texts: When I press shift + f and enter fly mode, while flying around my scene, I noticed pressing tab doesn't toggle gravity, and when I press space I don't teleport either. Is there a user preference or something that I am missing?


texts: Manipulator Icons Missing in the 3D Viewport (2.8)

texts: I'm not sure if I toggled something and it made my manipulator icons disappear, but I can't find them when I would select an object or face, edge, or vertex. Help?


texts:
In sculpting mode you can switch between relative and constant detail, which determines if the stroke is affected by the distance to the mesh.

Is there something in texture painting that gives a similar result? I use thexture paint to create bumps, tthe issue is that i sometimes have to zoom in on the mesh. The problem is that it changes the size of the strokes effect.


texts: Can installing the latest build of Blender work to replace a previous build?

texts: I need to replace Blender 2.80, which I am unable to uninstall with Blender 2.82a.


texts: Using just Blender to make cloth assets on a model in UE4?

texts:
Here's an actual example of a test I'm attempting. I have a small dagger, and I want to add a bit of cloth to the pommel that will flow around while swinging the dagger, or walking around. I have the dagger completely finished in terms of making the mesh, UV unwrapping etc, it's even textured. It does not however have bones. I've been importing it as a static mesh.

From various videos, I am pretty sure I need to have bones and a physics asset, therefore needing a skeletal mesh, I just need confirmation. That would mean needing a skeletal mesh for even something like a fruit stand with a tarp over it or something. I actually imported the dagger as a skeletal mesh and messed with cloth paint, but it didn't have any effect, I'm assuming since it lacks bones or physics asset for directions.

So, do I need to make anything that will have cloth physics a skeletal mesh, and will that allow me to select the different components as long as they're applied to bones? And can I do this by just modeling and rigging in Blender and then using clothpaint in UE4? Thanks.


texts:
Is there a way to use  cruise controls like the old fly mode without changing too much else in 2.8? (I don't want to revert to 2.7)

I'm using the word cruising as in it moves and will continue to move with or without user input.  Just to specify.  I get that you steer it like a boat.  you set its constant speed with the arrow keys and the focus box will always rotate in the direction of the cursor.  I'm explaining that I know how it works so people don't waste time trying to explain that aspect of it to me.

edit: thought I'd apologies the day after if my question seemed hot headed.  Not walk mode because I don't want to stick to the ground.  I've gotten more used to fly mode if I only use the mouse but you know how it's a box in the screen and it turns for however much your cursor is outside it? how can I make it behave with the cursor fixed and the input from the mouse rotates the view and arrow keys move?  Btw thought I would specify I am speaking about fly mode in edit and object mode.  I'm not talking about anything in the game engine (if there is one in 2.8 didnt check.)


texts:
I'm trying to write an export script to output vertices and vertex colors in a simple format. The script I've created appears to work fine when run during "Object" or "Vertex Paint" mode, but when I try running it during "Edit Mode" it crashes and doesn't work.

Here is the relevant code:

def do_export(context, filepath):
    obj = context.object
    mesh = obj.data
    mesh.calc_normals_split()

    with open(filepath, 'w') as f:
        for poly in mesh.polygons:
            for loop_index in poly.loop_indices:
                loop = mesh.loops[loop_index]
                vert = mesh.vertices[loop.vertex_index]

                f.write("v %.4f %.4f %.4f\n" % vert.co[:])
                f.write("c %i " % (mesh.vertex_colors.active.data[loop_index].color[0] * 255))
                f.write("%i " % (mesh.vertex_colors.active.data[loop_index].color[1] * 255))
                f.write("%i\n" % (mesh.vertex_colors.active.data[loop_index].color[2] * 255))
                f.write("\n")

And the error I get:

location: <unknown location>:-1

Traceback (most recent call last):
  File "/home/pubby/.config/blender/2.78/scripts/addons/export.py", line 62, in execute
    exported = do_export(context,  filepath)
  File "/home/pubby/.config/blender/2.78/scripts/addons/export.py", line 39, in do_export
    f.write("c %i " % (mesh.vertex_colors.active.data[loop_index].color[0] * 255))
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

location: <unknown location>:-1

Any idea how to fix this?


texts: How to get Blender to record animation from game engine consistently?

texts:
Blender has a feature to record animations from the game engine:

https://docs.blender.org/manual/en/dev/game_engine/physics/introduction.html

I have used this in the past, and have managed to get it to work but it seems flaky. As of now I can't get it to record a scene I'm making. I have tried removing all the previous keyframes, turning off and then turning on the option to record animation, and such, but it still just runs the game without recording any keyframes.

Now running Blender 2.79.

Any assistance in how to get Blender to record animation from the game engine?

EDIT: I just tried again, this time pressing Enter (a key with a sensor in this scene), and it seems to have recorded two objects, although none of the others, and so far it hasn't been reproduceable.

Some further details of the bizarre behavior: It seems that playing the animation (alt-A) after recording it makes some keyframes appear, whereas before playback (but after recording) no keyframes appear. Even still, it's only for two of the objects -- there are many more here, including some starting in this scene and others added to the scene through game logic.

The two objects that do get animated both start in this scene rather than getting added to it by the "Edit Object" actuator, and move in the scene. Perhaps the objects not getting animated are those that are static and those that get added to the scene by the "Edit Object" actuator?

After another test, a new object that starts in this scene and moves does not get recorded. Also, the moving camera has not been recorded. It seems that it does not add new keyframes when there already are keyframes, even after playback (alt-A).

Here only two objects have had animations recorded, even though numerous other objects get animated. Of the two visible objects in the following screenshot, neither is an animated sphere. One is an icosphere that I deliberately added to test, and its motion fails to get recorded:

A fresh take, after removing previous keyframes:

Here the game has obviously played, yet keyframes for the moving parts are not recorded:


texts: Why is my 2D animation grey in video editing tab?

texts:
This is how my animation actually looks like:
But when I add the scene strip in the video editing tab, it's grey, this is how it looks like:
And when I render it:
Why is this happening?


texts:
I hope this hasn't been answered somewhere else. I remember having found it a long time ago but I've been looking for the answer for a week with no success. I know there is a way in which you can select manually which vertices a bone moves when animating (something like assigning or removing the influence a bone has on a vertix) , but I can't find the way to do it and I was hoping someone would?
Ps. This isn't the weight painting method
Thank you in advance!!!


texts: The shortcuts of annotation tools changed itself

texts:
Sorry for this silly title. I tried to pinpoint the cause of this behavior but it seems so random.

Usually my shortcut of Annotation Eraser is Shift+Spacebar+8:

But sometimes it becomes Shift+Spacebar+7:

And after I add and erase some annatotions, it becomes Shift+Spacebar+8 again, back and forth, leaving me confused.

I'm pretty sure that I don't change any of preferences.


texts: Render transparent object distortions but not the transparent object

texts:
I'm trying to render some artifical object behind glass.

This object has its material properties in such a way that it produces refraction (raytrace transparency with IOR > 1), reflections, and it casts a shadow.

The setup:

I use a real-life image as a background to render the scene, you can see the results before and after the process:

http://www.youtube.com/watch?v=30pFzvcwQnc

Please note that the model is not an accurate representation of the real object (I'm ok with that).

I want to get rid of the transparent model on the right image and keep only the distortions on the apples, the reflections of the apples on the object and the shadow cast upon the table (there is no real table in the model, it's just the image)

It should look like the original object (the glass on the left image) is casting the shadow and producing the refraction and the reflections.

As the model is an approximation of the real thing, it is ok not to have accurate distortions.


texts:
having moved to Blender 2.8 I’ve gone to use the Compositor for the first time and then realised I can’t drag node connections from one node to another node. Like here…

https://gph.is/g/E1qmpAD

But I can drag connections to nodes in the Shader Editor.

Am I missing something?

Thanks in advance.


texts: Using shrinkwrap doesn't wrap the object correctly

texts:
I'm trying to add my logo design to a shoulderpad of a miniature.

I imported a .svg file (my logo) and a existing .stl of the shoulderpad.
I transferred the .svg logo to a mesh object.
I added a lattice to the logo and made it flat and the size of the shoulderpad.
I added a shrinkwrap to the lattice and linked it to the shoulderpad.

 This is my result, logo show's on the inside of the shoulderpad and isn't realy wrapped around the curved outerparts :(
What am I missing? Do I need to add different settings to the shrinkwrap?


texts:
I want to cut doors holes in walls.

What is method to do it?

I prefer to just cut hole and join vertexes to keep shape simple. Consider that wall has some width and is asymmetric on both sides.

Should I extrude edge loop and do some cut or is there other simpler method?

How can I create edges and vertices on faces intersection?


texts: Blender 2.8 make objects unaffected by light

texts:
I created this scene by placing lights on each corner of the octahedron. Obviously the rest of my objects in the scene now reflect the lights.

Is there a way to exclude objects in Blender 2.8 from reflecting light? (with EEVEE or Cycles) In this example I'd like the arm to not be affected by the lights.

Alternatively maybe someone could show me how I can color each one of the vertices of the octahedron with e.g. a material emittin the light. I didn't get a helpful answer here. How to color vertices of cube


texts: When doing the fire simulation within Blender Render can the smoke domain be anything other than a cube, such as sphere or other mesh?


texts: The menu on the right disappears when I go into UV Edit.  Can anyone advise how to get it back please?


texts: Some part of my character is not very well lighted

texts:
I have a problem with the lights,because this is a topic that I have never studied well. I don't understand because the scene that I created is not lighted very well. I'm using the sky texture as background in cycles render. I have also placed a sun light on the scene and I have increased its strenght,but it seems that it is not working. Problem is that the facial features,the shoes and the hands of the boy are too dark. Instead,the girl is better lighted...can you give me some suggestion ? thanks.

