texts: How can I make an object emit light in Cycles?

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I'm using Blender for 4/5 weeks now, so, after learing the basics of modeling (i'm still not even decent), now i'm having some issues with Render Setup and Lights Setup, and i hope someone can help me out! :)

1. The Lightbulb

I've modeled a really simple dog-character for an upcoming work. Having a lightbulb for head, i need it to emit some glow/light. I need a result which looks like the FIG. 2 (lights are made with PS), while the one i'm having now in Cycles is kinda flat FIG. 1
What's the best way to achieve it?

2. Render Setup

Even if my scene is almost...empty (1 model, 2 lights) seems like my Pc is working really hard (and slowly) to manage it, both in 3d view and rendering session.

Windows 8 -
AMD Phenom II X4core 965 Processor
 - NVIDIA GeForce GTX 560 Ti
 -  8GB RAM

Not a beast, but still decent enough for a project like this, i suppose.
(and i'm not forcing it, since render is still really noisy)
Since i'm supposed to build a scenario and rig/animate character, having a 17/20 minute render time (for a frame) is really discouraging me :(
I've attached the Blender file, to see how i've set the render.

What's wrong with it? Am I doing something wrong with modeling or scene general setup? How can i have to speed up the render? Any suggestion will be very appreciated! :>

Promise.blend


texts: How to access the 3D cursor with 'Local View' support?

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Some scripts use the 3D cursor (for adding new objects or for a point of reference).

A common way to do this is using bpy.context.scene.cursor_location.

However in Local View each view has its own cursor, making tools behave strangely when local-view is enabled.

So the question is:

What's a good way to access the 3D cursor which will use the cursor as seen by the user?


texts:
I have seen two modes in 2.81 other than CUDA in the system settings - OptiX and OpenCL. What are they and how do I use them?

When I click on it, it's giving a message:

  No compatible GPU found for path tracing. Cycles will render on the CPU.

For both (OptiX and OpenCL), I have a graphic which is enabled in CUDA. How do I enable and use it?

Any suggestion, video tutorial, or help.


texts: Is it possible to dynamically inset a mesh (using a modifier)?

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I would like to know if there is a way to dynamically (with modifiers) inset a mesh.
Thanks !


texts:
I get artifacts after applying several bevels and a subdivision modifiers:

Here the final result:

The same without final subdivision:

The same without bevels (or to be more precise - with "Clamp Overlap" disabled):

The same in wired view:

What is wrong here?
I get also shading artifacts on other places (close to beveled edges):

#2

#3

#4 seemingly problems with geometry:


texts: Get texture to never distort or change scale without manual unwrapping

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To clarify things, as most of the firsts answers suggest I need a better wording:

I'm looking for something like the "smart UV Project" unwrapping method but real time (like a node or mix of node in the material or a projection mode in the texture property or a modifier, whatever adapt to changing meshes)
Why real time and not through unwrapping ? Because most of our objects are parametric, most of the geometry comes from modifiers for ease of management, memory efficiency and many other reason which makes applying those modifier impossible without involving 10x time the workload for the project. So we sometime have only 2D meshes, the rest is an animated modifier stack. As our objects are mostly not organic, stretching is not wanted. Another reason are big meshes (more than a million polygons, really hard to unwrap).

Original Version:

I would like my texture to always keep a scale and be orthogonally projected following the ngon's normal it's projected on, without unwrapping, so that textures never get distorted, whatever modifications are made to the mesh in edit or object mode. (so if you look at an ngon with orthogonal view mode, facing the ngon, the texture looks exactly like in the image editor)

I Tried "box" projection mode in texture panel. It works to some extent on a plane with "texture coordinates" set to "object". I can move edges and scale, but if I rotate the mesh on the x or y axis, it starts to distort because the projection is in object coordinate instead of following the ngon normal.

The solution should work on complex meshes.


texts: MacBook Pro not recognising Blackmagic eGPU for Blender

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I have just upgraded to a new MacBook Pro with an external Blackmagic GPU with an AMD Pro Radeon 580 card, to use specifically to render in cycles for Blender 2.81 (I am too long in the Mac tooth to consider changing to PC). However Blender is not recognising or supporting the Blackmagic as an option....any advice?
I am running Catalina on a 2019 MBP 13" with 1.4Ghz quad-core Intel Core I5.


texts: My baked normals only appear in material view but not rendered view?

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My baked normals seem to only be appearing in material view and not rendered view. I have no idea why it would be set to this. Unless its something simpler than I'm making it. Please help!

<<< with render attempt
<<< in material view
not sure whats going on here. Would appreciate some sage wisdom


texts:
I am making a racing game and I need to make an AI for my opponent racers, but I have no idea how to.

The idea is that there will be opponent cars that:

Use the vehicle wrapper
Drive on the road and turn automatically to stay on the road
Can dynamically dodge obstacles and other cars that try to move in front of or into it from the side

I have already implemented the vehicle wrapper to the car. For the AI, I have tried to use radar and ray sensors to detect invisible walls and steer based off that, but it apparently doesn't work with sharp corners very well, of which my game has a lot. I also tried a steering actuator using the seek and pathfinding options and a navmesh, but they won't let the car steer around obstacles.

Any help is appreciated. Thank you.


texts: Cycles multiple material and multiple importance sample light

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I'm having a problem with multiple materials and multiple importance sample options on the light.

I make a vertex color to assign the different material to the vertex. Node setup is in the screenshot. Also, I choose the multiple importance sample option on the sun lamp.

The problem is the shadow from invisible part of the prism.
I need to make a shadow only from a visible part. Also, there is no way to call a vertex group by name, only by color, right?


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I am creating a basketball based on this tutorial. Now , just before UV unwrapping this is my basketball:

At this point in the tutorial (about 12:30 min) this text is presented:

  A viewer pointed out that the valleys on a real basketball are not
  symmetrical on the sides like my model. If you care about that, then
  before proceeding here select the right half of the basketball in side
  view, press Y to split it, then rotate it 90 degrees in front view and
  remove doubles. Do this for the rubber too and fix any seams. Look at
  a real basketball to see how the valleys are not symmetrical.

Questions After looking at some images of basketballs I still don't understand the remarks about the symmetry. But I really don't understand the instructions about how to make this model a real basketball, especially the parts about splitting the mesh and removing the doubles. Anyone ??

here is my file

I have tried the solution of Carlo and this is the Front Ortho view

This is the Back Ortho view

and this is the right side


texts: Armature parent with automatic weights swaps the legs

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I'm fairly new to weight painting and armatures, so I heavily rely on automated tools. So far parenting an armature with automatic weights was working perfectly. However this time it's not working.
See screenshot: Right leg is selected, the weight is on the left leg. Same for the lower part. Back bones are not even weighted.

I'm not sure if this is another setting I overlook or just a bug, but any help is appreciated


texts: I've been rigging this guy for a while while following a tutorial, and after i did automatic weights the right side controls the left side and the left side controls nothing. I need to know how to fix this! (first experience with blender and 3d modelling)


texts: Lining up vertices/edges horizontally along a slanted object without altering the shape of the object?

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I have a slanted object with verts aligned along the slanted edge, however I wish to have the verts aligned horizontally (in Global orientation) while still maintaining their alignment with the edge they are placed on.

If I S, Z, 0, this gets them all perfectly in line, but then it changes the shape of object as it pulls all the verts in a bit.
If I set the edge as the transform orientation, and use snapping to align the verts, then it aligns them as they are currently are in the screenshot.

In essence, I need to mix the 2 methods to align in Global orientation while maintaining the edge alignment.

Any help would be appreciated.

Thanks


texts: Insert keyframe for rigid body properties for object python script blender

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I have a bunch of objects falling onto a plane, and want to have them fall at different frames (i.e, Object1 falls at frame 1, Object2 falls at frame 100, etc)

Could anyone help me with trying to set a keyframe for the activation using the python script console?

I can do this by manually setting keyframes for the "Dynamic" checkbox in the Rigid Body dropdown, however I would like to automate this.

here is my code so far:

bpy.ops.import_mesh.stl(filepath="C://Users/deden/Desktop/x0y0z0h1.stl")
bpy.ops.rigidbody.object_add(type="ACTIVE")

I would imagine the keyframe command would look something like this:

bpy.context.active_object.keyframe_insert(data_path="rigidbody",frame=100)

But I cannot get it to work and haven't found any specific examples.

Alternatively, if anyone could show me how to add these different objects at different frames that would achieve the same result. For this approach I've tried code like:

bpy.context.scene.frame_set(frame=100)
bpy.ops.import_mesh.stl(filepath="C://Users/deden/Desktop/x0y0z0h1.stl")
bpy.ops.rigidbody.object_add(type="ACTIVE")

but when I play the animation all the objects are in place at the beginning of the animation as opposed to the frame I set it to before importing?

Please help!! End goal = objects falling at different times, whether its setting the rigid body properties with keyframes or importing the objects at different frames with rigid body activated

Thanks!


texts:
My first time weight painting after rigging.

When I do that, I wanted to color it red, but as I color on the object,

the form changes like sculpting. For example, it suddenly protrudes or deepen.

How can I fix this?


texts: How to bypass 3D view axis when selecting vertices behind it

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I've run into this problem many times, it's nothing major, adjusting my view or reselecting with lasso instead of shift+clicking the individual point tends to fix it. But it's a little frustrating there's no solution and it keeps interrupting my workflow.

 Red circle = un-selectable vertex

As shown in the image, when a vertex is selected the axis (for transforming) displays over it. The issue is that it sometimes is in the way of a vertex and prevents selecting the individual point with shift+click. Is there some way I can prevent this from happening? If I had any idea how to set it up so that holding shift would hide the axis I would give that a try, but I don't.
Is there an alternative to context-toggle I could use so that it hides only when shift is pressed?

[Blender 2.79]

The duplicate and answers provided so far do not address what I'm looking for. Seeking to reduce clicks and annoyance, trying to avoid having to zoom in / manipulate view to get a better angle, the toggle would be annoying unless it was only invisible while shift is held.


texts:
I want to skin an object to a selected bone from an armature that has many, but skin it only to the selected bone.
Seems simple enough.


texts: A better way to composite one video sub-clip over another with chroma key?

