texts: Rotating an Empty at a constant speed, through a Python script

texts:
I want to make a Python script that rotates an Empty at a certain constant speed.  The python script will rotate this empty for a certain amount of time, and then it will stop. Does anybody know how such a Python script can be made?

The idea of a certain speed, is that I want the empty to rotate along its local axis, a.k.a its own origin, and completing two pi radians in a certain amount of time, so it will rotate a full revolution in time (t), and I want this time to be a variable,  so I can adjust how fast the rotation is.

My idea is that I wanted to parent a propeller or any other object to this empty,  and when the empty rotates,  the propeller will rotate as well.


texts: How do I mirror what I am doing on one part/side of the mesh onto the other?

texts:
I am trying to make a symmetrical mesh were everything I do on one side get mirrored onto the opposite side (opposite axis) side

I came across many tutorials explaining how to mirror what's on one mesh onto another but these are from pre 2.8 and what I neeed is for the same mesh to be mirrored just on different sides.


texts: The Bevel is not normally applied to a specific edge of the connected edge with Subdivision surface

texts:
Some problems arise with the application of the Subdivision Surface modifier when trying to create the following model:

If you look closely at the picture, the bevel did not apply properly on only one edge.

I also put a set value in the Crease for the edge. However, the edge is described as strange as follows.

Q.Is there a way to make the edge look like any other beveled edge?


texts: I'm trying to follow a tutorial in youtube but i don't have a bolt mesh . What should i do?

texts:
The tutorial is in this link: tutorial

In minute 9:46 he is adding a bolt: Add > Mesh > Bolt
But i don't have any bolt mesh in the menu or sub menus of Add > Mesh

I saw someone else added comment about it but not one gave him answer.


texts: Why isn't the car straight when following a curve?

texts:
I have made this small animation with drivers with the help of this great community.
Unfortunately my cars are following the curves in one direction in a wierd way like this:

on a straight line i would have expected that the green car is exactly on the line...but it isn't. Can anybody tell me, why this happens? or how to make it right?
my settings:

blend file:


texts: How to combine Cycles and Blender render god-rays?

texts:
I have tried to add a new scene (Merge) and in the compositor I've added the renderlayers from each scene and then merged them with Color>Mix>Screen.

It seems like there should be a better way.

I also tried to use the File Output node without success.

Here is some test using the suggested methods, still testing:

Here is the Alpha with the invisible selected.  I think this is it!


texts: How to cull the backside of a mesh but keep the lights inside?

texts:
First off: the "backface culling" option for materials doesn't seem to do anything.
Second: I got the effect I wanted (almost) by using the Geometry node to mix a Transparent shader with a Principled BSDF using Backfacing as the Factor:

I need to keep the lights inside the rooms "trapped". The light should not be escaping like it is. How can I fix this?


texts: In Blender 2.8, can a object be both masked (Holdout) and Exclude for a given View Layer?

texts:
It seems that Blender 2.8 doesn't support Mask & Exclude together. It is important in motion graphic for example. Or I am overlooked something?

I know that I can turn off indirect contributions from the object properties, but that would be a problem, because I need to use the same object on another layer.

Blender 2.79 (object is masked and excluded)

Blender 2.80 (object is masked, but can not be excluded together)


texts: Is it possible to export SVG 2D animation as path using Blender?

texts:
Hi everybody I am new to blender,
I have seen this animation
I would know if Blender is capable to export this kind of file as SVG path using Grease pencil or other mean?
Also when I am downloading the file the SVG size is 4.6MO, I would export the path of the file to limitate the amount of memory necessary to implement the file in my webpage. How please can I do that?
thanks


texts: When I press F I'm getting sharp corners, they should be smooth like the others

texts: When I'm pressing f to fill the empty place I'm getting those two sharp corners and I don't know what to do ... I'm a beginner and honestly, I don't know how to google my problem cause I don't know...


texts: Black border around scaled strip with alpha over

texts:
When downscaling a strip in the VSE, black borders appears around visible edge pixels.
This is noticeable when overlaying (alpha over) the strip into a lighter background.

In this example, a yellow color strip is scaled down. The transform effects strip is scaled down and the mode is set to alpha over. Below both is a white color strip. Dark borders are visible at the edge of the strip.

This is also the scale with scaled normal images.

Most solution to similiar posts (this, this) suggest using masks, which may work in some cases, but appears to be a workaround rather than a solution.


texts: What do various property highlight color overlays mean?

texts:
I have downloaded a free model for my current project and spotted those different colors on Scale, Rotation, Location, and other properties.
What do these different colors signify? What is the meaning of various possible color overlays on UI properties buttons?
The very same model after Ctrl + C Ctrl + V to my project file disappeared after a while.


texts:
When you select an object in blender a yellowish ring appears around it. And no matter how much your rotate your view or the object, the outline will only appear on the visible outline of the object. It does not appear on every edge.

How can I get this effect on any object like an object modifier(but it doesn't have to be of course)? I also want to be able to change the width and set the material. I will be rendering this with openGL as an animation. Some objects rotate in my animation and I want them to be able maintain an outline.


texts: How do you set the "current image" as far as bpy is concerned?

texts:
How do you set the current image ( or current anything for that matter ) from a script or command console? I want to use something like

bpy.ops.image.reload()

which apparently works on the current image.


texts: How can you make the mesh in a 3D view a bit transparent?

texts:
I'm modelling with a reference image as a background image, but I can't see it through the mesh. How can I make it a bit transparent in the 3D view so I can see the image?

NOTE: I'm doing this in Cycles.


texts:
I am making a script that needs to rotate everything on the Z axis, this is what I have come up with.

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.transform.rotate(value=(3.14), constraint_axis=(False, False, True))

I get an error that the object has no value rot, so my question, how do I rotate everything via a script, do I have to run a loop through everything?


texts: Baking normal map from a cycles shader with normals

texts:
I have a cycles material (diffuse shader) with a procedural normal map on it, which renders as expected in Cycles. But if I bake the normal map it outputs a flat image (0.5, 0.5, 1.0).

I've tried Bake from Selected with a normal mapped material and that doesn't work either.

How do I bake a normal mapped material into a normal map?


texts:
So I've created a desk, and im looking to make a central partition, however when I'm trying to make the loop cut (ctrl+r) (to extrude them together, My loop cut refuses to run across one particular face. I've probably (definitely) not explained that very well, but i suppose my question is, why am i not getting the option to make a loop cut here? and if not, how do i make it happen?

Many thanks

Sam


texts: How to execute python inside blend file from command line

texts:
I'll explain the numbering of what I did.

I created a text file called lowRes inside the blend file as shown in the attached image.

And I noticed that when I click Run Script in Blender run with GUI, the resolution of all scenes is changed to 128x72.
Then undo by pressing Ctrl + Z, set it to 1920x1080 resolution, and save the file.
And I did the Command Line Rendering using the code below.

blender -b "my.blend" ^
-P lowRes.py ^
-S "scene 01" ^
-o "//output\##" -F PNG -f 3 ^
-S "scene 02" ^
-o "//output\##" -F PNG -f 5

good.
03.png and 05.png were generated as expected.
But the resolution is 1920x1080, not 128x72.
The python code doesn't seem to be running.
What am I doing wrong?


texts: Seeing Through Walls Without Affecting Lighting

texts:
I'm currently using Blender 2.90.1 to build models that will act as "sets" (backgrounds over which I can add traditional drawings) and have hit a bit of a snag regarding lighting.  Whilst the models are going to be NPR because I'm going for a hand-drawn look, I am also trying to take advantage of the ability to add shadows where they should be so I don't have to do all that stuff manually.  Therefore I'd prefer to get the lighting right if possible.
I've built my room models with each wall being a separate object, rather like how a set for a film or TV show is built.  This means I can exclude walls from the render and place the camera "behind" them and in that way get shots of the set that would otherwise be impossible because the wall would be in the way.  This is working well so far, but I have hit a bit of a snag.  Namely, removing a wall also removes its effect on the set's lighting.  If there's a light source outside the room (like a sun lamp so I can get the window frames to cast shadows) then the light source can overlight parts of the set that shouldn't be lit because the wall would be in the way if it was visible.
I've tried creating a shader that consists of nothing but a transparent BSDF, shown below.

If I apply that to a wall then I can indeed see through it, and the lighting is as it would be if the wall was there, but there are two big drawbacks to this approach:

I have to remember to switch the material of the wall I want to look through to transparent, and then remember to switch it back when I'm done.  This can be especially annoying for walls with more than 1 material applied
Freestyle lines don't get rendered

Is there a way to get the camera to "see through" a wall without removing its influence on the scene's lighting?  Preferably in a way that doesn't involve having to swap out materials?


texts:
the help I got last time was so great I figured it was time to reach out to the community again haha. I am trying to make a lowpoly style campfire. I've got the logs done but now I am trying to figure out how to make the fire. I don't know what it is, maybe its the tags i'm using to search google, but I can't find a single tutorial for making low poly stylized fire. Not a single one. I'm a newbie with blender so I am not really sure where to begin. If anyone could offer some tips or even a link to a tutorial i've managed to miss I would be very grateful. The fire won't be animated but used for a still so it needs to look great. I'd love to be able to figure out how to add sparks to it too.. I've seen a few photos online of some great looking fires, but no tutorials anywhere haha.

Thanks everyone. As far as what i've got, so far i've got nothing but the logs made.


texts: Want to add particle systems to areas of object intersection

texts:
How can I identify and map (or otherwise ID) areas of intersection among differing objects?  I'd like to use these areas to add or subtract particle-driven object placement.

In the sample below, how can I generate a map or target on the ground plane, to which I would either add additional particles or exclude particles?

The need is to be able to stuff trash up against the intersection of a sidewalk and a building ...  or to clear grass from the immediate root crown of a tree. Sort of an AO treatment with particles where two kinds of objects meet....


texts: Why do we have to apply location, scale, rotation onto a mesh and what are its consequences?

texts:
I'm asking as everyone in tutorials apply it onto the mesh but they don't explain it properly.
It seems to me that it causes some problems. But I still didn't get why it causes problems if I don't apply location, rotation, scale to a mesh.


texts:
Is there a way in Blender to push faces like Sketchup does?

The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...