You can find the blender file here :

blender file

NB : The character models come from blendswap. I have only modified them a little. Credits goes to the original authors.


texts: How can I fill the inside of this helmet?

texts:
I'm new to Blender and I have this helmet model that I want to fill the inside of, but I'm not sure how to do it or if it's even possible. I've tried searching for videos or guides but nothing seems to cover what I'm looking for.
As you can see it's quite a complex model with lots of curves and angles so not very straightforward (at least to me).
Also if possible I'd like to create a separate piece that follows the profile of the Visor and would be able to sit behind it.
I basically want to make this into a solid object.


texts: How do I show the preview image in the background when compositing?

texts: I am compositing in Blender and although I have my backdrop on, I am unable to see a preview of what I am compositing. How do I preview my composite in Blender?


texts: How do I get my GPU to start running in blender?

texts: I have a graphics card and when I'm in blender, it does not show up as running. I switched the render to GPU, but it gets greyed out and still uses my CPU. Im wondering how to make it so the render uses my GPU instead of my CPU.


texts: Merge overlapping vertices of different objects

texts:
The array modifier has an option to merge the overlapping vertices of two segments. Is there a way to do this with the overlapping vertices of two separate objects?

One advantage of this feature with array modifiers is that it allows other modifiers below in the stack to work on a contiguous mesh with no splits.

In the picture below, I have 3 objects that make up a single whole: two arrayed objects, and another to transition between them. They need to remain as separate objects because they have different modifiers. But the splits where the objects' vertices overlap interrupts the subsurf modifier, creating artifacts like the one circled.


texts: Constrain position of group of wiggling objects within another

texts:
I try to animate a group of objects with Animation Nodes and I am using Vector Wiggle but I would like to constrain the position of the particles or other objects, within an inside of e.g. a torus. Just to emphasize, I do not want to use a particle system because it is not loopable.
I tried a rigid body and collision modifiers but that does not seem to work for me.


texts:
I have been following a cave tutorial from Blender Guru and I am stuck with my mushrooms after the weight paint. The mushrooms are located in the right area but the steams are sticking through the cave floor and not standing on the cave floor.
I have been changing the origin of the cave but it doesn't make a difference.


texts: How to animate rotation of duplivert shape

texts:
I have a rectangular shape parented to a circle set to duplivert, with rotation checked. It took a little bit of fiddling to get the rotation to work the way I wanted. At first the rectangles didn't rotate, or did so oddly, until I created a face for the  circle, and then deleted that face again.

Now I want to rotate the rectangles so the top ends fan outwards. I've moved forward a few frames and tried to set that up, but this time I can't get the rotation to work the same way. It's like it will do it on 2 axes, but not the third. I have tried every combination of Tracking Axes under Relation Extras with no luck.

Is there a way to get this to work with dupliverts?


texts:
I want to add two follow path constraints to a single object.

That means I want my object to follow path A, then do something else and then the object should follow path B, which begins at the end of path A.

Any Ideas?


texts:
I'm using Bforartists for the less intensive keyboard usage, and while I like the tiny icons quite often I want to know what they are for, but right now it feels like it takes too long for the tooltips to show up and I would like to shorten the delay and can't find a way to do it.

Anyway to change the tooltips delay?


texts: How to keep the original shape when simulating cloth?

texts:
this is the original shape

after simulation

I want the skirt keep the shape rather than dropping down like this

Maybe it can be solve by Cloth Stiffness Scaling option but I really don'n know how to use it?


texts: How can I select every Nth edge in only one direction on a plane?

texts:
Using Nth in shortest path requires selecting every every length of vertices.
I've tried manipulating checker select.
Select similar selects all edges in one direction. Adjusting the threshold doesn't help.
I don't know how to write for select pattern.
All the other similar questions don't help.

I'd like this pattern.


texts: How to create a circle pie chart with separate (adjustable/variable) triangle "chunks"?

texts: I'm after an adjustable pie chart. Think of a circular box of cheese triangles. Each triangle is a separate object from the others (and variable in the .pct of the circle, but together form a thick disk - like a hockey puck.


texts: Create vertex on a desired part of an edge

texts: Ctrl + R creates vertex exactly between two vertices of an edge but I want it in the place where I click, that is any part of an edge where I click. I wanted to know if there is any such feature available in blender. This will just increase my modeling speed.


texts: Move each of edge loop's vertices by their relative weights in a vertex group

texts:
So, I have an edge loop weightpainted and I want to move that edge loop's vertices by their relative weights, How can I do that?

I skimmed through the blender's official documentation and I found a solution, maybe there is another one and you're welcome to post it!

So the way I did it is by using the lattice modifier, someone wondering and not knowing a way to do it might find it useful

Add and scale a lattice however you like, I scaled it enough to contain the mesh (Object Mode):
Add lattice modifier to the mesh you're trying to transform
Input recently created lattice as an object in the modifier's object field and the vertex group you're trying to transform in the vertex group field.
Then select the lattice and switch to edit mode, transform the lattice and the vertex group will transform according to the lattice.

My reputation here doesn't allow more than to links, I'd love to be more illustative by the help of images.


texts:
Part of my UV texture is not showing up on my model in both texture view and rendered view. As you can see here the text is not showing up.

I think the problem might be that I have another image open that is identical, but without the text, but I don't know how to switch which image it uses.

How can I fix that a part of an UV image texture is not showing up on my model?


texts: Modelling an airplane with a irregular shape

texts:
I'm trying to model this plane, which is the ME 262(1941) :

As you can see, the plane's nose is in a conic shape; however, the rest of the body is triangluar-ish. As a result, I'm having some problems modelling the plane since the transition from the conic shape nose to the triangular body is weird. I need the two to transition properly and smoothly. Could somebody help me with this? Thank you.


texts:
I'm trying to create a series of arches based on a single molding profile. I've created each arch as a curve and the plan was to then take the profile (a single face at the moment) and extrude it along the curve to create the arch I want. However, something I can't even explain is happening and the extrusion is not conforming to the curve. I've also tried extruding first and then attaching a curve modifier and get the same result.

If it will help, you can download my blender file here.
http://www.mediafire.com/?27kos3cwfkf2c

Let me know what I've done wrong and thanks in advance!


texts: Feeding the 'shape key' value from a variable in python script

texts:
For the sake of mathematical accuracy i need the shape key to change as i change a variable declared in python. I know how to declare a variable in python. Now how do i use that value to determine my shape key values.
This actually can be a general question:- how do I use a value of a variable declared in python terminal at any other place in the GUI editor. Eg- declare a vector of numbers in python and set the z position of an object to change accordingly at every frame. I have a feeling that it is easily possible through scripting(though i have not tried it) but is there any graphical way of setting this condition?


texts: Complete black in material preview shading tab

texts: I've just ran into this problem and looked on youtube to find a solution to no avail. I have no idea what I did to make this happen. I'm using blender 2.9 . I don't have any idea what's going on. I'm currently in material preview but in rendered it works fine.


texts: Cannot translate vertice/edge will duplicate

texts:
Most of the time when I try to move a vertex or an edge, instead of translating that, it extrudes it, it creates another face or, vertiex or whatever.
I do not really get why it behaves like that. I hope I explained it in depth. I am sorry if this is a duplicate post but I could not find anything!


texts:
I discovered that in my Scene Color Management, Display Device has always been set to sRGB. When I turn it off, the color of a given RGB now seems to match what I see in say Matplotlib. No matter how many times I try to read about color spaces, I always feel like I've walked into a movie 45 minutes late. So I'm not going to even try to sound knowledgeable here.

Since I'm looking at Blender with a computer screen which presumably already has a limited color space (compared to human vision) why would I want to push a button that at least appears to limit it even further?

I'm going to generate non-photo-realistic images (fixed an moving) to post on the internet. I like the colors I see when sRGB is turned off, but should I be using it anyway?

Here's what I was doing when I finally realized the colors were looking washed out with sRGB turned on:

import bpy

rr = [0.000, 0.000, 0.325, 0.663, 0.780, 0.925, 0.941, 0.961, 0.988, 1.000, 0.561, 0.000]
gg = [0.451, 0.255, 0.267, 0.318, 0.278, 0.196, 0.380, 0.525, 0.725, 0.945, 0.780, 0.659]
bb = [0.431, 0.545, 0.537, 0.545, 0.376, 0.216, 0.208, 0.204, 0.176, 0.071, 0.290, 0.353]

xx = np.linspace(-5, 6, 12)
for i in range(12):
    ok = bpy.ops.mesh.primitive_cube_add(location=(xx[i],0,2),radius=0.4)
    ao = bpy.context.active_object
    mat = bpy.data.materials.new('mat')
    mat.diffuse_color = rr[i], gg[i], bb[i]
    ao.active_material = mat

sRGB:

None:

This plot comes from comparing the RGB of the screen shot with sRGB turned ON, compared to the python RGB values in the script. The slope of about 0.45 makes sense - the sRGB is roughly like a gamma of 2.2 applied on a per-color basis according to Wikipedia. 1/0.45 ~ 2.2


texts: why is the diameter different on these two Bezier curves using the same Bezier circle as a bevel object?

texts:
I have created three closed Bezier curves. The first, "loop" and the second "shape" are simple Bezier circle that have been scaled and the scale applied. The third, "knot", started out as a Bezier circle.  In edit mode, I added 3 more Bezier circles, positioned them, and then edited them to be connected into a single curve.

Next, I set the Bevel object on loop and knot to shape.  I expected two closed tubes of the same diameter, but instead the diameters are different.  Why are the diameters different?

I know I can duplicate shape, rescale the duplicate and use it as the Bevel object for one of the paths, but I would like to understand what is going on.


texts: I want to merge an object with its texture

texts: I have an object that have really great detail. but When i export it to print on a 3d printer I lose all the great detail. How Do I merge the obj and the texture file to make them one single mesh? It comes with the object ,base color,height,metallic,mixed_AO,Normal_DirectX,roughness. I am used to working with Daz3s studio So I know most of these. So the normal_Directx with be depth of the  details. I am not sure on how to bake or rather fuse the normal to the object file in a way that I can export it as an stl file to print


texts:
First post here. I have a weird issue in Blender involving the Mirror Modifier, or lack of in this case. I copied a hand model from another project of mine and adjusted it to make it more feminine for my game character, however, even without a Mirror Modifier, the program is acting like there is one; I've got a second one and both will highlight if I click on one and they'll both disappear if I try to delete one. They're both in the same layer as well. The same thing happens with the Subsurf Modifier, too - it still acts like it's enabled. Also, the positioning of it is weird. Even if I set the 3D cursor and pivot point in the centre, the left hand stays at the bottom left instead of aligned with the one on the right on the X axis.

Any ideas what's going on? Have I stumbled on a glitch or something?

