texts:
I am making a house in Blender Cycles. In rendered mode, all shaders are somehow visible, even though I don't use any lamps. I do have an environment texture, however it shouldn't light up the inside of the house. Especially when there are no windows. Even if I set the background strength to 0, it still lights up the inside and outside of the house.

So now, if I add any lamps, I has nearly no impact on shadows, shaders, reflections etc.
What could be wrong with my scene?

Let me know if you have any questions on my settings that might help you find the problem.

File: https://www.mediafire.com/?cs3dl1xx56ih60a

These are the world settings:

For the Ambient occlusion I always use this node:

It usually works fine.


texts: CPU hitting 100% after rendering a few frames

texts:
I have this old file that I needed to make some changes to. I created a new file in 2.91 and imported all of the objects from the old file. The animation plays fine. I can render about six frames before my CPU hits 100% and it won't render the next frame. If I force quit it, I can get another six frames before it happens again.
I've changed the Performance > Threads from Automatic to Fixed, but it doesn't seem to make a difference.
I am using GPU renderer.


texts: Painting on image doesn't show instantly on the object

texts:
I'm having a issue in the Texture Paint Mode and I can't find what's wrong.
Here is my problem : When I paint on the "Image editor" windows it doesn't instantly show the stroke on my object in the 3D viewport, sometimes I can see the beginning of the stroke but it disappears almost instantly too.
So I have to wait the end of the stroke to see what I did and it's very frustating.
I have to precise that this is happening since I update to 2.83, never had this problem in 2.82.
I need your help guys, thanks in advance.
EDIT : After further analysis, it only happens in Solid Render viewport


texts: PBR texture showing up on the wrong side of plane

texts:
I'm rather new to PBR textures, so this question might seem dumb.
So, when i put a pbr texture onto my model, it showed the underside of the texture instead of the top on the side which is visible.
The side where it is supposed to be but has the underside of the texture show up instead:

.
.
The top, which is not visible, has the texture displayed correctly:
.

How do i go about fixing this? I can't flip the planes.


texts: How to move track scene from one .file to another

texts:
How do i transfer a movie/pic sequence with its camera tracking, from one blend file to another?

I'm new to render and for each file I make, I have an awful time ruining my blend file, without being able to fix them.

Thanks in advance.


texts: My Character arms intersect and overlap with the body. How to fix it?

texts:
Arms are intersecting with the Body,They belong to the same object mesh. How can I fix this. I tryed to make it rigid body and it didn't change at all. Did some research couldn't find any answer. Im clearly new in blender, so I might not even know exactly what to search for in order to find an answer. Hope someone can help me.
Cheers.


texts:
I have created a fairly complex model and now realise that I have made an error in one aspect of the dimensions. Rather than redo the entire model I can imagine a fix but I'm not sure if this is even possible.
My imagined solution relies on fixing the complex model in some kind of 3D rectangular bounding box and then scaling one face of the box in the Z dimension such that the bounding box becomes more of a trapezoidal shape.
My hopes increased when I read about the scale cage tool but this scales all faces by the same amount

If you can imagine my model fitting inside the 'before' box and then the model being scaled in the proportions such that after scaling it would fit into the 'after' box then you have managed to visualise what I'm trying to achieve.
I hope there is a fix for this and I look forward to hearing from anyone that can help.
Russell


texts: Why is my animation not keeping location and rotation correctly?

texts:
I am currently 3d modeling a twisty puzzle and trying to animate it. I have the puzzle done but when I try to animate it, it randomly twists and turns the individual objects in different directions before converging back to their original form at the end of the animation.

The screencast of me attempting to animate this is here: https://youtu.be/FiPcvhNzosk

File at the end of the screencast:

This is the original file. Just delete the 2 keyframes that are there:

I did make this with a tutorial. It is by rcpongo and I have very slightly edited his design. All credit goes to him for my design.


texts: How does one make a straight grid from a UV unwrap?

texts:
I'm somewhat new to blender. How exactly does one stretch UV islands so that they form a perfect grid? I'm looking to scale/rotate islands from two points, sort of like unfolding a beach towel. I'd like to do this to more easily texture my model.

I've tried to illustrate an example below:

Thank you!


texts: Movie clip resolution changes when added to an input node in Compositor

texts:
I'm using Blender as a video editor.

I want to remove the green screen background from my clip and replace it with my own image. There are plenty of tutorials on how to do that, but I'm hitting a snag almost before I start.

In the Compositor, I created an input (Movie clip) node and a viewer node, and connected them.

When I put my clip into the input node, the resolution changes. The face of the subject seems to be compressed horizontally, and the clip looks to be about 5:4 or 4:3 aspect ratio.

Resolution of my movie clip is 1920x1080, and that is the desired output resolution.

In Blender Properties tab, Dimensions are set to 1920 px x 1080 px (default).
Aspect ratio is 1:1

Any help would be much appreciated!

Thanks

Edit 1:

Yes the image I will be compositing is 1920x1080, however the error occurs before I even connect the background image.

Edit 2: This is the second video I've made with Blender and the first had no issues like this (using the same camera) so I don't think it's a camera issue.


texts: How to render as only wireframe in Cycles?

texts:
I need to know how to render a object on Blender Cycles but only as a wireframe, for example, like this:

Also, it is possible to vary between the smooth wireframe object and the polygonal wireframe object?

Thanks in regard.


texts: Cloth simulation drive rig rendering issues

texts:
Goal: Create rig with springy bones for i.e. auto belly fat simulation.

Issue: When rendering I'm unable to see spring effect on bones that are driven by objects with is driven by cloth simulation. In blender window it works correctly.

Set up:

create vertex line (I used extension "Add Mesh: Extra objects") with i.e. 3 vertexes (Shift+A -> Mesh -> Single vert -> Add single ver)
add Cloth simulation to that vertex object
add new Vertex group and add all vertexes
set vertex weights to i.e. 1.0 -> 0.7 -> 0.4.
add new Vertex group and add only last vertex
in Cloth simulation set Pin Group to group with all vertex
bake simulation

Bones:

add bones i.e. 3 bones i.e. from bottom to top 2 bones one bone to left
on "left bone" (belly) add "Copy transform" and point to empty that that has "Copy location" to vertex group with last vertex in it

Set up image:

Viewport video:

Rendered video:

This all is based on tutorial for 2.79 i.e.:

https://www.youtube.com/watch?v=WppjPyrDon4

Any idea why this happens ?

Blend file download


texts: Emitter Particle System not using Density Vertex Group(Single Vertex Emitter)

texts:
Blender ignores a "Single Vertex" vertex group ,  when assigned as emitter in the density panel of the particle system. It simply emits from the all the verts.
No other modifiers are applied to the emitting plane.


texts: How to animate a rig by using a video as a source?

texts:
I have a series of movements that I want to animate, I have videos of the front and side of these movements and would like to know how to setup Blender to use the footage to create the animations.

I have looked at mocap but the cost is a problem and some of the motions have some subtle details that need to be replicated exactly.


texts: Internal rendering engine makes all textures red, cycles renders have a pink tint

texts:
I decided I wanted to get into 3D modeling. As a linux user and huge open source supporter, I decided blender was the tool for me. I've been watching blender guru's tutorials on youtube for getting started. However, no matter what color the material, if I render via the internal renderer, all materials rendered are red, and so is the background.

I thought I might be doing something wrong, but the fact the cycles renderer renders with the "missing texture" colors tips me off something might be wrong the software

But hey, at least cycles showed the texture on the donut

Blender was installed from the AUR on arch linux


texts: A single object in Blender = multiple objects in Pepakura

texts:
As the title says, after using the Ctrl+J shortcut to merge several objects into one, and exporting to OBJ and then opening in Pepakura Designer, it acts as if I never connected them at all.

It's a helmet, and more specifically, the unfold in pepakura unfolds all of the separate objects and, if i managed to assemble all of the parts, I'd finish with 6 unconnected parts instead of a full connected helmet.

So, can anyone help me? I'm extremely new to Blender and have no idea what to do. I've been looking for a few days now.

Thank you all.


texts: Is there a convenient way to "collapse" the view of multiple, possibly nested, collections in the outliner?

texts:
In an Add-On I'm working on, I procedurally generate a modest-to-large number of collections, and often end up with an outliner looks something like this:

I then often find myself tediously clicking the "collapse" arrow one-by-one on each collection, until they're all collapsed, to clean-up my view before doing further work.
Is there a fast way to do this kind of multi-collection outliner-view collapsing? Either a native / built-in or Python solution would be fine.


texts: How to break an object with dynamic hair?

texts:
For some weeks I try to break a rigid body with dynamic hair (grass). My starting point was break the mesh and then make it hairy and dynamic. But every fraction have to get set to dynamic individually. The result was crazy dancing hair, which turns.

How to give the entire mesh dynamic hair ( if possible on just one side ) and break it?

Extended version. I have a cube with dynamic grass on the top. Now I want to make an Object break through my grassy floor. But when I use the fraction tool to subdivide and split my floor, the grass disappear. It is no problem to enable the grass particle system on the top fractions, but it's hard to set grass on the top surface of the top fractions. And it is impossible to port the dynamic grass settings, cause they are not transfered to the other fractions via the particle system.

Is there a better way to reach what I want?


texts:
Environment is a high school. We have older macs that have no graphics cards, so student animations (Blender 2.74) can easily take 3-5 mins per frame. I managed to procure a decent win7-based server with a decent graphics card.

Is using the win7 machine for rendering as simple as 1) Having the macs save the .blend file to a shared directory, 2) running a cron-like job on the win7 machine that looks for files to render and, 3) launches command line blender (maybe cycles rendering) with additional arguments to output to a different shared directory students can check in the morning?

Added:
Yes, it does work fine, 'server' computer is fast enough. Command line i ended up using is:
blender.exe --background {student .blend file} --render-output C:\BlenderOUT{student filename w/out extension} --render-format QUICKTIME -E CYCLES -x 1 -a

where {xxxx} is specific to the job and C:\BlenderOUT\ is a shared directory students can check for and retrieve their animations.


texts: Is there a Delta version of "Selection to Cursor" to set the coordinates of "delta transform"?

texts:
This question is related to manual construction of Tetrix fractal Tree animation.

