texts: Delay in showing menus, tooltips, 3D cursor: Actually, delay in showing everything

texts:
So, where do I start.  When I click on a menu, what I expect to happen is to see the menu expand so I can see all the options.  You know, like every other program out there?  Instead, nothing happens - until I move the mouse over the area where the menu was supposed to be, and then the menu appears the way it's supposed to.

Tool tips have the same issue.  When I hover over a button or something, nothing happens.  Unless I move the mouse and it happens to move to the same spot that the tooltip was supposed to appear in.  Then I see the tooltip appear (usually very briefly).

One more example: I'll left-click to reposition the 3D cursor.  Nothing will happen.  If I sit there and wait, the 3D cursor will appear to remain exactly where it was before I moved it.  Unless I, for example, rotate the viewport or do some other action, and then the 3D cursor will magically appear in the new location (where I left-clicked earlier).

I'm using Windows 7, and this has happened to me in both 2.76b and in 2.77.  I tried both the 64-bit version and the 32-bit version.  I don't have a clue what's happening.

Anyone?  I'm just starting to get into Blender, and this is an increasingly major obstacle as I'm trying to learn some of the basics.


texts:
I am tying to make a go-kart game in blender.
Im not even halfway completed but, my code doesnt seem to work.
please help.

this is the code:

import bge

cont = bge.logic.getCurrentController()
own = cont.owner

#var
maxvel = 0.5     #const
brkvel = 0.05   #const
crsvel = 0.005  #const
accell = 0.001  #const

#inputs
w = cont.sensors['W']
s = cont.sensors['S']
a = cont.sensors['A']
d = cont.sensors['D']
space = cont.sensors['space']

#outputs
motion =    cont.actuators['motion']

        ##movement

    #accelerate
if w.positive:
    own['vel'] += accell
    motion.dLoc=([own['vel'],0.0,0.0])
    cont.activate(motion)

if space.positive and own['vel'] > 0 :
    own['vel'] -= brkvel
    motion.dLoc([own['vel'],0.0,0.0])
    cont.activate(motion)


texts: Can Blender be used for high quality industrial design?

texts:
I have been using Rhino for industrial designs but there are many cases that it is very difficult to carry it through because of lack of Rhino's freeform and flexibility. I want to switch to SubD softwares like blender. The problem in SubD softwares is distortion around edges in curved surfaces. For example, it is very hard to dig several custom shape holes on a sphere without distortion when you add subdivision and smooth it.
Please guide me. Is it worth to use Blender for industrial design (just for rendering not manufacturing)?
If yes then how can I learn SubD industrial modeling using Blender? My problen is getting a right topology in each situation.


texts: What does "self lit" mean, and why is it a good thing?

texts: I've seen some artists post scenes they describe as "self lit" [1],[2]. What does this mean, and why is it desirable?


texts: A snakelike group of Objects running on the same path

texts: I have a group of objects (toys) that should run trough a cone then along a curved pipe then falling out, down  to a production line and going along that line. The objects are one after the other so the second object enters the path when the first item has done a short distance so the items should work like 'one object' but each one should follow the path. I have tried parenting them and also tried joining them into one object, So whats the best solution for that sort of animation?


texts:
I have a model like in the following image:

There is a mesh for this object made of many individual cubic boxes. Every individual box has its own 6 faces, so where they touch with another box, there are 2 faces on the same place touching (and some of the cubes intersect each other, so their faces are inside each other).

I want to simplify this model and

Remove internal faces (those touching each other)
After removing faces, also remove unnecessary vertices

What's the way to do this in Blender? (using version 2.66)


texts: How to Remove these Ngon's with good topology?

texts: I'm working with a relatively low poly model for a weight bench, and am currently connecting the "legs" that support the weights.  I'm having an issue trying to determine how to clean up the highlighted parts below.  Any help would be much appreciated!


texts:
i was making a addon to create a stylized tree and when i run the script in the text editor of blender it run well , but when i convert it to a package ZIP to use it like a addon . Console show me No module named 'particles to leaves'
bl_info={
    "name":"Become to tree",
    "author":"Cristofer Erik Calvo Milla",
    "version":(1,0),
    "blend":(2,91,0),
    "location":"View3d>Tool",
    "warning":"",
    "wiki_url":"",
    "category":"Add Mesh"

}
import bpy
import sys
import os
import importlib
from bpy.props import PointerProperty
from bpy.props import EnumProperty

sys.path.insert(1,'.\Branch')
sys.path.insert(2,'.\Find_Position')
sys.path.insert(3,'.\particles_to_leaves')
sys.path.insert(4,'.\Transform_branch')

from particles_to_leaves import system_particles
from Branch import Type_Trunk

now i can add my addon to blender, but i can't see my menu in view -->UI


texts: Can I relocate the manipulator in Blender 2.79?

texts:
I would like to be able to move the 3d Manipulator, in edit mode, so I can manipulate a vertex/vertices, edge or face about another location.

In the gif I select a vertex, I then move/relocate the 3D manipulator to another vertex (though it could just as easily be an edge or somewhere on a face) and, using the 3D manipulator, I move the location of the selected vertex. I then move the 3D manipulator again and repeat the process. There are many reasons I usually do this, the example shown here is just one reason.

How can I accomplish this in Blender 2.79?


texts: How can elements be selected and moved properly?

texts:
I'm having trouble selecting and moving elements in a model.
The recording and file is here.
Steps to replicate:

Select element (i.e. face)
Move outward
Move inward
Tap on first selected element

Expected:

When moving outward, faces should not fold.
When moving inward, form crater.
When the former face is tapped, it should become selected.

Results:

When moving outward, faces fold.
When moving inward, the topology does not dip below the original surface.
When the former face is tapped again after moving inward, there is no feedback.

I think I might have accidentally ripped everything. How can this be fixed?


texts: How would I go about rigging this model?

texts:
Hey all! I'm trying to rig this mecha for Unreal Engine 4, and I have modelled it (In separate parts)and was wondering how to parent it properly for Unreal Engine 4. If I rig it mechanically as separate parts, UE4 imports the FBX as different Skeletal Meshes. I do not want this. I want it all as one mesh. But if I join it, it bends and warps, not how I want it to

Can anyone offer any advice? I want it to move mechanically but as one mesh


texts: How to render the Trajectory of a Moving Object?

texts:
I want to use blender to draw a cycloid animation. I know the function, but is it possible to render the motion path of a vertex of a circle like the following video?

https://www.youtube.com/watch?v=x0Z9OeJbRy4


texts: Adding Bend Modifier for a parent object and treating as if it's a single object

texts:
I just learnt how to bend planes into a sphere from here. But now I have created curves for few countries just on top of a plane, and I do not know how to make all of them (plane, curves and meshes on top) bend into a sphere

What I tried:

1) Made all the countries children of the plane [ocean] and applied a modifier to the parent.

Result: Modifier doesn't apply to children, but only to the plane got bent; Found an explanation that modifiers are not intended to be applied on children :(

2) Added two bend modifiers (after a subdivision modifier) for one country and tried applying to all countries using Ctrl+L and each country is bending into a globe :/

3) Tried Alt+Click, but it doesn't seem to work! Do I need to set the hotkey in the preferences?

UPDATE:

4) Lattice Modifier on Parent doesn't work too, sub-objects are not obeying to the stretch and skew of the lattice

Clearly, the ocean layer is obeying, but the countries continue to stay the same regardless of the lattice's shape

So, here's my question: How do I apply a modifier that would treat the parent object as a single object [as if it was just a plane with countries embedded on it]?


texts: Why do bones without visible weights move the mesh?

texts:
I'm using Blender 2.82.
It looks to me as if the first 2 bones in my .blend file do not have any weight.

However rotating them cause my mesh to deform.

I know that rotating the root bone causes the mesh to rotate, but that is not what I mean. In fact, parts of the mesh are deforming.
Why is this happening, and how can I resolve this?
Rotating the first 2 bones should not have any effect.
I have also uploaded a video here that shows the problem.


texts: Compositing layers after blender restart

texts:
In relation to the frequent error at rendering (cuda out of memory), after rendering every layer I must restart computer (it is helping to free memory on the card - when I am rendering layers directly after oneself, an error is taking place). Unfortunately when I am rendering one layer, automatically I am losing second one. In what way I can connect them unnecessarily for rendering both suddenly?

I have GeForce GTX 970, blender 2.77

Render layers with transparency and combine them in Photoshop can be some solution, but it is really problematic with more frames (animation).


texts:
help me with the drivers please
i am trying to make the wheel  rotate always forward using drivers  but when i change the Direction of the variable (cube ) , the wheel start to rotate in the negative Direction

it should always rotate  forward around the the x axis in the local transformation

this is the images help me understand please

enter image description here

the file link


texts:
I am creating a scene for the game engine and setting up the ground now. I have different levels of details and thus want to keep my pieces as different objects. I duplicated it several times and added a Displace modifier set to Object Coordinates. The coordinates point to a plane object. I got the seamless result (as expected), but when the ground reaches where LOD switches level, I get this problem:

I guess this comes from the mesh being used by LOD, which is just invoked from its initial position. It also doesn't get the coordinates from the object using it. Do you have a way around ?


texts: Python script to automate hair generation (hair direction)

texts:
Objective: I want to automate the generation of hair/simple hairstyle with a script. I have a head model and the scalp and i want to use a python script to generate the hair.
Current state: I have come to a somewhat good result. Using python to define the particle system settings (hair/length/#parents/childs/shape...) but the key point is still resisting, the direction. I am now using the velocity settings to define its direction tangent to the faces (Image1).
Problem: Different hair directions form paths without any hair where the scalp is visible (Image2). This is my major problem. Another problem is that the hair direction sometimes is different to what i expect (Image3).
Options I tryed/thought: I was thinking in curve guides instead of velocity but short hairs where giving me problems... I have also started setting hair keys coordinates by script but seems overcomplicated and so far the results are not very good.
Velocity settings:

Current Render:

Viewport view, unexpected hair direction:


texts:
I've recently purchased a copy of HOps/BoxCutter and I have been loving them so far - however, I've run into an issue where when I have tight geometry made by boxcutter, I am basically incapable of using a bevel modifier across the model. I was looking for some advice on how best I can approach this problem in order to fully bevel the model as desired.
Here's an example photo of my model.
and additionally, a view of the geometry of the model.

