texts: How to harness Facebook’s new 3D Photo feature?

texts:
So, like most of you, I’ve been seeing a lot of Facebook’s new 3D Photos feature sprouting up across my newsfeed—it’s a bit different than the typical 360/panoramic ones. From my research, it looks like a proprietary AI algorithm that does it’s best to generate foreground/background data and (perhaps) can only be accomplished via Facebook.

I’m wondering, is there a file type it would recognize and post as 3D in this new format? Is there a program we could use to make these? Could it all be done in Blender? I want to upload a non-algorithm 3D photo but in this brand new format. I think the slight 3D look without being full 360 is pretty cool, and I’d like to jump on this while it’s new and exciting.

Any guidance would be awesome, have a great day everyone!

John


texts: How to render curve guided particles as path?

texts:
The rendering setting is set to 'path' for both particle systems below.

On the left, a Newtonian driven by a curve guide
On the right, a keyed particle system

As you can see, only the keyed one shows path effectively:

Is there something wrong in my setting?
How to show path in the curve guided case?


texts: I’m trying to render jewelry in rose gold. Just wondering if anyone knows a way or a color hex to achieve a look similar to the below image. Thank you for your time!


texts: Bones are unresponsive after closing and reopening file

texts:
I was doing this perfectly well, but when i saved and opened it, the bones do not work well for some reason. I probably skipped something. I just followed this tutorial and the end result when i saved was perfect; now, the bow is not distorting with the string.

https://www.youtube.com/watch?v=jpsd0Aw1qvA

The file: http://www.filedropper.com/levercrossbow


texts: Blender running at a crawl after NVidia update

texts:
I can’t say exactly the NVidia update was the cause but several other people and I have experienced a problem with Blender slowing to a crawl in the last few days. If you are having this same problem and are running Windows 10 with a NVidia GPU go to this Blender URL for more info:
https://developer.blender.org/T50650
I got this auto update from NVidia 2/13/2017 which is when I started having the problem:
NVIDIA - Display - 12/29/2016 12:00:00 AM - 21.21.13.7654
Check your update history. On Windows 10 do this:
Select the Start  button, then select Settings  > Update & security  > Update History (in the right hand column near the top in blue).


texts:
Using the Python code below which draws the text and shape shown in these screenshots, I want to clip the graphics outside the red box shown in my second image so it is not drawn.

Goal:

import bpy, blf, bgl, gpu
from gpu_extras.batch import batch_for_shader

class Test_operator(bpy.types.Operator):
    bl_idname = "object.test_operator"
    bl_label = "test"

    def draw_callback_px(self, op, context):
        self.draw_rec(500, 800, 200, 400, (0.2,0.2,0.2,1.0)) # Window A
        self.draw_rec(500, 800, 400, 428, (0.1,0.1,0.1,1.0)) # Title bar B
        font_id = 1
        blf.size(font_id, 53, 72)
        blf.position(font_id, 500, 300, 0)
        blf.draw(font_id, self.text)

    def draw_rec(self, left, right, bottom, top, color):
        self.shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
        self.shader.bind()
        self.shader.uniform_float("color", color)

        vert = ((left, bottom), (left, top), (right, top), (right, bottom))

        bgl.glEnable(bgl.GL_BLEND)
        self.batch_panel = batch_for_shader(
            self.shader, 'TRIS', {"pos" : vert},
            indices=((0, 1, 2), (0, 2, 3)))
        self.batch_panel.draw(self.shader)
        bgl.glDisable(bgl.GL_BLEND)

    def modal(self, context, event):
        context.area.tag_redraw()
        if event.type in {"ESC"}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.text = "Hello World"

        args = (self, context)
        self._handle = bpy.types.SpaceView3D.draw_handler_add(
            self.draw_callback_px, args, 'WINDOW', 'POST_PIXEL'
        )
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(Test_operator)
def unregister():
    bpy.utils.unregister_class(Test_operator)
if __name__ == "__main__":
    register()


texts:
I've tried sculpting fine details with alpha maps but it always lags so bad. I've used Dynatopo with constant detail for it which works at first, but then the poly count starts rising and everything slows down.
I've tried using the Multires modifier and it doesn't work right. Some areas, I can apply the details but in others it's just a blur. Only way to solve it was to increase the poly count to 100 million, but then it lags like crazy.
I'm confused. How is one suppose to sculpt fine details in Blender just like you do in Zbrush? It feels like Blender Sculpt tools aren't made for this. Which is a huge bummer for me.
I'm using Blender 2.91.


texts: I need this desperately but can't find it. Am I doing something wrong?


texts: Blender export support for 3MF (or AMF) file format?

texts:
As I am preparing some design to be printed on a full colour 3D-printer, I ran into the 3MF file format as a possible format supporting colour better than .STL.

see: http://www.3mf.io/what-is-3mf/,
see: also: https://stackoverflow.com/questions/20583998/info-about-3mf-file-format-for-3d-printing)

On the website there is also a link to an "Open Source Library": https://github.com/3mfconsortium, I didn't go into details (and I didn't check the Microsoft side (is their Open Source same as ours?)), but support for export to this format from Blender would be nice, i.m.h.o.

What about support from Blender to export in 3MF ? Can somebody shed light on this?

Thanks for reading and responding in advance!
Regards,
Wim.


texts:
I'm making an animation where a camera orbits a number of objects. Each object is on it's own render layer and has it's own blur effect.

So here is the setup for the visual effect i want.

However the problem with this is that when the camera rotates around the objects, Alpha Over in the compositor does not render the objects depth according to their distance from the camera but just as ordered by order of the Alpha Overs in Node Editor.

When I switch to Z Combine the order of the objects as rendered is working but there is no longer a blur effect on each object.

Can anyone help me get the blur effect I want please?


texts: Trouble combining multiple objects in the same mesh

texts:
just having a little trouble combining the 4 bodies in the attached image so I can continue to sculpt. They show up as being a part of the same mesh, but will not blend together in sculpt mode. Thanks for your help!

-MC


texts: How to turn off all stretching from character?

texts:
How can I turn off all the stretching from rain v2?
I already turned off all "stretch" options as suggested here.
Screenshot: The character still stretches when I try change the pose.

Is there an easier way to work with the pose of rain? Maybe to generate an armature first and later connect the rain v2 character with the armature?
Is there a good tutorial maybe? It seems very difficult for me to change the pose. I am thankful for every tip.


texts: Can armature/bones be edited without edit mode?

texts:
I was looking after some information about armature and bones, so I can continue my importer script. I found some nice info here; no BMesh, and simple enough for my needs as beginner, so just perfect. But while looking at the code I saw that it uses "edit mode" (line 120), what I wanted to avoid.

So my question is: can I programmatically add/manipulate bones, without edit mode? Is there any better way then in this code?

I also tried to use the "bones" collection, but I could not append/new/add items into them.


texts: How do I stretch my object from one point to the other?

texts:
Just wondering how I could get my object (the truss) to stretch and become the same size and shape like the cube behind it.

Thanks.


texts: How can I achieve a Japanese style cell animation toon shader look in Blender?

texts:
Here are my examples.

Edit// Here is a video showing what I want exactly, how "shaders" and "renderer" should work.
https://www.youtube.com/watch?v=XQLgn9-xqQc

notice how easy it is to set the shadows on the character in the video here?

Somehow they have controls over the shading, and normals. And the shader draws smooth lines around the edges. Here are more examples.

Animation:

https://twitter.com/twitter/statuses/916984184035360768

This here is actually created in blender.
https://orig00.deviantart.net/f78a/f/2015/056/9/e/untitled_by_keiichiisozaki-d8jfztd.gif

I actually think it's better than most of the other ones, I don't know what tricks he used, or if it holds up in full 3D animation though.

The others are all pretty much 3DS MAX Pencil+ plugin.

here's some more examples even.

I would like to know, what kind of settings, what kind of stuff I should be looking for, to copy this style with blender, or if anybody pro enough to create a short tutorial it would be amazing!

Here are a few more. Supposedly, this style is "easy" if you have the 500$ 3DS Max plugin...

Anybody know here?
https://entry.cgworld.jp/column/toei_main1.jpg


texts:
I have a material assigned to a few test objects with an image sequence as a texture. If I view the scene in render preview, and scrub the timeline, (or render a sequence,) the texture behaves as expected.

However, with the viewport set to 'texture' or 'material' I only see the first frame of the sequence, wherever I am on the timeline. 'Auto Refresh' is set in the cycles texture node. Is this the expected behaviour?


texts: How do you get the Ocean Modifier foam image sequence to show up?

texts: I was wondering after you get the foam exr files, how do you get those to show up in a plane. I did an image sequence node setup and it's still just a flat plane.  But the displacement works.  Do I connect the foam image sequence to something else?


texts: How to connect vertices of two grids efficiently?

texts:
There 2 grid meshes as in image1. They both are relatively distorted.

Now how to connect the vertices from one mesh grid to its partner in the next mesh grid as in image2.

I used "Bridge edge loops" method but for a huge grid it is not easy to employ that method. Is there any other way to do it efficiently.Looking for your valuable suggestions. Thank you


texts: How come when I render animation, Blender isn’t rendering frame by frame?

texts: When I hit the Render animation button, blender goes from camera angle, to a zoomed out (away from platform) angle and actually plays the animation. Instead of, doing the usual rendering —- with the brackets showing revealing each pixel and going frame by frame. It’s as if it’s rendering the screen and not the actual animation...


texts: Falloff object/collection instancing (Animation nodes)

texts:
I am trying to instance collection instances on a spline with a falloff so that I have a different collection instance from a certain point.
With regular objects everything works totally fine, but I can't get it to work using collection instances.
I want to avoid joining meshes, rearranging origins and applying modifier in the main file, because that would cause problems.
Could someone help me out?
I attached the blend file.


texts: I want to combine several textures... Bump, displacement, diffuse, specular but I don't know the node combination. A screenshot would be nice

texts: I have 4 textures. Bump, displacement, specular and diffuse. Please what node combination would help me get the best render for this mixture. A screenshot after the node setup would be nice.


texts: The hotkey for mesh select mode (vertex, edge, face) while in edit mode Ctrl + Tab has been reassigned in 2.8. Is there another hotkey assigned for this?


texts: when I cut my cube using box cutter addon and bevel it , its not bevel with equal edges can someone help me please I am struggle for last two days why it look like this ….


texts: Scale Connected UV Faces on Individual Origins

texts:
I have a UV unwrapped mesh with multiple UV faces. They are all part of the same UV island. I want to scale all of them down on their individual origins, so each UV face will shrink, but remain in the same location.