Thank you for your time!


texts:
I'm going through a tutorial on UV mapping in Blender 2.8 and I need some help. Why is my material glossy/reflective? I have a roughness map connected (greyscale non color), and I also have a normal map connected (non color, into normal map node, bump node, then into normal input.

Both the normal map, and the roughness don't seem to do anything. The wooden pallet looks shiny, and completely unrealistic. Just to add to this, I thought a normal map is a RGB file? Why do I have to set it to non-color?


texts: Is it possible to flip the mirrored object?

texts:
This is a general 3D question, if this is possible in an application like Maya, 3Ds Max, etc, that would be nice to know. But I am using Blender right now.
I am wondering whether it's possible to flip the mirrored object; normally when you mirror something, obviously, it flips. That's the definition of mirroring.
What I get:

What I want:

Is this possible using some sort of mirror modifier?


texts:
I installed blender and tried to run it but it was running very slow. I tried with integrated graphics but still no use. I tried to roll back my drivers but that option was unable. I tried to change to windowed mode in user preferences but still no effect. Someone please tell me what to do because i really want to learn blender.

my laptop configuration is 8 gb ram, i5 8th gen and nvidia 940MX.


texts:
I have a walk animation from Mixamo on my rig (and many more) but I need to retarget the direction the animation walks.
What doesn't work
Currently when i try using the root bone or a rotation constraint among others the rotation is rotated but the motion is still along the Y axis and other smaller movements aren't rotated.
What I want to achieve
Rotate the rig with it's animations around the Z axis and have the animations adjust to this change.
eg: Rig walks forward along Y axis I rotate the rig by 90deg on the Z axis so that it walks along the X axis.
I'm wanting this as I want to use blend trees for motion in Unity3D and spent a few days on this and no closer to a solution.
Thanks


texts:
I'm trying to mirror my object, but blur shows up around the seam, and it's only on one side of the object. How exactly can I prevent this from happening as it looks pretty bad when applying material. Here's the

Note: It's only when I shade the object smooth it appears. (Not sure if that's obvious, just wanted to mention it)


texts: How to animate mixer / tumbler in blender

texts:
Hi Blenderers, I want to animate a cube containing "beans" , how it rotates on one axis like this https://www.youtube.com/watch?v=Qhwm5pEBVfU

I made my model with physics but when the beans fall on the surface of the cube they don't follow the rotation. this is the problem, how to make them tumble/mix around in the cube and which settings to use. My file http://www.mediafire.com/file/bfv86466zdhmva1/mixing__motion.blend/file

Best Regards,
Alex


texts: Animation Nodes: Is it possible to instance nested instances?

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Edit: This thread is not concerned with Instances and their usage in normal blender but with the usage of instance object node in animation nodes

I struggle with a probably simple question. I created a simple circle array. The elements of the array are created with object instance node. In my advanced case i want to create smaller circles, offset them and so on. I can do this by simply copying the circle-array-loop but it is not handy.

I tried to to it with a simple example but i does not work out. I created a simple loop that offsets 4 instances of a cube. I created an object list output for the loop to put the results in a new object instance node and offset it with a new loop. But it works only with the first element.

Some advice?

Here is my current project including node tree. By instancing the loop i thought I'll be able to change the number of orbiting circles on the fly (inluding some math for the radius)...


texts: When save file with the name that already exist. I didn't get any window confirmation to replace or not. I only see the text in red if the filename exist (AFTER I PRESS ENTER not checking while i'm typing). Can't find the setting in preference to have that confirmation window . Does anyone know ?


texts: Blender 2.8. Hotkey for selecting transform manipulators

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How to bind hotkeys to transform manipulator in Blender 2.80?

I want to customize them like in Maya, but i can't find them in input tab


texts: How do I find where I rendered my images?

texts: I rendered my animation as an image sequence. I can't find the images so I can render them into a video. How do I find them so I can make them an image strip?


texts: How to "Reverse Engineer" mesh created out of smooth curves with a missing chunk?

texts:
I have a model that needs a little mesh patching which has been imported from a .stl file. It seems like the model started off with a nice curving face made out of triangles, which was then cut through and patched to add features. The goal is to remove those features and bring the model back to its original curved face by adding/removing vertexs where they need to be. Below is a quick example as to what currently needs to be patched.

The selected hole will need to have the already existing sweeping curves reintroduced in order to look as it did before, as seen below.

I've tried to do a few methods in patching over the hole, such as bridging the edge loop, grid fill, and just adding a face over the hole, but it seems like the new faces created looked flat instead of following the contour of the model. grid fill may do the trick, but I may end up dealing with a miss count of vertices on all four sides of the grid layout. I believe shrink wrapping a subdivided plane over the hole worked pretty well, but causes plenty of odd looking geometry. Any thoughts?


texts: how to add siding to exterior of building

texts: If I have a building and the walls are one object, is it possible to make the front exterior wall have a stone texture and the back exterior wall horizontal metal siding, for example? Likewise on an interior room can there be painted walls and a wall papered accent wall if the room's walls are a single object? How are these examples achieved? So far it appears to me that if I assign a material and texture to an object the whole object is affected. How is it possible to apply a different material/texture to a surface of the object.


texts: Blender Crashes when Baking High Resolution Textures "Circular Dependency" error

texts:
I have a high poly (1,3 Mio faces) photo scanned mesh with 17 generated 8k textures (totalling 500 MB)

All the texture are looking something like this one here:

My goal is to bake those 17 diffuse maps into one single 8k texture. But when I hit "Bake" I first get some errors, which look like this:

Circular Dependency for image "texture_xy" from object "xyz"

and then Blender crashes.

First of all I want to know why those errors occur. But I am also concerned, that Blender doesn't crash because of the errors, but rather because those textures are just to massive in size.

Any suggestions on techniques I can use to bring those 17 textures into 1 single texture?
Would it help to decrease the polygon count of the mesh?


texts: How to scale unconnected edges using individual origins in python?

texts:
I want to scale each selected edge individually along it. To do it I first duplicate each selected edge and then try to scale it using bmesh.ops.scale. Unfortunately it scales using origin/median pivot point. How to do it in python so that edges are scaled using individual origins? How can I use different pivot types from python?
Here is my script:
import bpy
import bmesh

def getDupliEdges(edges):
    dupEdges = []
    for e in edges:
        retOneEdge = bmesh.ops.duplicate(
                bm,
                geom=[e])

        dupGeom = retOneEdge["geom"]
        dupEdge = [ ele for ele in dupGeom if isinstance(ele, bmesh.types.BMEdge)]
        dupEdges.append(dupEdge[0])
    return dupEdges

def scaleEdges(dupEdges,factor):
    for e in dupEdges:
        verts = e.verts
        bmesh.ops.scale(
            bm,
            vec = factor,
            verts = verts)

obj = bpy.context.edit_object
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)
bm.faces.active = None

edges = [e for e in bm.edges if e.select == True]

view3dList = [ele for ele in bpy.context.screen.areas if isinstance(ele.spaces[0],bpy.types.SpaceView3D)]
view3d = view3dList[0]
view3d.spaces[0].pivot_point='INDIVIDUAL_ORIGINS'

dupEdges = getDupliEdges(edges)

scaleEdges(dupEdges, [2.0, 2.0, 2.0])

bmesh.update_edit_mesh(mesh, True)

Here is an image to illustrate the question.
On the left - initial selection - 3 edges;
In the middle - effect of my script;
On the right - how I would like it to work.

Thanks for any tips on that :)


texts: How can I create a 2-D texture of green clouds on a black background? I want to have an emission surface which emits green light from those clouds in the texture. How do I go about it?


texts:
I'd like to use the Graph Editor to create animation curves for use in another software package. Is there a way to export the value of a curve for each frame?

For example, I have a keyframe at frame 1 and one at frame 24. The first keyframe has a value of 0 and the second one has a value of 24. There's a Bezier interpolation between the two keyframes. I'd like to get the value for each frame in the curve.

Is this possible? Possibly a Python solution? (I'm comfortable with programming)


texts: How do you make objects appear in a blender scene at specific times?

texts:
I am creating a blender animation that involves an explosion. I created the explosion object in a separate blender file, but if I import the object into the main scene, It just plays the explosion animation at frame 1. But I want the explosion to happen at frame 245. Is there a way to make the object come into the scene at that specific frame, or can I at least keep the animation paused until then? Or am I thinking along the wrong lines entirely?

Note: I cannot just create the explosion within the main file because it gets all dragged out and it stutters. It works fine when I import it, it just happens too early.


texts:
How can I call up this name (Key.001) in python?
Every object has it's own one Key name (Key, Key.001, Key.002, Key.003...)

Here it is in the in the console. in order to show it up I had to drag the value slider of the shape key:

So what I'm asking for is what is the name of the variable that puts the "Key.001" there.


texts: Combining multiple textures with a white background

texts:
I'd like to sort of "overlay" these shaders, but the only options are mix and add. Allow me to explain.

I made two images, both white background, one with red scribbles and one with blue scribbles, both 1920x1080. Image textures plugged into diffuse was my node setup. I want both scribbles to be added to the plane while the background stays the same color.

If I mix them I get the following:

The red and blue scribbles are now 50% dimmer than they would be on their own, and the white color hasn't changed in intensity.

If I add them I get the following:

The red and blue scribbles are still 50% dimmer than they normally would be (since the white background is being added over each). But the white background is now 2x brighter than normal.

Can I get a result where the white background is normal brightness and both the blue and red scribbles are at normal brightness?


texts:
I am new in blender. I made a scene whose lightning effect is perfect every object is clearly visible when the world background is removed.

but when I change the world color to white it effects the whole environment and add extra white light which in not needed at all.

I tried a lot to find out solution but failed. please assist if any know the proper  solution weather in evee or in cycle in blender 2.8.

clarifying question again
I want to change the world from black to white but want to disable the white light of the world. thanks


texts: Boolean + Subdivision modifier warped surface

texts:
I was following this tutorial, but I am not getting the mesh to work correctly with subdivision surface.

I was using the boolean modifier to cut my mesh, and was stressed that subdivision surface was causing my mesh's surface/geometry to be warped after applying that boolean modifier.
The problem was that I was using the exact solver instead of fast(in bool modifier), and choosing the fast solver fixed the geometry warping, presumably because the exact method was causing some imperfections that I made when trying to align two objects.


texts: Why is Blender still rendering the old image after the .blend file has been changed

texts:
The first image is the old .blend file. I'm running blender 2.76 on linux mint
The original file is the one that shows up when I type F12

This is the new file.

