texts: How to acess and change solid OpenGL lights settings via python?

texts:
I have interested in create an addon to help on viewing models.

the idea is the properties for solid OpenGL Ligths be found in tools panel so we can easily tweak the colors and light direction for better viewing.

But I need acess the properties in user preferences change it and save the props in the .blend and of couse automaticaly load it when a file is open.


texts: Look-dev ambient environment not working in Blender 2.8 Eevee

texts:
I imported this project from an older version of Blender 2.8 (Janaury release) to the latest May beta release.

Upon doing so, my existing project's ambient background is now a checker background when I switch to look-dev and rendered modes in the EEVEE viewport

I tried adding an Environment background as you can see in the screenshot (and also switched to rendered view with the eevee viewport) and the background remains as checkers.

Help


texts:
I have a 2D image broken up into separate layers (upper arm,forearm,hand etc.), and have positioned the bones. When I test them in Pose Mode several things go wrong. As I rotate  some limbs get fatter, while others will stick along one edge, and the limb distorts badly. Nothing can move the edge.
I have only parented each limb to each bone, should I also have e.g. parented foot to lower leg and lower leg to upper leg and that to body?


texts: Bake mesh to plane results in flipped image

texts:
I'm trying to bake the top face of the cube(with text) to the upper plane like below,

Then I place the plane on top of the text and do a ray cast,

The end result is a flipped over result,

I'm curious what happened, I used to bake from high poly to low poly, but this is the first time I bake a chosen high poly face to a plane, could you suggest me a right way of doing this, thank you my friend, I just want to bake a simple decal.


texts: How do you fade an image over video in the VSE

texts:
I am trying to do video editing and I want an image over the video, but I don't want it there permanently. I want it to fade in and out, kind of like transitioning or animating.
I am not sure how to do this. I have seen it done in adobe premiere and people say that blender is a good free alternative.


texts: I have a rigid body simulation of many objects and would like to change how they're shaded depending on velocity. It's easy to get location from object info node, but how about change in location between current/previous frame?


texts: Textures not showing up on objects unless selected in UV editor

texts: When I assign a texture to an object's material and use UV unwrap it doesn't seem like Blender assigns the texture to the faces as they're not visible in the 3D view. If I use the UV Editor to select the texture then it's visible. Is there a way to make sure a texture and its UVs are properly assigned in the Default window layout without having to switch window layouts for every object?


texts:
To compact my node (it will allow to add more adjustments) I would like to hide unused inputs. With dropdown list I could unhide chosen adjustment. That would be awesome if unhided adjustment will be added as a new field. Is it possible?

If not, is there any way to hide the group inputs with simple switch. For an example those 4 I have marked by red color will be hided in one field "adjustment" that will unfold when ticked.


texts: How is it possible, incorrect keyboard assignments

texts:
I've been having a strange problem and I would like to know from someone from a programming point of view, how this is possible.

Let me explain, I have been using Blender for a while when all of sudden my keyboard hotkeys changed their assigned function. For instance, in the edit mode box select, shift b went from selecting to changing the view and when I selected an object to add a modifier to the modifier was assigned to all the visible objects in the scene and were many more.

How are keyboard letters assigned their function and how could they change what they were assigned to do?

One other thing I did to try and fix this problem was I deleted Blender and reinstalled a fresh copy. The strange thing was that the new copy of Blender kept the same incorrect functions as the old copy.

I am using Blender 2.79 running on a windows 10 computer.


texts: How can I seperate parts of a human body to add materials for texturing?

texts:
I have a few human models that I am trying to work with to add textures.
When I select all in Edit mode and ty to separate by loose parts nothing gets separated. I believe it is one solid mesh. There aren't any seams or anything to separate like in the tutorials I have watched.

Does anyone know a way I can take a solid model and separate it so I can add material slots in order to texture them?


texts: Can I restrict viewport render to inside the camera

texts:
Is it possible to enable viewport rendering, but when in camera mode, restrict it to only inside the camera?

My current workaround is to hit Ctrl+B for render boarders, and select as much of my camera as possible.


texts: change the sscene before deleting an object

texts:
How can I perform some actions before deleting an object.

If I have an object that has a relation with some other objects in the scene. and the object was selected in the screen then deleted.

How can I perform some changes (in a python add on program) to the other objects before the object is really deleted?


texts: For some reason a model I downloaded has the same object show up in multiple collections and I can't figure out how to make the object part of a single collection. Any ideas what the issue is?


texts:
Firstly, I am new to Blender. I am actually working on to create a hemispherical model with cell fractured property.
1. I have done this work manually using cell Fracture add-on and now I want to automate using python.
2. I have written the code till particle implementation on the hemisphere. Now I want to create a cell fracture with those 100 particles.
I have attached the hemisphere picture and the final output needed. I have also attached the code. Please provide me an insight on how to do this using python.
Code till Particles in Hemisphere:
import bpy

# Draw hemisphere of 1 m radius
bpy.ops.mesh.primitive_circle_add(
    radius=1,
    enter_editmode=True,
    align='WORLD',
    location=(0, 0, 0),
    fill_type='TRIFAN',  # NOTHING  or NGON
    )

bpy.ops.mesh.bisect(
    plane_co=(0, 0, 0),
    plane_no=(0, -1, 0),
    clear_inner=True,
    )

# Particles
bpy.ops.object.editmode_toggle()

bpy.ops.object.particle_system_add()

bpy.data.particles["ParticleSettings"].count = 100

bpy.context.object.particle_systems["ParticleSettings"].seed = 1

bpy.data.particles["ParticleSettings"].frame_end = 1

Image: Hemisphere with particle feature

Image: Final output required with cell fracture

Thanks and Regards,
Sunag R A.


texts: How do you make a curve which is in a spiral shape and scale it while keeping one point still

texts: I've already made the spiral, but I want to know how to scale it while keeping one end still, like what would happen if you compressed a spring.


texts:
I rendered my animation using eevee and video has wrong colors. If I render image it has correct colors exactly how they appear in viewport in preview mode. Perhaps there are video settings I don't know about?

Rendered video has color shift to yellow while original has red colors.

Color management settings:


texts:
I have the following mesh. It are a series of hexagons on placed on a plane.

No I try to select random hexagons to give them an other material. I know there is a select random function but that only works on vertex, edges and faces. I try to do it by loose parts.

Is there an option to do this?


texts:
I'm modeling my favorite anime of all time. The space battleship yamato or Uchuu senkan yamato(japanese).
I'm having some problem on how to model this ship, from the middle part to the front. Especially the front part with those curved and rounded shapes. I've already modeled some beginners and a bit of intermediate objects so I've decided to give this a shot. Any advice would be a big help to me :)
I'll attach my progress pic as well as a reference pic. Thank you in advanced. Stay safe all :)


texts: Reusing Animations for another character?

texts:
Are you able to reuse an animation on a certain rig for one character to another identical rig corresponding to a different character/model? I want to know because I want to practice animating a lower value model until I am ready to work on my characters. Then, I want to reuse those animations on the characters' rigs.

Thanks!


texts: Assign Materials to specific faces in a mesh via Python

texts:
I have the following arrays (everything inside a structured array data):
Inside i have a struct called material, which has the following information:
face_start: The index of the first face that the material will be assigned
face_count: The amount of faces that material will be assigned to.
So for example: If face_start is 5, and face_count is 3, the code should assigned the faces 5, 6 and 7.
However it does not seem to apply, which i think it's an issue with the API and i can't seem to figure out properly how to assign said  materials to the specific faces.
This is how i am attempting to assign said faces:
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
#This is to set select mode to faces
bpy.context.tool_settings.mesh_select_mode = [False, False, True]

for j in range(len(data[i].materials)):
    #Here i create a material, for example:
    mat = bpy.data.materials.new(data[i].name + " Material" + str(j))
    obj.data.materials.append(mat)
    #After assigning all the material stuff, i proceed to assign it to the specific faces.
    obj.active_material_index = j #I assign the recently added material as the active one
    #I make a for loop where k is the first index (face_start) and goes to face_start + face_count, so it goes from face X to face X+Y
    for k in range(data[i].material.face_start[j], data[i].material.face_start[j] + data[i].material.face_count[j]):
        #I tried both of this, individually and at the same time, but none of them seem to work.
        face_list[k].material_index = j
        face_list[k].select = True
    #This should assign the materials to all the faces where select = True, but it doesn't seem to
    bpy.ops.object.material_slot_assign()
    #I deselect everything so the selected faces are not there in the next loop
    bpy.ops.mesh.select_all(action='DESELECT')

With changing things a little bit, i have achieved to either Assign all the faces to the very first material (aka probably nothing has been done), or it assigns all the the very last. But there doesn't seem to be an inbetween.
I'm probably not understanding the API properly, or there's something that i'm missing, but i'm a bit confused as of how to make it work to assign it to specific faces in a loop. What could i do in this scenario?
Thank you for reading!


texts: COLLADA scene shows different rotation axis when imported in ScenKit

texts:
I have a blender scene with a mushroom inside it, which seems to be perfectly straight aligned with the axes:

When I import it in xcode (inside a scnassets directory), although I select "always use the Y-up axis", the object seems to be rotated and placed in a wrong direction:

It seems like if SceneKit is using a different coordinate system. But unlike for obj files, there's no way to fix that when I export the files. Any suggestion?


texts: When I subdivided it destroyed this gentleman's face. I am absolute beginner trying to run through tutorials but I cannot see what I did wrong, I have an older version of this character but would rather not go back since I did some good work on details like the ribs and chest and belly button as you can see in the photo. I am going to be rigging him up next and i don't want to make a pill mouth


texts: Why can't I change/delete the world background image?

texts: I just want a normal Material and use a Spotlight as lighting, but I cant seem to find a way to delete this background texture image thing? Can somebody help me? The Screenshot was taken in the "Shading" tab.


texts:
I'm new.
I recently grabbed an av skeleton from a game's wiki and wanted to know how I can select the uv maps separately? As in, just tapping L to highlight them. I had cut the edges of the mesh to separate it, but I ended up with this break in smoothness between parts. So I went back and marked the seams... voila! I can select them individually with L. So now the question is, how do I get it to bake ONLY the highlighted UV mapped area instead of all 3? Answered! Made multi materials. Now it's baking black:


texts: cant see anything in viewport and render shows error when working with OptiX

texts:
My Problem is, that In that neither in the viewport nor in the render shows anything up when I work with OptiX as  Cycles Render Device. I have a RTX 2060 and a AMD Ryzen 5 2600 and for me, the Settings worked until now. Rendering with CPU  and OptiX works fine as and when I'm using CUDA it shows everything as it should. In new files it works just fine but in my file I'm working on it doesn't work anymore. If it can't be fixed I am fine with working with CUDA but it would be a huge help if you could fix my problem:)
Edit:
Ok... it seems the Problem is gone but I don't know why I haven't done anything so  if you could write  a solution anyway it would be very nice :)


texts: In Windows, Blender folder not in Start Menu for all users?

texts:
I have a Windows 7 computer with three users sessions.