Delta transform demonstration


texts: Shrinkwrap doing crazy things on surface topology

texts:
When I shrinkwrap the edge vertices of the inner element onto the inside surface of the frame(surrounding surface), the whole object (whose specific vertex group is being shrinkwrapped) just goes crazy...
what could be causing this?
Normals are ok, all transformations are set back to 0, no duplicated vertices... I think everything is ok, and I still don't know what is happening... ANY IDEAS??? I neep help!


texts: Blender game engine development directions?

texts:
I know that the these forms like to have questions that can be nicely answered, and I might be slightly passed that line... But anyway, what are the blender game engine development ideas? Is it still a part of the main focus of development? Or is it just a side feature that is worked on now and then.

I read the recent patch notes, and some nice new features has been added, but will it (or is it already) get on/close the same level as the mainstream engines? e.g. Unity, Unreal, or Cry.

I ask this because the posts/articles I've read about the blender engine is quite outdated, 3 or 4 years old, and I want to know how the blender engine is standing relative to other engines out there today.


texts: Blender 2.9 Rigify shifts arm on parenting

texts:
Before I parent the mesh to the rig, everything is lined up.

After parenting the rig is in the same place but the arm of the mesh is bent, moving it off of the rig.

I have tried all the armature deform types and it doesn’t make a difference.
Any thoughts?


texts: I was watching a tutorial on making glass, and it included this node, however I wasn't able to find it anywhere, is it an add-on or am I just missing it?


texts: Euler formula for geometric modeling faces, holes

texts:
I don't know if I'm in the right place to ask this question!

I have two 3D modeling and I want verify the Euler-Poincaré Formula on them that include face,holes, vertex, etc. Anyone knows about that?


texts: I have 2 video files. Drag in video Editing. 1 file is my model animation, another file is download from youtube (for background music) it has video+music. I want to mute the video of the file which has background music. So that i have a background music to my animation. How can i mute or disable the video and have only audio from that background video. Any suggestion. Thanks


texts: How do I render a background image as a sky in blender 2.7x

texts:
I followed a blender 2.5 tutorial for rendering a background image as a sky. It does not work in blender 2.7.

Tutorial link: http://vimeo.com/18689703

Here are a couple of pictures of what happens.

The sky appears around the rendered scene instead of appearing as an actual sky inside the rendered scene.

The rendered image's sky only appears as the gray shaded sky. The image of the sky that I tried to add does not appear as if it is a real sky in the rendered scene.

I want the sky to appear like this:

Sky inside the rendered scene instead of around it.


texts:
Hi StackExchange users !

I'm trying to get the rotation between two vectors, but I think I get a wrong answer using mathutils.rotation_difference :

With :

vec_1 = Vector((0.0,1.0,0.0))
vec_2 = Vector((0.0, -1.0, 0.0))
[math.degrees(o) for o in vec_1.rotation_difference(vec_2 ).to_euler()]

I get :

[179.999991348578, -89.99998884409983, 0.0]

But this is incorrect. The correct answer should be (?) :

[179.999991348578, 0.0, 0.0]

Anyone has any idea why I'm getting this answer ? Am I using this correctly ?
Thx, T.


texts: Is there a way to morph between two different shapes made with shader nodes

texts: I've made a couple of simple shapes (Just a circle and a star) and I wanted to be able to have a slider that at 0 would be one shape and at 1 be the other. Right now I'm using a value which is rounded then used as a factor for a mixRGB node with the two values being the shapes, so when I move the slider the shape snaps to the other, but I want it to be able to smoothly transition to the other. Is there a simple way to do this?


texts:
I have blender 2.78 and I am trying to get the depth of field to work, but I just can't make it. I think I have all that as needed the camera and the target  an object, the compositing is on, I even have the cameras limits set to the target object, I tried to render it in blender internal, in cycles and in the 3D window, but nothing seems to work. I'm wondering is it possible to get the dof to work without using nodes and if it's possible what should i do.
I now try to add more information that i think is needed. I have set the measurement system to metric in the scene , and the object that is the target has the value of 1.0 as size. the camera I used is canon aps-c. I  have tried different focus-stop values that seemed not to help. I'm not sure what the lens is that I'm using, or where to find the lens used ? I wonder that if i have difficulties with this because I can´t somehow set the right distances between the camera and the object and do nut fully understand the relation between the metric grid, object size, and the distances and adjustment´s needed to make the depth of field seen. I have read many depth of field tutorials, but I seem to miss awarness of something very essential to get it work. I have NOT been using nodes when trying to do this .


texts: New to texturing, my leather texture is see-through

texts:
i have been playing around with leather textures and i decided to make a chair, this is a test render of it:

As you can see, the seat itself is transparent. I have read some answers on this type of issue, but they were not what i was looking for. I'm sure this has something to do about texturing.

Here is the node setup:

Green: COLOR TEXTURE
Red: DISPLACEMENT TEXTURE
Blue: NORMAL TEXTURE


texts: Why are bones not connected both in rest and pose position?

texts:
I was making a simple character to learn animation and how to use bones (I'm a beginner), I accidentally made a rotation that I didn't like, so I cleared the transforms, but it is different from the rest position. I looked closely and realised that two bones that are connected in pose position are not connected in rest position (pictures attached) what do I do to fix this?

here are "side by side"s

close up with bones showing

what it looks like in full view

thanks


texts: Why is blender changing my bone matrices?


texts: Unselected vertices and edges move along wth selected ones

texts: I'm pretty new to Blender, but I am stuck on one thing: every time I try to move a particular vertex, or edge loop, or whatever, using the Translation Widget or the "G" key, a number of other vertices and edges move as well, as if the rest of the object is reshaping as well.  However, I want to simply move the vertices or edges that I have selected, while keeping all other vertices fixed.  How could I do that?


texts: I'm trying to model a room. For this I created walls around the room by basically extruding a cube three times and then attaching the ends. I want to now make a loop cut around the wall to make holes for windows and doors, but it doesn't work as expected. Basically I would like the loop cut to go all the way around the room, but for some reason it stops at one of the edges. See the pictures attached. Why does it do this and how do I fix it?


texts: Ok history - I created this build and am now going back and modifying it.  https://gyazo.com/0285fe1163c7629558b91f1c78318e8c.  Due to the nature of my environment,  it is in a series of stacked rings and I need my UV to line up across all the rings.  The object is 12 sided which makes it tough to tell it to use front/back/left/right etc. Normally I can just select what I want, hit Smart UV and it lines everything up.  But now it is refusing to put things in the proper order.  Top ring, middle ring, bottom ring etc.  I have to do this 24 times, each face on the outside and each face on the inside.  None of the unwrapping options I try give me the results I am expecting.  What is my problem?  As you can see from this gif (https://gyazo.com/29430b44827c7bf59f57731e54d1d74a) I can get close with project from view, but since it's 12 sided, I don't know how to make every view line up perfectly.


texts: Edge loop stops and doesn't go around the whole object

texts:
Please see this picture:

I made a gun scope, and I need to add some edge loop for sharpen edge while applying subdivision modifier.

But problem is, you saw the picture, edge isn't connected, so I can't add edge loops anymore.

This is another angle of the model:

I don't know what causes this, but sometimes it occurs and this is not a first time.

I want to know why this happening, and also want to know how to fix this.

Anyone if knows about this, please give me some advice.

Thanks!


texts:
I want to unite 2 meshes into 1, by removing intersecting faces. But union is now doing this

Was there an update?


texts: The selection toggle arrows in the Outliner disappeared. Is there some preference in the settings that has to be turned on?


texts: I am wondering if it is possible to call a Python function inside a Blender when an object with a name that starts with foo_ gets duplicated? Thanks in advance.


texts: Mirror applied to object with displacement does not mesh

texts:
I have a plane with displacement to make waves. It has particles for grass. I added it to a collection instance. I mirrored it. After mirroring, the grass only show on the original. If I apply the mirror the grass shows on the other as well.
If I create a new collection instance the displacement meshes with the rest fo the model, but once the mirror is applied, the displacement on all the planes don't match up anymore. There's gaps between the planes.
I thought using collection instances might be more efficient, but maybe I should just make mirrors and duplicate?


texts:
Baking displacement map is missing,
Baking displacement map is missing.


texts: How to fight unwanted rotations when using "Stretch to" modifier?

texts:
I'm experimenting with a rig. I have a normal IK leg and 1 bone to help with stretches with "Stretch to" modifier. The problem is an unwanted rotation around its local Y whenever I move my IK chain to somewhat extreme angles. To demonstrate I've done a little video with this problem.

https://www.youtube.com/watch?v=17SfFueTWSU

Blend file if someone want...


texts: Can someone explain why i got this strange "artifact". I'm following a tutorial.


texts: Why is my particle instance object rotated?

texts:
When I use the cone in the background as a particle instance object on the plane, it is rotated, as you can see. How do I get it to not do that, or rather, how do I get the cones to stand upright on the plane?