As you can see the  difference is in the orange (selected).

There is no video sequence file to remove as a previous answer suggeted.


texts: Blender 2.8 Saving Add-on With Text Editor

texts:
I got this code from my info window when I rotate my object at a certain angle:

bpy.ops.transform.rotate(value=-0.744767, orient_axis='Y', orient_type='GLOBAL',
 orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL',
 constraint_axis=(False, True, False), mirror=True, proportional='DISABLED',
 proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)

How do I save this as an add-on once I paste it in the text editor?
I'd like to map it to a hotkey afterwards so I can perform it often.


texts:
A key and certificate are required on the Master to use the SSL feature of Network Render.

How do I generate such a key/certificate pair?

Do I just use something like the following?

openssl req -x509 -newkey rsa:4096 -keyout key.pem -out cert.pem -days 365

Searching for Blender network render SSL led me to the Blender 2.6 Documentation (which appears to be outdated).

However, it does not state the type of certificate required, except that it can be self-signed (which is what I am trying to create)


texts: How to raycast a list of heights with ray cast

texts:
I need to reproduce what the shrinkwrap modifier does but without creating geometry.

I have an xml containing a list of locations "Seat" (x,y,z) in world space and I need to loop through them projecting each one, (only in z axis) onto a mesh given by an object. Once they are projected I need to rewrite the xml with the new locations.

So, I'm struggling with the raycast, I manage to make it work but I really don't understand what I'm doing, let me show you what I have right now:

def conformHeight(tree, filename):

    for venue in tree:

        for Sector in venue.findall('Sector'):

            for Seat in Sector:

                # Get Position Data
                posX, posY, posZ = float(Seat.get('px')), float(Seat.get('py')), float(Seat.get('pz'))

                obj = bpy.context.object

                def ray_cast():
                    location = obj.ray_cast(posZ, (0.0, 0.0, 1.0))

                    return location

                loc = ray_cast()

                print(loc)

In the ray_cast() I'm not sure where to add the selected object over which I want to project the locations neither to get in return the hit locations.

I have searched all over the internet and all the info I find is very confusing as mostly refers to camera ray tracing.

How should the function be written?


texts:
It seems like there are only, an isolate and hide/show a single collection, hotkeys, but no show all collections hotkey. Am I missing something?
I often accidentally isolate a collection and it's a bit awkward, that you have to press undo, instead of clicking 1 twice for example.


texts: Why does glass material not show in Blenders game engine when it is running? I have recently been trying to create glass objects like windows for my game but when I run my game the glass material shows up black. I have done research and have found nothing but other things that has no to do with the answer I am looking for. So i figure coming here to ask my question is my last resort. So is there anyway to make glass material show up when blenders game engine is running?


texts:
How can I assign shortcut to "Lock to Cursor" which is an option on the left pane in 3d viewport? I want to be able to toggle it, like enable when disabled, disable when it is enabled.

thanks


texts: Why my Displacement modifier is not working?

texts:
I am following this tutorial, and when I apply the displacement modifier, I get this result:

instead of this:

Has the modifier changed? Because I am doing exactly what the guy is doing but my modifier is changing and distorting the fruit in a weird way. Using the latest version. I want the fruit to be more like a fruit, not as round as a ball.


texts: Enumerate through geometry objects in scene

texts:
If I just do:

for ob in context.scene.objects:
    print obj

I get:

<bpy_struct, Object("Cube")>
<bpy_struct, Object("Lamp")>
<bpy_struct, Object("Camera")>

How can I just get all of the objects that get drawn?  i.e. the ones with vertices


texts:
I have a road with street lamps going along next to it.

There is actually just one streetlamp, but I used a modifier to get it to get multiple instances of it to show up along the road.

The issues is that the lamps on the right side of the road are facing the wrong way. I tried adding a mirror modifier to it, ...

... and it worked, only now they are not staggered like I wanted them to be.

Is there a way to just flip every other instance of an array and still have it staggered? I'm using blender 2.8 if that's important.

EDIT: I know I can just duplicate the first one and get a second copy with it's own array, but I just want to know if it is possible to do it this way.

EDIT: I tried moving the mirror modifier under the first array modifier and it did this:

Also not what I wanted.


texts: Grease Pencil Wont Convert into Bezier curves in Blender V2.80 beta

texts:
I'm following Jama Jurabaev's Blender tutorials from the Gumroad where he takes lines made with grease pencil and converts them into Bezier curves.

For some reason Blender 2.8B wont let me follow the same steps. I have my grease pencil model drawn up and all my control points selected while in edit mode, however when I click on the "strokes" button there is no option under the strokes drop down tab to  convert to Bezier.

The Convert to bezier option only appears in object mode, but nothing shows up when I convert to Bezier from object mode.

If anyone can point me in the right direction I would really appreciate the help!

Thanks!


texts: How can I make objects fall at steady speed?

texts:
I have two objects (same size, same geometry) falling from different heights; obviously the object in the higher position speed up and has a different behavior when hitting the ground, compared to the other object.

How can I keep the velocity constant at all times, until they hit the ground?


texts: Modelling - A smooth, gradual descent/rise?

texts:
Let me go straight to the issue at hand.

In my image below, you can notice several selected vertices.

Is there a way for me to make selected vertices rise, or descent, in a smooth, gradual manner automatically, or do I have to select each one of them separately and move them up or down by hand?

Any help in achieving my objective is highly regarded.

EDIT: Hi @Lee and @Robin Betts -

Thanks for the quick answers to my issue.
I tried both of the suggested methods but I failed to achieve what I was looking for. I may have missed something when trying them as I'm still new to Blender.

What I instead did is, go into Ortho - Right view, add and rotate a place as reference and move the vertecies until I get a smooth rise/descent.
(I deleted the plane afterwards so it's not in my screenshot but you can see the end result. Not the fastest way to work but ended up doing what I wanted anyway.)

EDIT Number 3: Man, what a pain this website format is.


texts: I want to align the diagonal beam so that the top right part is connected the same way as the bottom left part (as shown in the left picture below), so there is still a bit of the diagonal beam connected to the vertical one. I've tried lots of different things to get it connected the way i want, but with the snapping tool I only manage to get one side properly connected, on the other side it always snaps to the wrong vertex. In the past I did estimate what looked kind of nice, but for a project I'm currently working on it needs to be spot on. Is there any way to do this properly?


texts:
I am new to blender and 3D modeling completely,  I am trying to export a OBJ I created but when I do, certain faces dont show up unless you look at it from a certain angle.

Ive been looking around for a solution but can't seem to find one,  Any help would be greatly appreciated.

Thanks.

Outcome:

In Blender:


texts:
Today, I've started with ripping some models of Yooka-Laylee.

With the tool 'Unity Studio' I've got the obj files out of Unity's resource files. I've imported the .obj file (a barrel) into blender and wanted to see if everything works fine. The model showed up as it should and everything seemed working. But when I wanted to see the model with textures, the model was just completly white. After I opened the UV-Editor, I realised that the UV map just isn't there.

Does anyone have a solution for this problem? I've been searching on the internet for about 30 minutes but I haven't found an answer.


texts: Making a realistic infinite mirror tunnel

texts:
You know when you're standing between two walls that both have mirrors on them and it makes it look like each mirror is an infinite tunnel going into oblivion?

Something like this:

(photo from Daniel Hong's website).

So, I'm trying to achieve the same effect in a claustrophobic elevator scene, using planes with a glossy material, and it looks like the reflections somehow stop or become very dark after a few bounces:

How could I make the light fade little by little after each bounce and not really ever become completely black?


texts: Base Mesh changes back to its original form after switching to object mode

texts: I downloaded the free RoyalSkies Male Rig from his website just to play around. I made the character less buffed up with proportional editing but it reverts back to its original form after switching back to object mode. How do I fix this issue?


texts: Is there a way to bisect using a compound line or curve?

texts: Right now, the bisect tool only works with a single straight line. I'm just wondering if the the question above is possible and, if so, how?


texts:
I've got a walk animation set up and posed in action mode and I'm trying to add a a new action where the character has a ball and chain around his leg, the ball and chain is a separate object with its own armature is there a way to make an action with both armatures and both objects or do i need to try another way?

Thanks.


texts:
When I comb hair on the scalp, the hair gets pushed into the mesh leaving "bald spots".
STEPS TO CORRECT:

I used puff to bring hair above the mesh and stand straight up but issue repeats whenever I comb the hair, even if I do not comb directly against the scalp.
I tried flipping the normals of the problem areas but it just deforms the mesh.
I selected both "Free Edit" and "Disconnect All" and tried a redo on separate occasions and have the same problem.
I moved my particle edit up and down in my modifier stack.
I made sure I am not in Particle Edit when rendering.
I lessened the strength of the comb tool to .299
I changed the Children from Interpolated to Simple

I tried searching the net and this forum for similar issues. It seems this has been a problem for some years but most answers are guesses (which lead me to the corrective issues above).

Does anyone know why this happens and/or how to fix it?
Thanks in advance.


texts:
What I have: an array of vertices obtained through a simple Sverchok node that states the position of each voxel(many thousands of them).

What I would like to do is to create a reverse explosion effect, where the voxels(in the shape of cubes), that at the beginning are scattered in space, start to head towards the center one after another, until they have formed the bunny.

What I've managed to do so far is this, using particles systems, but it's not exactly that effect that I would like, since here the particles are moving all at the same time, whereas what I want is them to move one after another (more or less).

I'm new to animation, could this be done in a not too complicated way?


texts: Does anyone know how to build blender for the nvidia jetson xavier?

texts:
I need to know how to compile blender for the jetson xavier
I need to apply it to a fork - upbge (it's just like building blender)
anyone walk me through it?


texts: Save every object in scene as individual .blend files via python?

texts:
There is an excellent example here: https://blender.stackexchange.com/a/63000/37272 which saves all objects as .fbx files, but how do I get the script to save to .blend files instead?