But after installing Blender 2.77a, I noticed in the Start Menu that the Blender folder is not visible in other user session.

Is it normal ?

--- Update ---
Blender can be used in multi-user system ? Recent documents from an user is visible or not to other users ?


texts:
I am trying to use the Cutaway shader by iReboot (aka Dylan Whiteman) as found on his page here. However, the results are not exactly as expected. The model shown in the attached screenshot is made of planar geometry with solidify modifier, and it uses particle systems to instance other assets. Both the planar objects (particle generators) and the particle objects have the cutaway shader material applied. But the render preview shows parts of the object that are supposed to be hidden away in black. Would you know what might be causing this? Any suggestions for how I can fix the issue?

(Also, I do not want to use boolean modifiers to achieve a sectional view because they do not work well with large complex geometries that are required in this case because of the need to use particle systems.)


texts:
when I make lets say 3 cubes with the array modifier, apply and then separate in edit-mode I  have 3 cubes that behave differently in a parent child relation than when create the cubes otherwise (by adding or duplicating).
The array cubes in a parent relation do not edit simultaneously in editmode, while the ones created by adding or duplicating and put in a parent-child relation, do edit simultaneous in editmode.
Does the applied array modifier have an effect on the meshes later on when put in a parent-child relation? Or am I missing a setting somewhere?
Thx in advance!


texts: Import FBX Camera animation - rotation issue?

texts: I'm trying to import an animated (position and rotation) camera from a FBX file, however, when I do the animation is completely wrong and doesn't match the movement of the camera from the other program (Cinema 4D). I've tried exporting different versions of the FBX file (FBX 2011 - 2016) but the FBX version doesn't seem to have anything to do with the problem. I think the position of the camera seems fine (however, I'm not really sure) but the rotation seems completely off. The scale seems to be correct since a 1 meter cube in the middle of the scene from C4D matches the size of adding a 1 meter cube in Blender. Any ideas how to fix this?


texts: File keeps getting a "Not Responding" error whenever I open a file

texts: I'm pretty new to Blender so I am not quite sure what is happening but whenever I open this specific file, the program crashes. I've looked it up and I've seen it could be a memory error but if it is I'm not even sure how to fix it. Is there anyway I can open this file and potentially lower its file size so I don't encounter this problem again? I am using Blender 2.82 currently


texts:
I was watching a tutorial on making a cup, (link in comment) and towards the end, he says make Clamp 0.98 in order to remove white spots on the image.

I added 0.99 to Clamp Direct (2.78c) and I still get the white spots on the image, and no clean cup and bottom on render. The image looks like this,

while his image looks like this

What am I doing wrong?

Screenshot of my settings in the comment.


texts: How to make edge length to always be multiple of a certain number?

texts:
I want to make a model whose edges' length (all of them) are always multiples of a certain number.

Later on I want to apply a pixel-art texture and I need to have a 1:1 relationship between the texture and the model so there is consistency in the size of the pixel across all faces on the model.


texts: When I move my object it snaps along the axis and not move freely?

texts: (I know I'm sounding stupid) When I move my selection along any axis it snaps while moving along. I don't know why this is happening as if I try it in a nest file, everything's fine. I really am confused :')


texts: Render and saving image progressively by adding samples

texts:
I am looking to save the render preview as image without taking a screen shot. I am just trying to render it sample by sample as my machine gets heated up like crazy when fully rendering with only 200 samples. I know about rendering in parts but would really just like to render sample by sample and save the image once i am happy with the result.
Any suggestions appreciated.

Thanks!


texts: Is there a shortcut to change snapping type?

texts:
I really like the "Pie-menus" addon, it allows me to change my editing setting really quickly. It's awesome.
I also love snapping, it's so snappy and fun, but I need a better way to change the snapping type (i.e. vertex, increment, or face) than this:

I think a hotkey for toggling snapping type and pie menus would work great together, in fact, it's probably already a thing. So what is the key shortcut?


texts: I am trying to create a Script that does a Smart UV unwrap of seperate connected parts of a mesh

texts:
This is what I got so far. Note that I have a counter which I check with 10 while I'm testing, so it doesn't pass through everything, since it takes quite a while.

The reason for doing this is that if I select all and smart unwrap, I get a sub optimal result compared to the result I get when selecting each connected part and smart unwrap those parts separately, and then finally at the end, re-pack everything.

I am using this for light UV maps in UE4

Question 1) Seems the select-linked part doesn't work. What am I missing?

Question 2) Seems nothing gets unwrapped (is probably related to Q1)

def getNextVisibleVertex():
    bpy.ops.object.mode_set(mode="EDIT")
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.context.tool_settings.mesh_select_mode = (True , False , False)
    mesh=bmesh.from_edit_mesh(bpy.context.object.data)

    if hasattr(mesh.verts, "ensure_lookup_table"):
        mesh.verts.ensure_lookup_table()

    for vert in mesh.verts:
        if (not vert.hide):
            vert.select = True

            # Select linked
            bm = bmesh.from_edit_mesh(bpy.context.object.data)
            for e in vert.link_edges:
                e.select = True
            return True
    return False

def execute(self, context):
    obj = context.object
    data = obj.data
    i = 0

    found = getNextVisibleVertex()

    while (found and i < 10):
        bpy.ops.uv.smart_project()
        bpy.data.objects[name].select = False
        # Hide selection so we don't pickup same 1st vertex next time
        bpy.ops.mesh.hide(unselected = False)
        i = i + 1

        found = getNextVisibleVertex()

    return {'FINISHED'}


texts: Some Polygons disappear, when import to Unity trough FBX

texts:
Today i was working on a lightsaber for my unity project, but after i was nearly finished I saw, that there were some polygons not visible in Unity. I searched for that problem and found, that the reason could be that those polygons were N-Polygons, but after cutting the two polygons into tris, it still wouldn't show up.
While writing this i also found out, that my materials are not being exported correctly, that all worked half a hour ago.

octagon -> cut into tris (the flat thing is a bone)

octagon missing (on top too, not only on sides)

materials in blender project

materials in blender trough FBX ex- and import

how it should look like in the end in unity

how it should look expanded

EDIT: all disappearing polygons would be inside the object, if it had no pose, maybe that's why they are not visible in Unity, but there has to be a fix for that somehow.

EDIT2: importing through .blend to Unity does not take the materials or those missing polygons


texts: Rigged character renders in the original position, not in the pose I set

texts:
I have downloaded a rigged character and I inserted my design in.
I can place my character in sit position, etc...
But when I start the render, my character appears in the original position, not in the sit position.
Can you help me to render in the position I want?


texts: Geforce rtx3070 Render doesn't work with CUDA

texts:
I recently updated my PC to AMD Ryzen 3700X + Geforce rtx3070 and today I tried to render something and blender 2.83, 2.8, 2.91 and also 2.79 tells me CUDA:

Also, earlier this morning with CUDA turned on my render preview window stopped working and now its showing me only lines and says render is paused:

Please advise what should be done to fix this.. I cannot work.
Thank you in advance.


texts:
Still feels a newbie with blender, so I have also dummy question. But while looking for the solutions, it looks that I'm not the only one. I'm trying to follow Ray Mairlot's You tube: Blender Tutorial: Laser Cutting Text Effect.

At 4:30 he adds the "Stretch to" constraint, and hit the same problem than many others. The object turn to away from the source object. See my simplified example:

Like on the other solutions, he rotate the object to -90 and bang! it is in correct position.

The answer I'm looking for is, what is actually causing this? Why rotation of the object should fix a problem? I mean, what is the error in a first place we all made to cause this?

And yes, I did not manage to get this fixed :D No matter how much I rotate it, it never follow the object. Some proposed to use "Copy rotation" constraint as well, but that was not helpful.

regards
Pepi


texts: How to make generate noise texture interact with displacement map

texts:
So I have created a basic concrete floor by applying a displacement modifier, using an image for the displacement map.

I then, used a noise texture in the material to generate the random puddles. The issue is that where the floor is glossy (water/puddle) the displacement is still active and therefore makes the puddle lumpy when it should be flat.

My work-around was going to be to use the generated noise texture and overlay that on the displacement map so that wherever the puddles are, the map would be 50% gray.

Is it possible to bake the generated noise texture to an image file that I would be able to composite in photoshop?

I would like to avoid making the noise texture in photoshop to begin with because I like being able to modify it in blender to get puddles that fit seamlessly into the scene.

I have attached an image that illustrates the issue. Hope there is a better work-around for this! Thanks in advance.


texts: How to properly export scene to 3ds Max?

texts: How can I export 3D geometry object/scene, camera and textures to a .3DS format? I tried importing the file I created into 3DsMax but it didn't work properly.


texts:
I built a character using the mirror, skin, and surface smooth modifier, and when I was ready I applied visual geometry to mesh and deleted half the character, then re-added the mirror modifier so I could start sculpting the vertices directly.

At first each vertex moves normally, then suddenly its like all the vertices are disconnected from each other. The odd thing is that the edges and faces move normally, they warp as if they're connected, but the VERTEXES do not and this is the second character I've had this experience with.

I've tried merging vertices and this changes nothing. I wonder if perhaps they're not disconnected but I've accidentally toggled something that disconnects them when I move them?

Can anyone help? I'm also only about 3 days into using this program so I'm definitely a beginner. Thank you!

UPDATE: As of right now this isn't happening anymore. I reopened the file and everything was magically stuck back together, so I think it might be a bug of some kind. If it happens again I will upload the file. Thanks for your comments and advice.