Right now, the only way I can do this is by disabling sticky selection mode and scaling down individual faces one at a time. This is incredibly tedious and I wish to automate it. How can I achieve that?


texts: When I add a subdivision modifier and smooth my model I get artifacts. Modeling a human head. Blender 2.80

texts:
I'm new to the Blender forum and 3D modeling in general. I am using Blender 2.80 (2019-05-03). I have followed a tutorial in order to model a head. When I add a subdivision modifier and smoothing I get these strange artifacts (see pics). Has anyone seen this and would you have any idea what's happening and how to fix it and avoid it in the future? I'm not sure what I'm doing wrong. Thank you so much!

Blend file: HeadTutorial.blend Thanks again!


texts: What are the available or least used hotkeys that are good to remap in Blender?

texts:
There are quite a few useful features from add-ons that I want to assign hotkeys to because I don't like their defaults. But I don't know what hotkeys are "available" - as in, not being used by Blender by default, or used very infrequently and prime candidates to remap. What hotkeys do you all use? Is there a list somewhere of unused shortcuts?
Thanks for any suggestions.


texts:
I think I might have changed some cursor settings unintentionally. When I go to edit mode and try to select 2 objects using the shift key, it does not allow me to do so.. and also the mouse cursor changed to crosshair from a pointer. How can I get this back please?

The reason as to why I need to select both objects in edit mode is so that I can make use of the Knife Project tool Below is a screenshot of my settings

http://prntscr.com/bdvk45


texts:
I like the shadow here but when the camera zoomed out,
the shadow gone. Is this normal? how to fix this?


texts: How to access the bundled Python executable for subprocess in Blender scripts?

texts:
There is now a python executable in the blender install folder, It's clearly said that it was included for subprocesses purposes (here : https://developer.blender.org/T43486)

But how can we access it through scripts ?


texts: Using a 32 bit grayscale TIFF in the displace modifier

texts:
I have a problem with very obvious banding showing up when using a TIFF generated from an Digital Elevation Model in ArcGIS. The image you see uses an exported 24 bit TIFF. I think it could be solved if I can use an exported 32 bit grayscale TIFF from ArcGIS, but this won't load in Blender. I can also export the height data as an ASCII file, but see no way of using this, except by maybe writing a Python script.

I've read something about Blender being able to use OpenEXR, but I can't figure out how to convert my TIFF to this format. I'm on a Windows 7 machine. Can anyone help me, or know a way to solve this without converting to EXR?


texts: How do I move a bone while in weight paint mode like the picture shows?


texts:
I have a sun lamp at 90 degrees to a curved mesh. In Eevee, the shadow renders as smooth. However, in Cycles, I get these black artefacts - entire faces on the shadow edge are black.
How do I fix this? I've played around with the mesh normals, material settings, etc. No luck.

Update
I fixed this with Subsurf modifier. Is there a better way?


texts: Scene Management Linked Copy can't make Local Objects Issue

texts:
I would like to use the Scene Management tool in Blender associated with the Powerful Video Sequence Editor in order to create a pre visualization Sequence.

The idea is simply to have data that will remain linked from one scene to another, like the set, ground, materials and most of the lighting. Then, having the option to make a few assets local to do different camera/characters/props movement or even change the intensity of specific lighting from one scene to another. This mixed with the Video Sequence Editor where we can call each scene separately to reorder them or create a great editorial would make it similar to the Unreal Sequencer.

It seems that all the options are there but the make local seems to not be working properly once a scene is linked? It seems to keep the link between scenes no matter what I try.

Right click make local
Ctrl A Make Instance Real
Relations Make Local or Make Single users object data/object animation

I have a Basic scene showing what I would like to achieve
Also just referencing that other post


texts:
I got a .blend file where I got a simple cube and a plane. The Cube has some attributes like being a rigid body etc.

Now I let this cube fall on to the plane and then render an Image. This is my code:

scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']

scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/path/testImage.png'
scene.render.resolution_x = 640
scene.render.resolution_y = 640

scene.frame_set(scene.frame_end)
bpy.ops.render.render(write_still = True)

I would like to exchange the cube-object with another object coming from an .stl file. So loading this stl object and having it instead of the cube but with the same attributes that I set to the cube and at the same position.

How can I do this?


texts: Why are the size and shape are different in edit and object mode?

texts: When I change the mode, the mesh looks different. Edit mode-skinny, object mode-fat. Before I made the skeleton, everything was fine.


texts: Unable to select bones during weight paint of one specific object

texts: I have been having an issue where I want to include a separate object (eye) and weight paint it to the same bone as the head. When I select the armature, and the eye object, then switch to weight paint, it will not allow me to ctrl click any bone. I am only able to have the entire armature selected and then paint the eye. Every other object on this model does not do this. What is missing from the eye that that the other objects have; why can I not select any bones to weight paint this object?


texts: Is there a way to boost my performance manually?

texts:
When my files get around 190 MB big the performance gets slow.
Especially when using dynotopology. It starts lagging and sculpting won´t work in real time. Isn´t 8GB RAM enough? Is my Mac already to old? I can´t imagine how Games with graphics like Starcraft 2 can be displayed while blender gets slow at such comparably small files. Is there maybe a way to involve the NVIDIA GeForce GT (if it isn´t already) manually or something?


texts: My friend can't see the textures of my mdoel in the viewport while using eevee

texts:
I have packed the textures into de .blend file, but when he opens the file he can't see the textures on the model (If he switches to cycles then he can, but I can see the textures in both eevee and cycles).
my specs: AMD Ryzen 5 2400g, 4096MB ATI Radeon RX 570 Series.
My friend's specs: AMD Ryzen 5 2400g, Radeon 580 8gb.
we're both on ver 2.9 of blender
I will post pictures of both what my friend sees vs the model.


texts: Sometimes, I cannot select a vertex as an active element blender 2.8

texts:
Are there any workarounds for when blender (2.8) simply refuses to highlight/select an active element?
I've set the pivot point to active element and need to scale a plane but very rarely blender actually selects the element I want.


texts:
Is it possible to get multiple tiles along a path at large zoom from BlenderGIS and then stich them together?
I tried adding additional tiles and it is possible but sometimes elevation maps dont line up.
I also tried locking the view and then increasing the zoom level but pressing E for export does nothing unless I reduce the zoom.
Any ideas how to do this?


texts: How to create a custom voronoi diagram with cycles nodes?

texts:
I've been looking for a way to create my own Voronoi diagram using cycles nodes, I've seen scripts that do just that but I wanted to create it using just math nodes within the Shader Editor, besides I know nothing about scripting shaders or textures. Anyway, the reason behind this is that I want to have control over the points location, this to recreate the patterns seen on reptile skins, like the example below.

Having control over the points location could allow me to vary the scale, flow and evenness of the scales which is just what I'm looking for.

Also, if someone could show me the way to assign texture coordinates to each cell, so I can put unique textures for each cell, I would highly appreciate it!

I'm open for workarounds but I really want it to be for procedural texturing without doing many manual actions. Thanks in advance


texts: Mesh appears normal in solid mode but looks weird in textured mode

texts:
I have Blender 2.49b and have this model:

When I change mode to Textured, the windows look weird:

When I go back to solid mode, it's normal, but the biggest problem is when I export the model, it looks like the image above. How can I fix this?


texts: Is it possible to specify texture dimensions for Cycles nodes

texts:
I've been using the new Cycles Baking branch that Dalai Felinto is working on and have noticed that when adding textures to materials, the render time goes up substantially when the textures are very large such as 2048x2048 or higher.

So basically, for the object to render fast then the textures that are applied to the object must first be scaled down to something more reasonable like 1024x1024.

This breaks the workflow and makes managing textures difficult since having multiple copies of textures at various resolutions can be difficult.

Alright so to the point, I would like to be able to load in large textures but to have Cycles recognize them as smaller than they really are.

Ideally there would be a node that has various texture dimensions which can be specified and connected to the image Texture node but I do not see one.

I think the compositor has something like this but apparently, for now, not Cycles.  Does anyone know of a work around that can help with this?


texts: I am a amateur to Blender but I want to make a model for my sims game. However, I want to know how I can make faces smooth? As in not have them look blockish / crinkly... if that makes sense. I need a smooth interior and exterior (excluding the shelves). I tried subdivsion surface but that just makes the mesh look all doughy... anyways, thanks in advance!


texts:
How do I properly connect the SSS texture in a Blender 2.8 using nodes?
Blender 2.8
Without and with the SSS texture:


texts: Camera project texture from more than one camera on to object

texts: I'm projecting some Photoshop artwork on to a simple model of a mountain using camera projection. I positioned a camera in front of the mountain object and then pressed U and selected Project From View. I can rotate around my object a little bit, but the illusion breaks quite quickly. Can I project some more artwork from a slightly different angle, to give me a bit more texture for rotating around the object?


texts: Artefacts when exporting model with holes to keyshot

texts:
First picture is object when imported to keyshot. It should have hole in the middle.

Attached UVs with blender model on second picture. What might be the problem?


texts: Boolean builds the shape of my cube inside of the mesh I am trying to cut the hole in

texts:
What I seem to be having issues with is cutting the final 2 windows into the building using the Boolean Modifier. I have completed the same operation for the other windows with ease and had no issues with the process. With the last 2 windows on the wall when I use the boolean to cut I get a strange result where it basically builds the shape of my cube inside of the mesh I am trying to cut the hole in.