If you prefer the model, you can get the .blend here:


texts: How to animate a character throwing their hat on the ground?

texts:
I have a snowman with a hat.
Link here: https://www.dropbox.com/s/jji57qkhwe3yhhp/robotHat3_childOf.blend?dl=0

I want to animate the snow mans hand grabbing the hat and throwing it on the ground in front of him.

How would you go about animating the hat being released from the hand and falling to the ground.
I need a simple and quick technique as I will be creating a variety of such motions.
Link to successful result; https://www.youtube.com/watch?v=kwYacsbW5Pg


texts: bl_space_type = 'NODE_EDITOR' not working

texts:
Blender 2.92x
I want to make an N pie menu panel for The Shader Editor.
By the way, what is up with the label miss-match.
The menu reads the Shader Editor, but in BPY the term is NODE_EDITOR.
class TestPanel(bpy.types.Panel):
    bl_label = "Nodes"
    bl_idname = "PT_TestPanel"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_category = 'Nodes'


texts:
I'm using blender 2.79b to edit a video.  I'm not using it for 3d modeling at all.  I edited the video in the VSE and everything plays fine from inside of blender.  I then render the video to a file.  I've tried every combination of audio codecs with the MPEG-4 container and H.264 video codec but every time the audio is either not present or is garbled when playing in Windows Media Player.  Every case except for using Vorbis as the audio codec is garbled or not present when using VLC.  I tried uploading the version using Vorbis to You Tube and the You Tube playback was garbled.

My searching and experimentation has reached its limits so I'm hoping someone can help me.  Thank you!


texts: How do I make a wheel to rotate around its own axis instead of around its parent object?

texts: I added a driver for the x axis rotation and set up the driver editor it's rotation is around the parent object I want it to be around its own axis I tried filling with the degree values in the rotation box but to no avail.


texts: When baking an animation to rid the constraints on the bones, the mesh and bones seem to deform

texts: I'm new to all this animation and rigging stuff, but pretty much exactly what the title says. I tried all sorts of settings on the bake menu but I cannot seem to get it to not deform. Thanks in advance


texts: boolean modifier fills up the intersection area

texts: I want to create a cut in a cube so as to create a hollow pool of water in the middle of the cube. However, when I apply the boolean modifier and remove the object used to cut into the cube, I see no actual difference. The cube is still completely solid. Only in edit mode can I see that a boolean operation has been performed, but unfortunately no hollow area is created. I hope someone can tell me what the issue is here.


texts: Object does not appear in render view but appears in all other views

texts:
After updating to Blender 2.79, I had to fix my rig by using the following fix: 'LIB ERROR: object lost from scene' error when opening file

But after doing that the object does not appear in render! It is enabled for rendering but it does not appear in render view or when rendering, but it does appear in solid, textured and material views. Can anyone help please? I am using Cycles Render.


texts:
When I try to bake my Texture the result looks like blender randomised the Grid of the texture.
Could it be that I somehow changed an option or something like that?
Here is the baked map which should only have a Rock material on it.
I baked it with the Diffuse Bake Type and without Direct and Indirect Influence.(I use Cycles)
I tried adding seams to the Uv map but that didn't change anything at the porblem.
Here is another image.

As you can see here the selected faces should all be a rock material but on the Texture I baked they are mixed with my other materials.
I tried to make a new model and that didn't changed it.
I'm not very experienced with blender so I hope somebody could help me with my problem.
Thanks!


texts: How important is distortion in a UV map being used for combined baking?

texts:
Since an image texture for baked lighting is created by the render engine, is it better to set up the seams for the UV map so there is minimal distortion?

The scene has a number of objects in an enclosed space, some of which are rather complex shapes. None of them is going to have much texture, so I don't need to think about misaligned seams, really. My interest is realistic shadows and light.


texts: How to colour faces produced by a Boolean modifier

texts: I have produced an indent in a cube using a UV sphere and a Boolean modifier. The cubes white and the sphere is black. But when I try to colour the indent it colours the whole cube. Has anyone got any ideas please


texts: Add the Same Modifier to Multiple Objects at Once?

texts:
Is it possible to add a modifier to more than one mesh at once?

I have a lot of unique objects,  and I want to set a subdivide modifier to them, would I have to do each one individually?

I have tried selecting all the objects and then adding a modifier, but as I expected, it only added it to the active object.


texts: Can you auto-pack a selected group of islands in UV view?

texts:
I'm trying to figure out ways of optimizing my UV Layout creation workflow. Here's what I do so far:

mark seams on the mesh
select the mesh and press u u to auto unwrap it
if the UVMap image ("checkers" view) looks too distorted on the mesh, go back to step 1 (mark more seams).
Once satisfied, select the logical parts of the mesh in 3D View so only those corresponding islands show in the UV view. Due to auto-unwrap, these islands are dispersed throughout the UV layout.
Move each of these islands one-by-one close to each other so they are all in the same location in the UV layout
Repeat steps 5/6 for every part of the mesh

Is there an easier way to do step 5? Like some kind of command in UV mode like "auto-pack the selected islands" using the same underlying layout algorithm used for the initial unwrapping?

Also, if there are any tricks worth knowing that could speed up this process, please let me know! Thanks.


texts: How to Set/Calculate pole angle of IK constraint so the chain does not move?

texts: How to calculate the exact pole angle so when I add Pole bone the IK chain does not move?


texts:
I'm sure this is not very complicated but I'm new in Blender and trying to figure out how to draw this curve I attached.
Basically the form will look like a circle from the top view and have this spirals going down with different density and directions.
What would be the best way to do this?
I appreciate all your replies.
Thank you


texts: Cant remove emissionobject from orthographic view camera

texts: I have a camera placed in front of an emission object, but when I enter orthographic view in the camera, the object appears in from the camera thus blocking my scene? Ive turned off the emission objects camera ray visibility too?


texts: Set Vertex normals to vertex color in Python

texts:
How do i set the vertex color to vertex normal for all vertices of an selected object?

My approach here somehow prints only a few vertices and spares out the rest :(
How can i fix that and include ALL other planes, too? (see images below)

import bpy

current_obj = bpy.context.active_object
mesh = current_obj.data

if mesh.vertex_colors:
    vcol_layer = mesh.vertex_colors.active
else:
    vcol_layer = mesh.vertex_colors.new()

print("*"*40)

for poly in mesh.polygons:
        for loop_index in poly.loop_indices:
            loop_vert_index = mesh.loops[loop_index].vertex_index

            #color = [1 , 0, 0]

            #vcol_layer.data[loop_index].color = color

            #vcol_layer.data[loop_index].color = mesh.vertices[loop_vert_index].normal
            color = mesh.vertices[loop_vert_index].normal
            vcol_layer.data[loop_vert_index].color = color

            print("painting vert",loop_index, "to color ", color[0], color[1], color[2])

mesh.vertex_colors.active = vcol_layer

mesh.update()

Outcome for a sphere (paints only 1/4 of vertices??):

Outcome for a foliage-mesh (all planes are joined into one mesh)
Still paints not all vertices????

Please help me out, how to include all vertices :)


texts:
Is there a way to "re-parent" animation data? FYI, I don't know much about this, so I'm probably using the wrong term.

Basically, I unintentionally "parented" (or linked? not exactly sure if that word is right, but I see it in a lot of menus I'm trying to use) my animations to random meshes within my models.

See these screenshots:

My expectation (not sure if this is correct), is that all of my animations should "belong" to my top level Armature. Instead, I've got some (but not all) animations attached to various other parts, like a piece of the neck, and the left leg (???).

Not only was this unintentional / messy, it is causing problems down the line, as I'm exporting an FBX which is then imported into Unity. Then Unity seems confused itself, since animations belong to the neck instead of the Armature.

Is there a way to take my existing animations and make them belong to the top level armature? I was able to right click an "unlink" from the hierarchy, but then it appeared they weren't owned by anything, and weren't getting exported/imported.


texts: I'm missing my options tab in the tools. I've reset the interface to default and also tried opening previous files that I know I used the options tab, but still no luck. I have no Idea where it went? Can anyone help, cheers!


texts: Rigged Hair (non-particle) Distorted by Armature

texts:
With the model I've made for my game, I've finished rigging it and everything but now I've run into a problem:
My character has two thick bracelets(one on each wrist) one on the upper right arm/bicep and some shoes(the left one has a band/anklet above it)
Now the issue is, when I move the upper right arm, the bands follow properly but when I move the right forearm, the upper band bends as if it's attached to it but after checking the weight paint section(which I don't use much and I'm still getting used to) it doesn't look like it's attached and I cannot figure out how to fix it.
I have the same issue with the shoes too, when I rotate the legs, the shoes stay where they are and don't follow the model at all.
I can upload screenshots but due to copyright, I will not upload the model, thank you for understanding:
[![Property of CraftyMaelyss][1]][1]
[![Property of CraftyMaelyss][2]][2]
See what I mean? Also I took some screenshots of the weight paint and since I can't add more to the question, here's links to them:
http://sta.sh/21whv1rhxhpr?edit=1
Again, I'm not that experienced with weight painting but I've followed a few tutorials and it does seem to be working :(
Here's an example of one of the tutorials I tried:
https://www.youtube.com/watch?v=TBS1qy4jzTg
If there's another way to get these accessories to function properly, please let me know. In an older version of the model, all the accessories, clothes and such were separate objects but in this newest version of the model, it's all one object.


texts: Check if a property is animated or has a driver

texts: Using python, how can I check to see if some property (like context.object.location) has any keyframes, or has a driver attached?


texts: Exact Math formula of the MixRGB Node (Multiply Option)

texts:
I'm trying to write a GLSL shader that is supposed to do what the cycles nodes do with texture color mixing and stuff, but I'm not sure about the math involved behind the MixRGB node. I'm interested in the multiply mode of the MixRGB node.
I suspect that the node is simply multiplying the input colors by default.

output = color1.rgba * color2.rgba

But what happens when I'm setting the frac as well? Is it multiplied along with the others as well like:

output = color1.rgba * color2.rgba * frac


texts: How to reduce Noise in a Dark Cave scene

texts:
So currently I'm watching Andrew Price's tutorial on "How to Make a Cave in Blender - Tutorial". I've made some progress, and decided to make a nice render - this is a screenshot of the rendering progress:

You can't see that well, but the rendering is at path tracing sample 2000 of 1000000 (one million). By then it's been running for two hours. But when I compare this picture with Andrew's final render of his cave, I notice the differences:

You can notice mine scene has a lot of noise compared to Andrew's, which is silky smooth (Even though my picture is bigger). How many samples should I have? Am I missing some rendering settings? Should I let the samples do their thing all the way to one million? (There's 1057 hours left... that is 45 days)


texts:
I am new in blender. so I am trying this tutorial. and when I hit render view everything is in alpha.
So I cant see my light source and everything.
I have tried multiple things like load factory settings and stuff can some one help me out?


texts: Blender 2.79 crashes when in material view

texts:
I am running blender on windows 8 64 bit and have AMD Radeon HD 7670M and Intel HD Graphics 4000.
Whenever I try to enter material view on a layer with even a cube, it will instantly close. Other things that cause the file to crash include; texture mode and system tab in user preference.
I have tried using other versions such as 2.79b to no avail. I refuse to use 2.8 or later for this current project, I prefer blender render and am still transitioning to eevee.
All of this started when I updated AMD Radeon.
Here is the file I'm having trouble with, it's for a fan project:


texts: How to focus a property field in an Operator dialog by default (v2.91)

texts:
This existing question has some answers that attempt to make a property field focused when it appears, but none of them seem to work in 2.91.
If you run the code below, you will see that the field is not selected, even though the "bl_property" value is set, per this documentation.
Here is my sample code (it is not currently useful, of course, just demonstrating the issue); the idea is to show a small window with a single property, and have that property focused:
import bpy
from bpy.props import *
theFloat = 0.0

class DialogOperator(bpy.types.Operator):
    bl_idname = "object.dialog_operator"
    bl_label = "Simple Dialog Operator"
    bl_property = "my_float"

    my_float: FloatProperty(name="Some Floating Point")

    def execute(self, context):
        global theFloat
        theFloat = self.my_float
        return {'FINISHED'}

    def invoke(self, context, event):
        global theFloat
        self.my_float = theFloat
        return context.window_manager.invoke_props_dialog(self)

def register():
    bpy.utils.register_class(DialogOperator)

def unregister():
    bpy.utils.unregister_class(DialogOperator)

if __name__ == "__main__":
    register()

bpy.ops.object.dialog_operator('INVOKE_DEFAULT')


texts:
I am modifying a 3D scanned model
, I want to join the upper and lower parts of the shoe.
I didn't know how to do it in sculpt mode, so I did a merged the vertex in edit mode, but it didn't work. (Please refer to the image)
Also, I found an article asking the same question.
https://blenderartists.org/t/how-to-fill-the-holes-and-avoid-overlaps-in-sculpt-mode/641648
Is this impossible even as of 2021 without using add-ons?
I'm new to 3D scanning and sculpting, and I'm sorry if it's a rudimentary question.


texts: Is that a bug? Circular dependency on images

texts:
Im trying to bake textures, and i get this circular dependency even if i got 2 materials and its pretty straight forward plug 1 map in its socket. And this causes map that im baking to ignore that texture. But what makes me think that it is a bug of some sort is that if i replace this texture(delete and plug same one) it works just fine

So here is an example with 2 materials, some basic stuff
And here is what happens when i hit bake :/


texts: Rokoko retargeting: How do I deal with different limb length?

texts:
I'm using Rokoko to retarget an animation set.
I have changed the target's pose to look like the bind pose of the animation set:

I have then changed the bone mappings to this:

The Rokoko support confirmed that the bone mappings are correct.
I have then switched to one of the animations, then I clicked "Retarget".
The result looks like this:

The arms have not been retargetted nicely.
What might be the issue here? Is it the different arm length?
ps: I don't have any bone rotation limits on my target model.
I have uploaded the blend file here.
I wanted to use blend exchange, but the file was too big with 90 mb.


texts: Making an animation with a transparent background blender cycles render

texts: I am currently trying to export a animation with a transparent background to lay over the beginning of my YouTube videos. I got this idea from the famous YouTuber captainSparklez. I have tried changing the output to RGBA but that does not work and I have also tried selecting transparent in the film section but that doesn't work either. keep in mind I am using Cycles to do this and I don't know if u can render a QuickTime animation in cycles. I will be using this in my editor Adobe Primer Pro if you need to know that. My version of blender I am using is Blender 2.78a If you could help that would be amazing thank you for your time.


texts:
I am rendering a cctv room where theres a camera looking at an object and output its view on a screen

Heres a simple setup as a quick visualization.

The Camera on the right sees the cube and output it on the black screen where the left camera is looking at. How can i achieve this?


texts: How do to use just edges as Compound Parent?

texts:
2.91 introduced a new collider shape called 'Compound Parent'. If I'm not mistaken the main idea is to have a low poly parent which acts as collider instead of the high poly child while calculating rigid body physics.(as seen in this video https://www.youtube.com/watch?v=M5zBqQELdVU)
but the chain example seen on https://wiki.blender.org/wiki/Reference/Release_Notes/2.91/Physics uses just edges as collider.I would like to know how it was done.
and i would also like to know if there is difference between using a 'copy transforms' or 'child of' constraint instead of compound parent.
I tried having multiple edges as child objects with mesh collider but the mesh just passes through each other instead of colliding.


texts: How to removing internal meshes from the stack of cubes?

texts:
I have a created a model with a stack of cubes that forms one big single model. There are so many unnecessary faces and cubes present inside the model. I have to remove all the internal faces to render effectively.

The problem is I should not do it manually since there are millions of faces needs removed. And this is not my one and only model, I have to do it like this for many more models.Only if I can do it with the functions present in blender I can able to script it.

So if anyone of you faced a similar issue before please guide me. Or is there any plugin or tool to remove the internal meshes? I believe there has to be a way for this issue since those who use 3D printers are doing a similar kind of process.

Any help would be very much appreciated.


texts: Set axis for spin from custom orientation

texts:
I want create custom operator, which will replace bpy.ops.mesh.spin()
Instead of taking rotation axis from view, i want to take it from custom axis orientation.

I know how to get matrix for it:

m = bpy.context.scene.orientations[0].matrix

but need to know how to get this axis information


texts: How to set loop (ie, vertex-face) normals from bmesh?

texts:
I'm trying to set face normals using a bmesh.  I'm running this in response to a mouse click in an operator.
In the below code, I'm able to run through my loops and set the vertex normals.  While this does update the vertex normals, it does nothing to affect the loop normals which are the ones that affect how the mesh is rendered (a loop is a vertex-face tuple which allows the same vertex to have different properties for each adjacent face).  The BMLoop object does not appear to have a normal property.  How do I set the normals of my mesh?
        me = context.edit_object.data
        me.use_auto_smooth = True

        self.bm = bmesh.from_edit_mesh(me)

        for face in self.bm.faces:
            for loop in face.loops:
                loop.vert.normal = brush_normal