Thanks.


texts: Is it there a control or something to assign more resources to script execution. Or the only option is to improve script's code performance?.


texts: Why is smoke getting caught my container

texts:
I tried to set up a thing where smoke (being emitted by a small circle) was coming out of cylinder that I inserted and extruded to make a cup. For some reason, the smoke would not rise until I moved the circle past the opening of the cup.

[EDIT] I've recreated the file in 2.8. Even when I bake it, the problem remains.


texts: How can I edit text object properties with a script?

texts:
I have got some files with a lot of text objects for descriptions. Now I need to modify all these text objects.

Example:

Modify the curve resolution-U, but also modify the font bevel extrude. I can modify the extrude using this. Also if possible change the text color as I might need to add or replace existing material. All this using Cycles.

I can modify some parameters:

for ob in bpy.data.objects:

    print ('ob =', ob.name, ' type =', ob.type)
    if ob.type == "FONT":
        qtyTEXT+=1

    tcu = ob.data
    print ( 'font name =',tcu.name )

    #  Curve attributes
    tcu.extrude = 0.2     # in BU
    tcu.bevel_depth = 0.1    # in BU
    tcu.bevel_resolution = 0

But this does not allow to change the curve text parameters like resolution!

Also, would be nice to be able to add a new cycles material for each of the text object.


texts: How do I make the 3D manipulator straight instead of sitting at an angle?

texts:
How can I make the 3d manipulator straight again after being angled like this:

I am now only able to drag verticles diagonally but what I want is to drag them straight along the x, y or z axis.


texts: How to fix strange face-select behaviour?

texts:
Whenever I click onto a face in edit mode, about 5 or more faces in random places all over the object gets activated.
Even after I have installed the next version of linux min, linux mint 17.2, the problem still remains.

I am using Blender 2.69

I have tried the latest stable version of blender on
linux mint 17.1, linux mint 17.2, ubuntu mate,
the problem never vanished.


texts: Is there a way to make vertices use external objects?

texts:
I apologize if my question seems convoluted, I figure if i knew how to describe it simply I'd be able to look it up. Anyway, please bear with me:

What I want is to add objects to vertices, which the vertices coords being the point for their individual origins. For instance, I create a grid out of a subdivided plane, I want to create (for example) UV spheres "on top" of the intersecting vertices. Is there something (similar to setting a bevel object) that allows me to do this? or some other way i could make a "grid" of objects?


texts: How i can make glass material with increasing amount of sampling

texts: Hi guys i m having problem with blender. In cycles render when i increase amount of sampling glass material getting black and its glass property disappearing can someone help for this problem thanks


texts: Exporting a PNG file and creating a flat object which looks like the texture

texts:
I am a complete beginner at blender so this question may sound very trivial to someone, please don't judge.

I imported a png file to into blender and basically what I want is to create a 2D object which has texture and form of the logo of the png file. Right now I have a black square object where the logo is laoded onto, but I want to remove everything black from the 2D Plane except the logo itself if you get what I mean. Does anyone know how I can do that ?
Or in other words, I want to create a flat Object which has the form of the logo of my texture, so I can export it into a Obj file and render it in my program.

I don't want to go into thousands of tutorials because I won't use blender for anything else after that.


texts: Applying Edge Split Creates Double Vertices

texts:
Whenever I apply the Edge Split modifier to any object within a .blend, it creates double vertices. This issue follows the model regardless of which version and format (.3ds, .dae, .obj) it is exported to. (I tested with a 2.71 Nightly, 2.72b, and a 2.73 nightly)

Have any of you had this problem before and if so, how can it be fixed?


texts:
When I change Viewport Shading to Rendered.
I got this background. How to turn it off?


texts: All my objects move together as if they are linked

texts:
I have this problem: all of my objects are linked, I don't know what I did for that to happen. Even if I add an object and I move another, it will move the object I've just inserted.
Here's my problem in video: https://kapwi.ng/c/edUbpldI


texts: Darker weight paint colors (Blender 2.8)

texts:
Weight paint from Blender 2.79 (shown in Blender 2.8)

Weight paint created in Blender 2.8

Is this a problem? Also, if not, is there a way to change it back to the neon colored weight paint so that I'm able to see it better?

EDIT:

I tried tweaking up the custom colors, but they are still dark.


texts: Fur looking different than the preview when rendered

texts:
It is the first time I'm trying to make fur in Cycles, I'm far from being an expert so I followed Blender Guru's tutorial for that and it looks the way I want it in the preview. But once I tried rendering, the fur looks way more long:

I have already tried to turn down all the sizes, to zero even, but nothing changes, it still looks super long when I try to render.

I'm also using subdivision surface on the meshes.

Like I said, this is my first time trying hair/fur and my blender knowledge is very limited so I'm sorry if this is a beginner mistake but any help would be very appreciated!

Thanks in advance.

EDIT: here's the blend file!


texts: How do I remove weight from a single bone in Blender. I tried the eraser tool, but it doesn't get everything. I know I'm supposed to go to vertex groups and set the weight to zero, but I don't know how. I know how to select the bone in vertex groups, but I don't know how to set the weight to zero.


texts:
I found great tutorial from Tutor4u:
Blender Beyond Basics #4: Fun with Transformations - Blender Tutorial
But somehow I end to odd results with that. Here I have five different frames:

As you can see, the particles become already visible on the frames 48 and 49, but then suddenly the original torus is seen on frames 50, 51 and 52, until on frame 53 it is again as expected. These are just few examples. The issue continues during the animation.
If I do the manual rendering on those frames, they are seen as expected. So this problem appears only during the rendering the animation.

File format: FFMpeg
Video Container: MPEG-4
Video codec: H.264
Rendering engine: Cycles
Rendering sampling: 24

Is this a bug which should be reported into somewhere or what do you think, and have you seen similar issues?


texts: convert cycles materials to blender render

texts:
I created materials in cycles(assigned a color). I need convert cycles to internal, but when I do it, materials lose color and broke material(Node< none >).

How can i convert?

Thanks!


texts: How to batch rename materials or auto assign them to the name of the texture file

texts:
I'm currently working on porting a section of a world/map from one game to use in source filmmaker. I've managed to import the section I wanted and I'm stuck at a very slow and repetitive process.

What I have is dozens of objects (which I imported directly from my game), the material names were assigned based on the name of the object and the texture was set accordingly.

So lets say an object I imported is called chair, and this object has 3 materials or so. Each material will be named chair.001, chair.002, chair.003, etc etc. Now, the texture files/images are named correctly, lets say the textures are named chairwood chairclooth chairmetal or something of that sort. What I need is to be able to automatically merge the names of the materials with the textures they are assigned, so whatever the filename is the material is automatically changed to it. Several of the objects I have use the same texture file whilst having differently named materials, so you can see why its a royal pain.

Pretty much I need to know if I can do any of the following things with or or without existing addons/scripts or default tools in blender.
1) Can you select/batch multiple materials and rename them to all have the same name?
2) Convert/export textures to have them the same as the material?

I've included a imgur link of what I'm trying to explain, maybe it'll be easier to understand what I'm getting at
https://i.imgur.com/GXsb332.png


texts: Emphasizing Cycles Render Ambient Occlusion

texts:
I've tried the Ambient Occlusion (AO) option in the World tab but it brightens the scene too much and doesn't much increase the AO (in Cycles).
How can I increase the amount of Ambient Occlusion in a Cycles render?


texts: Im working on a game that progresses scene by scene in blender game engine, what I want to do is create a save state of sorts for saving the progress with the scene its on, for example I would enter a scene, it will ask me if I want to save, I would hit yes, and a python script would save a pre-determined number for that scene in a .txt file in the game folder, then when I reload the game and hit load, a python script reads the number in the .txt file and loads the scene corresponding to that number, however I have no idea how to implement this specific write/read/load from .txt feature into python code, any help would be much appreciated.


texts: Control a cylinder mesh with multiple curves?

texts: I want to control different parts of a cylinder with curves, so that different parts of the cylinder can have different intersections, controlled by curves, regardless of how the curves are scaled. I found a method using curve modifier on different vertex groups, but it is not very practical.


texts: Exactly positioning and aligning objects

texts:
I'm trying to get productive with blender. Now I have this challenge I can't solve.
I imported parts of a cnc chair I'm designing. Precisely positioning the parts is my goal. How can I do this ?

So I want to go from here:

To here:

In the last screenshot the part look aligned but not exactly :(
I tried to figure out snapping but I get the impression that's not gonna cut it, I'd love something like sketchup style moving/rotating/positioning.

I've been also looking into the NP-station add on, I can't get that to work though.

Edit:

Thanks for the answers and replies. It looks like I want/need something like np-station or mesh align plus. Tiny-CAD only seems to work in edit mode (?) while I need to align and position objects. Getting into origin and the 3D cursor was useful too.

But I placing my bets on getting mesh align plus to work for now.


texts: Mirroring / Copying Constraints over a whole rig

texts:
Is there a "Mirror Constraint Tool" in Blender, Much Like there is a "Mirror Armature Tool" in Blender's --> Armature -> Editmode?  I found the "Copy Constraint" Tool/function But NO "Paste Constraint" Tool/function. And from the methods I've seen online this has to be solved one bone at a time, even with the Copy Constraint Tool used properly.

My .blend file can be found here:


texts: Can I change the size of the camera view?

texts: Please let me know how to change the size of the camera view. The red dotted line of the square is too small for me.


texts: How can I connect two objects for cloth simulation?

texts:
Context:  I am modeling an object that will be simulated as cloth.  I would like to attach two "velco" handles onto the main piece.

Initially, I just Ctrl+J to join the handles to the main piece.  I then pin the two handles, but when I run the cloth simulation, the main piece detaches and falls away.

How can I get the handles to hold the main piece and drape accordingly?

Thanks.


texts: Why is the object not moving along the curve path?

texts:
Yet again, I am have problem with the curve-modifier. So I did exactly (or at least I believe I did) as what others told me in my last question:
set origin of the curve to its geometry > set cursor to the curve > set origin of the tube to its geometry > move the tube to the cursor
And then I applied the curve-modifier and move it along the Z-axis. But for some reason, the tube ran out of the curve and they were not aligned any more. The same happened to the cylinder array that is supposed to run along the curve as well. I tried rotating the tube and change the axis, but it still didn't work.
Could anyone please point out what I missed in these steps? The file is attached as follows: the tube and cylin_array are the application of curve modifier, whereas the tube.001 and cylin_array.001 are after the application.


texts:
Im new to blender and curently following a youtube tutorial for making my first 3d character. It was going realy good until i noticed that somewhere in between the rigging and the weight painting my character split in half. I have tryed useing alt+m and also tryed to clean it up via mesh, but i cant get the two halfs back to getter. When moddeling I used the mirror modifier.