I have tried to read up on possible issues that can cause something like this. I am assuming the issue is because the wall is not manifold, but I do really know how to correct that if it is even the problem.  I have played with normals, deleted all the edges I can, merged vertices, I have even thought to pull that particular wall away from the model to see if anything on the interior of the face would be an issue and I cannot come up with anything.
let me know if you need to see anything more and I will gladly post it.*


texts: Why Can't I Parent My Armature to My Mesh?

texts:
I've tried selecting my mesh, then my armature (correct order) and hitting Ctrl+P, and selecting "With Automatic Weights", and in the content panel it moved my mesh under the armature. But it gave me an orange message with "Bone Heat Weighting: Failed to find solution for one or more bones", and the mesh didn't deform with the bones in Pose Mode.
What am I doing wrong?
(I tried to add a GIF picture, but it says the recording is too large to upload.)


texts: Material not showing up in Material (or Rendered) View Mode

texts: First off, I read the Questions that may have my answer First.. but still no resolution.  Details are that I can't seem to understand why a mesh that I had to separate apart just so I could color the rubberized handle blue, around the chrome handle (which will animate 45 degrees and I have the key ring and tag set to Ridgid Body Physics).  I took a screenshot of the Red Handled Lever colored just fine, and the attempted Blue Handled Lever.  The main thing I can see with everything I've successfully colored (placed a Material On) is the list of materials at the very top. With the Red (and all other colors that show up successfully) there's just one material in the list, with no toggle up/down window to show the collection of materials.  But when I click on the attempted blue one, you can see the list, along with the toggle up/down feature present.


texts: How can I fix the streaking on the side of this cube in Blender 2.83?

texts:
I recently used Blender 2.83 to create a textured cube. I first made a UV map, and then applied a texture. I also scaled the texture using the Texture Coordinate, and Mapping modules in the Material Nodes. I then got the wanted result, but only on the top and bottom face. Here is my result:
Is there a possible way, to get my wanted result, and also fix the streaking?


texts: How to fix blender particle hair explosion

texts:
Hi I'm not that good with hair particles.
Somehow it explodes, flies off the head and grows into a huge electrostatic ball of wool.

https://blend-exchange.giantcowfilms.com/b/5263/


texts: How to apply texture the same size on all meshes? ignore mesh\normal size

texts:
I'm trying to apply texture to the wall in "Generated - Cube" mode and when i look at it in the Render mode - it has different scales on the different meshes which have different size. The same thing goes with the polygons - smaller polygons scale texture size.

If one of the polygon's dimensions has a very tiny size - texture looks totally wasted.

How to apply texture on meshes with the different size and ignore it's size for texture scale?

p.s. Blender render


texts: What programming languages can I use in Blender?

texts: What version of Python does Blender use and are other languages available? Also, does Python work the same in Blender as when you write console applications or when working with Pygame or are there any differences? If so, what are the main differences?


texts: Is there a way to convert a Mesh into a Lattice?

texts: I want to do this to control the flow of another mesh. The problem is that it is very difficult to model a lattice. I wish we had a way to extrude the points.


texts: How to merge multiple meshes into one (animated)

texts:
I have recently bought a 3D model online that unfortunately is split into 3 meshes and textures. And, I cannot use it with my game engine because it only accepts a single skinned mesh and a single texture diffuse.

I cannot afford to pay an artist to fix this for me so I was hoping I could do it myself but my modelling knowledge is very limited.

My questions are:

Is it possible to merge the 3 meshes into one while keeping the animation? (its a fairy where the wand/wing/body is separated)
For the texture, can I merge all the UV so I can merge the textures in Photoshop? (each mesh wand/wing/body has a texture file)


texts: Volume appears extremely dim in render compared to rendered view in the viewport

texts:
So, I ran a fire simulation, then imported the result as a .vdb file. I applied this shader:

and that produces this result when viewed in the rendered-mode viewport

When I hit F12 and render the frame, though, this is what I get:

I'm really unsure what's going on here. If anyone has had or knows of a similar problem and could point me towards a solution, I'd be greatly indebted. I would really like the final output to look even remotely close to what I see in the rendered-mode viewport.
I'm running Blender 2.90.1 on a 2013 MacBook Pro. Thank you in advance!
EDIT: Disabling Film: Transparent fixes the issue, but leaves me with the problem of... not have the transparent background I need. I'm going to fiddle with Alpha Blending Modes (which apparently is still an option you can mess with in Cycles)
EDIT 2: Alpha Blend Modes have no effect on the issue. Current fix is just not putting alpha transparency behind the volume. Would love a better solution still.
EDIT 3: Attempted to use Holdout to solve, had no real success. Right now, I've resorted to rendering on a pure black background and just going the traditional route of using the add blend mode in compositing.


texts:
So i'm following a cg geek tutorial on animation and I open the character in blender but none of the rigs are working instead it's all acting as one single block. https://www.youtube.com/watch?v=HyVvi-TjHlM&t=1037s
Am i missing something here?
Whenever i try moving the rig the whole thing moves instead.


texts: Wacom Intuos Draw CTL490DW Digital Drawing and Graphics Tablet compatible with Blender?

texts: I need to be sure before buying this Wacom tablet. Is it compatible with Blender for painting, 3D modeling, and blueprinting?


texts: Camera: Keep perseptive by changing focal length?

texts:
is there a possibility to synchronize the camera position to the focal lenght to keep the perspective?
Let me say, when I change the focal lenght of the camera from 50 to 80 the image detail is changed by zooming in. So, to compansate this zoom in I have to reposition the camera manually by it's default's local z axis.
Any Idea how to do that?


texts: Why is the sculpt tool snapping to my mesh's vertices?

texts: I have a mesh. I am trying to sculpt it, but the tool keeps jumping around, snapping itself to the mesh's vertices. I don't have snapping on. Reset brush doesn't fix it. What causes this?


texts:
Does anybody know why i get this flat-shading when i add a normal map even though i enabled smooth-shading? the moment i remove the normal map it goes back to smooth.

Thanks for the help! :)


texts: After the soft cut, "Reverse Frames" is applied to the "parent" video instead of a selected strip

texts:
I need to reverse part of my video. As I understand, this is normally done through Adjust> Video > Reverse Frames checkbox. And it works correctly with the whole video.
But if I do the soft cut (using Split command) and then try to apply Reverse Frames for just the second fragment (even if I delete the first fragment and/or move the second one to another track) - reversal is applied to the original video! For example, I had video sequence as ABCDEFGHIJKLMNOPQRSTUVWXYZ, split it as ABCDEFGHIJKLMNOPQRST + UVWXYZ and applied Reverse Frames to the second part. But instead of expected ABCDEFGHIJKLMNOPQRST + ZYXWVU, I get ABCDEFGHIJKLMNOPQRST + EDCBA. See the screen recording by this link. Most weird, it is file-dependent: some files are processed correctly. You can try do the same with the file I used, available to download by this link.
Hard cut seems to be processed correctly.


texts: Metal covered with glass makes the mesh always visible in cycles?

texts:
I'm quite new to blender and totally thrilled about it. Recently, I tried to render a metal plate with concentric metal rings on it. The whole structure should be covered in glass, giving a flat surface in the end. I'm still not done with the materials and lighting, but the first rendered images look quite funny. To me it looks like I can always see how the structures was meshed, but I can't subdivide any further as I'm running out of RAM quickly. Also it feels like I'm seriouly doing something wrong here.

I'm using blender 2.81.16 with the builtin denoiser (switching it on/off doesn't change anything). I built 2 pieces (metal and glass) positioned very close to each other (maybe thats the problem??) and a sun as a light source.

Any Ideas what how to get a smooth render image?
Here's a link to the blender file: https://file.io/p3S4Dc


texts: Blender video editing: shortcuts for selecting video strips

texts:
I use Blender 2.8 to cut videos and find myself selecting strips that I want to delete using my mouse - that's slow :( Often I cut a strip (Shift+K) and the strip on the wrong side of the cut gets selected (Apparently because my mouse cursor is located on the wrong side of the cut when the cut is performed.)

How can I quickly (i.e. via hotkey) jump to the strip on the other side of the cut and select it?


texts: python 2.8 - image texture stretch versus repeat

texts:
In Blender/Python 2.8, I have added an image texture to an object.  The object is very wide which causes the image texture to stretch whereas I would like it to repeat.

The documentation (under "extension") seems to suggest that the default setting is for the texture to repeat rather than to stretch.  I would assume that because I am using the default that the texture would repeat rather than stretch.

Any suggestions as to how to prevent stretch in my code would be appreciated.  Thanks in advance!

def obj_texture(objname, filename, mat_name):
    materials = bpy.data.materials
    material = materials.get(mat_name)
    if not material:
        material = materials.new(mat_name)
    clear_material(material)
    material.use_nodes = True
    nodes = material.node_tree.nodes
    links = material.node_tree.links
    output = nodes.new(type = 'ShaderNodeOutputMaterial' )
    diffuse = nodes.new(type = 'ShaderNodeBsdfDiffuse' )
    path=TextureFolder+filename
    imgTex = bpy.data.images.load(path)
    node_texture = nodes.new(type='ShaderNodeTexImage')
    node_texture.image = imgTex
    node_texture.location = 0,200

    tex_coord = nodes.new(type = 'ShaderNodeTexCoord') #NEW CODE @RJG

    links = material.node_tree.links

    link=links.new(tex_coord.outputs["Generated"], node_texture.inputs["Vector"]) #NEW CODE @RJG

    link = links.new(node_texture.outputs[0], nodes.get('Diffuse BSDF').inputs[0])
    link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'] )
    obj=bpy.data.objects[objname]
    obj.active_material=material


texts:
I was trying to make a screencast but as soon as I start recording, the "Capture" button that you press to stop recording goes away and the recording stops. I have output set to MP4 in H.264 but when I set it to AVI or an image sequence, it works fine.

I guess I could switch it to one of those, but that really wouldn't be the best option for me.


texts: Blender 2.80 Subdivision Surface Modifier has no effect

texts:
The Subdivion Surface Modifier in Blender 2.80 on Ubuntu is not working for me.
I create a cylinder, grid, cube or UV sphere, then apply the modifier, nothing happens. When I press "apply" the rror message is: "Modifier returned error, skipping apply".

Is this a bug or am I doing something wrong?


texts: How do you model an object (car) without all the orthographic views?

texts:
I for example want to model a car, but there is only one perfect orthographic side view and one imperfect front view images. I've got only 2 views and missing 2 views.

I start to make blueprints (in blender) for the orthographic views but the end result is not as expected and I'm left with blueprints that don't match.
Here for example I tried to make blueprints for the Praga R1R:

https://imgur.com/t8W67Wt

As you can see, the end result is not nice. I tried to match front view with the side view taking reference points but without success (you can see the back side of the car in the front view which you shouldn't).

