texts:
I have a model of a butterfly that uses a displacement map for most of the detail on the mesh at render time. To get an accurate render, I have it subdividing 4 times for the render before applying the displacement map.

While it gives me great detail, the downside is that I then have to wait a while for it to start rendering as it goes through a long "synchronizing object" stage on every frame. I'm assuming this is when it calculates the displacement on the object? I'm not entirely sure what this is doing.

Is there a way to bake this information or get around this step without spending so much time on it? This project has potentially quite a few frames to render at 1080p, so any way to lessen that is welcome.


texts: Blender 2.91.2 : Face texture looking weird while using shade smooth

texts:
Good day,
I have trouble with texturing my first model. The textures looks "edgy" while using shade smooth.

I have tried recomputing normals, merging normals, redoing the mesh twice, but I always come back to a similar looking result.


texts: How to change the axis of rotation of an object?

texts:
**Here is my blend file.

I am making cement mixer so I want this object (mixer drum) to just rotate but not come out of its base.


texts: I want the character to follow the path, but its doesnt work...When i click the armature in object mode and add object constraint follow path, the character will move away and doesnt animated as desire.Seek for help


texts: How can I stop specs of light coming through my object?

texts: I am currently creating a pumpkin to sing (don't ask) I have got it singing but I have realized that I have specs of lighting coming on the outside of my pumpkin. I really need to get rid of all these light specs on the outsides as it is not very good. I have tried moving the light around etc. but have not solving the issue.


texts: Fluid not appearing in object mode or game "play" mode

texts: Why does the fluids in my model only appear when I press render? I see video's where the person who's recording can see his fluid in object mode. But I only get to see the object that's supposed to be the fluid.


texts: Magic Room Illusion - making objects appear when viewed through another object

texts:
How can this be done in blender?
https://www.instagram.com/p/B_frXZglF0k/?utm_source=ig_web_copy_link

This animation was done in C4D. The feature that I'm looking for is the ability to make an object (e.g. sphere) visible by placing another object (e.g. plane) in between the camera and the sphere. So, the sphere would be invisible to the camera, but becomes visible when seen through the plane.
This is how it was done in C4D:
https://www.youtube.com/watch?v=LZRjj89meMs


texts:
I've created a container with another container inside it.

When I render the object the surface materials shows a lot of distortion. Is there an issue with how I created the object? (Booleans, Joining, etc) Or is it an issue with the lighting (lamps).

Here's the file
https://www.dropbox.com/s/fc7mk8hs88arkhw/steri-soaker.blend1?dl=0


texts:
I found information on how to place a video or an animation onto a mesh. What I want to do is slightly different, however, and I'm guessing it relies on Keyframes, a system I know next to nothing about in terms of Blender. But, you know how the Star Wars movies always have the text flying away from the camera before the main menu, and there are scenes from the movie playing? I want to do something sort of like that, but on a six sided cube. I want different clips playing on each side, and I want the clips on each side to change every now and then. Thank you in advance!

Ethan


texts: I want to learn how to pose the model and make it look more saturated for game thumbnail

texts:
First, I am a newbie so I think I might break some forum rules.
I bought this taco model, it looks great and the color pop

When I open it, It look like this, I am asking on what setting should I changed so that it can look like the above picture


texts: How can I make a material only apply to a side of a plane?

texts:
How could a one-sided material be achieved with the Cycles renderer?

I would like to create a plane that is completely transparent from one side, and a mirror from the other side.

It would be cool if Cycles/Blender simple supported backface culling like the game engine. But I guess it doesn't?

How could something like that done with nodes?


texts: I can't open Blender 2.8 files after I save them. Because it tries to open with 2.79

texts:
Blender 2.79b is installed (from .exe) on my computer, currently. And I just downloaded the Blender 2.8 release candidate 2 (.zip).

When I create something in Blender 2.8, after I save it, I cannot open it again because the computer tries to open the blend file in version 2.79b. And manually selecting the 2.8 version from zip file does not work.

How can I open my blender 2.8 files? Do I have to delete Blender 2.79b?


texts:
I am having quite a lot of trouble while modeling a tablet. Objects seem to be notched in after applying a boolean modifier and editing. The metal part of the tablet is slanted in. It happened after I applied the boolean modifier. Here are some examples:

Rendered example

Material mode example

It is super weird... I really need help.

Specs and tried solutions

I am using Blender v2.79
I am using cycles render
I tried flipping normals

Extra screenshots and Blender file.


texts: Does rendering on sheepit not render animations done using animation node?

texts: I have this 1000 frames animation where I had the text animated using the animation nodes add-on. However, when I put it on sheepit, the online render farm, none of the text animations showed up. Is there a fix for this?


texts: How to randomly spawn objects a limited distance from another object?

texts:
I have a cube 'static' with a collision sensor to my character, and near that cube there should spawn in nearby distances, but random, another cube.

When the player walks against the other cube there should happen the same thing.

How do I write this in python?


texts:
New file.  Two objects:

Sun is centered at cursor over XY intersection.

Planet orbiting that sun is displaced a few units away along the Y axis.

