texts: How to bake displacement map to different object?

texts: I have copied a high poly mesh, decimated it and uv unwrapped it. Can i now bake a displacement map from the high poly mesh onto the uv map of the low poly copy and apply it?


texts: I don't know how to delete meshes. I know I can create them using the create tool but I'm not sure how to delete objects. Can someone please help me?


texts: Rotation, move objects are not working in OS X 10.10

texts:
I started working on blender in mac OS X 10.10, none of keyboard keys like G for move , R for rotation are not working as the way expected. I have added emulate 3key mouse also but didn't get any response from blender screen.

How to troubleshoot  keyboard shortcuts, mouse settings work for blender in mac
OS X ?


texts:
as shown in the screenshot below, sins I installed some add-ons I opened blender and I found that the add-ons preferences won't show up, I tried to reset preferences to factory, and I  reboot my PC and I even reinstalled it and the issue remains unsolved.
what can cause this problem? and what solutions you propose?
thank you
blender version 2.90.1


texts: How can I copy soft-body settings to other objects?

texts:
I am trying have 400 flower petals to float and fall delicately to the ground. After getting unsatisfactory results with particles and so I am trying with soft bodies. I cannot find a way to copy all the settings from a master pestle to the other pestles. I also want to add a force field to each pestle which I also cannot not copy to the other pestles.

I have tried the copy addon but it only copies  certain modifier settings and not force fields settings etc. I have no idea how to write a python script and to be honest, it strikes me that a simple thing like copying settings should be a basic tool. On the other hand, maybe my method is all wrong and i can do it another way.

When I look at the tools in the physics panel, they work very seperately and I presume that under hood they are very seperate. This is a real shame as it limits dramatically what can be done beyond quite simple effects. I wonder if anyone has looked into moving the physics panel to a nodal based system (only a neophyte like me can suggest such an idea). Also the outliner is really limited in managing elements. it would great to be able to delete modifiers from multiple objects in one go. For the moment I cannot find a way to do that either.

Any thoughts are most welcome.


texts: So basically, I have a building in which part of the walls are the same white plaster texture. I made those walls one object and made a single uv map from them. Now im trying to bake a diffuse and normal map for it with no luck. I have added a new image, named it diffuse and baked but always get the "No objects or images found to bake to." Any suggestions? I am really new to all this by the way. I thought possibly it could be the way my UV map is, with it all scaled up and the texture small, but that was the only way I could scale it to look right in my scene. Thank you]1


texts: I am 100% new to Blender and to the Blender Manual.  Could anyone tell me what a blend file is please.  It is discussed at length in the manual except for explaining what a blend file is.


texts: How to create sci-fi panels using modifiers?

texts: I want to create sci-fi panels using modifiers so i can keep the original mesh.


texts: I have two objects, and in UV Mapping, one has a value of UVTex, while another has UVMap

texts: Whenever I try to join the objects together, the UV Map is entirely messed up, to the point where all of my objects' faces are one vertex.  Should I not join the two right now, and do it later, or should I find a way to get the value to be the same for both.  If someone could give me some advice as to what to do here, that'd be great.  Thanks! (I use cycles render.)


texts:
Every time I try to hold water with a obstacle, it leaks out. Here is one example I have made.

The shape has no holes, and the water is partially contained but slowly leaks out. This has occurred every time I have tried this. What could the cause be?


texts: (object) Particles render in viewport, fail to render in (final) render

texts:
Made two ico-spheres, setting one as the emitter for the other. Added some turbelence, and played around with the age and size/randominess yada ya.
Used the node setup below to set up the color; but whole thing fails to render in either Cycles or Eve. Played around a bit with the the Particle Info node (changing the output for age and lifetime) with some of the lifetime itsel, nothing seemed to help.
Considering the number unanswered questions on the video/particle systems in general something odd seems to be consistently going on with one or both of the render systems, but I can't for the life of me figure it out. Got like, a 2 weeks/solid donut under my belt atm.
Basically just following this video here. https://www.youtube.com/watch?v=bEZsFQP6SCg
or if you don't trust links:
Blender - Sci-Fi Particle Simulation in Eevee Blender 2.8
by Ducky 3D


texts: Why there is this wired "black" in my transparent material as distance is far

texts:
I've imported this word with bounch of flowers. I've thecked the materal, the UV and it looks fine. But somehow, there is this wired "black". And this black even shows up when there is only the World backgroud lighting up the scene. I've tried Blender 2.83 LTS, and 2.9. Some issue.
I've tried theck the alpha of the texture image, I've tried change the alpha Clip/Hash/blend. Nothing really helps....
Here's the google drive link the of relavent blender file:
https://drive.google.com/file/d/18c9cKrDEY9RO4Lb4Ul1nDIsR4Ghq_3hI/view?usp=sharing


texts: How to pick target texture image for baking?

texts:
I'm trying to bake bump maps into normal maps.  I am having problems with the baking process in that it seems to arbitrarily select the image that the bake renders to.  Sometimes it bakes to the texture I've created for the normal map, but sometimes it will bake to the diffuse map instead.

I'm not sure what makes the difference.  Even when I make sure the normal map image is selected in the UV editor and I've assigned a UV map to the normal texture it still sometimes bakes to the diffuse map.

How can I make sure I bake to the image that I want?


texts:
I need to take screenshots from my working area often and don't know how to get rid of all these menus and buttons. I don't want to render, because then I'll need to set up the camera and so on, and also I don't need a quality pic for my purposes.
Is there a way?


texts: Can You Apply Laplacian deform to a Hooked Path?

texts:
I'm doing a kind of object transferring from one box to another and both box will be moving WHILE the objects inside is transferring to another.
How do you do this?


texts: Issues With Cylinder Edges in Substance Painter

texts: I am working on a project and this is one of the models I am currently working on. The part I am having issues with is a cylinder with 16 faces. I put the model into Substance painter to see what it would look like rendered. When rendered, there were dark lines on the side of the cylinders. The seam is located on the bottom so I'm confused as to why these lines are showing up. Any help or ideas would be greatly appreciated.


texts: How to create a controllable moss material for a photoscanned object?

texts: I'd like to apply a layer of moss over my photoscanned object that's realistic and doesn't take a performance hit.


texts: Music visualization is not working in animation nodes

texts:
I am creating a music visualizer using animation nodes.

The music visualizer do the same as the music visualizer of animation nodes (templates) but it has an extra motion (bending) I did by a loop,the problem is that all the frequencies bend the same increment and not based on the frequencies.

I don't know if that a bug or something I did wrong,here is the bend portion:

The rest of the animation work without any problems but this doesn't.

So what Am I doing wrong?


texts: How can i use OpenGL/Viewport render in rendered mode on cycles?

texts:
Whenever I do it on Eevee, it works. and I find it to be a great way to render faster, but whenever I do it on Cycles, I just get nothing besides a grey screen, Help? My render settings are on the default.
Example:
In Cycles:

In Eevee:


texts: Basically I'm trying to export a blender model to .dae, this file has materials with Displacement Map, I did a lot of research on the topic, but I couldn't find a solution, I'm new to Blender, so I was wondering if there is any way to convert this file and bring the texture with it.


texts: How to make an operator to access custom screen, scene, brushes, etc

texts: I want to make an operator (to put in a menu) to be able to select custom scenes, screens, brushes, etc.  I look in the info panel when I switch to one, but Blender doesn't display how it switches to these items.


texts: Making a 3D semicircle and then hollowing out a portion of it

texts:
I would like to make a 3D semicircle, and then hollow out a portion of the middle, making a shape similar to a letter "D". I need to first make this shape, and then hollow it out. However if there is a better way to do this please tell me.
3D semicircle shape

Hollowed out portion

Thank you for any help


texts: Render animation|still with a palette and dithering?

texts: Is there any way to render frames with a reduced colour palette and optionally floyd steinberg dithering? Like setting an image to indexed in the GIMP.


texts:
I want to bake a curvature map in Cycles but not by using the pointiness node which is dependent of the vertex density and not with a normal map to cavity ( How to convert a normal map into a curvature map ) because it creates artefacts.

I want to create a Concavity map that generates dark areas in concave shapes. Suzanne should bake like this (baked in Knald):

And i need to combine it with a Convexity map that highlights the peaks like this (baked in Knald):

I want the closest possible bake to the images i have posted above. I have used the Suzanne's default scale and a plane to bake it.


texts: Transparency falloff for volume (clouds)

texts: I am using volume shader to create clouds, however I would like the clouds to fade into the background near the horizon, but be opaque higher up in the cloudhead. Is there any way to set a vertical falloff for transparency with a volume shader? Here is a real life image to demonstrate the look I want to achieve. You will not towards the horizon the clouds fade into the color of the sky


texts: PyQt and Tkinter seem to not work with Blender 2.8

texts:
When importing PyQt5 blender throws this:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
ImportError: DLL load failed: %1 is not a valid Win32 application.error.

I have double checked several times to ensure that everything is on 64 bit(OS, Blender and Python in blender).

I attempted to settle for Tkinter however that gives this error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "D:\blender-2.80\2.80\python\lib\tkinter\__init__.py", line 36, in <module>
    import _tkinter # If this fails your Python may not be configured for Tk
ModuleNotFoundError: No module named '_tkinter'

Has anyone else encountered these issues and had any success creating an external gui for blender?


texts: How can i make the rest of the mouse smooth, without having the imperfections that the buttons have?

texts: If I try to extrude from the buttons the surface will have the same imperfections. How can I avoid that?


texts:
I want to import .dat files. I can import .dat files clicking option in menu, cause  I've install an plugin from here. But I don't know how to import .dat files in scripts.