EDIT: This line exports the selected objects to fbx: bpy.ops.export_scene.fbx(filepath=exportName, use_selection=True)

How does the command look for saving the selected objects to a .blend file?


texts: Automate random shape generator and export viewport render with python

texts:
I originally thought I could just keyframe and export the animation of the 'random seed' property of the addon but blender just gives me an error:

"random_seed" property cannot be animated

Now I'm trying to write a python script that uses the random shape generator addon and exports and saves the viewport rendered image of each shape. I want to be able to export an arbitrary number of random shapes into a series of pngs.

These are the steps I'm trying to automate:

Add random generated shape object

Add +1 to the random seed

Render from the viewport

Save it

Add +1 to the name of the image

Save it

Delete the object so a new one can be created

This is my script that's not working:

import bpy

for x in range(0,1):
    bpy.ops.mesh.shape_generator(random_seed=1001, update_draw_only=True, show_seed_panel=True)
    bpy.ops.render.opengl()
    bpy.ops.render.render(use_viewport=True)
    bpy.ops.file.filenum(increment=1)
    bpy.ops.file.execute()
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

Is there a better way of doing this?


texts: i tried making a game with blender engine and used 3d modules from blender 3d can i import it to android studio? since blender doesn't support Android.


texts: File Output Node not Working in Certain Cases

texts:
I am aware of this thread: File output Node not working
However this is not my problem. I have used this file to output to files, but I am trying to use a 3rd scene in order to composite the 1st 2 scenes and output them individually for further compositing in different software later.

The 2 scenes are compositing and rendering as a png perfectly, but the individual scenes will not save as exr's. I just cannot understand it. This should work.
I've checked everything I can think of. It also will not save the renders with the composited layers disconnected. This setup worked in other setups.
I was delighted to find that you can render scenes with different render engines in the one render pass, and I can even composite them in blender - it's all working, but I want the renders seperated to use in VFX software.
Actually - now I think of it I am using 2.92 beta, I will try the release (2.91) where I had this working before. But I'll leave this here in case anybody else runs across the issue, or in case somebody might know what I am doing wrong.


texts:
I'm a change over from AutoCAD. One of the CAD like features that I am really ingrained with is what is called orthographic mode.

In orthographic mode I would be able to move the selected vertexes by clicking parallel to the Y or X grid lines some clicked distance (or snapped distance). Is there an equivalent in Blender?

Thank You!


texts: No Generate Button for Meta Rig in Object Mode

texts: I am trying to pose this model with the Human Meta Rig, but I cant' find the "generate" Button. I have searched the internet for hours, but couldn't find anything.


texts: How to extrude vertex normals along an angle with an even offset?

texts: I want to extrude all of the selected faces along their angle, at an even offset like so:


texts: How do you make a lamp light up glossy surfaces?

texts:
Working on a candle project to practice:

Under the 'world' properties I have turned the strength down to 0 (thus making it pitch black). I then added a lamp to the workspace and adjust its strength to 1-2 (doesn't matter) and it starts lighting up the candle. If I adjust the strength too high the candle starts getting over-exposed looking and just stark white, but the ground remains mostly black. You can BARELY see the ground's reflective surface, but the sun lamp seems to have no affect on the ground.

If I remove the Glossy BSDF property from the ground the ground then reacts to the sun lamp as expected, immediately getting brighter to match the lamp.

What could be causing this? Shouldn't reflective surfaces still brighten up a bit when a lamp hits them.

On the left you have the exact same image, nothing changed except for the properties of the ground with (left) and without (right) the Glossy BSDF characteristic. (which expands beyond the entire image).


texts: How to set the render-output using arbitrary values?

texts:
When rendering, it can be useful to automate setting the output file path using existing data from within the blend file.

Is it possible to use variables in the render output path? eg,

//$(file)_$(scene)_$(camera)_####.png

Either from the interface or the command-line.

Note, this question is similar to How to show render-stamp for arbitrary values?


texts:
I want to point the camera at an empty.
I am close but not yet there.
It keeps moving a roll movement. How can I get rid of that?


texts: How do I delete keyframes on a plane track?

texts:
I've got as plane track and I've keyframed the corners, however I want to delete some of the keyframes...they don't appear to be in in the dope sheet or graph editor. If I select the plane track and go to the frame (with the keyframe) and press the delete keyframe button (at the bottom of the UI) nothing happens.
Cheers
Jim


texts:
I have a mesh and a plane, see picture 1.

I would like to append my mesh by filling the red part of the picture 2:

I tried with a Shrinkwrap modifier with the following parameters by the result is not perfect (see red part of picture 3).

Does anyone have an idea?

Thanks a lot,

Maxime
http://blend-exchange.giantcowfilms.com/b/3146/


texts: I am having an issue when adding divisions, either through loop cut tool or subdividing, that creates visual glitching. I have smooth shading turned on, and edges marked as sharp. This is not happening on a version of the model with Ngons, which I am cleaning up to be in quads.


texts: Q. Object appearing as wireframe, disappears when overlay turned off

texts:
I'm fairly new to blender. I'm not sure if this is a bug, or a feature I accidentally stumbled onto.
As can be seen in the pictures, the object always appears as a wireframe when overlays is turned on, in every view mode.
When the overlay is disabled, the entire object disappears, except when in rendered (cycles) mode.
Does anyone know how to make the object appear the way its supposed to?


texts: part of the mesh become yellow when in sculpt mode

texts: I am using the newest version of blender (2.83). I modeled and sculpt the head mesh and body mesh separately. And after sculpting, I use boolean modifier combined 2 part of meshes. And then when I try to reenter the sculpt mode, my body part of the mesh becomes yellow. It said my mesh may not have uniform scale. I SOLVED THIS PROBLEM by applying the scale. However, the yellow color of my body mesh does not go off even I close blender and reopen it. Now there is no more warnings or errors showing, however the body mesh is still yellow. I am wondering what I did wrong and how to fix it. Thanks.


texts:
I am creating a transtion render animation using two images. I have done it before in 2.79 and used render layers to render the compositor nodes only. However in 2.8 this option is not available, and I cannot find any way to render just the compositor only.

This is a big deal as rendering the compositor only takes about .4s per frame, while rendering out the (empty) scene first takes this to 6sec (I have no idea why). Opening the file I used in 2.79, the render works perfect though I cannot find what setting is different.

Can anyone please point me in the right direction?

Cheers

Dan


texts: Blender 2.75 to 2.76 When adding an object I can't find the tool menu now!? Add (Vertices / Depth etc)

texts: Please see picture.. When I add an object there used to bne a place where i could adjust it before clicking off of it -- now that menu has gone somewhere and I can't find it. Am I missing something, I didn't turn on?


texts: Coordinate XYZ limitation of 10,000 - Workaround questions

texts:
Blender has a limit of 10,000 for the coordinates of the X, Y, Z component of the location’s value of the vertices in edit mode.

This causes a problem for editing large objects like mountains or large meshes for a game scenery. I understood the Blender’s developers limited the range to 10,000 because there is a precision loss. Seriously, I don’t care that much about the precision for mountains seen in the distance in a game.

I see two workarounds at the moment.

Moving the vertices manually.

Although we cannot set the location’s value beyond 10,000 when typing in the location X, Y, Z fields, we can always move the vertices with the vertex arrows in the 3D viewport. However, that is painful. There is not way to be precise.

Scaling down the object.

For example, a mountain mesh could be created with 1 / 10 the target size. Then set the scale to 10. The object in the scene appears the same size. When editing the vertices, all the coordinates of the vertices’ location are 1 / 10 of the target values. A value of 2,500 will be equivalent to 25,000.

Does anyone here have other ways to work with this limitation?


texts: Custom property with subtype "COLOR" limits not working until manually editing the property

texts:
Blender version 2.92.0
I'm trying to generate a custom property on an object using python but when i try to use the color wheel and value slider for that property in a menu, the value slider is broken until i press "edit" on the custom property. Is there a way to fix this with python? I have already set min and max to be 0 and 1 but the property still wont function properly.
def setup_color_property( obj, color ):

    #obj["node_outline_color"] = color
    obj["node_outline_color"] = [0.5,0.5,0.5]
    if not "_RNA_UI" in obj:
         obj["_RNA_UI"] = {}
    rna_ui = obj.get("_RNA_UI")
    rna_ui.update( {"node_outline_color": obj["node_outline_color"]})
    obj["_RNA_UI"]["node_outline_color"] = {
        "min": 0.0,
        "max":1.0,
        "default": [0.5,0.5,0.5],
        "subtype": "COLOR",
        "description":"node_outline_prop"}

This function gets passed an object and a FloatVectorProperty but in this case it doesnt matter whether I set the default value for the property to the input color or assign any new color to it. What happens is that the custom property gets made without problems but when I try to manipulate that color, the value slider is completely broken:

It does not move and does not display the right value, when i try to move it around it doesnt move either but changes the color value to either something high like 40 or something just below 0, nothing in between. As mentioned before the only thing to make it work as expected is to press that "edit" button all the way in the custom property panel.
Is there any way to resolve this issue with python?


texts: How do I fill a texture with another texture?

texts:
I created a small tileable texture in blender. Now I need to fill a larger texture with the small texture.

I need to use the above texture on a large plane so it tiles.(like tiles) But when I use the fill brush it only fills a color, not the texture. How do I solve this?

Sorry if the question is not clear. Thanks in advance.


texts: UVs applied in viewport, but not in render

texts:
I noticed that one of the UVs on my model does not appear the same in the viewport as it does in the final render. The appearance in the viewport is correct, and matches what is shown in the UV editor, but the render is different. This applies to both Cycles and Eevee. The issue is only with one object for some reason. Note: there is only one UV per object.
UPDATE: I gave the objects proper names as opposed to their placeholder names, which were formatted like: HairRemeshedVersion.00X, and now the UVs are fixed? I have no clue why that worked, but it did.
The vertical lines correspond to the vertical direction on the UVs
Viewport (correct)

Render (broken)

Here are some things that I have tried which did NOT solve the problem:

Applying transforms
re-unwrapping
Deleting unused UV maps (there were none)
using the texture coordinate node instead of the UV map node
Deleting the UV map and then re-adding it

In order to give the character's hair fine details, I use a shader which requires a UV map to give the direction of the hair strands, so it is very important that these UVs work!


texts:
I´m making this scene by Space Jam and wanted to know how I could make the name of the planet orbiting around it.
Thanks!!


texts: cutting a mesh object into equal segments for individual export to .dae

texts:
I am not sure if this has been answered already, but as a newbe to Blender V2.73a, I have listed the steps I have taken so far and what I need to achieve.