        me = context.edit_object.data
        bmesh.update_edit_mesh(me, False, False)
```


texts: Visual C++ Runtime Error 2.69 Startup (Fresh Installation)

texts:
I keep getting a visual C++ runtime error while starting up a fresh install of blender.... The following is a list of tasks that I have performed to try and fix the problem.

Uninstalling and Reinstalling Python 2.7.5
Uninstalling and Reinstalling Current Versions of C++
Used a working computer to compare versions of C++ and installed parallel versions of C++ clearing out my current list and using the working computer's versions and distributions (which were very hard to find considering on microsoft's website C++ 2008 only has one version available for download now)

Although version 2.63 works fine for me, I have just recently purchased an Addon that I would like to use for blender/Second Life called "Avastar" I can only use beta versions of this software with 2.63 as the stable version is only compatible with 2.69

After about 2-3 hours of installing and uninstalling software related to C++ and Python I've done a system restore and am now posting for help. Below are my current System Specs

AMD Phenom II X4 965 (3.40 GHz)
NVIDIA GeForce GTX 550 Ti
8GB DDR3
Windows 7 x64 Ultimate

Please note: I've tried installing both versions of blender (x64, x86) both Zip & Installer


texts: Why won't Blender let me import .svg files?

texts:
I know this seems to be a repetitive question, but nothing seems to work for me. I am trying to make two ping pong paddles to put in Blender using Inkscape. I've watched the YouTube tutorials, and I know I'm doing everything right, or so I think. But when I press import, they don't even show up. I really need to know how to do this so I can make my ping pong animation. Thanks!

My pictures:


texts: How would I wrap a texture around a cylinder without it looking off?

texts: Im making a chrome exhaust muffler for a racing game but when I try to texture it, i get this ugly line going down the center and when I look at the uv map it seems that one side of the texture is jumping to the other side of the surface, if that makes sense so it looks very off. How would I fix this?


texts:
I need help with a live a surface shader camera projection.
This video, using maya,  shows exactly what I want to do in blender:
https://www.youtube.com/watch?time_continue=1&v=JsnPYpDqhRk

would be thankful for any help


texts: Shrinkwrap an image to a cylindrical / slightly conical object with minimal distortion

texts:
I have some five gallon buckets of various different dimensions and artwork for a label that would go on them. I'm trying to figure out how I can show the label applied to a bucket accurately.

The label files are on an 11" x 17" template. The area beyond the die line is transparent. The die line itself is an irregular shape. I've included a picture of the test label I'm using. (The 11x17 template could be cropped down to be closer to the size of the die line but it would be preferable to leave it as is if possible.)

Here's how I currently have it applied:

Created an 11" x 17" plane
Used the test label as an image texture
Added some loop cuts to fold the plane around the bucket
Used the edges of those loop cuts as a pivot point when rotating to maintain the overall length of the plane
Added a shrinkwrap modifier to the plane targetting the bucket and using an offset of 0.03"

The example bucket used has a larger radius on the top than on the bottom.

The distortion on the squares might seem minor overall but it's quite noticeable when using the real label art.

I want to avoid eyeballing and arbitrarily stretching things as much as possible. Some buckets I might not have a physical reference of to tape up a test label to so I want to be able to trust in my technique used.

It's also slightly suspicious how the rendered label art doesn't curve around the bucket quite as far as the real life photo but I think that might have more to do with slight camera differences than anything else.

I'm using blender 2.8.

Let me know if there's anything else I can add to clarify.

IRL bucket with label

Shrinkwrap modifier

Test label


texts: How to set direction of spin tool blender

texts:
I want to create a pipe with multiple curves see image below:

I have done this with the spin tool but now i want my curve to follow the blue arrow instead of what it does now.. How do i do this i cant find any menu to change this :( or is this not possible?


texts: Everything looks fine in edit mode, but distorted in object mode

texts:
Disabling modifier in viewport does the thing, but I want to animate it, which isn't possible with the armature disabled (see this clip).

I look to some posts with the same issue:

https://blenderartists.org/t/model-looks-different-in-edit-mode-than-in-object-mode/561625
https://blenderartists.org/t/looks-fine-in-edit-mode-distorted-in-object-mode/577266

...and tried this:

Select Armature > Pose Mode > Pose > Clear Transform > Location (alt G), Rotation (alt R), Scale (alt S) (nothing's working).

Download the file here.


texts: Is there anyway to filter by object types not separated by layers? For example, i have an imported scene with many cameras, and I would like to see all cameras in now list.


texts:
is my system strong enough to run most animations. Seem to be having problems rendering
Intel 3.2 GHz
4GB RAM
with nvidia 610


texts: "another installation is already running"

texts:
I am trying to install blender for the first time. I have tried the most recent three releases and all have same problem (for me). Which is an error message saying I already have an installation in progress.

I am on windows 10 and shut down my computer after use.

Any ideas?


texts:
I can't seem to be able to wrap my head around the definitions I find on the web.  From what I can gather, these are shadows that YOU paint onto your mesh?  Why is it a good idea to have static shadows?  Don't shadows change all the time?
For example if I paint ambient occlusion on my model, it's only going to get darker, even if I put lights where they are, isn't that unrealistic?


texts: Artifacts in Render which actually don't exists geometrically

texts:
I have a plane which had a Boolean with a text converted to mesh.
This is the render
There are visible imperfections in this which i think are called artifacts but i can be wrong

These imperfections don't exist in the geometrical form , which means there is no geometry there , just a flat plain
All modifiers on the planes are applied
im using the Cycles rendering engine

Also visible there are no other objects in the scene causing any interceptions , so how is this happening.
Imerfections are also not visible in the render mode in blender


texts: How to change the resolution on a X or Y axis witouth having a scaling issue?

texts:
How to change the resolution on a X or Y axis witouth having this weird scaling issue ?

for example, when searching a good ratio for a shot, you want to play and start changing the ratio of the rectangle of the shot as you wish , but blender after a certain point, (after hitting a 1:1 ratio ?), completely change the XY relations, i really dont understadn why, he start cropping the image on the other axis for some reasons... is this a bug ? i find this really annoying ... if anyone know a way to stop this behavior, either by tweaking a setting that i dont know (i tried tweaking aspect XY but same problem)with a add on, or a custom script somewhere ? please tell me

in this gif i only tweak the x resolution but somehow, blender re-crop on the Y axis

thanks


texts: How to get rid of black spot from the view

texts:
With the alpha texture. Applied on the mesh. From the top view its look good with the transparent zig zag edge. When i view to side view. I can see black spots. How to get rid of those black spots. Any suggestion or help.

https://imgur.com/eK4hwWu


texts:
Any idea how can effect like this can be done with Animation Nodes:

EXAMPLE CLIP

Is this done with particles? How do I make them to change directions with timing.
Or how do I use the vectors?
I used initial position change method as per Docs, but I'm still not able to change the direction. I was thinking adding another vector list, the vector which would be followed by the original one. But didn't figure out how to make it follow another one. Or how to use Rotation to Direction? I know im missing something, but just can not figure it out.
Much appreciate your assistance in advance.
Cheers, David


texts: How do I add specular highlights using a single color in Blender Internal?

texts:
I think I have tried every possible combination of settings and the closest I've come to what I need is this:

See those areas that are white? I need to them to be #FFEBBD, or any color that I choose for a specific material. I've done a ton of experimenting which only resulted in complete garbage or some blended specular shading adding a dozen extra colors to my palette (which I must avoid).

Here are the settings I used to achieve those white speculars:

Now if only someone could tell me what I need to do to have a color of my choosing show up there instead of that white. And yes. I've tried changing the Specular color. And the ramp colors. And I've tried every combination of Input and Blend.

edit:

here's the material preview


texts: The blender is not displaying mesh and vertex colors of `ply` files

texts:
I am new to blender. I am generating a scene.ply RGB-D images. It looks fine in meshlab, but when importing into blender, the mesh color won't display. So I am wondering how to fix that up.
Blender: have tried 2.90, 2.79


texts: What's the best way to avoid ngons and tris in a model?

texts: Basically the question says it all. I'm asking this because I keep getting a lot of ngons and tris with the model I'm working on. And I plan on letting people use this model for whatever they want(whether it be mods or animations) and I don't want it to be filled with ngons and tris.


texts: Object joining break object alignment on Unity import

texts:
New Blender user here. I'm using Blender to create some game assets. Specifically, I'm modelling pieces in an old application called Realsoft 3D that has the best modelling tools I've ever seen, and importing them into Blender to UV unwrap and texture.

I've created a hex tile object and some tree objects in Realsoft 3D. I import them into Blender, arrange the trees on the tile, join the objects into one, and create UV mappings before exporting.

However, when I export for use in Unity (as a Collada file), the imported object doesn't line up with the world axis. AFAICS the joined object inherits the rotation values of one of the trees rather than the default, vertex-aligned hex tile base.

I've just experimented with the order of object selection prior to joining. Am I correct in thinking that the first object selected before joining is the one defining the joined object's orientation, and as such, as long as I select the hex tile first, everything should be good?

Edit: Okay, so it's actually the last object selected that defines final orientation, I think.


texts: EEvEE doesn't render every frames animation

texts:
Problem to render every frames in animation in eevee

There is a problem that eevee doesn't render every frames and make mistakes.
explain: I want to render a plane that shows a video (includes 3 frames and it repeats). in view mode when i play animation every thing works well , but when I start rendering frames eevee doesn't render every 3 frames and Exactly it render frame 1, frame 2, frame 2 (instead of frame 3).
 here is a VERY SHORT video to explain problem. Thankkss

VERY SHORT video


texts: Blender crashes when rendering after baking

texts:
I've created a scene that I can render fine but it takes a little while so I went and turned off a bunch of non essential settings (Such as Ambient occlusion) lowered the render scale and baked my animations and textures before rendering, however now the render actually takes infinitely longer per frame and crashes...

(On a side note unbaked it takes 2mins to begin creating the frame. With baked animations it crashes before even starting to create a frame...)

Is there anyway I can unbaked my animation and textures so I can actually render my file or is there anything i may have done wrong in baking that causes this issue?


texts: Perfectly matching concentric shell walls?

texts:
I have built two concentric hemispherical shells from two spheres centered at (x,y,z) = (0,0,0), and added a thickness to the outside shell to fill the gap between the two shells. However, I have found that -- despite the shells being of the same proportionality (height = 1/2 diameter) -- I do not get a perfect intersection of the inner wall of the green shell and the wall of the blue shell, as illustrated below.

Am I misinterpreting what I'm seeing? How can I make the inner wall of the thickened green shell exactly match the boundary of the (smaller) blue shell? Thank you in advance.


texts:
I just recently got back into doing 3D work after being out of it for over a decade and jumped back into Blender.

The problem I'm having is with some strange scaling with an HDRI image I have.  In the viewport, in camera view, it almost exactly how i want it:

But this is how it appears when rendered, extremely zoomed in:

I've tried using a Mapping node to get it to look correct, but all I end up getting is an extremely distorted image.

All my settings for the Environment Texture in the screenshots are set to defaults.

Thanks.

edit:

So it appears that the problem is with my window and not with the background image.

When I deleted the window everything appears just as it does in the viewport screenhot.  It appears that the window pane is refracting too much.  Is there a way to fix this?  The glass is not a single-face (it has thickness) and it is the same glass I'm using for the table top, which looks fine.  Here is my node setup:


texts: Problem: Character with backpack (physics)

texts:
I have a rigged character, for which I am trying to design a backpack, which should bounce around a little when running.

But I am lost with the “physics”, as I am new to blender. I tried to design the backpack as rigid body. Even when I add rigid body constrains to my rigged character, I cannot get it working.

Is there any other way to solve it.

Even if I could not get it bouncing, if it follows the body propery without merging/overlapping with the character, it would be fine for now.

Can somebody help me out. Even a reference to a tutorial video would be welcome. I was not able to find any for this topic.

Thanks in advance


texts: It's hard to select the number of iterations for baking overnight and I would rather just say "run until I say stop". Is there a proper way to do this or should I just pick a very big number and cancel the run in the morning? This does produce an image, but it's not clear exactly where it comes from.


texts: How to Select a data block's user in outliner?

texts:
How to Select data block's user in outliner??

Nothing happens with my gesture on the gif.

And how to I know users in other scenes?


texts: Is there any way to select touching/joined vertices/edges/faces in edit mode?


texts: I can't make nonmanifold wings mesh manifold for 3d print

texts:
I pulled all of oldschool runescape's meshes so I can 3d print them. They made models with just faces so it's required a lot of work to get some to print but this one eludes me.
Currently I'm working on one of the bosses in the game and got the rest to print flawlessly but separated the wings because it messed the whole print up.

file in question --heads up, it opens quite large on the x&y in blender>>> https://drive.google.com/open?id=1Hk_TxdC7_Nh3enrIli80tvHG0e4WpoFb

I've used the 3d-print plugin to search for manifolds and 'make manifold' either deletes everything but the flaps of the wings or the spine structure depending on if I've used mesh>normals>recalculate inside/outside or merge by distance.

Any tips would be appreciated though I fear ill have to model from scratch.


texts: removed duplicated points, texture completely warped

texts:
Newbie here again, I'm having some texturing errors... I made a little low poly dog for fun, and was finally able to texture something properly!

That is.. until I started to rig it. Everything was okay, except all the limbs were duplicated. So I went in, removed the doubles of all the points... and now the texture somehow became this monstrosity.

I moved the uv mapping around a lot while making this, and I don't want to have to redo it all again...

how can I get the texture to load properly on the model, like in the first picture?


texts:
As far as I know this was not possible on 2.7x, but with the new interface in 2.8, are we finally able to create new tabs (like the World or Materials tab) in the Properties window?
Otherwise, is there a good reason to prevent users from doing this? There are some cases where it would make a ton of sense to create separate tabs entirely (render farm managers, game engines like armory that have lots of settings making the existing panels look too crowded)


texts: How to round specific face with modifier(non-destructively)?

texts:
I want to round only top/bottom corners with a modifier. But I can't do it with bevel modifier.
Here are the gif processes:
https://imgur.com/a/s4rYBE8
Is there a way?


texts: Is there a way to restrict Brownian Motion to a specific axis?

texts: I have set up a simple particle system containing 1000 particles with Normal Velocity of 4.0, Z Velocity of -1 and gravity turned down to 0. I've set the Brownian Motion 20. Is there a way to limit the particles' movement to a specific axis?


texts: How to make colored backgrounds not influence the color of an object

texts: I am making an animation with a green background. When a lamp shines on my mesh, the background somehow makes the lamp shine on my mesh green as if the lamp was shining on it through green glass. How do I make this not happen? My mesh is opaque, has a diffuse BSDF, and is white. Thanks in advance.


texts: Cannot Simulate Liquid/Fire/Smoke, and I have tried seemingly everything

texts:
I cannot get any smoke/fire/liquid to simulate.
Current Version is 2.90
At this point I am almost willing to pay someone to fix this problem because I have tried everything, from following tutorials step by step, as well as searching on sites like these and no fixes at all for me.
I even tried completely deleting and redownloading/installing blender and this also did not work. I have tried both evee and cycles
Could someone possibly provide me a simple file that I can open and try to see if that works? Is there any specific settings, or preferences or addons that I might be missing?
I appreciate any/all help you can provide.
Thank you.


texts: I'm a begginer and i'm trying to animate the monster in the background. I wanted to rig the tentacles because it seemed it would be faster and would make a better result. I have never animated with armatures before. I followed this tutorial (https://www.youtube.com/watch?v=KKGin1jwJ5I&list=PLM-FQun-HTzQMemwt8ekX9r6g9K7b7u0j&index=12&t=372s) until 3:30 until i saw it didn't work on my file. I don't know if i can animate a rig and drawings on the same file. Is it possible? or do i need to animate the rig on a different file and put them together in the compositing stage? I'm very thankful for any help i can get. Here's a recording of the probklem: https://imgur.com/gallery/9u9frpW


texts:
I have a cylinder-like spiral object as .STL file. There are edges responsible for being twisted (Highlighted in the image below). How can I un-twist it partially (or fully, so that I'd have a flat surface at the end)?

Edit:
What we want finally:
Compressed (left) vs Stretched (right)


texts: How to make python script check some value every frame

texts:
I'm trying to accomplish with python script something like this:

Take World Z position value of an object (let's call it OB1), which is parented to a pendulum(so it's World Z position is fluctuating).
Make the script check OB1 World Z position every frame
If certain OB1 World Z position (let's call it BOT) is reached, rotate OB2 by 90 degrees on Z axis.
Make the OB2 keep new rotation until next BOT, which enables next rotation by 90 degrees on Z axis (so after 2 BOT, the rotation is 180 deg).


texts: Glass texture restricted to certian parts of the mesh

texts: I've been working on a little bird but encountered an issue, I can't get it so that the glass texture is restricted to the faces I have selected.


texts: Bake Mesh Sequence Cache to Keyframes or Shape Keys?

texts:
I have a Mesh Sequence Cache modifier that references a .abc file. Is there any way I could bake the modifiers' motion to the object so it doesn't have to reference the .abc file?
I'm doing this so that I can give the .blend file to SheepIt for rendering.


texts:
I've made a classroom scene in 3dmax and exported it(*.fbx) to import in Blender.

After importing it, when I edit it I found that there are two kinds of edges.

Picture's here.

What's the meaning of the green colored edges?
Why some of edges are colored while others are not?

Due to Liked answer, I understood the meaning of colored edge.(question 1)

But still I don't know why colored edges(blue edge = sharp edge) exist in my work.(question 2)

I just exported a scene from 3dsmax and imported it to blender.

As you see in my picture, some of blue line need not be sharp, and I did nothing with it to be sharp.


texts: fluid not crossing a vertical effector boundary

texts:
I have the "H" shaped mesh (converted from Text object) Collider Effector that is allowing fluid to pass through the verticals, but as the mesh fills the fluid never crosses into the horizontal part midway up the "H".  I tried to add another inflow inside that area, and indeed nothing is flowing.  Yet from looking at the faces I see no solid or blockage in this section.
I'm about a month into fluid simulations and believe I understand many of the impediments (Surface Thickness >= 0.5, domain substeps and particle size appropriate, etc).
I include the blend file and pray that you geniuses can smack some sense into me ;-)


texts: Is there an equivalent of a cage for Blender Internal Render?

texts:
I see in Cycles, there's the option to use the cage during a bake.

Can you also use it in Blender Internal Render?


texts: Subdivision Surface modifier deforms mesh on 2.80

texts:
I'm learning Blender for a university course, although I already have a few years of experience on 3DS Max. I'm having a problem with the subdivision surface modifier.I have this low poly mesh:

I want to smooth it out, since it only has 8 sides, so I applied the subdivision modifier (it's the only modifier on the mesh and I only increased the subdivision count, I didn't change other options), but I end up with this result:

See how the mesh bends instead of remaining straight? I can't solve that issue. In 3DS Max, a mesh like this, withoud a bottom cap, would have had many more sides added to it (becoming a better cylinder) but the tube sides would have remained straight. I tried: adding various horizontal support loops, maxing out the creasing amount on the bottom edge, closing the mesh and beveling the bottom corner, but I still get that pin cushion effect. Creasing the vertical sides makes the lines straighter but end up with a smoother octagonal shape instead of  a cylinder like I want. What am I missing?


texts: Problems with rigify – mesh doesn’t move

texts:
This is my first time using blender and I can’t seem to be able to rig my character.
I sculpted a character and decided to try rigging it. I’m using rigify: I’ve generated the rig and set a parentage. However, my mesh doesn’t react to the rig in any way.
As said, I am trying blender for the first time so I have no clue what’s causing the issue. I’ve attached the file here: what am I doing wrong?


texts: Sapling Tree Generator from Python console

texts:
This question has been asked multiple times, but the solutions still do not work.
I am trying to create a sapling tree from the Python console.

The command copied from the info console + "INVOKE_DEFAULT" give only the standard tree, even if the parameters have been modified.


texts: How can I create a chaotic structure from a triangled mesh

texts:
I have a cube, which I subdivided into smaller parts, which I then changed into triangles. I would like to reproduce something like this : https://www.pinterest.fr/pin/392657661240154630/

Now my cube is subdivided, though its faces are flat. How can I do to create those "bumbs" and "cavities" ?


texts: Blender 2.82a renders 48 frames, but they're all frame 1

texts:
This is just a short animation, keyframes are in an action, moving the play-head shows the animation in the 3d viewport, but when rendering the animation i get a 48 frame mkv/avi/etc. file consisting of only frame 1 over the entire duration, the same happens when rendering to any sequence format (no difference using Eevee or Cycles).

The odd thing is, if i append to certain other files, it animates just fine. Not all other files, just certain ones.

I've double checked frame start, end, step, and any other thing that i could think of, but no luck. Also checked all posts here, as well as other forums.

Has anybody run across something like this before?

Here is a link to the file:
https://drive.google.com/file/d/1vZod5z_Cm_DjkC0KC-mGATUpIi3lACKG/view?usp=sharing


texts:
Found nothing in Python API to set Screen type (other than "Default").

Is it possible?

My need is to set it programmatically, with python script !


texts: I noticed in my last 2 blender files, that when i use subdivision surface, unwanted lines appear in quick rendering what is this? how can i fix that?


texts: How to export Blender models as STL so that they can be printed on a 3D printer

texts: My first experiments exporting a model from Blender resulted in an incomplete looking model when used in Repetier-Host which I use for 3D printing. The model looks OK when imported, but after slicing, many parts seem to be missing, and the scale and positioning seem to be off. An stl file produced with Sketchup can be sliced and printed without issues.


texts: Boolean Issue: hole in mesh is.... strange

texts:
So i'm wanting to make a hole in the plane using the blocks you can see. However after applying the difference boolean you can see what I mean by the hole being strange.

The block disappears on one side of the plane but the other side becomes part of the plane. Anyone know what's going on?