I have tried read the plugin's code. The plugin's code has a folder structure like this:

-images/
-loadldraw/
 -loadldraw.py
-importldraw.py

In importldraw.py, I found something might be relevant to my question:
  loadldraw.loadFromFile(self, self.filepath)
I put my script named render_script.py and files above in the same folder. But after I import loadldraw and code relevant above in my script, an error occurred. My script and the error are shown below:

#render_scripts.py
import bpy
from bpy import context
import os
import sys
sys.path.append(r'C:\Users\HL\Desktop\blender_script\importldraw')
sys.path.append(r'C:\Users\HL\Desktop\blender_script\loadldraw')
import importldraw
import loadldraw
path = 'D:/lego_part/ldraw/parts/8.dat'

my = loadldraw.loadFromFile(importldraw.ImportLDrawOps, r'D:\lego_part\ldraw\parts\8.dat')

Traceback (most recent call last):
  File "\render_script.py", line 7, in <module>

  File "C:\Users\HL\Desktop\blender_script\importldraw.py", line 111, in <module>
    class ImportLDrawOps(bpy.types.Operator, ImportHelper):
  File "C:\Users\HL\Desktop\blender_script\importldraw.py", line 134, in ImportLDrawOps
    default=prefs.get("ldrawDirectory", loadldraw.Configure.findDefaultLDrawDirectory())
AttributeError: module 'loadldraw' has no attribute 'Configure'
Error: Python script failed, check the message in the system console

I neither know how to fix the error nor know how to import .dat files in script. Can someone help me? Any help would be greatly appreciated :)


texts: Blender's "Automatic weight" and weight is 0, it will be blank

texts:
I did Blender's "Automatic weight".
I set two bones in a simple cylinder and did Automatic weight.
The weight has been set successfully.
However, the vertex of weight 0 is not zero. It is blank.

Brushes 0weight with the brush tool, and its vertex is input 0 for weight value.
But, If more the number of vertices..

Can I automatically enter 0 for weight value instead of blank for weight 0?

Please tell me how if someone know.

(Both images activate Bone1)


texts: Is AMD Radeon graphics card supported with Blender 2.90 on Mac?

texts: I got started on Blender last September. I bought a Mac 3.8 GHz Intel Core i7 8 cores, 32 GB 2667 MHz DDR4, with AMD Radeon Pro 5500 XT 8 GB graphics card. I am using version 2.90 of Blender and unfortunately with the Cycles render mode, AMD Radeon cards are not supported. The rendering execution time is therefore longer. Do you know if Blender will adjust this in future releases. Do you advise me instead to switch to Windows to have a compatible graphics card.


texts: Glass: Increase "Transmission Roughness" as the object behind goes far

texts:
In the real world, there are some rough glasses that as objects behind them go away, they (the objects) become more blurry, but when we stick an object just behind this type of glass, it's almost shown clear (also some materials has this property in their reflections, that's another question).

For clarification, I photographed these examples:

When the object (my hand) is stuck behind the glass:

When the object goes a little far from the glass:

Bringing it farther:

How do you achieve this effect in Blender with Cycles engine? (mine is Blender v2.82)


texts: Render a "long" video (> 2 mins) in one step, without running out of memory

texts:
I feel like I am missing something fundamental. Here is my problem: I am producing videos (10-30 minutes each), using the Video Sequence Editor – there is no 3D modeling involved here, just stitching together a few video clips (mp4 files).

If I try to render the complete video, Blender crashes. I could track the problem down by monitoring memory while rendering: After starting, memory usage increases slowly but steadily, eventually starts to swap and then Blender crashes.

As a workaround, I started to render only 3000 frames (2 minutes). I then stich the segments together with ffmpeg. This works, but requires a lot of clicking.

So my question: Am I missing something? How can I render more than 2 minutes of video in one step?

PS: I found some answers pointing to faulty plug-ins, but I am using stock Blender without any additions, on Linux (Mint). The machine has 12 GB memory.

System Details

Blender Version: 2.76b
Installation Source: Standard Repository (universe)
OS: Linux Mint 18 64 bit (4.4.0-64-generic)
System Memory: 12GB


texts: How to pull sequencer data from the top left corner and to the right lower corner

texts:
Using batFINGERs example from here I get the data from the lower right corner to the top left corner. Is there a way to read the data in the opposite direction?

Example here: How to get a clip's source media starting and ending frame numbers?

EDIT: I just realized that the order of the list is the order clips are added to the timeline and not the order the clips are located in the timelines. So reversing the loop is not the solution.


texts: What is the difference between a rigid body object and a dynamic object?

texts: What is the difference between a rigid body object and a dynamic object, aside from the fact that rigid body objects can rotate and move based on physical stimuli, and dynamic objects can move but always stay clamped to an upright position? Is there any other difference between the two?


texts: How to project/imprint a texture using a mesh as its source

texts:
I have been trying for days now to make a texture from a mesh pattern (Image B).

The ideal result would be to end with a texture (using the UVs from the Mesh A) with the pattern imprinted/baked/projected on to it from Mesh B

A - Mesh to texture:

B - Mesh pattern to use as texturing template

C - Desired result, Mesh A with Mesh B as texture

Any help would be greatly appreciated, thanks in advance.


texts:
I'm starting to play with drivers but I can't do a simple thing. I created a driver to scale the faces of a cube, connected to the distance of an empty. The problem is that when the empty is near all the faces scale at the same time, instead I would like them to progressively scale (the ones closest to the empty begin to scale while the most distant remain with scales at 1). Is it possible using drivers?
Thank you all


texts: Blender crashes when adding two more faces to the same mesh with python

texts:
I tried to add two faces to the same mesh containing nothing with obj.data.from_pydata([], [], faces) ,  obj.data.polygons[-1].vertices or bme.faces.new(verts).

They were all success when adding the first face, but blender all crashed when adding the second face.

I even tried different ways when adding the two faces, but blender still crashed.

However, It's work when adding the two faces to different meshes.

I have no idea why blender crashes in this situation and how I can fix it.

By the way, the reason why I need to do that is because I want to use bpy.ops.mesh.intersect(mode='SELECT_UNSELECT', use_separate=True, threshold=1e-06) to cut out the intersection of two faces.

The two faces can be in the same meshes or not, depending on what bpy.ops.mesh.intersect() needs

Please tell me if you have any good suggestion, and thank you in advance.


texts: Blender 2.8 Boolean changes texture scale

texts:
I want to add a cavity for a window using a boolean modifier.

I used a cube as the boolean object, but the scale of the texture is different on the faces created by the boolean cube.

Is there a way to get the material to have the same properties as the rest of the object without applying the boolean modifier?

Thank you.


texts: How to make texture appear only in dark spots?

texts:
I'm trying to make a realistic earth but now comes the problem of the lights.
Since I'd like to make an animation I want the night lights(which are just a texture with an emission shader) to "appear" only where the light does not hit the earth.

I really think I just have to plug something into that fac input but I don't know what.

When I'll make the earth rotate I want the lights to stay only where the light does not hit the sphere.
Please Help me out here, I tried everything.


texts: I made a pile of balls using particle system and physics and now i want to replicate and transform this pile as an object not a simulation

texts: I tried going to modifiers tab and click convert on the particle system modifier, but that tries to convert the whole simulation and crashes my pc , I only want to convert one frame of the simulation to object and transform it how i want , Anyone can help?


texts: Animating a sphere along coordinates? Blender/Python

texts:
I'm extremely new to blender. I'm trying to animate a sphere along a path created in a csv. The idea being that once I manage this, I want to animate several spheres across a landscape.
I've found this snippet of code that theoretically should do it:
import bpy
import csv
from mathutils import Vector

csvPath = 'C:/ball_path.csv'

#Not the most efficient way of creating a mesh , but should be fine for just one object
bpy.ops.mesh.primitive_cube_add
ball = bpy.context.object

startFrame = 1
increment = 5 #This can also be in the csv
newFrame = startFrame

with open(csvPath) as csvFile:
    reader = csv.reader(csvFile, delimiter=',')
    for row in reader:
        #First set the location and then insert key frame
        ball.location = Vector([float(r) for r in row])
        ball.keyframe_insert(data_path='location', frame = newFrame)
        newFrame += increment

#Set the end of animation, if needed
bpy.context.scene.frame_end = newFrame

The csv I've created has three columns and three rows, x,y,z I guess.
However, when I run it I get the following error in the blender python console:
Traceback (most recent call last):
  File "\Text", line 43, in <module>
AttributeError: 'NoneType' object has no attribute 'location'
Error: Python script failed, check the message in the system console

Any help with the above, or an alternative solution to how to achieve the animation would be great.
Cheers.


texts: How do use one channel from an image in a material?

texts:
I have an image that is split up over the RGB channels. I only want to apply the data from the blue channel. I have made a material and a texture using nodes that separates the color but when I select the texture in the edit mode nothing happens.

I have managed to apply the image to the plane using the UV/ImageEditor but that applies all of the channels.


texts: Why will my fluid domain only bake once?

texts:
I'm trying recreate Ian McGlasham's "ALICE" fluid animation. In the process, I've been trying to adjust settings for the size of my fluid objects and also for the resolution of the domain object, so I want to bake the domain, see the result, adjust things accordingly, then bake again. However, after I bake the domain once, when I try to bake again, the baking progress bar appears and progresses, but the fluid and domain object do not merge to become the flowing liquid. I assume there is a "Free Bake" somewhere that I'm supposed to click on but I can't find it. In addition, if I just go and manually find & delete the fluid cache folder in my computer, the domain still won't bake properly. Also, I'm using 2.70.

To show what should happen when you click Bake, I made a simple demo blend with a small inner cube as the fluid and a big outer cube as the domain:

See how the domain and the fluid objects merge into the fluid mesh? That's what should happen, but that doesn't happen for me if I click Bake a second time.

Here's the layout of my scene:

Here's what happens when I try to bake a second time:

See how the domain and the liquid objects stay separate and do not begin to flow? They should, but they don't and I can't figure out how to get them to.

Here is my blend file.

Just as a side note, is it weird that one cube inside another cube requires 27MB of memory to bake, but the other more complex scene only requires 1.89MB?


texts: How can I add an image as a texture that looks exactly like a background image (full brightness and unaffected by lighting)

texts:
I recognize that background images can't be rendered because they are made for reference only, but every time I try to add an image as a texture, it comes out completely washed out, I assume due to the scene lighting.  Even when I import it as shadeless, the colors are still completely inaccurate.  How can I add an image that renders as completely accurate to the original image and is unaffected by light?  For reference, in the image I attached, the image on the left is the image as a texture and the image on the right is the reference.