There are no rotation transformations still unapplied, I also didn't change anything in the Particle settings (other than "Hair -> Render: Object -> Object:Cone), this is just everything out-of-the-box.


texts: UnboundLocalError of writting a file while updating script

texts:
I'm trying to update some old code that worked for 2.79 but I'm trying to update to 2.8. One of the parts of the script involves writing a meta file and using some variables from the script to write it. while testing the script, it keeps giving me errors
The code:
     almeta="""fileFormatVersion: 2
guid: """+alguid+"""
timeCreated: 1505499902
licenseType: Free
TextureImporter:
 fileIDToRecycleName: {}
 serializedVersion: 4
 mipmaps:
   mipMapMode: 0
   enableMipMap: 1
   sRGBTexture: 1
   linearTexture: 0
   fadeOut: 0
   borderMipMap: 0
   mipMapsPreserveCoverage: 0
   alphaTestReferenceValue: 0.5
   mipMapFadeDistanceStart: 1
   mipMapFadeDistanceEnd: 3
 bumpmap:
   convertToNormalMap: 0
   externalNormalMap: 0
   heightScale: 0.25
   normalMapFilter: 0
 isReadable: 0
 grayScaleToAlpha: 0
 generateCubemap: 6
 cubemapConvolution: 0
 seamlessCubemap: 0
 textureFormat: 1
 maxTextureSize: """+str(height)+"""
 textureSettings:
   serializedVersion: 2
   filterMode: -1
   aniso: -1
   mipBias: -1
   wrapU: -1
   wrapV: -1
   wrapW: -1
 nPOTScale: 1
 lightmap: 0
 compressionQuality: 50
 spriteMode: 0
 spriteExtrude: 1
 spriteMeshType: 1
 alignment: 0
 spritePivot: {x: 0.5, y: 0.5}
 spriteBorder: {x: 0, y: 0, z: 0, w: 0}
 spritePixelsToUnits: 100
 alphaUsage: 1
 alphaIsTransparency: 0
 spriteTessellationDetail: -1
 textureType: 0
 textureShape: 1
 maxTextureSizeSet: 0
 compressionQualitySet: 0
 textureFormatSet: 0
 platformSettings:
 - buildTarget: DefaultTexturePlatform
   maxTextureSize: """+str(height)+"""
   textureFormat: -1
   textureCompression: 1
   compressionQuality: 50
   crunchedCompression: 0
   allowsAlphaSplitting: 0
   overridden: 0
 spriteSheet:
   serializedVersion: 2
   sprites: []
   outline: []
   physicsShape: []
 spritePackingTag:
 userData:
 assetBundleName:
 assetBundleVariant:

   """

       file=open(path+alguid+"\\asset.meta","w")
       file.write(almeta)

       file=open(path+alguid+"\\pathname","w")
       file.write("Assets/"+assetname+"/"+assetname+"_Albedo."+context.scene.my_enum2)

and the error I'm getting is:

UnboundLocalError: local variable 'height' referenced before assignment

for the line below "- buildTarget: DefaultTexturePlatform":
maxTextureSize: """+str(height)+"""
height is declared as:
        height=image.size[1]
What I'm getting confused is that why it is a problem when updating blender versions and it is giving an error to the second height variable instead of the first one
I'm new to python coding and any help of fixing the error is appropriated


texts: How to remove all only rotation keyframes from current action with Python?

texts: How to remove only rotation keyframes from current action with Python? Or location keyframes? Or scale? Is it passible?


texts: How do I fix a freestyle outline that is ahead of an animation?

texts:
for some weird reason after adding animation the hair of my character, freestyle is now ahead a frame. I don't have Motion Blur on, I tried using just my CPU, and rendering at different freestyle value. Here is an example of the problem:

Has anyone else run into this problem and does anyone know how to fix it? I tried looking for other posts, but it doesn't look like there are any definitive answers.


texts:
I have a reflective ( Mirror Surfaced ) text on a dark background / Wall so it's barely visible. Backlighting does not light up the scene too much, the text is reflective and would only pickup the backlight on the wall. What I needed is to make glow effect behind the reflective text.

How could i achieve this effect?


texts: Is there a simple way to change the origin point of a lot of objects at once?

texts: I have a piano keyboard, so there are 88 individual keys. Unfortunately, I left the origins in the centers of each key. As a result, I can't rotate them properly. I could go through each one and manually correct each key, but that would be a huge pain. Is there a way to set them all at once? (I only need to move the x location on each key, in case that makes a difference).


texts: Dynamic Paint Brush Erase doesn't work in Render Output

texts:
Got some problems when trying erase colors with a Dynamic paint brush.

I have plane which is affected by particles Dynamic paint brush (surface & color).
When I try erase some spaces on the plane it works in 3D view but not with render output. So how to make render output work?


texts: How to add motion blur to already rendered image sequence?

texts:
I have an image sequence that I need to make less choppy. I didn't add it while rendering.

I know there is a script for it here.

but I am not sure if it's the best way to go at it.

Any thoughts?


texts: How to run scripts in the background of the game engine without freezing or opening new Blender instances on Windows?

texts:
The Blender game engine does not move into the next frame if all the active scripts have not yet finished.

Say we have an HTTP script in the game. The script retrieves data from a server. I presume the retrieval process cannot be split into multiple small processes.

I know only of the subprocess module's ability to work outside the bge, but on Windows a new Blender window pops up every time the subprocess module is used to start any new Python script.


texts: IS there a short cut to add a material and assign it?

texts:
I'm working on a little project, that requires a large flat mesh object divided into separate faces, each face needs to be a different material as seen here:

Creating and assigning these materials, setting colours so I can tell them apart, and renaming them is a slow a tedious process, I was wondering if there were any shortcuts that create a material and immediate assign it to the selected faces, or something similar that might speed this sort of process up?


texts: I have been following a tutorial on YouTube that instructs how to create a wrecking ball that uses a rigid body to smash some cubes. In the video, the person who created the tutorial made an animated video of the wrecking ball. How do I do that? Please help with detailed instructions (in Blender 2.7)!


texts: Is there a way to create a list of all available trackers of a scene?

texts:
I'm currently trying to write a first addon for blender and I would like to be able to have a drop-down menu where I can select one of all available trackers of a scene. (Just like what you can see in the "Follow Track" constraint.

Does anyone know how to achieve sth. like this:

Thank! Any help is much appreciated.


texts:
I am starting a business in 3D printing and I would like to ask you about Blender as a software for creating models of houses. Is Blender a good choice for this business?
For example: I would get a contract from architect to create a model from 2D plan. And now: Is Blender a good choice for this type of business? Can I easily create a 3D model of that plan and print it or are there any problems like wall thickness and so on?


texts: How can I create a shortcut to activate / deactivate multiple checkboxes?

texts:
I would like to create a shortcut to activate/deactivate (Occlude, Cull and Normal) checkboxes at the same in Texture Paint mode with a single key.
Is it possible? or is scripting required for something like that?

Thanks!


texts: Exporting animation F-curve points from the Graph Editor


texts:
I am trying to make a robotic eye.
The colored places you see on the outer shell are the flaps like airplane wing flaps. So they need to change their angle and their position depending on robotic eye's grand position.
Should i go for coding or there is a much more easy way? like character body movements animation.
best


texts: How can I solve this skinning wrong in blender but good in FBX and unity?

texts:
Hi, I spent my day try to resolve this twisting skinning issue but didn't solve it.
My tail bones are not twisting as you can see, the Z axe is always up. The deform bones have copy transform constraints on bones which have "damped track" and "stretch to" constraints. If I disable the constraints and move manually the def bone of my tail base, it's ok but since I activate the constraints the skin twitst but not the bone. I exported it with the twist skinning issue to see what happends in unity.And surpris! In unity the skinning is fine. So I re-import my fbx on blender et as in unity the skinning is correct too.
So I deduce that blender misscalculate the skinning of def bones sometimes because of the constraints : the bones have correct rotations but the skinning dont get it, or I miss something ? Is someone can help me tu understand please ?
Thank you.
P.S: the twist skinning happens only in a short range of rotation, I think it's linked to the damped track solving
P.S2: sorry for my bad english
Edit: for more precision : preserve volume option is disable and the limit vertex is 4 as you can see below:


texts: Choosing a video file format when rendering doesn't work

texts: When I want to render my scene as an animation video, I choose mp4, ogg....etc but the resulted file always is .dvd, why is that happening? I'm using version 2.72


texts: No Grease Pencil Option Showing (at all)

texts:
I've decided to learn Grease Pencil for 2D animation in Blender, however the option for Grease Pencil isn't showing up at all.

I've downloaded 2.79 for Mac (as screen capped) so I don't know what I'm doing wrong, is there something else I need to download to get it to work?

Any help is greatly appreciated, Thanks!

Gemma


texts: How to make hair dynamics work with surface deform modifier and cloth simulation to make a blanket with tassles?

texts:
I'm trying to 'drop' a blanket with tassels onto a sofa using cloth simulation and am having trouble making the tassels behave realistically. I am using the surface deform modifier to deform the blanket using a simple subdivided plane, and am then applying the cloth simulation to that plane.
I have used a hair particle system to add fringes to the blanket, and have turned on hair dynamics. However, when I play the simulation, the blanket deforms fine but the fringes don't behave very dynamically. Either all the fringes stay in exactly the same orientation, or several of them end up facing upwards and in both cases they don't deform along their length at all, behaving more like solid rods than tassels.
Blend file can be found here


texts: I'm new with blender. I'm currently watching some tutorials but I'm having a hard time figuring how to fix this sub-menu when adding mesh (Alt + A ) I can't change any values and suddenly disappear. I tried to show that option but still doesn't work for me.


texts: Is 3D viewport render time exposed in python?

texts:
When 3D viewport is in render mode, ie SpaceView3D.viewport_shade = 'RENDERED' Can the  render time be gleaned or estimated using python?

3D view in rendered mode taking 12.63 seconds.


texts: I have some problems importing UDIMS into Blender. The model was originally made in Maya and the UDIMs were created there in the tiles 1001, 1002, 1011 and 1012. The model was then imported to Substance Painter and textured. The Model was exported from Maya in FBX to both Substance and Blender. When I import the model in Blender the first image on 1001 is imported correctly when in "single image" mode but when I set it to UDIM Tiles it failes to load.


texts: [SOLVED} How to pose Root Bone from Blender 2.8 to UE4

texts:
SOLUTION:
https://forums.unrealengine.com/development-discussion/animation/1823331-how-to-pose-root-bone-from-blender-2-8-to-ue4
Given
As you can see in the image, I believe I correctly named my objects - namely, 'root'.
When I export the armature from Blender 2.8 to UE4, the bone hierarchy in the skeleton looks fine too. It matches the default UE4 mannequin as far as the root, pelvis bones, etc.
Issue
As you can see in the .gif, the root bone does not move with the rest of the skeleton. I've been stuck on this for quite some time now. Would really appreciate help
(Not mixamo skeleton)


texts: How to select all identically faces on object

texts: Hello, how can I select all faces that are identicall as those I already selected. Those are strawberry seeds, and I want to select them all at once. Is there some useful tool to help me with that? Thanks


texts:
For example the lines on this monkey render show pointed edges instead of a smooth curves. How can the lines come out more smooth?