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What I want is to chroma key a short segment from one video strip (a title overlay in the middle of a longer video), over another video strip background. I can't see any compositing options in the Effect Strip and Strip Modifier menus except for alpha/mask operations. So looks like I need to generate an alpha on my own, and apply it that way.

However, the only chroma key I am aware of in Blender is in the scene compositor. So the only solution I've been able to come up with is create one whole scene dedicated just to the  title overlay clip, use the Matte output from the Chroma Key node to render the grayscale matte to disk, then reimport the render into a strip in my original scene and use that as my alpha.

This works, but it seems like more steps than there ought to be. I'm used to editors like Final Cut Pro that let you generate mattes via modifiers on a per-strip level. Is there no simpler way to achieve the same thing?

At the very least, can I do something to avoid having to manually render the matte frames?


texts: So far I haven't needed to keep rendering over night but when I do get to that, I would like to know if blender continues to render when my laptop goes into sleep mode. I'm too scared to try it in case it screws up the render...


texts: Why do I lose my selection when switching to the 'Paint' mode of the UV Editor?

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I create empty project, and do Smart UV project on simple cube. After this, it is possible to select faces in the UV Editor tab ("View") mode:

But when I want to switch to the ("Paint") mode, the selection is
reset and brush fill fills the whole image.

I tried to switch to the texture paint mode and enable buttons like
"face selection masking for painting" and
"Keep UV and edit mode mesh selection in sync", but nothing helps.

My main goal is to be able to fill faces with brush selecting faces in the UV editor mode. Please tell me if this is possible at all.


texts: Cell fracture not creating proper shards

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So there is this model I try to use cell fracture on but the shards that are created are a bit off and I'm stuck on how to solve this problem. I looked for solutions for quite some time but nothing did the trick.

I tried "Limited dissolve" but no luck, I tried the "Remesher" modifier as well, it was a bit better but still not perfect.

Thanks in advance for your help! :)


texts: Updated to v. 2.8; Why, now, all animations work except one in v. 2.79 .blend?

texts:
I made an animated scene with Blender version 2.79 and then updated to 2.8.
 The animations for my cameras and second character work just fine. But, for some reason, the first character is not animating at all. The keyframes are still there.
 Am I missing some setting that's preventing the animation of the first character? Perhaps I have to retro-date to v. 2.79 to save the .blend in an alternate state, perhaps, with no objects selected, then try again in v. 2.8. Hopefully, there's an easier fix.


texts: How do I work with User Ops Nicely? How do I manage selection state?

texts:
Based on all the helpful information in the answers to my previous question I have a new question. I will be generating a large number of meshes and animating them using just a script. In the following code, I use bpy.ops.mesh.primitive_uv_sphere_add to make a sphere, and bpy.data.objects.new to make a custom mesh. In both cases, it is sometimes necessary to access the object through bpy.context.active_object and also through bpy.ops.object. After the whole script runs, the fourth sphere is unintentionally smooth, because it is still active.

My question is partly how to fix this (make only the purple mesh smooth), but I want to check that these are really the most correct and safest and foolproof ways to do this. How do I "know" if bpy.ops.object really refers to the same object as bpy.context.active_object?  Assume this is in a large script generating and deleting a large number/variety of meshes and objects and materials, vertices are being adjusted, keyframes and shapeframes are doing their thing, etc.

Last question didn't have enough code, so maybe I've overcompensated with too much this time:

import bpy
import numpy as np

nx, ny = 20, 30
x = np.linspace(0, 3, nx)
y = np.linspace(0, 3, ny)
X, Y = np.meshgrid(x, y)
Z = np.cos(X**2 + Y**2)

verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]
corner_verts = [verts[0], verts[nx-1], verts[-nx], verts[-1]]

faces = []
for iy in range(ny-1):
    for ix in range(nx-1):
        v1 = iy*nx + ix
        v2 = v1 + 1
        v3 = v2 + nx
        v4 = v3 - 1
        faces.append((v1, v2, v3, v4))

purp = bpy.data.materials.new("PKHG")
cy   = bpy.data.materials.new("PKHG")

purp.diffuse_color = (1, 0, 1)
cy.diffuse_color   = (0, 1, 1)

puv_add = bpy.ops.mesh.primitive_uv_sphere_add
for vert in corner_verts:
    puv_add(segments=8, ring_count=4, size=1, location=vert)
    ao = bpy.context.active_object
    ao.active_material = cy

me  = bpy.data.meshes.new('timmesh')
ob  = bpy.data.objects.new('timobj', me)
sco = bpy.context.scene.objects
sco.link(ob)

me.from_pydata(verts, [], faces)

ob.active_material = purp

# the above script leaves the mesh unselected for some reason
ob.select = True
boo = bpy.ops.object
boo.shade_smooth()

ao = bpy.context.active_object
print("ao: ", ao.name)    # Sphere.003
print("ob: ", ob.name)    # timobj
print("boo: ", boo.name)  # <function bpy.ops.object.name at 0x117028470'>

edit (a question from the comments)

since a script does not use a mouse, why does it have to worry about selecting and deselecting and what is or isn't active. I am wondering how I can just give them a reference such as ob and then just do these things without having to constantly manage selection in the script?


texts: Blender 2.8: Rigify Error Bone cannot connect chain bone

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Please explain the reason of the error and solution for this
This is the disconnected joints

When i clicked the Generate Rig button
it give's me the error:
Rigify Error: Bone 'spine.009': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'

So i connected it.

But i still receive the error
Rigify Error: Bone 'spine.009': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'
I'm a software developer not an artist but i wan't to learn animation since it's pandemic right now. i want to create youtube videos so have a passive income.


texts: How to edit a custom property in a python script?

texts:
I am creating a custom property on an Empty in a script, and then editing the property's data such as the name, limits, and Tooltip description.
I am using the commands echo'ed from the info panel when I perform these operations in the Blender UI.  While the object is selected and active I get these commands...

bpy.ops.wm.properties_add(data_path="object")
bpy.ops.wm.properties_edit(data_path="object", property="Scale", value="1.0", default="1.0", min=0, max=10, use_soft_limits=False, is_overridable_library=False, soft_min=0, soft_max=10, description="")

When using these commands in the script or Python console, the first "add" command succeeds, but the edit command fails.  I get this error message...

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/private/var/folders/z4/pm8ygsf16f1_kw3dsfpttthm0000gn/T/AppTranslocation/66464DE9-7039-455C-8E08-0581D47CFD84/d/Blender.app/Contents/Resources/2.80/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Direct execution not supported

Is it possible to edit a custom property from a script, and what is the proper command, please.  Thanks.


texts:
So guys i'm not the greatest when it comes to metallic textures, any other textures i can do. I can easily create a silver(Natural) metallic texture, But i cannot create a Green(Painted) Metallic texture. I am currently working on this Renault and I just cant seem to find the right way to create a good texture for it. What texture should I use to create the Metallic body of the Tank and how do i achieve this or apply it to the tank, do I create my own diffuse and glossy shader with a normal map or do I use a texture and give it a normal map and a glossy map. And how would I set this all up in the Nodes correctly with glossy shaders and Bump maps.
Thanks Guys.


texts:
I'm trying to render a fire inside a lamp.
The crystal of the lamp is the domain.
I have added the material to the fire but nothing shows up during the rendering.
The fire shows up in te 3d view.
Here some screens:

EDIT: The blend file:


texts:
I am looking to apply a texture to a flat shape and then project that texture onto my 3D surface. I am able to use Smart UV Project to allow Blender to generate an unwrapped flat UV geometry, but I am wondering it it possible for me to supply my own flat UV map and then project this back onto the 3D mesh.
The mesh between the flattenized shape (UV map) and 3D shape are 1-1 correspondence with respect to nodes, and I have my own mathematical representation of the transformation from the flat UV shape to the 3D x-y-z space.
Edit: (for some context...)
Say I have a flat UV map like this:

That I want to project onto a 3D structure like this:

I am wondering if there is a way I can specify my UV map and then cast a texture onto this to put on the 3D shape rather than using something like Smart UV Project to generate the UV map.
For the end result I am looking for something similar to MATLAB's warp() function:

Thanks in advance!


texts:
Actually i want to change my render engine .
When using Cycles i want to render on my graphics card (Radeon), but it is shown in OpenCL and not in CUDA as shown in the picture above.

Is it ok to change the settings in the properties panel render tab to GPU compute?
It is taking lot of time, how to reduce the rendering time by my graphics card?

If any mistakes in the question, sorry i'm a beginner, i don't know how to explain my question, thank you.


texts: Newbie question, rig character with skeleton from a different model

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I have zero knowledge of Blender or 3D modelling, but I'd like to know if this is possible and how difficult would be.

I have several 3D characters models rigged with the same armature, so I can swap  armor pieces in Unity. I have other 3d models, similar but with a different armature.
Is it possible/easy to import one armature into the other models, so that I can swap armor pieces using the same base human model?

In the end I'm using Unity to do all this in my game.

Thanks
Cheers


texts: How do I sperate an object while having both objects retain the same face?

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When I pres p and separate the cube I want the face withe raise pyramid to be on the bottom part of the cube and also on the top.  I want the parts of the cube to fit back together.

I hope my question is clear enough to understand as I wasn't exactly sure how to phrase it.


texts: Using UV Mapping on an Equirectangular Projection

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Background: I am attempting to create a Unity application for viewing asteroids. I have a wavefront object that I got from NASA's PDS SBN. Right now, I am looking to replicate the version of Eros from the 3D Asteroid Catalogue (click "Grayscale" on the website to see the texture), but in Unity instead of ThreeJS. I believe I need to create a UV map in Blender so that I can apply it to the object in Unity.

Thanks to lemon in a previous post, I was able to get a cylindrical texture map on the asteroid. But I did not realize that I couldn't import this directly into Unity.

For reference, the wavefront file I'm using is located here, and the simple cylindrical projection I'm using is located here (warning, large image file).

Question: I have a wavefront object and a texture which is an equirectangular projection. I want to apply this equirectangular projection too the object in Unity.

I believe that I need to do this by getting a UV for the texture. To create a UV, I want to unwrap the object's mesh in a way that is identical to an equirectangular projection. What is the best way to do this?