I realy hope someone can help me.

Thanks in advance :)


texts: Node Shader and Principled BSDF not in the node list.

texts: I was excited about the Principled BSDF but it did not appear on the new download 2.78c. Along with this I was following a tutorial and discovered that when I hit shift A for adding nodes that the shader was not in the list.


texts: Screw Modifier Destroying Normal in Blender

texts:
For some reason whenever I use a screw modifier my normals are being destroyed.
The below image is before applying screw modifier

Now after adding screw modifier, it looks like this

I have made sure all the transforms have been applied. Is there a way to correct this quickly?


texts: No compatible GPUs found for path tracing ?? Intel Iris Plus Graphics 640 1536 MB (Mac)

texts:
Anyone know how to GPU render in this mac

MacBook Pro (13-inch, 2017, Two Thunderbolt 3 ports)

2,3 GHz Intel Core i5

Intel Iris Plus Graphics 640 1536 MB

I would appreciate any information


texts: How to select proportional editing options

texts:
Using Blender 2.76, I am trying to understand proportional editing options from https://www.blender.org/manual/editors/3dview/transform/transform_control/proportional_edit.html

How can I select enable or projected ?

At the moment, I can only select connected or disable.

EDIT:

I got it: selection is actually changing but I was expecting to see the selected option in the dropdown (like a blue background).


texts: I'm trying to make a conveyor that drops parts into a box. Is there a way to spawn an object on the conveyor on a timed system so that it can fill the box? I've looked all over and could not find the direction to go.


texts: How to flip the mirror modifier? So I may edit the mirrored side

texts:
So using the mirror modifier, I understand I manipulate the components of my object in edit mode. This gets reflected to the mirrored object.

What I want to know is if there is an option to use the mirrored side to edit if I need to, say in another view for example I may only have a background ref image that suits that side.


texts: Glossy with 0 roughness gives dark reflections

texts:
I'm confused as to how to obtain mirror-like reflections in Cycles.
I made my planes 100% glossy (color value:1, 0% roughness) but the reflections are very (very) dark.

The planes are simple extruded squares with no double vertices and normal pointing in the right direction. I applied a bevel and an edge split modifier.

I must be missing something and suspected it would be in the render settings tab, hence my screenshot below.

I thank you for reading that long and thank you again in advance for the help you may give me.

Have a nice day!
NIcolas


texts: all lights screwed up after making new scene

texts:
i made a duplicate scene to take advantage of adding render layers in the VSE, and everything was fine yesterday. today i open the file and all the lights are screwed up in the duplicated scene. the original scene is fine. everything is way too bright in the new scene and i cant figure out why. it wasn't like this last night.
im also just now seeing this:
whats the difference? scene layers and layer layers? the scenes arent sharing any lights according to the outliner, but maybe the scene layers and layer layers have something to do with it. this is my first time using 2 scenes in one file.
blender 2.79, blender internal render.


texts: Is it possible to create Radial scrolling UV motion without scaling?

texts:
Inorder to show the winddirection in a turbine animation, the UVs (parented empties with  a UV wrap modifier) are to be scrolled radially .
Scaling the empties does provide radial motion but it scales them as well.
Is it possible to create radial scrolling motion without scaling?


texts: How to run methods without freezing animation?

texts:
I'm building a VR app prototype in Blender and using bpy.app.handlers.frame_change_pre for events updates.
Some methods take few seconds to calculate. Is it possible to run them in parallel without freezing animation flow?
I simplified the code to show what I'm trying to achieve
import bpy
import time

list = []

def calculate_new_location():
    # after a lot of vector math and matrix transformations
    # this method updates the list of locations for per frame animation
    time.sleep(5)
    list.append((0.0, 0.0, 0.0))
    list.append((0.5, 0.0, 0.0))
    list.append((1.0, 0.0, 0.0))

def run_main_loop(scene):
    current_frame = scene.frame_current +1
    # let's pretend that user did something on frame 5
    # and we need to recalculate some object location
    if current_frame == 5:
        calculate_new_location()
    # if list is updated we animate a new object location for the next frame
    if len(list) > 0:
        obj = bpy.data.objects['Cube']
        obj.location = list[0]
        obj.keyframe_insert(data_path="location", frame=current_frame + 1)
        list.pop(0)

bpy.app.handlers.frame_change_pre.append(run_main_loop)
bpy.ops.screen.animation_play()

Or maybe there is a different way to achieve the same functionality?


texts: Generated texture coordinates with shape key

texts:
I'm having difficulty using generated texture coordinates with shape keys.

Consider a surface like this (from Wikipedia):

I'm using a material that sets the color of the surface by its z-height (i.e. the z-component of the generated texture coordinates).

I'd like to animate the field with a shape key, however it seems that the generated texture coordinates are always derived from the basis mesh, rather than the result of applying the shape keys.

Is there a way to get the generated texture coordinates to update when the shape key weights change?


texts:
I tried to do it with volume scatter but result was ugly and strange. Today I found the solution: I make mesh and add emission shader to volume but after sompositing this light disappears. I want try to make animation with rotating light.
Is there any way to make cool light?

My blend file
https://drive.google.com/open?id=0B_-tV3odolwlaC14SG9WVzUyRlk


texts: Is it safe to use approximate gather method to bake AO maps?

texts:
I am creating game assets and I want to bake some AO maps. I tried the normal way but it takes a lot of time.

My question is: will the AO map resulted from the approximate method be similar or useful like the raytracing one?


texts: How to rotate an object in Blender 2.74 using python script

texts:
I wanna rotate an object with this code below:

import bpy
from math import *
import mathutils

Name = 'Dimi'
me = bpy.ops.mesh.primitive_cylinder_add(radius = 0.5, depth = 1)
scj = bpy.context.scene
me1 = bpy.context.object.data
ob = bpy.data.objects.new(Name, me1)
scj.objects.link(ob)
for ob in scj.objects:
    ob.location.x += 4
    ob.location.y += 0
    ob.location.z += 0

me.transform(ob.matrix)
ob.RotY = 0
ob.RotX = 0

But this function

me.transform(ob.matrix)
ob.RotY = 0
ob.RotX = 0

is from blender 2.49 and can't find how to do this in a 2.74 version.


texts:
EDIT:  I pasted a copy of the code for convenience.

I have a question about the halfway vector between the camera and light vectors giving odd results in my shader.  I included screenshots of my OSL code, in case I may have got something wrong there.

I've been playing around with OSL, trying to understand lighting and shading more and using this site https://learnopengl.com/PBR/Theory as a sort of guide to help me.  I had to do some hacks to compensate for blender's OSL limitations, but most things have been going okay-- until I tried to display my halfway vector.  When I plug the halfway vector into the fresnel-schlick equation (used from the link to learnopengl), I get a flat wash of my base reflectance (variable 'f0' in my code).  This can be seen in the first picture.

fresnelSchlick = f0 + (1.0 - f0) * pow(1.0 - max(dot(halfVector, V), 0.0), 5.0);

however when I swap the half vector for the surface normal, I get what I would expect the fresnel to look like.

fresnelSchlick = f0 + (1.0 - f0) * pow(1.0 - max(dot(Nn, V), 0.0), 5.0);

--

My question is, shouldn't I get a similar result when using the halfway vector?  And shouldn't that be more "accurate" according to the fresnel-schlick approximation?

Thanks for any help and insight in advance!

EDIT: I pasted copy of the code for my fresnel calculations here.  The light_position, camera_position, camera_vector, and shading_position parameters are driven by other Blender nodes.  Since my original post I had updated my shader in other places, but I tried to simplify things here to only included things related to my issue with the fresnel.

shader microfacet_model(
    vector light_position = vector(0.0, 0.0, 0.0),
    vector camera_position = vector(0.0, 0.0, 0.0),
    vector camera_vector = vector(0.0, 0.0, 0.0),
    vector shading_position = vector (0.0, 0.0, 0.0),
    color albedo = color(1.0, 1.0, 1.0),
    float metallic = 0.0,
    float roughness = 0.0,
    output closure color BRDF = 0.0
    )
{
    vector Pp = shading_position;

    vector L;
    L = normalize(light_position - P);

    I; //OSL's global variable for incidence ray
    vector V;
    V = normalize(camera_position - P);

    vector halfVector; //halfway vector between the incidence ray and incoming light vector
    halfVector = normalize(V + L);

    //fresnel-schlick approximation
    //describes the ratio of light reflected to light refracted
    //----------------------------------------
    color f0 = color(0.04); // surface reflection at zero incidence (i.e. typically 0.04 for most dielectric materials)
    f0 = mix(f0, albedo, metallic);
    vector fresnelSchlick;
    fresnelSchlick = f0 + (1.0 - f0) * pow(1.0 - max(dot(halfVector, V), 0.0), 5.0);
    BRDF = color(fresnelSchlick) * emission();
}

[


texts:
I rotate both arms using the Mirror option, then I press "Insert Keyframe" -> "All Channels".
One arm snaps back to the previous position.
It seems to me that Blender ignores the "Mirror" option and only keyframes the one arm which I have actually rotated instead of both.
Am I right?
I have recorded a video of this strange behaviour here.
Can anybody help?

Edit: I have filed a bug report here because it seems so strange.
If I select both bones (left and right bone) manually and rotate, it persists, so I'm really baffled what goes on here.


texts: How do you shrink or resize a text object?


texts:
I could use some advices regarding a challenging material. As a side note I'm a pretty new blender user, switching from another 3D program. I'm ok now with the workflow and classics shaders, but this one is a bit too much for me.

So I need to render this object for a friend :

A white half-transparent plastic foam made from small cells. I've made lots of research ant tests, with a mix of SSS, translucent, transparent shaders (with image textures) and emission shaders. Even adding some layers of polygons inside the model.

But I can't get both the glossiness, the white color, the displacement and the "depht" of the material, especially with the transparency on the edges.