UPDATE 2: I'm having the same problems! I'll upload the file so you can take a look at it, also uploading another image to show how every vertex seems to move independently. This seems to start when I select the whole mesh and write "merge by distance", suddenly everything is disconnected and won't merge back together again. What's happening?


texts: JackAudio disabled in Blender's OSX official release?

texts:
I need to use JACK as Blender's audio device, mostly to sync with Ardour via Jack Transport. I've done this in linux but in OSx (10.13) Jack doesn't show in the audio devices list.
bpy.app.build_options.Jack in the python console drops False. I guess the build option comes disabled by default. Is that because Blender is no longer compatible with Jack in OSx? Is there any build with the option activated?
Any guidance will be very much appreciated.


texts: Problems with Import images as planes. Display behaves randomly(artifacts)

texts:
I am trying to import jpg-images in Blender (Blender 2.69). I am using Multitexture and a Nvidia Quadro FX 1500. I am using the Add-on "Import Images as Planes". But I have a problem. The images aren't always displayed properly. Shown in the screenshots below. (They are so blurry because I exported them in low quality.) When importing the images I don't have also the options mentioned in this answer.

To show my problem I imported the same images twice in Blender: .

I didn't scale or transformed them (yet). I want to transform them later on. If they get blurry or so I don't care.

But when I start the gaming engine I get following results, (they are completely random, sometimes both are right or wrong or 1 is correct and the other is strange). I tried png-images but with the same result. I also didn't change the viewport between those screenshots:

Does anyone have an idea, what causes this problem?

Thank you for your help.

Addition:
I was able to test it on another PC. On that it was displayed correctly. So I guess it is a hardware problem. Are there any settings I could change to make it work?


texts:
I want to create the simplest addon, viewing the official documentation I found this, the problem is that I don´t see anything.
The code:

bl_info = {"name": "My Test Addon", "category": "Object"}
def register():
    print("Hello World")
def unregister():
    print("Goodbye World")

I try to install the addon.
 Open the user File -> User Preferences, Select the Addon section, press Install Addon... and select the file.
I have to select a .py file, is not it? In my case I select the file "Simplestaddon.py"

I enable the addon

However I don´t see anything...

Where is "Hello World" supposed to appear?
Apparenty, it´s supposed to see in the console but I did click on Window->Toggle System Console and I don´t see anything in the console after doing click on "Run script"


texts: In this stock Patron bottle, it seems to have different origins for the label as to where the label is placed (and for the bottle) and I can't seem to reset the origin to geometry.  When I move the label (or bottle) this black dashed line stays connected to the the point on the top in my diagram. What am I not getting? Plus when i selected the already joined objects of the bottle, cork and ribbon and try to join them to the label --the label disappears!


texts: One object isn't rendering a shadow in Cycles

texts:
I haven't encountered this issue before, so I apologize if this is a simple fix... but I'm trying to work on a small interior scene, and for some reason, I can get the shadow of a table to show up in the 3D viewport, but the same shadow doesn't show up in the actual render.
Some screenshots:
There's no shadow in the bottom right of the image.

If I hit Tab to enter edit mode, the shadow reappears.

But then even with the shadow visible, when I render the image, the shadow is gone again.

Can someone poke around my .blend file and see if anything is strange? Again, I've never encountered this issue before, so I'm not sure what could be the cause...
Thanks! :)


texts: I imported a blend file into unity which contained 3 animations but I can only see one

texts:
Here is my problem:

I thank you for your help.


texts:
I have a seperated Edge Loop that intersects with another mesh.

Here a simple example:

I tried Boolean, Knife Project and Intersect Tool (this post) without succes.
My last idea is to subdived the edges of the cube, position the vertices and merge them one by one. Is there any better solution?

How can i make it one mesh so that the Cube contains the Edge Loop?

Thanks for your attention.


texts: making angle label - spin vertices with python script

texts:
I would like to make an simple angle label such as this:

using the python script to construct it.

The problem is trying to spin a MeshVertex, as the code looks for a Mesh object instead when using the bpy.ops.mesh.spin function.

The best method I have found to do this is to subdivide a small cylinder (vector) to get vertices, then select a vertice along the cylinder, then to spin it around the origin with some theta.

Here is the code I have so far, which does not work:

import bpy
import math
import os
import unicodedata

import bmesh
from bmesh.ops import spin

pi = math.pi

def lathe_geometry(bm, cent, axis, dvec, angle, steps, remove_doubles=True, dist=0.0001):
    geom = bm.verts[:] + bm.edges[:]

    # super verbose explanation.
    spin(
        bm,
        geom=geom,         # geometry to use for the spin
        cent=cent,         # center point of the spin world
        axis=axis,         # axis, a (x, y, z) spin axis
        dvec=dvec,         # offset for the center point
        angle=angle,       # how much of the unit circle to rotate around
        steps=steps,       # spin subdivision level
        use_duplicate=0)   # include existing geometry in returned content

    if remove_doubles:
        bmesh.ops.remove_doubles(bm, verts=bm.verts[:], dist=dist)

theta = pi/4

bpy.ops.mesh.primitive_cylinder_add( \
    radius=0.01, \
    depth = 5,
    view_align=False, \
    location = (0,5,0), \
    rotation = (pi/2, pi/2, pi/2+theta))

c1 = bpy.context.scene.objects.active = bpy.data.objects['Cylinder']
c1.select = True

bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.subdivide(number_cuts=10)

bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
c1.select = False

for el in c1.data.vertices:
       el.select = False

vert = c1.data.vertices[3]
vert.select = True

bm = bmesh.new()
bm.from_mesh(c1.data)

axis = (1,0,0)
dvec = (0,0,0)
angle = 2*math.pi
steps = 20
cent = c1.location

lathe_geometry(bm, cent, axis, dvec, angle, steps, remove_doubles=True, dist=0.0001)

bm.to_mesh(c1.data)
bm.free()


texts: Merge one mesh with another without modyfing geometry? (So not a boolean, more like adding mesh data)

texts:
I have an object with a bunch of modifiers on it and I want to merge another object with the first one through some kind of modifier in order for the added geometry to be affected by the modifiers that come after in the stack. To be clear the second object geometry would be instanced and still editable.

Is that something Blender can do? Kind of like a boolean modifier union except I don't want any merging occurring.

By the way I tried doing it with the boolean modifier in union mode with a very high overlap threshold but it doesn't work reliably. Also it mess up the UV mapping from the first object which is something I don't want.

Just to be clear I don't want to add the modifiers to the second object, I want it to be easy, simple, and non-destructive.


texts: Settting tite bar color of custom pynodes

texts:
How does blender determine what the title bar color of a node will be? The theme has color settings for each node category, but what determines which category a node is in for selecting its color? There doesn't seem to be any obvious property any where that would control it...
My custom nodes all get the color of the 'inputs' category, which I'm guessing is the default. But I would really like to be able to either have them match up with the different inbuilt color categories or perhaps set my own preferences for their title bar color.
Is this something that is possible, or are custom nodes just forced into using the 'inputs' category color?


texts:
I have added a texture to a cube in the UV editor and it shows up fine in textured view
But when I render it there is no texture

What have I done wrong?


texts:
Why is this?

For example, if I type in 0.65 to one of the RGB channels, after pressing Enter it changes to 0.651:

This sort of thing seems to happen for all different color settings in Themes, even RGBA ones:

What is the technical reason for this?


texts: How are stiffness parameters in cloth objects are coverted into real-life cloth stiffness parameters?

texts:
Everyone. I am doing an experiment where I want to know how to convert stiffness parameters in Blender into real-life cloth stiffness parameters.
I have searched online and found that stiffness parameters in real-life clothes are unit-scaled as N*m^2. However, I could not find stiffness parameter unit-scales in the Blender.
I wonder if you could tell me how stiffness parameter units in the Blender are converted into stiffness parameter units in real-life clothes.
Thanks


texts: My text and image as plane are visible in the viewport but aren't rendering but my background Video is visible in both. Why?

texts:
I've selected the viewable camera and render options in the collections tab for my text but when I render it, the text is completely gone
Same goes for any image I import as planes to the project. Nothing renders except for the background video. Is the problem due to the video or what am I missing here?
https://i.imgur.com/q9rFERL.jpg


texts: How to quickly remove all zero-weight vertex groups?

texts: I wonder what is the quickest way to remove vertex groups in which all vetices have zero weight? Currently I got nearly 100 groups listed there after days of hard working, and I'm sure some of them are completely zero-weight groups and should definitely be removed, but it seems not so easy to quickly locate and remove them all.


texts:
I'm looking to build a simple vase for 3d printing and I'm keen to understand how I can do this.

I've tried the screw modifier, however it appears to be lacking the right level of detail to work properly (I've create a simple shape and then applied several subdivides to it in order to increase the mesh density)

There's bound to be a smart way to achieve this, appreciate any pointers/tips!


texts: White Block Artifacts in Eevee Beta Renders?

texts:
Any idea what's causing these two white blotches? They don't appear in the viewport render.

here's a viewport screen capture,

and here's a render with the spotlight (that's located behind the model) hidden and only an HDRI for lighting, they still appear, and appear to be literal white squares in clusters.


texts: How do I get rid of the ugly lines around my object?

texts: I am creating an inflatable pink flamingo in Cycles, and there is an ugly black line at the edge of my mesh that I don't know how to get rid of. Here are my materials and a sample render. How do I get rid of the black lines at the edge of my mesh?


texts:
I am creating a bmesh from a list of points in 3d space (e.g. a circle):

def extrude_mesh(self, context, bm):
    if context.scene.extrude_mesh:

        dir = self.shape.get_dir() * context.scene.draw_distance * 2

        if self.shape.is_extruded():
            dir = self.shape.get_dir() * self.shape.extrusion

        r = bmesh.ops.extrude_face_region(bm, geom=bm.faces[:])
        verts = [e for e in r['geom'] if isinstance(e, bmesh.types.BMVert)]
        bmesh.ops.translate(bm, vec=dir, verts=verts)

.............

def create_object(self, context):

    # Create a mesh and an object and
    # add the object to the scene collection
    mesh = bpy.data.meshes.new("MyMesh")
    obj  = bpy.data.objects.new("MyObject", mesh)

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

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

    bpy.context.view_layer.objects.active = obj
    obj.select_set(state=True)

    # Create a bmesh and for list of vertices
    bm = bmesh.new()
    bm.from_mesh(mesh)

    for v in self.shape.vertices:
        bm.verts.new(v)

    bm.verts.index_update()

    bm.faces.new(bm.verts)

    self.extrude_mesh(context, bm)

    bm.to_mesh(mesh)
    bm.free()

The new object that is created has the rotation (0,0,0), but I want the rotation to be the direction of the face from which I created the bmesh.