Attempted Solutions: Here is an image of the working equirectangular projection in Blender:

That works well, but this does not import to Unity. So I attempted to create a UV map that emulates the equirectangular projection. I unwrapped the mesh as a cylinder and applied it to the asteroid with an image texture node. Here is what the unwrapped mesh looks like:

I'm not sure if this is the right unwrapping or not, because when I try to display the asteroid, I get something very garbled. Here is a picture of my attempt at rendering the asteroid with its texture on:

I'm confident that I am applying this completely wrong, I'm just not sure why. Here is what my unwrapped mesh looks like -- the entire asteroid is covered, so the streaks & the weird band around the asteroid don't make


texts: How to change camera movement speed on Path during animation

texts: Im making a animation in blender that requires the camera to change speeds while moving along a path. I'm using the Curve/Path for the path. I need the camera to move at a certain speed going between 2 places, and then slow down while moving around something its focusing on.


texts: How can I add a glow to a tv screen without ruining the video playing on it?

texts:
I am producing an animation where there is a tv set playing an episode from the Twilight Zone series.

As you can see on the picture, the image on the screen is crisp and clear, but as I will dim the light in the room, I need to have a glow coming from the screen.

I have tried to use an emission shader for the screen, a point light in front of it, a cube as projector, but all these solutions are ruining the image, rendering it grey or even totally white.

What do you suggest I could do to have the screen glowing and keep video that is playing looking good?


texts: How can i save already done UV maps when merging two objects

texts:
I have two objects which have already unwrapped UV's and I wont to merge them
in to one object but when I do that I lose UV's map from one object, so is there a
way to merge them with preserved UV's ?


texts: Is there any way of stopping cloth collision jittering all over the place?

texts:
I've researched and tweaked the parameters as best as I could and the collision is much better, but there is no way when I collide a collider object over a cloth it will stop jittering and twitching.
The cloth in question is attached to an armature with only the border vertices pinnined, is also receiving pressure from cloth parameters, also, Idk if it's important but, the cloth is all closed, it's a convex mesh. The thickness from both the cloth and the collider are at the minimum (0.001); the dynamic properties are from rubber preset. I've turn all the way up impulse clamping as well.
So, is there a way of stopping the collision glitching when I lay something upon the cloth please?


texts:
I selected the outside vertices of the following mesh:

I would like to extrude these selected vertices to have exactly 3mm around them.
I tried with E + S but I can't get exactly the same distance between the selected vertices and the new ones:

The normals:

The blend file

Thanks for you help.


texts: Subdividing a mesh into convex subvolumes and tagging faces

texts:
This question has two parts

Is there an automatic way in blender (perhaps an addon) of subdividing a mesh into convex subvolumes
Given that a subdivision has been made, is it possible to associate a front and back subvolume with a face, or at least mark the faces that faces two subvolumes? In the figure, I have done (1) manually, and I want to give the selected faces a tag, so I know that these faces actually face another subvolume (this object is hidden to not cover the selected faces). The reason for including the open face is that the body will be mirrored in the yz-plane.

The reason I need this is that I want convex volumes for hit-testing that relies on the normal projection method. An alternative is to relax on the convexity assumption, but then I need another algorithm perhaps involving testing a surface integral for equality to 4pi, which seems numerically unstable.


texts: Control an object's specularity with distance (CYCLES)

texts:
I've asked this question before for a previous version of my Earth project but, annoyingly, after returning to find the answer, it was for Blender Internal and not Cycles. I returned last night to start a new with Cycles instead and it's looking great however I need the specularity on the ocean to dissipate when the camera is further from the planet like in reality.

Blender Internal answer:
Control an object's specularity with distance

I want to achieve the same thing but in cycles however I'm not entirely sure how to accomplish this with the vastly different node tree I have in cycles.

The red highlights the node setup given in the link above for Blender Internal.

The blue highlights the specular map of my Earth.

I'm not sure how I can or even if I can use this to achieve this. I hope someone can help me with this small blunder as I'm no expert on nodes so some pointers would be great!

Thanks to all who help me with this question!


texts:
On the given specification i have model. The specification is given for 1 model. I have to model total 6 size with the cast iron material.
Model on given specification

They need 5, 8, 12, 16, 20 & 24 kg size. Now im confuse the given specification is which size and how to model the various 6 size. How it will work. Can u plz explain now can i model this 5, 8, 12, 16, 20 & 24 kg size.


texts: When I Link Some Modifiers From One Object To Another It Dosen't Copy All of Them

texts:
I have two physics modifiers. One is a Soft Body the second one is a Collision. When I do Ctrl+L and link the modifiers it doesn't copy the Collision and if the Collision modifier is already there it will be taken off.
This could also just be a 2.81 bug.

To recreate, make a cube, then go to Physics. Add Collision and Soft Body to one and make another cube add Collision to it.
Then select the one with Collision first then then select the other one hit Ctrl+L and select Modifiers.


texts:
At some point I clicked on the Bevel tool to see if it would work for what I was doing. I'd deselected the Bevel tool, but whenever I had a face or edge selected and tried to scroll down to zoom out it activated the Bevel tool instead. My only fix for it was to Load Factory Settings.
Any advice on what I should do if something like that happens again? I'm a beginner in Blender, so my only guess is that I somehow modified a hotkey or I stumbled on a feature I couldn't cancel out of.


texts: I'm modeling an eyebrow using grease pencil and I need to make the hairs into a 3d mesh

texts: All the information I google tells me to go the bevel option but the bevel option doesn't show up in the side object data properties panel. I already converted the lines to a path but now I cant figure out how to make them a 3d object. (Working in blender 2.9)


texts: Struggling parenting BVH motion capture data with existing model correctly

texts: I'm trying to parent (with automatic weights) a mesh that I have to a rig that has been motion captured. However, the rest position (edit mode) of the rig does not match the mesh. Do I have to change the mesh to match the rig because if I change the rig to match the mesh it distorts the animation (specifically, the legs overlap).I go into edit mode and try to match the rig to the human mesh but when I play the animation the legs overlap. Do I have to edit the mesh to match the rig's rest position?


texts:
Anyone know how to hide UV Seams? They're baked into the normal map I textured. I have multiple backup files which I can use to bake the character textures again if it needs to happen in order hide the seams. Please help, I don't want the seams visible in her animations!
https://www.reddit.com/r/blender/comments/ngjpx9/anyone_know_how_to_hide_uv_seams_theyre_baked/?utm_source=share&utm_medium=web2x&context=3


texts:
I'm making a humanoid rig in blender and whenever I rotate the forearm, it will deform it horribly and ruin the upper arm as well. This also happens with the legs.
Images


texts: How to set up displacement maps when using UDIM textures?

texts:
I recently started using UDIMs so there might be something really obvious that I don't get.
I sculpted model in Zbrush. I exported displacement maps from Zbrush and everything works ok with UDIMs so far. But how do I use them in Blender?
I usually add modifiers; multires + displacement. But as I now have UDIMs I can't get it to work. I realized that I can switch in texture tab the source being UDIM tile(so I might be getting somewhere?) but can't figure how to import all those maps. I also tried adding displacement straight in shader editor, but couldn't get that to work either.
Trying to find something about this online is really hard, so little info about this. So what is the right workflow? Hopefully there is someone who has experience on this :)


texts: How can I queue different blender actions to be rendered?

texts:
I'm designing a character with different animations (idle, eating, walking, etc) that are separated in different blender actions in the same .blend file.

I would like to queue the actions to be rendered, so I could leave the computer rendering over night. Is there any way to do that??


texts: In Python is it possible to change the background color of a property ui?

texts:
I want to be able to change the background color of a property ui.

At the moment it does:

Green = has an Fcurve
Yellow = has a keyframe
Purple = has a Driver

I want to to be able to change the color of the background depending my own conditions. IE I don't want to change the color theme, I want to add a new color and define its condition.

For Example:
If a property is above 500 it changes to red!

Is this possible?


texts:
I have the following simple "2d" animation of a Pentagon:

I'm trying to convert it to 3d using the solidify modifier, however, I'm getting very odd behavior right at the end when the vertices overlap:

Is there a way to fix this issue?  If not, what's the best way to handle it?


texts: Inset not working uniformly even after applying rotation and scale

texts: I'm trying to inset uniformly but even after applying rotation and scale to the object it deforms when I inset. Does anyone have a solution to this?


texts:
I'm trying to get this gradient style:

My best result are with eevee with volumetric and gradient on a metaball, but i cannot figure out how to get the gradient fill the totally of the metaballs like as one object instead of multiples single object.
Also i have to animate this so the mixing gradient has to coerently mix, so i cannot use window or camera coords...

Now this is my result
and this is my shader node

I'd like to have control ho the position of the gradient, i'm pretty new to blender, in cinema there is a "3d gradient" that can make me understand the position of the coloured portion in the object space.
The second problem is, as i emit this metaballs from an particle emitter, How can i control of the colured zone? i suppose only into a camera or screen coords, or is there a way to use the emitted particles as one big mesh that as a unique object coordinates?

Thanks a lot for any suggestions.

Ok i've figure out. Because i'm a noob in blender i do not know that meta object share same material so in my case

if I move these metaballs the gradient remain fixed in the center, instead of follow the single metaball, than i've found in another post forum, that i need to unlink meta object form others, and it's just simple as rename in differnt name, so instead of naming it meta.001 meta.002 meta.003 you have to change totally the name. It's sound weird but i suppose it's for otpimizating...

so when i changed the colors goes right but i've lost any possibility to use the metaball function and does not modify it's geometry


texts: Blender Cycles rendering with GPU freezes (2.90) can someone point me to a guy who actually knows what the errors mean

texts: Hi i have 2 rtx 2080ti and this issue has been going on for over a month. the cycles render engine pops up with an "illegal cuda error message" or sometimes it doesn't even mention the error it just freezes when i try to render in cycles. i have reported it twice to the developers and twice on here but no one has any idea on how to fix it. i gave the bug team all the debug info they need and they never solved it just saying it could be driver updates. does anyone know anyone smart enough to fix this issue? because i have no clue at this point and cycles hasn't been working for properly for 4 weeks now.


texts:
I have an animation where a cube goes from point A to B. When it reaches B, he will be out of sight from the camera.