This is one of my tests, quite disapointing :

At this stage, my main option is to post-process (a lot) the render to enhance the look, but I feel I'm missing something either technically or in my way of approaching the problem. (As I said before this material is a bit too complex for me)

If anyone has an idea, critics or resources, I'm all ears.

Edit :
Just adding the last render using the main suggestion : procedural volume shader + a glossy shader mixed with a transparent one with the same voronoi node. It looks way way better, almost here I think. It just needs more shininess and speculars on top, while keeping the transparency (this is the hard part), but I will do my best to fix this with the final lighting.

My main concern was to find a way to get the volume shader really white, but it seems ok with a little trick (using a number above 1 as color value). Alas, the render is, of course, a lot slower.

Modelising the cells with the cell fracture addons or by hands seems doable, I've made some tests for both, but way more time-consuming, as expected.

Thanks everyone, I've learned a lot.

Edit 2 :
As requested, just uploaded the blend file. All credits to yann, LukeD and Duarte for the idea. I'm sure it could be perfected easely by more experienced blender users, but it has worked great for my project as it is.

I don't know if the hdri is embeded, if not I'm using one of these : http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406


texts:
So, my textures stretch on the mesh when i uv mapped them. I do not know how to avoid this kind of problem. (Extreme stretching on the tables legs)
(i am trying to achieve that ps1 look)


texts: Change texture of an object but with fade

texts:
i work in BGE and i would like change the texture or the material of an object.

For exemple if i click on a
pushbutton the texture of the transparent windows fade to texture of curtain.


texts: Waist bone won't move. Only rotates in place

texts:
The bone I used to control my character's upper body is stuck in place and only rotates when I try to move it.

From what I checked, it is not the same problem as this question:
In Pose mode, my bones are stuck in rotate, and wont transform

Yes, clearing the parenting to the root bone solves it, but that is not what I want and from all the models I've done before, this is the first it happened.
Here is the model:
https://drive.google.com/open?id=0B4Okp_8X219XU0s2Zk1Nb280SkE

Any ideas?


texts: How to use StringProperty and PointerProperty to bind the attributes of the shade node from the world(ID) by Python?

texts: I'm writing an addon to allow users to input custom hdri maps as a environment map in blender. It's a bit different from general shader from object context,which you can bind the parameter with bpy.types.Material.slot_setting. I got struck when I implement StringProperty and PointerProperty to bind the custom texture parameter with the image input of the environment texture. Any hints or thought to solve this? (Like binding the string property to the material.slot_settings in the world context)


texts:
I bought a new laptop relatively recently, and I will list the specs below. Basically, I haven't been able to find anyone else with this problem yet, searched for weeks, but when I use the Blender 2.8 Beta, after some amount of time (sometimes an hour, sometimes it will work longer) it will freeze. Then, I have to exit with task manage, but when I try to close Task Manager, it freezes too! (This behavior has only happened with blender 2.8 so far.) So I end up restarting my computer.

Any other version of Blender works just fine. All my games work fine, and nothing has been problematic except for blender, and I haven't seen this happen with anyone else.

My OpenGL version is 4.6. My Graphics Card is an NVidia, GeForce GTX 1050. My processor is an Intel Core i7-7700HQ CPU, 2.8GHz.

Does anyone know why this could be happening? (And did I post the specs correctly? I am not a hardware person but I tried haha.)

Thanks in advance!


texts: Workflow: render an animation with a soundtrack in one go, or render the animation then import it as a strip in the VSE?

texts:
I am creating an animation with a soundtrack. I have a 3D window open with a timeline, and a VSE window open with the audio synced so I can time the animation with the sound. Can I render the finished product, a video file (sound and animation) from this setup? I have not found a way to do this.
Rather, it seems like I have to break the process up into two parts:
First: create the 3D animation and render it to either images or a video file format.
Second: import the rendered animation into a strip in the VSE, import the audio, then render the final product.
Is this correct, or am I missing something?


texts: OpenCL with Intel GPU freezes Blender on Linux

texts:
I'm on linux with Blender 2.90.1. I install 'intel-opencl-icd'. I go to Blender system settings -> click on OpenCL and Blender freezes (it does not respond, it does not log in console) I must kill it.
I try with Linux Mint 20 on a Intel Geminy Lake 4100 and also with Linux Mint 19.3 on a Intel Core i7 8086K (all the two cpus are supported as we can se here).
I try also the options "CYCLES_OPENCL_SPLIT_KERNEL_TEST=1" and "CYCLES_OPENCL_TEST=true" also combined but I have the same problem.
How to use OpenCL with blender and Intel GPU?


texts: How to fix 'Modifier is disabled, skipping apply' error?

texts: I've tried to answer this question: Removing Armature and Keeping pose and apply the Armature Modifier, when suddenly the  'Modifier is disabled, skipping apply' error window appeared. How to fix it, so I may apply the modifier?


texts: Join objects which using the same material

texts: I have 117 objects and I tried to connect them into one object and separate by material, but it didn't worked because blender separates the objects which have duplicated materials too (material.001, material.002 etc.). How can I join these objects ?


texts: So I want connect my skeleton with objects but when I try to do it blender showing me "Bone Heat Weighting: failed to find solution for one or more bones", I decided to remove doubles but shortcut "W" is changing tools, is there another ways to remove doubles?


texts: Subdivision Surface Strange face choice?

texts:
I have been trying to model a pen clip back and running into a strange effect with the subdivision surface that I do not understand.  For some reason, the interpolated surface is dipping below the original geometry and then bending back up.  I can not figure out why it is doing this.  It is best shown with a picture.

You can see the dip down on the arc to the right side.  I would have thought it would be a smooth transition from the arc to the first set of control points.  I attempted to add some supporting geometry with the highlighted line.  But that did not seem to help.  Any thoughts?  I am just not sure where to start.

Blend File:

Updated Efforts

I have attempted to add some additional geometry.  This has fixed the original issue, but now I am getting some strange artifacts.  I will keep futzing with it but if anybody has a suggestion as to the correct type of supporting geometry I would love the suggestion.  Thanks again for everybody's help.  I learn something new every day.


texts: Is there a good reason to ever start modelling with something other than a subsurfed cube?

texts:
I have concluded that starting a (reasonably high poly) model with a subdivided cube is always better than anything else. Even if I have to model a pipe, or a cone a cube is the better choice.

In the case of the pipe, if I start with a cylinder I have to commit to the resolution from the beginning, since Catmull-Clark subdivision doesn't work well on it and simple doesn't preserve curvature. It's also harder to create bends than with a subdivided cube where a single 45° loop makes for a nice 90° bend.

In case of the cone, the inability to create edge loops is enough to make the subdivided cube a better proposition.

The spheres have one or both of the above disadvantages depending on the type and orientation.

I have little experience with torus-like objects so I can't say anything about them.

Is the above conclusion right? If not, please explain why, or in which cases it is better to start with which primitive.


texts:
It seems that when I am painting, the paint goes through the face I have selected, onto other faces behind the selected face.

I am using 'Face selection masking for painting' and it still goes through onto the other face. Using different brushes such as fill yields the same undesired effect.

Why does it do this?

This is before I paint

This is after I paint.

Notice that the paint "bleeds" over into the other faces.

This is a tusk of an elephant btw


texts: modify texture on certain parts of extruded shape

texts:
I created a picture frame by extruding the profile along a rectangular path.
Is it possible to kind of split the texture at the corners and move it around, so it isn't continuous from one edge to the other?
(Right now it's obvious the wood fibers just bend around the corner and it's not another piece of wood)
Ideally, I'd like to do that with nodes, so it's easy to switch the texture without having to make other changes manually.
[update]
After thinking about it more and trying different suggestions, I guess what I'm looking for is a way to change (in nodes) the coordinates of the texture at, or rather between, some points on the path along which a shape is extruded (i.e. the vertices of the frame). I still have no idea if it's even possible, though, and even less how to do it.

I would like to get a result similar to this, where it really looks like two different pieces of wood.


texts:
I have a problem with a character: when he is in A-pose everything is fine, but when I apply an animation it shows some holes under the arms (see the attachment). How to solve that?

Many thanks in advance


texts: Passing float texture to fragment shader returns incorrect value in Blender 2.8

texts:
I am trying to pass image texture to fragment shader and read it back. But it only works if the color of the pixel is set to 0.0 or 1.0. The value returns to the buffer if the value is set to, for example, 0.2, is incorrect. I am using blender 2.8 with python script. I am totally new to Blender, so any suggestions are appreciated. Here is my code so far:

import bpy
import gpu
import bgl
import random
from mathutils import Matrix
from gpu_extras.batch import batch_for_shader
import numpy as np
from math import *
# from gpu_extras.presets import draw_circle_2d
import time

IMAGE_NAME = "Generated Image"
WIDTH = 4
HEIGHT = 4

vertex_shader = '''
    in vec2 position;
    in vec2 uv;

    out vec2 uvInterp;

    void main()
    {
        uvInterp = uv;
        gl_Position = vec4(position, 0.0, 1.0);
    }
'''

fragment_shader = '''
    uniform sampler2D image;

    out vec4 color;

    in vec2 uvInterp;

    void main()
    {
        vec4 result = texture(image, uvInterp);
        color = result;
    }
'''
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(
    shader, 'TRI_FAN',
    {
        "position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
        "uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
    },
)

# print(buffer)
# push buffer to blender image
if IMAGE_NAME in bpy.data.images:
    image = bpy.data.images[IMAGE_NAME]
    if image:
        bpy.data.images.remove(image)
        bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)
else:
    bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)

image = bpy.data.images[IMAGE_NAME]

#FIXED: set data
for i in range(0, WIDTH*HEIGHT*4, 4):
    image.pixels[i] = 0.2
    image.pixels[i+1] = 0.3
    image.pixels[i+2] = 0.1
    image.pixels[i+3] = 0.4

print(list(image.pixels))
# load to gpu
if image.gl_load():
    raise Exception()

offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
# at the beginning:
start_time = time.time()
with offscreen.bind():
    bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)
    buffer = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4)
    bgl.glReadBuffer(bgl.GL_BACK)
    bgl.glReadPixels(0, 0, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_FLOAT, buffer)

    # at the end of the program:
    print("glReadPixels: %f seconds" % (time.time() - start_time))
offscreen.free()
print(buffer)


texts: I have an orb that just appeared attached to my object in Object Mode. It disappears in Edit Mode. If you zoom in the orb stays the same size and you can see it is attached at a specific vertex. When I go to Edit Mode and delete the vertex the orb attaches to a nearby vertex when I go back into Object Mode. If I export to an stl it doesn't appear on the file. How do I get rid of it?


texts: Exact Measurements - or resize to specific dimension

texts:
I’m pretty new to blender and started with sketchup. I find overall that it is much more powerful software that is generally not as buggy - and can be used for many more things.