P.S. Just saw that I could just set the rotation_euler to the direction of the shape?

P.P.S. Tried it but doesnt solve the problem. Any ideas? The orientation of the mesh is alright but the rotation of the objects is (0,0,0) because it is created like this.


texts: Error meanign: ID user decrement error: OBmesh34_mesh34-geometry.088 (from '[Main]'): 0 <= 0

texts:
I am running a multi-view rendering script in blender-python version 2.78. Rendering itself is happening successfully, but I get the following error messages
ID user decrement error: OBmesh34_mesh34-geometry.088 (from '[Main]'): 0 <= 0
I would like to know what is the meaning of this error and why would it generally occur.
Thank you!


texts: Is there anyway to differentiate a value ( from the shader editor ) in Blender

texts: The title says it all. Is it possible? bit of a noob question though so hope any of you do not mind. Differentiation refering to getting a derivative of a value.


texts: How do I create a material that emits light based on how much light hits it?

texts:
I was wondering if anyone has an idea how I would make a material that emits light based on how much light hits it from a spot lamp in the scene? Using cycles render engine.

Best,
Brad


texts: I've installed another GPU card RTX 2070 in the second PCIex16 motherboard slot. Not a SLI connection. Both cards were previously installed in this machine separately with the drivers updated for both. Blender doesn't want to open. A video card and driver with support for OpenGL 3.3 or higher required. Why am I getting this message? TY.


texts: I am new to Blender, and I keep running into a problem with 2.8. I use the LMB to select, because it feels more natural to me. When I am modeling, I sometimes (probably due to accidental hotkeys) end up with my active selection tool on the left menu being circle select instead of box select. I cannot find any intuitive way to change which selection tool is listed on the left menu, and therefore which one I can use as my active tool in the n-menu. This has been very frustrating, so any help is very much appreciated!


texts: My Blender animation was rendering and stopped suddenly by 14 frames?

texts:
This is my First time rendering an animation in blender, and while my animation was rendering, it suddenly stopped at the 14th frame.

I don't know why, since I put the end frame at the place I wanted it to be, and I'm not sure where I would adjust thy frame rendering position.

If you're wanting any more addition information: I set my file formats/rendering images to be PNG, my render samples are 25, I set all of my images to a separate file. This is just information that I think would correlate to my problem, maybe.


texts: How can I render a model with both alpha textures and backface culling?

texts:
I just started learning Blender a couple weeks ago, I'm using it to make renders of Pokémon models.
I would appreciate it if someone could help me get a render of this model (Malamar): https://www.models-resource.com/3ds/pokemonxy/model/13117/?source=genre
I was unable to make it look like the sample image, specifically, the stomach part (the one with the yellow dots and the tentacles surrounding it) and the pink part of the tentacles.
I made some progress in Blender 2.79 Blender Render and Blender 2.82
In Blender 2.79 Blender Render I couldn't get the alpha texture to work, it makes the body transparent in the viewport but it shows the background behind instead of the yellow dots... When rendered, it is not transparent.

I managed to make the pink part, which looks all weird without the backface culling option activated, look good by activating the shader nodes. But I couldn't make the alpha texture show trasparency.

In Blender 2.82 I made more progress, I managed to get both the trasparency and the bakface culling but the backface culling makes the pink part of the tentacles look totally different.

If possible, I would also like to know from someone more experienced whether I got the alpha texture correctly or not. Is it normal that when I change the color in the Transparent BSDF node the color of the yellow dots changes as well?
Thank you very much.


texts: Static grass animation - grass looks differently in different frames (it's not animated though)

texts:
I made some grass using Particle System and grouped grass objects (each object is a clump with lots of blades).
I didn't do anything to the grass, the only thing that has any keyframes during my animation is a ball rolling through the grass.
The "emitting" plane has a collision component and so does the ball.

The problem is, in over half of the frames the whole grass field looks the same, but in some frames it looks like a clump or two disappear and different ones are suddenly visible. It's very annoying and I don't understand how this can happen.

I attach two frames, the first one is the "normal one" and the second is the odd one.

Thanks for any suggestions! Cheers.

PS Look at the middle - far right or at the middle part of the attached pictures. This is where the discrepancies are.


texts:
I was modeling an object thanks to three cubes and then I made a flower with its respective "accessories", the thing is that maybe I pressed something that I don't know, because now all my objects on the scene have an orange outline and I can't move them.

If I press A two times I'm able to move everything on the layer.

Also, if I unselect the objects, then I can't move anything with right click.


texts: Cannot Select Linked When Sync Selection Is Enabled

texts:
So, I'm currently developing a game with unity for which I created a bird, rigged it, and created several actions for it. I then unwrapped and textured it.
But now all the actions aren't working anymore! And whenever I try to rotate/move a bone all i get is the error message: "Cannot select linked when sync selection is enabled".
I think it might be related to the UV editor, but i have no clue what I should do there.
I hope anyone can help!


texts:
I have an issue with my UV seams. It looks like they affect the vertex normals as well and I don't know how to clean this.

UV split, correct unwrapping

UV welded, UV streched :'(

EDIT Here is a scene and some textures to support the question:

https://we.tl/t-AdHcLFR8vP

In this scene, there are two objects that are lit differently (the only difference is the UV unwrap) and I don't understand why. I mean, it appears the visible seam comes from the lighting not the textures

Thank you for your help.


texts:
I have a script which is working. At the end of the script, rendering is started. This is supposed to work as a template for people possibly unfamiliar with a freezing screen (blender is loading lots of data into cache from images used in the compositor).
For that reason i want an "Info" in the top bar saying something like "This might take a while. Now rendering...".
So i would have this in my operator

draw message
redraw UI (to show message)
Run the rest of the script

Is this possible?


texts:
I cannot find any information on this issue, but it's simple. I have a mesh, I add a Cloth simulation modifier to it, and it moves the mesh below the grid.

Why is it doing this annoying behaviour? The transforms are applied and mesh has no tris, no double vertices, nothing!

Why is it doing this?


texts: Blender 2.8 goes off when I click on material buttons

texts:
I’m a new user of blender. I downloaded and started using Blender 2.80-windows 64, 4 days ago. I’ve been using some YouTube videos to learn.
My problem:
In the shading workspace, whenever I click on “browse material to be linked button” and select a material to apply, Blender goes off and I have to restart the app. This started happening after I had named a second material and wanted to apply it. There’s a material button at the bottom right side of the UI which also causes the app to go off whenever I click on it.
I’ve no idea what to do. Has anyone been faced this challenge and how was it overcome?
My system: HP Elitebook 8560w running Windows 10 with 12 GB RAM and 2 GB GPU


texts: How do you make a shadeless billboard/card sort of material (with working alpha) in Blender Cycles? I just need to make the image/movie file show up shadelessly on a flat plane, specifically with an effect from the alpha channel.


texts:
So basically i'm trying to do a ring attached to small chains...
However when i press Alt+A to animate, the "ring" detaches from the two bottom "chain"
Mass of "ring" = 30kg
Mass of each chain link = 4kg...
Scale are x= 2.376m
          y= 1.422m
      and z= 28.431
I learned the chain thingy from Blender Guru and he said something about the object being big...i'm not sure
Also the top 2 chains(left and right) have Active Rigidbodies but arent Dynamic, the rest is dynamic (even the ring)  Someone help pls...

here is my file:


texts: Textures appear different in object and edit mode

texts:
I'm a novice with this program and 3D editing so I'm not entirely sure how I would fix this. Basically, I'm trying to make a 3D model of a character from a Nintendo 64 game, so I ripped the model and texture files using a graphics plugin on an N64 emulator, however the textures didn't map to the model properly, so I'm just going in the UV editor and trying to correct it. So far the textures appear fine in edit mode, but when I go to any others some polygons are textureless. Any help would be appreciated. Thanks.

For reference, here is what it looks like on edit mode:

And here is what it looks like on object mode:

Here is the project file for the model


texts: Hair particles bunching around the edge of a weight painting

texts:
Hi!

I'm trying to put fur onto this teddy bear, and I have this weird bunching problem around the nose and feet (see image). The bear is one mesh with a weight paint deciding where the hairs should be placed (on the body, not the nose). However, the hairs look huge around the edge of the weight painting. Any idea why this is?


texts: How to get back to normal animation timeline after using NLA Editor

texts:
My Model in Frame 1 is at the end of vertical plane. On Frame 240 he comes near the camera.

I did basic walk animation in Frame 1 and went to Action Editor->Clicked F->Clicked X to close it.Then opened NLA Editor, clicked my saved action(metarigAction.001)-> NLA track opened.Pressed N-> Increased Repeat to 3.0 from 1.0

After that came back to frame 1 and clicked the bone(which control whole model) Inserted keyframe(location) then transferred the bone to frame 240 again location keyframe

My model was successfully able to walk from frame 1 to 240

However if I try to animate after 240 its not animating. Example After reaching frame 240 I am going to frame 280 and lifting my model hand to salute.If I insert Keyframe and if I check the animation

What happen mean the last saved position(salute) is coming exactly from frame 1 to frame 240.No walk animation. It look like some1 pushing it in the last saved position from beginning to end.

Normal Timeline

NLA Editor Image at frame 1,240

How to get back to normal animation after frame 240 i.e. I want to use the normal animation timeline. Please assist.

Below Image is saved metarigaction at frame 1(just a walk from frame 1 to 80,u can c only 3 keyframes in timeline)

Below Image is after NLA Editor starting frame at 1 and ending at 240.

I want this action NLA(Walk cycle) to be there till frame 240 and then need normal animation timeline.

After NLA When I tried to change back to metarigaction,normal timeline(4th image from top) is coming but animation missing as stated earlier.

How to get back to normal animation timeline retaining NLA action and proceed further as normal?

At frame 240

At frame 241


texts:
I have a character I need to scale for different scenes. I can't get the edited particle hair length/direction to scale with the mesh. It is at least emitting from the same location.  I've tried disconnecting the hair and applying scale on the mesh then re-attaching the hair but it doesn't make a difference.