How can I make a "cut", a.k.a., make the camera now show point B, where the cube is?

Kind of like transition from Scene 1 over to Scene 2; I don't have any scenes, though.


texts:
This is probably a simple thing I'm just overlooking.  When I move an object, it moves the amount I enter.  I would like it to move TO the location I enter instead.  What I need is the plane representing the floor of my model to move to the zero location of the Y axis.  When I enter G, Y, 0 it goes nowhere, of course.  When I enter G, Y, 1 it moves 1 from where it started.  How can I get to move to the location I specify?
Thanks for your help.


texts: Where is the common-sense button that aligns curve handles and resets them?

texts:
All I want to do is make a simple spline IK. Apparently this is impossible because in order to construct one, I very expectedly have to move the curve handles. Moving the curve vertices automatically misaligns the handles so that they don't point towards each other to keep a straight line, even though they should.

I tried all kinds of selection to cursor and snapping techniques, none of which work because the lengths of the handles are no longer at their default value. How can I get blender to do what it is supposed to and construct a simple, straight segment of merely two handles pointed towards each other at their default length?


texts: Boolean functions removed faces, is there a relatively quick way to fix this?

texts:
I've been working a tube chassis model to 3D print. I used the boolean union function to join the tubes together into one object, hoping it would be watertight and printable without too many issues to fix. I realized once everything was connected and saved that several faces are missing, and the joints between "tubes" are not particularly clean. Based on my non-manifold selection, it would probably about as long to find and fix each problem as it did to make it. Is there anything that might be able to make it easier/quicker? Or at least a better way to remake this that would result in less issues to fix? I'm fairly new to blender yet and I'm not real familiar with all of its features yet. Thanks in advance.

Here's my .blend file, hopefully the link works: http://pasteall.org/blend/index.php?id=48820


texts: Parent - children chain messed up after exporting to FBX

texts:
Blender 2.82a. I have the following setup (see the 1st picture):

Cube at position 0,0,0
Cube.001 (child of Cube) at position 0,0,3
Cube.002 (child of **Cube.001" - grandchild) - on position 3,0,3

When I export to FBX, the position of Cube.002 unexpectedly changes and gets position of (3,-3,3) and is also rotated (see the 2nd picture).

Anybody can explain what's going on?

Additional note: I need to export to FBX so I can use it in a game. I don't need it to import back to Blender (I did it though to simplify the case). The problem is visible in any other program which can open FBX.


texts: Stop a material from reflecting the surroundings?

texts:
Is it possible to have a material only respond to light, and not reflect the environment or surrounding objects? In other words, always treat everything around it as pure black, same as if you had only the object and the world color was black?

This seems like the sort of thing that should be possible with Light path, but I haven't been able to figure it out.


texts: Mirror object diagonally (or Symmetry about origin), i.e. excusively in X+Y

texts:
I'm trying to mirror an object like this (see picture) such that the mirrored object behaves exactly like it would using the Mirror Modifier - that is, mirrored transforms and mesh. Currently I have achieved this using drivers and linking mesh data. But can it be done by not using drivers - either by modifying the Mirror Modifier itself, or creating a custom modifier, or by linking a modified source object data, or any other method?

I'm really grasping at straws because I have no idea about the directions this can go in.

PS: Note that using the array modifier with an object offset is no good since it needs the transforms to be applied.

PPS: You can suggest an Add-on if you know any.


texts: How to only show the paths of Greace Pencil strokes?

texts:
I accidentally inputted a shortcut while drawing in a Greace Pencil object and now only the paths of the strokes are shown.

Now I'm curious about what key combination it was and how to leave this view.

I believe it was Ctrl + T (unfortunately I cannot test this because I stuck in the path-only view).

Here is an example:

I'm using Blender v2.83.2.


texts: How to export Python animation to gltf from Blender 2.80?

texts:
I have some 3d objects that I use Python code to rotate. In the Blender preview this works fine.

How can I export the animation caused by the Python code to gltf? The normal gltf export exposes the objects but not the animation.


texts: How to make emission object transparent in EEVEE?

texts:
I would like to make this emission material I made transparent in order to make it look like an energy field and be able to see the door behind it:

Tried the alpha blend option in EEVEE but it did not work

And idea how I can do that?


texts: Duplicating / copy collections (unlinked) in 2.81 from one scene to another scene

texts: I'm trying to copy everything in a collection (I don't want them linked) called Camera.001 from one scene to another scene (the second scene is in the same blender file). But I notice that when I duplicate a collection called Camera.001 that when I paste it into another scene nothing shows up.


texts: Combine Multiple Textures to Single UV Map

texts:
I currently am trying to import a 3D model that I got from somewhere else into Tabletop Simulator. For the most part, I have been able to make the progress I need, but I am at one last road block.

In blender, the character comes into 5 pieces. Hair, Body, Helmet, Weapon1, Weapon2. Each of these have their own texture. I am trying to get it to where They are one 'texture' for one 'object'.

So far, I have merged all 5 pieces into 1 using Ctrl-J. I press A and hit tab and unwrap everything. From there, I am stuck.

I have tried using the Bake method but I seem to be doing it wrong or its not the right thing for me. I create a New Image, Add it to a new UV Map, Give it a Material, and a Texture. I then go and I Bake 'texture' but all it does is seems to give me a black image with a bunch of islands. Here is what I attempted to copy.

How to combine two different textures into one

I am wondering if maybe also Blender Render is the wrong window to be in for this?


texts: Can you apply an action to an armature that has more bones than the one that created the action?

texts:
I'm trying to create mocap animations for my characters in Unity. I currently use character models and animations downloaded from mixamo.com. I've just created some mocap animations with Brekel pro body v2, and I have imported the bvh file into Blender along with one of my models that were imported as a collada. I am trying to assign the bvh animation action to the mixamo armature. I've changed the names of each bone to match the names of the bvh armature, and the only difference is that the mixamo model has more bones than the bvh. It has a toe, eyes, head top, and extra spine bone where the bvh model does not have them, but everything else is the same.

When I assigned the bvh animation action to the mixamo armature, the animation plays but the rotations seem off and it doesn't look as good as when I play the action on the bvh armature. I've tried changing the type of rotation (ZXY Euler, XYZ Euler, etc.) but it hasn't helped. I'm trying to get the mixamo armature to make the same exact movements as the bvh armature.

Are those extra bones causing the issue? If so, is there a way to apply this animation to only the bones they share? I need to keep the current mixamo skeleton.

Thanks,

Clownthulhu

Edit:

Here are some added pictures of the problems I'm experiencing.

The first image shows the bvh armature on the left and the mixamo one that I need to keep the same on the right.

This shows the mesh of the mixamo model in the middle of the animation as well as the bvh armature during the animation. It also points out the problems I'm seeing and looking to correct.


texts: Any idea how to fit text width to screen

texts: What I need is a way to dynamically fit text to a certain size. So more characters, smaller the text size, less characters, bigger the letter. I tried lattice, drivers, various constranints bit didn't find a way to do it.


texts: I'm using Blender 2.8 but I cannot achieve to use the Wacom tablet pressure in sculpt mode like in other software. Is this a known bug?


texts: No smoothing group information was found when importing obj file in UE4

texts:
When I try to import my obj file in Unreal I keep getting this error.

"No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing."

I never got this error when I used Blender 2.78b, so I make models in 2.8 and after that I import obj file to 2.78b and export as obj again with same settings with this Unreal doesnt show any error messages.

But I dont want to go 2.8 then 2.78b then Unreal.

Right now when I export a obj file I chose this boxes.

Selection Only : Depends

Animation : No

Apply Modifiers : Yes

Include Edges : Yes

Smooth Groups : Yes

Bitflag Smooth Groups : Yes

Write Normals : Yes

Include UVs: Yes

Write Materials : No

Triangulate Faces : No

Write Nurbs : No

Polygroups : No

Objects as OBJ objects : Yes

Objects as OBJ Groups : Depeds

Material Groups : No

Keep Vertec Order : No


texts:
I'm working on a material for redistribution, and my node setup uses a single black and white mask with different vector inputs to fake a normal map for a simple embossing/debossing effect.

The change in the vector input does two things: it takes care of the different positioning of the images, and a blur effect, both required for the normal map.

I'm aiming for ease of use, so I really don't want to make users manually update the image path of every single texture node when they use the material with their own maps.

An alternative solution would be to alter my methodology, but I also want to avoid forcing them to bake true normal maps to use the material because users won't be blender-savvy to know how go from an height map to a normal one. Using the mask for displacement is off the table, since it didn't yield good results with bump alone, and using adaptive subsurf on the model can be very demanding of the users' computers. The effect isn't worth the processing cost.

I found a similar question with an interesting solution, which unfortunately doesn't help me at all because it's generates an this image OR that image output. I need an AND output, something that enables me to have all images outputs simultaneously in the same mesh.

The obvious solution for me would be drivers copying the image path from somewhere else, but no luck there. Then I tried to find a way to modify the mapping after the image texture running it through a third node containing vector and image inputs, but nothing as well.

Ideas?


texts: How to animate two objects going apart from eachother

texts: I want to make a futuristic sliding door.So I have a framing and two parts inside.I want to know how to animate the two parts moving in oposite positions so the door opens.


texts:
import bpy
def driver_func(val):

if val < 5:
output = val * val

else:
output = val + 20

return output

# add function to driver_namespace
bpy.app.driver_namespace['driver_func'] = driver_func

I try to run this script in Blender 2.8 to add the function to the driver
but it constantly fails. Why?

My second problem is to get this working:

    import bpy
    activeobj = bpy.context.active_object
    def driver_func(val):

       if activeobj.name = "A":

            output = val * val

       else:

            output = val + 20

      return output

#add function to driver_namespace
bpy.app.driver_namespace['driver_func'] = driver_func

The error message is:

SyntaxError: invalid syntax

location: <unknown location>:-1

Error: Python script failed, check the message in the system console


texts: Placing mesh particle on top of a diffferent mesh

texts:
There's an issue that i can't seem to solve with the hair particles. I have a mesh that I want it's bottom face to stick on the surface of another mesh. I've tried it on a flat surface and it seems to work just fine. But when I try it on a round surface it's giving me a totally different result. On a side note, I did check that the origin of the particle object is set to its original position.