Current Line

Smooth Line


texts: Blender 2.90.1 Having trouble importing from Make Human

texts:
Since moving up to blender 2.90.1 I am no longer able to load my mesh bodies from make human to blender. has anyone else had this problem? or can anyone else recommend an app similar to make human that works with blender?
I figured it out. .MHX2 i could not find in the import list on blender even after installing all the addons from Make Human however .dae imported over without problems. Thanks


texts: loop works only for 4 frames any idea why?

texts:
I'm trying to use scripting to create jumpy cone for fire purpose, and the loop works only for 4 frames, any idea why? Thanks in advance

import bpy
import random

for object in bpy.data.objects:

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

    string1 = object.name

    for o in string1:

    if (string1.find("Cone",0)!=(-1)):

        object.select = True

        c = 2

        a = random.randrange(10,30)

        b = random.randrange(3,6)

        a /= b

        # make each object that string1 find, "ACTIVE"
        bpy.context.scene.objects.active = bpy.data.objects[object.name]

        object.scale.z = a

        bpy.context.scene.frame_current = c

        bpy.ops.anim.keyframe_insert_menu(type='Scaling')

        c += 1


texts:
here is the link for the addon:

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/bprojection

But I don't understand how to install this, apart from installing zip files as I've done that before.


texts:
I was changing some render settings, now for some reason when my image finishes rendering it turns solid white.

Here is the file.


texts:
So I upload to mixamo and then import FBX to blender. I repeat the same process but for a different animation. I then go into blender, into dope sheet. Delete the X and Z keyframes and line up the animations via the NLA tab. I then keyframe the location of the object/character. This is the method to ensure multiple animations on the same object work correctly, otherwise the animations would revert back to the original position of the object.

My question is, when the animations transition - for example...  running, kicking and then celebrating.

Between transitions it flickers and does not look entirely normal. How do I fix this?


texts:
Is it possible to pack the smoke cache files into the blend file, like can be done with images?
How can I do that? I only need the cache of one single frame.


texts:
I'm creating a model of a road to use in Unity. The edges need to be able to tile so I can link multiple parts together. I made a UV map and edited it in Gimp. I used the seamless filter in gimp to make the top part of the road seamless, however I'm still getting a line on the very edge. Any ideas on how I can make a better texture for this?

Unity

Blender


texts:
I have a mesh that is generated by another system that I do not have access to. I need to make game ready assets out of it and part of that job is to make LODs. I came across an issue where once the mesh is decimated I get texture bleed / texture distortion. I looked at the texture that comes with a mesh and it has thousands of small UV islands and a few large ones.

So, I decided to use Smart Project + Repack UVs + Bake to try to reUV this mesh. Generally speaking that works, but here and there I would see small black areas. I eventually figured out that those are caused by super tiny UV islands that were less than a pixel size during the bake process.

Another issue I ran into is that during smart project some UVs end up overlapping and it results with parts of a mesh texture imprinted on a adjacent areas (like couch imprinted on the floor and floor imprinted on the couch). I am not sure why repack UVs doesnt help with that. Only thing that helps is either making angle for smart project smaller or smooth vertices a lot (restore their position after).

Any ideas on how to improve this? I generally would like to create a UV map with less islands, so that i have less issues with LOD creation. This process has to be fully automated.

Maybe there is another way to create LODs without messing with UVs that doesnt cause texture bleed?

Original texture (each box is a separate UV island):

Full res couch:

Black triangles:

Imprint issues (overlapping UVs):

Note: I also struggled with creating an algorithm that would help me find UV islands. This is a single mesh, so my best approach was this:
1. make a list of all faces (some meshes have millions)
2. get uv for one of the loops in the face
3. do this for each uv bpy.ops.uv.select(location=uv)
4. then this bpy.ops.uv.select_linked()
5. grab selected faces (which would be an island)
6. remove selected faces from the list
7. go back to step 2
On some meshes this would take hours.
Is there a better way?

I know this is a lot, so thank you for even reading this. Thanks for any help!

Cheers!


texts: Why is the "render engine" selection menu missing?

texts:
The dropdown menu to select the render engine (e.g. "Cycles", "Blender Internal", "Blender Game") isn't showing up:

I compiled Blender myself (SVN r56975), and although I've enabled WITH_CYCLES with CMake at compile time, the Cycles addon warns about missing script files. But the "Blender Game" option should still be there.


texts:
I've made a smooth curve on my model,(subsurface modifier is applied) But when I add more loop cuts on the top side of my mesh, the smooth circle gets distorted. I want to be able to add details where the curve is without distorting the initial curve. I tried moving the vertices around, but the curve becomes jagged and messy. Is there a way to achieve adding more geometry without tampering the curve?

Thank you.


texts:
I've recently begun to learn sculpting and use YouTube video tutorials for the same. But almost all of these tuts tell me to use a cube and use Multiresolution Modifier to smooth it.

My end result looks like this

As you can see, it looks block-y. A solution to this is to keep subdividing till it's smooth. But I want to know if there's another way to get smooth material to sculpt. Here's an example of the kind of material I want

https://youtu.be/NI6pd4Ym9qI?t=4m20s

Also, I used two cylinders to make the horn-y part of the hair because there wasn't enough material in the hair to grab. How do I sculpt hair like it's shown in the video?


texts: How can I find an specific F-Curve given an action name?

texts: Given action name, a data path and an array index, how can I find the F-Curve associated to that action?


texts: Changing section shape of a torus to produce a wheel rim in v2.72

texts:
I am new to blender (v2.72).
I wish to create a multi-spoked  wheel as used on sportscars etc since 1900s.
The rim section is a stepped flattened v.
In programs like solidworks and ansys I could draw a curve, extrude it around the axis of rotation, and then give it the necessary rim thickness.
In blender I looked at creating a torus and modifying the cross-sectionl shape, but I get lost in the interface.
Anybody been here before?


texts: Can we render a sky layer with transparent layers?

texts:
I am using a transparent alpha in the shading menu, while rendering my layers, so I can later composite them together.

Question is, is there something like a sky layer that would go on the bottom?

Possible fork of this question - 2. is there another way of compositing two layers on top of each other? Can I pull an alpha from a layer with the transparent option off?


texts: What's the fastest way to select every other vertex of an edge ring?

texts: What's the fastest way, without using Python, to select every other vertex of an edge ring with an even number of verts?


texts:
I am creating a path for the camera in a scene. I need the camera to follow a NurbsPath, and then half way through the path, it needs to track a certain standing object. In order to do that, I am using two different camera constrains. One is "follow track" that applies for the entire clip. The other one, is  "Track to” which take place in the later part of the clip. The problem is I can’t figure a way to do that smoothly. So far… I created two different clips (one with one constrain and the other with both) then created a third track between the camera position between the two. However, the results were not smooth and the camera swerved a lot in the middle clip
I wonder if you can come up with a better way of doing this.


texts: I'm having a problem with the visiblility of an object just in cycles

texts:
Im having a problem, an object is invisible in cycles, in eeve and in 3d view the visiblity is normal.
For detail, the object is invisible but selectable like its there but not visible and I'm using blender 2.90.1.
Thanks in advance.

this second image shows that it doesent have a texture.

I leave the file on a google drive
link < (this is the link)


texts: How many ray tracing samples they used in theater animation?

texts: I am assuming that box office grade animation (Moana, Zootopia, etc.) used ray tracing physically based renderer like Blender's Cycles, and so the amount of tries to sample per pixel is needed. I would like to know what amount of sample setting they usually use to achieve that level of quality? Basically I have never seen anything like fireflies noise in theater like in my personal rendering.(If you know a rough number of computer specs, # of computer in a cluster they use that would be really helpful)


texts:
I'm trying to figure out what's wrong with my driver, it's not doing anything at all.  Here's the setup for my driver:

When I rotate the arm nothing happens!

As you can see the value for the shape key didn't change at all.  What am I doing wrong?  Please help me fix this, thanks!


texts: Painted texture is not rendering in Cycles

texts: I have added a jpeg file in the texture paint option (tree bark) and it automatically added the texture to my tree. But only in solid mode. If I want to take the internal rendering (no matter which -→ same problem on all) it doesn't render the bark. Only the leaves. I can see the tree trunk itself too, but in cycles it is rendered like in solid mode. I didn't use nodes. Only the external modular tree addon (nodes) Just imagine, you are in solid mode, than the trunk looks like the texture on the right side of the uploaded picture.


texts: Is there a way to call an operator when a toggle is pressed? For example, suppose the users presses the X Symmetry toggle when in Sculpt mode. Is there a way to call an operator when this happens? Or do I need to use a modal operator and check every time if the toggle has changed?


texts: How to "Chamfer" or Bevel Outer Edges of a Plane like in 3DS Max?

texts:
I've been following Grant Warwick's hardsurface modeling essentials video on Vimeo, using Blender 2.80. Following the tutorial, I've made a basic hill-type shape by extruding a plane multiple times in edit mode.

Warwick, using 3ds max, was able to select the outer edges of the mesh and "chamfer"/bevel it. I used the knife tool to show what he did:

When I try doing the same in Blender 2.8, however, I can't seem to bevel the outer edge of a plane/mesh. So, I try adding a loop cut instead. But the edge flow doesn't go all the way around the mesh; I can only add one loop cut vertically, or one cut horizontally:

Is there a way to bevel an outer edge of a plane/mesh in Blender? How can I do what I did with the knife tool, to get an even edge without too many manual steps? Is that possible in Blender?


texts: How to make sharpen node in cycles material editor?

texts:
Have anyone tried to make node (effect/filter) like in substance designer (Sharpen) in cycles?

Example:


texts: I need to insert keyframe for the pose I have made in posemode. How can I do that? when I hit i it writes some error (keying set failed to set any keyframes or something like that)


texts: Parent to vertex, object change position when applying skin modifier

texts:
I have a little problem whith vertex parent. I'm working on a softbody cable, and i need to have a simple on/off switch attached to it. Everything is fine, until i apply the skin modifier.
Make a cable (multiple vertex) and add softbody. Without skin modifier i add an empty and vertex parent to three vertex on the cable. Start the animation and everything works great. the empty follow the cable.
As soon as i enable skin modifier (to solidify the cable), the empty immediatly offset to new position. I try applying scale, rotation ecc...
the only difference i notice is that mark root some vertices in the skin modifier change the empty position to another location.
I will post the blend file example. Try to switch skin modifier on/off and start the animation to see the different results.
Many thanks!!!


texts: Glass / jelly material speckled with fireflies

texts:
I'm working on an animation where a cube of jelly falls from the sky (it's best not to think too hard about it).