Still, I struggle with one tool in particular, the measure tool. When I want to measure from a vertex to vertex, I turn on snapping and can use the ctrl key to snap to the second vertex but for some reason I can’t do that with the first one. And so I zoom in very far to click on the first point then go all the way across the the other point. It is always wrong - really. So I zoom in even further to the first point and I see that it didn’t snap to this point. I mean, with ALL of the amazing capacities of blender this definitely surprises me.

I’m not expecting the great features of the measure from sketchup like resize the model by measuring a distance and rescaling it to that size - such as for a doorway or table height or other known quality, nor for the easy snap to x y or z direction. But am I missing something - is there a good snappable add-on I don’t know about?

I realize that blender is not a cad software, but I hope you understand that the measure tool seems super underdeveloped given the other aspects of blender that are now so sophisticated.
Thanks for any clarity!


texts: Export Null/Empty position/rotation/scale data to After Effects

texts:
Is there a way to export a null's position/rot/scale data from an animation and use it later for comping in After Effects?

Thanks


texts:
Is it necessary to convert triangles to quads for 3D printing?
thanks
Dov


texts: How can I translate a texture using the mapping node?

texts:
In the past, I've used a Mapping node to translate textures, but in this example it doesn't seem to work. I imagine it has something to do with that Scale input of that second Noise node(?).

How should I proceed recreating this kind of texture, but with a way that it could be translated using the Mapping node?


texts:
I followed this tutorial for baking the texture of barrel.
(https://www.youtube.com/watch?v=jLEpjSFHl4o&t=355sa)

Now, the baked texture turned out pink.
Which doesn't happen in the tutorial video.

Did I miss something?
Thank you in advance.

More images here on Imgur.com


texts: Pyserial and Arduino every Time new Connect problem

texts:
I have a potentiometer and I want this to change the location of my cube. My script run is on the cube, connected to an "Always" actuator with True Toggle.

My problem is this line:

ser = serial.Serial('COM6',9600, timeout=1)

The script throws an error: ser is not defined

This line is read every Time, so my arduino must connect every Time. I need to perform a new connect every second, but I want float move.

So I try this, because the serial line is only executed once:

import serial
import time
import bge
import bpy

cont = bge.logic.getCurrentController()
ob = bpy.data.objects["Cube"]
scene = bge.logic.getCurrentScene().objects["Cube"]
own = cont.owner
PSerial=own['SerialVerbunden']

print (PSerial)
if (PSerial==False):
    ser = serial.Serial('COM6',9600, timeout=1)
    time.sleep(1)
    count = 0
    own['SerialVerbunden']=True

a = int(ser.readline().strip())
print (a)
count = count + 1
scene.worldPosition = [a, 0, 0]
ob.location = scene.worldPosition
ob.keyframe_insert(data_path="location", frame=count)

The script throws the error mentioned above: ser is not defined.

Yes this is true, because it is loading and at the end it forgets.
The variable count have the same problem. It can't count.
But how I can solve it?
If I write a while loop, so I cant see my cube is moving, Blender freezes.


texts: Rendering high poly to low poly normals. UV are out of bounds

texts:
I have a high poly mesh that I'm trying to render the normals to a low poly mesh material. I'm not sure what I'm doing wrong. When I bake the high poly normals to low poly the UVs are not right. I guess the easiest way to explain is with some screen shots.

For this simple test I duplicated the low poly, added the sub div modifier, added additional edge loops to sharpen edges etc. Here's the high res model.

Here's the low res model

Here's the high res model


texts: Control Cycles material nodes and material properties in Python

texts: How can I define the different properties of an Cycles material? Such things as glossy, glass, diffuse, RGB-color, emissive via Python scripting?


texts: Using python to create cuboid with a hole in the centre

texts:
I wish to create a basic rectangle with a hole in it to the scene upon running the python script. I understand how to create a simple cuboid - however I can't find an easy way of creating one with a rectangular hole through the centre short of splitting it up into four rectangles however I want it to be one structure.

My code for the cuboid so far is:

import bpy

verts = [(0,0,0),(0,5,0),(1,5,0),(1,0,0),(0,0,5),(0,5,5),(1,5,5),(1,0,5)]
faces = [(0,1,2,3), (4,5,6,7), (0,4,5,1), (1,5,6,2), (2,6,7,3), (3,7,4,0)]

grat1mesh = bpy.data.meshes.new("grat1")
grat1obj = bpy.data.objects.new("grat1", grat1mesh)
grat1obj.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(grat1obj)
grat1mesh.from_pydata(verts,[],faces)
grat1mesh.update(calc_edges=True)

Any help is appreciated, thanks.


texts: how to remove the link library in blender with blender python

texts:
i want to remove link library

I read this link.

How to remove a linked library in blender?

how to do it with blender python? is there any way.


texts: Dynamic sys.stdout memory location, constantly changing the address

texts:
I am going to use logging.StreamHandler in Blender console. But, sys.stdout is constantly changing in the memory.

In Windows Console:

In Blender Console:

Because of that, I cannot use logging.StreamHandler. It just does not work, and I do not know why it happens. As a workaround, I can copy-paste logging.StreamHandler and re-implement in the way that it will write messages directly to sys.stdout, without caching to some member 'stream'. But it is a workaround...


texts: The animal armatures aren't showing up as options. How do I fix this?

texts: I'm trying to rig an animal, but when I go to Add>Armature only the single bone and human armature show up as options. Rigify is on, and I've tried restarting Blender and my computer several times. How can I fix this? Any help is appreciated.


texts: How to fix the deformation when moving a robotic arm?

texts: How can I fix the deformation, I tried to change the weight but it didn’t work


texts: When I move my mouse, the window in Blender blurs / smears down. Why is this is happening?


texts: How do you select a vertex group? (2.8 outliner error: Not yet implemented)

texts: I understand this feature is not implemented. Is there a workaround or another way of selecting a vertex group? All searches for an answer to this has only hinted that it's not possible to select via outliner, but one may be able to select a vertex group another way that is apparently so mysterious it is left unmentioned.


texts: blender not rendering smoke animation unless I pre-bake?

texts:
Hoping you can help. Have a peculiar situation here.

I've included the blend file here.

Simple set up. I have a cube as the domain for the smoke, then a mesh object as the flow for the smoke, and an emission shader. I am using blender 2.79.

If I try and render this animation (i.e., press F12 after opening the file to render the first frame) - I get nothing but "black" (not rendered).

BUT - if I click on "bake all dynamics" in the cube (or even just one frame) - then all of the sudden it magically works. I can either press F12 on ANY frame (and it renders it properly) - OR - animate in the timeline and it figures it out.

I don't want to have to 'bake' before I render. I just want to open the file, then render, without having to pre-bake.

How do I fix this?

Thanks very much for your help!

Here is the blend file:


texts: Is composite able to be rendered by command line?

texts: Could composite be done by command line too?


texts: How to solve my skin showing in my walk animation?

texts: How do I fix this in blender 2.8? I tried parenting it with empty group and automatic weights.


texts: Exporting .blend to .obj with replicated geometry (front and back faces)

texts:
How can I export a .blend model as an .obj model with double sided faces?

How can I export certain submodels of a .blend model as an .obj model for which only these submodels have double sided faces?

Concrete: I have a .blend model of a windmill consisting of two submodels: the building and the blades. Both submodels have normals that are set to be double sided in the Blender IDE. I assume this only affects the culling while rendering and not the actual geometry of the submodels themselves, because the face count remains the same. Furthermore, upon exporting to an .obj model, this does not result in the replication of geometry, whereas my goal is to replicate geometry (including the inversion of normals). And if possible only the faces of the blades (and not for the inside of the building).


texts: Ambient Occlusion Solid Mode and Edit Mode

texts:
enter image description here

Is there a way to bring back the 2.79 ambient occlusion in modeling, in 2.82a?


texts:
I have a material I am creating that has a bump map and I am trying to add grunge to the edges of the holes created by the bump map, any ideas how I could achieve this? thanks for any help you can offer.

I want the grunge to be along the lines and around the edges of the darker portions


texts: Blender Runs Unusably Slow and Buggy on Windows 10 with GTX 1080

texts:
I am new to Blender and 3D modeling in general. After downloading the newest version of Blender, I found the UI to be incredibly unresponsive and laggy. I looked up solutions online, such as changing the way the window is rendered or adding Blender.exe to the Nvidia 3D control panel and using all of the settings available. The only thing I could not do is run Blender with integrated graphics since I have no integrated graphics card in my desktop, so the option does not appear.

I have:
GTX 1080
Intel i7-4790K CPU 4.00GHz
16 GB RAM
Windows 10
2 500GB SSDs

I even checked a post on here with a similar problem and computer specs, but none of the solutions worked, some even made things worse. Does anyone have any other suggestions?


texts:
I am trying to use the grease pencil for the first time. When I try to create a stroke I see nothing at all. It is invisible. However, when I convert it to a geometry, I can see it. I am assuming that I should see the stroke as I am drawing it.
Thanks for your help.


texts: Can we set any specific folder in file browser of blender?

texts: I have made the specific folder save folder for blender. Now every time I want to save a new project I have to manually visit that folder to save the project. Can I just set the folder in blender file browser?


texts: How to convert selected vertices to mask?

texts:
How to convert selected vertices in edit mode to mask in sculpt mode?
Test


texts: I got two cube objects I want two align their bottom to be on one surface , like they are buildings on the ground. i dont want to change objects center


texts: Blender stops responding when i try to add rigidbody constraints

texts: So i just used cell fracture to make 500 shards, and when i add a constraint (left panel under physics, constraint: connect button) it stops responding. Ive left it over night and am losing hope that it will come back. What should i do? Will it come back if i leave it? Task Manager says it is using ~600 mb of ram.


texts: Donut Tutorial Coffee Cup has holes in it

texts: I have another question about this donut tutorial. I just finished modeling the coffee cup, but it has holes in it where the handle meets the cup. How can I fix this?


texts: Moving an armature over [-pi,+pi] radians

texts:
I am working with robots, ROS and MORSE simulator. And I have a problem when I tried to control a robot simulated in MORSE using ROS. As MORSE is based on BGE, I am asking here my question.