This is my Boolean, however i'm not getting the same 'Solver' feature you seem to have. I'm assuming my blender is out dated and that updating should solve this problem?


texts: Decimating Minecraft Leaves to Reduce Poly Count?

texts:
I have a huge group of leaves from a Minecraft map that I am trying to reduce the polygon count on for LOD use later in Unity.  The tris on all leaves combined is 10.5 million.  What would be the best way to do this?

It would be ideal if I could just remove the insides of the blocks representing the leaves, as there is a lot of empty space in there that nobody playing will see.


texts: How to render multiple scenes in succession from the timeline?

texts:
I've seen over the internet different ways of linking multiple scenes between each other and using multiple cameras from a single scene, but is there any way to render completely different scenes with their own cameras one after another like in After Effects?
I mean in AE there is a way to put compositions one after another to create a single video file.
Could it be done similarly in Blender, so I won't get several different video files which require video editing to merge them?


texts:
Image Credit

How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.

Also can anybody suggest any plugins for blender that does the same?


texts: Is it possible to use object position as input for texture in composite nodes?

texts: I was trying things out in composite nodes and was wondering if it's possible to use an empty as the control for offset of a texture in composite nodes.  I couldn't find another node that could provide input and when I tried to use object mapping in the texture config itself and tie it to an empty it didn't work.  Just wondering if there is another way because that could be handy.


texts: Mesh Won't Move With Armature After Setting Parent

texts:
I know there are tons of threads about this problem, but I swear I've read them all and still can't figure this out.
I have spent the last 2 hours at least trying to figure out why my mesh wont move with my armature. This is my first time using Blender and I was loving everything about it until i got to rigging. I jumped into this program suddenly for my final project that's due tonight cause I was tired of dealing with Maya's bullshit. All my previous experience has been with Maya where rigging is done automatically for you.
I have read almost every result Google will give me about what might be the problem, and nothing has helped. I have been selecting the armature and then the mesh (and tried it the other way around a few times), and then clicking parent > armature deform > with automatic weights. It has yet to work. Seeing as I am new to blender, there could easily be something wrong with how I made my mesh.
There is also a good chance I won't know what y'all are talking about when you answer, so if I can get as much detail as possible that would be very helpful.
Any help y'all can give me would be appreciated.
My project is linked below:
In the file I have purposely removed the parent from the mesh and armature.
https://drive.google.com/file/d/1vZNW4INQ79oeSoSQZsmh1psc4Qz9V3sS/view?usp=sharing


texts: How to tweak a custom transform orientation in blender 2.79?

texts:
I am trying to precisely align an empty mesh onto the center of a face on another mesh. Mostly, I have no problems. I select the face, snap cursor to selected, then select the empty and snap to cursor. I then used the transform orientation of the face to align the empty's orientation. This makes the empty z-axis correctly line up with the face's normal, but the empty's x-, and y-axes seem kind of arbitrary. Id like for the empty's x-axis to be exactly parallel to the floor (global x,y plane). Is there any way to accomplish this?
Edit: I know this will involve rotating the mesh about its local z-axis such that the z-component of the local x-axis unit vector is equal to the z-component of the mesh's position vector, but I'm not sure how to do that math.


texts: What is the range of values produced by Cycles texture nodes?

texts:
When I create a Cycles shader, I often take the 'Fac' output from a Texture node and feed it to the 'Fac' input on a Mix Shader. I'd like to know the exact range of values that this output produces so that I can transform it with Math nodes and not have clipped values.

Is there any documentation on the range of values that each of these texture nodes produce?


texts: How to make a script switching Active Camera to orthographic mode?

texts:
how to make a script Active Camera to orthographic
don’t want to turn on the camera every time and then orthographic

import bpy

bpy.ops.view3d.view_camera()
bpy.ops.view3d.view_persportho()

dont work (((


texts: 2.8 Shortcut to turn on/off "Emulate 3 Button Mouse"..?

texts:
Could use some insight please, I am not sure how to properly formulate this question (brand new to 3D and Blender 2.8). After reading up on various forums there maybe a way to reprogram a keymap shortcut for the ALT key?

I prefer having the "emulate 3 Button Mouse" checked for general tumbling/navigation so I don't have to use the MMB when zooming or nudging viewport but when  "emulate 3 Button Mouse" is checked it nukes the ability to employ the ALT key for selecting edge loops/rings.

I found that Left Double Click works although selection is limited and does not do half of what is available as far as selecting/deselecting goes... Hmmm?

Sorry for long scenario here, not sure if there is a workaround. It's be nice though.

Thanks in advance.
:)


texts: Imported images not reflecting onto glossy objects

texts:
I have imported an image as a plane into blender and added an object with a glossy shader. for some reason the object is only reflecting the world background (gray color) and not my image. what is going on here?
I am somewhat new to blender, so if my nodes look ridiculous that is why.
links to screenshots
https://drive.google.com/file/d/1-acT8LSEA8DfeA7bH2wXKJGS0KStHsE1/view?usp=sharing, https://drive.google.com/file/d/13zLuH07kLpPKF_5KyJnytsG9kUcOU1T0/view?usp=sharing, https://drive.google.com/file/d/15WfN8UiFRMixwFF-JVjN0z3Rmbagjm3_/view?usp=sharing, https://drive.google.com/file/d/1a4zoWlXMNzNgnvlUCT-qwMwPHgeK_dyK/view?usp=sharing, https://drive.google.com/file/d/1s-ic3xoDEp0MIs1qYDSuPCz6P-e8YpEq/view?usp=sharing
EDIT ok FFeller I tried that and it sort of reflects, but not really. I tried using a reflection plane and it didnt seem to do anything. how to get a more complete reflection?


texts: How to recalculate transform and rotation from origin?

texts:
I'm still fairly new at this, so I might be asking the wrong question, but here's what I'm trying to accomplish.

I made a ring of objects using an array modifier, which I then broke apart into individual objects.  I need to be able to use these as placeholders in code, so my goal is to read the transform and rotation of each one and place an object there.  The problem is, since these were created by breaking apart a composite object, all of them have their transform and rotation as all zeros.  How can I recalculate each object so that its transform is an offset from origin and its rotation is "correct"?  To illustrate:

If you look at the selected cube, what I would like is to recalculate the transform to be whatever the correct offset is from origin, and the rotation should be 30° on the Z axis.


texts: How to hide edges/viewport after import from Warehouse (Sketchup/Collada)

texts:
I'm trying to use models from 3d Warehouse inside my Blender scene. So I'm downloading them in Collada (.dae) format instead of Sketchup formats since Blender can import dae.
Problem is that they are included with weird black wireframe, even that I have wireframes hidden. I cannot find way to hide it. In render they look ok, just not in viewport.


texts: Rendered image disappeared when I re-opened my project

texts:
I am using Windows 10 and am perfectly able to use the application . but i am not able to open my saved projects  i am able to see in edit mode but the opened rendered image does not load . i have to reclick render and wait for it again.

Please help.


texts: I can't get the shade editor to use nodes in 2.8

texts: So I have used 2.83.0 for a while now, but this is the first time I have used the Shade editor, since before 2.8. The thing is I tell the editor to use nodes, and design said nodes, but when the shader is displayed in the viewport it only renders the setting used without nodes. I tried switching from eevee to Cycles and no change has occurred. What am I doing wrong?


texts: how should i go about retopologizing something thin like a fin on a fish or shark

texts: I've sculpted this sawfish for a game and need to retopo it which I've done a bit before but I haven't had to retopo anything thin like the fins and i was wondering if anyone knew the best way to go about it or has any good reference


texts:
I wanted to make a grassfield and made some objects in a group which are emitted in the scene. I added an displacement modifier on the objects so that they look different depending on their global location.

But when the grass objects are emitted the displacement modifier is applied before and isn't changing with position in the viewport or the render.
I checked https://www.blender.org/manual/physics/particles/emission.html out but it didn't change anything.

This is also an overall question because it seems to me that modifiers are always applied before emitting. How can i workaround that? (other than copying that object as often as its rendered..)


texts:
can't click on any object in any mode
I have just started blender and I have not made anything. I have been trying to make some dice. My functions work, but I can't click on anything in my scene. This annoying target follows my mouse around.

I am using Blender on rollapp
version 2.79


texts:
I'd like to use drivers in Eevee for color change of two objects. One is a mesh and second one is a light. I have an empty with custom properties with 3 values (HSV) created, and material which i can control using separate RGB, and than "combine HSV" nodes (workaround but it works).
But i have a problem with light. It should be simultaneously changing, but I can't paste driver to HSV values, but only in RGB. In Eevee lights don't have materials, so i can't do it using nodes.

It's important for me to use HSV instead of RGB.


texts:
Is it possible to assign a specific action to multiple objects?

I have 13 000 objects and they all need to have their render visibility animated off. I was hoping to create an action for one of them and then somehow assign that action to each object.

I don't believe I can simply use the "make links" functionality, since each object has also another action, that must stay individual for each object (and making links would override that action).


texts:
So basically I imported an OBJ from a game (Roblox) and it has various parts, but it does not go where I want it to go when I import it.

It is in Blender and its visible I just cannot find it. Anyway to teleport to an object or teleport a object to you?


texts: Why is Pie empty when no object in layer

texts:
Everything works perfect as long as the layer has an object, otherwise the Pie menu will be empty. Is that because I have a camera command in the pie and no object is present that could be used for the camera?

I get the following error:

  mesh = context.active_object.data AttributeError: 'NoneType' object
  has no attribute 'data'

So if yes then I am curious if this is a doable Pie menu when an object has to be present for the Pie menu to work. At least the normal view commands like fullscreen or so should work and be displayed:

Pie Menu Code:

class View(Menu):
    bl_idname = "pie.view"
    bl_label = "View"

    def draw(self, context):
        layout = self.layout

        mesh = context.active_object.data

        pie = layout.menu_pie()
        #4 - LEFT
        pie.operator("view3d.view_all", text="View All", icon="VIEWZOOM")
        #6 - RIGHT
        pie.operator("view3d.view_selected", text="View Selected", icon="BORDERMOVE")
        #2 - BOTTOM
        pie.operator("screen.screen_full_area", text="Full Screen",icon='FULLSCREEN_ENTER')
        #8 - TOP
        pie.operator("view3d.viewnumpad", text="View Top", icon="TRIA_UP").type='TOP'
        #7 - TOP - LEFT
        pie.operator("view3D.object_as_camera", text="Set As Active Camera", icon="OUTLINER_DATA_CAMERA")
        #9 - TOP - RIGHT
        pie.operator("view3d.viewnumpad", text="View Camera", icon="OUTLINER_DATA_CAMERA").type='CAMERA'
        #1 - BOTTOM - LEFT
        pie.operator("view3d.viewnumpad", text="View Front", icon="TRIA_LEFT").type='LEFT'
        #3 - BOTTOM - RIGHT
        pie.operator("view3d.viewnumpad", text="View Right", icon="TRIA_RIGHT").type='RIGHT'

Pie View KeyConfig

km = wm.keyconfigs.addon.keymaps.new(name = '3D View Generic', space_type = 'VIEW_3D')
kmi = km.keymap_items.new('wm.call_menu_pie', 'SPACE', 'PRESS', shift=True)
kmi.properties.name = "pie.view"


texts: How can I avoid including a scaling component in a morph target?

texts:
I made a prop in Blender and created some morph targets for exporting to Poser. The final mesh comprised 9 cylinders and 2 toroids. The build involved the following steps:

1) Setting the units to Metric.

2) Joining the primitives.

3) Moving the origin point.

4) Applying a mirror modifier.

5) Converting to a single vertex group.

I then exported the base mesh and morph targets to Poser. Poser created a morph dial and the morph action worked as expected. However, the morph dial also scaled the prop. How can I check that the mesh is "raw mesh" without embeded scaling data that could be causing the problem?


texts: How can I make a closed flat base for an object?

texts:
I've made a 3d model of an ancient sculpture with its nearest surrounding. Since I want to publish it on Sketchfab, I need to make a base for it, make it nice and clean, plus reduce it's size to make it more comfortable for further review.

This is how it looked in the begining:

And this after extruding edges:

Better but there is still long way to go. This is how I do have some questions. Hope You can help.

I was able to extrude edges of the model along z axis to make a base. But - even I was strictly following the tutorials - I was not able to create single face that would close the model from below. Are there any requirements regarding side faces that need to be fulfilled to get this done? Since the mesh was created in Photoscan, not blender - it does not have straight edges, but it resembles saw or something (unfortunately). Is this a problem?

Thanks in advance!


texts: How to keep the details and line thickness in freestyle despite the movement of the camera?

texts:
I'm trying to do a project with freestyle cartoon style.
I have two characters, one large and one small, both quite detailed. When I render separately I have no problem, but when I put the two together the small loses much of its details. Freestyle lines become too thick to the model and lose a lot of detail. The problem, I think, is bring in / out the camera to frame the two characters in the picture.
Is there any way around this?
Thanks

Example:


texts: I have an object which is following a path using (Add object constraint). My main animation is fine, but when I want to duplicate the same object with the path animation the object is going astray. The main object animation in the middle which has the cursor to the selected position is fine, but everything else goes odd when I move them around the scene.


texts: Shape key creation + high-low poly baking on sculpts?

texts:
If I got a high poly sculpted character is it better to do the low poly baking then create shape keys? Do the shape keys then bake? How do I ensure the character will maintain proper shapekey "physics" if many of the faces it relies on are now simplified?
Simply put; is it better workflow to make the shape keys before baking? Or after? This end goal is to make a character creator in ue but I want to do all the shape key stuff in blender. I just don't want to put the effort in for these high poly sculpted shape keys and have it not be chill. And I don't want to put the work in to low poly this dude and have it not be detailed enough for me making shape keys.
Any tips, advice or help appreciated.


texts:
I recently got a gaming laptop... an Asus GL703GE.... with an i7 8750h, 16 gigs of ram, and a GTX 1050ti... and i'm having trouble running blender in it... games run very smooth in high settings... but i feel that in blender, the full power is not being utilized, and it gets laggy... im convinced that the hardware isn't underpowered, and i checked all the power options available... can someone please help me get this sorted out... as i bought this laptop mainly for graphic designing... and it not working it's full potential kinda destroys the purpose..

The program works perfectly while navigating the cube... and also the complex structure of a space ship containing about 6000000 triangles....

It doesn't lag then... but when i start applying textures... and try uv wrapping... it gets so laggy...

PS: Please don't ask me to check the power options... i did that already

Thank you in advance


texts:
So I am trying to create a cloud of particles that come together to make  text for a little end card for a school video project and I found a video that does basically the opposite effect.

I was wondering if there is a way to reverse that effect without literally reversing the frames. The only reason i can't do that is because i also have some dust specs floating around in the background using depth of field so i can't mask the text and composite or some other wizardry as far as i know.

Here is the link to the opposite of the effect i want: https://www.youtube.com/watch?v=Q93pE5jB1Uw&t=234s


texts:
It's my first post in here, so I hope a friendly soul wanna help me.

I got this problem with my fluid inside of my obstacle. I want to "flood" my pumpkin head from inside out, to force the "honey"-fluid to come out from the mouth or so..

you can find my project here:

It seems like though, that the obstacle has an "invisible" "fill" or "wall" inside of it...

I have already tried to adjust different things on my fluid simulator, but, nothing seems to work out for me. I'm new to blender, changed from maya, so maybe it's just a stupid mistake I have overlooked.

I hope you can help me :)

Kind Regards
A


texts:
I imported a model from another program and it didn't include any seams or a UV layout. When I unwrapped it, there were a lot of left over polys and I want to try and clean it up and have fewer islands to deal with. (e.g., I want larger islands with fewer small pieces that are unconnected and logically should be connected). The reason I want to do this is to make editing the texture in photoshop easier and more intuitive.

To start with, I'm looking at jewelry on the character model as shown below. It's kind of a complex shape and I'm struggling to figure out where to put the seams. I started with the loop cut tool and created a seam for every loop edge the tool could find. However, I'm not sure what to do next. Edges tend to go inside other shapes where you can't see them, and the ALT select is not a reliable method for getting the seam all the way around the mesh part.


texts: So I’m just trying to create a cartoon ocean from a YouTube tutorial , and I went to apply the Wave animation, but nothing is happening, so just trying to figure out what to do ..


texts: Cycles wont do the amount of samples I put in at min samples

texts: I don't know what I changed but I've been trying to change my settings to get less noise and a faster render, but now it wont do the amount of samples I want it to. 1 sample takes as long as 1000 samples and has 0 difference in noise.


texts: How can I make an indented cube without using a boolean operation?

texts:
As the title says, how can I make this shape without resorting to a Boolean operation?

This is obviously a very simple example, but I find myself needing to do something like this relatively often when modelling.

Despite using Blender for a couple of years, and considering myself an intermediate to possibly advanced user, I still know of no easy way to make this kind of indentation in an object.

Obviously, if you are looking to make an indentation in the middle of the surface, you can simply select a face and extrude down. As you will know, this does not work at the edge of the surface.

I can create this shape using loop cuts, deleting the faces and then using snap to edge to extrude the edges down to the same level (and then filling in the faces), but it feels cumbersome and a lot of work for what feels like it should be very simple.


texts:
I'm using Blender and UE4, and I've got a problem:
For most materials I use several textures (Color, Roughness, Metalic, etc.) I recently discovered painting with Blender and I love it, but I would like to know how can I paint several layers at once. For example, I might have a mesh with a Color and a Roughness layer, and when I add rust to it, I want the Roughness layer to also be affected.  Any ideas?


texts: What is the detailed order of how to make a high-to-low-poly 3D game-ready rigged character?

texts:
I believe this has probably been answered in bits and pieces, but I was looking for a comprehensive order in which how to model, design & set up animated character from start to finish (coding-ready finished) without any assistance whatsoever in the development pipeline. In other words, do all steps solo before the programmer handles the asset.

These areas include modeling, texturing, and rigging, but I'm not sure what the work order (generally and specifically) should be.

For example, does retopology come before texturing? When do I bake the displacement? Does rigging come before texturing?

Any help appreciated.


texts: How to optimize super large objects for large scene rendering

texts:
we are trying to render a large solar farm.
For this we used procedural textures, pipes with textures you name it.
Each solar panel strip is about 100m / 100 yards long.
Our goal is to have a complete "farm" of these panels.
By the time we try and put them all together in the final scene it's just too big with gigas and gigas
of file size, something in the order of about 6GB for simple simple rows of solar panels with piping. Crazy!
It seems that somehow blender multiplies everything in order to achieve these in my opinion crazy files sizes, instead of somehow linking the procedural textures and not increasing the file size.
In the included link, I have uploaded photos of what is we are trying to do and
a blender file (2.92) with the object we have created from which we multiply into these large 100m strips.
I've attached a photo of what it is we would like to render (in the final this will be multiplied by a multiple of 20 or 30).
I've also attached a link with the objects in it, maybe somebody would be so kind to take a look and see how and where we could optimize this.
https://drive.google.com/drive/folders/1TB8ifa89ATvDatlNoAeRez-BMDKZ5bms?usp=sharing
Are there any tools that could optimize such a process? Any baking tools that could help slim down these objects automatically?
Much appreciate your help!
Thanks a million :-)
Kind regards!


texts: How do I copy selected faces on a rigged character to a new file?

texts:
I want to copy to another file selected faces from a mesh.

This has always been a pain and I assume that this is the the only way to do it.

You CTRL-C the selected object that has the faces you want to move, open a new file, hit CTRL-V, then start removing everything it took with it, such as the skeleton, the unwanted parts of the object, etc.

Is there a way to just copy faces and paste them on a new file?


texts: vertex jumping to some point in edit mode

texts:
So I just started learning blender from the Blender guru: Blender Beginner Tutorial Series. I am at part 4 where he wants to edit the icing of the donut. I wanted to try to move it too with pressing
g-key and then z-key, it doesn't really goes well as you can see on the screenshots I took. I just goes from the one point directly to a sharp point in my icing and I don't know why. Did I do something with a shortcut? Or something in my settings? Can someone help me?

 "icing"

 "icing going wrong"


texts: I'm trying to rigg a 3d model of a Human Skeleton (PNG file) which I downloaded into my picture folder (from online) and imported it into Blender 2.8. However, I can't separate the background from the Human Skeleton. I tried to make just the background transparent, instead, it made both the background & picture model transparent. How can I make background transparent without making skeleton transparent so I can rigg Human skeleton as a model?


texts: How do you change mapping between textures?

texts: I have a diffuse texture mapped onto an object in the node editor. What I want is to map another texture on only part of the mesh over the original diffuse texture. But, when I go to the UV editor and switch from the original texture to the new texture and move the mapping of the mesh on the new texture, it changes the mapping for the original texture too! Is there a way to unlink these mapping modifications?


texts: I am trying to use the BlenderKit addon, and I keep getting this Traceback error. How do I fix this? Cuz the BlenderKit Addon used to work before but now this error keeps popping up. (This Version of Blender is 2.9)


texts: How to evenly distribute same size holes across a stretched surface

texts:
I need to make an object for a 3d printing project. The object needs to let water pass but block out bigger things like leaves and small pine cones. I already have the basic shape down, but i am struggling with getting evenly spaced, holes that are the same size.
I have tried using a particle system but it looks like you can't boolean a particle system.
Here is a picture of the shape i need holes cut into. The rectangles were my attempt at cutting with the particle system.

Does anyone know how i can achieve evenly spaced holes that are all the same size?


texts: How can I change locations of left bones to be as right bones?

texts: I want to change the directions of the axis of the bones on the left side to the bones on the right side?


texts: Limit driver amount to only a certain part of a rotation

texts:
I am making corrective shapekeys for a character's knee. I have created the shapekey and now need to setup the driver. So far I have followed this tutorial: https://www.youtube.com/watch?v=f3JWNIkwBZ8