Any thoughts?


texts: scale several bones envelopes proportionally

texts:
I am looking to proportionally scale down (for example) all bone envelopes in the hand of an armature .
However I cannot seem to use the Deform Distance:

nor the Scale tool to effect the envelope distance of the multi-select, proportionally.

Is there a way to do this without resorting to scripting (python)?


texts: viewport render using gpu on other machine?

texts: I got my main worstation with one 1060 and a render server with 4 p106, both machine connected each other with qdr infiniband, are there any way to use the gpu on server when using viewport render


texts:
I want retopology a head by using mesh. During the mesh, I found that, the head ist transparent.

How to make the model non-transparent?


texts: Theres hundreds of these questions probably, or i'm just dumb and somehow can't open them. When I open a .BLEND file it just says Windows doesen't know this error. And I have blender installed. Is there some kind of addon i needed to check or something? Sorry for this dumb question. And when i just open blender and pick the file and drag it to blender, i see nothing. This is an intro template BTW.


texts:
I've made a gun model and decided to make a simple shoot animation for practice.
I set up the vertex groups and bones (I'm working with vertex groups). But when I move the bone in pose mode. I get weird deformation. Some vertex follow the bone better than the other ones.

Original state...

Now I move the bone...


texts: I am trying to figure out how I can make eyes where the texture moves with a rig. I have a pupil and eyeball texture already pre-made and I want to now how I can make the pupil texture move with a rig.


texts:
I'm new to Blender so apologies if this is ridiculously simple.
I'm working from an .STL file and I'm trying to apply an image texture to a part. My process so far has been, selected part in Object Mode, then swap to edit mode, press "A" to select the mesh, then "U" and unwrap. When i'm in the UV editor, I get a massive triangle which I can't do much with.
I've tried selecting surfaces from a single perspective and it works to give me a UV editor mesh I can work with, but this method misses out faces and it's messy.
What am I doing wrong?
Thanks in advance,
Neil


texts: It is posible to obtain a armature from a Rig?

texts:
I just installed rokoko. I am trying to retarget a Rig which armature has been already deleted but it seems that Rokoko only uses armature as a source.
Is there a way to convert the rig that I have to an Armature?


texts:
This is a small part of the object I want to smoothen so fixing the vertices will take time,
is there a fast way to smoothen the lip of edges of my cylinder?
Exactly like this.

Things I tried but didn't worked:
Subdivision surface modifier,
Bevel modifier,
Bevel node- doesn't look good,
Edit mode Bevel
I provided the blender file below so you'll see the object I'm talking about.
Thank you!


texts: Shading on model is not smooth in some places

texts:
I created this face in blender, it has smooth shading on but shadows in some areas appear sharp, I want the shadows to appear smooth consistently. Here's an example of the issue i'm having:

I'm not sure what i've done wrong, I'll happily supply the .blend file or any other additional information if needed upon request, Thanks! :D


texts: Is it possible to rotate two textures on the same object in opposite directions using the same Empty?

texts:
I'm trying to animate a texture on an object. I've got the material set up on the object, and the node setup uses the Texture Coordinate node with an Empty plugged into the vector socket of the texture (and then into a Color Ramp, but that's not really important) so that when I rotate the Empty, the texture rotates. That works perfectly.
What I'd like to do is essentially duplicate that setup, and use a Mix Shader node to combine them, but have it so that the second instance rotates in the opposite direction.

So if I rotate the Empty 90 degrees X, Texture 1 will rotate 90 degrees X but Texture 2 will rotate -90 degrees X.  I know I could just create a second Empty and use that and then animate them separately, but I'm trying to avoid that, and it just seems like it should be possible to do this.
Anyway, I'd really appreciate any help.
Thanks :)


texts:
I am working in the game engine. I have tracked camera to follow the ball. When I play the animation, ball appears for half the time and then it disappears. Also the colors in the background do not appear. Only black color appears.

Also when I start it in game logic and start the standalone player, nothing is displayed. Please help me.

How can I share my .blend file here?

Its kind of urgent... please

I've removed the animation. Can someone tell me why do the colors disappear?


texts: I'm trying to edit in point mode but I only get a point that is moving instead of editing the mesh. How can I fix it?


texts: Not all paths of SVG are being imported?

texts:
I have a text graphic that I have made in Illustrator that I want to import into blender to make it 3d. My problem is that the T in the text is not being imported into blender. I have expanded the text layer in AI before I saved the SVG.
This is the SVG:

And this is how it appears in Blender 2.9:

What am I doing wrong?


texts: Same object with the same weight but different behaviour

texts:
My problem right here is that in the image shown bellow, i have 2 objects with the same weight but one is affected 100% and the other not (Idk if i explained myself good)

You can see that the bottle is being dragged away more than the container in the belt (having both the same weight). This has happened me before; the thing is that aparently it happens when there are 2 separated objects in a same mesh.

Is there a way to fix this?


texts:
why my curve shape become smaller than original source curve?
How to fix it?

Blend file here:


texts: Cannot smooth without trouble on my mesh

texts:
I'm working on my mesh which looks like this :

As you can see the surface is not smoothed. Then I apply the smooth option and it gives me this result :

It is the third times I start again this mesh... I cannot understand how to apply the boolean modifier without getting in troubles.

Thank you for your help.


texts: whats the maximum poly count for character models in video games?

texts:
So I have a 3d human model that I made in blender and it has almost 14,000 vertices, almost 14,000 faces, and tris are at almost 28 thousand. Will it be okay for me to use this model with out the need of retopology and baking normals and ambient occlusion. Even though you cant see the model I've made, all I can say is that it looks somewhat high poly-ish(with-out subsurface modifier). I modeled the mesh from my own character reference and pretty much feel great about the outcome. Though, certain parts of the mesh I had to sculpt, but with out the "Dynamic Topology" tool option in the Blender sculpting section.

I've heard poly count depends on your project's gameplay style. But The gameplay mechanic i'm going for will be no more than 3 characters in the gameplay.

Let me know what you think, thanks.


texts: When I extrude my edges, they extrude at an angle. I'm trying to make the clothing pattern for a dress, so all the vertices should be on one plane. I'm working on the neckline now (see image). I want to extrude the edges towards the centre and on one plane. But each time I toggle from front view to left view, I see that I extruded the edges at an angle (see image). This was obviously not my intention. Any advice on how how to achieve the desired result?


texts: Scale bone in pose mode without affecting child bone?

texts: When I scale a bone in pose mode it will also affect the size of a bone connected to it. How can do it so that the connected bone keeps the same size?


texts: Why does Rendering Reflection + Refraction take much longer than Rendering them Separately?

texts:
In Blender Internal, to simulate glass properly, you have to enable Glossy, (Mirror) and Refraction. (Raytraced Transparency)

However, rather than taking length of reflection only render + length of refraction only render (In this low resolution case, 00:03.33)
it takes much longer:

Material settings:

What is the technical reason for this? How might I render reflection + refraction faster? (maybe some technique of rendering separately and recombining?)


texts: Why isn't the texture in rendered view transparent but the material view is

texts: When setting up the alpha mapping for the wings I noticed the feathers were transparent in material view but not in the rendered view.


texts: I created a fountain and added a fluid simulator but when i tried to bake it. It started baking but the nothing happened to the domain or any of the object. I tried many things as reducing or increasing the size or increasing the resolution, applying the scale but the baking isn't actually taking place it just the domain and everything stays exactly the same. The bar on the top of the page also started loading with the tag baking but nothings happening as if no fluid or stuff is added. Its the blender 2.76 version as my computer doesn't support the newer version.


texts:
I've animated some channels, such as rotation channels and a modifier value using Expressions. But I can't find out how to view the resulting Driver curve in the Graph Editor. I'm using Blender 2.8.

Thanks.


texts: I need to make a spiral zipper like in the photo. I tried using the screw but the problem is that i want a spiral shaped ellipse. Besides that, I wanted the spiral to be thicker on one side. How can I make this? Can anyone help me?


texts:
This is my second try to model a character this time I set the goal , that the model looks similar to me.

I have put really much effort in this, but I'm not happy with the result. It doens't look human.

What is the cause? How can I better imitate a human? How can I make it look like me? Which parts of the face should I rework? Is the texturing right?


texts:
I need to automate the process of joining similar objects from an imported .IFC file from Revit, this can take quite long time to sort out manually because this files can contain from 600 to 800 objects. The names have "." and ":" that I can use for separate the strings and join the same name objects.

I´m not a programmer, and I don't have experience with Python, but after some studying I manage to write this little script.

But I'm kinda lost here because it works fine with small list of objects but it crashes when dealing with longer lists.

In this one it runs ok, at the end all cubes are one object, spheres are other object, etc.

But when I run it against more longer lists of objects, it crashes Blender:

I'm assuming it has something to do when it tries to read objects that are no longer in the list.

Do you know if this assumption is correct? If so could you suggest a way to avoid the crash? Is there a better way to do what I'm trying to do based on the names of the objects?

This is script:

import bpy
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = None

for obs in bpy.context.scene.objects:
    if obs.name in bpy.context.view_layer.objects:
        if obs.type == 'MESH':
            bpy.ops.object.select_all(action='DESELECT')
            nocolon = obs.name.rsplit(maxsplit=1, sep=':')
            print ('nocolon pass done for ' + nocolon[0])
            tname = nocolon[0].rsplit(maxsplit=1, sep='.')
            print ('nodot pass done for ' + tname[0])
            bpy.ops.object.select_pattern(pattern= tname[0]+'*', case_sensitive=False, extend=True)
            print ('selection pass done for ' + tname[0])
            obs.select_set(True)
            print ('selection set done for ' + tname[0])
            bpy.context.view_layer.objects.active = obs
            print ('set active object done for ' + tname[0])
            bpy.ops.object.join()
            print ('join pass done for ' + tname[0])
            print ('iteration done for ' + tname[0])
            bpy.context.view_layer.objects.active = None

        else:
            print(obs.name + ' is not a MESH.')

    else:
        print('There is no ' + obs.name + ' in view_layer')
        bpy.data.objects.remove(obs)
        print('removed from data')

print('script done')

I'm using Blender 2.81.16a


texts: Hair Render looks totally different in RenderViewport and the actual Render

texts:
Can anyone help me with the Hair rendering ?
Somehow the Hair Render that i have set-up looks totally different in RenderViewport and in the actual Render.