My robot is able to move a joint from -0.78 to +4 radians using ROS and MoveIt!, something quite common with robots. But, the movement of the joint is stuck to (+pi) in Blender. For my understanding the joint maximum range of a blender armature  is [-pi,+pi] and this is the reason that the joint of my robot gets stuck. You could read the full story of what I am doing here.

Could I fix this issue in some way? I cannot set more than [-pi,+pi] in Blender for the inverse kinematics information, is my understanding correct? I am only interested on the direct kinematics as all the inverse kinematics and control it is done outside Blender by ROS.

I was looking for information about this topic in Internet but I was not able to find anything useful.

So, I am trying to set manually the position of an armature joint to an specific position, that's creating an algorithm that converts the position sent using ROS [-0.78,+4 ] to the expected joint position of the armature [-pi,+pi]. However, the joint does the complete turn, +pi,..0,..-pi, when I set (-pi+0.1) as next position when the joint is in (+pi) position.

If my explanation is not clear enough let me know and I will add more details. Thanks.


texts: Size still the same after removing groups

texts:
I am very new to blender and have a model (an .obj file) where I want to remove some groups. Removing the groups are no problem, but when I then import the new file into the program where I'm using the model, with the groups removed, the resulting bounding box is still the same as when the groups were there (the groups are at "the end" of the model, so the size should be smaller).

It's like if the groups are still there, taking up space.
I have removed the groups by clicking on them in the scene and clicking "Delete". In the resulting .obj file I can find only the two groups that are still there. But for some reason the bounding box volume is the same as when the groups were there. Just to be clear, the bounding box is wrong in the other program I'm using. I can't find the bounding box in blender.

I have also moved the pivot point by following these instructions, and setting the pivot point to the center of the model (I think), by doing Tools -> Transform -> Set origin -> Set origin to center of mass (surface)

I have received these instructions from someone who has removed groups before, but I can't find what the last step means.

remove groups
move pivot
apply all transformations and rotations


texts: How Can I Close This Gap Around This Deformed Cylinder?

texts:
Nothing I can think of with my experience has worked so far. I need a method to bend the object around the cylinder so that it sticks out slightly (same distance as the very bottom of the dip) all the way around without it losing its shape.
Manually changing it is inaccurate and hard to replicate on the othersides. If anyone has a method that squeezes them together (and the extrusion / spike that comes out the right) that would be awesome.


texts: holdout collection works strange when the contained objects have same material

texts:
I am having a problem about holdout a collection.

Like below, i put cube and cone in the scene, and cone in another collection to let it holdout.
And if cube and cone are assigned same material, both get holdout.( cube are not in the same collection with cone though...)

If I prepare different material for cone, it works properly.

I wish to know why material effects to holdout.


texts: How to do the "light up the wireframe effect"

texts:
I want to make an effect similar to the one seen in this music video:
https://www.youtube.com/watch?v=mrZC1Jcv0dw
I want an object to be completely black and then animate it's wireframe lighting up.
Maybe I can somehow achieve this by moving a cube through my object and making it light up where the cube intersects with the object.

EDIT to clarify:
The effect I want is seen in 0:28 in this video when the gray lines start lighting up with blue glow.
I created a little visualization in paint to describe it better:

So the black thing is the 3D model that I am working with.
The orange square is an invisable cube that doesn't show up in a render.
And the red lines show the lit up wireframe.

So what I want to create is an invisible cube that moves along the axes and where it intersects with the 3D model (black), the wireframe lights up. So I create an effect that looks like the wireframe is slowly lighting up.

Anyone knows how this can be done?


texts: How do I create a clay/fingerprint texture on a Blender model (as shown in the art pieces here)?

texts: Beginner here - I saw these art pieces on Instagram, and was very happy to see that it was indeed possible to make a 'light fingerprint/clay' texture on 3D models. Since I was hoping to create a similar look for a character model I'm working on, could anyone please tell me how to create such an effect on a Blender sculpt?


texts: How can I use an x axis joint based fbx animation with an FBX character mesh (from UE4) and not have data loss

texts:
Solution: Thanks to Leander for putting up with me.
(Using Blender 2.78c)

Import the animation cleanly with my importer tool. It uses the standard blender fbx parser and cleanly imports to empties. I will provide more details soon. Its nothing special and does less than the official importer. I will provide the script to the on another question and link to it.
Import the UE4 mesh and armature with all default settings: most important Y primary X secondary axis. Do not use joining up bones or any other features which attempt to 'fix' the bones.
The bones will all import and they will look strange (see picture) but this is in fact the trick. They are imported as joint orientations down the x axis. They may point in the y direction but the animation is baked for x axis.

The animation is imported with the same local rotations from the fbx file and can be used with it by adding copy rotation constraints (world to world) to every bone.
Because the imported animation is a faithful copy the resulting animation is almost perfect (there is a twist in the upper left arm that I am working on only occurs in the last 10 frames.)[update no that's actually part of the animation in UE4, its a bug in their anim]
[]2
As you can see the results are good and very faithful to the original.
So this achieves my goal. However I would still prefer a nicer visual which isn't so confusing for the bones being just rotational joints. I honestly thought Blenders fbx import was broken until I realized that this is the intended behaviour. So in terms of development all that would be needed is a switch to change bones into a rotation bulb graphic instead of Octahedral and then the importer could default to this setting when building the armature.


texts:
So I'm planning this semi-photorealistic animation involving a flying ship, some green miles, and a supervoid as special effects, and some of the many models that are going to need to be created are:

Chen, a Nekomata from the Touhou Project (Perfect Cherry Blossom.)
A Parasect from Pokémon.
Several angels with wings.

I'm trying to figure out how to would a hinged wing actually work in Blender? For that matter, should wings, tails or other tentacular appendages be animated through bones, or through simple physical rotation?

It's only been laid out on paper, and the entire project's pretty much ground to a halt because I can't seem to remember how to parent a mesh to an armature.
(Also, feel free to submit some blends to help me out here.)
Thanks, Nefer007 (Anyone who responds gets to be mentioned in the credits!)


texts: Is there a way to "virtually" rotate a face normal to get a different shade without actually rotating the face?

texts:
I was wondering if there's a way to only virtually rotate a face so it gets its light from a different angle, yet the geometry stays the same (like a normal map, but manually face per face) So in essence - rotate a face's normal (which kind of conflicts with the meaning of "normal")

It's a low poly style where I want to have some shading like in a bump map, only it's very low poly and I'd like to design it face per face.

So f.e. - I have a face along an edge where I know its "virtual" angle is slightly more upwards (like bevelling an edge) - but the geometry regarding that face and the ones connected to it did not change.

Especially a problem in a corner where some of those faces would meet and if rotated in geometry intersect and would have to have additional faces that also have additionally different shades due to the geometry.

Cheers and thanks a lot!


texts: How to select/extrude all the upper faces of a lot of buildings in one only step

texts:
Hello to everyone (specially to Mzidare :D),

I found this blender tutorial How to Create a City Covered with Fog and I tried to do it.

The problem I have is that I can extrude a single building vertices/faces correctly but not all vertices/faces of all the building at one time by pressing A.

If I do it,the extruded part is shown above the old one. I switched the mode selection to face and also to vertex. But it didn't work.

The author of the tutorial,Gleb Alexandrov,did not explain it very well,because he talks very fast. At the beginning of the stage 2,he says :

"hit Ctrl + A" ; instead, I imagine that's "press A to select everything" and then he says
"press E to extrude". And finally he says
"press A and recalculate normal".

I'm stuck on point 1. If I select only the upper vertices or faces of one building only it works for me. But this takes a lot of time to select every upper vertex or face and Gleb didn't do it. Instead, he selected everything.

Is there a solution to make faster ? Check the attached short video to understand. Many thanks.

What I did


texts:
I have made my render window broken by accident. Now it only shows vertical stripes. It seems the vertical dimension is infinite. Probably I have clicked somewhere or hit a key. Does anybody have an idea how I can switch back to normal view?
screenshot http://imageshack.com/a/img820/1886/rkoo.png


texts: Resizing armor/clothing to variant body types

texts: I have several human body types which all share the same vertcount/order.  I'm looking to quickly resize armor and clothing I've made for the middle size to fit the other size variants.  I'm trying to use blender to accomplish this and fighting the urge to jump back over to max and do this.  In max this is an easy skin wrap / morpher combo process - very easy.  Is there anything here in blender similar? or any script that achieves this?


texts: When to use Ambient occlusion in Blender Render?

texts:
Quote from this answer

  So in cycles there often is no need for it.

So there must be a need for it in Blender Render

Can you think of a scenario where using ambient occlusion in Blender Render mode is the better choice over the other available option like spot lamps and nodes?


texts: Blender UI freezes for a few seconds after changing my custom drop-down

texts:
I've written a script that adds a dropdown to the 3D view sidebar. When I change the value in the dropdown, the Blender UI freezes for a few seconds and I can't click on anything. What am I doing wrong?

Here's a stripped-down version of my script, which just adds a panel containing a dropdown.

import bpy

def mk_panel(label, mgrs):
    '''Creates a pane inside a Blender sidebar'''
    class Panel(bpy.types.Panel):
        bl_space_type = "VIEW_3D" #Blender window where the panel will be displayed
        bl_region_type = "UI"
        bl_label = label # Panel label

        def draw(self, context):
            '''
            Draw the panel
            '''

            layout = self.layout
            scene = context.scene

            # Displays dropdown (which we already made elsewhere) in this panel
            for mgr in mgrs:
                layout.prop(scene, mgr["shortname"], text=mgr["label"]) #draw dropdown box on panel

    Panel.__doc__ = "%s selection panel" % label  # Dynamic function documentation
    return Panel

def list_choices(mgr):
    return [("1", "Choice 1", "1")]

def mk_dropdown(mgr):
    '''Creates the dropdown that goes inside our configuration pane'''
    # Use `setattr` because attribute name must match mgr["shortname"], so we
    # need to set the property using that string
    setattr(bpy.types.Scene, mgr["shortname"], bpy.props.EnumProperty(
        name = mgr["shortname"],
        description = "Choose a %s" % mgr["label"].lower(),
        items = list_choices(mgr)
    ))

def main():
    slowmgr = dict(
        shortname = "SlowTest",
        label = "Slow Test",
    )

    mk_dropdown(slowmgr)

    # Panels hold dropdowns
    # Make panels and register them so they show up
    panel = mk_panel("Slow panel", [slowmgr])
    bpy.utils.register_class(panel)

# Blender calls this when activating an add-on
def register():
    main()

if __name__ == '__main__':
    main()


texts:
Hi need little help pls I just downloaded blender to start learning it and this is the first tutorial I work on. (tut) on the right he pressed Z and chose (lookdev) I did the same (on the left image) but I got a totally different result so can someone help pls so I can get the same results or know where the problem come from..