The image is a company logo, so the colors have to be perfect.  The idea is that the laptop will open up and cover the logo, so it also can't have any sort of "Show in front" type of thing that you can do with background images.
I'm sure I can't be the first person to do something like this, but I can't find the right answer anywhere.
Thanks for the help!


texts: Syncing Blender footage with motion tracking camera without post-edit?

texts:
This might not be the right place to ask this question, but since the Blender community has really talented people, it is worth a shot, because I really do not know who else to ask.
I wanna combine the motion-tracking camera with rendered blender video (that goes in the loop) as a background, but without post-edit. I wanna sync my movement from the motion tracking camera with rendered footage from the Blender. So when I am walking around the greenscreen (and I am always in the middle of the camera scene, because of the motion-tracking stand), I need to sync Blender footage to follows me.
Before we continue, It does not have to be 360 footage. I wanna use one wall and use a motion-tracking camera in panoramic style. From left to right with around a 90-degree angle.
Here is a couple of things that I was thinking about how this can be achieved.
I am assuming that the best bet would be to separate blender video from a motion-tracking camera and then use some kind of layering with mirrors in some software? I have no problems with the motion-tracking camera following me where I am always in the middle of the scene, so my only problem is the background part. How to sync it?
Is there any program or video player that can do that? Is it possible to use my chroma keyed body as a "cursor" that can move the blender video behind?
Are there any sensors that can tell some program where I am so the footage syncs?
I know it is complicated, sorry if this made you confused. If you have any questions, please fill free to ask.


texts: Where is "volume sampling" options list in 2.76?

texts:
I am going crazy here, where is the option for the volume sampling in Cycles Render in the new Blender version? Normally you can choose either "Distance" or "Equiangular", I can't find it in the rendering settings!

It looks like this:

But in the tutorial it looks like this:

Can you help me please?

EDIT: Sorry, I meant "rendering settings", not "world settings". I changed it already.


texts: Working with large real-world elevation models in blender

texts:
Basically, I've taken on a personal project to make a map of the town I live in to use in BeamNG.drive (a car physics sim type game).
I've taken Digital Elevation data derived from LiDAR point clouds for a 8.939 km x 8.939 km square that covers the city. I've used my GIS software (I do GIS for a living, so this part is the bit I do understand) to clip out only the roads from the entire elevation raster heightmap. The result is basically a heightmap with only the roads. My thought was that this would make the resulting mesh (which I'm making from the heightmap in WorldMachine) less complex so I could work with it in blender to smooth out the roads, and then later combine it all back into one heightmap or .dae file or something. My problem is that it's about 10.25 GB which is too big for me to work on in blender without considerable load times and lag.
Is there any sort of best practice for this workflow? Am I doing something totally wrong, or am I on the right track? I basically just need a way to smooth out the choppy roads. I've thought of dividing the heightmap into several chunks, but I'm still figuring out how the game engine would like that.


texts: Add object works with logic brinks but cannot figure out the scripting

texts:
I am making tic tac toe using cubes and spheres rather than Xs and Os. I have 9 empties corresponding to the spaces on the 3 x 3 grid. I can make it work using logic brick, but not with py script. The cubes and spheres only appear at the coordinates where the sample objects are on the inactive scene layer. I have tried everything I can think of.

import bge

def main():

    scene = bge.logic.getCurrentScene()
    cont = bge.logic.getCurrentController()
    player = cont.owner
    keyboard = bge.logic.keyboard

    key1 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ONEKEY]
    key2 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.TWOKEY]

    pad3 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.PAD3]
    pad4 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.PAD4]

    # objects = bge.logic.getCurrentScene().objects
    # object_cube = objects["Cube"]
    # object_sphere = objects["Sphere"]   ### no error code but breaks the game

    if key1:
        player.scene.addObject('Cube')
        # position = mathutils.Vector([5, 5, 0]) ### all things I've tried
        # gameObject.worldPosition('Cube') = position
        # addObject.worldPosition = [5, 5, 0]
        # Cube.worldPosition = [5, 5, 0]
        # player.scene.addObject.worldPosition = [5, 5, 0]

    elif key2:
        player.scene.addObject('Sphere')

    elif pad3:
        player.scene.addObject('Cube')

    elif pad4:
        player.scene.addObject('Sphere')

main()


texts:
I wonder how one could produce animated video glitch effects, like digital codec or connection problems or even analog cable problems.

I wonder how one could do something that can work on top of a video (to displace parts of it, mess up the colors in rectangular areas, create different noise patterns etc).

Reference 1:
This movie poster, even though completely static, has very nice blocky artifacts. That are dependant on input image (the photo):
http://www.motionelements.com/stock-video-8919500-noise-glitch-video-damage

Reference 2:
(follow the link and watch video demos)
http://www.motionelements.com/stock-video-8919500-noise-glitch-video-damage

What can I do to achieve similar effects?


texts: Cycles viewport rendering of image planes with alpha channel problem

texts:
I want to render my simple animation only in the viewport,
and I cannot ignore this problem any more.
whenever i deselect imported image planes with alpha transparencies (in this case, as a light effect), they also mask out and hides every object behind it.
this is not much of a problem for other "alpha graphics" when they don't contain any semi transparent pixels with them but the case with this set up is just not acceptable

(this image's blend mode is set to add)
i set images with no semi-transparency with alpha clip

once deselected :|

my simple setup for the light effect with controlable fadein-out (fac)

the one at the top has semi-transparency set to blendmode:alpha blend,
the one in the bottom is actually a monochrome picture set to blendmode:add

PS. how does one do this light effect for BI and BGE as well?

advance thanks for helping!


texts: Graph animation - How can I access individual faces via the API?

texts:
I want to create a visual representation for quite a lot of data. I did not stumble up on a tool to construct a 3D or 2D graph in Blender yet. If there is anything like that it would solve my problem and make the following question unnecessary. Having said this, here is my question:

I want a graph (Oscillations) to evolve in realtime during an animation. For this purpose I came up with the following. I would start from a cylinder or a cube, which I would repeatedly extrude to the next data point and set a timeframe there. My struggle is finding an access to the top face of the cube.

I also do not know yet how to extrude it to a specific coordinate but I can get around this by just translating it.

Another idea was to just spawn a very small cube at every coordinate but I did not try it out yet because I am scared my PC would crash. I have about 50 seconds and later a lot more I want to run the animation and every tenth of a second I have a data point.

Does anyone know either a way to get around this or a different method to visualize this kind of data in blender?

Thank you very much in advance


texts:
Does anyone know how this type of an orb could be created using Blender?

I've tried using Glass material with an invisible Emission object inside that would emit tiny spheres but without an Environment it looks weird and very bleak.

No matter what lighting I experimented with I don't get such a nice-looking orb. Any suggestion is highly appreciated!


texts: How do I apply effects made in the compositor to the Blender VSE?

texts:
I recently did some green screen compositing and color grading for some footage in Blender's compositor. I would like to learn how to apply these effects to a video strip in the video sequence editor, so that I can render all of my footage with audio in a fast, efficient way.

Is this possible to do in Blender? If not, how can I solve this problem? Any help is greatly appreciated.


texts:
I was in edit mode and I wanted to move a vertex with proportional editing on. So I clicked on a point and pressed "g" to move things with it enabled. However, instead of the usual circle to indicate how many points would be moved, the circle did not appear at all but I could still move a bunch of vertices at once. I could tell it was working because when I scrolled up or down on my trackpad more or less vertices were being moved as if the circle was still there, but it's still really inconvenient because I can't see how big my circle is. I have no idea what caused this. I've tried closing and opening the project in blender as well as restarting my computer to no avail.
edit: The circle is back when I opened a new project, so it may be a problem with the specific file I was working on. Maybe I did something to make it go away but I do not know.


texts: Merging multiple uv maps with textures into one

texts:
I have 11 mesh items with 11 individual UV maps that have already been connected to 11 separate image textures.

When I combine the meshes into one mesh, I have many overlapping faces in the resulting UV map, and re-sizing the islands distorts the textures.

Is there a way to avoid manually re-arranging the textures to a new, single UV, such as with texture baking?

Note that this is in the Cycles render engine.


texts: Blender 2.8 render border not showing solid objects outside of border

texts:
I have this render border set in one of my scenes:

However, when I go into rendered view, everything outside the render border stops being displayed:

Any ideas on what could be causing this?
Thanks!


texts: What node system add-ons,other than sverchok, animation nodes and every thing nodes are there in Blender. And, if available, procedural add-ons (not in a node interface) for modeling, animation, etc?


texts: I want to bend the corners of a square sheet to 90 degrees as follows. How should i do it?

texts: The details to the problem are given in the picture. As you can see I am trying to bend the corners of a plate but I'm unable to give a bend to all corners in one pass.  Could someone suggest a complete solution to this problem?


texts: ignore self-shadows for a cel shaded effect?

texts:
So For this project i'm trying to achieve somewhat of a cel-shaded look. Cel Shading is an attempt to make 3D Art look 2D, But The Main problem I've found with Cel Shading effects is the shadows are "too perfect" so our pattern seeking brains immediately know it's really 3D.
The Problem: I need an object to Receive shadows from external objects, and cast shadows onto external objects, But not receive any self shadows.
The closest i have gotten to figuring out how to make it look this way has been to match the lighting using invisible objects, and use them as brushes, while everything else is a canvas. however i'm still looking for a better (preferably just node-based) way to create the effect cause using dynamic paint is a pain to setup and match for every light and sometimes impossible.
Example with Problem Areas

Example of how it SHOULD look

I Used EEVEE to Render this as it handles stylized shaders better, Although I am fine with a setup that only works in cycles too (Preferably EEVEE Though)
Another Example of this effect with a point lamp
Note: The wireframe is just a visualization of the light cutoff

I Think what i'm looking for is a way for the lights to ignore the normals of the object and allow the light to illuminate the backside of objects, while still casting shadows on everything but itself. I have no idea though, and there may be a better method.
Thanks!


texts: How can I bake a rigid body simulation in 2.8?

texts:
I' am completely new to blender. I've read the manual, but it only explains what baking is, but it's not clear how to do the baking itself.
In Cinema 4d it's as simple as going the the cache tab in the physics tag, and pressing bake. So either I' am completely blind or i don't know where to look.


texts:
I have been trying to tilt a selected part of an arm to bend limbs, I try to tilt it to the right. However, it goes side to side.

