem to figure out a way to model it with good edgeflow and for it to be sub-dividable. Its such a frustratingly simple model as well!!

I always tend to always have trouble keeping everything as quads when it comes to objects that end in sharp corners like these. My most intuitive attempt was starting from a basic pyramid primitive but, that wont subdivide properly.

Any tips about topology and edgeflow guys?


texts: How to export/import color palette from Brush in Texture Paint tab - Blender 2.8 Beta

texts:
How can I export/import a color palette from Brush tool in Texture Paint tab for Blender 2.8 Beta?

I would like to use this palette in another project.

I found a previous question for an older version, but I am unable to find the same options: https://blender.stackexchange.com/a/41136/65827

My Brush options looks like the following image, there doesn't appear to be a way of exporting/importing palette:


texts: FileNotFoundError: [Errno 2] No such file or directory - Blender Python API

texts:
Hello Blender Community,
With my groupmate, we are working on a traffic simulation on Blender as our graduation project. Initially, the simulation engine runs and outputs a .txt file, sim_log.txt, containing the details to be processed by the script on Blender. Then, we run the script and get a visualization of the traffic flow.
Sometimes, I could not really figure out why, the Blender script throws the following exception when trying to read the output file which is in the same directory with the .blender file:
Info: Deleted 0 object(s)
Traceback (most recent call last):
  File "C:\BlenderTest\CS402\SimulationAnimator.blend\Text", line 24, in <module>
FileNotFoundError: [Errno 2] No such file or directory: 'sim_log.txt'
Error: Python script failed, check the message in the system console

The script up to the line that the error occurs is as follows:
import bpy
import os
import numpy
import random

#Test values
time = "day"

# Clean console, view and orphan data
os.system("cls")
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.types.BlendData.orphans_purge()

# Set world background
if time == "day":
    bpy.data.worlds['World'].node_tree.nodes['Environment Texture'].image = bpy.data.images.load("//hdris\day.hdr", check_existing=True)
else:
    bpy.data.worlds['World'].node_tree.nodes['Environment Texture'].image = bpy.data.images.load("//hdris\\night.hdr", check_existing=True)

cameraCar = "" # Name of the car that camera will follow

# File read section
f = open("sim_log.txt", "r")

I mostly encounter this problem after another program accesses this file, but sometimes it occurs randomly. I could not find a way to tell Python API/Blender that the file actually is there, so I have been copying the file and updating the filename in the script. I thought the community could spot the problem, so I would not need to work with sim_logv19.txt anymore :)
If you would like to take a look at the project repository, here is the link:
https://github.com/sefasenlik/TrafficSim


texts: Does anyone know an add-on to export only the selected object to e.g. .stl format?


texts: My plane gets deformed and gets weird edges with Shrinkwrap

texts:
I'm following a tutorial for a Mercedes G-Claas. In the tutorial he shrinkwraps the plane and it looks good. If I try it my plane gets deformed and gets weird edges.
That's the tutorial with timestamp

That's before I press G and then hold Ctrl

That's after I press G and then hold Ctrl.
I tried it now again and now the bottom right got crumpled up.

Thats when I press Enter and then switch into Object Mode (the top part is very uneven).
I'm working with blender 2.91 and for the snapping I enabled: -face -project onto self -project individual elements.


texts: What have I done that causes the one face to be effected differently to the subsurf modifier?

texts: I must have done something to this face,edges or vertices that despite looking O.K. in wireframe mode is affected by the subsurf modifier. Can I correct it?


texts: Mantaflow Sim Not Showing up in Final Render [2.83 Alpha]

texts:
I've spent a few hours on google/stack exchange/reddit and somehow can't figure out how to get my mantaflow sim to show up in my final render.

I've baked the data and mesh, set the sim to replay, and everything is set as visible to renderer. When I play the simulation in the viewport renderer it works fine and looks great. But when I try to render and output the image or animation it only shows the fluid emitter - the actual simulation just doesn't appear. When I apply the fluid sim in the modifier stack it appears in the final render, but it just bakes the mesh where it's at with no animation.

I've tried moving my cache to a different folder, starting over with a new simulation, and even tested it on my laptop. I just can't get the fluid to show up. Any help would be appreciated - I'm sure it's a stupid easy fix, but I've spent a few hours on it and just can't figure it out.

Here's the blend file for reference: https://pasteall.org/blend/4a093bb431944141bbda50ed875f1f38

Thanks!


texts: Modeling a fish with curves - complication at tail

texts:
I'm modeling a fish with Bézier curves, but now I have a body of rotation and don't know how to carve out the tail.

I have searched Google and YouTube for the problem, but the nearest thing I have found is a tutorial for creating trees, but with this method I don't get a sharp edge between the tails.

Basically, I'd be happy if I could cut away the surplus material at the tail from the body of rotation with the bisect tool. The tail would be angular, so I'd need some bisect too that could cut spherically.

If you have a whole different solution I'd be happy to hear it! Maybe with nurbs-surface-circles or something like that??

I have looked at this tutorial (in German), and in that case I would need to align the nurbs-circle-surfaces to a curve. This method (if possible) would be the very best one!

Thanks in advance for helping me! :)


texts: How to control light spread in a volume?

texts:
Quick question, is there any possibility to control the Area light somehow? I want to achieve a similar effect as you can see in the following image. Basically I need a higher contrast and would like to get the light more "sharp".

How to achieve that? Any suggestions?

Thank you @JachymMichal! That's close, but not exactly what I meant. Because you are using a spot light, the rays are not as parallel as I'd like having them. Basically I'd like to get a pretty harsh contrast and sharp shadow without the soft transitions. Tried to visualize it here:

Any other solution?


texts:
How to send group of objects from scene 1 to scene 2 ?

I have group in scene 1 which I would like to use in scene 2.


texts: Is it possible to use both rtx and amd cards at the same time?

texts: I bought a amd card recently but keep reading about how blender works faster with rtx cards. So can I sometime in the future buy a rtx card and combine it with the amd card or is there no way to do it?


texts: Animation duplication for multiple objects

texts:
I have an image from an animation. Here I have a wall being built and bolts and nails come in to add to the process. I have 4 nails here that I have animated, but I still have several more studs to nail down and I would like to take these 4 nails, duplicate them, and then move them over to use as I go down the line ( so I hope there is a way to just move all of the X coordinations on these nails down 16 inches with exact precision ).