.

Here's frame 45:

There are loads of speckles, which I've learned are called "fireflies" from this post. I tried the despeckling suggestions at its referenced link, but each of them has a pretty serious problem.

For instance, if I turn off caustics, the fireflies disappear, but the bottom plane of the jelly where it contacts the floor turns black. It only makes sense, I guess; blue filtered through red would be black, and if there are no caustics, light can't bounce to the floor.

If I keep the caustics and denoise the RenderLayer with the default settings, the jelly gets all splotchy and dirty-looking.

I've also tried making my lamps bigger, which does make the bottom more visible, but the fireflies are just less bright, and the shadows fade too:

Ugh. Other things I've tried:

Increased the render Sampling samples to 1024; no help. I accidentally set the preview samples to 0, and came back in 3 hours or so; it had reached 30K samples and the fireflies were gone, but c'mon, 3 hours?
Increased the render Light Paths transparency and bounces. I've tried lots of combinations, I can't even remember them all. Mostly increasing max, diffuse, and transmission (the cube has no glossy or volume shaders).

Could someone explain where these fireflies are coming from, and how to get rid of them without losing my shadows, my bottom transparency, or my render time?


texts:
When I put Blender in the background for some minutes, it likes to stop responding. But this time, the console was open and I got this message:

AL lib: (EE) ALCmmdevPlayback_mixerProc: WaitForSingleObjectEx error: 0x102

Can you tell me what that means? Googling it only brings up Minecraft Stuff

My Specs:

Win 10 x64
Blender v2.78 using Blender Render
AMD Radeon™ RX 460
8 GB RAM


texts: Where do I edit the the keyframes of a bezier curve path animation?

texts:
I made the camera move on a bezier circle path using the following tutorial.

I would like to make the motion of the camera to be slow in the beginning and the end of the timeline, however, I couldn't find the the keyframes in the dope sheet. I also want to edit the motion curves in the graph editor, I couldn't do this as well. Any idea where can I find those modifications?

In the outliner, it shows that there is some keyframes for editing, I just couldn't find where to do it.


texts: viewport and final render doesnt match up, HDRI doesnt show up

texts:
so i'm a newbie in blender and i don't know what happened to my scene, but my hdri doesn't show up in the final render while it works just fine on the viewport. Please help me, Thank you.
viewport:

render:

additional information please contact me right away


texts: While trying to make a walk/run animation CTRL+SHIFT+V doesn't work correctly

texts:
So, I'm following a tutorial to create a character + his walk and run animations.
The tutorial says to create half an animation and then we copy and mirror the 2nd half.
In the video - everything mirrors correctly for the guy, but for me mirrors the upper half of the body correctly (same position, angles etc. of the arms), but legs get deformed a bit.
As seen in these pictures (frame 1 and frame 9 which needs to be opposite to frame 1)


texts: Make hair in Blender Internal, but render in Cycle, realistic skin in blender render?

texts:
Even though I have made a character and applied material and some lightning effect, I still can't get somewhat skinny color - somewhat red as like real one.

In this video by Andrew Price, the object is not so real, but when rendered it gives very realistic image!

And I want to make hair for my character. I found every one using Cycles. But when I do Cycles render it takes forever, about half an hour for an image. So I want to make hair in Cycles and later choose Blender Internal. What will happen if I do so?


texts: How to change vertex group weights of a mesh based on active shapekey?

texts:
Not sure if the title is right, but here is my problem:
I have a Jacket mesh with a shapekey that makes it into a jacket tied around the waist, the jacket is controlled by the character's armature. I want to change the weights of the jacket's vertex groups when the waist-shapekey is applied so that the waist-tied jacket is not deformed with the character's chest, shoulder bones etc. as those bones should not influence the jacket anymore. How do I go about doing this?
Example:

The first image is the normal mesh with bones deforming it correctly.
In the second image the shapekey is applied and I want the red bones to no longer deform the mesh as seen.


texts: Rendering at 256*224 without blur/image filtering

texts:
I'm quite new to Blender and I've been using it to make digital art and animation in the style of old PS1/N64 games.

I was trying to render a frame at 256*224, and while in the render dialog window it seemed fine, when I opened the exported image elsewhere, instead of the sharp pixelated look I'm going for, the image just looks faded and blurry.

I did an A/B between a screenshot I took of the render dialog and the image itself, and you can definitely see one is sharper while the other is blurry. I'm still new to a lot of this but my amateur opinion tells me it might have to do with mip-mapping or texture/image filtering on render, but I'm not sure. Any help would be appreciated! I've attached the A/B images below.


texts: Where can I connect my OCC texture on a principled node?

texts: I am creating materials with node wrangler and notice it doesn't use the OCC textures ever, so I was wondering if you could point me to where to use it.


texts: Why do my particles in particle system fall down instead of evaporating to create smoke?

texts: Why do my particles in the particle system fall down instead of evaporating to create smoke? I must have done something dramatically wrong, for I have tried this smoke effect from particles in 2 separate files, and in both the particles just fall down. No smoke ever! Please help:)


texts: When I export videos they come out smaller - about 67% of the original file size (1920x1080). I set export to 100% Resolution, and I only get 67% of the image (starting from the bottom left corner - the rest is cut). The only way to export the whole image is to reduce the Resolution to 67%. I've tried various settings, but feel I must be missing something. Does anyone know why this is happening?


texts: Need help with this one piece! (Floral ornment)

texts:
So I need to do this handle in 3D. I already made that bubble top part, but I need that "Flower pattern", and I only have this reference image. How would I approach and make this ? Because modeling it with hand seems impossible..
Thanks!


texts:
I've been using blender for a couple weeks on macOS High Sierra and yesterday I downloaded something from blender cloud and blender wouldn't open after that.  The icon bounces for a minute as if its opening then freezes and says application not responding before anything even comes up. I tried deleting the add on & deleting blender and re downloading blender and then called Mac and they had me update my software to macOS Mojave 10.14.6.  None of that worked..
I tried going into security and privacy and there is no "open anyway" option.
Can anyone help me? I don't know what I did but I am already addicted to blender and need to get it working :) Thank you soooo much in advance


texts: How to use Displace and Solidify modifiers to produce constant thickness

texts:
I'm modeling an insect carapace with indentations for 3D printing using the Solidify and Displace modifiers, and am struggling to produce a dented surface with a (nearly) fixed thickness.
Indentations are generated using a UV texture and Displace. Using the Solidify modifier before Displace makes indentations on the inner surface opposite the outer surface, producing thin areas incompatible with 3D printing. Putting Displace after Solidify predictably produces inverted mushrooms around each indentation.

What I want is to have indentations on the outside and bumps on the inside, producing a constant thickness. Failing that, I'd be happy with a means to suppress displacement on the inner surface.
I know of one "solution" I've used before, which is to apply Solidify, UV unwrap, and texture only the outer surface. However, this considerably reduces subsequent editing flexibility. Is there a way to order/tweak modifiers (or use an alternative strategy) to get the desired result?


texts: Use color Material while in Edit / Wire Mode

texts:
I'm using topology for face modeling. I am following a face pattern used in Blender in the Sintel character. I'd like to see colored faces WHILE I am placing vertices and mapping out the face IN EDIT & WIRE MODE.

This is a screen shot of what I am working on. I am following a pattern and would like to map the colors on to what I've explained above in EDIT MODE. The orange is what I have selected to group-vertex as red regions of the face topology, which I'd like to see as light red in edit mode and not in solid mode which is what I've accomplished with some help.

Intended Wish List: Done in PhotoShop as what I want to see while editing


texts: Blender Rendering planes that should be transparent

texts:
It's my first time trying to use an Atlas to texture this simple tree and its foliage. That atlas included both albedo and an opacity mask, so I used both. When I use the viewport, the transparent areas seem to properly get cut out, but when I actually render the image, the leaves are blank gray planes and it looks terrible. I have no idea why it looks so different (new to a lot of this). I'm using Cycles, and didn't change any render settings.
My file is >30 MB, so I can't pack it. Adding some screenshots instead.
This is my foliage texture setup:

My image in the viewport:

My image after render, with all the strange planes and the weird wood texture:


texts: Tried to install 2.8 from .msi but I am getting an error 2753.


texts: Set up shortcut for object interaction mode

texts:
Does anyone know how to create a shortcut that will make this menu appear?

I'm guessing I need to use wm.context_menu_enum. And I'm hoping I just need the appropriate info to put into the 'Context Attributes' field. Can anyone provide that?

And how would I be able to figure that out for myself, so I can solve future problems?


texts: I am not getting the minor radius for even after scrolling down.

texts: when i am selecting torus this(image attached) is what i am getting and there is no option of changing minor radius.


texts: How to use drivers in order to allow a rotation of an object in the x axis to be mirrored as a rotation in the y axis?

texts: Is there anyway to make an object rotate for the same value in the z axis when the y axis rotation is changed. It is to rotate the door as attached, as it needs to rotate at an angle.


texts: is it possible to run a python script(with a Python IDE) that takes data from a Blender file and gives some results without running Blender itself.


texts: How do I make the goopy liquid outside the pipette/ dropper?

texts:
I want to make the liquid to look goopy and get it outside the dropper (most tutorials I see are for liquids inside the glass). I dont intend to animate it.
This is the dropper I've made so far

for practice (i'm still figuring out Blender). My reference image is

(this might actually be a photo).
Any more suggestions to make it realistic/ better are welcomed!
(I also am not sure about the tags for this post. Is this sculpting?)


texts: Blender assign armature to mesh: “bone heat weighting failed to find solution for one or more bones”

texts: I get this error working with Blender while I try to assigning armature's bones to an human mesh.


texts: How to get diffuse color of a material via Python?

texts:
Since I am used to code with Python in Maya I have trouble getting things to work in Blender.

I want to do something specific based on the name of its material that is applied.

But I am really confused with all the '[...].data.[...]' / '[...].ops.[...]' and it is really hard to remember all that stuff.