This is the tutorial results..

This is my results..


texts: Using a Mix Shader to blend 2 Principled BSDF (CYCLES)

texts:
Hey Blender Community,
I am having a recurring problem when trying to blend 2 Quixel Megascans together using the mix shader and vertex colour. Both materials work great on their own but when trying to mix it makes the second material turn pink, like it would if there was a missing link (there are no missing links).
I will show both materials separately below along with the issue im having when using the mix shader.
First material - Grass:

Second Material - Tyre Tracks:

Combined Materials - Material Preview:

Combined Material - Rendered View (CYCLES):

Combined Material with Vertex Colour - Rendered View (CYCLES):


texts:
I am writing a piece of software that needs pre-rendered UV maps for on the fly texture mapping. I tried rendering these maps in blender, but the color values in the resulting image do not change in a linear fashion.

If you open this image in an image editing program and drag the eyedropper tool horizontally or vertically across the square you will notice that the color values change very rapidly at first then the change slows down.
This results in distorted texture mapping when using a basic shader like this.
gl_FragColor = texture2D(u_source, vec2(uvmap.x, uvmap.y));

Is there a way to render a UV map with linear color value change in blender?


texts: Cycles light ray exiting the back of an object

texts:
Is it possible in a Cycles material node setup to get when a light ray is exiting an object?

Use case: I'm using a Fresnel input to mix transparent and diffuse shaders. I want to see into the object, but never out its back.


texts: Is there a way to subdivide a cube while a shape of a sphere is maintained? When making changes on a cube (with subdivision surface, bevel etc.), instead of pressing AltShiftS, the shape of a sphere to be maintained. Is something like that possible to do?


texts: I'm using Blender for a couple of years now, and I recently installed Blender 2.8. I want to add a circle of 6 vertices, but when I add a circle, the 'Add Circle' dialog is disabled (screenshot below), and I can't change anything. This happens with every object I add to the scene. I haven't experienced anything like this in previous editions of Blender, and I can't find any setting to enable it. I've tried to restart Blender, and even reinstall it, but that didn't help. Is there any setting I'm missing that might be causing this?


texts:
So I have some textures from a minecraft resource pack:
One normal map:

And one Specular and parallax map, I think:

Do you guys know what could be the right node setup tp make this work?
My current node setup:

It's not the works but still doesn't look right any ideas how should I treat that specular/parallax map?


texts: How can movement speed be set for simple object movement?

texts: I finally decided to start actually animating stuff and followed This YT tutorial. Unfortunately I need my object to remain at a constant speed through its movement (No acceleration/ deceleration.  I.E. start at frame 0 with object moving at 1 foot per second and end with it still moving 1 foot per second.  Currently my only idea is to have it start way out of the scene and end way out of the scene and crop the timeline for the actual animation.


texts:
I am using this graphic card, but I don't know how to render via this GPU?
Is it possible? And how to do it because I don't see in options to choose my GPU.
Tnx


texts: How to convert mesh back to text object?

texts: I converted text to mesh now i want to convert mesh to text, how  i can do it?


texts: Displaying airflow inside of an engine model

texts:
Okay so basically I have a model of an engine.

The purple shows where all the gas and yes gas not liquid should go. It must collide and be held in by a couple moving parts.
The first thing I tried was to use a particle system. The collision stuff was waaaay too bouncy so I tried to use a follow curve forcefield. And after getting frustrated with that I tried using a smoke sim and smoke colliders and the air would not even go into the top. The inside and outside mesh are one in the same if that matters. And if so should I attempt to separate the two?

So I gave up and was going to manually edit a bunch of frames in GIMP but that was waaaay too much. So now I am here after many hours.

Would it be best to use a fluid sim and forcefields? Or is blender just not the software for that kind of thing?


texts: Can I use realtime rendering to render images?

texts: I wondered wheter there is a way to switch to realtime rendering instead of off-line rendering in blender so it will not take detectable time to render an image?


texts: Why can I not move bones in pose mode with mouse?

texts:
I have frame 16 selected in the animation timeline, I am in pose mode trying to rotate a bone. Automatic keyframe insertion is selected, so when I rotate a bone the keyframe is created.

My problem is that the bone reverts to its initial position after I left click to confirm. If I change the values manually in the properties panel then it works, but that takes a long time. In the properties panel, the text areas for all the values are yellow instead of white.

In the tutorial I am watching he just rotates and clicks, and the keyframe is created with the correct new rotate values. I am doing the same thing and it won't work.

https://www.dropbox.com/s/qb8mpy7x5vt4cvw/boneswontmove.blend?dl=0
There is a link to the .blend file in case anybody would take a minute to look at this, i'm sure any of you would instantly know what the problem is. Thanks

Edit:

[SOLVED]

Solution found on my thread here

Simply select the armature, go into the object properties panel, and set the duplication to none.


texts: Textures split up when using "Data Transfer" modifier

texts:
I have transferred a texture across objects using the "Data Transfer" modifier. But when the texture is on the new object, the textures are split apart strangely (along the seams). How can I fix this?
Because I'm planning to sell this object, I've uploaded a photoscan file with the same problem (it always seems to happen.)


texts: So, I finally got my model's foot paw look good and decided to duplicate it for the other leg. When I mirror the foot paw, it darkens out (see picture below). Is this something I need to be concerned about? If yes, how do I avoid this from happening?


texts: How to control rotation and direction of hair particles

texts:
I"m currently struggling with creating a grassy scene.  I detailed an issue I'm having with scale in this question, but I'm also having an issue with rotation and direction which I'll ask here.
I would like the rotation of each blade to be randomized around the Z axis to give the grass less of a structured, "combed" look. I though the panel section labeled "Rotation" looked promising, but as soon I enabled it all the grass particles laid down parallel to the X axis. This despite the fact that the orientation axis is selected as "Global Z", which is straight up in my picture.  I only get the desired effect if I set the axis to "Global X".  I could just set it there and be done, but I prefer to know what I'm doing.
All transforms have been applied to the emitter and source objects.
Toggling "Object Rotation" only rotates the blade along its local Z axis 90 degrees, regardless of what the axis orientation is set to.
How do I get the blades to be oriented in the direction I want and rotate randomly along the blades Z axis?


texts: How do i prevent active objects keep moving when they fall down on the passive?

texts: I made a Rigid body scene here and i want my numbers to not keep moving when they fall down on the passive.


texts: Can i animate my video in VSE after i have rendered all images with transparent background (black color)?

texts:
I believe i may have rendered all the frames incorrectly with the wrong setting. Basically i am trying to create a GIF of my my video with a transparent background. After i rendered the animation with the "transparent" box ticked in render properties, all the frames have just a black background. When i import these images into the GIF converter, it doesnt register the black background as alpha.

I believe i had to set the output as RGBA when i rendered the animation. Is there a way i can reprocess these images quickly without having to render the entire animation again?

Any help is much appreciated.

Alex


texts:
I'm using Blender 2.83.5 I have a profile that I'm using with the Screw Modifier.  For some reason it's creating extra faces.  How can I fix this so only one face is created?
Profile Below:

Use Screw Modifier:

Extra faces are create somehow:

If I delete a face another one is behind it.

PS:  This is what I was following
https://youtu.be/R8tXe5oCYXg?t=245
Uploaded blend file


texts:
Testing some settings in cylces, tried to set up the same scene in blender, and a different modelling program with different rendering engine.
Cylces did the job well, but cannot achive the yellowish reflection on the bottom plane - which makes the scene more realistic. Any hints?

Thanks!

not cycles

Cycles (no reflection)


texts: How to attach rigged cloth with a rigged character.?

texts: Guys i am in a big problem and don't know how to do that.i want to attach rigged skirt/cloth with my rigged character i don't wan't to lost cloth bones.


texts: Creation of Navigation mesh object dynamically

texts:
I have a grid and at run time my application determines certain path on the grid. As shown in the image. When the path is calculated, I have list of center of all the cells, for example starting from 'A' till 'B' shown in the image.

Now, my question is, if there is a way I can dynamically create a navigation mesh from the list of centers, starting from A to B. By dynamic I mean, passing the list of centers, can I create a navigation object in python ?
Please help me with some idea or code snippets, thanks in advance !


texts: Rotating actual object to face outward using arrary and empty

texts: How do I rotate within the array or empty so that the patron boxes bottle sides are all facing outward (not cock-eyed pointing leftward as they now appear)?  And then ultimately I'd like to tilt the bottles up, IOW so that the bottom is slightly forward and the top slightly in or back toward the center.


texts: How to blend a tranparent layer onto the base layer without affecting the "base color"?(Image Editor)

texts:
While trying to blend a decal layer(alpha with mix blend-type) on a base layer(mix blend-type) in the Image Editor,blender either doesn't paint anything (Color = 0) or completely changes the base color (Color = 1).
As seen from this video@1.15,the same setup works from the compositor.
How to blend a tranparent layer onto the base layer without affecting the "base color" in the Image Editor?


texts: I want to use two texture in one object(curtain), upper part of it will be designed texture and bottom part to be solid color or different texture .People said to use baked texture or color different map.But same time I need to change the tile or transparency.Please give me some solution.


texts: I have accidentally applied the location of my object in blender and my object has now zeroed out. How do i fix this?


texts: UV mapping - nothing shows in UV / Image Editor

texts:
When I try to unwrap my mesh, nothing shows up in my UV/Image editor window.

I have tried simple and complex parts, imported and native mesh, all same result.
Nothing shows up when I hit unwrap.