I did get the collection instance to work but the sad part is it gives me no control. I want the animation staggered and here it just makes a straight copy that I can't interact with in any way and all of them fly over at the same time.


texts:
I have added a Texture image to my 3d Model. As well as Unwrapping it or adding Seam. But nothing seems to work to add the Texture itself to the Model:

I also checked if there is a UV-Map existing, it is. Im fairly new to blender so I added the file to the Blender Exchange with my texture file:

Q: What I have to do getting the texture assigned to the model?


texts: How to change animated object's origin without ruining animation?

texts:
For example: I have a character and a spoon which he is holding and moving thanks to child of constrain. My character releases the spoon a little bit above a plate. So I came up with idea to use rigid body on both to get realistic spoon falling to the plate animation (yes, I could animate it myself, but that seams to be more of a time wasting). But here is the problem: my spoon's origin was at its center for the whole time obviously, and now to get a correct rigid body simulation I need to move the origin, but that will ruin all of the animation!

So I thought that to keep the animation I need to add to each axis of keyframed movement for the spoon after changing its origin difference between corresponding locations of both origins. Hope I managed to describe it clear enough.

Though, the idea is very simple I don't know how to realise it, so that it would do the thing throughout the whole timeline, Somehow via scripting maybe? It could be some addon for auto "solving" new origins animations.

P.S. first I'd bake action for the child of I guess and then do all of the above.


texts: Why the addon installation succeeds but the API is not accessible through the bpy module?

texts:
I have compiled Blender 2.79b as a Python3 module on Ubuntu 16.04 LTS. I install an addon using bpy.ops.wm.addon_install(), enable it using bpy.ops.wm.addon_enable(module='packageName) and save the user preferences using bpy.ops.wm.save_userpref(). However, after I open Python3 again and do import bpy I cannot see the addon API's being added to the bpy module. If I run the same exact "addon installation" script when using Blender with the GUI everything works fine, but not when I have compiled Blender as a Python module. So I wonder, does anyone know whether I'm doing something wrong and how I can fix this?

In case you're wondering, I am trying to install Armory addon and below is the script I used to do the installation:

installArmory.sh

wget -O armsdk.zip https://www.dropbox.com/s/a17prr2hzsjkfog/armsdk.zip?dl=1
python3 installArmory.py

installArmory.py

import bpy, os, zipfile

with zipfile.ZipFile("armsdk.zip","r") as zip_ref:
    zip_ref.extractall(os.getcwd() + '/')

# Install the addon
bpy.ops.wm.addon_install(filepath=os.getcwd() + '/armsdk/armory/blender/addon/armory.py')
bpy.ops.wm.addon_enable(module='armory')

# Set the SDK path
user_prefs = bpy.context.user_preferences
addon_prefs = user_prefs.addons['armory'].preferences
addon_prefs.sdk_path = os.getcwd() + '/armsdk'

bpy.ops.wm.save_userpref()


texts: How do I add arbitrary metadata to a .dae export?

texts:
I am assuming that a basic python script can be written to achieve this. I am trying to add some information packed into my exported .dae that will include an UUID for use in an external application. My best guess right now is that I can use an "extra" tag somehow, like Blender uses for importing/exporting scene lights set up in Blender. I am going to be using this repeatedly for many exported files.
Thanks for any help you can provide! Let me know if you need more info!


texts: Keeping array objects straight when duplicated along a twisted curve

texts:
I have a fence curve which goes down a hill and fence posts duplicated along it using the Array and Curve modifier.
How do I stop my fence posts tilting with the angle of the fence? I would like them to remain realistically upright as they go down the incline.
The post's origin is on the exact same place as the fence's and duplicated with the Array modifier, using the fence curve in the Curve modifier.

Issue

Fence properties (Bevel Object 'fence to curve' is the shape extruded along the curve to make the fence itself)

Fence post properties('Fence Curve.RIV...' is the fence curve)


texts: Primitives dont show shadow and cant be interacted with

texts:
So whenever I create a new primitive it doesn't show up properly and looks like this.
When I try to interact with it like moving or scaling this happens.

When I move it only the outline moves. Whenever I select the object it outlines the location where I moved it but I cant click on the monkey head visual. However when I select "show wireframe" the wireframe will only show on the visuals like so.

However, when I add a new object the visuals suddenly appears normally but cant be interacted with. In this case I added a plane and suddenly the monkey head looks fixed but it's now tied to the newly created primitive.
If I select the monkey head from the Scene Collection window only the outline will move and the visuals will stay as is. However if I select the plane and move it the monkey head visuals will follow but the plane visuals wont move.

In the last picture I have both the monkey head and the plane selected. I have moved the plane to the left. In this case the monkey head visual followed it but the plane visual remained in place. The monkey head is at the right but its visuals is on the left. If I deselect the monkey head nothing will pop up on the right side of the screen.
Is there any known fix to this? I'm new to Blender and just decided to try it out today as a free alternative to Maya.


texts: I have about 7 second intro and it is rendering about 6 hours and 30 minutes, what can I do, to have shorter rendering


texts:
I need the arms head and legs of my zombie model to vary in colors, so I have to keep them separate, but I need an armature, so I need more than one armature, meaning I'll have multiple animation strips. How do i Combine these or whats the easiest solution?