How do I get the name of the material of my selected objects. Note that I am using Blender 2.79.


texts: How can i slow down particles after baking

texts:
I have a baked particle simulation that is perfectly fine but way to fast, so I want to slow it down as you would do it in dopesheet in case of a keyframe animation.
I found solutions to bake particles to keyframes with one instancing object, but i got 5 in this case and planing to have even more.
And maybe there is a non python way, i'm not that good at it yet.
I would really like this custom-ability feature because its hard to see the speed of the simulation before baking and baking is slow with many particles and object instances.


texts: Fail to import images due to unicode decode error

texts:
I have added the add-ons, Import Images as Planes, and followed the same steps to import a PNG imagine as background or a plane. However, both of these steps failed with this unicode decode error.
The version of my Blender is 2.90.
Any help would be much appreciated.


texts: Can't see Physics tab in Properties Panel in Blender

texts:
strong text

I have Windows 7.Blender version is 2.79 and I can't see any tab after the wrench icon in Properties Panel.


texts: What this issue displayed in my UV a symptom of?

texts: I don't know what the term is for what is displayed, and therefore I can not search for the issue. It's messing up my bakes.  I'm hunting my mesh for the issue and ican't seem to resolve it.


texts: Is there a way to limit the number of CPU Cores used for physics baking?

texts: Is there a way (in Blender) to limit the number of CPU Cores used for physics baking, like you can with rendering?


texts: Exporting a shape made with modifier:boolean-difference

texts: I have made a new shape, using a boolean modifier. I subtract 1 shape from another, then hide the shape I subtracted & I'm left with the new shape. However. I am left with 2 objects, 1 being hidden, instead if 1 new shape. I want to export the new shape. ???


texts: How can I have an object not react to an hdri in eevee

texts: I'm making a water animation with objects hovering above it. I have an hdri set up to give the water better color, but my object hovering above the water is too bright. Is there any way to have the objects floating above the water not be lit up by the hdri but still able to be lit by a lamp?


texts:
My first project including rigging. No matter what I choose (Stick, Octahedral), the bones are displayed as point. When I choose B-Bone, its displayed a flat square. Something is not right.
Screenshot here: https://gyazo.com/b5687a0902673f920a6093212118eb76
Do you have any hints?


texts:
Hey Guys I' am struggling the whole time how I can mix a second shader to the place where the marshmallow swimming. When I take a second uv, the texture will have a square circle around the marshmallow..
Is there a method to draw a weight paint and make this as a uv?


texts: Link to objects that have links to other objects

texts:
I'm complete newbie in blender.

For example I have A, B, C models. Every model is saved in a separate *.blend file. A and B are linked into C as proxies and somehow transformed to form C. Then I want to use this C object as a part of some D model and trying to link it. Instead of linking C as a whole, blender offers me to link A_proxy and B_proxy separately. Is it possible to treat C like it is a single object?

I'm not sure I use right terminology. But I want C to behave as an inseparable group maintaining the linking behavior(this group will change when I change A or B).

Thank you for your help.


texts: How do you allow an object to rotate around an axis?

texts:
I am trying to create a wind turbine and I am wondering how to allow the blades to spin freely during the animation.  To specify,  I have a wind force field and a base with the blades of the turbine connected to  a rotor.  Here is an image:
I want the animation to start and when the wind blows I want the blades to spin but not fly away.  I would think that you need to use a rigid body constraint but after trying all the types it still flies away.  I am using blender 2.8.


texts: Copy Loc/Rot constraints of all bones with same name across 2 armatures?

texts: Any help on this would be hugely appreciated. I'm working with a difficult armature I need to animate. The mocap/animation plugin doesn't seem to be behaving well with this specific armature. The only thing I've found that works reliably is copying loc/rot constraints from source to target armature. It is incredibly tedious. Bone names are identical across both armatures, is there a way to automate this process instead of going through each bone individually and selection loc/rot? Thanks in advance!


texts: Cannot get camera / lamp aligned after importing DXF file

texts: I have imported a DXF file in a new scene. When I add a sun lamp and a camera I cannot get them aligned. This imported 3D model has a scale of millimeters. I will attach the blend file


texts: Operator addons with multiple texture inputs in Python

texts:
I'm fairly new to Python in Blender and working on an add-on to allow users to input their textures without accessing the node editor. I take reference from some of the codings within this website and create an add-on with one file input but still getting struck on how to do multiple ones(e.g. diffuse, rough, normal).

Here is my original script for one file input:
import bpy
from bpy.props import StringProperty, PointerProperty

class MaterialRoughnessPanel(bpy.types.Panel):

    bl_label = "Texture Input"
    bl_idname = "MATERIAL_PT_PANEL"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Material Parameter"

    def draw(self, context):
        layout = self.layout
        ob = bpy.context.active_object
        ma =ob.active_material
        row=layout.row()
        row.prop(ma.slot_setting, "rough")

def updateRough(self, context):

    mat = self.id_data
    node = mat.node_tree.nodes
    nodes = [k for k in node
            if isinstance(k,  bpy.types.ShaderNodeTexImage)]

    for k in nodes:
        k.image = bpy.data.images.load(self.rough)
        return k

class roughSet(bpy.types.PropertyGroup):

    rough: StringProperty(
            name="ROUGH",
            subtype='FILE_PATH',
            update = updateRough)

def register():
    bpy.utils.register_class(MaterialRoughnessPanel)
    bpy.utils.register_class(roughSet)
    bpy.types.Material.slot_setting=PointerProperty(type=roughSet)

def unregister():
    bpy.utils.register_class(MaterialRoughnessPanel)
    bpy.utils.register_class(roughSet)
    del bpy.types.Material.slot_setting

if __name__ == "__main__":
    register()

I try to do multiple inputs by telling Blender to access the maps with if...else condition. The script can execute but it seems that Blender is confused about the condition and texture input is not working as usual.
Here is the excerpt of the script:
def updateMat(self, context):

    mat = self.id_data
    node = mat.node_tree.nodes
    prxy = bpy.types.ShaderNodeBsdfPrincipled
    img = bpy.types.ShaderNodeTextImage
    imgdif = bpy.types.ShaderNoteTextImage
    if mat.node_tree.links.new(img.outputs[0], prxy.inputs[5]):
        spec = img

        nodes = [k for k in node
                if isinstance(k, spec)]

        for k in nodes:
            k.image = bpy.data.images.load(self.rough)
            return k
    elif mat.node_tree.links.new(img.outputs[0], prxy.inputs[0]):
        dif = imgdif

        secNode = [s for s in node
                if isinstance(k, dif)]

        for s in secNode:
            s.image = bpy.data.images.load(self.diffuse)
            return s

class materialSet(bpy.types.PropertyGroup):

    rough: StringProperty(
            name="SPEC",
            subtype='FILE_PATH',
            update = updateMat)
    diffuse: StringProperty(name="DIFFUSE",
            subtype='FILE_PATH',
            update = updateMat)


texts: Blender not rendering specified dimensions

texts:
I was making a channel art photo for my YouTube channel, and everything went smoothly. But when I rendered the image it wasn't the resolution that I specified.
I wanted the image to look like this:

But the rendering came out like this:

How do I make it so it doesn't do this??


texts: I need your help Blender suddenly became like this:


texts: What's the most reliable way of converting a material into reusable code blocks?

texts:
I'd like to convert certain materials into executable python code without having to re-code them from scratch each time.
While doing some initial experimentation on the principled shader, I realized that there are a lot of different attribute types and sub-attributes to handle eg. ShaderNodeBsdfPrincipled.input collection is holding 23 different structs:
<bpy_struct, NodeSocketColor("Base Color") at 0x7fe51de9b0d8>
<bpy_struct, NodeSocketFloatFactor("Subsurface") at 0x7fe51de9b2a8>
<bpy_struct, NodeSocketVector("Subsurface Radius") at 0x7fe51de9b478>
...

and calling dir(ShaderNodeBsdfPrincipled) yields:

['doc', 'module', 'slots', 'bl_description', 'bl_height_default', 'bl_height_max', 'bl_height_min', 'bl_icon', 'bl_idname', 'bl_label', 'bl_rna', 'bl_static_type', 'bl_width_default', 'bl_width_max', 'bl_width_min', 'color', 'dimensions', 'distribution', 'draw_buttons', 'draw_buttons_ext', 'height', 'hide', 'input_template', 'inputs', 'internal_links', 'is_registered_node_type', 'label', 'location', 'mute', 'name', 'output_template', 'outputs', 'parent', 'poll', 'poll_instance', 'rna_type', 'select', 'show_options', 'show_preview', 'show_texture', 'socket_value_update', 'subsurface_method', 'type', 'update', 'use_custom_color', 'width', 'width_hidden']`

Q: Is there any clever python trickery using "magic" object attributes or anything in order to store and restore the nodes, their attribute values and ideally all node connections as well?

If anyone would like to have a material for testing purposes, the following blend contains some kind of production setup (from Camera projection without generating UV's?).


texts: how to correct topology after boolean operation?

texts:
So I have used the boolean operation to create a spherical hole inside a cube and was wondering how I could correct the topology. The result of this was:
So I was wondering how I can edit the topology so I can use subsurface modifier or if it is better if I Use a different method to create the hole. If I should recreate it a different way than what would be a good way keeping in mind that this is from a cube.
Thanks!


texts: How to install Blender on OS X (Blender directories?)

texts: I need help installing Blender on OS X. I unzipped the file, dragged the folder to the Applications folder, ran Blender, opened User Preferences, went to the directories setup (File tab), but there were no directories listed. I looked in the manual, which referenced a folder which is not on my system, or, if it is, I cannot find it. Then, I read that I have to create each directory, but I don’t know where to create them.


texts:
Is it possible to paint vertex colors that are higher than one?

Vertex colors are exposed through the python API as floating point numbers. If this is how they're stored, they should happily accept any value without clamping to [0-1], even negative values.

Potential uses include per-vertex light emission or material hardness.


texts: Array of 3D circles with same center, and same distance between them, but different radio

texts:
I am new at blender, and this is where I am currently:

I got an initial circle, and applied an Array modifier (with an empty object in the center as object offset), followed by the Solidify modifier so after the scale the shape will keep the thickness. But the distance between the circles is not the same. How can I keep the distance the same?

the shape of each circle should finally look like this:

Any ideas? THANKS!