Here is an example.

https://gyazo.com/e7639bcb68cb1c6a57ed61ffab05f9c8


texts: How do i extrude without faces intersecting (inside a cube)

texts:
I want to make that part of my mesh thicker, and the way i do it (extruding part by part) ends up with the two parts intersecting and i think it'll be a problem in the future.

here the problem


texts:
I've made a model in blender and got the models vertices down to 70,000 from 1,5 million.
I've unwrapped it and baked my texture into a diffuse and a normal.
The resolution for the texture image is 2K and the bake setup is default.
When I import the model and textures to unity it doesnt even come close to how it looks in blender.
https://imgur.com/DXuD7VD - This is how it looks in blender
https://imgur.com/MHuvwbq - This is unity.
Anyone that can have any slightest idea to my problem?


texts: How do I join two models together without messing up the texture?

texts: I have a model of a human body and a human head, and both models use the same texture file. When I go to join them together into one form, however, the head's texture jumps to all bundled in the lower left corner,messing it up. how can I stop this from happening?


texts: Alpha Planes cut out holes into geometry behind it

texts:
Hello I am using a model of an owl I got in ABC format.
When I plug in textures to the feather objects (which are just planes) I get this weird error - whenever I input alpha into the feather plane, the regions that are supposed to be transparent drill holes into the objects behind it.
Please, do you know what might cause it?

Thanks,
Martin


texts:
I'm currently trying to store API and their values into a .json. and as i'm browsing through blender API sometimes instead of having the value, We can get a <bpy_struct> object
For example
C.object.bl_rna.properties["color"] # or through C.object.bl_rna.properties.items()

will get me <bpy_struct, FloatProperty("color") at 0x00007FF6C4A67210>
What is this Type?
How is it used? How can I get it's value instead?


texts: Is it Possible to Preserve Local Z-Axis Rotation Relative to Surface Normal while Snapping to Face?

texts:
The Transform (grab) with Snap-to-Face (and Align-Rotation-to-Target enabled) feature has an 'unintuitive' local-z-rotation relative to target face, IMO. I am not sure if this z-rotation happens due to user-error (unapplied transforms, unchecked boxes, etc.) or some mathematical unavoidability. I tried various settings to no avail.
Before snap-transform:

After snap-transform (with unintuitive local-z-rotation):

Before performing the snapped transformation, I moved the cube origin to a face (to align cube surface rather than cube center):

Then checked the target face normal makes sense (they look similar, though offset a bit):

Showing the issue from another angle, the following two images are snap transformation start and end positions. The cube local z-rotation changes ~45 degrees relative to the start and end surface normals. If the algorithm is "intended" then in what scenario is that 45 degree local-z-rotation useful? I expect the object local orientation to match the target surface normal orientation when "Snap to Face" and "Align Rotation to Target" are selected.

Am I misunderstanding snap alignment or missing an option somewhere?


texts: I am fairly new to blender, and I am wondering how to change the size of the particles I am working with. They are way to big. Thanks


texts: Is there an easy way to create some variance in my procedural texture among objects using the same material?

texts:
I created a procedural dirt texture for the rims of my tires.  Problem is every tire has the exact same pattern.  Is there any way to create some variance across the different rims?

I'm looking for the easiest method.


texts: I'm trying to fix the items in Skyrim that I think is way to low poly and is stuck with a .nif that I can't find anything to open it with


texts:
I was making a zombie survival game in the Blender Game Engine that was working perfectly. After Adding a few properties to the guns to give them recoil and adding level of detail to an object the game only appears as a gray color which is my world color. Whenever I press P the only thing I can see is the "hud" overlay scene. I don't know what I did wrong but it would be nice if someone could help me fix this mistake and help me figure out what caused it so that it never happens again.

Here are the links:

Working Game: https://drive.google.com/open?id=0B5LVYjOK5wy6ZjR3NWZ0YjVvZ0k

Broken Game: https://drive.google.com/open?id=0B5LVYjOK5wy6Q3VvaDFkdkR0azg


texts:
I have a mesh which has many UV maps and a lot of textures applied to it. Everything is in one material.

Is it possible to Create a final UV map And bake the textures together in one big image?


texts: Import .obj with texture, where texture is more photos

texts: I just downloaded an object and it has come with a folder containing lots of pictures, as texture, but when i import it in Blender it goes all white. How can i import the texture also?


texts: Can't fix this color glitch when joining objects

texts:
I have this problem with my modelling, I am in the middle of modelling and I am on a time limit. After modelling my hand as a separate object from the body I cannot join the hand and body without running into this color problem. Whenever I join the two objects the object that I select first turns a darker shade.
For example, if I select the hand first and then body second when I press join the hand will lose its modifiers (Which I actually don't mind, I want it to have the body's modifiers) and will turn a darker shade. Same vice versa. I've attached images to give an example.

I'm not sure what may have caused this or how to fix it. Is there way I can possibly fix this?


texts: How do I get this wing to uv unwrap correctly

texts:
Im completely new to blender.  I'm trying to recreate this drawing of a butterfly my daughter did so I can bring it into Unity and surprise her with it.  I'm able to unwrap the bottom wing by adding a seam around it, and then down the side.  But when I try with the top wing things go crazy.  I'm not sure what I'm doing wrong and any help would be appreciated :)

Thanks!


texts:
This question has come up a few times on here and I have checked them for a partial answer to my question; as in WHY it does it. What I need to know is IF there is a solution to it that doesn't involve altering my UV map from a rectangle.

To make better use of texture space I am overlapping faces that will be sharing the same texture, and to make it easier for me to create the texture by keeping the UV's square where possible. I know this will 'pinch' the texture but this is the result I am looking for.

The problem is that distortion across the diagonal of each face. I know why it does it, I need to know if there is a work-around that doesn't involve altering the UV's from a 90 deg rectangle.

The only solution I've found is to subdivide a few times to make the effect less noticable, however this is a less than ideal solution as it increases the tris count. What I am making will go into a game so polys are everything.

Is there a way to achieve the result in the second image without resorting to what I had to do in the second image?

Thanks


texts: I'm making a chair and trying to use pointiness attribute to express the damage of paint at the edges. However the chair has bevel so when I put the bevel on, the corner gets rounder and the pointiness disappear. Is there anyway I can use pointiness as if there was no bevel?


texts: Edit keyframe values from graph or dopesheet using Python

texts:
For short I want to make an addon which would allow to select keyframes from the graph editor (and eventually also from the dope sheet) and change their value at once using an input popup. And more complex options like incremental inputs and other stuff, but that's for later.

I did a flow chart of what I aim for the v1, if it can help you:

I'm struggling with the core action:
Set a value to the selected keyframes, from the graph editor.

My first tries were to basically edit some keyframe values in the graph editor and work from what pops up in the info editor as I usually do:

bpy.context.object.co[1] = 1

Which doesn't work on its own and returns:
AttributeError: 'Object' object has no attribute 'co'.

I also noticed this in the Python Tooltips:

I tried at least to just get a working line like
bpy.context.selected_visible_fcurves.Keyframe.co[1] = 1
bpy.context.active_object.animation_data.action.fcurves.Keyframe.co[1] = 1

But with no success.

I also tried to see how other people did on Internet and tried stuff like these:

def execute(self, context):
    for b in bpy.context.selected_visible_fcurves:
        b.types.Keyframe.co[1] = 6
    return{'FINISHED'}

Or :

def execute(self, context):
    for b in bpy.context.selected_visible_fcurves:
        b.types.Keyframe.co[1] = 6
    return{'FINISHED'}

I also saw lots of people actually replacing their existing keyframes by new ones with new values, but to me it seems to be a lot of instructions for very few effects, and I guess it will not perform correctly on large scale operations.

I may also indicate a few needs:

this should work on any kind of curve, no matter if it's a loc/rot/scale curve, a custom curve, ... So I cannot use any transform-specific code like I've seen several times.
ideally it should work on any selected keyframe, no matter if its a different curve, a different object, ... As long as it's in the graph editor and I can select some keys, it should work.

Thanks for any help!

Edit

Thanks to brockmann's answer I now can go further in my script.

I just have a couple more wonders:

Set the pop-up value from the active keyframe's value

Right now, the default value of the popup is 0 at first start, and then it keeps the last value used everytime it pops again. I would like it so that each time I call the popup, it shows the active keyframe's value.

So as far as my python skills can go, it means to find a way with blender's api to get the xy coordinates of the active keyframe and assign the Y to my-float_y, and put this procedure at the very start of the operator, right?
I tried this but it doesn't output anything I want:

    def kval(self, context):
        k_val = 0
        for v in context.active_editable_fcurve:
            for kv in v.keyframe_points:
                if kv.select_control_point:
                    x, y = keyframe.co
                    print("y key value is", y)
                    my_float_y = y
        return {'VALUED'}

How to change the UI

Right now it looks like this:

The cons are that it takes lots of screen-space just for a value, and it requires to set the value, press enter and then click the OK button.
I can kind of make it simpler by reducing the width because the value always overlays the text, but that's not enough:
It would be more efficient if it was a more direct interaction like i.e. the samples inputs:

Ideally I would want just something small and simple like this (but with a float):


texts: why there are just 4 options for rendering animation?

texts:
I need to render animation and there are only 4 options to render.
I select png. at the output and then are only AVI raw, AVI jpeg, frame server and FFmpeg video options. I want QuickTime or another format.

what shall I do? I have the latest version installed.
it runs on an iMac with graphics Radeon Pro 580 8192 MB and


texts: UV mesh gets distorted in UV editor by scaling or moving

texts:
After unwrapping a cylinder-type of object (seams marked) I get three islands (top/bottom/side). No distortion, works as expected.

BUT: As soon as I select one island (using the island selection tool, but it's the same problem with manual selection) and press "S" or "G" the uv mesh gets strangly distorted (some vertices are merged, distances between vertices change). The distortion starts before I even actually move the mouse.

EVEN STRANGER: When I append the object into a new blender file, everything works just normal!

So I opened the original file and in another blender session the new file in which I appended the object to. I've compared the UV editing screens trying to find any difference (snapping turned on/off, proportional editing on/off, local/global settings, etc.). I could not find anything!

I think there must be any function turned on causing this strange behaviour, but I can't find it.

I've also tried:
- Closing/Re-Opening Blender using original file
- Re-Save original file
- Save original file giving it another name
- I even restarted my pc...