Unity has problems importing materials and it doesn't look good when i bend the arms if its all one armature.


texts:
I have a sony handycam which is HD and I've been trying to edit some videos using Blender video editor but its not registering my video files anywhere. I saved them from my camcorder to my computer (on my desktop) but when I click open, they aren't there. I have files in avchd (which are apparently standard on this camcorder) and in mp4 formats. I have done the settings for mp files but its still not there. Please help me so I can edit my movies from my camcorder.
Thank you


texts: Blender Guru Donut Sprinkles showing through Icing in Eevee render but not Cycles

texts: Like the title says I'm following the Donut tutorial Blender Guru made, but for some reason, my sprinkles show through the icing in the Eevee render and viewport but not Cycles.


texts: 3D Viewport Increase Selected Edge Thicknes

texts: Looking for setting to change Edge thickness. Currently selected edges are to thin and difficult to see.


texts: Is it true that the Blender User should name particle cache files differently across Scenes to preserve the info?

texts:
Does using multiple scenes in a Blender file increase the chances for cache file conflict and mistaken deletion?
Are there any tips to understand the interface of filenames for the cache with Particles?  After making exploratory clicks I had to explicitly specify the cache file directory, otherwise the panel stated there was no data to read. (relative directory style) (extra work).  Next the interface stated point counts (worse).  After more clicking the interface stated frame counts (better)
Next the render is correct.  Yet the 3D Viewport is not correct, not expected and out of synchronization.  Some of the behaviour makes one start being superstitious and perhaps restart Blender.


texts: General system specs for large scenes in blender

texts: What are the system requirements for working with complex geometry in Blender? Things like RAM, GPU, CPU etc.?


texts: 0 frames on disk, cache is outdated : unable to reset multiple cloth physics cache

texts:
I have an animated character with 5 different meshes with cloth physics on it.

When I hit "Bake all dynamics", only one is baked in cache (the first one but I don't know if it is relevant to say it). All others have an outdated cache. If I hit "Delete Bake" on one of them, then hit "Bake" it only goes through the frames without calcutations, and the initial message remains : "0 frames on disk, cache is outdated". Then, if I render the animation, only the first cloth mesh (which is properly baked) displays as physics mesh...

Can you help me to reset this ?

Edit : Should I consider that Blender can't create a cache per cloth, so I have to export the first one (which is properly baked) in .mdd, then bake the second, export it etc ??


texts: Rigify Button when i try to generate weights it moves mesh and dispach part of it and in general doesn't work

texts:
So i am trying to follow this tutorial(i downloaded free mesh from internet that i like):https://www.youtube.com/watch?v=XHa2Y8zjtZQ&t=9s
And as in title, when i try to generate weights to bones hips will stay in place, rest of the mesh will go down, bones will stay in place and it will generate weirdly, so it will work, but it will deform mesh quite badly. I think problem lays with how mesh is sectioned, but i don't know what to do. Here are screenshots

Before weight applying:

After weight applying:


texts: How can I prevent my text object from flickering?

texts:
I have a short animation involving two text objects and blender internal. They have a shadeless black material and simply pop on screen in front of another shadeless material, this one white. The objects are not close enough together for any intersections.

The final render shows the text flickering in and out of existence. I also noticed that other curve objects like the rope of my price-tag, display a strange fragmentation where they come close to intersecting (but don't). I am really mystified by this one.

If someone could try to reproduce my issue the blend file is attached and I'd appreciate any comments trying to narrow down the issue. Thanks!

-Jesse

Blend:


texts: Custom exporter does not preserve scaling

texts:
I am using the following exporter:

mesh = bpy.data.meshes['Plane']
for f in mesh.polygons:
    for v in f.vertices:
        print("%f %f %f %f %f %f" % (mesh.vertices[v].co[0], mesh.vertices[v].co[2], mesh.vertices[v].co[1], f.normal[0], f.normal[2], f.normal[1]))
    print("\n")

The 'Plane' mesh is the default plane that appears with SHIFT+A -> Mesh -> Plane after scaling it by 20 and dividing it in triangles. When I run the above script, the output is:

1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000

1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000
1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000

As you can see, the scaling information is lost. To make sure, here are the relevant parts of the OBJ export by default OBJ exporter:

v -20.000000 0.000000 20.000000
v 20.000000 0.000000 20.000000
v -20.000000 0.000000 -20.000000
v 20.000000 0.000000 -20.000000
vn 0.0000 1.0000 0.0000

How can I get the correct scaling information? Do I need to retrieve the scaling factor/matrix somehow and transform each vertex manually?


texts: Rendering video sequence editor by scripting

texts:
I'm trying to render all individual strips that I have in the video sequence editor in separate files automatically.

I started this script:

import bpy

scene = bpy.context.scene
all_strips = list(sorted(scene.sequence_editor.sequences, key = lambda x: x.frame_final_start))

bpy.data.scenes["Scene"].render.filepath = "/Users/***/Blender/mkv/"
bpy.data.scenes["Scene"].render.image_settings.file_format = "FFMPEG"

for strip in all_strips:
    if strip.type == "MOVIE":
        start = strip.frame_final_start
        end = strip.frame_final_end
        bpy.context.scene.frame_start = start
        bpy.context.scene.frame_end = end
        bpy.ops.render.render(animation=True, use_viewport=True)

but I always get this error:

Traceback (most recent call last):
  File "<blender_console>", line 7, in <module>
  File "/Applications/Blender.app/Contents/Resources/2.79/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Could not open file for writing

Is there something wrong with bpy.ops.render.render(animation=True, use_viewport=True), with some context maybe?


texts: Repairing a Mirror Modifier centre-line non-manifold edges (2.8)

texts:
So I have made a fairly simple shape (I'm new to blender) that I created using the mirror modifier on the X and Z axis so I only needed to make one quarter of it and the rest was mirrored. It's something I'm wanting to 3D print, so I had to make sure it was properly structured (my previous attempt had appeared in the slicer as... a complete mess.)

Everything works fine, everything is accurate. I use the 3D toolbox to check for errors, and with the mirror modifier still on the queue there's 0 non-manifolds. As soon as I apply the modifier, it changes to 40 non manifolds.

Ok that's fine, it seems to be where the mirrored objects meet. I had Merge selected on the mirror options, but it seems to do nothing. Whatever, no problem. The solution is to Remove Doubles, right? (Going from previous help topics on stack)

2.8 doesn't have Remove Doubles.

Ok so the new version of remove doubles is merge by distance. Select all the non-manifold vertices, merge by distance. Removes 0 vertices. OK maybe increase the distance a little? Nope.

It only removes vertices when I hit 5mm, which happens to be the next row of edges (which it promptly gobbles up). So as far as the merge by distance tool is concerned, I have no non-manifold doubled up edges/verts in the shape. But the 3D Toolkit is determined that I have 40 of them.

I could just select and delete them... but I'm not sure if that's fixing things or breaking them futher. But as this seems to be a question that hasn't been asked yet (since the update changed how things worked) I figured it was appropriate to ask it!