I then proceed to start modelling with the help of perspective images of the car, but then give up as I couldn't match the proportions.

What do I do?


texts: Is it possible to make a fuzzy blanket material without using a particle system?

texts:
I know that it's possible to make a fuzzy blanket with a particle system, but it seems like I should be able to do it with just a material + cloth simulation. Here is the effect that I'm looking for:

I think it could be done with some combination of fresnel, velvet, and normal maps, but I'm not great with materials. If anyone can offer some advice, it would be greatly appreciated.


texts: bpy.ops.particle.brush_edit gives ERROR: poll() failed, context incorrect?. If I change the sceene it crashed blender without an error

texts:
bpy.ops.object.particle_system_add()
bpy.data.particles[-1].type = 'HAIR'
bpy.data.particles[-1].count = 0
bpy.ops.particle.particle_edit_toggle()
bpy.context.scene.tool_settings.particle_edit.brush.count = 1

area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'
bpy.ops.particle.brush_edit(stroke=[{"name":"", "location":(0, 0, 0), "mouse":(374, 316), "pressure":0, "size":0, "pen_flip":False, "time":0, "is_start":False}])
area.type = old_type
```


texts:
I am a very big noob at Blender. I make GFX for a game called Roblox, and I am currently working on a project to help a friend learn Blender. As shown in the picture, I was able to get the arm to bend by going to the Local Z axis, but when I was on a Windows 7 laptop, I didn't need to. The Z axis won't unlock and I am very confused.

https://gyazo.com/3a9e457e412c9996ab8b4173993577a0


texts: Is there a NON-stretchy spine available in Rigify?

texts:
I'm exploring Blender and the UE to Rigify toolkit.  I have a good amount of experience with UE4 and also with rigging in Maya.
When using the "basic spine" rig type, there seems to be built-in stretch/squash, but no way to disable it.  The IK limbs have a property that can disable stretch, is there something similar that can be done with the spine?


texts: How to offset multiple smoke instances by time?

texts: I want to use pre-simulated smoke simulation assets from a library to avoid having to re-bake each time. For example, a large open scene with several smoke stacks rising off of a ground plane, I would simulate one smoke stack, bake the cache to an external file and then in my new scene file link same-sized cubes to the pre-baked caches and move and rotate them around to duplicate that particular smoke simulation. Is it possible to offset these by time so they're not exactly the same, or is it only possible with separate caches for each?


texts:
I tried to paint but my cube is fully purple no matter what color I choose.

What should I doo to fix this ?


texts: What is the correct way to smooth sharp edges between faces?

texts:
I have the model for the Owl tutorial from Blender's YT channel. You can see on the nose that there are some lines caused when using the mirror modifier. I tried to play around with the smoothing tool but this didn't seem to work. I also tried a smooth modifier but didn't get what I was looking for.
If you delete the edges that also didn't work.
What is the correct way to remove those lines and make the faces continuous?


texts: Why is Blender selecting the object furthest from the viewport camera in object mode?

texts: If I have two objects or more overlapping, RMB will select whichever is furthest away in the overlap. This seems counterintuitive. Is this how selection operates by default or is this a setting I've turned on/bug??


texts:
so I've been having difficulty figuring out how to get the eyes the way I want to move.

So I got the eyes to look this way with a Shrinkwrap modifier, which is the look that I want. However the issue that I am having the most difficulty is rigging it to move the way I want.

Is there a way to move the bones so that the eyes do NOT go inside the head when moving them? Also I would like to have preset sliders to switch between emotions if possible.

Please let me know if anyone needs any clarifying questions. Thank you.

(Also, here's a video in Maya of what I am trying to achieve if it helps.)


texts:
What are some good techniques to make a rounded/beveled hole in a non-flat surface?
e.g. something like the blender material preview scene:

The Boolean Modifier and the Knife project tool work well, but they create uneven topology that is difficult to bevel.

Image from the blender wiki


texts:
So I copied a mesh then pasted it. For example the name is logo. Then the copied mesh has logo.001 name. Then I renamed it into logo_back. Everything seems fine, until I exported it as .obj, the generated .mtl still has the name logo.001.
How can I eliminate this?


texts: Clipping through stl file of porous material

texts:
I've an .stl file of a cube of a porous material. The material is basically many overlapping spheres. Since I imported it as an .stl file, it is one object to blender.

I want to have an animation, that clips through the material. Can anyone help?

I tried using outside lamps and camera clip, but then the inside is not illuminated. Also, once a sphere is "cut open" by the clipping, you can see through it. I don't want that. Solidify doesn't do the job, because the spheres have different radi.

I also tried using a mixed shader with emission/diffuse and light path, so the spheres would illumiate each other, but that doesn't work, because the whole strucutre is one object to blender.


texts: How can I turn the frames rendered by blender in an animation into a video?

texts: I made an animation in blender, and I rendered the animation. However, when I rendered it, Blender exported the animation as individual frames and not a video. How can I turn the images into a video? Do I have to use additional software/programs?


texts: Can't make my animated object follow a path

texts:
I made a spider with a walk animation. I would like to make it follow a path, so I made a bezier curve and tried to do what I've seen in tutorials, but nothing works. In fact, I don't know which part of the spider I have to use: spider, armature, bones...?

Here is the link of my blend file :


texts: Why subdivided faces with smooth shading acting weird?

texts:
I have this model, and when I add the subdivision-modifier:

it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):

but when I add the smooth-shading I'm having this:

I think this is something really obvious -- but I just can't figure out the reason..

Thanks in advance,


texts: Why some of my objects suddenly start to move together?

texts: In my scene all of a sudden I must have hit a random hot key, because random objects are now parented and when I move an object others move as well.


texts:
hi, why the model looks weird. no double face or normal flip?

I include the blender file
file download


texts: Blender 2.8 snap, knife tool does not work properly

texts:
Here is my question: https://stackoverflow.com/questions/60684130/blender-2-8-snap-knife-tool-does-not-work-properly

Vertex extrusion to edge with snap enabled has gap (snap vertex to vertex is ok)

Knife tool does not work with vertices on face


texts: 'Tris to Quads' on narrow faces does nothing

texts:
As the question title states I tried importing a svg file, went to Edit mode A to select ALL, and control F, selected tris to quad and it won't work.
What am I doing wrong?

here's the blend file


texts:
I'm working on a custom exporter for an external software.
I need to get a list of the vertex colors from a triangulated mesh.
To get the triangulated mesh I use this code:
bm = bmesh.new()
bm.from_mesh(SceneObj.to_mesh())
bmesh.ops.triangulate(bm, faces=bm.faces, quad_method='BEAUTY', ngon_method='BEAUTY')

With normal meshes I use this code:
#Get vertex color list without duplicates
VertexColList = []
if len(MeshObject.vertex_colors):
    if hasattr(MeshObject.vertex_colors.active, 'data'):
        for layer in MeshObject.vertex_colors:
            for vertex in layer.data:
                VertexColList.append(
                    (vertex.color[0] * .5, vertex.color[1] * .5, vertex.color[2] * .5, vertex.color[3])
                )
        VertexColList = list(dict.fromkeys(VertexColList))

But that piece of code not works in a bmesh, what should I change to make it works?


texts: Need help with modeling the cross-guard of a sword

texts:
I have the hilt of the sword and the blade I feel confident I can make but I can't figure out the best way to model this cross-guard and the angles on the faces.

I was wondering if anyone could give me some pointers for modeling something like this because i'm kind of stumped at the moment.


texts:
I am trying to develop a small dungeon. My idea to to generate it programmatically and refine it by hand. Floors and walls are all cubes.

This is the file. I want to do two things:

Merge Wall_1_Room04 with Wall_1_Room05
Merge the wall obtained in the previous step with Wall_7_Room04

I looked for a solution, but I was not able to find it. So I have a few questions for you:

Is is possible to do it? If yes, how?
Is the fact that every Wall has a child cube a limitation?


texts: Volume scatter shader causes black spots

texts:
I am following Andrew price's video on making clouds but my clouds are rendering with black spots on them. I have tried turning up the maximum transparency value under light paths but there is no difference between 50 and 200.

What could be causing this?


texts: location info of objects not changing in any frame for physics simulation (but their position changes)

texts:
I am new to blender and using it for generating a dataset for another problem that I am working on. I use physics simulation to make objects fall. The problem I am facing is that the object.location value does not update after simulating. I can see that the objects did move in 3d view. Do I have to do something different to get the location in the last frame? (need python solution for this) I am using the following code for simulating

def simulate(start_frame=1, end_frame=200):
   for i in range(start_frame, end_frame + 1):
       bpy.context.scene.frame_set(i)
       bpy.context.scene.update()


texts:
I am relatively new at blender with maybe a years worth of experience on and off. Basically i have been using blender primarily to create good quality animations of product assembly and disassembly and good quality rendered images. I do this by importing STL files off Inventor (CAD) and re-assembling them into blender with blender's own constraints.

I have created an animation with text about how to set up an electrical component on a product through blender. Basically the animation shows a control panel of an electronic devices's screen then plays the product moving with the associated screen displayed on the device in the screen.

Ultimately what i would like to know is if the devices's control panel can be interactively operated by the viewer like a simulation and have the animation respond accordingly to the controls. I understand that this may be going into the blender game engine side of things which i know nothing about. So just a point in the
right direction will be a huge help.

I would also like to know if the animation i have already created can be combined with the blender game engine side of things if it is to go that way.

Below is a screen shot of the control panel (top right corner) and the product that i would like to see react to the controller.

Any help is greatly appreciated.


texts: Where is this material viewport in Blender 2.8 Beta?

texts:
Sorry, i'm just a noob in 3d program, so i don't really know what to call this thing.

But do you happen to know how to display this kind of material in Blender 2.8 Beta viewport?


texts: mesh edges still slightly visible after subdividing and shading smooth

texts:
I am modeling a mesh in blender 2.9, and I gave it a subdivision surface modifier, then shaded it smooth.  Most of it worked great, but there are still some parts of the mesh where I can still see some edges (example below)

I do not want those edges to be visible.  Is there anything I could do to eliminate this effect?  Any help is appreciated! : )
(PS, I will give the link to my file below)


texts: Mouse wheel rotates instead of zooming in