I have attached the Images and the blend file to make it clearer.
Here is the link to the Post in blenderArtist and the *.blend
https://blenderartists.org/t/hair-render-looks-totally-different-in-renderviewport-and-the-actual-render/1181751

The ViewPort ( the result that I wanted to have)

The actual finish Rendered (… .TT_TT…)


texts:
I hope your all having fun been creative.

This is my first post so go easy on me if this has already been asked

I have 3 separate meshes at 3 different size which have had the scale applied and have been unwrapped.  I create a material with a seamless image texture and give each mesh this material. The material appears on each of the 3 meshes at different scales.

Is there a way to have the texture appear at the exact same scale for each mesh size without compromising on the quality of the texture?

I don't want to use the mapping node or scale the UV's down as both methods require a guess and will only give me a similar scale not an exact scale

Thanks

James


texts:
I've got a scene where a sun is shining through a couple of windows:

I want to make it so that there is a light ray effect between the windows and where the light hits, like this:

Here's what my lighting setup is:

Link to the .BLEND


texts: When I Pose my Armature, the Mesh Attached "Fractures"

texts:
I add armatures,

Ctrl + P,
    -Armature Deform
       -With Automatic Weights

It's looking pretty good so far:

Then, I try to pose my newly rigged character mesh:

What happened here?

The render looks like this:

Naturally, in an animation this would look awful, so I'm trying to find out how to prevent this.
Maybe I'm rigging it incorrectly?
Maybe I need to add some sort of modifier?


texts: Bake mesh deform with curve modifier into shapekey

texts:
I tried to make a growing tree animation with scaling my model on a curve with the curve modifier ! So it works fine but i would need the model and the animation being able to be import in unreal.. So i wanted to know if there any solution to bake the animation into shapekey or maybe a totaly different process to do it ! I tried to deal with the alambic export and also the .mdd add on but it ruins the animation :(
Thanks !


texts: How to add beads to Hair Particles System

texts:
I tried to find a tutorial or something on the subject, but I found none.
I have a character with a long hair, beard and moustache (Poseidon) and I want to add hair beads to some of his braids, like a viking has on his beard for example, and I need them to animate along with the hairs. Is there a way to do that?


texts: Why can't I access the rotation and location values of an object moved with empties and constraints with Python?

texts:
I created a mesh in a script that has 5 vertices and each vertex is moved by an empty using Hook constraints. This animates the plane to follow the path of a spinning torus based on the animation I had on the empties. The pivot point is at the center of the mesh.

I want to access the location and rotation of the full object. However, when I look at the location and rotation, is not changing and the rotation is always 0, 0, 0 no matter what rotation type I use. Any ideas what could be causing this? I just need the values of its location and rotation on each frame.

This is how I create the mesh... not sure if there is a way that can give me better results:

bpy.ops.object.mode_set(mode='EDIT', toggle=False)
mesh = bpy.data.meshes.new("myBeautifulMesh")  # add the new mesh
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections.get("Collection")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj

verts = [order[0].location,
         order[1].location,
         order[2].location,
         order[3].location,
         order[4].location
         ]  # 4 verts made with XYZ coords
edges = []
faces = [[0, 1, 2, 3, 4]]

mesh.from_pydata(verts, [], faces)


texts: Exception_Stack_Overflow error in Command Line Script

texts:
I'm new user of Blender. I decided to give it a go in order to create a simple animation for a Youtube channel. I found a template, made the changes I wanted, and then saved it, but there's a problem when I go to render it. From the in-program window, I go to render it, and then the program immediately crashes. To work around this, I studied up on how to do it from the command line, and I was able to get it to work once, but the text came out all screwed up, so I needed to re-do it. Now, every time I go to render it from the command line, I get "EXCEPTION_STACK_OVERFLOW", and it fails. I have attached an image of the exact command line script after attempting to render the animation.

Computer Specs:
Dell Precision M4500 | Windows 7 Professional 64-Bit | Intel Core i7 | Q740 @ 1.73 GHz | 10.0 GB Ram

Thanks for the help!


texts: How to scale an object via a slider in Python?

texts:
First: I'm new to Python programming in Blender.

I already know how add a row to scale one single axis of an object by using a slider in the tools panel e.g. I'm using this code snippet to do this:

import bpy # Python API for Blender
from bpy.types import Panel, Operator

# Class for the panel, derived by Panel
class SimpleToolPanel(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = 'CW Tools'
    bl_context = 'objectmode'
    bl_category = 'CW Tools' # Where the Panel have to appear. In this case in the Tools cetegory.

    # Add UI elements here
    def draw(self, context):
        layout = self.layout

        # New row
        row = layout.row()

        # get the selected object
        obj = context.object

        #Let's display the scale of the object
        str_scale = 'Object: ' + obj.name + ' scale: ' + str(obj.scale)

        row.label(text=str_scale)

        #Add scale slider property
        row = layout.row()
        row.prop(obj, 'scale', index=0, text='Scale x:')

        row = layout.row()
        row.prop(obj, 'scale', index=1, text='Scale y:')

        row = layout.row()
        row.prop(obj, 'scale', index=2, text='Scale z:')

# Register
def register():
    bpy.utils.register_class(SimpleToolPanel)

# Unregister
def unregister():
    bpy.utils.unregister_class(SimpleToolPanel)

# Run in text editor
if __name__ == "__main__":
    register()

My question:

How is the code to resize a complete active object via one single slider, please?


texts: How do I join two objects without having the modifiers disappear?

texts:
How could I join two object and maintain the modifiers?

Once I join the roof and walls, the straw (which is done as modifier) disappears.

Is there solution for it this?


texts: how to hide green pyramid of group objects handler

texts:
when I handle group objects, green pyramid disturb me.
how can I hide these?

 https://gyazo.com/a8af6ff8d9810c374d0d4970e1bc3fe9

https://gyazo.com/d5fd3cfed539194daef6625d436c25f9


texts:
In pretty new to blender, and I installed the latest Ubuntu image on a machine to test it out. When I try to launch it from the console, I get the following error:

root@localhost:~# blender
libdc1394 error: Failed to initialize libdc1394
Color management: using fallback mode for management
Xlib:  extension "XInputExtension" missing on display ":11.0".
connect failed: No such file or directory
ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM default
AL lib: alsa_open_playback: Could not open playback device 'default': No such file or directory
libGL error: failed to load driver: swrast
Xlib:  extension "XInputExtension" missing on display ":11.0".
X Error of failed request:  GLXBadRenderRequest
  Major opcode of failed request:  148 (GLX)
  Minor opcode of failed request:  1 (X_GLXRender)
  Serial number of failed request:  310
  Current serial number in output stream:  310
root@localhost:~#


texts:
I need some help on the workflow to create the rig and animations  in Blender for Unity.
I have a tank split in different objects (body, turret, cannon, wheels, track) and want to do some animations (move front, back, rotate, turret rotation, cannon recoil) in Blender to export all for Unity.
The problem is that, and I watched several tutorials and forum threads, I don't get how to properly animate the wheels and tracks.
I made a rig, but I can't rotate my wheels, just move all of them and the tracks.
I have seen that I could use drivers, but it seems that it is only for a Blender use.
What do I do?
Thank you ;)


texts: " ***stack smashing detected***:  terminated" on choosing an object

texts:
Blender 2.79b in ArcoLinux 19.01.4:

Upon choosing an object, Blender terminates, with
" stack smashing detected:  terminated"
Any ideas about what may cause this problem?


texts:
There are black tris all over the mesh with the Ambuient Occlusion node connected. Changing distance or samples does not help.

The subsurface modifier reduces black tris a litte but they are still visible. Can this mesh be fixed somehow? There are no doubles and normals are recalculated.
Thanks!

With subsurf:


texts:
I am trying to make a aura like the one above but can’t get it right. I have tried using a transparent shader mix with a emission shader but it ends up way off from what I’m trying to achieve.

Here’s what it looks like without a character

Any help would be appreciated.


texts:
I'm pretty sure this is a duplicate. I'm just not sure how to describe it to someone else.

Here's what i'm trying to do:
I am creating a simulation with a cube, and a "bullet" going through it to make it fracture. It is a rigid body, but when I play the simulation, it just falls (not through the world, I have a plane that it stands on). I want it to start simulating when the bullet passes through it so it "fracture". Help will be very appreciated, thanks!


texts: Generate 3D Profile of Space Occupied by Moving Closed Objects

texts:
The image below illustrates a model of six rigid links connected by six revolute joints. I've written a Python script to make the mechanism articulate around its joints and move relative to its fixed Barycentric frame shown in the middle of the image. The mechanism's spatial articulation is expressed as a function of a single parameter, which can be tied to the animation frame number variable. As the six links move through 3D space, I would like to leave behind ghost images of the space occupied by the colored objects. In essence, I want to generate six colored ghost images, red, yellow, green, cyan, blue, and magenta, of the space occupied by the corresponding colored objects.
Is there any way to accomplish this? For example, when rendering an animation, might there be a way to superimpose and accumulate the current frame's object images onto a single background frame image that would partially show through? I generate a new image at each frame, so there are no interpolations between frames.
Since there is no time limit for accomplishing this task, I'm considering to create a different layer for each object color. Then, at each new mechanism pose in the next frame, for each color, select the corresponding colored objects in the model, copy them, and paste them into their corresponding color layer. Then merge the newly pasted object meshes with the previously merged mesh. When finished with all frames, each color layer should contain a single colored object in the shape of the total space occupied by the corresponding colored model objects during the total frame sequence. All of these operations would be programmed in Python script because doing this manually is not practical.
bmesh may solve the problem, if it will merge the added meshes together.

bpy.ops.object.booltool_auto_union() should merge the meshes if bpy.bmesh doesn't


texts: How to Convert a Sound WAV File to a 3D Mesh STL in Blender

texts:
I'm trying to devise a way to generate a 3D mesh solid STL file from a WAV audio file so I can carve it on a CNC router and make a piece of artwork.