Hopefully someone can help.


texts:
I am trying to render a Minecraft scene generated by Mineways. Quite simply, some of the blocks seem to have transparent edges, as in some cases the "sky" colour (plain blue for now) is showing through while in other areas there are visible "seams" between the blocks, implying that the adjacent blocks are showing through.

In the picture below this issue is most noticeable around the base of the tree in the foreground to the right and along the bank behind the tree (where the blue sky is showing through) and on the logs at the front of the greenhouse (where there are visible "lines" between the log blocks which seem to be caused by the same issue as these lines go away if I turn off the texture's alpha channel). (Don't worry about the weird lighting/shadows - I'm trying to light the scene from inside the greenhouse but have not finished setting up the lighting yet.)

EDIT: Here is the .blend file (ultimately this will be the background for another scene, hence the name background.blend). I would appreciate it if, if you make any changes, you let me know what they are instead of just uploading a modified file.

https://drive.google.com/file/d/0Bzg8zit7X1NALWtPM0RUN0tPdU0/view?usp=sharing

EDIT 2: Here is a .zip file containing both the .blend file and the accompanying texture files. Note that the .blend file in this archive is slightly different to the .blend file above as I had to change the textures to use the correct file path to work when the .zip file is extracted.

https://drive.google.com/file/d/0Bzg8zit7X1NANzN3cGIyUl9tSFk/view?usp=sharing


texts: Camera is offset from path it is following

texts: The camera is constrained to follow a path, and both the path and the camera are far from the origin of the scene. I can see that the camera is being offset from the path with the same offset it had from the origin of the scene, but I don't know how to reset that.


texts: How to check in a "for" cycle if an object is linked (User

texts:
I would like to bypass the linked objects in a "for" loop, but I wouldn't know what condition to use.
I'd write something like this:

for o in bpy.context.scene:
    if o is ###"single user":
        print(o.name)

Linked object example:


texts:
I Was following one of the tutorials of Blender Guru and I think I have done some mistake that my camera has became like this.

Render tab settings

i think mistake is here


texts:
When I start Blender, I get this error in the CMD:

  COLOR MANAGEMENT : USING FALLBACK MODE FOR MANAGEMENT
  BLT_LANG_INIT: 'LOCALE' DATA PATH FOR TRANSLATIONS NOT FOUND, CONTINUING
  AL LIB:  UPDATEDEVICESPARAMS: FAILED TO SET 44100HZ, GOT 48000HZ
  INSTEAD WARNING! LEGACY WGL IS UNABLE TO SELECT BETWEEN OPENGL VERSIONS.WARNING!BUNDLED PYTHON NOT FOUND AND IS EXPECTED ON THIS PLATFORM.

  CURRENT THREAD 0x00001900 :

Does anyone know how to fix this?

PC Specs:

Graphics card: NVIDIA 2GB 610GT
Ram: 4GB
Processor: AMD FXX SERIES
Operating system: Windows 7 Ultimate 64BIT


texts: I'm animating a character and would like the ability to change the rate of playback in the editor window so I can get an idea of what the character would look like if played back faster or slower.  Is there a way to do this in Blender 2.9?


texts: After Joining meshes lost uv map , how do I get the other to return?

texts:
I'm experiencing an issue simiilar to this one
UV mapping lost when joining mesh

Problem after joining meshes

though I have not been able to solve my exact issue. I had two seperate meshes, a head mesh and body, I uvwrapped them seperately (wish I hadn't). When I joined them (they had different uvmap names) i had a uvmap in slot 1, and a uvmap in slot 2. the nornmals no longer display for my head in slot2. I've been trying for hours to get the normals to return for my head. What's the trick to get this to work?

i've circled how i have two uvmaps named, and what my single combined mesh looks like, the head has no normal map displaying.

update:
I see this... if I click one uvmap it renders if i click the other that one renders, but i cannot toggle them both on, so what does one do then?


texts:
I have an f-curve baked from an audio file, but finding it too jittery for my usage:

It there a way to smooth the baked curve? I've looked through the modifiers, expecting to find a filter, but there doesn't seem to be one.


texts: Is there a way to assign an object to coordinates on the local axis using Python?

texts:
The current task I'm working on is moving objects in 4 basic relative directions. By using the local axes this can be accomplished relatively easy through View3d port.

However to script this behavior I can't figure out how to directly set coordinates in local space. The command "object.location" seems to always work in global coordinates. If I want to move, rotate, etc I can do this (or equivalent):

bpy.ops.transform.translate(value=(0,1,0), orient_type='LOCAL')

But I don't want to move objects, instead I want to place them. For instance in this picture the y-axis is flipped. The above command would correctly move it down one unit.

However I'm currently working with numbers that represent the actual location, so if I enter:

object.location[1] = 1

I would want the same action - moving down one unit. Is there a way to do that (outside of calculating world space coordinates and moving accordingly)?

This behavior is consistent no matter where I place the object origin or apply location transformations. It changes the relative coordinates but not the direction in which the axis is applied.


texts:
I have an external script that generates a json file with rotations. I want to read this json file with blender, but it seems there is a problem with the json reading functions in blender.

import json
from pprint import pprint

with open('blendjson.json') as data_file: #This line throws this error : "Python script fail, look in the console for now..."
    data = json.load(data_file)

coordx = data['coordx']
coordy = data['coordy']

#This works as long as I can get values for the varibales coordx and coordy :
bpy.ops.transform.rotate(value=coordx, axis=(-1, -0, -0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

bpy.ops.transform.rotate(value=coordy, axis=(-0, -1, -0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

This script works in itself when launched through the terminal (python blendjson.py), except for the bpy objects of course.
Is there a way to read the json file, or a better way to get these two variables ?


texts: Why does the offset of a linked duplicated array modifier change?

texts:
Number of modifiers are the same, value for relative offset is set to z +1.00

Expected result:
When I alt + D to duplicate the object with modifiers the height of the offset items will be the same.