texts: My mouse wheel is suddenly rotating around an object instead of zooming in. What hotkey did I accidentally press, and how do I get it to zoom again?


texts: How to make a rope constraints two mesh and swinging?

texts: I've try make a kendama animation, when make the rope I want the endpoints of this rope to connect two meshes while following their movement and swinging looks realistic. I think use bone wasn't a good choice, pls tell me how would you do this animation if it were you, thanks!


texts: Get current item value from a dropdown menu?

texts:
I have a dropdown box. And i want to do this when this item is selected, and that when another item is selected. So i need a way to retreive what is currently selected in the dropdown menu.

The dropdown menu is a EnumProperty. Like the dropdown box to change the rotation mode.

bpy.types.Scene.enumprop = bpy.props.EnumProperty(items = item_cb)
...

layout.prop(scene, 'enumprop', text='Files')

How do i retreive the value of the current selection from a dropdown menu by code?


texts: Make Particles follow a Black and White image texture

texts:
I have a black and white image of some text. I would like to instantiate particles only on the black parts of the texture. I'm using the hair particle system and a rendering as object.
I have tried using vertex weight edit modifier but it does not seem to work.
Any ideas on how to do this. Step by step instructions would be preferable as I'm new to blender.
Cheers.


texts: How to make an object from basic volumes?

texts:
I'm new to 3d model and I want to create an object from basic volumes like spheres, cylinders, cubes, etc. For instance, I want to make a cube by fitting speheres in. Is there an automatic way of doing this in Blender or any other program?

Edit details: Your answers were so helpful. In addition, what I'm really trying to do is fill an irregular form with other irregular forms. For example, let's say, a
house (a cube with a pyramid on top of it) filled with little bottles (like little cylinders). (It's for a 3D printing project). Is this possible to do?


texts: Camera getting stuck in the middle of animation

texts:
So I've made a triangle loopy design and now I'm passing my camera through it to complete my animation. It's a fairly long but completely straight design. Now i have keyframed my camera on either ends of the loop. The camera now starts moving straight then halfway through it suddenly bumps, falls back a little bit and stops. It restarts again and instantly the same action is repeated until the animation time runs out.
Note: i was seeing a reference tutorial of it and nothing such happened in that so i believe it's something in my settings.


texts:
I'm working on a project where model looks like perfectly cut stone (or other random object).
I have one face flat with multiple vertices and need to modify vertices that are very close to the edge of the flat face.

Is there a way to lock vertices (XYZ position) of the flat face so I can proportional edit other close vertices?

Thanks a lot for help.


texts: How to connect bezier curve endpoints with straight line

texts:
I create beziel curve like this:

Then I press alt+c to connect endpoints and I get this:

But I want this:

Can somebody please help me?


texts:
I have often found help on this forum, but this is the first time I actually got a question I could not find an answer to. I applied the armature shown below on the mesh with automatic weights. Of course the mesh was on the armature when I did this. But after I applied it this happens. ANY ideas?

I unchecked deform on the main bones, the IK's and the elbow and knee bones, and the bones show in the same direction.


texts: Blender not recalculating normals for mesh properly

texts:
Thanks for any assistance you can provide on this. I've been iterating on this for a while now and am somewhat flummoxed by the problem.

I have a small .blend file here which illustrates the problem:

https://dl.dropboxusercontent.com/u/21819517/example3.blend

This object (a scroll and pegbox for a violin model) is enclosed and has no non-manifold geometry or duplicate vertices.

On the bottom front right of the mesh, you see that the mesh tapers down. On the bottom left, I've moved two vertices out slightly to demonstrate the problem.

When the bottom part of the model is shaped like this on both sides (as it is on the right side of the mesh in the .blend file):

Everything works fine.

If, on the other hand, the model is modified like so:

Then recalculating normals does not work properly. Blender flips normals improperly.

You can see this for yourself by opening the .blend file I posted above, pressing A and CTRL-N. If you move the edges back so they are not in front of the rest of the model, it works correctly.

My question is: Is there something wrong with this mesh to make it do this? Or is there a bug in Blender? I'm concerned that there's a problem in my mesh that makes it hard to determine the inside and outside, so I'd like to resolve it if there is.

I'm using Blender 2.73 on Windows 8.

Thank you for any assistance you can provide!

Edit: I don't feel this is a duplicate, based on the question linked. I've provided a specific example that demonstrates a reproducible scenario of incorrectly calculated norrmals.


texts: Create a curve array along two other curvers

texts: I'm trying to draw a car using bezier curves. At the moment I'm working on the car wing. Everything you can see on the following image are curves. I am trying to create an array of the marked curve segment rotating it along the the two other curves it's embedded with. So the result basically looks like the blue lines on the second picture. I have absolutely no clue how to do that. Does anyone of you have an idea?


texts:
I'm new to Blender and have been playing with rigid body simulations. I have noticed that collisions are not very accurate, which is usually okay, but, in this instance, it makes objects fly through each other.

This simulation moved the plane upwards, smashing a cylinder into pieces. Note that there are pieces below the plane which didn't perform collision checks correctly. How can such occurrences be prevented?


texts:
I am collaborating on a project with another individual who uses 3DS Max. When he marks edges as sharp, exports the mesh as a .obj file and gives it to me, I don't see any marked sharp edges.

Are there any file formats that preserve sharp edges between modeling programs that I can use in Blender?


texts: Final rendering add reflection on materials

texts: When final rendering add reflection on materials. But I don't know how to delete. I'd like to delete reflection on materials.


texts: How to bake Freestyle, or snap Brush to UV or edge?

texts:
I want to draw srtright line on my model, like a fresstyle, but I need this lines on texture. I wanted to bake Freestyle, but it seems like it is impossible, so may be I can snap brush to edge on the model or to the edge on the UV? I know that I can use "Pointness" node, but I need to choose needed edges by myself.

Edited: temporary, not completely solution:


texts: How do I add a downloaded texture to an object in 'simple' mode

texts: Firstly I just want to add a downloaded texture image to an object in Blender 2.92 to ALL surfaces, I do not want to apply a different texture/materials to each face.  I have watched a video tutorial which uses version 2.80 which I can follow using 2.80 but in 2.92 I have come to a 'wall'. I select my object, open the material panel, select NEW, click on the small o next to Base Color to select an image instead of a color which in 2.82 opens a window to select a texture type. This does not happen in 2.92 and I can't work out what to do. Help.


texts: Turn off Knife cut "auto complete" setting?

texts: Everytime i use the knife tool, it wants to auto complete and i just want to make one line, non of the short cuts get rid of it either.


texts: Trying to zoom towards object for more detail, but zooming through object instead

texts:
I'm a Noob. I was working through a tutorial when I hit some keys causing the problem below (I was creating faces between vertices... holding shift & right clicking the vertices to select, then clicking F to create the faces)

Before I was able to zoom (scroll) toward the object to see the the mesh in finer detail without going through the mesh. Now I just zoom straight through the mesh. So I start to see the mesh in more detail as I zoom, then with 1 more turn of the mouse scroll wheel, I zoom straight through my mesh. It appears to be zooming by the same increments.

Anyone know what I have done & how to sort this?

Image 1: What is see before scrolling my mouse forward.

[![enter image description here][2]][2]

Image 2: What I see after scrolling my mouse forward (It goes through the object). See my clipping values to the right.

[![enter image description here][3]][3]

Iv'e also just noticed that my background image has disappeared (I only mention this as I assume this is caused by the same problem). 'Background Images' is ticked in the properties region! (I can't show this image as apparently I can't show more than 2 links since my 'reputation' is below 10)

Edit:
I just solved my problem & feel like a complete idiot! I was in perspective view, I just pushed '5' on the number pad to change to orthographic view & it solved both my problems above :)


texts:
Hi i was weight painting for a finger and I couldn't help but notice it doesn't paint anything until i hit a certain spot and even then it paints all around it!

apparently brush size doesn't help. any ideas?


texts: How to access properties of the 3d Viewport?

texts:
I've just started trying to write a script to speed up my workflow in Blender, but I'm having trouble interpreting the Python commands that show up when you hover the cursor over a button.

For example, I want to toggle the "Limit Selection to Visible" button in Edit Mode, but keep getting errors. If I click the button, the log/output window shows:

bpy.context.space_data.use_occlude_geometry = True

But if I type this into the console, it gives me an error (see screenshot).

Looking at the Blender API provides some information, but not enough for someone with my limited amount of scripting experience.

Just taking the python line from the log window and pasting that into the console works for some things, but not others. Any ideas why?

Many thanks in advance.


texts: Why does my object not show up in View Port Shading?

texts:
I'm very new to Blender. What is every reason an object isn't showing up in a render or viewport in when using the cycles render engine? I've been trying to figure it out but the object is still disappeared. Please advise.

After I inserted light in my scene.The object still doesn't show.


texts: I'm making some water effects currently, but I'm running into a persistent question—what exactly would be the material setups, index of refraction, etc., to get truly physically correct water—be it fresh, salty, or otherwise polluted?


texts: How can I assign a different image texture per particle?

texts:
I am currently working on making a realistic grass shader in blender, but there's one thing I'm stuck on. I made a few different variations of textures in substance designer to make some of the grass blades look dead or discolored. I split the grass up into multiple particle effects each with a different texture, and while it looks okay, it's too inefficient for me since I already use multiple particle effects each with different object counts and size/rotation settings, so it becomes noticeable that each texture variant is applied to a different particle layer. You can see what I mean here:

I have never found any resource online that can show me how assign a different texture based on particle index, so I spent some time messing around and got this as my node setup. I divided by 15000 (number of particles in my test layer) to get a value from 0-1, then rounded it to a whole number.

...And to my surprise it works! But not really. You can see in my test render (I used a solid red and blue texture so I can visualize it better) that the texture variation is split down the middle of my render. I did not know this how particle index works.