Reference image of the project:


texts: render albedo (color passe without shadow) blender 2.8

texts:
I have tried to follow these instructions but I am not able to recreate the steps in blender 2.8. I have asked this question before and one of the steps was to set the "diffuse" setting to "color":

But I cannot find this on Blender 2.8:

So how can I render an albedo using blender 2.8?


texts: Using Blender to map XYZ objects from Homeworld RTS Space map HELP

texts:
I am new to blender, and not a 3d artist.

I am making a map for a RTS game called Homeworld. The location of objects in this game are in XYZ coordinates of a 3d space.
e.g. "Player Object,{3607, -49, -71754}"

I will be adding new objects into a large script file, the game uses, with the X,Y,Z coordinates. There are so many objects and the space is so large it is hard to visualize where everything is.

What I would like to do is create a Blender workspace that is large enough to match the in game map size, X=47866.359375, Y=27599.160156, Z=44018.109375
NOTE: The blender does not have to be the exact same size I only need it to represent the same size so I can script in 1000's of objects and have a visual representation of where they all are relative to the 3d space.

I would then like to enter, via script, the coordinates so what I am looking at in blender is a map of objects in 3d space.

Furthermore, I plan to add objects in blender to place objects were I want them, related to all the other objects, and then script all the XYZ coordinates to a text file that I can then place in my game map script.

NOTE: To be clear I am not trying to get blender to make the game map. I am just using it to give me a visual representation of where the objects will be in the game.

Writing scripts is not that difficult for me, however after 1 hour in blender I still could not enter an object at, "3607, -49, -71754" without it being so far off my visual workspace that I could not find it.

Any help would be appreciated.


texts: I am taking some screenshots in the game engine, but I wondered about something. Is there a way you can have your background of your scene be transparent? I can take the picture into a paint program and give a transparent background, but I've wondered if I can do this in the GE. Any help is appreciated, thanks!


texts:
I have a linked library I am creating with a bunch of assets.  Example.  A modular house sections ie. types of roofs and so on, each section made of multiple meshes.

I need to quickly make houses and building with this modular system and then be able to edit the color ramp and/or material. I use a random node with a color ramp to make the meshes different colors. But each scene will need the colors modified without effect the original mesh in the library.

I have gotten as far as to be able to change a material color with a simple script, typing in the diffuse colors.  Which make me think as long as the material is on the object not the data it should be able to be overridden some how.  I have seen several posts around about similar issues but so far not any working solutions.

Thoughts?

Thanks

Amanda


texts: How can I make texture and material look like an MRI?

texts:
I have been using blender for years but only for pretty basic modeling and animation. I am trying to imitate the look of an MRI scan.

Does anyone have any suggestions for achieving this material/texture?

Also advice on how to model one of these images?

Thank you in advanced!


texts: Project texture out of view to Selected Polygons/Surface in Blender. - Sketchfab in video doin it

texts:
Sketchfab Video wih timestamb (19:25)

Hi there,
I'm working a lot with measurement and planning PVpanels, it would really help a lot if i could rebuild a House quicker than i am used to atm.

But that's not the question that i would like to answered, is there a way to Projekt the Part, that aligns in the view with some selected Polygons/ Surfaces, to the 3D Model as a texture. (As shown in the Video above)

This you see is done with just 2 Pictures, a photogrammetry scan would need alot more pictures.

There you can see, 1 Marked surface (Roof) with a Picture infront/aligned with the 3D Object. Rightclick and "ProjectPhoto" bakes the Seen Texture on the Object, he have to repeat all steps for all surfaces, and ohter Pictures from a different perspective. To get something like that:


texts: How to fix these lines/interior geometry that appears when I attempt to sculpt?

texts:
When I sculpt my model it appears to be alright but when I got to the point where I wanted to smooth it out and start working on finer details I noticed my model has lots of interior geometry that wasn't there before my sculpting started and it disallows me from interacting with those bits.
I can seem to get rid of the lines by any brush and smoothing/removing makes them extremely visible.
Nor can I simply go into edit mode to remove them as there are quite a lot and with dynotopo on 75 it would take a long long time to remover literally 10s of thousands of verts.
Remesh actually creates donut looking holes through those parts and any attempt to merge by distance or limited dissolve does nothing.
If I remesh and try to fill the holes it simply doesn't work and I am unable to select edge loops to manually fill them.
I can't select by interior geometry as it isn't detecting these as interior for some reason. Yet my normals are fine.
Here are some images of the problem:

and here's a link to a similar question I found, none of the solutions worked for me. Any help appreciated.
Ps. don't edit my question if you're gonna remove my niceties out of my question dude.


texts: Everything in the render tab is covered in blue

texts: I am trying to render an animation but everything is blue.  I've added lights but no dice.


texts:
I have a shape and I want to offset or contour the edges as you can see in the image below. Is there any add-on to offset the edge or any other method?

Here's the .blend file:


texts: Not able to delete certain materials from blendfile

texts:
I'm having trouble deleting certain materials from my blendfile.
In the example below you can see that the material appears to have multiple users while in fact there are no other objects in the scene that have this material assigned.

In the material browser the material shows as follow:
(however it should be called ''0 old Red Leather'' if no other users have this material assigned if I'm correct)

I've tried unhiding all objects, selecting linked materials by pressing SHIFT+L, saving and reopening the blendfile  but none of these methods seem to work.

What else could I do to delete these materials from the blendfile?


texts: So I was creating a smoke sim (in 2.82) and had a cloth fall onto the smoke to act as an obstacle, so that it would collide with the smoke, however it did not. I have set the cloth to be an effector but it won't move the smoke what so ever. What setting is there to help with this?


texts: How do I update the UV-map after applying triplanar projection?

texts:
How can I extract the new and transformed UV-map after using triplanar mapping? (box projection). The UV-map still looks the same as before and when I export the .OBJ it doesn't look like model in first picture.
So basically. I want the model to have a seamless design and where the design looks good from the side (PICTURE 1). So by applying the triplanar mapping to achieve this I want to then export this to another programme where it will look the same. However, now when I export it as .OBJ it has the regular UV-map (not triplanar or seamless) (PICTURE 2)


texts: I saw a tutorial where the guy right clicked on any object in the GUI (he chose Transform->Translate) and he got the Python source code for that panel with an indicator for the line where the operator is. That quite a neat trick. Unfortunately it doesn't work for me. I use Blender 2.9 and the video was from 2013.


texts:
I'm relatively new to Blender and have been using it to convert models from MMD and XPS format to SMD/DMX for Source Filmmaker.
My problem right now is that Source doesn't seem to recognize more than 2 (or possibly three) texture maps applied to a single area. The model I'm working on uses up to four, including the diffuse map, bump map, specular map, and light map. I can essentially only set up SFM to recognize the diffuse and bump map, but when that happens the model obviously loses a ton of detail those extra two maps provide.
Is there any way to combine the extra maps to import just two into Source without losing all (or at least as much) of the data? I'm not sure if I'm using the right terms here, but I hope someone can understand me!


texts:
I was following How to Make a Neon Sign in Blender  - Part 1 by Blender Guru and in this tutorial he could pull back the curves as shown in the picture 1
however im unable to extrude the curves, here is the picture attached . thanks


texts: How do i track down where image files are referenced from?

texts:
When packing external data into a blend file, it comes up with errors saying that several images are missing.  I have tracked down some of the images to materials which came with purchased models (and then deleted them from the material since the files don't exist, and are not that important) but after going through almost every material in the blend file, I still get an error on packing with some images still not being found.
Is there any way to find out where these rogue files are being referenced from.  Looking at similar questions I see some people recommend a materials manager add on which seems to put all images into single directory, but I can't see how that would help me find the materials that are referencing non-existing image files.
Just so annoying that I can't search for the images within the ouliner, and then see their parent material.  Hopefully I'm missing something obvious.


texts: I've been trying to sculpt this mouth in sculpt mode but I can't get the surface to enter enough inside the head or make the more detailed sides... Is there any tip on how to 'maximize' the sculpt brushes? Or any other tip would be very helpful, thanks a lot!!


texts: keyboard doesn't work with blender (OSX)

texts:
I've got this issue. My keyboard works fine in OS and other applications but when I start Blender have to hold down opt or my keyboard writes signs like: "ß∂ƒ¸˛√ªﬁø" instead of "asdfgh".

Anyone know why this happens?


texts: I downloaded Blender from the official website two days ago to make a VR project, and I saw someone on YouTube using Archimesh add-on to build a room and objects. I pressed ⎈ Ctrl⎇ AltU and tried to find Archimesh add-ton to activate it. But it's not there. I even tried to install it manually from GitHub, but still doesn't appear. Any suggestions?


texts: Does Blender use a Python Virtual Environment?

texts: .. This is probably a daft question to even mildly experienced developers.. I'm deeply noob when it comes to managing the bureaucracy of versions, dependencies... Does Blender create a Python virtual environment for itself? If so, how would I ensure I was working in the same one, if working outside the internal text editor / Python console?


texts: Single slider for transparency in Material Preview/Rendered display

texts:
My users would like to be able to adjust the transparency of their mesh objects with a single slider in the panel of an addon, where the transparency ranges from invisible to opaque.  The desired functionality is exactly like the functionality of the alpha channel of the diffuse color in Solid display mode:
mat = bpy.context.object.active_material
row.prop(mat, "diffuse_color", text="color+alpha")

However, we also have image textures in our scenes, which are only visible in the Material Preview or Rendered display modes.  Is there a way to reproduce this one single slider functionality for a transparency that is visible in the Material Preview/Rendered display modes?
More details:
I have been using a Principled BSDF node, but there are many different settings for the transparency, and none of them range from invisible to opaque.  If Blend Mode = "Alpha Blend", then the object is never opaque, but if Blend Mode = "Opaque" then there is no transparency.  The alpha channel of the Base Color is more helpful than the Alpha input of the BSDF node, but neither of them range from invisible to opaque.  And there are several other color settings, but none of their alphas help to achieve what I need.  I'm hoping that I've been searching down the wrong path, and there is actually a simpler way to deal with transparencies that is visible in the Material Preview/Rendered display modes.
Thanks for your help!