I am aware of this answered question on Stack Exchange, but since the answer is a few years old, the current version of Blender does not have the same-named nodes in the Animation Nodes add-on as those referenced in the directions from 2016 (e.g "Sound Bake" and "Spline from Points" are gone or re-named). Thus I am struggling to replicate the answer.

I'm hoping that someone can advise me here about how to adjust these steps in the current version of Blender (2.80.75) with Animation Nodes Add-On:

  You can do that with the Animation Nodes (AN) addon.

  1) Make a new AN tree.

  2) Make a Sound Bake node and load your sound. Then click on "Bake".

  3) Create an "Evaluate Sound" node and set its Frame Type from Offset to
  Absolute. The sound object you baked should be selected automatically.

  4) Create "Loop Input" node and connect the Index socket to the Frame
  input.

  5) Click on the plus icon next to New Generator Output and type "Vector
  List". This should create a new node that you can move to the right.

  6) Connect the "Strength" output socket with the "Vector" input. A new
  "Combine Vector" node should appear inbetween, because a vector
  consists of 3 values and the Strength is only a single value.
  Reconnect the sockets like in the image below.

  7) Insert an optional Math node to be able to control the width of the
  curve.

  8) Create a "Invoke Subprogram" node and choose the loop you just
  created. Then set the Iterations socket to the number of frames you
  want to have in the final curve (too high numbers can slow Blender
  down, you may want to uncheck "Always" in the toolbar so that AN
  doesn't recreate the curve multiple times every second)

  9) Create a "Spline from Points" node and connect it to the Vector List
  output of the other node.

  10)Create a "Set Splines on Object" node. Then click on the little plus
  icon which will create an empty curve object in your scene that you
  can use as output object. The last step is to take the Spline we
  created before and put it on the Curve object. If you do this
  connection a "Create List" node gets inserted automatically because
  the Set Splines on Object node expects multiple splines (but we only
  have one, so we create a list with one spline).

  11) Now you should see the curve in the viewport. You can just remove all
  nodes now or just make a copy of the curve in order to edit it
  further.

Or, if perhaps there is an updated way to do this?

What I envision as my desired end result with the STL 3D mesh is that the X axis would be time of the sound file, and the Y axis would be first the WAV-form amplitude as shown in a DAW such as Ableton or Audacity, and then moving out in Y would be different frequency ranges (perhaps by dividing the sound into 16?). The Z would be amplitude.

And then I would be able to export the STL file and manipulate it as needed in Fusion360 or SketchUp to get it into my CNC router.

Thanks.


texts:
I am trying to rig a rope so that it spans between two objects. Technically it is a fuel line, regardless I am trying to get it to work with the soft-body physics, primarily because A, it will be affected by gravity, and B, the engine rotates in relation to the body of the vehicle.

As you can see, I have two bones that I want this fuel line (red line) to span between.
I have been trying to use a bezier curve with soft-body enabled, but it only connects to one bone and flops around on the floor like a fish at the other end.(Why does it flop around if no forces are acting on it?)

Thank you for any assistance.


texts: So I have a few brushes in PSD file format, but when I try to append them into Blender they don't show up.


texts: How to I rig a bone to the origin of an object?

texts: I'm trying to rig and I want the ball on the wider end of a bone in blender to be in the origin of an object so it's centered.Is their anyway to quickly do this or do I just have to keep moving the bone until I get it right?


texts: Cycles: Final Render differs from Viewport

texts:
I'm attempting to use Cycles to render my procedurally generated planet, but the final render is different from what I see in the viewport. My clouds, generated using noise and a couple of other simple nodes, are reduced to a bunch of triangles of varying transparency.
Viewport:

Render:

Cloud Node Setup:

Link to .blend file: https://drive.google.com/file/d/1YWWlHg8np9970eA50umKagPwdwXuM12m/view?usp=sharing
Some things to take into account.

I have shaded all three, the clouds, atmosphere, and planet, smooth.
The sample amount for the viewport and render are the same

If any more information is needed, please let me know.


texts: So no matter what I've tried until now (digging through developer forums, watching tutorials, etc.) doesn't fix my issue, where when rendering my animation in Cycles or Eevee neither the smoke nor the fire shows up. I'm really fed up, trying to fix this for hours now. One thing I found but couldn't get working whilst being the solution for others was something about shaders (Why is my render not showing quick fire/smoke). Maybe I applied it wrongly or something. No matter what I need help, so I link my files here aswell.


texts: What is the best way to join a decal plane with an object?

texts:
I have modeled a low poly building and added a decal plan which has a holographic shader on it with a shrinkwrap modifier which I applied before trying to join the plane and the building.
I would like to join both in a single object but when I try to the decal plane simply vanishes.
I would like to know what I am doing wrong or if I should simply parent the decal to the building?


texts: Is it possible to apply a bezier curve along a mesh?

texts: Is it possible to apply a bezier curve, along the surface of a mesh?


texts:
I have a question about how to place bones in a right position.

Let's say I have 3 bones root, mid, and last. And root is a parent of mid, mid is a parent of last, and last is the very end.
As I know that the bones in armature have their own bone.matrix_local. However I am not sure how to use them. Is bone.matrix_local in a space of its parent's?
How can I place bones in the right position that they need to be with f-curve values(position/rotation_quaternion) when animation is running?


texts: Rigify - pitchipoy Imported mesh collada or wavefront - no mesh movement

texts:
The models are imported
I set up the armature and then let pitchipoy generate a rig.
Rig moves nicely but
in Pose mode the mesh doesn't move at all.
The mesh has vertex groups that have been automatically generated.
If I click on "select" for a vertex group nothing lights up in the 3D window. (I expect the vertex groups to show up selected, but they don't)

Any ideas?


texts: Boolean difference acting like union (checked normals, doubles, and manifold)

texts:
I'm trying to perform a boolean difference to cut a piece out of this treasure chest lid to change to a pop-in hinge:

The model is an STL from Thingiverse. I created a shape that I want to cut out of the lid in Fusion360, exported it as an STL, and imported it into Blender:

I lined them up in Blender and then added a boolean difference modifier to the treasure chest lid, setting the cutting shape as the object to subtract.

Instead of cutting a piece out of the lid, it looks like it performed a union instead:

The original cutting shape is hidden, so what is visible here is the result of the operation. It looks like it unioned the two shapes.
I checked all the common reasons for problems:

Normals - Normals look fine when I show them. To be safe I opened each object in edit mode and did Mesh > Normals > Recalculate Outside. No change.
Duplicates - I attempted to eliminate duplicate points using Mesh > Clean Up > Merge By Distance for each object. No change.
Non-Manifold Geometry - When I go to Select > Select All by Trait > Non Manifold, nothing is selected for either object.

What else could be causing my boolean difference to fail? What can I do about it?
Here's a Dropbox link to the Blender file.


texts: Unrendered Pixels (Holes) in Blender Internal Render

texts:
Here is my problem and I have never seen this before in Blender:

I'm making a Minecraft Animation and on multiple frames there are unrendered transparent pixels scattered across the image (resulting in black spots). I have googled around and only found answers related to Cycles render which doesn't apply to my situation as I use Blender Internal.

I made a video explanation to show in detail what is happening:

(https://youtu.be/YbWy8n2figo)

UPDATE: Thank's all those who helped me out. It turned out to be a problem with "Auto Ray Bias." This thread answered my problem.
Cause of Alpha or Black Artefacts in Render


texts: How to position/scale custom bone shapes in same position as original mesh?

texts:
I'm trying to make some custom bone shapes for my armature control bones. I've made the custom shapes in the location I want. However, whenever I set the 'Display -> Custom Shape' property to the object I made, it appears in a crazy orientation and scale relative to the bone's position (not in the position of the 'real' mesh, as I'd expect).
I've applied the rotation and scale to the original mesh I want to use as the shape (using CtrlA) but am unable to get it to work in place like I'd expect.

I've read that the bone size and orientation are applied to the mesh shape key (I'm assuming the size and rotation relative to the parent?). That seems like it's terrible, is there some way to turn it off or position the original mesh so it lines up?

I found a plugin ( http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Auto_custom_shape ) that seems to do what I want - but it doesn't seem to work with the newer version of blender I'm using (2.73).

I don't want to just randomly flip and scale my original mesh around in the scene until it looks right - that seems like it's just going to be confusing down the road if I need to change the shape (as it will be in an arbitrary orientation in the scene someplace). There has to be a way to set this up nicely - I can see that rigify puts it's WGT-* bone shape meshes in the world in a way that lines them up with the bones they're applied to.

Anyone have a good solution for this?


texts: Why does the mirror modifier doesn't work even though I extruded along the X-Axis

texts:
I have one weird problem. I have an abject that is extruded along the X axis (pressing 'e' and 'x')
But when I add the mirror modifier it is slightly off. On one end it is overlapping and on the other end it is far away (excuse my bad English). Does someone know what the problem is or how I can fix whatever is happening there?


texts: Long hair collapses with soft body physics in animation

texts:
I need to animate a long poly hair and would like it behave a little more like nature, so when I move the head it "follows it's path."

I used a Lattice Modifier with Soft Body Physics to simulate the effect. But as you can see it's collapsing on itself, making it look awful. Would anyone able to help me fix it please?

Braid Lattice Anim 2.blend


texts: Is it possible or desireable to allow a color to be assigned to vertex groups in edit mode

texts:
Is it possible or desirable to assign vertex groups a color in edit mode.
It might make it easy to decifer the rats nest of a complicated model.
Thanks


texts: Hello, I made an object(left one) and I duplicated it and scaled by -1 in x direction(right one) to have it symmetric. Then i applied "Apply to Location, Scale&rotation and Origin to Geometry" But as in the picture, it is shaded improperly. What can problem be and how can I fix it ?


texts: How to roll a plane onto a cylnder (paper onto a toilet roll)

texts:
We're trying to make an animation pretty much like toilet roll being wound onto a cylinder (but the cylinder is invisible)

We've managed to do this:

by moving the planes along a spiral but really that means the coil is too wide at the beginning but the end result is good.