So basically what I'm getting at is I need to know either: how can I randomize particle index distribution, or is there a better way altogether to do this? I should also mention that in my particle settings under "Emission" I have the "Random" box ticked.


texts: Why is this fluid baking taking so long?

texts:
I've made a simple scene (for learning purposes), but I've found the fluid sim baking process started taking a lot longer than what I expected (about 3 hours on one of my machines). This is for a 4s simulation with resolution 100.

Since it wasn't taking so long a while ago, I'm curious to know what setting I might have changed that made it so slow.

Blender file:

This is on Blender 2.79


texts: is it possible to use the array modifier to follow an edge instead of going straight?

texts: i'm trying to have this fence follow an edge what is the best none destructive way to go about it


texts: Fire itself does not show in final render

texts: Just followed the campfire animation. Fire, smoke, and embers all show in Alt+A view and also in F12 render.  But when going to full animation all I get is the plane, the sticks and a glow. no fire, smoke, or embers.


texts: Bezier path moving during animation when it should not

texts:
Stupid beginners question concerning animation.  I have four spheres which I would like to move along four bezier paths.  Three of them work correctly but in the case of the fourth the bezier curve ALSO moves: somehow the motion of that sphere in the Y axis has been replaced by the bezier curve moving in the Y axis instead.

I can't for the life of me determine what setting I've accidentally clicked on to make that happen.  Can anyone help me out?  This is in Blender 2.79b.

The Blender file can be downloaded from One Drive here:

https://1drv.ms/u/s!AqUHa_qo4gdB9W1TZWpmNt9v8yCe?e=46GmLD

It is "Suck Curve 2" carrying the animated sphere "Suck Sphere 2" which is the problem.


texts: How can I add more animation to my existing animation?

texts:
When I make change to an existing animation, such as colour of object, and press animation again, it won't animate. What am I missing?

I'm just learning blender 2.76.


texts:
Good morning,
I'm trying to make two square holes in a cube.
I managed to make the first one:

But when it's time to do the second one, the software can't take the sides of the cube anymore since the cube has been transformed, I can't select the top side but only certain side of the lines, so if I try it gives me something like that:

May I know how to make two holes? Thanks.


texts:
I'm new to Blender and I have just dopwnloaded Blender 2.76.

Unfortunately it doesn't seem to work under my 32 bits Windows7.

Is there a 32-bit version of 2.76?

Thanks.


texts: I somehow made edit/object mode monochrome. How do I revert to default render settings?

texts:
Relatively new to Blender here.  While doing a bunch of Control-Z undos in edit mode, I somehow made both edit and object mode monochrome when I fat-fingered something.  I've been searching through all the render settings but can't figure out how I got it to this state.

https://imgur.com/a/ZZYphit


texts: Rendering my animation is black, but there is a light?

texts:
I'm normally a programmer in unity so i know very little about modeling and all that stuff so sorry if this is a stupid question :) What i'm trying to do is make a background video for the main menu.

When i'm in the normal 3d viewport with rendered materials turned on in the bottom and look through the camera everything is fine such as seen here.

However when i go to "Render Animation" in the render tab to make it into a video the view comes back as black even though there is a light as seen here.


texts: What do you do if you dont have a numpad

texts: imtrying to follow a tutorial on youtube but I have a laptop, and it doesent have a numpad, please help whats a good alternative


texts: For my mesh I have two UV Maps. I'm importing the Blender file into an external program which requires the UVMaps to be in a certain order. In the UV Maps list there are no up/down arrows like there is in the Vertex Groups list to change the order of elements in the list. Is there a way to assign the order of UV Maps in Blender? Or could there be a Python script to do this?


texts:
Absolute beginner here. I would like to make a very simple 2D animation using Blender, but am stuck at the very basic level, I don't even manage to enable a grid. I have searched the internet a lot for guides and video introductions, and found quite a lot of them, but none seem to show what you need to do to enable a grid, and snap-to that grid.

When first opening a new "2D animation", there is a menu at the top that says "Guides", which seems to be intended to enable a grid, but it is greyed out, and selecting something in it does not change anything. After placing a first rectangle, the menu disappears.

So, how can I enable a grid, and enable snap-to the grid in the 2D Animation interface of Blender?

EDIT: Here is what my user interface looks like:


texts:
Sorry for this probably noob question, I'm kinda new to Blender.

I displaced the floor using the clouds texture and I'd like to place the wooden path on top of that, without having gaps. How can I make the path follow the same displacement as the floor?
And as a bonus; Is it also possible to make the grass not go through the path?

Thank you so much in advance for your help :))

Sam


texts: Blender Game not rendering objects correctly

texts:
When I try to play my game, the scene gets messed up. I think it is better if I show you what I mean.

Image:

The skydome is completely gone and the order in which the models render is completely wrong. I tried a lot of things, but nothing seems to fix it.

EDIT: The problem with the skydome is fixed. I had to flip the normals.

EDIT #2: Here is a link to the .blend file: http://www.mediafire.com/download/lm3i4n78gcok8q2/Station_of_Awakening.blend


texts: New blender update doesn't let me render in MP4

texts:
After Blender 2.79 dropped, I can't seem to render in MP4. I have attempted to use the FFmpeg video option they added, but no matter what I choose in the encoding tab, even presets, the render always ends with a useless unreadable file.

Does anyone know what I have to do to fix this?


texts: Can I render each layer with transparent background?

texts:
My question:

How can I export the PNG file ( like the attachment file ) from blender file?
How can I render each layer with transparent background?

I have a blender file.
https://www.dropbox.com/s/3dfak4v5p8vyuq9/BC%20lending%20page62.blend?dl=0


texts: Update target with new same name object+suffix added

texts:
I have a script that automatically adds an empty as a target of a constrain which works as it should be, but when I run again the script it adds another empty with the suffix .001 and what I would like to is that the target updates automatically with that new empty with the suffix .001 and so on.
Is that possible?
import bpy

empty_name = 'MyOwnEmpty'

o = bpy.data.objects.new( empty_name, None )

bpy.context.scene.collection.objects.link( o )

o.empty_display_size = 4
o.empty_display_type = 'ARROWS'

for x in bpy.context.selected_objects:
    objs = x.constraints.new(type='COPY_LOCATION')
    objs.use_offset = True
    objs.target = bpy.context.scene.objects.get(empty_name)


texts: I imported obj file but it seems it imported as single mesh?

texts:
A scene exported from 3ds Max as .obj is imported as single mesh in Blender. How can I get separate objects like in 3ds Max?

3ds Max

Blender


texts: Blender 2.80 full release is not opening on my IMac

texts: Blender 2.80 full release is not opening on my mac am running an iMac osx late 2012 version 10.9.5 Macintosh HD with a 2.9 GHz Intel Core i5 Processor and 8 GB 1600 MHz DDR3 of Memory and an NVIDIA Geforce GTX Graphics card I tried restarting my mac and I also tried re-downloading blender 2.80 here is what it says when I try to open blender in the terminal


texts: Why doesn't Auto-IK work for " Crouch " Action? (Override Cyclic Dependency)

texts:
While implementing "Crouch" action , the model/armature crouches fine when used with "IK Bone Constraint"  applied to relevant bones , but when  crouch action is tried on the same model/armature with IK option "toggled ON" and no IK bone constraint applied ,the spine bone just doesn't move the same way with respect to the root bone.
This makes Auto-IK un-useable for implementing a walk cycle(eventhough other bone movements like hand and leg movement  work fine with Auto-Ik).
Since there is a "cyclic dependency" created with Auto Ik ,is there a way to override it?


texts: co-ordinates while morph particles into shapes

texts:
is it possible to export to csv etc. of x, y, z coordinate and colour of each particle in each frame doing morph particles into shapes like in video below?
https://youtu.be/UgmJsLcLXUI?t=639


texts:
I'm trying to get effect below in Animation Nodes.
The effect seems simple enough, I just don't know how to set it up. Anyway thanks for looking.


texts: How do I make it so the object will stick to to my character's hand while posing it?

texts: I am trying to make it so when I move my character's arm the drumsticks will move along with it, I connected the object to my character's hand before it was rigged, but the drumsticks were made as a separate object. Any suggestions?


texts: 128 samples with node denoiser animation still flickering

texts:
I'm trying to do an animation but even if  I doubled the samples my video is flickering, in another topic they suggest me to increase the samples, so I moved from 64 to 128 samples but the result is almost the same.
I'm using a denoiser node, someone told me to try to render without it and then use a video denoiser, but I found a lot of videos tutorial where they use it even with less samples and they don't have this flickering problem so I think there's something not setted correctly in my file, can someone check it or give some advices?
Here you can find the file wth the folder texture and the animation video folder:
https://www.dropbox.com/sh/ubn2ejn51cre75v/AACMnkRHLIz4jDkintteO-eYa?dl=0


texts: When I export my Blender file to collada file. The image texture is not exported. I tried all possible export options. Does anyone of you guys have an idea why I can't get a collada file which is textured?


texts:
I'm having an absolute fail at the moment.
I'm trying to do a very simple golf club swinging and hitting a golf ball. Before proper modelling I was experimenting with bits and bobs and failed miserably.
I'm thinking that the golf club will essentially be a cube for the head and cylinder for the shaft. Then joined together.  For now, i would like the golf club to then rotate around top surface of the cylinder/shaft and as it comes down the "cube" hits the ball...

I thought i could do physics with club as active element with rigid body contstrained to an empty on the top surface to cylinder/shaft. I.e. the club would fall but teh top of the shaft would be fixed...  However, every combination i have done results in whole club just fallling down.

I could animate it with start position and finish position of club but feel it wouldn't give real dynamics as well..

First of all, does anyone know why my physics wasn't working and it was all dropping down.
DOes anyone have opinions on when to use the phyics rigid body vs animations..
Thanks
Richard


texts: How can I make two duplicated object's material's independently editable?

texts: I duplicated an object, but now when I try to adjust the color, or texture to one object, it automatically adjusts it's sister's color too. How do I disconnected that relation?


texts:
I'm new to blender and python. I want to read analog data from arduino to blender. I'm using the bellow code and it works fine. Even though arduino sends data quickly blender reads them very slow(about 800 ms). Does anyone knows whats the mistake I have done here?

ser = serial.Serial('COM3', 9600 , timeout=1)
 sensor00 = ser.read(size=1)
 sensor0 = ord(sensor00)
 print ("sensor0=",`sensor0)

This code is repeated 9 times for 9 other sensors (flex sensors).


texts: How to change origin of a layer in stroke in Grease Pencil?

texts:
May I ask how to change origin of a layer in stroke?
Cuz all the layer will be affect in the object mode
while the option [origin to geometry] is not available in the edit mode