Following Gorgious' solution, I am now trying to link the full diffuse color as well, using the same method.  However, the resulting color isn't correct, I think the problem might be with deleting the variable and creating a new one for all three color channels, but I'm having trouble determining the data structure:
def attach_color_driver(mat, rgb_ind):
    color_input = mat.node_tree.nodes["Principled BSDF"].inputs["Base Color"]
    driver = color_input.driver_add("default_value")[rgb_ind].driver
    [driver.variables.remove(value) for value in reversed(driver.variables.values())]
    var = driver.variables.new()
    target = var.targets[0]
    target.id_type = 'MATERIAL'
    target.id = mat
    target.data_path = "diffuse_color[" + str(rgb_ind) + "]"
    driver.expression = "var"

attach_color_driver(mat, 0)
attach_color_driver(mat, 1)
attach_color_driver(mat, 2)

This displays green as green, blue as cyan, and red as green.


texts: Blender can't find GPU on Quadro 4000 and Quadro 2000M

texts:
I've spent several days trying to figure out why Blender can't find my GPU in both of my workstations. On one, I have Quadro 4000. On the other, is Quadro 2000M.

One year ago I was able to install a special CUDA build from Graphic all and that version found my GPU for some reason. That version is now deleted from my PC, but none of the official builds of Blender show my GPU which is totally weird because there is nothing wrong with my hardware.
It feels such a waste of time digging for secondary builds on Graphic all when I know my hardware deserves better and I simply cannot understand why Blender refuses to find my perfectly fine equipment. (HP Z Workstation 420) plus another Z workstation laptop, on none of them finds Blender my GPU but Blender works fine on my CPU.

I have the latest Nvidia Quadro drivers for my graphic cards plus CUDA toolkit installed and all of this is perfectly healthy and running outside of Blender. Blender simply cannot see my existing CUDA stuff, visible in Nvidia Control panel.

My GPUs are not visible in ANY build of Blender (2.79 Official Stable Newest, 2.8 Official) I've installed so far, as I mentioned only was visible/usable (the GPU) in that single rare GraphicAll one (build) which I can't even find anymore. Forgot what to search/Google for.

Any tips would be super amazing.
Thanks

(Update: I was able to install 2.79b and it finds my GPU but it would still be nice to be able to use GPU on 2.8 which is still Mission Impossible for me) :/
// Daniel


texts: How do I attach 2 objects if one has been appended from another scene?

texts:
I am working on a character and I made the hands for it in another file. I appended it to the file containing the character. I am trying to attach the two together, but they are 2 separate objects in the outliner.

I am trying to snap the 2 objects together similar as how it is done in the  video here at 12:38

The body has the mirror modifier applied if that means anything.

Thank you.


texts: how to mask an object so that it emerges from the floor

texts:
I'm just trying to get an object to come out of the floor (the floor is real footage and object is just motion tracked in)

Now the floor I want to be invisible so it doesn't show in the final render, but still hide the cube until it passes through.


texts:
Blender 2.80
Hi, looking for info on best practices for Addons.
What are the benefits of installing to "Roaming" vs User and are both path location needed?
I would like to have Stable and Beta version access Paid Addons. (FLIP Fluids, etc.)

USER
%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.80\

SYSTEM
%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.80\


texts: "Main scale" control on a material from Poliigon Material converter

texts:
Where does this neat control come from?

I noticed it on materials from Poliigon Material converter. Never seen it before. (I am new to Blender though.)
The control does not get preserved when I clone the material. (I could not find anything missing or anything extra in the Shading editor when comparing the original and the cloned material.)


texts: How can you smooth out the transition between these two objects so that they appear seamless?

texts: I have two objects. One is the club head which has a subsurf modifier and the other is the shaft which doesn't have any modifiers. Is there a way to smooth out the transition between these two objects so that they appear seamless?


texts:
Pretty much the title.

As you can see on the image, grass and leafs texture is working, applied and looking not that bad.
However, the bark texture I applied to the tree is showed just as a close color. I'm pretty new in Blender, so please could you throw some advices?
Also when I go to UV Editor screen, there is no texture.

Tell me what further info you need and I will provide!

Thank you so much for your time!


texts: How to render a collection instance but not the original collection in blender 2.8?

texts:
I am using blender 2.8.
This is a contrived example, I am working on another project with many 'assets'.

I have created a collection called 'gizmo', grouped under 'Assets'.
This is at (0,0,0) in world space.  I turned off render for this collection.

Now I add some instances of gizmo in my scene, and arrange them. For these I set render on.

When I render the scene the gizmo instances are not rendered unless I turn on render for the original collection (gizmo). But I don't want to render the original because it's at 0,0,0. What I expected was for the collection instance render setting to be used rather than the asset render setting.

Is this a bug or is it intended to work this way? is there some other better way for me to achieve this?


texts: The only place I am aware of is the Features & Proposals section of the official wiki.


texts:
I finished my work and I want to render everything. The object and the background.
I use the nodes to cast a shadow on the background image. I did this thanks to a tutorial on youtube. But the guy doesn't show how to save or how to render this final image made with the nodes.

Here are my nodes with the final image in the background and the result I'd like to get in my render:

Here is the result I get when I press the Render button:

As you can see, it only rendered my renderlayer, which contains the mesh plane and the strange rock and that's not what I want...


texts:
I am using blender to make an animation in 2d: a couple of arrows move over an image to explain something. However when I render the animation 900x728 it shows a different cut than the original image which is also 900 x 728.
This does not happen in avi raw, but that file will also show the cropping when opened in a video editor. What is going on here?


texts: How do you exchange an object/mesh between two separate rigged armatures

texts:
I have a two people walking down a path. One is carrying a bag (guy1) and passes it to the other person (guy2)

I can easily attached the bag to guy1 but I can seem get the exchange right! Im using the Child of constraint to parent the bag to Guy1 hand but it doesn't seem to work further then that.


texts: I've been using blender 2.8 for past two weeks but I can't use HDRI image as environment if I apply that I'm only getting a  color


texts: Detect Viewport vs Rendering in Geometry Nodes

texts:
I'm trying to scatter some grass on a terrain. With the particle system, you could set different density values for viewport vs rendering. I was wondering if there is a way to do the same in geometry nodes? I looked at the various nodes, and couldn't seem to find one that detects the rendering environment.
This seemed like a pretty essential feature, so I figured there must be a way.
Here are the nodes:

Thanks


texts: What is bone space, armature space, object space, world space, local space?

texts:
So, I thought I understood Local space and World space but then I started seeing "Bone space", "Armature space", and "Object space" in tutorials. Now I'm just so confused. How do Bone, Armature, and Object spaces compare to World and Local spaces? I tried searching to no avail.

You don't have to go into detail. I'm sure I'll be able to figure things out in a minimal amount of information.

Thanks! :]


texts: Make an object only visible from a certain angle?

texts:
I am modeling a cartoon character with a mouth that is designed to only be displayed on a single cheek, not in the middle. Its parent is a head mesh. I made two copies of the mouth: one on the left cheek of the head, the other on the right. I am wondering if there is any way to make the mouth on the side of the head that the camera is not primarily facing disappear? (i.e: if the camera is directed to the left side of the head, then the left mouth is visible, but the right one is not, and vice-versa.)

Because the camera is primarily facing the left side of the model, I need the right mouth (higlighted) to disappear.

I am using Blender Internal.

Blend file: Blend


texts: User interface Scripting Issue Rigify Multiple Rigs Appended

texts: So I have created two characters in two separate blender documents. I used rigify to create a rig for both of them. I then appended both characters into the same blender document. The first character appended worked properly.  The user interface for rigify was complete with all of the animation tools built into rigify. Then I appended the second character.  The user interface script didn't work properly as the controls for the tools built into rigify were missing. How do I bring in multiple characters and have each of them have their user interface intact? There is a rig_ui.py script that was appended with each character. It seems the script runs once for the first character, then on the second append the script can't handle a second rig. How can I solve this problem?


texts: make link - object data but keep original scale

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i have a city layout made of cubes of diffent sizes. im trying to replace those cubes with some building models while keeping the size of the cube.

the tool make link(object data) get me close to what i want but its not keeping the original scale of my cubes. if the scale of the cube is set in object mode the scale is way too big. if the scale of the cube is set in edit mode the cube take the exact scale of the building model.

so basically i would like to have each boxes replaced by the model but keep their dimensions.

any idea how i could achieve this ?


texts: My config trying to find color management, how can I make it gone?

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This is my config from last workplace. My technical director write something into it and now blender trying to find color management. I don't want blender to write this titles. Raw/new blender don't write it. But I need my config. How can I make it?
+ I don't need Aces at all. I need standart srgb. I just want blender not try to find Aces on startup


texts: How to cut hairs in two pieces in blender?

texts: I'm wondering how to animate a scissor to cut Long hair in two pieces and the second fold down.


texts: How to place image texture over procedural texture?

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My main target is to put image texture over procedural glass texture. I try to follow youtube tutorial(1 image), i just started, but i faced two problems. First in tutorial BSDF overlay each over, in my case they mix with each over. Second when i connect alpha channel of image texture with Fac of Mix shader my image texture gone black.
Did i missed something or it`s all because of different versions?


texts: Recreating the Animation Nodes FCurve Animation Offset Template

texts: Hi i've been trying to find a way to create and control traffic (thats also flying) in a large futuristic city scene. To do this I'm trying to re-create an old animation nodes template that I feel will solve the problem but i keep coming up short. Does anyone know the layout of the subprogram for this video? https://www.youtube.com/watch?v=SsrQk1kiGF0&t=75s


texts: How to get back the 'Add ' menu after performing any other action?

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I would like to know how I can get back the 'Add ' menu which disappears after performing any action.

I tried F9 key, F6 key and T key which I knew after some Googling but they didn't dork.

I'm using Blender 2.80.


texts: what modeling tool is being used to shape the meshes in the linked video demonstration

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In this animation (from this video) the artist appears to be using a tool that lets him select a vertex, then move the vertex around in such a way that the other adjacent vertices also move, but not as much. The tool appears to create a circle that the user adjusts the size of in some manner.

What tool is he using in this video to shape the spheres?


texts: Offset in selecting frames on the timeline

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My Dopesheet shows different frame to the one in timeline making such the whole project unsynced.

I noticed that when passing the frames in Dopesheet when I select frame 24 it jumps to frame 26, while timeline shows frame 25. At frame 50 it does the same thing.

It goes accumulating, so when I get to frame 500, the difference is like 12 frames. Anyone experienced the same thing? I don't know how to get back to sync it again.