Please help!

Thank you!


texts: How to know what vertices need split according to normals?

texts:
I'm trying to implement addon that will show the real vertex count.
But i can't understand how to decide what vertices to count and which not to count.

I create new mesh, triangulate it and then do

calc_normals
calc_normals_split
calc_tessface

so i think after this i have all the required info somewhere in mesh data. in polygons.normals or tessface.normals i dunno..

Appeared that i lack knowledge about low level 3d graphics.

As a test i'm using this thingy:

It has 42 triangles, 240 total vertices (if all the faces would be flat-shaded) and 146 vertices when it has half of the faces smoothed.

I tried checking use_smooth variable on polygons and tessfaces, but it always returns True.

Could someone advice where to look? Or may be there is already such addon?

UPD:
found interesting thing:

here vertex-per-face normals of flat-shaded face represented by 5 lines, and for smooth-shaded face by single line.

i thought that i could get this info from split-normals of tessfaces, but failed. normals having 0.0 are 315, which divided by 3 is 105. if i substact 105 from 240 i will get only 35, but i need 146.

so where can i get these zero normals, that are shown by single line?


texts: Why are trees appearing on objects with glossy materials?

texts: I’m not sure What it is? I’m trying to get a glossy shade to building in my scene as soon as I put roughness to zero I see these trees in glass. I have no trees in my scene anywhere, background is black. Even when I render I see these trees. How can I get rid of them and still keep my glossy building material.


texts: Why i can't re-scale the keyframes from a keyed geometry animation on the dope-sheet?

texts: I'm having the problem that i can't re-scale (move) the Keyframes made by keyed animations of my geometry...when i do that the animation just appears as the same as before, but i did move the keyframes, but nothing happens at all.


texts:
I have a movable assembly in SolidWorks that I wan to import to blender, to ultimately use in Unity. I want the mechanism to be movable in blender too.
How would you suggest I do that?
Thanks.


texts: Vertex weight Edit modifier not working as expected

texts:
I wanted to have the vertex weight edit modifier driving through texture, but I have no idea why it's not working as expected I'm watching a tutorial and following the steps exactly but not getting the same results.
So I have a plane that I subdivided and created a new vertex group in it that's empty:

And then I added the modifier and I allowed group adding and chose my vertex group.
When I press invert falloff it works as expected (goes red)

You can see I added the texture, but here's what my screen looks like:

As you can see there's no change and I don't understand why.... Any ideas?


texts:
I've been trying to mod a game that uses .anm files for animations, and I can't seem to find any way to export .anm files in blender or convert COLLADA files to .anm

Does anyone know how to do this?

PS there was a similar question on this site regarding importing .anm files, but it was not answered and did not answer my question*


texts: How to run a script just before freestyle is invoked?

texts:
Is it possible to automatically run script before freestyle is invoked?

I know there are handlers, but it looks like there is no "before_freestyle" handler.


texts: Bake armature into object for particle animation bake?

texts:
Ok, Im exporting my Blender animation to sketchfab / potentially other applications and I need to completely bake out my particle systems. I followed https://sketchfab.com/blogs/community/baking-particles-sketchfab-blender-edition/ and modified this script:
import bpy

# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = False  # Viewport and render visibility.
KEYFRAME_VISIBILITY_SCALE = True

def create_objects_for_particles(ps, obj):
    # Duplicate the given object for every particle and return the duplicates.
    # Use instances instead of full copies.
    obj_list = []
    mesh = obj.data
    particles_coll = bpy.data.collections.new(name="particles")
    bpy.context.scene.collection.children.link(particles_coll)

    for i, _ in enumerate(ps.particles):
        dupli = bpy.data.objects.new(
                    name="particle.{:03d}".format(i),
                    object_data=mesh)
        particles_coll.objects.link(dupli)
        obj_list.append(dupli)
    return obj_list

def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):
    # Match and keyframe the objects to the particles for every frame in the
    # given range.
    for frame in range(start_frame, end_frame + 1):
        print("frame {} processed".format(frame))
        bpy.context.scene.frame_set(frame)
        for p, obj in zip(ps.particles, obj_list):
            match_object_to_particle(p, obj)
            keyframe_obj(obj)

def match_object_to_particle(p, obj):
    # Match the location, rotation, scale and visibility of the object to
    # the particle.
    loc = p.location
    rot = p.rotation
    size = p.size

    obj.location = loc
    # Set rotation mode to quaternion to match particle rotation.
    obj.rotation_mode = 'QUATERNION'
    obj.rotation_quaternion = rot
    obj.scale = (size, size, size)

def keyframe_obj(obj):
    # Keyframe location, rotation, scale and visibility if specified.
    if KEYFRAME_LOCATION:
        obj.keyframe_insert("location")
    if KEYFRAME_ROTATION:
        obj.keyframe_insert("rotation_quaternion")
    if KEYFRAME_SCALE:
        obj.keyframe_insert("scale")
    if KEYFRAME_VISIBILITY:
        obj.keyframe_insert("hide_viewport") # <<<-- this was called "hide" in <= 2.79
        obj.keyframe_insert("hide_render")

def main():
    #in 2.8 you need to evaluate the Dependency graph in order to get data from animation, modifiers, etc
    depsgraph = bpy.context.evaluated_depsgraph_get()

    # Assume only 2 objects are selected.
    # The active object should be the one with the particle system.
    ps_obj = bpy.context.object
    ps_obj_evaluated = depsgraph.objects[ ps_obj.name ]
    obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]

    for psy in ps_obj_evaluated.particle_systems:
        ps = psy  # Assume only 1 particle system is present.
        start_frame = bpy.context.scene.frame_start
        end_frame = bpy.context.scene.frame_end
        obj_list = create_objects_for_particles(ps, obj)
        match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)

if __name__ == '__main__':
    main()

Which bakes the particle system to animated meshes, but if the reference object has an armature animation applied, it doesn't preserve that. How can I modify this script so the armature animation (it makes the particles twirl) is baked into the particles before the particles are baked into meshes?


texts: Blender with Python - Freestyle Linesets

texts:
I have encountered a problem with Python scripting for Blender.

I have a script which recieves meshes via an external source, and adds them to the scene.
A specific type of mesh is added to the second layer. If such a mesh is created, a second RenderLayer is created and Freestyle-Rendering is activated.
So far, all of this works as I wish.
But I want to add specific Freestyle-Brush-Color to each of this meshes, and so I want to create a Lineset with a linked LineStyle for each one.

Problem now: How can I create and manage the LineSets. I can create a LineSet for the active RenderLayer but without name, and the creation method does not return a handle to that LineSet. How do I cleanly and efficiently retrive the newly created LineSet so that I can add a LineStyle and other settings to it?

My RenderLayer-related code so far:

LineRenderLayer = None
    if not "PolyLineLayer" in bpy.context.scene.render.layers:
        bpy.context.scene.render.use_freestyle = True
        bpy.context.scene.layers = [True] * 2 + [False] * 18
        bpy.context.scene.render.layers["RenderLayer"].layers = \
            [True] + [False]*19
        bpy.ops.scene.freestyle_lineset_remove()
        LineRenderLayer = bpy.context.scene.render.layers.new("PolyLineLayer")
        LineRenderLayer.use_freestyle = True
        LineRenderLayer.layers = [False] + [True] + [False] * 18
    else:
        LineRenderLayer = bpy.context.scene.render.layers["PolyLineLayer"]

    bpy.context.scene.render.layers.active = LineRenderLayer

    bpy.ops.scene.freestyle_lineset_add()

The last line is the main problem. It does not take a name as parameter and does not return anything. But I need that created Lineset for further configuration.

I use Blender in version 2.70

Thank you for your help!

Greetings,
Dragonseel


texts: How do I fix the placement of these bones?

texts:
I'm really confused with the placement of some of the bones in my rig. The controller bones for the fingers (the ones in green) keep moving whenever I jump into Pose Mode from Edit Mode. The same happens to the C_look_target too; it appears behind the model. How can I fix this so they appear in the same place in both modes?

Thanks


texts: How can I adjust text size of the interface in Blender 2.8?

texts:
I have seen previous questions that say the text size can be set by using Ctrl+Alt+U.
However, when I press these keys it doesn't seem to do anything at all.

I am using Blender 2.8 and Windows 10

How can I adjust text size of the interface?


texts: Rotation Driven by Position - Driver Issue When Rendering

texts:
My latest rig in Blender 2.8 contains a ball that is supposed to roll on the floor. I already got it working in the viewport, but only until I hit the Render Button. When rendering, Blender completely ignores that driver, leaving the ball's rotation still.

Here is how the driver of the ball's axis-angle rotation W is set up:

CTL_TranslateScale is a parent of the driven ball and is therefore responsible for the ball's translation. (Should I use a self reference instead? Could not make that one work, yet).

CTL_Master is the root of the control rig.