Created a plane, scaled to 25 blender units in X and Y plane
Subdivided this into 65,536 faces
Sculpted a terrain from the plane using sculpt mode
UV Un-Wrapped and Texture painted the entire terrain

What I need to achieve now is it break this single mesh object into 5 equal pieces across the X and Y plane so that each piece (now 5 x 5) can be exported as a separate collada file complete with its texture map for import into Secondlife. I have trawled youtube and wiki and the various forums but with no joy...I am also rubbish at phython, so I am on bended knee in the hope that some kind person can provide an answer..

Many thanks in advance...Kushiel


texts: Subdividing part of spherical object without getting weird bumps

texts: Ok so I use cube with level 4 subsurf modifier and 'to sphere' in edit mode so it becomes sphere, now I want to create some circles engraved into it so I need to create more topology there but when I subdivide few faces or subdivide smooth it creates weird bumps which are more notable under subsurf modifier. What would be good approach to do that. Here is what am I going for but I'm far away right now, I mean on these little circles on on three prong thingy, any thoughts?


texts: Is it possible to stay in Face Mode when making loop cuts?

texts:
It appears that Loop Cut (Ctrl+R) automatically switches you to Edge Mode.

Is there a way to remain in Face Mode after doing a Loop Cut? I've looked through the hot key references that I could find but no luck.


texts: How do you decrease the amount of Vertices in an object?

texts: Let's say I used the subsurf mod to 5 and applied it, but later want to it not subsurf-ed, let's assume that i didnt do a save either.


texts: Solidify modifier goes crazy when thickness is above 0.03mm, how do I fix this

texts:
I’m making a low-poly human base mesh with the mirror modifier. I wanted to add an outline, so I added the solidify modifier and checked even thickness, flip normals, and high quality and unchecked full rim. Works great other things I’ve made but it glitches out on the hand and stretches towards the center at anything above 0.03mm. How can I fix this?

Image:
https://imgur.com/a/kZ9PL5q


texts:
I was following a fire tutorial (https://www.youtube.com/watch?v=ezm-ID9ubno&t=227s) on YouTube and got to the part where I have to bake the simulation and I noticed that I don't have a bake button at all. I have tried to change it to cycles from Eevee to workstation and still don't have the bake button. I have even tried it on a different Pc and on 2.82/3
I would appreciate it if someone could help Thanks
Here is the screen shot of the menu.


texts: Manipulating .blend file text blocks with blendfile.py (CRUD)

texts:
To search or to open text blocks in blend files in text editors (as a couple of examples)  it would be handy to read texts from  a blend file without any need of blender or bpy.

There is a module for blend file io shipped with blender addons_contrib/io_blend_utils/blend/blendfile.py

I am using blender 2.8. The tools have been added to addons_contrib (come with blender) as of July 4

Scripts at Repository

Re blender 2.79. I imagine that script to read text lines from datablocks using either would be similar and put me on the right track.

The walker script gives insights on how to read the blocks.

Test script below lists the textblock name, and how many characters are on each line.  I'm sure there's a simple way to get the body string of the TextLine data block, but it escapes me.

from io_blend_utils.blend import blendfile

def get_id_name(block):
    name = block[b'id', b'name'].decode()
    return name[2:]

filepath = "/home/batfinger/Desktop/test.blend"

bf = blendfile.open_blend(filepath)
texts = bf.find_blocks_from_code(b'TX')
for t in texts:
    i = s = bf.blocks.index(t) + 1
    print(get_id_name(t))
    while bf.blocks[i].dna_type_name == 'TextLine':
        print(f"line {i - s} chars {bf.blocks[i][b'len']}")
        i += 1

How do I read the data to give me the text buffer of a text block?

CRUD EDIT.

Thankyou to @lemon re the Reading piece of the crud puzzle.

As an addendum, would very much appreciate any details on usage of the blendfile api for:

Creating, Updating and Deleting text blocks.


texts: How can I convert the data from an image node into data for a mix node

texts: I want to use a grayscale image to smoothly blend two shaders together onto one mesh using a mix shader and an image node. How can I convert the data from the image node into data for the mix shader?


texts:
Is there a point to use octane render over cycles? What benefit does it have? I noticed there is a certain 'octane look', i have no idea why. Just curious if anyone here has used them both and can point out pros and cons.
Thanks you.


texts:
I used world texture to make the sky in my scene, but when I render it, there is a gap from sky to objects in the scene. This is what I mean:

How can I move down the horizon line? Is there another way to set the sky? Because I want the feel the scene is in a place high in the sky.

I am using Blender internal render.


texts:
I created a cube, I selected a series of faces and then I seperated those faces (by selection). So I have two different objects with different materials.

What I'm trying to do is to apply Blur filter ONLY in the material of the second object (I'm trying to create a glowing cube), but I can't.

The whole scene is Blurred. Even with the Pass Index parameter I couldn't manage to apply Blur only on a certain material.

Thanks in advance.


texts: Adding Lots of Subdivisions to a Sphere Without it being rough

texts: I am trying to sculpt on a sphere. But to sculpt you need a lot of subdivisions. The problem with that is it makes the sphere rough and not smooth even when I enable smooth shading and a subdivision surface modifier. How do I get a lot of subdivisions on the sphere without it being rough?


texts: How do I move my blender models (made from a single model) to the 0.0.0 zone on the axis

texts:
My model (well, models) is a bit off on X axis(the red one). How do I move the model so its perfectly centered (its mirrored and/or symmetrical, aside one object(car mirror))?

The reason I need to do this is because I am re modeling the cars taillights to look more realistic, and by adding a new mesh and mirroring it, its really hard to place them exactly on right distance and right area on the car rear panel...

My reddit username is Gatemaster2000

Reddit post crosspost archive link: http://archive.is/ZqY1c


texts: Unable to see, select or edit new objects

texts:
I was working on a project in 2.79 with avastar, when I was suddenly unable to see, select, or edit newly added objects in object mode. I can add objects just fine in edit mode, but not in object mode. the objects appear in my outliner, but they will not appear in the 3d viewer. This includes curves and every other type of object. None work.

I've tried:

disabling all add-ons, saving user settings then rebooting blender
restarting my PC
deleting everything out of the scene
opening a fresh startup scene, then opening the project file with "load UI" option UN-ticked

When I load the startup scene, everything works just fine. But my project file seems to be affected.

How do I fix this?


texts: Extruding surface while keeping the shape

texts:
here is the picture of what I would like to get(example nr. 2). I need the edge frame to be same in width and length. Also the extrusion is on surface (without depth) I tried extruding region, but it did not give me the result I wanted.
 I know I could just adjust the scale and do it manually, but that would be eyeballing without achievign accuracy. I would like to know if it is possible to extrude or inset while keeping the shape (even edge space)


texts: Nodes are deactivated/inactive/greyed-out and cannot alter value

texts:
I have nodes but somehow they are greyed out and I am unable to change values. Did I press a hotkey accidentally? If so what was it?

An example is attached below;


texts: Is it possible to use object motion to drive audio properties in Blender?

texts:
I've seen plenty of examples on how to drive motion of objects in Blender with audio, but I'm trying to do the opposite - drive audio properties based on the motion of objects.
More specifically, I'd like to tie the volume of an audio file to the rate of motion of an object in Blender (length of the displacement vector?) so that it adjusts "automatically".
So if the object is stationary the audio is quiet (or silent). As the object speeds up the volume of the audio would increase in tandem (to some limit of course), and as it slows down the volume would decrease again.
If this is possible, can it also be used to control playback rate as well to affect the pitch of the audio?
Note that, despite my previous question, I am definitely not trying to achieve a Doppler effect here (which would depend on rate of approach/retreat from the viewer).
Thanks!


texts: trying to split up a mesh with segments of the exact same volume

texts:
I want to split up my mesh in segments of the same volume, not mass or area but volume. I'm wondering if there is a way to do this. I already tried using the fracture modifier but I can't seem to get it right despite using a lot of different settings.

Here is a picture of what I already tried but not getting the result I'm looking for.

Some extra information, my mesh's volume is 181000 m3 and I want to divide it in 1200 segments of 152 m3 each.


texts:
I have a simple plane, to which I applied the 'cell fracture' add-on. The add-on created separate layers for each fracture, so I selected everything and used 'ctrl+j' to join all of the layers into one mesh and removed the faces:

Now I would like to have this mesh solid and 'connected' as I see it visually, but when I zoom in, I see that the edges are not connected, but are overlapping:

I tried 'remove doubles', but it 'simplified' the mesh and altered its pattern:

The closest I could get it to remove the extra vertices was using the 'Limited Dissolve', which removed all the extra vertices:

but still the original problem persists and the vertices/edges are still overlapping:

How can I 'merge' these edges so that I could get a solid mesh? Thank you!


texts: How to disable a strange white circle around the cursor in UV editing mode? it is distorting  everything once I try to move or rotate a UV island. It sometimes moves all of them at once, despite the fact that only one of them is selected (red). Also I have the impression, that all the UV islands are distorted as if they were fitted onto a globe. I must have accidentally switched something. I never had such a strange problem and I haven't come across anything like this on the Net. I would really appreciate your help, since the way it is now it's absolutely impossible to work:) I am rather new to Blender, I am mostly unwrapping couches and sofas.


texts:
Is there a way to make a uniform solid UV map of such figure ?
Thanks !

In red color it's illustrated what I would like to see insted of what I have.


texts: How to control orientation/twist of Skin Modifier?

texts:
Is there any way to control the twist (for lack of a better term) of a skin modifier?
Here are three different versions of the same initial mesh with Skin Modifiers applied. The only difference in each of these is where the Root of the modifier is located.