Observed result:
After alt+D the number of items, the number of modifiers applied and all the modifier values are duplicated correctly, but the actual distance between each item is not correct on the duplicate objects

What I'm trying to accomplish:
I made one window and I'm trying to apply it to the whole building, using array modifier and shrinkwrap modifier.


texts:
I'm trying to combine an edge bevel with a vertex bevel using the bevel modifier. I've watched numerous videos about hard surface modelling but all the different options are confusing me. I thought if I could tackle one problem at a time it might all start to make sense.

So, referring to the image, I'd like to apply an edge bevel (1) and a vertex bevel (2). With both bevels applied the edge bevel is being clamped (3) and I'm seeing some unwanted artifacts on the corners. If I uncheck the Clamp Overlap, I get the expected result (4) - not good !

I don't really understand what it does, but I've got the Auto Smooth turned on at it's default value of 30%. Again, I don't really understand what it does but I've tried tweaking the Harden Normals settings and that doesn't help either.

Any help would be greatly appreciated, and any explanation that makes this clearer for me would also be a huge help.

Many Thanks


texts: Importing trajectories to create an animation

texts: I am using blender to model a robot in my own robot simulator. To create better videos of my simulation results, I would like to log e.g. the positions and orientations of all segments to a log file and import that into blender to create an animation. Is there a canonical way to write such log files, or is there even a python module already out there?


texts: Blender detects 2 gpu's but only renders on 1

texts:
i have 2 Gtx 1080 Ti's gpu's and both are shown in the User Preferences->System TAB but while rendering it only shows 1 tile.

The issue occured some days ago and before that it worked fine with 2 tiles.

I already reinstalled blender and the graphics driver.

I also found that i can't only check 1 card in the Preferences->System TAB, it selects or deselcts only both of them.

I also tried with the latest 2.8 test release, its the same behavor.

I was on Blender version 2.79 when it started to happen and now i am on 2.79b and it is still occuring.

I am on the latest nvidia driver.
I am on win 10.

Both gpu's running in SLI, i don't think that would be a problem as it always worked under sli.


texts: Specific Mesh Stretch on Rigged Character

texts:
So I've rigged this character with Riggify and all the handles and controllers work fine but, when I move the whole character past its original point (the world origin), certain meshes in the right thigh area streched from the body to its original point, as you can see in the image.
Does anyone know why and how to fix this?


texts: combine multiple textures into one PNG image

texts: I need to combine all of my separate textures into one PNG image for a contest, however, I don't know how to do it in Blender version 2.79. It has 18 parts and 18 different textures. Please explain in detail how to combine them, and if possible, send images too. Thanks.


texts: convert grease pencil into animated mesh with visibility keyed for each frame

texts:
so far i can do this manually, but it gets pretty labor intensive if you have more than 20 frames.
Right now this is how im approaching this:

Convert each frame into a polygon curve, adding 0.01 to the bevel depth to get the mesh showing.
Convert each polygon curve into a mesh.
Animate each object's visibilty on/off.

Is there a simpler way to approach this?
Having the option of taking a grease pencil animation and converting it to a mesh with is visibility keyed is really robust. You could then use the mesh generated and import it into other platforms using the alembic cache.


texts: where to download blender themes for 2.9?

texts:
is there a website were you can down load
themes for or that will work for version 2.9 ?
I have search the internet and different themes
are scattered.


texts:
So I have a huge problem with my alpha brushes that I made in photoshop. I'm working on a small personal project for my gf and for a piece of the model I want to put her name on it and a little symbol that I drew up. So I basically made a grayscale image of the symbol and one of her full name. So I used just the text tool for any letters needed. And I used the pen and curvature pen tool for the shapes in the symbol.

Then I exported as a JPG and bring into Blender. But when I use the brush it's pixelated for some reason. This happens no matter what res I have the image on. I have no idea what's happening. I did a test where I did a scribble stroke on an image and exported it the same way to see what would happen. And this came out how it should, not pixelated at all like how the text or shapes turn out with the alpha. I've been trying to fix this for days and resizing down to let's say 256x256 or even 512x512 get rid of a bit of the pixelation. But not even close to all of it. And this is not a geo problem, I know this since when I scale my brush and look at the preview, the preview itself is pixelated. Can someone help me out to figure out what's going on? And I know that this also deals with a software outside of Blender, but I just had to post since I want to finish this for my gf already.

Thank you to anyone who helps in any way possible. Here are some images of what I was talking about earlier, these are in a new doc and not in my project one and the both of the images for the alpha brushes are 2K each. So every setting here is untampered with for the most part(aside from messing with the curve so that the gradient effect goes away). And one more weird thing that happens is that when I try to anchor down her name on the part where I want to stamp it, the anchor oddly curves when it shouldn't. Which is very odd looking.
 Once again, thank you all so much.


texts: Where do I turn off this enlarged axis display?


texts: Shrinkwrap doesn't warp object around a target

texts:
I have problem with the Shrinkwrap modifier when I'm trying to warp an object around a target object. In most cases Shrinkwrap places an object to warp inside a target object instead of warping. Please see attached examples.

There I tried to warp the black pattern around the cylinder. You can see the result.
If I try to warp a Plane around a cylinder, it is just getting placed into the cylinder.
I am a really new in Blender. I spent a while trying to find solution but nothing.
Here is the source file:


texts:
I am trying to understand the relationship between the scale of the model and how a texture is applied. My workflow is as follows:

Create a model
Create an image in the UV/Image editor of the default size, 1024x1024
UV Unwrap (for my current project just using a smart UV project)
Export UV map to create textures
Export model to .fbx
Combine model & texture in Unity3d

After I'm in Unity, I usually end up scaling my model, and my texture looks quite pixelated, and I'm not sure how to correct that. Theoretically I would ideally not change scale in Unity, but then I'm not sure how the other steps are related. Should I scale up the model first, and THEN do my UV unwrap? Scale the unwrapped UV image? I've got pretty large textures that have to be cut down quite a bit to even fit in the 1024x1024 UV map that is exported. Another thought I had was to start with like a 4096x4096 image.

Any input is appreciated.


texts:
I think I hid a mesh (named "rims" in attachment) and then created a cylinder. After accidentally hitting 1 or ` (I'm not sure) the cylinder is gone even though appears as showing in the scene.
Alt + H doesn't work; cannot even bring the hidden mesh back.