Is there another way to achieve this goal because I think what we are doing now is fundamentally flawed in its approach?

This is not the same as How can I animate a mesh moving in a spiral fashion? - this approach also rolls a plane onto a spiral. I'm trying to get the effect that a material rolls onto a cylinder like a cassette tape winding onto a reel. This is almost backwards from the spiral approach because the first fold should be the smallest ....


texts: Shape key setting so that value slider doesn't work

texts:
I have an object that when I make a shape key it doesn't go back to 'basis" when I tab out to object mode. The slider has no effect. I can change it between basis and the key only by selecting basis or the key.

I added a default cube and keys worked fine. I then compared for anything I could think of and nothing stands out. I've applied transformations (and not). It's not parented, no delta transforms, no constraints or axis locks on transformation.

Any suggestions would be greatly appreciated.
Regards,
Mark


texts: How to reopen folder select dialog (probbably by clearing string property)

texts:
I want to create a function that:

checks if a file test.txt is in a location from filepath variable
if it is not the displays the dialog again

I've got this:

class FileBrowserOperator(bpy.types.Operator):

    bl_idname = "object.file_browser_operator"
    bl_label = "File browser Operator"

    filepath = bpy.props.StringProperty(subtype="DIR_PATH")

    def execute(self, context):
        while not os.path.isfile(
                        context.scene.content_path + '/test.txt'):

            context.scene.content_path = self.filepath
            print("Path:")
            print(context.scene.content_path)
        return {'FINISHED'}
    [...]

But it shows the dialog only once. I assume, that at the beginning of the loop I've got to clear this value somehow, but I do not know how.
Thank You in advence


texts: How to set a specific value for multiple shape keys?

texts: I have about 300 shapekeys and want set all of them to value 0.5 or 1. Is there a fast way to do it?


texts:
I've made a driver that "animates" a bone by moving a controller on the local x-axis, but when I rotate the controller, Blender doesn't seem to take the fact that it rotated into consideration.Is there a way so solve this?

To show you what I mean go check this video https://www.youtube.com/watch?v=7eHDEYCCYmw&feature=youtu.be


texts: How can I make vertices of one object follow another object's vertices transformation?

texts: I have 2 objects and need a vertex group of 1st object to follow all transformation of vertex group of 2nd object. I tried parenting vertex but it only parents origins so it's not what I need. And I don't want to it with bones.


texts: Offer animation - Blender or some other program

texts:
I know this question is not directly related to Blender but I don't know where else to ask it.

I am working in a small company which should make a presentation of an assembly line that we have constructed in 2D and 3D CAD software.

The presentation should look something like the ones from the next links

https://www.youtube.com/watch?v=9fpdeLxUBPk

https://www.youtube.com/watch?v=oFEQJBHdn0U

1) Is Blender good enough to make something like this?
I should present line to non-technical educated people so I only need to show them concept instead of details.

2) I am thinking of hiring someone from UpWork community or similar sites (I don't have time to learn modeling in Blender), do you have a better idea?

Best regards!


texts: Replacing a material found on many objects to another material at once for all of those objects. Possible?


texts: Cloth texture not rendering properly when animating

texts:
I have created a character, rigged it and added clothes. These clothes are rigged to the armature and the skirt has a cloth modifier added at the end so it moves properly.

The problem is that in the viewport the texture looks fine but when I render the texture is all messed up. This only happens in the frames where the cloth and the rig starts to move. All the textures are mapped form the UV of the skirt. I don´t really know why this only happens on the final render but not in the preview.


texts:
I would like to select an edge loop on the beginning or end of a bmesh

The selection could be based on height (z axis) and width / depth (X / Y axis)

I made the outer and the inner square with bmesh.ops.create_grid.

I found this article but it does not solve my question

Python select specific edge loop based on diameter and height

I also tried to select vertices using this code

my_verts = [v for v in bm.verts if (50 / 1000) <= v.co.z <= (101 / 1000)]
my_verts1 = [v for v in my_verts if (-5.01 / 1000) <= v.co.x <= (5.01 / 1000)]
my_verts1 = [v for v in my_verts if (-5.01/ 1000) <= v.co.y <= (5.01  / 1000)]

but this method is not really precise and when using vert.link_edges from the selected verts I also get edges that I don't need.

See screenshot
I would like to be able to select the inner edge loop or the outer (Not combined)

After the bevel is done the original edges are dead so i need to make a new selection
The return data of the bevel command contains the edges at the bottom as well as the top and in between.

So to make 1 long question short.

How can I get the edge loops (top or bottom) of the inner grid as well as the edges of the outer grid?

As extra it would be nice to have the edges between the bottom and the top


texts:
For some reason, there appears to be a cut-off point on my stage beyond which nothing renders. I run into it when I'm rotating the camera around my objects (I keep the "camera fixed to view" option on so I don't get lost so easily).

It's as if there was a curtain or something there, impeding the view, but I can find no obvious reason for it.

Any ideas?


texts: What are the shortcuts for the pie menus?

texts: The shortcuts for the pie menus aren't shown in any tooltip, so I can never remember them. What are they?


texts: How can I scale multiple objects around their own origin in 2.80?

texts:
I want to scale multiple objects at once, with every object using their own origin as a pivot point, instead of the center between the objects.

All answers I found so far do not apply to version 2.80.

What am I missing?

Thanks in advance


texts:
I am trying to wrap one mesh around/against another, First I wrap it around with "simple deform" modifier, then shrinkwrap it; however, the Shrinkwrap deforms the mesh. How can I wrap it, without it being deformed?
[edit] .blend http://www.pasteall.org/blend/34302


texts: Sculpting - only vertical Strokes seem to work

texts:
I am trying to model an elephant with horizontal strokes. However whenever I try, it doesn't work at all. Only vertical strokes seem to work.

video of the problem is here: https://www.reddit.com/r/blender/comments/gfzo3q/modelling_is_only_allowing_vertical_strokes/


texts:
I can't go to Edit Mode or any other mode besides Object Mode.

Can someone help me out? It won't show any other mode besides Object Mode.


texts:
I'm new to Blender and i'm using 2 monitors on a Mac pro,osX El capitan, I created a second window but it seems that Blender only recognize 1 monitor...
Is there a way to change this behaviour ?

Thanks by adance

Regards

Paul


texts: Why is it the body clipping through shinkwrapped shirt?

texts: I shrink wrapped my shirt, set the offset to 30, made a thickness from the solidify, weighted the armature move with the shirt, and yet some of the mesh or the normal's clip through the shirt when I rotate a bone. why?


texts:
I've been searching for a few days now to no avail, no doubt it's my searching skills which are lacking. But I'm trying to represent how an industrial laser scanner sees the world (especially how the laser scanner creates its own shadows with the objects it interacts with).

Where the field of view of the scanner emmits a red field looking forward, and if something blocks the light emmited the field doesn't continue creating a "shadow" on that red field.

See the image for an example, notice how the tines of the forklift create a shadow on the laser scanners field of view.

Any help is greatly appreciated
Thanks
Evan


texts:
I just changed my laptop

Macbook Pro with a Radeon 460 pro 4gb, 16goRam

to a new computer with a

RTX 2080 Ti 11gb with a intel i9 9000 CPU, 16go Ram

With Cycles i have no problem to speed up my rendering, but with EEVEE it is slower than my laptop.
I use Blender 2.9 and I have enabled CUDA setting for Cycles.
Why is RTX 2080 is slower to render than laptop with EEVEE?


texts: Trying to close out my windows at the right

texts: these extra windows in the right hand column keep coming up. I can create more, but don't know how to get rid of them]1


texts: How do I scale indefinitely with continuous grab in Blender 2.8?

texts:
In Blender versions prior to 2.8, the "continuous grab" setting would enable me to scale an object indefinitely -- that is, when the mouse wrapped around the screen during a Scale operation, the object would continue scaling from where it left off.
I am using Blender 2.82a. Now when the mouse wraps around the screen during a Scale operation, the object's scale jumps to whatever it would be if I had moved to that position without wrapping in from the other side.
In case that wasn't clear, here's a gif demo. I want the scaling to continue when the mouse wraps, not the discontinuities you see here:


texts: Can I use Cycles materials with Blender Internal?

texts:
Is it possible to have a mesh coloured and textured in cycles and then have it displayed in internal?

The only reason I ask is because I am building a log cabin and want to put some windows in. When I have done glass in cycles (Nodes) it looks much better (realistic) but when I try to do this and go back into blender internal to finish the rest of the log cabin off the window and the mesh surrounding the window becomes undefined and discoloured.

Is this because I am trying to put cycles into internal or because I am doing something wrong?


texts:
As you can see I am animating planets revolving around a clock but I wish to emulate the earths axial tilt whilst it spins but I cannot find a way to do so. What I get is weird wobble spin. How do you suggest should I do this?

additional info: that planet is parented to an empty and the empty follows a bezier circle.


texts:
Is it possible to have two (or more) Soft body objects collide in Blender?

I have tried enabling self-collision, but distinct objects don't seem to interact with each other at all.


texts:
I attached my character to my armature with automatic weights and everything works as expected.
However, if I do the same with its clothes, the weights are completely wrong. Somehow, the hem of his shirt is connected to his left forearm.
I then tried to manually paint the weights instead, but it won't let me select any of the bones in weight painting mode. What could I be missing here? (Yes, I did select the armature, then the model when going into weight painting)

EDIT: This just got stranger. I managed to paint the weights manually, but the problem still happens. What's going on here?


texts: I can’t get the rest pose to reset without the rig glitching

texts:
I'm trying to rig a sword to the hand of my character, so I parented it to its own bone on the rig. I'm trying to reset the rest pose of the rig before I Parent the sword bone to the one in the hand, but when I try to do it, either the rig gets messed up so when it's in Edit Mode it's in the right pose, but in Object it's not. Or the mesh of the character doesn't move to the no rest pose but just moves to the original one. I would upload the file, but I don't know how because the upload function on the forum says the file is to big, and I had trouble zipping it when I tried.
Here is a link to the blend file.
http://www.mediafire.com/file/vtp2k9u0kisp6qi/Shape_man.blend/file