As you can see, each version has a different orientation for the square profile of the resulting mesh. And when the root is placed in the middle, the beam appears to twist halfway through.
In short, is there any way to achieve an orientation like that highlighted green such that it doesn't twist halfway through?
Is there an entirely better approach to procedurally generating beams from isolated edge loops? I know you can do something with curves, but wouldn't you have the same 'twist' problem there?


texts:
Below is the cloth simulation image from blender and the settings I used for simulation. But I am not getting why the cloth is inflating after baking process and it shrinks from its original size.I tried every material but behavior is same.
Can anyone help me with this?


texts: When I Mark the seams of the head mesh. And when I start UV unwrapping. It doesn't show  it on UV Editing window.


texts: How to use Bridge edge loop to create arch

texts:
I tried to use bridge edge loops to connect two faces into the arch, but it behave quite weirdly. Could you suggest how can I fix it?

Thanks,
Robert


texts: How to move vertices upwards while bone rotates

texts:
I've been working on this low-poly mouse character to learn Blender again, but I've run into a problem with my legs that I don't think I know how to fix:

As can be seen, the bottom of the jorts leg clips into the top of the jorts.
I've thought of solving this problem by assigning the jorts to the leg bones, but that moves the belt area backward through the stomach. It was at this point that I realized what I really needed was for the jorts to move upwards as the legs rotated in that direction.
What I'm wondering is, is there a way to, for example, create a bone that moves upwards if a parent bone rotates within a certain range?


texts:
I'm following a tutorial on making frosted glass, and I'm already stuck with making it transparent.
I brought the roughness down, transmission up, and turned on the screen space reflections...


texts: How can i make something Invisible if the Light is on?

texts: So i make a "Lights Out" animation and there is a light that is flickering and I want to make a Person Invisible when the Light is On and Visible when the light is of. How can I do that ?


texts:
When I apply the boolean modifier modifier the letter E shows the
reverse of what I expected that it would have done. Is there any way to fix it?

File:
https://pasteall.org/blend/0618b60d8e79429083946bc1c867ecce


texts:
I am trying to use blender (2.79b) for batch visualization of data on Windows 10.  Unfortunately, blender gets very slow after creating a certain amount of objects.  I tried to improve things by "flushing" the geometry to a file every so often.  My concept was:

while more_data:
  add_geometry()
  if number_of_objects > limit:
    save_file()
    delete_all_objects()

Alas, this doesn't seem to help.  As more data is processed blender gets slower and slower.  I wrote a benchmark test program that creates a simple polygon object (in actual use they would all be different, not the same):

import sys, bpy, time
from mathutils import Vector

verts = [Vector((0, 0, 0)),  Vector((1, 0, 0)),  Vector((1, 1, 0))]
faces = [ (0, 1, 2) ]

def build_geometry():
    for obj_number in range(5000):
        base_name ='object_%d' % obj_number
        mesh = bpy.data.meshes.new(base_name)
        mesh.from_pydata(verts, [], faces)
        mesh.update()
        obj = bpy.data.objects.new(base_name, mesh)
        bpy.context.scene.objects.link(obj)

def remove_geometry():
    for o in bpy.data.objects:
        bpy.data.objects.remove(o, do_unlink=True)
    for m in bpy.data.meshes:
        bpy.data.meshes.remove(m, do_unlink=True)

remove_geometry()
for i in range(10):
    sys.stdout.write('%d' % i)

    start = time.perf_counter()
    build_geometry()
    stop = time.perf_counter()
    sys.stdout.write(' build time = %g' % (stop - start))
    #  could save the file here, but not relevant
    start = time.perf_counter()
    remove_geometry()
    stop = time.perf_counter()
    sys.stdout.write(' cleanup time = %g\n' % (stop - start))

Running the benchmark gives:

blender.exe -b --python D:\python\build_objs.py

0 build time = 1.8863 cleanup time = 6.83109
1 build time = 2.35458 cleanup time = 7.93244
2 build time = 2.89152 cleanup time = 10.4506
3 build time = 3.74924 cleanup time = 11.1356
4 build time = 4.25657 cleanup time = 12.8942
5 build time = 5.38783 cleanup time = 14.2254
6 build time = 5.90367 cleanup time = 16.2433
7 build time = 6.89383 cleanup time = 18.2199
8 build time = 7.97026 cleanup time = 21.7214
9 build time = 9.24869 cleanup time = 23.8938

The 10th iteration is really slow compared to the first.
Is there anything I can do to get a more constant "build" and "cleanup" time?
Can the "cleanup" time (deleting most objects) be reduced?


texts: Where can I set the Vse playback frame rate

texts: I want use VSE to make a short video. The source videos are  25fps so they run slightly slow. Where in the user preferences can you change this. I can't see it. Thanks in advance


texts: Animation nodes LOD for Hair particle system

texts:
Using Animation nodes answer here:
LOD in particle systems , I was trying to make the LOD for a hair system (grass, woods etc..).
I want to integrate LOD with the scatter addon of the market. When I switch to Hair, I find I can't make the example work since it seems I cant make the nodes change the hair as objects in render to my objects (Trees). I can't find which nodes to add to make it work. So as I walk, I can change the object.


texts: Selected mesh will not move in Object mode

texts: I just installed Blender 2.82a on my PC and found that the initial cube will not move when selected in object mode. When selected the outline turns yellow, but when I attempt to use the move command the outline turns white and moves, but leaves the cube behind. This happens even if I delete the cube and add a new mesh. If I duplicate the mesh or add other meshes, the new mesh will move but will use the other mesh as its reference. I have uninstalled and reinstalled several times to no avail. I also installed Blender 2.82a on my Wacom companion 2 and it works perfectly. I have embedded a screencast on my website that illustrates the issue. https://www.artforthismortalcoil.com/blenderscreencast


texts: Engraving a text string in Blender Internal Render

texts:
I am trying to engrave a plaque (metal, stone) with some text.  The person who redirected me here had this example (with author's permission)

My current workflow is slow.  I prepare a picture of the text (in Gimp), use it as a bump map node in the "final" material (to influence the metal or stone texture).

I'm looking for a shortcut: can I use a Blender text (possibly on a separate layer, not rendered as such) to achieve the same?

I can create the engraving - the key is being able to change the text over, without altering the geometry using a boolean operation, or without re-creating the maps (bump or displacement).


texts: What's the simplest way to wrap extruded text around a cylinder?

texts:
What's the simplest way to wrap extruded text around a cylinder that has a specific radius (for example, the label on a can of baked beans)?

I've tried using the Simple Deform modifier, but that (a) doesn't allow you to choose a radius and (b) requires the text to be converted to a curve.

I'm trying to model a cylinder with radius of 30, which has a line of embossed text that runs around the curved side, facing outward.

Thanks!


texts:
So it's my first time writing a python script for Blender so I may not be entirely familiar with the API but I know enough python to code something. I'm trying to find an armature in code that is the child of an object.
object = bpy.data.objects['Armature']

for obj in bpy.data.objects:
    if(obj.parent == object):
        if(obj.type == 'ARMATURE'):
            armatureTo = obj.data

From what I've read online, that should work. It's getting the object with name Armature, which is the parent object I mentioned. Then iterating through the objects in the scene and checking if the parent objects and object types match with the armature I want and setting the variable to that object.
I'd greatly appreciate any help you can give me.


texts: How do I make vertices equidistant from a given center?

texts:
I'm trying to model a pen holder that came with my graphic tablet. After editing and extruding a UV sphere, I end up with a flat bottom that's not perfectly circular (because of some proportional editing I did before extruding). I've highlighted where the errors are in red. How can I make all the vertices on this flat bottom equidistant from a given center (and therefore aligned in a circle)? Here's the Dropbox link to the file.

I've tried to scale all the vertices to 0 while in Bottom Ortho view, but I can't scale them back up to get the equidistant points I want. The only other alternative I can think of is to extrude a part of the mesh while it's still circular.


texts: Mist Pass differences between Render Layer and Viewer

texts:
For some reason there's a difference between the render layer's Mist Pass itself and the pass seen through the Viewer Node at least in Cycles.

I need an explanation to this, because I've experienced this changing into an animation too.


texts: "Broken" mesh and particles extremely big - Mantaflow fluid simulation

texts:
I was searching for some new ideas and I found this beer pint, so I thought to use it for a mantaflow simulation of a beer. So I did the basic actions of creating domain, collision and inflow object, but then when I start the simulation I noticed that the mesh is like broken, it's like it has holes since the fluid leaks out from the sides. So I verified if the mesh was "okay" and I couldn't find any holes. Here is some footage:

I tried to increase the surface thickness but from 0.0 to 0.5 is pointless since some particles leak out and from 0.5 to 1 it's too thick, since you can see the fluid not even touching the surface of the glass.

Does someone of you experienced this and know how to fix this is?

EDIT-1:
I scaled everything to a real world scale, so now the model is exactly 0.3 meters tall, like the real one. The leak of particles is partially resolved, but now the particles are as big as the pint!


texts:
So I've been in animation a long time but am new'ish to Blender.

Two things I cannot seem to do are fairly simple to code:

Firstly, I need particles to emit particles when they hit a surface.

Secondly, If I have a particle system, the particles must have a direction so how do you get this to drive instanced object direction?

I am massively simplifying these questions, but thats what they need. I have had several needs for the second one, say arrows showing the flow of fluid / gas / electrons, and the first is just where I want a sprite flash to appear where a glowing line hits a wall - I'm copying a 1982 hand drawn animation, surely we can do these basic things in 2020?! :o)

Thanks in advance


texts: Is there any way to add separators to better organize node group parameters?


texts:
I have created a storyboard where I frequently switch between slow-motion and normal motion. The scene involves a particle system, several animated objects and an animated camera.

How do I animate time for all objects globally? If possible I would love to do so using a curve so I can transition smoothly from real-time to slow-motion and back again. As far as I remember there was such thing as a "Time IPO" curve in Blender 2.4.x but I have yet to find the equivalent, nor do I know if that is actually what I am looking for.

See related question: Which animation features don't support sub-frames?


texts:
Is it possible to rotate one object (A) around another object's origin (B) without transforming A's origin to B's? I need this because I want to rotate A around several objects successively. I know this can be done with the "Follow Path" constraint, but it is a complicated method. Also note that the "Pivot" constraint can be used only once and cannot be changed dynamically (or at least I don't know how it does).

Thanks.


texts: What does unwrapping a model do and why is it important?

texts: I am trying to learn how to make small games, and every time I watch a video it says that we need to unwrap it, but they never fully explain what unwrapping does or why we do it.  Is it necessary when exporting to UDK?


texts: Why did my mesh disappear after using remesh modifier?

texts:
I was trying to clean up the geometry of letter "N" after I converted it from text to mesh.