Alt + H or toggling the eye icon does not make mesh 'rims' or 'cylinder' visible.
How can I view meshes again?


texts: Create terrazzo material/pattern with the standard textures

texts: is it possible to create this kind of material with the standard textures? The Voronoi texture (set to cells) is coming close but I don’t know if it is possible to a) set the single cells apart from each other and b) to give them seperate colors.


texts:
I make route with path and extruded it but I get this nasty looking crosses inside curves. How repair this thing? Thank you for reply.

Edit:
Added more pictures
This is from bottom

From top


texts: Is the Game Engines Coodinate System different?

texts:
I tried to rotate an object around its z-axis, by using a motion actuator with z-rotation (blue axis in screen) but it rotates around the y-axis (green).

Are y and z-axis for some reasons swaped in the BGE?


texts: Flat vs smooth shading in photo-realism and glossy shaders

texts:
I understand flat shading is a big no-no for parts of the geometry that curve, so transition between face do not show. I also understand the difference in the viewport: flat shading gives a single color to a whole face whereas smooth shading interpolates across a single face or many faces depending on lighting. But when it comes to parts of the geometry that ARE actually flat (e.g. table top) and have a cycles shader on them (vs the single viewport color), I find it really difficult to tell that the best option is (or at least why). See the comparison in my current project (low sampling):

The area circled in pink must be smooth: it is curvy and otherwise faces will show. However, area in green and blue have a completely flat geometry. The green area seems more realistic when flat shaded (ignoring the noise due to low sampling), which makes sense, but the blue area looks better smooth, for a reason I can't put my finger on. I know that there are never any 100% true flat surfaces in reality, but surely everything cannot be smooth shaded, because of what can be seen in the green area (makes a rectangular prism look like a cylinder). And the blue area is just fine smooth shaded, and the angle is 90d too! Why is that?


texts: 'Join Geometry' node does not work with uv maps

texts:
I'm just playing around with the new geometry nodes and noticed that whenever I use 'Join Geometry' it kills the uv map. (No Uvmap present anymore after appliying the modifier.) If I use 'Boolean' on union, it works fine. This has to be a known bug, right ? Couldn't find it though ....
Anyone knows what's going on ?


texts: How to make this texture use displacement modifier?

texts: The result came out just bad, and I can not make it a round shape with a noise texture, it shows as squares instead of circles. Please advice. Thanks a lot!


texts:
has anyone tried using the Optix denoiser (D-Noise plugin) to remove noise from photo, not just render ( on which it works marvelously)?
In compositor or image editor tab, i have the D-Noise button, but in case of imported photo (tiff or jpg), it doesn’t do anything. Same if the image is imported as plane and then rendered with camera at the photo’s resolution.
I see no reason why it shouldn’t work this way. Any tips?


texts: How to create a workable leaf spring in Blender?

texts: I want to create a leaf spring which can be used in a physical simulation to spring away the objects when it is being deformed. Should I use a soft body to do this? However, it doesn't seem like soft bodies could accomplish this.


texts:
I have a model imported from SMD file, and all the faces of the mesh seem independent. When I move a single face, the faces around it do not warp (a hole appear in the mesh).

I wonder how I could make a unified mesh from all the independent faces ?

Thanks


texts: Blender Video Editor: How to move a picture or movie from place a to place b and capture the movement into the video?

texts: Let's say I want to move a picture in the Video Editor from place a to b, over 100 frames. A way to do this is to create 100 pictures and adjust the coordinates of each one in each frame. It's gonna take forever! and 100 frames are very few! Can I automate it?


texts: rendered imaged looks deformed compared to view port camera

texts:
I created a scene and set up the camera and everything looks OK in the
viewport. After I render the result looks different than expected.

See the images below:

Camera view render in viewport. That's what I want
The result after I hit render.


texts: Normal map makes the texture too dark at an angle?

texts: Normal map makes the texture too dark at an angle. If the light source is placed south or left of the plane, the textures is visible. Otherwise, the entire wall looks dark. Does anyone know the solution to this?


texts: Trying to make a shape, never used curves

texts: I’m trying to make the shape shown in the picture. I want it to be like a pipe but with this form with closed ends where the arrows are pointing. I’d appreciate any help, I’ve never actually made custom shapes before


texts: Unstretched Generated texture coordinates for Normal Mapping

texts:
I'm trying to figure out the proper way of generating a UV map that does not distort.

I'm trying to generate a UV map to place a normal map on top of, that doesn't stretch to the vertices of the mesh. See image 4 where it naturally stretches to the X and Y dimensions of the mesh.

Is there a better way of doing this? It seems to have worked in image 5, but I would prefer to have it be exactly squares.

Also, is it possible to have the floor be slightly glossy so that this normal disrupts its perfect surface?


texts: Antimation-how to make object visible then invisible

texts:
I am creating a small antimation, where I need a few objects. One which is text to appear then disappear, and one object to disappear at a given frame setting(s).

I know the eye button in the outliner can do this, but how do I work that in using key frames?


texts: Smoke domain just pulls my other meshes away

texts:
Right now, I am trying to make an animation about launching a rocket. After adding quick smoke effect to one of the engine, everything just get weird. Whenever I press the play button, some of the engine just get displaced. I have no idea of what is happening.
The image above is what I intended to do.The image at the bottom what happened after pressing the play button. Please help me 'cause this is my project. Thx!


texts: Play back of animation stops on last rendered image

texts: I have a simulation of a wreaking ball hitting some blocks. I click Animation and when it is completed animating and I click play to watch it, nothing happens. It just shows me the last rendered image in the animation.


texts: Perform multiple face transform using individual axis

texts: in edit mode, i select 4 faces (image1) and i want to scale them using their own individual normal axis so i can get the result as in image2. How can i do this without manually do it one by one ? is it possible ?


texts: iterate through all selected objects, but do a different operation to each one

texts:
I'm making a script which places the selected objects in a row, so I need to loop through all selected objects and move them in an axis by the same offset relative to the last one. All objects start off in the same place, say 0,0,0.