Using the disconnect method seemed to work for edited hair on a cube with 'quick fur' attached but doesn't for my finished/rigged character.


texts: Help needed changing material gradually for each different object

texts: I'm trying to do game visualization for my mobile game in blender. There is a path made by cubes and there is player object an UV Sphere basic idea is that when the sphere passes trough a cube surface of the cube that facing the sphere changes color and starts emitting light and here is my problem I have a light emitting material animated from shader nodes it changes its translucency and this of course changes the material and all the objects that have the material but I want to make it gradual so that each cube starts emitting light right after the object passes it. I know I can duplicate and create copies of the same material for each cube adjust the keyframes accordingly and assign it but I have over 40 cubes in the scene and I feel like there must be an easier way that I don't have to create 40+ of the same material just for changing the animation for each. Any suggestions?


texts: Selecting a specific Collection by name and then deleting it

texts:
I have been referred to a link which has already answered this, however the script in the linked page removes all of my collections.
My collection is called "Animation". I am not currently working in this collection. So I am wanting to select this collection and delete it.
The script i was referred to deletes everything. Thanks for the help...

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

for c in scene.collection.children:
    scene.collection.children.unlink(c)


texts: Can I render one layer with perspective camera and other layer with ortographic and compose both?

texts: I have two layers: one has to be rendered with orthographic camera in order to not mess with proportions of objects and other layer has to be rendered with perspective camera. Any way to achieve this? Compositor maybe?


texts: Using particle system to array objects on vertices

texts:
I would like to use the hair particle system to make a random 'fence' so at every vertex I add a particle which comes from a group. It works but it does not add a particle to every vertex. (The number or particles is the as the number of vertexes of the base object)

Is there a way to fix it?

Thanks in advance!


texts:
I am talking about this:

The only way I see to replicate this effect - is to messing around with spline masks and motion trackers. But are there any quicker approaches, because they (TV guys) did it in live broadcasting less than in 10 minutes (in "best moments" replay after sportsman end his run).


texts:
Is there a way in blender or an addon that allows me to select a bunch of faces (or verts) and evenly distributes (or relaxes) them into quads clean quads.
Without screwing up the vert ID/order.

Edit:
I would like to have the shapes of my quads to turn into perfect squares while maintaining the volume of the object and the vertex order.


texts:
I have quite a bit of experience with blender and this is the first time I've run into troubles with texturing.

Quite simply, I have a mesh that I have UVmapped in the same way I always do, but no matter what I do, I can't get a texture to stick on it.

It shows up perfectly in the viewport, but not in the preview- or final render.

If I make another mesh, like a standard cube, with the same material, that mesh gets the texture just like normal.

.blend file included, along with a screenshot that shows everything I've just said.

https://www.dropbox.com/s/geb0vxlmbqzk1ef/amaryllis.blend?dl=0


texts: Is it possible to swap parts of a mesh that are hidden and unhidden?

texts:
I'm trying to create some corrective shape keys, and I am finding that it would be very handy if I could hide the currently visible parts of a mesh while, at the same time, unhiding the currently hidden parts of the mesh. Is there a way to do this? 'H' will hide everything selected, Alt-H will reveal everything hidden, and Shift-H will hide everything not selected. But I want a change in hidden status that is only based on what is and isn't hidden, not on what is or isn't selected. If I could swap what is hidden and unhidden back and forth, I could really nail these problem areas quickly. As it is, the only solution I can think of is to create vertex groups for the problem areas so that I can easily select them, and then hide/unhide parts based on selection. But this means extra steps.

EDIT: If anyone can post a script which does this in one operation, I will mark it as the accepted answer.


texts: Freestyle distance to camera modifier not working correctly

texts:
I have created a sphere with a wide angle camera close to the sphere.

I set the freestyle distance to camera modifer to the following and get the sphere as expected. The lines closer to the camera are thinner, and farther away they are thicker.

But now I would like to invert this so that when the lines are closer to the camera they are thicker than when they are farther away, so I try the invert button, and I also try inverting the curve, but both result in line thicknesses that don't vary.

Any idea what I am doing wrong?

Thanks,
Brent


texts:
I've a Scene bought from Internet.

This scene has cameras, but I've set up a new one from the front of the object.

The problem is that when rendering (F12) It renders from top view (there is a camara from the scene in this position).

But I needed to render from the front, from the camara named "Camara".

Before rendering I press "0" to see the Camara's perspective and it is correct, but in rendering Camara changes to another camara from the scene: Camara_4_Sc1.

I've set up my "Camara" in Scene panel: but it renders from top (from camara from scene bought in Internet)

Render from TOP (wrong): Pressing F12 changes Camara to Camara_4_Sc1


texts: Ok so what I'm trying to do is animate what the title says. I've got my shell casing modeled but I cannot get the fine tuning of the ejection animation proper. I've toyed with rigid body simulation just allowing the casing to drop and collide with a plane so well as particle system emitting casings from a plane not visible in the camera frame. Issue is either way I'm not getting the realism. With particle system I don't get the collision on the plane right seemingly no matter how I tweak things and with rigid body im getting no vertical propulsion of the casings but a decent enough collision with the plane. Has anyone else ever animated this simulation and has advice to offer for methods and tweaking?


texts: Copying and Pasting Fcurve modifiers Through Python

texts:
I posted this on blenderartist.org, but to no avail.

I want to be able copy the Fcurve modifiers applied to ShapeKey drivers and paste them onto their counterparts on other objects, the other object's ShapeKey drivers.

This is manually quite simple to do; as in, you just copy the all the fcurve modifiers on a Driver from the graph editor, select the other object and again in the graph editor paste them whichever fcurve you want, in this case, its drivers... But with scripting in Blender, it turns out to be an enigma, whereas there is only the ability to add and remove an fmodifier to an fcurve, example:

bpy.data.shape_keys['Key'].animation_data.drivers[0].modifiers.new()
bpy.data.shape_keys['Key'].animation_data.drivers[0].modifiers.remove()

But bpy.ops.graph.fmodifier_copy() seems unbelievably tricky and seems not to play well within a script, like I think you need the area type to graph editor and invoke the command, which sounds pretty redundant.

And since the Blender API is almost totally devoid of real-world examples explaining the application of its commands and procedures, I'm totally stuck. I searched far and wide, even tried digging through other scripts.

How can I accomplish this task?


texts:
I'm working with models generated as voxels like those showing in the following picture from the internet:

I'm trying to do basically the same you see on the image: turn a voxel-based model into a soft-mesh based one. Don't mind abut texture mapping, just geometry.

Is this achievable in Blender?


texts: How to imitate scaling a mesh in Edit Mode without Edit Mode (ie. keeping object transforms at 1, 1, 1 with modal control of the scale)

texts:
I have a modal operator that adds and adjusts an array of elements along a curve, but I have a problem with scaling. I'm using the 'Fit to Curve' setting for the array modifier so it automatically adds the necessary duplicates of the object until it fits the curve.

If I scale normally this happens (it just scales in 2 dimensions and ignores the curve as an axis):

This can be solved by applying transformations after with a KeyPress (similar to pressing Ctrl+A) but you won't see the correct effect until that moment, so it's not exactly ideal for a modal operator you're constantly adjusting and where seeing the correct result live is kind of the point.

I figured the solution was to apply transforms constantly but then I'm just scaling the already scaled object and the modal scale grows exponentially and has other unintended side effects as well.

This is the effect I would like to achieve (right now I get it by going into edit mode and scaling the mesh directly):

The obvious problem is that I have to leave the modal operator, select the faces, press S to scale the object, then go back in to the modal.

I would very much like to be able to replicate the effect of Scaling in Edit Mode without going into edit mode or at least enter and exiting fast enough that the user doesn't realize it. The desired effect being: the object transforms stay at (1, 1, 1) but moving the mouse to the right increases the scale and to the left decreases it with no exponential growth.

I tried doing something like this:

val =  self.start_scale + (start_mouse_x - current_mouse_x) * multiplier
scale_matrix = Matrix.Diagonal((val, val, val, val))
mesh.data.transform(scale_matrix)

The advantage is that I avoid switching into edit mode entirely, the disadvantage is I have the same problem as if we were constantly applying transformations (I'm just scaling the current scale again and I get the same exponential growth instead of setting an absolute scale value).

So...

What's the best way of mimicking the Edit Mode Scale where mouse to the right makes the scale bigger, to the left makes the scale smaller and the object transform stays at (1, 1, 1)? The other important aspect being that the scale is not multiplying itself, but rather increasing/decreasing with a constant effect and NOT exponentially.


texts: rotate objects based on pixel value of video footage

texts:
I am currently prototyping an art installation in eevee. Based on a persons silhouette I want knives to rotate 90° (towards the viewer), resulting in a 'mirror', where the unrotated knives make up the bright parts of the wall and the rotated knives reveal a black background.

Here is what I got so far:

How can I animate this concept based on green screen footage?

(just to be clear: the concept doesn't need to be realtime, nor control actual motors. It would serve to try out different knife arrangements and to communicate the idea to donors and technicians)

My first thought was to make a lookup on each frame of the footage, where the individual knife would correspond to a point in UV-space of the video footage. Alpha 0 would leave the knife unrotated, alpha 1 would rotate it 90° on local z.
Can I archive this with animation nodes? Or do I need to script? And how could that look like?


texts: Driver: How to I create a driver for door lock that is opens and closes base on the door handle angle(+/- degrees)?

texts: I have been trying to create a driver for the doorTypeOneBarBig that will lock it and unlock it base on the rotation of the doorTypeOneHandle. The doorTypeOneBarBig should be in the lock position(push outward) when the doorTypeOneHandle is at 0 degrees. The doorTypeOneBarBIg should be in the unlock position(push inward) when the doorTypeOneHandle is at either 45 or -45 degrees. I have attached the blend file in the link GithubRepoBlendFile. Will someone please download the blend file and take a look at it. I have already spent 5 hours trying to figure it out myself. Please help. ;(


texts: Weird ribbing effect when applying Mirror and Subdivide modifiers on an object in 2.92

texts:
I've been following this tutorial with a friend of mine to help get a better grip on using Blender, but I'm having an issue when using 2.92.0, that my friend doesn't encounter in 2.83.1.
When using both the subdivide and mirror modifiers, this weird line shows up in the middle of the object (that, and it doesn't subdivide very evenly, for some reason.)