I currently have a variable of the shin bone's local X rotation, with a type of Averaged Value. The current behavior is that as i rotate the bone, the driver value hits 1 at ~65 degrees of rotation, and then goes back to 0 as rotation continues. This means that my corrective shape key kicks in far too early, and then shuts off by the time it should be coming on.

I want the shapekey to start coming in at 90degrees and be at the full value of 1 by 135degrees. How do I achieve this?


texts: What is the technique or method blender uses to calculate surface area of mesh from print 3d tool box?

texts: I know we can obtain the surface area and volume of mesh from print 3d tool box. I want to know what is the technique blender uses to obtain them.


texts: I'd like to use falloff for every object, using any kind of falloffs, but my objects are not generated by matrix, but are taken from collection. The problem is whenever i start to change vector values, objects are "flying away". Is there a solution to set some kind of starting point of objects, to make them return there after animation?


texts: I'm currently a beginner when it comes to 3D modelling but doing okay so far. I'm struggling a bit when it comes to the final renders of my scene, specifically on the camera view I want. Sometimes its to zoomed in and sometimes to zoomed out that it's gone out of the environment of the blender. I realized the settings for the camera on blender are for actual cameras / photography and I'm no expert on that too. A tip on how to control them precisely would be nice. Thank you.


texts:
As you can see from my model I am very new to blender, but I feel I'm progressing well. But this problem is slowing me down as it's very distracting.

I have a scene with various parts and everything lines up fine  in all modes except Rendered. I have made sure I have deleted all keyframes, and hit ctrl-a to apply LocRotScale where I want it, but as soon as I go to rendered mode or try an actual render, the main cube seems to get smaller so then nothing lines up.

I have searched a lot for a solution but only found the obvious answers, which haven't worked for me. I have even remade the cube again but I still get the same problem, which just confused me even more.

Can someone please cure my noobness??

Many thanks.

Update: Here is a link to the blend file. Its more than likely terrible so please don't laugh :)
https://drive.google.com/folderview?id=0B8cLVpkzaATbcDM4YUJhZzFFV28&usp=sharing


texts: How to place a bone on top of a face with same direction?

texts: How do i place a bone on top of a face like on the picture?


texts: Normal maps only lights up one side, while the other one stays dark with an all directional light source

texts:
I've already made a post today asking for a bit of help, but it was bad, and I did not provide enough information.

My problem is that when I use normal maps, despite the fact that I use an all-directional light, it only shines on one side.

And since I can't post more than two images, here's a gif:

Node setup:

If there's anything I can to, that would be of great help!

Thanks in advance.


texts:
I'm doing a film where I'll be adding drawings on top of a film, so I need still frame of the film. I've found how to just save one image, but is there a way to say save an image/screenshot of a film every quarter second so that I have a series of images to work off of?  Did that make a lick of sense?

Thanks!

Edited to add: m.ardito solved it for me.  I'm doing the drawings in corel painter so I just needed images to use in there.  Thanks for all the help everyone. :)


texts: I am looking for blender tutorials, but most of the ones I've seen are videos. it's very hard to use a video because even the good ones are hard to follow, as some actions the speaker mumbles through, or does some fancy key combination that doesn't show up on screen nor is explained. is there any site that has text-and-picture tutorials?


texts:
I've seen the new text functions for the BGE and they are wonderful, I wanted so to try to make some zelda like text, writing, letter by letter (and with different speeds, but that's another step).

I just got stuck with the delay in the for cycle for "printing" the letters into the variable.

the classic time.sleep(0.5) freezes the game, so I went back and tried with the pulse of an always sensor. Now I don`t know how to use it.

here is my poor code:

import bge

cont = bge.logic.getCurrentController()
own = cont.owner

time = cont.sensors["Timer"]

def delay_print(s):
    w = ""
    for c in s:
        if time == True:
            w += str(c)
        own.text = w

delay_print("hello world1223456789af2f2rvetbdfb")

own.size = 0.2


texts: How to do camera tracking for a video shot in portrait mode?

texts:
Whenever I try to do camera tracking on a video that was shot in portrait mode (1080x1920 pixels), I fail to get a proper result. In the 3D view (with the video footage as a background) the trackers don't end up in the right place:

When I take the exact same video and rotate it 90 degrees before importing it in Blender, I get the correct result:

I am using Blender 2.90.
In both cases I do the tracking using Motion Model = "Location" and Match = "Previous frame".
I keep the default camera settings that Blender uses for a new scene, and solve the camera motion using Refine = "Focal Length, Optical Center, K1, K2)".
Then I set the floor, origin and y axis using the exact same trackers.
Of course I could do camera tracking on portrait scenes by rotating them first, but that would be very inconvenient: looking through the camera with the video background, I would have to work on a scene that was rotated 90 degrees.
My question: is it possible to do camera tracking in Blender using a video in portrait mode? If so, what should I do to make it work?
NOTE: A workaround would be to turn a portrait video into a landscape video by adding black bars to the left and right. I already tested this, and it works. But I would still like to know how to do camera tracking on a portrait video. You'd think this should be possible in an era in which portrait videos are almost more common than landscape videos.
An example of a portrait video for which blender gives an incorrect camera tracking result, can be found here: https://app.mediafire.com/icyvdawxlli8q
There you'll also find the same video in landscape format, that doesn't cause any problems.


texts: Boolean modifiers do not work, when boolean objects are in certain positions

texts:
I have 3 simple objects: one cube and two cylinders. For some reason, I cannot get simple boolean operations to work.

Example:

One issue seems to be the fact that the union object has the same width as the target object. If I decrease the width of the union object slightly or move the cylinders a little bit out of their perfect position it works. Unfortunately, this is not what I want.

Finally, there is another issue. I cannot bevel the combined object, even if I apply the boolean modifiers first.

This is a link to the test file: https://www.dropbox.com/t/0YCbtRBy4TgEtHA4

or here:


texts:
I'm not new to Blender but I am new to the scripting aspect, so this isn't something I can throw together yet.. But I need this functionality to speed up my workflow. I would like to ask if the process outlined below is possible to script.
loop through all objects and do the following to each:

In edit mode, select a single edge at the end of the "cylinder" (doesn't matter which side)

Select edge rings

Checker de-select

Select Edge Loops

Delete Edge Loops

I think the first part is probably the hardest.. it needs to "find" and select an edge in the end loop. I would like to learn scripting so I plan to build off of this one here. Help in building this script would be greatly appreciated!


texts: Copy Location constraint is applied to all bones in armature even though I want to apply a different constraints to each bone

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I'm working on a project where I'm using multiple tracking points to which I want to link bones that deform a mesh. I want to use a copy location constraint to link each individual bone to a different track, but whenever I apply a copy location constraint to a bone the constraint is applied to every bone in the armature. While working earlier the constraints were applied to just the bones I had selected but for some reason now it's applying it to all of them. I've looked through various forums but haven't found an answer. Any help would be greatly appreciated!

This is the tutorial I am basing my workflow off of (stage I am at is around 21:10) : https://www.youtube.com/watch?v=uNK8S19OSmA


texts: How to solve z fighting and transparency? (Cycles)

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The same as this question probably.

Here is the setting:

Two cubes which overlap (so, I know, they are "z fighting")
One cube with diffuse
The second with transparency

I was expecting the transparency won't be mixed here, but to see only the blue cube, because a transparent object should stay transparent (?).

Is it possible to avoid that without changing the cubes' positions?


texts: I need to reinstall Blender but I want to backup my startup file first. Where is this data stored?


texts: How to have an object exert a force all around it?

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Problem:

I have an object which, when triggers, is supposed to exert a force all around the object itself. I am looking to have the force affect other objects. How can I create a force coming out of an object and going in all directions?

Include/Note:

Force decreases over distance. This way, an object close to the force will be affected more than an object farther (than origin of the force) in distance.
Force does not decrease/increase strength over time; force is constant.  This will be useful in many ways. For example, if the object exerting the force exerts the force for only 1 ms, the objects affected by it will be affected by this (1 ms lasting) force which has just been activated (1 ms lifetime) by the same strength as a force that affects them for 1 ms but has been going on for 60 ms.
A property that defines how much force to use
A property that defines how long the force will last.
Please try to answer in python

I'm sorry if this is too much to ask for. I still have a lot to add to this, but I will try to put those in separate questions if I don't figure them out. Any help is appreciated. Thanks!


texts: Problem with smoke adaptive domain in Blender 2.8

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When I create a smoke effect and turn on 'adaptive domain' the smoke starts jittering. Is it a bug or is there some setting I need to set? Seems that it doesn't happen in Blender 2.79.

You should see the issue by simply following this:

open new blender session
create a mesh cube
create a quick smoke
select domain and turn on 'adaptive domain'
play it back and it is jittering

I haven't added any other things such as material/texture etc.


texts: How to change the Viewpoint Shading like in older Blender versions

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I'm modelling only with textures and vertex collours, since all the extra shading and effects are game-specific and are done within the level editor (not in Blender).
In older versions of Blender, i only used the viewpoints Texture, Solid, Wireframe and Bounding Box.
Texture View let me see the model with vertex collours and textures without any extra shading. It showed it exactly, how it would be exported/appear in the game.
The Wireframe and Bounding Box viewpoints let me see the model in Vertex Paint without textures and only with vertex collours.
Now in the newer versions of Blender, i can't find any option to see my model only with vertex collours and textures. In solid view options, i can only see either vertex collours or textures, not both at the same time, and there is always extra shading there. Only the Vertex Paint let me see the model with both, but when switching to Object Mode, it's gone.
Is there any way to get the shading view to work, like it did in older Blender versions?


texts: png resolution is wrong when opening file from the UV/Image Editor

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I was sent an png for a texture by a friend.
The image is 192 x 24 pixels

it's properties are correct in windows explorer when I view the downloaded file, but as soon as I open it in blender...it's y pixels are halved so it's very much blender. but I don't know why.

If I use the blender Image Editor and Alt+S to save the image again, the original is converted to 192 x 12 (Which is half the y)


texts: Face shading differs for adjacent faces in same object

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Although it may seem that there are many posts related to that, I couldn't find any tangible solution to my problem, based on the following images, I couldn't get the smooth surface for bronze arm rest curved support. I have tried followings modifications w/o success. This discrepancy also affects the light map creation.

Edge splitting,
Recalulate Normals
Change Auto smooth to 30d

AFTER THE MODIFICATIONS