I have these constants:

rowLength = 5
objectNumber = 0
horiOffsetAmount = 0.1

So say I have 3 objects, the first object stays in the same place:

bpy.context.object.location[1] = objectNumber*HoriOffsetAmount (0*0.1 = 0)

Then I want to set the object number for the next object to be 1 greater

objectNumber = objectNumber + 1

But how do I actually make this work? At the moment it just offsets the active object, so I need to go through all the selected objects, making each one active in turn, then doing the offset, how do I do this?

Here is my current code:

import bpy
context = bpy.context
scene = context.scene

rowLength = 5
objectNumber = 0
horiOffsetAmount = 0.1
if objectNumber < rowLength:
    for obj in context.selected_objects:
        bpy.context.object.location[1] = horiOffsetAmount*objectNumber
        objectNumber = objectNumber + 1

So the problem is is that this is only affecting the active object, but I want it to go through so object 1 is offset by 0, object 2 is offset by horiOffsetAmount, object 3 is offset by horiOffsetAmount*2, object 4 is offset by horiOffsetAmount*3 etc....


texts:
What I have:

What I want (where vertices are connected and merged, I do not believe Ctrl+M is what I want, I don't have the right options):


texts: Controlling or syncing any F-Curve animation speed based on a path's Evaluation Time curve?

texts:
I have a camera following a path, and I have the camera rotation animated by F-Curves the traditional way. What I want to do is: Whenever I make whatever changes on the path speed on the Evaluation Time curve, I want to somehow sync the rest of the camera animation with it. This way I could have the camera rotation animation taking place always at the same points along a path.

I already looked into Drivers a bit, but I hit a wall when I realised I can't use keyframes AND drivers at the same time on a property.


texts:
Is there a way to apply a map, mask, or material by an angle threshold? I have done this in C4D years ago but unfortunately no reference to share.
For example, on a mountain, I want to apply snow on parts that are flatter while on steeper parts I want to apply the mountain texture.
Thanks,
Stefan
Quick test and result after I got the answer and exactly what I wanted!:


texts: Mesh with Triangulate Modifier mesh causes new faces and vertices to form with the Subsurface Modifier and Bevel Modifier

texts:
OLD TITLE: Smooth mesh to hide the low poly subdivisions

Title of the question changed, as the main issue seems to be that with the triangulate modifier and the subdivision modifier, there are new faces and vertices being created.

New question:

Using the Bevel Modifier, Triangulate Modifier, and the Subdivision Modifier, new vertices are being formed as you can see in the second image. I would like it to look like the first image, except with the Subdivision Surface modifier working, so the cutout loos smooth.

Beveling with no Limit only shows these two problems:

New Blend File:

Old question:

I created a cutout of a cylinder in my mesh. I beveled it, and it gives me this:

I would like to 'smooth' the edges to look like a nice curve, and not blocky.

I used a Subdivision Surface modifier, but:

I already tried going around using Ctrl + T, but I could not get rid of them all, and it made my mesh look messy.

Is there a better way for me to subdivide it without the vertices going nuts?

EDIT:

R.M's method below works up to an extent. It curves the cutout, but the face deforms appear still. Is this more of an issue with my mesh?

With no Bevel Limit, the corners are sharp at the front of the mesh, but the bottom still has the corners warping in. With the Angle, it makes the mesh more round/smoother, how I want it, but the bottom still has the mesh warps. As well as the front corners.


texts: How I can export complete scene from blender to json file to use it with three. Js

texts:
I can export single object to json file..but most free models which I downloaded it from the internet consist itself from multi objects in the scene .. so I need to download the scene
Ex : the building model consist of
Door object - window object..ect


texts: Where are the settings for draw distance?

texts:
I'm completely new to Blender, I have animated some text with help from a tutorial, but that's it.

My first problem is, that i can't find the "View Properties" menu. I need to find it so I can change my "Draw Distance". (I'm not sure if it is called "Draw Distance")

Okay, so my second problem is this:

It is so annoying. For example, I selected a plane to drag it, and when I tried to drag it, it looked like I dragged the thing from the picture above, and not the plane. Also, when i den drag the object selected, the 3D cursor doesn't follow the object, why?


texts: What could be causing me to get a "ValueError" when getting the angle of a faces normal?

texts:
I have a script that creates seams with coplanar faces (to make lighting maps for UE4)

It works on most objects but some objects give me a ValueError:

ValueError: Vector.angle(other): zero length vectors have no valid angle

At first I thought it was being caused by overlapping faces, but I have some objects with overlapping faces, but I tested that out and didn't get the same error.

Im gonna include my blender file here with some of the objects that give me the error and the test object that has the overlapping faces but doesn't give me the error.

Blender Test File

bm.faces.ensure_lookup_table()
face = bm.faces[index]
faces = [f for f in bm.faces if f.normal.angle(face.normal) < TOL]

That last line is what's giving me the error

Does anyone know what about these objects are giving me the error?


texts:
I have 35 objects, and I need to rotate them such that they complete a 180° rotation. Thus, I need each one to rotate n*5.14°.

Is there a way to do this easily in Blender?


texts: Unknown Issues with Texture Painting? Not Working? 2.8

texts:
new to Blender here so I am more than willing to accept this as user error, however I would really love to learn and figure out what I'm doing wrong.

I have watched 3 separate tutorials on youtube for texture painting in 2.8, and I follow all the instructions and up until I am able to actually start painting everything seems to be in order, and then the actual painting on the object does not work, nothing shows up(on the model or in the uv map).

For example I have gotten to 2:33 in this video and followed all rules and nothing comes past that! https://www.youtube.com/watch?v=svzKoq3vew0&t=2s

Here is a screenshot of my workstation and model unwrapped for people who might be able to visually see what I'm doing wrong!

If this is not an appropriate place for this question, or is too novice of a problem I apologize, I tried finding this problem elsewhere and I didn't see anyone with the same issues. Thanks even if I cant find help!


texts: Render_pre handler should run operator with transfrom_apply

texts:
I wanna apply the rotation of an object, each time a certian case is true. The problem is, this has to work while an animation renders. So bevore it render the frame x, it checks if the case is true and if it is, then it applys the rotation of the object. I use this in my Rubik's cube rig. The apply_transfrom doesn't work in this case.