Any ideas? Thanks in advance!


texts: How can I import a text file of frames and shape IDs (from Adobe Character Animator) and auto apply them to matching shape keys in Blender?

texts:
I'm trying to take lipsync info generate by Adobe Character Animator and apply it to shape keys in Blender.
Adobe Character Animator will let me copy its generated lipsync information from the timeline and paste it into a text document.
The result looks like this:
Adobe After Effects 8.0 Keyframe Data

    Units Per Second    25

    0   0
    79  11
    86  7
    89  0
    105 1
    111 6
    115 0
    127 2
    129 11
    137 9
    139 1
    142 6
    146 6
    152 11
    178 3

End of Keyframe Data

The first digit on each line is the frame number of the animation and the second is the mouth shape layer (so 0 is neutral mouth layer, 11 is a Wuh mouth layer etc.)
If I somehow assign my mouth shape keys in Blender to match the ones from Character Animator (0 is neutral, 11 is Wuh etc) Is there a way to put this into a format/script where I could:

bring this data into Blender,
and get blender to automatically go to each frame in the list in order and set that shape key to 1 and all others to 0 for each of the lines in the list?
Hold each shape key until the frame it changes to the next one. (so in example mouth shape 0 holds from frame 0 to frame 78, mouth shape 11 holds from frame 79 until frame 85 etc)

Thanks for any assistance.


texts: Call update function when initializing a custom property

texts:
I am writing an add-on with a panel UI, in which I want to have a drop-down list of all objects in a specified .blend file, so that my operator could append the selected object. I've managed to do that using a custom EnumProperty (object_name) and passing a callback function (object_list_callback) to dynamically update the items list (like in the Property Definitions).
Since opening another .blend file and grabbing all objects names is relatively slow, I store the objects names in a custom CollectionProperty (scene.my_object_list), which I update only when I change the specified .blend file path (file_path), using the update function file_path_update.
def object_list_callback(self, context):
    items = [(obj.name, obj.name, '') for obj in context.scene.my_object_list]
    return items

def file_path_update(self, context):
    ''' Update the objects types list '''
    context.scene.my_object_list.clear()

    # Open the specified file
    with bpy.data.libraries.load(self.file_path) as (data_from, _):
        # Add all object names to the list
        for obj_name in data_from.objects:
            new_item = context.scene.my_object_list.add()
            new_item.name = obj_name

class MyProperties(bpy.types.PropertyGroup):
    file_path : bpy.props.StringProperty(
        name = 'Objects File Path',
        subtype = 'FILE_PATH',
        update = file_path_update,
        default = "D:\\Data\\Objects_File.blend"
    )
    object_name : bpy.props.EnumProperty(
        items = object_list_callback,
        name = 'Object Name'
    )

However, I want to have a default value of the file_path, which I would be using most of the time, so I don't have to type it. But then the file_path_update doesn't get called and hence the object list (scene.my_object_list) doesn't get updated.
So my question is the following. Is there a way to call the update function (in this example, the file_path_update) when initializing a custom property? Alternatively, what else could I do in this situation?


texts: Problem with constraints-parenting in bge

texts:
I have the following blend file.

I am trying to use constraints to make the camera follow the cube(named "logic bricks player"). I tried copy location with offset to keep the camera at its height, but it did not work. Also just parenting the camera does not work cause it loses the rotation. Even when I tried to bypass it by pressing "Keep transform" the camera disappeared!?! (I know this cause I used plane to track it).

The thing is though, that the constraints worked in the 3d viewport but failed to work during gameplay.

I have no idea what I am doing wrong and I am new to the use of constraints in bge. So how do I fix my problem?

(credits for the hand rig go to eGlyde from blendswap,it was his model)


texts:
When i render in Blender everything works fine, until I put the window into the background. Sometimes, when I go then tab back into Blender, it says "not responding". Interestingly, it still renders fine, as I can see in the file size of the output.

The actually problematic part is that, after finishing the render, it still gives no response, leaving me no choice but to terminate it, loosing all unsaved progress. I know I can always save before rendering, but sometimes I forget that...


texts: Different euler rotation from same Matrice between Blender and Maya

texts:
My problem is the following:
I start from the same matrix between Blender and Maya and I want to get the euler rotation in degrees of this matrix. The problem is that I don’t get the same results at all between Blender and Maya, even crossing all possible combinations of rotation order (XYZ, XZY, YXZ, etc).
Very important, I have to keep the code in Maya as it is, the goal is to transpose the code that is on Maya to Blender and get the same result from the same matrix.
So I wanted to know how the euler rotation was calculated from the matrix on Blender and on Maya so that I could adapt on Blender.
Here is the test code:
Maya :
from __future__ import print_function
from maya.cmds import *
from math import asin, sin, cos, pi, acos, atan2, degrees, sqrt
import maya.mel
import pymel.core.datatypes as dt

matTest = dt.Matrix()
matTest.a00 = 0.8486
matTest.a01 = -0.0541
matTest.a02 = 0.5262
matTest.a03 = 0

matTest.a10 = 4.4218
matTest.a11 = -4.7339
matTest.a12 = -7.6182
matTest.a13 = 0

matTest.a20 = -0.2903
matTest.a21 = -0.8792
matTest.a22 = 0.3778
matTest.a23 = 0

matTest.a30 = 0
matTest.a31 = 0
matTest.a32 = 0
matTest.a33 = 1

print(matTest.formated())
transformation_matrix = dt.TransformationMatrix(matTest)
print(transformation_matrix.formated())
transformation_matrix.reorderRotation(dt.TransformationMatrix.kZXY)
print(transformation_matrix.formated())
rotation = transformation_matrix.getRotation()
print(str(degrees(rotation.x)) + ", " + str(degrees(rotation.y)) + ", " + str(degrees(rotation.z)))

Blender:
import bpy
import bpy_extras
import math
import mathutils
from math import degrees, radians, cos, sin

orderRot = 'ZXY'
mFinal = mathutils.Matrix([
[0.8486, -0.0541, 0.5262, 0.0],
[4.4218, -4.7339, -7.6182, 0.0],
[-0.2903, -0.8792, 0.3778, 0.0],
[0.0, 0.0, 0.0, 1.0]
])
print(mFinal)

euler = mFinal.to_3x3().to_euler(orderRot)
print("EULER ROT  : " + str(degrees(euler.x)) + ", " + str(degrees(euler.y)) + ", " +
str(degrees(euler.z)))

#print(mFinal.to_3x3().normalized().to_euler())
#print(mFinal.to_3x3().normalized().to_euler(orderRot))

The result from the maya script and expected is the following :
Euler rotation in degrees : (x= -61.5445699885, y = 142.460065238, z = -173.480241609)
If anyone got any idea ? Thanks !


texts: How can I append a group after having it linked earlier?

texts:
I linked a group in from another file, it was a character with armature. After linking it I realize that I don't have control over the armature so I deleted it and decided that I want to append it in instead. But it just won't appear after appending. I tried other groups, in different files, it appears that this is persistent. I can't append any group as long as I have: 1. linked it 2. then delete it.

How can I solve this problem?


texts: How do I import garment patterns into blender?

texts:
I have created my garment patterns using Valentina(.val file) , now I want to import this into blender to make 3D simulations.

How can I do that?


texts: Is there any way to bake texture from world space to UV?

texts:
Hi I have a material with environment texture mapped with object space (like environment), and would like to bake it into the object UVs.

Now everything looks good in editor, I just make it look the same in Unity preferably with baked texture to improve the quality and so on. The problem is that I cannot find the way of bakeing it with the object's UVs

To be specific.
- I have an object with its own UVs
- Assigned a material with object space (environment texture mapping), which is
  nothing to do with object UVs
- I would like to bake the material texture as it looks but onto the object UVs

Is there any way to do this?
I don't mind bake the texture into vertex color and then bake it to texture whatever again. just want to avoid to doing arrange the rendered texture to fit into UVs as it is tedious and does not always fit well. Any ideas? Thx in advance!


texts:
I am currently working on a 3D model and I was using a reference image to get the proportions right. Sine 2.8 doesnt have the background image feature I was using an empty object as image. After fixing up some non-manifold edges I just noticed my reference is not visible anymore even though it is still listed in the outliner.

Does someone know why that is and how to fix it?


texts: Can I scale an object based on the relative distance to another object?

texts:
I have a series of empties (let's call them scale_empties) that scale separate portions of a mesh. I would like to use a separate "master_empty" (or other object) to travel over the scale_empties and, as it does, scale the underlying scale_empties based on how close the master_empty is... Sorta like this...

Start position:

As the master_empty travels, it scales the scale_empties:

Anyway... the goal is to allow one or more master objects to travel along a series and scale as they go....  Possible?


texts: I am trying to animate a marshmallow burning in a flame.  I am working on the flame right now and am about to start trying to animate it and am wondering how to animate color changes.  The marshmallow is going to start white and I want it to change to a golden brown color, then catch on fire and change black.  I'm new to blender and have done a couple little animations but those have all kept everything the same color, and I was wondering if it is possible to fade from one node to another somehow.


texts:
I tried to model and texture a milk package, but for some reason some of my faces UVs seem to be rotated.

I exported my UV Map to photoshop, laid the textures on it but some of them are stretched, rotated or not even applied...

What did i do wrong/how can i fix this?

PS: I rotated the image texture by 180° because this way most of the texture fit, only some are not working.

Front and back of my milk:


texts: How to stop eyes clipping through head mesh?

texts: So I created a character using MakeHuman and imported it with its rig into blender. I needed to create a way to control the pupil size so I modeled separate eyes and have the system working. However, when it comes to moving the eyes within the head, the eyes clip through the mesh no matter what I try. I've tried constraints and limits but nothing seems to work. I'll attach the .blend file for more context.


texts: Smooth shading only works when object is selected

texts: I have issue with smooth shading. When I put smooth shading on some example UV spheres the smoothed sphere is the one which is selected. When I select other sphere, the other is now smoothed. I'm working on Linux and Blender v2.76. My friend told me that it isn't normal behavior. When I did that on Blender on Windows it works normally. How to change that? Pic:


texts: Set all Holdout and Indirect only in Blender 2.83 scene iteratively using Python

texts:
I am having trouble with setting holdouts and indirect only using Python.
I am rendering optional layers (set up as separate collections) of a customisable product. I render each custom element; I set the hide-render as 'true', and the element that preceded it as indirect only and holdout.
The hide render part is easy, an iterative move through the collections, which in my case can have three nested layers of collections:
coll = bpy.data.collections

def traverse_tree(t):
    yield t
    for child in t.children:
        yield from traverse_tree(child)

coll = bpy.context.view_layer.layer_collection.collection

for c in traverse_tree(coll):
    c.hide_render = True

However the holdout and indirect proved harder and I ended up finding that specifying the exact collection was the only way that worked:
index = 0

for r in realestate:
    r.hide_render=False
    bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children["REAL ESTATE"].children["REAL ESTATE STD RACK WITH WHEELS"].children[index]
    bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"].active_layer_collection.holdout=True
    bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"].active_layer_collection.indirect_only=True
    index = index + 1

This was because the solution posted in:
Set collection as Indirect Only (ie. = Shadowcatcher) through python?
Did not seem to work in the for loop... the iterative for loop did not actually make the collection in question "active" as it went along.
So as I finish a render I would like to reset all holdouts and indirects to false (again, hide_render is a doddle, just the opposite of the first chunk of code above).
Is there a way of setting all holdouts and indirect onlys for all collections back to default that anyone knows of?
Many thanks.


texts:
I have several videos in the blender sequencer (2.79). When I select FFMPEG Video in "Output", the error "The encoder timebase is not set" appears.
 I tried every container and codec combination.