I borrowed the .blend file from my friend's project, and the "head" that she made doesn't have this issue when I open it. Using the same modifiers copied over from that to the shape I generated makes the problem occur again. We've checked and redone steps multiple times and there aren't any differences between our two projects outside of the version of Blender, so I'd like to know how I can fix this without just outright downgrading.
If you want to recreate my steps, follow the tutorial I sent from 0:48 to 2:55 with the Extra Objects plugin enabled.


texts:
I went to hit Numpad 5 to switch out of perspective mode but I accidentally hit another key. Now my scene looks like this:

All of the meshes are still there:

What can I do? I can upload the .blend if needed.


texts: Trying to rename an object via keyboard input

texts:
Im trying to rename an object when I hit a key so that it overwrites an existing object with that name. I have 5 objects that each have a unique paired (trackTo) object.

if mouseOver.positive:
target = mouseOver.hitObject
if click.positive:
trackObject.worldPosition = mouseOver.hitPosition

the goal is so that when I hit  'TAB' in game, then trackObject.001 (and trackObject.002, .003, ect) all turn into that trackObject as seen above (at different times of course). thus replacing the original trackObject name with w.e else   untill eventually it gets turned back into trackObject, and the cycle repeats.

I dont have much skill in python, but i seem to be getting a basic hang of things, so any help would be appreciated,   also if there is an easier way of doing this, im not opposed to hearing it.


texts: So I made one leg of my creature and used the mirror modifier to get the other leg. This worked fine, but when I went to rig it, the armature on the original leg controlled both legs, how do I fix this? (And weight painting doesn't help)


texts: Same frame, same settings give me different time render each time I render it

texts:
I'm lost, I'm trying to find the good light path bounces settings for decrease the render time and keep a good result, but with the same settings if I render the same frame many times I get different time rendering.
For example:
first time: 3.23.35
second time:3.46.18
third time: 3.20.21
The result image is perfectly the same but the time render defer alot.
It's so weird! What's happening here?!
I'm using blender 2.91 with cycles on a  macbook pro 16" with i9 8 core 32 gb ram rendering on only cpu (with blender my radeon is not supported)


texts: Why the collision don't work after baking?

texts:
I try to create a simulation of a firethrowing starting in a cave, moving inside it and getting out of the other extrimity of it.
I think my particles simulation is ok and well colliding with the walls of the cave, but when i bake the simulation the fire is totally passing through it and do not look at all like the particles, do not move the same way etc... Do someone know why this happens ?
Here video showing the error and my settings : https://drive.google.com/file/d/1BEzD6BiZROjR5zfqQc_WCroJXtb9SzkM/view
Thanks by advance to anyone who would have an idea


texts:
I try to achieve that my lightrays are going through glass.
With a volumetric container and without a glass in front of the light everything works fine.

But if I make my glass visible the lightrays disappear.

So I searched a little bit and found this question.
I tried it but with this technic I have the problem that it affects the color of the button light. Additionally I was not able to get the nice fade out effect from the question above.
I think its because my cylinder has a hole and is not filled like in the example.

So how can I do this without (or at least only a little bit) affecting the lightcolor of my button and with a glass infront of the light of the button?

Is it possible to get the result from the firt picture but with a glass infront of the light source?

Here is my blendfile.


texts: Why the backfacing is not working in cycles?

texts:
On the shading mode works the way i want. Why is it different in cycles ?

As you can see. On cycles its only working inside, i want it to work outside.


texts: Blender copies objects when I double click

texts:
whenever I double click blender displays a message saying "Copied 1 selected object(s)" at the bottom bar.. I want to get rid of that as it is getting annoying.
Help is appreciated, I am using 2.83 on windows 10


texts: No transparency in rendered background, is this a bug?

texts:
Suddenly I only get a gray background in my cycles renders, even though film-->transparent has been checked and the format is a PNG with RGBA enabled. The image still contains the alpha information (verified in another software) but why is Blender displaying this gray background?

Here is 20 sec video demonstrating the problem:
https://youtu.be/1FqZaiTiCFU


texts: Can I get rid of the lag between Animation Playthroughs?

texts:
I have an animation in blender, where it returns to the initial position at the end, but whenever I play through it it stops for a split second without moving at the end.
Is it possible to make it just play through, then play through, as opposed to play through, pause, play through?


texts: Grease pencil rendering artifacts when rendering

texts:
Hi. I've very new at using Blender.
I want to render a 3d object with some Grease pencil lines. They look fine in the viewport but when I render it seems to have some sorting issues.
I'm using Eevee render engine with a toon shader. I've also tried applying the subdivision modifier but no luck.
Any idea on how to fix this issue?


texts: How can I keep vertex color accurate on a voxel model thats been converted to a lower poly model?

texts:
I'm importing voxel models into Blender from Qubicle, and then turning them into low poly models.  I'm using vertex paint, and want to keep each face one solid color.  After finishing my model and vertex paint, I create a lower poly model and try to bake the vertex paint to the low poly model, however the colors get all splotchy.  The other alternative I've seen is baking the vertex color data to a texture, but when I apply the material after UV unwrapping to the low poly model there are slight errors, creating seams, similar to mip mapping without padding.

Unwrapping the model manually would be a huge pain because it's made up of tons of tiny cubes and triangles.  It is however important to use the high poly model in order to keep the color per face image, even if that face no longer exists.  Basically pixel art textures on 3D models, but painted directly on the model.

Is there a way to avoid UV unwrapping considering that the vertex paint data is already there?  can I convert the vertex paint data to a material, or texture paint while keeping everything pixel perfect?  Qubicle UV unwraps perfectly while exporting lower poly models and keeps the texture color perfectly, which would be great if I didn't have to actually edit the model, however I do, so that isn't much help to me.


texts: How to Properly Unwrap an Intermediate Mesh?

texts:
I am running into trouble with what seems to be a simple UV unwrapping.
THE INTENDED END RESULT:
Essentially for the end result I am looking to place two sperate logos (size, shape and subject) on the box; one on top and one on the bottom. Additionally I need to place a leather texture over the entire box.

THE SET UP:
The Box is hollow as per my image, and there is no usage of logos on the interior.
I am including images of both my current state and a photographed end result for reference. (Logos have been replaced out for copywrite reasons.
THE PROBLEM
I have added seems to the box, in what I believe could be the proper places (But not sure) and used smart UV unwrap to project onto the test grid.
The projection seems stretched. and shrunk in the center? This only applies to the top and bottom though (Where I will need to include logos)
Could someone please help me figure out why this isn't unwrapping properly? And help me figure out how to place two logos on one material?
"UPDATE" : PREVIEW WITHOUT ANY UV MAP
As you can see with the below 2 images, with out any unwrapping or reseted unwrapping The material applied still appears to be warped from the edge?
TOP

BOTTOM

Thank you.


texts: how to render without displaying the rendering process

texts:
Im starting with Blender and I would like to know if its possible to render an animation without Blender showing each frame while rendering as I think this could slow down the process a bit. Am I right?

Thanks in advance


texts: Where do I configure the pressure sensitivity settings for Sculpt Mode?

texts: I'm currently sculpting hair on my model using my Wacom tablet in Sculpt Mode and I was wondering if there are settings somewhere which I can modify to specify how Blender would react to my pressure input in the context of sculpting.


texts: How to create bas relief by using a normal face image

texts: I am Mr.Wong , I would like to enquire if any of the experts can demonstrate a video of creating bas relief by using a normal face image? Any response will be very appreciated. Thank you.


texts: From Blender to Babylon.js using the babylon exporter - Error (Using Archipack)

texts:
When i try to export a blend file into a babylon.js file i get the following errors:
File “C:\Users\Gusta\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\babylon_js_init_.py”, line 65, in execute
exporter.execute(context, self.filepath)
File “C:\Users\Gusta\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\babylon_js\json_exporter.py”, line 115, in execute
mesh = Mesh(object, scene, self)
File “C:\Users\Gusta\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\babylon_js\mesh.py”, line 146, in init
recipe = BakingRecipe(bpyMesh, exporter)
File “C:\Users\Gusta\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\babylon_js\materials\baking_recipe.py”, line 105, in init
self.bakedMaterial.bake(bpyMesh, self)
File “C:\Users\Gusta\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\babylon_js\materials\material.py”, line 135, in bake
self.uvMapName = uv.name
AttributeError: ‘NoneType’ object has no attribute ‘name’
location: :-1

More specifically, im using the Addon Archipack and if i try to export a wall for example, no errors occur.
Once i make a window in the wall and try to export it, the errors appear.
I’m using blender 2.91.0 and the Babylon.js ver 2.91-alpha of the exporter.
Does anyone of you have any idea of why i get this error when trying to export a scene that contain windows?
Help would be much apreciated :-)!


texts:
So there is no built-in functionality to invert vertex color o.O

How can I invert vertex color on an active object?


texts: How to create an image with transparency

texts:
I have a script to create an image but i want it to be created with transparency:

import bpy

bpy.data.images.new("albedo", width=1024, height=1024)


texts:
I can't select cycles as render engine. I have tried changing the user preferences as well as re-installing blender.

Any ideas?


texts: How to create an enamelled cast iron shader in Blender?

texts:
I am trying to create a round cocotte as in the image below.

This cocotte is enamelled cast iron. And my question is about how to recreate the enamelled cast iron in blender.

  Traditional enamelling in simple terms is the fusing of tiny glass
  particles with heat to form a solid layer of colour onto a metal
  background.  It can be matt, shiny, opaque or translucent, and comes
  in a wide selection of colours and finishes.

I have now a very first model and I am in the process of recreating this enamelled cast iron in blender. I first want to know if this works before I continue.

I have created a mix shader. Mixing a principled shader with the cast iron (including roughness) and a principled shader for the color. This is the result.

As you can see the red colored surface has the same surface structure/roughnes as the cast iron. But that is not what you can see at the image of the real cocotte. That is because the melted glass is a sort of coating on the cast iron. This coating has sort of a smooth, wavy surface.

How to give this red enamelled glass coating the smooth, wavy surface ? I don't think I can do that with changing the roughness of the cast iron. I now think I shouldn't use the cast iron textures. Because the color will always get the surface of the cast iron and that is not what I want.