Here is the testing .blend:
https://www.dropbox.com/s/hz8nxx87b3wucx4/untitled.blend?dl=0

Open the .blend, run the two script, and press F12. The goal is that the rotation is applied on all cubes.

Update: I found the solution myself. I use this script here: Apply mesh transformations to primitive_uv_sphere_add()


texts:
I am trying make a cube scene in which the cube will interact with ground while solving itself. I'm giving link to a real video, in case you are wondering how the scene might look. https://youtu.be/xCoH2AORcEQ
I am trying to recreate this scene, but the problem is in order to do so I need rigid body physics to be applied to the rubiks cube. The way others animate rubiks cube is they work with separate 27 cube to do the animaton. But in my case the rubiks cube has to be one single object, other wise physics won't work properly. So I can't animate in the tradtional way. So I tried another way. And that is, I modeled the rubiks cube in seperate 27 cubes and merged them with (ctrl+J). This time I tried shape keys instead.
And here is another problem, as you know shape key rotation is weird. It shrinks down objects in midway. So the animation became weird and I failed again. But still what I want is possible via shape keys. Yet in this case I have to set 90 shape keys (each to turn the cube 1 Degree) just to flip the cube 1 time. And a normal rubiks cube solve takes around 35 flips. That means I need around 3000 shape keys.
Again I have to animate those individually. So far this is the only way I could find. So I need your your help. Can I do something,  so that those 27 cubes act as a single object in physics but are actually different..?  Or Is there any thing I am missing?


texts: How to limit the rotation of knees, feet, ankles and similar joints?

texts:
Is there any trick to prevent bending of the knees, ankles and alike so they stop at a certain rotation point, let say 45 degree angle?
I have a character that I'd like the joints to stop rotating "naturally" so it doesn't look weird. The same goes for the knees, feet, ankles, arms, etc ...

See ref imgs and attached .blend file:

.blend file is 37MB and maximum limit is 30MB on blend-exchange.giantcowfilms.com so here's the link: http://we.tl/TFb1T7WNoV

No python scripts please. I'm a total noob.


texts: Objects formation passing through Navigation Mesh

texts:
I have a formation (array) of objects (for example 3 * 3). The dimension of array can be 2D or 3D (for example: 3 * 4 * 5). I have created some obstacles in the scene, generated a navigation mesh and add one target object. I am using game engine to simulate shortest path finding of objects to its target. It works fine but the formation seems broken.
Would that be possible to retain the formation in square form (or whatever formation style such as circular or any custom shape formation which is initially assinged)?


texts:
I use the blender video editor with several scenes.
The scenes contains images as planes (via the so-called addon).
They look good with a shading set to material in the 3D editor (render is also OK) :

But when I add them as scene strip, the look as grey boxes in the video preview (render is also KO) :

Is there any shading settings in the video sequencer ?
I'm using blender 2.90.1 on linux.


texts: Eevee does not render animation properly

texts: Blender renderer shows the first frame and the rest of the frames are repetitions of the second frame while the frame number is moving. The redered animation is also not proper.


texts: So up until recently I have been editing 3D models using the built in windows 10 app 3D builder, but I decided to give blender a go because of its good reviews. When 3D builder exports as an obj it puts the obj file, an mtl(I think), and all of the textures. When I import the obj to blender, not surprisingly, it drops all the textures and makes the object white. How do I import the textures along with the obj?


texts: Is there a low level alternative for bpy.ops.object.convert(target='CURVE')?

texts:
(Note: Somebody asked there nearly the same question as me and got a very nice answer. However, this was to convert an object to a mesh. I have exactly the same context as this person but I want to convert a mesh to a curve and the answer does not adapt.
Hence I am copying the question's text below, adapting the appropriate parts:)

I am using bpy.ops.object.convert(target='Curve') in a python function in blender to convert the product of a bisect clear_inner clear_outer to a curve, with the goal to bevel this curve later. The script works fine when run from the text editor. However, the goal is to add the function to the render events via bpy.app.handlers.render_pre.append().

When the function using bpy.ops.object.convert is used in the handler, a polling error occurs. The typical recommendation is to either use overrides or low-level functions to eliminate the polling/context error. I would like to use the low-level functions.


texts: How to apply a cloud texture to a material in Cycles

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I am trying to make water in Cycles Render, and I made a cloud texture for it, but the cloud texture wasn't assigned to the water.

When I tried to apply it a texture for its color, it didn't have the cloud texture in the drop down list.

And if it involves assigning a texture in the materials tab, how do I change the color?


texts: Drawing on tracked video footage with the grease pencil

texts:
Fellow night workers,

I am trying to draw sketch like drawings of houses on to drone footage. I have used Syntheyes for planar tracking. Now I am trying to find the best way to draw in Blender. When using the grease pencil the lines will not attach to the planar tracking. Any suggestions on how to do this will be greatly appreciated. Attached picture is of the blocks where the drawings are suppose to be. The drawings are just lines, like a stick figure house.

Many thanks in advance

//Hank


texts:
I've been getting into Unity game dev recently. Previously, I've also done some modeling from within Blender. Of course, there's a big difference between the rendering methods on the two different platforms. Cycles can take hours to render, but Unity is real time. Furthermore, I'm planning on developing for the Oculus Rift, so models will have to be mega-uber optimized. And that means I need to know what affects the speed of a render the most.

Verts, Faces, Tris

I've typically paid minimal attention to the Verts, Faces, and Tris in Blender, but now that's different. I need to know which affects the rendering speed the most. I suspect I'll want to focus on making the tris lower, but I don't really know.

Texture Sizes

On top of that, there's textures. Are textures more or less influential in the speed of the render than the afformentioned Verts/Faces/Tris? How can I optimize my textures? Would a lower bit depth do anything or even be worth it? How much does blurring a texture affect the speed?

Blender's Part in this Problem

Evidently, this issue isn't caused by Blender at all. It should be the user's responsibility to optimize their model. The reason I ask this, though, is because I wonder if there are some tools provided by Blender to automatically make a model more efficient. Is there any way to "lower the resolution" of a model to keep the model's shape generally the same while having a lower amount of faces?

As you can see, there is quite a bit about optimization that I don't really understand. There's a good chance that the model complexity and texture size aren't the only factors in optimization. If I am missing something, please bring it to my attention.