Thanks for your help!


texts: how to stick an object to another object that has a wave modifier?

texts:
I want to get the black strip to follow the wave motion of the white plane above it

i tried simply linking the modifiers of the black strip to the plane, but this was the result:

Here is the modifiers i am using on the plane:

Any solutions to this?


texts:
I am not that proficient in Blender, and this has me baffled. I have it set to Cycles Render and I am using a single material that is Cycles also.
I have a scene when the view port shading is set to rendered looks like this:

but this is what is rendered:

this is my outliner:

I had to add the outliner to the first image because you need 10 reputation points. really??

Any help would be appreciated.


texts: All I did was select bunch of vertices and move them. Then I was supposed to deselect a few of them, but Blender has switched to object mode and I can't activate edit mode anymore. It's not on the list that has the modes and pressing Tab does nothing. Anyone know how to avoid this from happening?


texts:
I’m unsure if this feasible, but this is what I want to do: In edit mode the lines for the arms are visible but when I render with freestyle these do not get rendered. I think I have a hunch of what the problem is: namely that these lines are open ends so that they do not describe a particular area (see arrows in pictures attached). Is there a solution to this problem? I’ve tried edge marks but it does not solve my issue

PS. Here is the Blender file:


texts:
Is one able to disable the display of the axis translation selector? I'm specifically talking about this: .

I try to learn how to use blender, but i'm not able to properly follow my backround image because i constantly hit it when i try to add a point. It's really annoying because i have to add the point elsewhere and then translate it to the place it should have gone in the first place.


texts:
I want to know how to get the dupli object to flip? Examlpe: I have bolts distributed on one side of the default cube. How can I get the "bolts" to point out on the other side of the cube.
I have a mesh that I'm using for the duplication (have tried with dupli faces, and verts). I have the "bolts" placed on one side of the cube no problem, but no mater how I try to rotate the faces of the duplication mesh the bolts still face the same way. I have tried adding a mirror modifier on the duplication mesh, copying and rotating the faces but to no avail.


texts: I have a problem that is occurring when I try to add multiple UV maps to one object. When I select a vertex group and unwrap, it works fine, unwrapping just that vertex group to a UV map. The problem is when I select another vertex group and make a new UV map then unwrap, it unwraps that vertex group, but in the UV editor it still shows the previous unwrap in that UV map. I know that it is not just showing up because of "keep mesh in sync" because when I select the previous UV map, the vertex group from the UV map made after that one does not show up in the previous one. It seems every time I make a new UV map, the UV map from before automatically shows up in the new one, regaurdless of using a different texture. I am also making sure that I have just the faces that I want selected when I unwrap. Any help would be greatly appreciated.


texts: how would I make a brightness level option?

texts: In Blender, how would I make a brightness level option, what would be the best way to make something like this? Concept design below:


texts:
I am trying to make holes out from a pattern. It will be like a star and holes will be a word logo.

I am thinking to make the text as SVG then make a manual pattern in Blender and use Boolean Modifier.

_

Problems:

-It will be flat and the word will not follow the mesh (the second IMG).

-It will take a lot of time to make a pattern in blender.

I liked the one as image texter if it can be done in some how?!

And thanks!


texts: How to fix the rig after weight painting

texts: I had an issue in my rig. when I went to start posing the rig I realized the IK upper arm bone R had stopped working for some reason, how to fix that ?


texts: Visual Studio can't read submodule definitions in Bpy

texts:
OS: Windows

Python version: 3.7.4  (is in path, system wide install)

Blender version: 2.83 (from current source)

Issue: I can't get Visual Studio to show code suggestions past the main bpy level.

I followed the steps to build blender as a python module exactly but I can't seem to get it to work properly: https://wiki.blender.org/wiki/Building_Blender/Other/BlenderAsPyModule

How could I build bpy to work like any other library?

Importing bpy into python console works:

For reference, listing modules in the console shows these modules do exist


texts: How to save an image created from python script including the alpha channel?

texts:
I have tried the following, and the resulting image file, when opened in GIMP, never contains an alpha channel, only R, G and B.

import bpy
image = bpy.data.images.new("Sprite", alpha=True, width=16, height=16)
image.filepath = "//Sprite.png"
image.file_format = 'PNG'
image.save()

Result: no alpha channel in png

import bpy
image = bpy.data.images.new("Sprite", alpha=True, width=16, height=16)
image.colorspace_settings.name = 'sRGB'
image.use_alpha = True
image.alpha_mode = 'STRAIGHT'
image.filepath = "//Sprite.png"
image.file_format = 'PNG'
image.save()

Result: no alpha channel in png file.


texts: F-curves ignore custom "transform orientation"

texts: I'm trying to have this cell fractured sphere have each piece/object have it's own Z Orientation pointing to the center of the sphere. I've attempted doing this manually by setting a custom orientation through the Edit mode> Normals orientation then saving it as a custom to use in object mode. It appears to work, but the F curves animation set to Z Location seems to be using the Global Z and I can't seem to find where I can change that to my custom one. Is there a better way of doing this? A script perhaps, as I'll be doing this for 32+ objects of the sphere.


texts: I have an STL file of the foot that I would like to print.  I am new to blender, so am just getting familiar with the basics.  I would like to add or create pins to hold the bones together in their correct location, spaced apart.  Any suggestions?  Thanks in advanced


texts: nurbs path join breaks during rigid body simulation

texts:
I joined two nurb paths in inverted T shape to create a scale balance to show the equilibrium reached after the scales are swung around a pivot. The initial position is raised at 60% and I am balancing a square of cubes with a triangle also made of small cubes.
The scales work fine and reach an equilibrium but the lower nurb path is left at its starting position.  The broken off section of the nurb path is meant to stay under the two shapes giving impression of a supporting beam although it doesnt actually support them in the physics.
I dont understand how the joined object can break during the simulation as it has the same name and should move as one object?
How can I fix the nurb path so it doesnt break?  Or is there another way to achieve this supporting beam effect?
I succeeded with an extruded plane but would prefer to stick with nurb paths as they should be simpler if they did not break and I'd like to know if its possible to use nurbs paths in this way.
Here's the blend:


texts: How to get current position of an object using Blender's Python API in BGE?

texts:
I'm updating an objects location using a Simple Motion Actuator. I see it move on the screen.

In Python I want to get the objects' current position.

scene = bge.logic.getCurrentScene()
obj = scene.objects['Sphere.002']     # The object the actuators are defined on

obj.position
obj.worldPosition
obj.localPosition

I've tried these three methods of the object, but all of them only show the original position of the object, not the current position based on the changes made by the logic bricks.

Here's another example of what I'm doing wrong, it seems to be the same problem.

I have a text object, I've defined a text game property that I increase or decrease with a keyboard sensor. When I print the value of the text it only prints the original value of 0.5 not the value I see on the screen.

print(bge.logic.getCurrentScene().objects['mytextobject'].text)

This always prints the original value, not the value that is updated from the logic bricks. This must be a trivial error, but I can't figure out what to do. I've looked at all the properties of the scene.object and I don't see anything that looks like it might give me the expected result.


texts:
New to blender, I try to make a realistic 3D printed TPU plastic texture, but the result is not that good... I would also be super nice to have the layering...

Thank you for your advises !


texts: Fresnel and blend option not showing in transparency panel

texts:
I'm creating a material for which I need to edit fresnel and blend options in the transparency panel and I don't have it.
What am I missing (blender v2.79) ?


texts: Best way to make a concept for a videogame model?

texts:
Im working on a little videogame with some friends, but we want to learn how to work like pros. I'm the one who does the concept art, and we divide the modeling work between each one of us. This means that I will have to draw concepts that both I and them must look at when creating models. What's a good way of doing concept for videogame characters? Is the orthogonal projection the best or will it be fine with just a pair of sketches?

Edit: Maybe it will be better to ask this on a design forum rather than here?


texts:
I am modelling an animal in blender.
Just as we can control the density of hair on an object with weight paint, is there any way to control the colour of hair ?
I am trying to change the colour from brown to white as the hair reaches the belly, similar to what is shown here


texts: Why does the Render View in "3D View" look totally Different than the Rendered image?

texts:
In "filigree"? handwork I managed to make the textures of my eyes look like this:

When I render it looks like this:

How can I fix this?


texts: I am having no luck with the following:  I would like to set up a driver that looks at the Z position of an object falling per RB physics (not BGE) and controls some constraint settings based on Z position.  To be more specific, I am trying to use a driver to break a constraint or reduce its breakable threshold as the object (constrained with other falling objects) nears the passive ground plane.  Any thoughts would be appreciated.


texts: How Do I Get a Material to Assign to All Faces?

texts:
So first of all this question likely suffers from the same problem as this question. I say likely, because I was never able to make the answers for that question work, so I can't be sure exactly what is going on. I AM fairly certain that I simply don't know some crucial part of applying materials, and that is causing this problem.

The problem is that if I try to apply a material to an object, the material is only applied to some faces. In the linked question, I tried to apply a material and a texture to a roof structure, so I decided to scale things down and practice on a cube. Same problem.

I created a simple green material, but it only applied to two out of six faces. Selecting the whole cube and clicking assign again has no effect. The rest of the cube is black.

Quite simply, I don't know why this is happening. Based on my understanding of materials, when you select a face and hit assign, the material is assigned to that face. Either this isn't happening, or it just isn't showing up. Why is this? What am I missing?

If possible, I would like an explanation of how the material works, not just a simple 'click this then that' answer.

Blender file

NOTE: I apologize if this seems too much like a duplicate of the linked question. I'm asking again because the answers supplied never fixed the problem for me, and because I wanted to remove all other factors and work with a simple cube for reference.


texts: Particles disappear if I modify any parameters

texts:
I seem to have a problem with particles in cycles. I'm using 2.79. I can create a particle system and use an object as the particle, but whenever I change any parameter (number of particles, rotation, etc.) they disappear not only from viewport, but also from the render. Also, when I enable the Rotation box and tweak the orientation trying to randomize it, it doesn't work, and after a couple of infructuous modification, particles disappear too. I need to know if this might be a bug or user error.

I must say particles are being used for a still image, so I am using the first frame both as the start and end of the particle emission. I have done this in the past with success, but now it won't work.