texts:
I know that in Blender we have a plugin called LightTools (or Lightfield Tools).

It basically adds a grid created from simple mesh, a bunch of lamps, and also some camera. I understand what it is doing, because I can investigate the scene in Blender, but what this is all about?

What are the benefits, usage examples, and what is an overall income from using this script?
I was unable to find the answer with google.


texts: How can I delete internal vertices/faces and edges?

texts:
I will give you an easy example to understand better the situation:

This is my mesh, a simple one

In edit mode:

As you can see there are internal faces,edges and vertices that I want to delete.

I know, one way could be

select my cube (the bigger one),select P and separate it from the main mesh.
then use the boolean modifier - union

and the result would be great

However this method can't be useful if there are many polygons inside our mesh

Is there a script, tool or a modifier that let me delete the internal faces-edges-vertices and let the shape of my main mesh remain, instead of separating each mesh from the main one and using boolean modifier many times?

Thank you!

EDIT FILE BLEND


texts: my boolean modifier isn't cutting into my shape correctly

texts:
So I'm trying to use the boolean modifier to use shape A to cut into shape B. But shape A just turns light blue and fails to cut into shape B whenever I apply the modifier.

Whenever I do press apply, the error message "applied modifier was not first, result may not be as expected" pops up. I've tried to move the boolean modifier over the mirror modifier, but that doesn't help.

I've also tried to recalculate normals for both shapes with no success.

does anyone know how to solve this???

Also, here's a copy of my project.


texts:
I have this larger face with the exact same 2 smaller copies above it. I have no idea how to make a smooth transition between them. Imagine one big mountain with 2 peaks. The tool I am searching for would extrude the bigger "parent" then move
upper vertices to their closest neighbors in the smaller copies by the same percentage. That would be repeated as many times as it takes to reach the shape of 2 copies. The higher the extruded level would be the closer vertices would be to both of these upper parts.
That would be of course linear but I would love to adjust that by a custom function.
This is my MODIFIED (for the sake of clarifying) proposition. Maybe there are other ways around it to get same result.
Okay, I can make this simpler.
I want to connect two small shapes to the big one.

Here is when I try the classic bridge edge loops.

The very origin of the problem is that I want to use a part of mandelbrot fractals as height map.

Which is impossible with orginal output and extremely hard (at least for me) to convert. So I tried by hand and this is the problem. Now as u can see, if this was somehow a height map it wouldn't have straight lines like in Aoradon solution. I might make edge loops in between though and scale them down. Subdivision surface mod would make it appear like a curve.


texts: I opened my blender project today and for some reason certain bones of the armature are scaled weirdly and are out of place. The model still moves correctly, but this just seems weird. Sorry if it's a dumb question, I'm a blender newbie.


texts: i do render of my scene in 2 different render layers but i am unable to composite in a single image please help me. thanks


texts: Is there a way to determine why Blender is running so slow?

texts:
I have a pretty large project (about 1GB, 4 scenes) and recently Blender has become too slow too use.  A couple of annoying things, other than just lagging are:

I can not scale or move objects with the mouse, (nothing happens) so I have to type in values

I have tweaked my GPU settings several times and used this project on Windows and Linux (dual boot) and see the same problems on each.

Is there any sort of performance monitor or profiling that would be able to say what part of the project is running so slowly?


texts: I'm trying to make a model for a mod and i'm not 100% sure how to export it with texture. I have searched all over the internet for tutorials but keep on failing. I know it probably me and you are annoyed that you keep on seeing this question.


texts: How to subframe particle emitter parented to a Bone?

texts:
I parented a particle emitter to a character's armature (a bone in the armature). The idea is to create a continuous trail of particles that the characters leaves behind as he flies by.
If I parent the emitter to a bone in the armature, the trail becomes 'patchy' and 'stepped', like the emmitter is not considering subframes, only whole frames.
I tested animating the emitter directly, in the same speed as the character, and the trail is continuous and not stepped as I need it to be. But I need to parent it, because I want it to be precise and follow exactly the same path as the character.
Why does parenting to the armature make the emission not continuous? Is there a way to fix this?
Edit: added a screenshot below: The trail becomes a 'dotted' line as the character gains speed, instead of being a continuous trail.


texts:
I'm new here. I'm using blender 2.8a on Pc.
I have a rigify rig (not mine), often I need to select specific "handles" of the rig (for handles I mean the circle or squares or boxes that allow you to move the bones, see picture attached).
Is there a way to save this "selection" somewhere in a blender? so next time that I need them I don't need to re-select one by one, and is quite a time consuming, any suggestion?
thanks in advance


texts: Random Actuator change "int_max" via Python

texts:
so I'm relatively new to Python in BGE (and just Python in general, really.) and I'm trying to make a script that changes the maximum integer on a random actuator. I hovered over it, and it said to type "int_max" but I got an error.

    import bge
    from bge import logic as l

    cont = l.getCurrentController()
    own = cont.owner

    Dif = own['DIF']
    Timer = (19 - (Dif * 3))
    Rand = cont.actuators['Random']

    if cont.sensors['Always'].positive and Dif != 0:
        Rand.int_max = Timer
    else:
        if Dif == 0:
            Rand.int_max =

I have no idea how to change the maximum integer for the actuator, what the attribute is called. Does anyone know how I could change it, or if my script is wrong? And is there any way for me to check what the attribute is named for an actuator/sensor? Thanks a bunch! (If you need more info I'm happy to oblige)


texts: How do I stop the Compositor Output Node from overwriting my images on each new render?

texts:
Using the compositor node setup above, when I hit F12, it makes a new pass and the rendered images are automatically saved. The problem is that the new render erases the previous one that was saved in my folder.

How can I prevent this?

I've already unchecked the "overwrite" option in the output panel in the properties editor, I did not see any similar options in the compositor editor.

I just want Blender to create a "render01" if a render is already there, exactly like in the outliner!


texts: How to export mesh with normal map applied as OBJ or STL for 3D printing?

texts:
Although I do have limited experience with 3D modeling, I'm very new (about 10 days) to using Blender 2.8

I learned how to export character models from Overwatch and import them into Blender. So far so good; I can see the mesh, the UV map, the rendering pipeline, and so-forth. I would like to export the mesh to an OBJ file or an STL file for my 3D printer's slicer to work with. However I realized that a lot of the fine details were missing. That lead me down a long dark tunnel of normal (bump) mapping, rendering, and displacement maps that left me more confused than before.

Below three images are attached. You can see that the exported OBJ is identical to the original object mesh. However the rendered image has a normal map applied that provides more detail around the muzzle of the blaster.

My question is this: Does Blender (or any other 3D editing program) have the ability to export an OBJ after applying the the normal map so that the fine details are captured for printing?

UPDATE: I attempted to apply the existing normal map as a displacement per @Duarte's suggestion below. The only effect was to completely distort the model. Fourth image below shows the result.

Object mesh:

Rendered model:

Exported OBJ file:

Normal map applied as displacement modifier:


texts: Does Blender remember every manipulation done?

texts: Does Blender remember every manipulation done (especially creating mesh, scaling, translation, rotation, extrusion, deletion, loop cut etc)? If not, how can this be achieved? Because I was looking at this video and was asking myself how every edit he made were recorded and I would like to look back the process of my model. https://www.youtube.com/watch?v=3edaWDU_xKE


texts:
I try to mark sharp, but I found the only way is to select it one by one and mark in edge menu, is there a way to do it by angle just like auto smooth or edge split?
and then I want to turn sharp into seam , how to do it??


texts: iam repairing a model that has intersecting geometry. It is a really dense mesh that was conected via boolean. So it is firmly connected but in a wrong way and i have no way to erase this zero thick wall without selecting it manualy, which is in that dense mesh almost impossible. Is there a way to isolate this kind of geometry and delete it?


texts: How do I straighten just the inner hole of this mesh?

texts:
I'm attempting to make a combination wrench. The hole is supposed to be hexagonal, but I can't figure out how to sharpen the edges without causing pinching on the outer side of the wrench when I use a subdivision modifier. Anyone have any ideas on how to do this?

I also tried beveling the inner lines of the ring that caused an artifact:


texts: How to make a fullscreen toggle button in the BGE?

texts: I am making an options menu in the BGE and I want to know how to make a button that toggles fullscreen on and off for the blender game?


texts:
import bpy

###RIG CONTROLS

class RigUI(bpy.types.Panel):
    bl_label = "Rig Controls"
    bl_space_type = "VIEW_3D"
    bl_idname = "RIG_CONTROL_PT_panel"
    bl_region_type = "UI"
    bl_context = "posemode"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        pose_bones = context.active_object.pose.bones
        try:
            selected_bones = [bone.name for bone in context.selected_pose_bones]
            selected_bones += [context.active_pose_bone.name]
        except (AttributeError, TypeError):
            return

        def is_selected(names):
        #Returns whether any of the named bones are selected
            if type(names) == list:
                for name in names:
                    if name in selected_bones:
                        return True
            elif names in selected_bones:
                return True
            return False

        #Define the names we'll use for bones

        head = "head"
        neck = "neck"

        #Define what controls to show depending on the bones selected

        if is_selected([head, neck]):
            layout.prop(context.object.pose.bones["head"],"isolate_head"
, slider=True)

       [![enter image description here][1]][1]
###RIG LAYERS

bpy.utils.register_class(RigUI)


texts: Possible to create a custom viewport camera/light/empty representation?

texts:
First of all, I’m missing the right word here, hence my vague title. What is the name of this:

Please don’t say it’s a camera :D. I mean how do you call the 3D viewport representation of the camera or light or empty? Is it also a gizmo?

My actual question is: Is it possible to create custom 3D representations with the same properties (selectable but not editable) through the Python API?


texts: How to Assign Material to Randomly Selected Objects?

texts:
i'm trying to do something that should be relatively simple, but i'm not experienced enough in blender to know how to do it.

I have a few dozen individual items (spheres).  I want to assign 3 or 4 materials to them, each ball one material.  I want to take this method: Random Select -> Assign Material to randomly selected objects, deselect, repeat.