But the mesh of letter "N" disappears after I apply the Remesh modifier.
Making Octree Depth higher did not make the mesh reappear.

Q: Does anyone know the best way to clean up the geometry of a mesh?


texts: How to avoid material duplicates when appending multiple assets?

texts:
i just found a really odd behavior in blender:

Actions:

1) append an object that have the material named "Red"
2) append another object that have this same material
3) same with another.. ect..

Result:

you have now multiple material data: "Red" ,"Red.001" ,"Red.002" ect...
even tho all thoses assets had the same material "Red" at the first place..

This is a really odd behavior, any ways we can append while not dupplicating a material ? the only idea i had is making a script that handle the mess it create afterwards, but well, this mess shouldn't be there at the first place, so i'm sure there's a way to avoid this.

Is it ?


texts: Transform Align without changing position of main object

texts: I'm looking a way to align one object to another in origin center but without moving active object. I looked here for answer but it always is about absolute align and what I need is that I have object where I need to make boolean operation which is part of bigger structure so it cant move when using align.


texts: Can I play a sound effect when I click a button?

texts:
Can I hear a sound as feedback when I click a button in the UI or click the mouse?

I think that if I hear sounds in blender when I operate, I can enjoy more work.


texts:
I have a very basic problem: I want to create a 3D-logo. Therefore I imported a svg from Inkscape an extruded it. I know, that I have to select it in Object Mode, go to Edit Mode and then unwrap it in order to map the imported image on the 3D model.
But: there is no Shading/UVs tab. If I create a cylinder or a cube, the Shading/UVs tab is there, if I want to use my extruded object, the tab isn't.
What do I have to do to find the Shading/UVs tab? Why is it sometimes hidden and sometimes not??


texts: How to select a specific vertex in UV unwrapping?

texts:
I'm trying to UV unwrap one of my objects.

My problem is that I can't select a vertex in the UV window when it is at the edge of a Cut (Marked seam). Instead, it automatically selects the vertex on the other side of the cut.

[][1]

The red arrow indicates the vertex I selected. the blue circle indicates the vertex that gets selected.

Can someone tell me what the problem is here?


texts:
How can I extract volume and surface information from objects?

I create an objects (e.g. a monkey).
With a Python command how do I extract an object's information like: volume, surface, location etc.?


texts: how can you cut it so that when to cubes are inside of each other one of the cubes disapear and leaves a hole in the other cybe?

texts:
how to do it?
whats the short cut?
whats the tool?


texts: I cannot locate the Correct Aspect option in my Blender 2.82 Version.


texts:
Good day. I have another question. I downloaded a model for blender. and here it is

Can someone help me to convert texture to more like a cartoon character. How can i do it. Is there a software to easy create the requirement i need. Thank you.
I've been searching for hours now but i can't find an easy way. Is there an easy way for this? thank you.
And i'm beginner in blender. I learn from doing things instead of just reading. So i have a lot of questions to ask.
I downloaded the file from here. https://open3dmodel.com/3d-models/roman-soldier-free-3d-model_11762.html


texts: I am having a problem beveling the inner edges on this seat for a car I am making. The design is odd as three different vertices converge to one point so maybe that is giving me a problem. Does anyone know of any way to achieve the same effect on these edges. Thanks for any help you may provide.


texts: I can't pose my character with the hair particle system

texts: I've made a tiger and a hair particle system for fur. It all worked well until I rigged it. The model moved with the bones bit not the hair. Please help


texts: How to import a SVG file and scale it using latest version of Blender

texts:
I am a newbie with Blender (Version 2.83) on Windows 10. I want to do one simple job: import a SVG file and scale it in Blender.
I downloaded a football image in SVG file format, its name is like: C:\Temp\Football.svg
Now, I open Blender 2.83 and delete the default image, then I import the football SVG file, but I can't see it from Blender.
So I think it is small, maybe I can scale it to a little bigger.
I can type "Ctrl+A" and I can see Scale with number of 9.
But how I can scale it to something bigger?  For example, if I want to scale it to twice as bigger as now, which keys/mouse I have to use?
I have only 2-button mouse.
Please advice.


texts: Where did the modifiers tab go when you click n in graph editor?

texts: At first, there was the modifiers, but after I did some more stuff (I duplicated the object a couple of times), all it shows are view properties. Help!


texts: How to make a "soft-textured emission" (example provided)

texts:
I'm trying to copy this

So far I've got this

My material nodes look like this Material Nodes (yellow cube material is the same, just new colour)

My Composite nodes look like this Compositing Nodes (it's just a glare node for the 'glow')

My focus is on the cubes, not the foggy coloured background.

Here's what i think i'm missing:

Common texture between all cube materials for "bump" on the cubes
Blueish Point Light from Above
Less harsh emissions from my materials

Here's what i'd like some help understanding:

The yellow cube has two base colours that blend together, the yellow & orange. You can see the same blend in the red & pink above it and below it. I'm thinking it might be a subsurface scatter but i can't tell.

How can I copy the look of the cubes?

Source: https://www.ordinaryfolk.co/


texts: View Last Frame Outline While On Current

texts: Is there a way in blender to view the last frame as an outline while on the current in adobe flash it's called onion skin this is useful so we can animate better and know where the last frame was instead of going back and fourth


texts: Setting field of view in Blender 2.8 from half angles of horizontal and vertical field of view of camera

texts:
I would like to position a camera around a scene to reproduce some perspective images. I was given the camera's extrinsics and intrinsics and my camera seems to be at the right position and facing in the right direction. However, the field of view (fov) of the camera seems off and I was able to get a similar fov as that of the perspective images by manually adjusting the focal length and sensor width parameters in Blender.
I was given xfov and yfov which are the half-angles of the horizontal and vertical fields of view of the camera in radians (the angle from the central ray to the leftmost/bottommost ray in the field of view) and the image dimension is 1280x720. I do not have information about the sensor width of the camera. How do I use this information to determine the correct values for the focal length and sensor width of my camera in Blender?


texts: overlapping alpha textures - shading problem

texts:
I'm working on a bird that has an object particles system with transparent hair textures. When the textures are not overlapping is not a problem.

There are some weird artifacts going on as soon as they start overlapping.

I guess its shading the full mesh without the transparency in this case. Does anyone have a solution to this?

non overlapping feathers = good shading

overlapping feathers = bad shading


texts: Adding Custom Menu "Run Script" Button Causes Duplicate

texts:
Is there a way to use the Blender Text Editor for adding a custom menu and not get a duplicate every time I click on "Run Script" to test the menu? For example, in the text editor, load the template like so:

Template -> Python -> UI Menu

Then notice every time you press "Run Script" you get another menu in your main menu bar. How can I update my menu without getting a duplicate?

I tried simply commenting out register() but then new updates don't show up.


texts: Animation Node Loop with Randomized Color for Each Instance

texts:
Blender 2.79, Cycles, Animation Node add-on

I'm trying to set up a node group to let me create stacks of books that will use the same UV mapped Image Texture, where I've randomized the X & Y on Location, Rotation, and Scale. That part works beautifully. Now I'm trying to give each book in the stack a random pick between 5 colors. Here is my AN set up:

Here is the Material set up for the cover (the text block uses two other images that I don't want to change the colors for):

Unfortunately, instead of changing the color of each book selecting between positions 0 to 4, it's mixing the colors of Pos 1 and 2 together.

I've tried adding in CMO nodes for the X and Y locations but there was no change. The only tutorials I've been able to find on how to change colors require timing or location changes. I want the book colors to remain static so that I can be flexible on where I position each stack (and how tall the stack is) in the environment. I'll be creating multiple copies of the nodes so that each stack will vary.

Clearly I'm missing something, but since I'm still brand new to AN I have no idea what and there aren't that many tutorials out there that I can read/watch to help me through this. Any and all suggestions are welcome!


texts: What features/menus/fx can I use to make a 3D Character OR Actor Emit Smoke while walking?

texts:
I am trying to achieve the effect shown here: https://youtu.be/RbP5frdcfzQ
I am new to blender, but am specifically looking to do Ghostly FX. I'm looking for a tutorial that shows - Step by step - how to make the entire Body/mesh/skin of a 3D model emit smoke or fog or dust...possibly other particles like magic.

My studio OWNS a MOCAP system, and we currently do 3D animation. I am a producer here, not a 3D artist, though I am familiar with linking emitters, and the overall concept. If anyone has done something like my youtube example, please let me know if 1.YOU have a tutorial you made or 2. One you know of you can send me the link to. Thank you for reading this. Jon Hyers, Producer


texts: Node editor's backdrop and render result are not the same!

texts:
The backdrop:

Render result:

Output nodes are correctly connected. Not the same, tho.


texts: After I unwrap in my current project file the texture never appears in rendered mode what could I be doing wrong? When I watch tutorials they unwrap and the texture automatically appears on the object you are working on.


texts:
I'm trying to make an endoskeleton for my Animatronics for my upcoming FNaF Fan game where the Animatronics are based off of memes of my choosing (Don't ask/Insult me).
I've been inspired by this Soft Metal-like FNaF Endo to make the metal of my Endo look soft, yet realistic:

but I don't know if it's materials, editing, sculpting, or multiple factors.
Any tips?


texts:
I have decided to expand my knowledge and start learning Blender. I am following this tutorial since i want to start with low poly art style. I think am following all the steps but the thing is that when i start sculpting my brush make a mess and I can't find a way to properly set it in order for it to work like in the video. Here is an overview of my settings:

Sculpting an Icosphere with size 10 with subdivisions set to 3
Using the Draw brush
Dyntopo is ON, detail size: 7, detailing is set to constant detail
Using Blender beta 2.80

Here are some screenshots of my results:

I am new to Blender and the community, sorry if I use any term improperly.

You can see the video to find the expected results.

Thanks in advance.


texts: How do I export more complex node set-ups from blender to godot?

texts:
I created this energy core for a friend to use in a game. It has animations on it and everything.