I think I should create a material that gives that lumpy, wavy surface as you can see in the image of the original cocotte. How to create such a surface ? A sort of wavy, gloopy surface....


texts: How do I create a custom node group for the compositor?

texts:
I have made a script that adds a panel, it has buttons that when pressed, nodes are added to the Compositor. I would like to add another button that then adds them to a group.

I have looked around the net and into the Info on Blender and I notice the bpy.ops.node.group_make() which will take the nodes that are selected and then insert them into a group.

I am pretty sure I need this for what I want but the trouble is, I can not find a way to implement that into my script. I also tried this:

tidy_group = bpy.data.node_groups.new('NewGroup', 'CompositorNodeTree')
tidy_group.name = 'Group Name'

It creates a node group in the (ShiftA > Groups) section. However, I have no idea how to properly use it. If someone could help point me how this would work I would greatly appreciate it.


texts: Scaling, mirroring, how does it really work?

texts:
I don't really understand this behavior :

All is done in object mode.
Here are 6 identical shapes, from top to bottom rotated around the Y axis, respectively 0, -45, -90, -135, -180 and -225°.

Now I scale them -1 with 3D cursor as pivot and along the X axis (shapes on the right are 'witness') :

Now, the scaled shapes, from top to bottom (all kept their original rotation around Y) :

1 : scale X = -1, effectively mirrored (like from a mirror)
2 : scale X = -1, but not mirrored ?
3 : scale Z = -1, and appears mirrored
4 : scales X and Z = -1, not mirrored ?
5 : scale X = -1, mirrored
6 : scale X = -1, not mirrored ?

Why all that ?

Note : I don't want to obtain any particular result here (I know how to correct things if needed), but I just want to understand why it works like that.


texts: Why can't I parent objects in my .blend?

texts:
Here's a weird one - I can't seem to create a parent child relationship in my current Blender project.

For example, I want to make 'Cube' a child of the 'ModuleParent' empty. If you take a look at this linked .blend, can you create that relationship?

If so, how? (Have tried ctrl-p, have tried dragging and dropping in Outliner (with shift and ctrl), nowt seems to work)

Thanks in advance for your help.

--Rev


texts:
If I baked part of the simulation already and want to bake a couple more seconds, i.e. I have 120 frames baked and looks nice so I want to bake the 121 - 240 frames. Is there's a way for me to just do that? Or do I need to start from frame 1 again?

Thanks!


texts:
I basically want the effect shown in the linked gif, like a cube that roles on the floor and doesn't clip the surface as it moves forward, like a rotating square wheel

I can do the automatic rotation when moving with drivers, but how would I set up the up and down movement as it rotates forward.

https://gyazo.com/8e754d39d4363bd82b1134872f72bbe1


texts: I want my script to cut geometry faces with knife tool. I read about bpy.ops.mesh.knife_tool() but there's no parameter for specifying the cut path. Is there an example or reference on how to use knife tool through python script?


texts: I made an object and animated it with a hook. Afterwards, I added some vertices to the object that are therefore not attached to the hook. Is there a way to add those vertices to the already existing hook so they will follow its path through the animation? I am using Blender 2.79 on Windows 10.


texts: Extracting a text string info (character's indices) to use it as a material mask

texts:
I think an image can say more than words sometimes... :)

The idea is to use a different color from the color ramp for each character in the string.
It's related to this question


texts: Is it possible to save all rendered images (in the render buffer slots) in one operation?

texts: I have a different render in all eight render buffer slots. In the UV/Image Editor there is an option to “Save All Images” but when I select it, nothing happens. How do I configure the save path and save all the images that are in all the slots in one operation? If "Save All Images" is not for the render buffer slots then what is it for and is it possible to do what I want to do? I am trying to discover if there is something quicker than selecting each slot and saving out the individual image.


texts: Reselect faces that was already selected?

texts:
How can I reselect faces that is already selected? I need to get selected faces, do something else, and then reselect those faces again. I tried this ,but it doesn't work.

import bpy

OBJ = bpy.context.edit_object
DATA = OBJ.data
FACES = DATA.polygons

#Get selected faces
FACES = [f for f in FACES if f.select]

#Deselect to see if selection works.
bpy.ops.mesh.select_all(action='DESELECT')

#Select faces again
for S_FACES in FACES:
    S_FACES.select = True


texts: Is it possible to generate similar animation show in the video with AN in 2.9

texts:
Is it possible to generate same result as shown in the video with blender 2.9?
Ive searched for hours and don't find anything that connects me to similar solution but no result. Maybe someone could show me the road. Im a starter in AN.
https://www.youtube.com/watch?v=s4wcSW-e_Pg&ab_channel=JacquesLucke


texts: How to access center of polygons after remesh

texts:
I'm working on a method to compare distances in a space in Python. I am only using the GUI to check my results; all operations are done via a Python script.

I am using the remesh operator to increase the number of faces of a given primative, so that I can find a pseudo-accurate distance to the object by finding the closest face.

I was able to get the remesh to work. However, I'm having trouble accessing the new polygons. It seems there are only the original centers available.. although I am able to see when loading Blender that the number of faces have increased. So, the number of face-centers should also?!

Before:

After:

In the console:

>>> ob.data.polygons[:]
[bpy.data.meshes['slab'].polygons[0], bpy.data.meshes['slab'].polygons[1], bpy.data.meshes['slab'].polygons[2], bpy.data.meshes['slab'].polygons[3], bpy.data.meshes['slab'].polygons[4], bpy.data.meshes['slab'].polygons[5], bpy.data.meshes['slab'].polygons[6], bpy.data.meshes['slab'].polygons[7], bpy.data.meshes['slab'].polygons[8], bpy.data.meshes['slab'].polygons[9], bpy.data.meshes['slab'].polygons[10], bpy.data.meshes['slab'].polygons[11], bpy.data.meshes['slab'].polygons[12], bpy.data.meshes['slab'].polygons[13], bpy.data.meshes['slab'].polygons[14], bpy.data.meshes['slab'].polygons[15], bpy.data.meshes['slab'].polygons[16], bpy.data.meshes['slab'].polygons[17], bpy.data.meshes['slab'].polygons[18], bpy.data.meshes['slab'].polygons[19], bpy.data.meshes['slab'].polygons[20], bpy.data.meshes['slab'].polygons[21], bpy.data.meshes['slab'].polygons[22], bpy.data.meshes['slab'].polygons[23], bpy.data.meshes['slab'].polygons[24], bpy.data.meshes['slab'].polygons[25], bpy.data.meshes['slab'].polygons[26], bpy.data.meshes['slab'].polygons[27], bpy.data.meshes['slab'].polygons[28], bpy.data.meshes['slab'].polygons[29], bpy.data.meshes['slab'].polygons[30], bpy.data.meshes['slab'].polygons[31], bpy.data.meshes['slab'].polygons[32], bpy.data.meshes['slab'].polygons[33]]

Clearly more than 33 polygons! Any ideas?

I've tried:

after remeshing

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
bpy.ops.object.editmode_toggle()
after remeshing ob.data.update(calc_edges=True)
when reading bpy.ops.object.mode_set(mode='OBJECT')


texts: I saw this awesome artwork from Mohamed Chahin on instagram. Does anyone know how to make the sun ray?


texts: Why is the texture not appearing on the model

texts: I want to see what distortion I have on these UV's, I applied the default grid pattern in the UVs but it is not appearing on the model. Does anyone know why?


texts: How do I set FPS if I don't know what it is?

texts:
I recorded a video on my Galaxy Tab E 9.6" (a samsung tablet) and dragged it into the blender video editor. The properties of the video (on windows 8.1) says that it has a frame rate of 30 FPS. I set the FPS in the dimensions tab in the preferences editor to 30 FPS.

I rendered the video (after adding a number of sound files) but the original audio and the video did not sync up and it gradually got worse. When I checked in the editor, the original audio was about 3 frames longer than the video. I then tried to troubleshoot by using a custom frame rate. I didn't know what it was so I tried to figure it out by trial and error I ended up coming up with something like 30.0001 FPS. I rendered again and it was still not synced up and again gradually got worse.

What I need to know is: how else can I troubleshoot this? Is there a way that I can have blender set the FPS to EXACTLY what the video is os it will sync up? Or is there some other method that I need to use so that it'll sync up?


texts: Rotate object using reference point - exact rotation possible?

texts:
I need to rotate the object exact to be parallel to Y.
In my CAD I m used to use a reference point of the object I that I then can snap to an ax (or another snap-able geometry)
Is similar possible in blender - or how do I get the same result?

thanks for any help!

Florian

here the screenshot of the object:


texts: 2.93alpha new depth of field (DOF) in eevee covers image with blur while having same settings as before

texts:
I was using old version of depth of field to create a model in blender vesrion 2.8. I had same render in every released blender version up to 2.92. But then 2.93a was released with the new depth of field and the same model with all the same settings is now ruined by blur. However it has a thin stripe of non-blurred part at focus distance which increases with F-stop but I can't recreate same blur as before. For example check blur on the image below with F-stop 10.0, at first it might look same as before. If I use bigger F-stop then all blur in front completely dissapears.
How to make new DOF look like old DOF with gentle blur.
Settings I had in 2.8-2.92:
Eevee dof (default) - max size 100px
Camera dof - F-stop 0.4
These are results
2.8-2.92 render

2.93a render with same setting

2.93a with F-stop 10.0


texts: Fcurve noise modifier: change settings with python

texts:
I have a noise modifier on a scaling action on a cube. I want to adjust the scale, strength and phase settings of the modifier, for all three axes of the action, with python.

I can add the modifier:

bpy.ops.anim.keyframe_insert_menu(type='Scaling')
bpy.context.area.type = 'GRAPH_EDITOR'
bpy.ops.graph.fmodifier_add(type='NOISE')

but I can't figure out how to access the modifier settings for scale, strength and phase.


texts: Change background color in Image Editor for transparent image

texts:
I'm rendering an image with a transparent background, which will eventually be included in a figure with a white background. In the Image Editor, blender displays the transparent regions as a grey/black checkerboard pattern. This is helpful, but I would like to get an idea how my image looks on a white background whenever I re-render.
Is there anyway to temporarily set the background color of the Image Editor?