Thank you in advance.

Thank you very much. Problem is solved, I was not working at the first frame, but further into the animation. I went back to the first frame and everything works as expected.


texts: How to make 2 objects appearing as connected (while remaining separated in the outliner)

texts:
Newbie here, can find an answer for this even though there must be already somewhere.
My doubt:
2 separate objects need to look like connected (for instance: a pole and a concrete block).
Instead of messing around with the snap feature, or creating vertex using weight to apply the shrinkwrap mod on the target object (the concrete block lets say), is there a reason NOT to just insert (moving) the pole edge inside the concrete block (taking care for it not to emerge on the other side) and just leave it there as it is?
Is this way of doing considered kind of not the proper one?
Thank you!


texts: (Blender 2.8 Stable) Smoke Domain renders as cube in EEVEE

texts:
I imagine this has come up before, and I am happy to have this question deleted (if I cannot do so myself):

When rendering smoke in EEVEE, the domain renders, rather than just the smoke. My steps for setting up the scene:

Create Domain cube
Select starting cube as Flow
Save file, then bake Cache.
Select Domain and apply Principled Volume material
Make sure that Volumetrics lighting effects (Volumetrics Lighting,
Volumetrics Shadow) are switched on.
Switch to Render mode in Viewport to make sure scene results look
appropriate what is desired.

Render mode shows that scene looks to render smoke appropriately, yet when I choose to make a final Image Render, all I get is the domain cube rather than the smoke.

Am I missing a step? What exactly am I missing?

I have followed multiple different video tutorials, though some are out-dated (including the Volumetrics check-box which no longer appears in the stable release).

--- Blend File Attachment ---

https://drive.google.com/file/d/1NZCC-eXvl32SeWA9MIYEjGJSipeoojYF/view?usp=sharing


texts: How to morph object along curve using shape keys

texts:
I am trying to create a curved object from two "caps" that have different geometries by extruding them along the curve and then bridging the edge loops to get a solid object.
Essentially I want to do what was done in this thread: Lofting: can I copy a Shape-Keyed mesh for each frame of its animation? but cannot do the first step where the poster had already made the animation with the shape keys following the curve.

I have tried using shape keys so I can get one cap to morph into the other. This works, but as soon as I try to use "follow path" together with the shape keys, the path isn't followed anymore (without the shape keys it works).
I also considered instead using an array and curve modifier which works well, except that I would want the array objects to gradually transform into the other shape, so I am not sure if this is possible.

Ultimately I want to be able to write a script to create a 3D object from the two objects (or same object with the 2 shape keys). I don't need to have an animation, just the solid object, although maybe the animation and the code in the thread above is the best way to use the shape keys.


texts: I am making a battleship, and there are many tiny cylinders and cubes for detail. Because the only things that needs to be animated are the turrets, should I join all idle parts together?


texts: Model in Blender differ from model in stl file

texts:
So recently, I imported a file that has my desired model in it from MMD to Blender. However, when I exported the model in a stl file, the model looks very unusual.

I'm intending to 3D print the model using the stl file. What can I do? I have very very little experience in Blender too. Help please.....Thanks in advance..


texts: How to Add a Shader to a Specific Part/Area of an Object?

texts:
So let's say I create a material in Cycles and let's say, I load an image texture onto a sword. It perfectly fits, all good.

Now, the sword I would load in would only be one part, it's just one big mesh.

So how would I select an area of the sword, let's say one part would be steel, and the other part would be (leather)? I just need to know how to add more than one shader on different parts of the object.


texts: I am creating a uv wrap around my doughnut, I go to the shading section to add nodes to create a texture to the doughnut. After I link the noise texture, image texture, texture coordinate and displacement the doughnut turns purple. I have tried finding the missing files, made sure I was in cycles, adding the image to another file, and relinking all of the nodes and nothing has worked so far. Any help would be much appreciated.


texts:
best example, changing the vertices after you add a circle, same with cylinder, sphere segments and so on.
I think it is in the most 3D software like Maya, C4D and Houdini of course.

Has it something to do with the implementation/coding?

Best, Joseph


texts: Text object alpha BGE python for fade in/out 2.79

texts:
I am working on a "display name" with a text object added from a inactive layer to the current scene.

I startet just changing the visibility, then i wanted a "scaling visibility". For that (since the base class of the text object is game object) i try texObj.meshes[0].material[0].alpha but found that there is no meshes.

Then i put a plane.color =[0,0,0] behind the text and meet the colors (text.color=[amount,amount,amount]), amount = amount + or - 0.02 between 0.0 and 1 to slowly make a "scaling visibility" of the text, But this requires the plane as background of the text which i want to not use if there is a way to do it without a background.

Also i have google "bge python text to mesh" trying to found a way to convert the text to mesh so i could add the text object then edit,remesh,show,hide, endObject but only found the bpy reference which not work in bge runtime.

And of course a dont want to convert the text to a mesh (Alt+C) since i will unable to change the text.


texts: Is it possible to snap 1 or more vertices on a face?

texts:
I´m fairly new to Blender and currently model a scope. Now I have the following situation.

I have angled faces and a cylinder. I want the vertices marked in the first picture to snap on the faces marked in the second picture.

I tried it with "g" and selecting the vertices of the face(s) with "a", but then the vertex is positioned either inside the scope or not touching the face at all.
Thank you!


texts: How do I draw on an object in blender? Tips on creating resistor

texts:
I am trying to create a 3D resistor with blender, and so far I have a pill shape object. But when I try to draw the color stripes of the resistor with the Grease Pencil the color just hangs in mid air. I want that color stripe to be on the pill shaped object.

Here is what I have so far.

I would like it to look something like this.

Also, if you guys can give me some tips on how to create the wires coming out of the resistor that would be great.

Thanks in advance.


texts: Vertices behaving like parented bone is rotating when neighbouring bones rotate

texts:
e.g. When I rotate the character's upper shin bone, the vertices behave as if her lower thigh bone is also rotating.

The vertices around the lower thigh are not weighted to anything else but the thigh bones and I only have one armature modifier. I'm fairly certain it's reacting to that unmoving lower thigh bone but just don't know why.
I don't even know what to google for this problem!

I have used many many bone constraints on this rig but as far as I can tell no constraint should result in a mesh deformation without the bone actually moving.
Does Blender just become glitchy when you use too many bone constraints?

[edit] I also want to add that this problem is absent when I import the model and animation into Unreal Engine 4 so it's looking more and more like a bug or a Blender feature that I'm not aware of.


texts:
I'm animating a weapon for a game and ran into a little trouble that i don't know how to resolve.

What i want to do is have the left hand supporting the gun like a person would, but that hand is supposed to follow the weapon bone's every movement. Like as if the left hand bone were the child of the weapon bone, but it should also have an IK rig so that the entire arm moves realisticly aswell. But that does not work.

When i have both "child of" and "IK" modifiers, only the "child of" seems to be active. I thought that the hand would just be the child of the weapon bone the IK rig would move the arm like it should. But only the hand itself moves.

If i would move the hand manually to exactly where it should be, i wouldn't have this problem.

Does anyone know how i can fix this issue?

Below are two pictures, the first showing what i get when i use both ik rig and child of mofifiers, the second shows how it looks when i only have the IK modifier


texts: Vertices disappear after entering weight painting mode

texts:
I am trying to weight paint the head of this bear. In edit mode, I select all vertices of the head/ears/snout/eyes using L for each item. Then I Tab into weight paint, and the vertices "disappear."
I Tab back to edit mode, and get what you see here. You can see there are vertices to select on the eyes/arms/body etc, but the head and ears become only "lines" and I can no longer select them. If I "undo," then the vertices come back. Is this a bug?

EDIT: Entering sculpt mode, then edit mode, then pressing ALT-H to unhide all vertices, returns the "hidden" vertices to view, but they would "hide" again when I entered weight paint mode. I deleted the Blender application and re-installed and this has solved my problem; I am now able to select vertices in edit mode and paint on that selection in weight paint mode.


texts: Smooth Shading artifacts on low poly model

texts:
So when I'm extruding inwards, there comes this weird shadow.

But it's only when in smooth shading, if I put the object to flat shading it looks fine.

There isn't any modifications and I tried the offset edge slide, but it didn't work.

So, what is it and where does it come from, and is there a way around it with smooth shading on?


texts: In a car model, I have a tire object that is using a very simple BSDF where the only value that's not left default is the base color, set to grey. I would like to ask someone more experienced how I could modify the cycles shader to add a white stripe to the tire like the ones old cars had. I tried playing with the ColorRamp node, but without success.


texts:
I have a problem to generate random ellipsoids inside a cubic space.

This is the script I wrote:

# How many Sphere you want to add
count = 25

# Sphere properties
size = 1

# The sphere will be created between -domain <--> domain
domain = 1

My problem in this script is that the spheres are away from each other and I cant get ellipsoid.

So, My first question how can I change these spheres into ellipsoidal, starting with the ellipsoid dimension statement: size_x =, = size_y, size_z =
the second question, How to make them close to each others without getting them overlapped.


texts:
I have a torus and I need the material to use a color ramp so that all the surface has one color (red) except for a strip along the longest edge (yellow). Something like this:

I tried unrap in every way with no good results. Also, tried to add seams and nothing. What is the way to do this?

Thanks!


texts: How do I cite Blender builds/release correctly for Publications using Bibtex?

texts:
I am writing articles and would like to cite Blender correctly. How should I do this?

EDIT

If you run R, and type citation(), you would get the following instantly;

 @Manual{,
    title = {R: A Language and Environment for Statistical Computing},
    author = {{R Core Team}},
    organization = {R Foundation for Statistical Computing},
    address = {Vienna, Austria},
    year = {2013},
    url = {http://www.R-project.org/},
  }

And you can put this in Bibtex and cite R correctly. Is there an equivalent way of doing this in Blender to get an official/correct citation?


texts:
Whenever I try to pose this specific bone (the "Hips" bone) the two objects that are weight painted to it deform. I have parented the "Thigh" bones to the "Hip" bone and there is no deformation with those. Does anyone know what is happening, and how to fix it?

Here is the file: https://drive.google.com/open?id=1bKZgEpgq5TAVe7c8Y6dUe00hVLm5Xfax

Thanks, Felix