Everything is exporting as it should but not the material that I need. This is the node setup for it:

I used EEVEE for this in new blender 2.8, and instead of my node setup it only exports the material as Principled BSDF with emission. And that looks like this:

So my question is, is there a way to export this material how it was intended or there is no way to do that?


texts:
I'm trying to animate wrapping a dodecahedron. I tried to use one object with shapekeys (rotate Y+Y with normal mode), but I can't parent the animations, any ideas?
Now I made separate objects but now I don't know how animate on a specific axis in object mode.


texts:
fist things first I'm using Blender 2.81a and Unreal Engine 2.24.2 as well as the 1.0(beta?) of the gltf importer plugin in Unreal.

When importing the gltf file unreal strait up refuses to import animations because of "invalid joint weights". Mesh and materials are imported just fine:

When importing the fbx file with these settings:

The import seems to work fine, but the imported animations are empty at first sight:

If you look closer you may see a tiny cube at the bottom of the thumbnail. So the animation somehow scales the imported mesh way down.
Does anybody know what to do? The mesh itself does have the correct scaling just the animations are messed up.

All the files used in this example can be found here: https://drive.google.com/drive/folders/1q1PBeQfHW_PPNW9b7DyK5Jiivc9sFvms?usp=sharing

I found out that the scaling problem does direct relate to the apply scaling export settings in blender:

However no matter which settings I choose, I won't get a result in which the scaling is correct. Any idea if this is a Blender or Unreal Problem?

Thank you guys.

Cheers Edregol


texts: Blender using loads of main drive space while using it

texts:
Dear Blender Community,
To begin with some background information, I'm using windows 10 home edition, blender 2.82 and a screen recording software called: "Active Presenter". I've two drives hooked up to my pc, the C: drive with blender and a D: drive containing the blender file.
When doing blender on a light project (and recording it) my pc came with the message: "C: drive space nearly full". This was strange, because when starting doing blender (40 minutes before) I had 60+ gigabytes of free space on my C: drive. I rebooted my pc, now the drive space was back to 60+ gigabytes of free space, started blender and the screen recording software, and after 50 minutes my C: drive was again full. I rebooted it again and my drive was back at 50+ gigabytes of free space, which is still a 5-10 gigabyte permanent increase.
I did some research on blender caching, but I couldn't find any folder on my C: drive that says something like 'cache' or 'temp' in the blender folder (I did look in hidden folders). I also highly doubt it that the space was used by virtual ram, since my ram usage was only 29% and blender told me it was only using 559 megabytes of ram.
Does someone know what is happening here and how I can avoid it next time?


texts: Mesh of vertices shown in viewport but not in render: how to render?

texts: I have a mesh which only consists of vertices. The mesh is essentially a point cloud. I can see the object in the viewport but I can't render it. I want to create a quick animation video where the camera moves around the object. How can I achieve it in the fastest/easiest way? Is there a way to render the viewport view?


texts: How would I make perfect diagonal edges in a rectangle

texts:
In the pic attached I'm trying to make a perfect diagonal edge across the face as I've so beautifully illustrated in MS paint. I've tried subdividing and moving the vertices along the edge so that they look close enough, but 1) they aren't the exact distance and 2) I have to create the vertices on the opposite diagonal side which is a pain.

And I have tried using the ruler/protractor tool but that's been fairly useless so far because 1) it disappears when I go back into edit mode so I can't place my vertices exactly where it was, and 2) you can't enter exact values in it, so when you get down to a measurement like 3.4000005cm you'll never be able to match it on the other side (if that makes sense).

Any suggestions to go bout this? Theres probably some stupid easy solution to it but I've been at this for HOURS and still can't figure it out.


texts: Script to add a number of Objects, Cameras to a scene but cannot rename data objects?

texts:
I am adding a few objects to a scene. Super basic stuff.

import bpy
import bmesh

bpy.ops.mesh.primitive_circle_add(radius=6, fill_type='TRIFAN', location=[0,0,0])
bpy.ops.mesh.primitive_cube_add(radius=1, location=[0,0,5])
bpy.ops.object.camera_add(view_align=False, location=[0,10,20], rotation=[0.436,0,3.1415927410125732])

bpy.data.objects[0].name = 'Plane1'
bpy.data.objects[1].name = 'Object1'
bpy.data.objects[2].name = 'Object2'

This works for renaming items: 1 and 2 in the bpy.data.objects array, but not item at 0? i.e. the circle primitive is not renamed ... this happens with whatever is at [0]?

Investigating this I have also tried the following:

if 'Cube' in bpy.data.meshes:
    bpy.data.meshes.data.meshes['Cube'].name = 'Object1'

In this case the 'if' condition doesn't seem to get satisfied at all and none of the objects are renamed.

What am I doing wrong with my approach to the 'Data API' is it Async? ... I think not? But it feels like things are not as procedural as I might be assuming they are? Wishing the Data Api docs were more fleshed out.


texts: How to have the same coordinates for an object in Edit and Object Mode?

texts:
I created an animated torus and afterwards I wanted to rotate it (and the animation) around the Z-axis of the world, so I used an Empty object , I made it parent of the torus and I rotated the empty.

I would like to have the new values of the keyframes after transformations and , it the same, the new values of coordinates of the tore's center in Object Mode like in Edit Mode.

In Object Mode it shows the old values!

I would also like to know:

Is it possible , after the transformation , to keep the new position (and animation) of the tore AND to delete Empty object?
Is it possible to do all this without to use Empty object? (easier of course!)

Thanks !

--the animation is a translation with many pauses, torus goes from (x,y,0) to (0,0,0) .

This is the torus before the rotation ( the coordinates are the same in Object Mode and Edit Mode )

After the rotation of the Empty object the coordinates are different between Object and Edit Mode


texts: Is there a way to copy UVs between maps on the same object, or merge maps into one?

texts:
I just finished UV mapping a large object that was split into many parts, some parts were new and made in Blender, but the original object was built in another package, which uses a different default UV map name, so that when I joined the new objects to it, I ended up with multiple UV maps on the same object when I just wanted one.

Although I fixed my problem by undoing the merge and renaming the UV maps to all be the same before merging again, I would like to know if there is a correct way to copy UV data between different maps on the same object, or of merging multiple UV maps into one.


texts: What's the most elegant way to cut shapes out of a mesh?

texts:
I'm trying to cut shapes out of a mesh, but I'm having trouble doing it, or at least doing it properly. I'm currently trying to model this flashlight:

The part I'm specifically having trouble with is the part near the green light, where there are cutouts from the cylinder. I'm not sure how to do those properly. The thing that first comes to mind is creating another object, using an array to copy it around the cylinder, and then using a boolean modifier in difference mode. This works, but it creates an ugly mesh, and it also doesn't seem very flexible, for when you need to do more complex stuff, and working on a mesh that indirectly affects the mesh you're actually trying to affect seems a bit weird. I've also tried doing things like knife project, but it's geometry isn't any better.

So, basically, what I'm asking is: Is there any way for me to do this while keeping my geometry clean?


texts: how to render from frame before 0 (minus frame)?

texts: I have an animation that I messed up and had to start it from frame -20, but when I render it starts from frame 0, how do I render from there. Thanks


texts: Applied armature doesn't "stick" to mesh while not applied does and I think I need to apply

texts: According to a tutorial that shows how to export my NLA to Unity I need to apply all modifiers first. Though, I noticed that if I apply my armature to the mesh then the mesh stops following the armature. I also have a mask modifier on the mesh that maybe makes some fuss. But it doesn't seem to matter if I apply both modifiers in any other order. The mesh still does not follow the armature. I've appended the blend file in comments if someone could take a look.


texts: Cannot find material option for Alpha blend mode (Opaque, Alpha hashed , alpha clipped etc)

texts:
I'm setting up the nodes for a transparent object (eyelashes and hair), and according to the tutorial I'm following I'm supposed to get the options in my materials panel to choose the blend mode. But I cannot find these options anywhere.

My node setup is with Principled BDSF, a transparency shader and a mix shader.

Annoyingly, I've actually done this before in other models, but cannot now get a menu that shows the blend options. Where have they gone? Am in 2.80 & Cycles.


texts: Layer on top of my object looks wierd after extruding certain vertices

texts: It could be that I accidently selected the vertices opposite to my facing side and then accidently moved them while extruding and then deleted them.


texts:
I have been looking for a way to do this for a long time (mark_seam (True\False) and mark_sharp (True\False)) with one button in my pie menu.
I managed to achieve some kind of result. I found how to do one button bevel and crease.

How to determine if the seam is on only selected edges?

import bpy
import bmesh

obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)
bw = bm.edges.layers.bevel_weight.verify()
cr = bm.edges.layers.crease.verify()
#se = bm.edges.layers.seam.verify()           ???
selected = [e for e in bm.edges if e.select]

if any(e[bw] == True for e in selected):

    bpy.ops.transform.edge_bevelweight(value=-1)

else:

    bpy.ops.transform.edge_bevelweight(value=1)

bmesh.update_edit_mesh(me, True)


texts: My camera will not follow the object it is constrained to

texts:
I have a camera here that is constrained to look at an empty object. It is also following along a path. I have follow unchecked on the path but when the camera reaches a turn it flips on its side regardless if i'm using follow or not. I locked the Y rotation of it which didn't help one bit. Does anyone have any ideas what to do about this?

When it takes a shit ^^^^^


texts:
At which point are my current 2.78 files compatible with the upcoming 2.8 version? The models will be ok, but what bout the materials? Should I even bother setting them up if I plan on using the new Blender-Game PBR engine?

What about the logic brick? I read that the whole system of game logic will be rearranged and implement new more powerful physics.

So What aspect of my files should I be working on now and which should I leave aside until 2.8 comes out?

Thanks


texts: How to model with polygons, the hinges of Medical 3-Spring Aluminium Chart Holder?

texts: Medical 3-Spring Aluminium Chart Holder Provides Strong 3-spring closure form medical  histories.• As shown in the figure below.


texts: How can you launch an object at a specific velocity and angle outside of the game engine?

texts: Lets say I have my model, Suzanne. I want to to animate Suzanne being launched from a cannon. How can I choose an exact velocity and angle to launch Suzanne? Suzanne is a rigid body.


texts: Blender is not rendering the specific object the way I modeled it

texts:
I made a simple PC rig model with Blender, however, when it is rendered, the box isn't rendered the way I modeled it - it goes down bit or something. The first pic is the model rendered in cycles engine in preview, and second is the fully rendered one.
Please, can someone tell me why it works in this way?