First issue im running into is when I import this obj, I cant enter edit mode (I assume you can only apply materials in edit mode?).

The second issue, when I somehow figure out how to get into edit mode, I can sometimes add a material to one sphere, but linking it (ctrl+l) doesnt link the materials to the other selected objects.  I managed to do it once, but then it never happened again.

Somtimes I cant even assign my newly-created material to one object at all.  No idea why.  Very frustrating.

Can someone walk me through how to do this please?   Thanks in advance!  Im really lost on how the material system works.  Sometimes it seems like it works, other times it seems like it doesnt.


texts: Add prefix to filename on "Save Blender File"

texts:
I want a prefix added to the name of the .blend file when saved through the "Save" File Browser.
Generating the prefix and new filename is no problem, but actually using the new filename is what i need help with.
So, what i want, if possible, is to "hook" into the "Save Blender File" button (or similar) to change the name of the .blend file when it is saved.
I want this to be done through a python addon.


texts: What do the tools in options panel( like Tag Bevel )in edit mode do?

texts:
I was trying to get to know everything in Blender and I came across the options tab in Edit Mode and there's whole bunch of options like Tag Seam, Tag Bevel etc.

I know how to use all the suffix functions (i.e every tool without "tag" ).But I am wondering if this has any specific function/usability.

So, if anyone has any idea can you please explain all those options(Tag Seam, Tag Sharp, Tag Crease, Tag Bevel)? Thanks.


texts: baking displacement map from multires and applying it

texts:
I cannot figure out how to bake displacement maps properly. Here is what I do:
I sculpt my mesh (UV unwrapped) with multires. I switch to blender internal, set my Multires preview to 1 subidiv and Render to the highest subdiv. I create a 32bit map and Bake with "Bake from multires" on. The resulting displacement map looks OK...

Applying the displacement map:
I remove the multires and apply a standartd subdiv modifier. I add a displacement modifier on top of that I set my map to be the map I baked in the previous step.Now if I play around with the strength and midpoint value I can get something close to the original sculpt but not quite the same.

Does anyone have a reliable, functioning workflow that eliminates the guesswork and produces clean results? Thank you!


texts: How would you get the same amount of vertices on 2 different objects in blender cycles? I want to make my mesh text transform into a different word but to do so I need an equal amount of vertices on both different words.


texts: Blender exported mesh extremely deformed

texts:
After exporting my mesh to FBX form to test out my sails in physx clothing, I noticed my mesh was terribly deformed. There were a lot of random spikes and abnormalities that appeared in the main hull part of the ship.

exported version

blender version:

In order to cut my holes in the main outside part of the ship I would Boolean it with a cylinder. Since the exterior was solidified, it has like 4 walls for some reason, so I just moved one interior side to overlap another to cover up the hole created around.

Sorry if i'm not making sense, this is my first blender project, and I really don't know what's going on. Will I have to redo the exterior?!?!?


texts: How do I make incremental value changes in microns?

texts: I recently got into 3D printing and I am using Blender until that no longer becomes feasible to do so. I am working in real world measurements in Blender, using meters. I have a need to move my background images in the x and y within millionths of a meter increments. Holding down Shift and dragging seems to move the image in centimeters and I can't figure out a way to get a finer adjustment than than except typing in values by hand which is cumbersome. Does anyone know if it is possible to make adjustments within millionths of a meter (microns)?


texts:
I have 5 cubes and I want to make boolean union.

How to do it in one go ?

Now, I know only know how to make union one step at the time.


texts: How can I write the vertices of a 2d polygon to a text file?

texts:
I'm trying to figure out how to save the vertices of a 2D polygon to a text file.

e.g. i have drawn two flat squares on the X-Y plane, which i have named "Square 1" and "Square 2", locations of their vertices are:
Square 1: (1,1) (1,0) (0,0) (0,1)
Square 2: (4.2,4.2) (4.2,3.2) (3.2,3.2) (3.2,4.2)

I would like to save these vertices to a simple text file in this format:
Square 1: 1 1, 1 0, 0 0, 0 1
Square 2: 4.2 4.2, 4.2 3.2, 3.2 3.2, 3.2 4.2

Any help is welcome, Thanks!

after some more googling i'm finally getting somewhere!

import bpy

current_obj = bpy.context.active_object

    print("="*40) # printing marker
    for face in current_obj.data.polygons:
        verts_in_face = face.vertices[:]
        for vert in verts_in_face:
            local_point = current_obj.data.vertices[vert].co
            world_point = current_obj.matrix_world * local_point
            print('%.2f %.2f, ' % (world_point.x, world_point.y), end='', flush=True )
    print("")

this outputs to the console in the format i want, however printing to a file in the for loop doesn't work.


texts: I rendered my youtube intro, but, there is no audio. How can I get blender to output a video with audio?


texts: How to animate vertex color of an object?

texts: Is it possible to animate the vertex color of an object?


texts:
Looking through some old .Blend files I came across this:

I remember making it the first time I heard of the poke function and then got sidetracked into experimenting with modifiers, but I have no memory of how I made it blocky shaped.

Can someone tell me how to blockify a mesh?


texts: This is my first time using blender sculpting, and whenever I sculpt with dyntopo on it removes geometry instead of adding it. The bottom two lines in the picture are with dyntopo on and the top ones are with it disabled. I went in to edit mode and it was actually deleting geometry/faces, which is the opposite of what it's supposed to do.


texts: Can I reach the World's horizon_color in bge?

texts: I was wondering if possible to retrieve and change World properties in-game, especially the horizon_color.


texts:
I am looking around for a script that will allow me to trigger animation based on a file input. I'm using blender 2.67b, all the scripts I have seen are for 2.49.

Any suggestions?


texts: getting ripples while selecting with stylus after installing window 10

texts: I installed window 10 yesterday, as well as the wacom driver (the tablet was not responding), and verified the settings. Now I cannot select (everything was fine before, Rclick mapped to stylus button) anymore, I  get  some ripple effect around the cursor and it doesn't select.


texts: Rename blender source files and get them to relink

texts: I'm using blender as a video editor and would like to rename all the source files to some logical names (rather than Data/time names).  However, I suspect if I do this the links to the edited version will be lost.  What is the best way to rename the files so as to minimize the pain of relinking all the strip sources?


texts: How do I stop a displacement modifier from breaking the edges of its mesh into many small parts?

texts:
I have a mesh grid. I have selected all the edges of it that run in one direction and applied a freestyle color mix to them so their start is pink, their middle is white, and their end is green.

When I view the rendered mesh like that I can see that each edge is rendered as a single line, with all the colors nicely lined up:

Now I apply a displacement modifier to the mesh, using an image. I would expect that each edge would remain as a single, uninterrupted line, warped to fit the displacement map, and with the color placement the same as above – pink on the left, white in the middle, and green on the right.

Instead of that I see a random distribution of colors, indicating that my edges now appear to be made up of many small lines:

How can I correct that and achieve a displaced mesh with single, unbroken edges running the full width of my mesh?

(FWIW applying the displacement modifier has no effect on the issue.)

Update: May 7th, 2017 – I tried turning off the "Visibility" setting, as per TK's suggestion, but that didn't fix my problem. The lines are still mostly broken up into small pieces.

Here's another version of the file that I created from scratch, just to make sure I hadn't unchecked any default settings while fiddling about. It exhibits the same problems. I've applied the Displace modifier to keep thing simple.

Thank you.

Dunstan


texts:
I am making a spaceship corridor in blender cycles, but when I render it out it gets really grainy in terms of shadows.

Can anyone help me?


texts: Why do baked textures turn out checkered or blocky?

texts: I've been having issues with baking textures recently and I have no clue how this happened and how to fix this. If anyone has suggestions or solutions I'll gladly accept them. Thanks]1


texts: How to move the keyframes for specified shape keys with Python

texts:
I've created an object that has a few shape keys that have keyframes inserted. I've made a script that moves keyframes for shapekeys, but I can't get it to work for individual shape keys ones. Instead, the script moves the keyframes for all of the shapekeys in the scene. Does any one have an idea of how to get a specific objects keyframes moved?

Code:

for key in bpy.data.shape_keys:
    if key.animation_data is not None:
        action = key.animation_data.action
        if action is not None:
            for fc in action.fcurves:
                for kf in fc.keyframe_points:
                    kf.co.x += 90

Let's say I have a key named "Key 2" and I want the keyframes for only that shape key to be affected. This script simply doesn't function to do so.

I've searched and tried many methods including using lists or variables like this (to only alter the shape key of a selected object):

ob = bpy.context.scene.objects

sel_shape_keys = ob.active.data.shape_keys

for key in sel_shape_keys:
    if key.animation_data is not None:
        action = key.animation_data.action
        if action is not None:
            for fc in action.fcurves:
                for kf in fc.keyframe_points:
                    kf.co.x += 90

but I get error messages every time. I'll admit that I'm a bit new to working with keyframes in Blender's Python API - any help with this would be greatly appreciated as I'm stumped in solving the issue.


texts: Is there a way to bulk move objects under a collection

texts: I have created a forest of about 300 trees and I would like to have all of them moved under a collection called tree. I can select them using pattern matching, however when I go to drag and drop the selected item into the new collection it only moves the one I clicked on in the object tree. Is there a way to bulk move all of the selected items to said collection?


texts: Faking HDRi Reflections with an orthographic camera

texts:
Is it possible to fake perspective reflections of a HRDi in a scene with an orthographic camera?

As reflection rays are parallel on flat surfaces, every face of a glossy object has a uniform color instead of color variations from the HDRi.

I'd prefer a node-only setup to baking textures.
Setting the camera back to perspective and using a high focal length is Plan B.


texts: How stop moving the view when entering walk mode?

texts:
When I enter walk mode, I want the view to stay in the same position. Here's what the documentation says:

On activation the mouse pointer will move at the center of the view, and a cross marker will appear…

I don't want the mouse pointer to move. I found nothing in settings to adjust this behavior


texts: I divided my display size by 4 for my window having 420x360 resolution, this is what I need for my game, but while in fullscreen mode the cursor is stuck in the area of window instead of extending over the display area. This makes it impossible to select anything outside the initial window box. Doubling the resolution doesn't create this issue though, I wonder how to fix this..