Here's what it looks like, and as you can see, it's a little hard to tell if the render would look pretty on a white background:


texts:
OK, So Im working on retopology for a model. I did a smart UV unwrap on the model, decided i didnt like the way it unwrapped. I deleted the UVMap that was created, added some seams, and unwrapped again. I baked my normals from the HP mesh to the LP UVs... The baking worked perfectly as when I import into a game engine, I dont have ANY issues with the normal maps. The problem lies with when i render in blender. Below are two images, The first from the mesh that was freshly exported to FBX and imported into Unity.

The second image is Blender 2.80.75 showing a few highlighted faces so you can see what is going on.

Im not sure if this is a bug, or i'm totally missing something. Any advice would be GREATLY appreciated. but as you can see the arrow should be pointing to horizontal lines... the normal bake next to the blender image even shows that. Ive tried to disconnect and reconnect, force the node editor to use the one and only UVMap from the unwrap. Ive tried deleting the UVMap and unwrapping again. Im just hoping maybe someone can point me in the right direction. Thanks for your help!

https://imgur.com/a/xjpgLQ0


texts:
I want to create a stairs-like extrusion with a face - But kind of inverted, like intruded.

The result should be something like this.

However I don't want to extrude the left face to the top, but instead to intrude the right face to the bottom. But when I do this, the following happens:

I suppose this is exactly the right thing and handled perfectly well by Blender, it's just not what I want. The outer faces still exist, while the top face is just moved to the inside.

I hope you understand what I mean, if not, please leave a comment.


texts: Blender doesn't show "Jack" in user preferences system audio

texts:
I would like to use Blender with Jack (Jack Audio Connection Kit), but it's not available in user preferences > System tab...

I'm using Blender 2.77 on Linux Kubuntu 16.04 and jack2 (v1.9.11), with Cadence and snd-aloop (alsa-to-jack trick). I also tried with pulseaudio jack-sink module, and also without any audio bridge, with no more luck.

I tried to launch Blender with "setaudio" option, while Jackd is running :

blender -setaudio JACK

No warning message, but still nothing in the audio device list.

I found on the web that Blender needs to be compiled with "Jack enabled in user-config.py". Thanks to @batFINGER I know now that official Blender release from blender.org actually IS compiled with jack support. (tested it by typing bpy.app.build_options.jack in python console, and it returned True.)

Any help on that subject will be much appreciated.


texts: Conform selected edges or vertices to the objects surface

texts:
Hi all,

I would like to scale the selected vertices inwards and make them to stick on to the surface of the cylinder that i have placed in the centre. the cylinder is not joined to the plane.Would be awsome if some one would help.Thanks


texts: Can I download and install Blender outside of Steam?

texts: I currently have a falling out with Steam over a customer service issue. As a Blender subscriber (gold member), can I download and install outside of the Steam universe?


texts: Imported video's audio has different play time when watching in vlc

texts:
I have a recorded video (recorded in obs), that has a running time of 28 minutes 56 seconds.  When I watch the video in a video player (e.g. vlc) the last word of audio is at the 28:55 mark.  When I import into blender, the running time of the audio and video track is 28:56 but the last word of audio occurs at 28:48 and then there's silence for the last 8 seconds.

This isn't a case of the audio and video channels being different lengths.  I recorded at 30fps and imported at 30fps so they both are the same length.

What could be causing this weird audio issue?  Is it some sort of codec issue or variable frame rate issue perhaps?


texts: Eyes and rig problems when exporting to .fbx

texts:
I have a mesh with 2 eyes parented to the head bone. Their rig is one bone that they track using a Track To constraint. When I export to .fbx and re-import the .fbx to Blender the following problems appear:

The eyes unparent from the bone, get teleported in a weird position behind the character and their constraint disappears.
The rig adds a "[bone name]_end" to the end of every bone that doesn't have both tips connected to something. Also, some of my bones, like the deform ones disappear.

When I export, I select "mesh" and "armature" and don't bake the animation, because I just need the rigged model for Unity.


texts: Removing Doubles Ruins Mesh of My Character

texts:
I created a character in blender. I tried to parent it to the rig but it says "bone  heat weighting failed to find solution for one or more bones". After more than two days of research and restarting parts of my character, I found out removing doubles makes me able to parent the character using automatic weight painting. I had to change the merge distance from 0.0001 to 0.001. But, it made my mesh look messed up. The lips aren't separated anymore, the eyelids are gone and there's a lump in the middle of his brow bone area! I've tried redoing my head topology but it still gets messed up. I attached the blend file and a pic of what it looks like.

this is the link


texts:
I think this is a bit of a unconventional question, but!
I have a few videos (.mp4) imported into my blender model - I've done this through [Import -> Images as Planes].
I am trying to create an animation, walking through the model - however, my videos start playing as soon as the animation starts, and once they play through, they just stop. So, when the camera reaches them (say at frame 300) in the animation they are just stopped stills showing only the last frame of the video.
Is there a way to loop the videos in Blender? Or make them start at a later point? So that they are either constantly playing, or atleast playing at the right time the camera reaches them?
I am new to blender, so I'm trying to find a simple way to do this, or atleast a method that I can follow - I still don't know most of Blenders nooks and crannies and sadly I'm still trying to get my head around it!! :(
If it's possible to actually do this without having to edit the videos themselves, this would be so so helpful!!
Thank you!
[I am using Blender 2.82a on Mac]


texts:
There is a lot of info on how to speed up 3d rendering, but not for standard video as I'm starting to use it.

I'm doing just a few crossfades, mastered audio done in another program, with 1920x1080 resolution of about 1 hour of video at 60fps.

This is pretty high quality video, so I understand it would take a bit to render.

However, to render to H.264, it took 6 hours.

Is there anyway to reduce this? I would do lossless, but that takes nearly a terabyte of space.

Note, my encode settings are a bit rate of 8000, 60fps, 30 GOP, and 384 audio AAC.


texts: Blender 2.81: How do I import the rig correctly?

texts:
I'm dealing with a professionally authored fbx file of a quadruped. It has been created using max.

This is what the rig looks like in 3ds max:

I import it using the option "Automatic bone orientation" in Blender 2.81.

What I see then is this:

The pelvis is rotated to the side, and "RigLShoulderBlade" and "RigRShoulderBlade" point towards each other.

I have tried all other (non automatic) bone orientation options, they were even weirder than the automatic option.

How should I deal with this?

I have uploaded the animation fbx in question here.

It would be very nice if somebody could tell me how to import it in Blender in such a way that the bones are rotated as in 3ds max.

Thank you very much for the help!

Edit: I have filed a bug report at blender.


texts: Edit Mode Transform Median X, Y, Z location. How to read the N-Panel

texts:
Rather than recalculate it - How can I read the Transform Median X,Y,Z that is displayed in the Transform Median Dialog..

The code to calculate it is straight forward but I'm just curious as to "where this data is coming from"?.    It's right there and I can't get my pythonic hands on it.

The tool help for it is bpy.ops.ui.editsource but the documentation doesn't reveal anything.

Should I be looking in the BMesh class?

Similarly:   In object mode - the Transform Location is that of the last selected object.
But the "pop up tool tip" at least gives me the "Slot Info"


texts:
I have an FBX file that is 9.36 MB

When I try to import it into blender, blender maxes out my CPU and Memory (Blender is using almost 5GB of ram) for a few minutes then goes back to the scene without importing the FBX.

I get this in the console:

erpref.blend

found bundled python: C:\Program Files\Blender Foundation\Blender\2.77\python

FBX Import: start importing C:\Users\Peter\Downloads\JMS20.fbx

Traceback (most recent call last):

File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_scene_fbx\import_fbx.py", line 2234, in load

elem_root, version = parse_fbx.parse(filepath)

File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_scene_fbx\parse_fbx.py", line 164, in parse

elem = read_elem(read, tell, use_namedtuple)

File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem

elem_subtree.append(read_elem(read, tell, use_namedtuple))

File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_scene_fbx\parse_fbx.py", line 119, in read_elem

elem_props_data[i] = read_data_dict[data_type](read)

KeyError: 0

Any ideas what might be going wrong?


texts: Particles are not visible when rendered (ver. 2.83.5)

texts:
Sprinkles particles are missing when rendered

Camera icon ON
Properties - Particles - Render - Show Emitter checked

File -

I saw a lot of similar topics here but couldn't find the right solution :(
Please, help me to figure out the problem


texts: What is causing the edges of my models to become semi-transparent?

texts:
All of a sudden, in a particular scene I am working on, the edges of all the models have become partially transparent.  It is like what happens when you have a very small start clipping pane and are looking at a small model up close.  Except the clipping panes have not been changed, most of the objects in the scene are not very small, and I am not zoomed way in.

Here is a screenshot:

The crude barn thing pictured in the screenshot is about 30'x25'x26' and the zoom is pretty standard.  This behavior is also not dependent on the zoom, and again, I have not changed the clipping panes.

And I do have limit selection to visible checked, it does look similar to what it would if that was disabled, but that is not the problem.

What is this caused by and technically what is responsible for it?


texts: Is there any way to keyframe values within a SimpleDeform modifier?

texts:
I am incredibly new to 3d animation and modeling after perfecting 2D animation via motion graphics for the past few years. I've found it best for myself to just jump into programs and play around to learn various functions.

I've started running through some of the modifiers; however, it would seem as though there is no way to add a keyframe when changing the value of a property within a simpledeform.

For example: I'd like the angle of a Twist modifier to be 208 degrees at frame 24, and to be 0 at frame 0.

Afterward I would like to be able to smooth out the f-curve between the two keyframes to create an interesting look where my primitive untwists.

Is this simply not a functionality of this program? If so, in what programs would I be able to do this?

Thank you in advance. I apologize if this is extremely basic I truly just don't have any idea what is going on after doing quite a few searches for this myself.


texts: Convert an image with black background to a black and white

texts:
Is there a way to convert an image with a bleck background to a bleck and white so that I can use it as a mask in Cycles?
Here's the idea - From this:

To this:

I'm creating this Earth scene from "blenderguru.com" (link below) howeever, the clouds in Cycles are not visible enough and part of the clouds is fully transparent -

Internal -

Cycles -

Internal material -

Cycles material -

I don't know what it does in the Internal, but I expect the same result in Cycles. If anyone can explain to me why do clowds are less visible in Cycles?

Earth tutorial - http://www.blenderguru.com/tutorials/create-a-realistic-earth/