Task:
Keep sun centered in place over cursor in the center of the XY intersection.  But orbit the planet 120° toward the other side of the sun.


texts:
After importing a 3D scene from SweetHome3d (in .obj format), my preview window and also the F12 rendering result suddenly has very much "noise".
(Please tell me if that's the correct term, I'm a blender newbie)

I never saw this when working on small scenes that I created from scratch or any tutorial files. As I added 3 point light sources to the room to rule out noise due to a too dark room, I assume it has something to do with the size of the scene? Any idea how to improve the results?

This is a screenshot, you can see the problem in the upper left window:

And this is how the final result looks like:

A screenshot of light path and samples settings:


texts: Can we disable mipmapping at the render?

texts: When I disable mipmapping in the user preferences, it doesn't work in the 3D render. Can you help me please?


texts:
I've created a UV Sphere and started modifying the vertices via the various editing tools. When I finished editing and went back into Edit mode, I noticed that some of the vertices have disappeared.
As you can see from the image, the center of the sphere appears to have no vertices.

Can anyone explain in what scenario this would occur?
Thanks for any help provided.


texts: Blender won't open. The command window flashes but nothing else. I want to share my solution

texts:
Problem: Blender worked until I installed 2.90. It opened once then failed afterwards. When I tried to open Blender, the command prompt flashed and disappeared. Blender would not open.  I don't like running Blender on the laptop display because the ergonomics and the screen size is too small for mesh work, so I use large 27" external monitors.
My setup:
Windows 10 Home 64
Dell G3 3779

BIOS: 1.13.0 (type: UEFI)
Processor: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 CPUs), ~2.2GHz
Memory: 8192MB RAM
Available OS Memory: 8052MB RAM
Card name: NVIDIA GeForce GTX 1060 with Max-Q Design
Display Memory: 10077 MB
Dedicated Memory: 6052 MB
Shared Memory: 4025 MB
2 - 27" monitors
StarTech.com USB 3.0 to Dual HDMI Adapter - 4K 30Hz - External Video & Graphics Card - Dual Monitor Display Adapter

I tried running debug commands and ran through many of the solutions offered here but nothing resolved my issue.
Solution:

Through a process of trial and error. (shutdown/restart) I removed the Star Tech USB dual HDMI adaptor and found that all versions of Blender WILL work on the laptop alone.
I then plugged in 1 monitor directly into the HDMI port on the laptop and all versions of Blender work. (At least I can use one large monitor!)
I then reconnected the StarTech USB dual HDMI adaptor and tried to open Blender.  Blender failed to open.
I removed the Startech USB adaptor and went back to ONE direct HDMI connection and the Blender works with the external monitor.

So, for whatever reason, Blender will not work when using the Dual HDMI adaptor.


texts: How to create a pop-up menu to get numerical input

texts:
I want to do it so that when they press a button a window comes up which says 'Subdivision Level' and then an input where whoever's using it can put in a number which changes how much subdivision to add.

Here's the code:

import bpy

class customMenu(bpy.types.Menu):
    bl_label = "Useful Menu"
    bl_idname = "view3D.custom_menu"

    def draw(self, context):
        layout = self.layout

        layout.operator("bpy.ops.object.subdivision_set(level=1")
        layout.operator("object.duplicate_move")

def register():
    bpy.utils.register_class(customMenu)
    #bpy.ops.wm.call_menu(name=customMenu.bl_idname)

def unregister():
    bpy.utils.unregister_class(customMenu)

if __name__ == "__main__":
    register()

I know how to do everything else I'm just confused about how to make something which allows people to put in inputs/make a slider/make a check box in blender python.

I don't mind if as an answer you just put the code on how to make these input types or if you link a wiki article or something. I'm just having problems finding the right website and I'm pretty sure it can be done.

Here's a link to the blender tutorial that I currently want the input for. So that when I click something on the mini-menu, another mini-menu-thing will open asking how much levels you want and if you want it simple or catmull-clark etc.

I'm sorry if it's obvious but I couldn't find an answer anywhere.


texts: All methods of scaling seem to cause zero faces?

texts:
I need to scale an obj model down to .04 it's current size. Extreme, I know. But, that's what I need for a game asset, and every time I do, it produces hundreds or thousands of zero faces, according to 3DPrintTools, and they affect the ability of the obj to show texture. I have read and tried everything I can find about fixing zero faces, but there's no fixing so many, so I've turned to trying to prevent them. I have used 3D Print Tools Check All after each step of rotating, scaling, or translating, and after each time I tried applying the rotation, scale, or location. I've tried rescaling in both object and edit modes, but, eventually, on one of these steps, zero faces would still be produced. Finally, I found that I can scale without causing the zero faces only by inputting the scale factor into the scale option under Object Properties/Transform on the side panel under the Outliner. This works, and there are no zero faces, but if I, then, use CTRL A to set scale back to zero, that causes the zero faces, again. So, my question is, what should I do to produce a stable model, preferably with the correct scale applied so that I can go on to modify it without these zero faces showing up?
ADDED: When I export as WaveFront obj, there is also a transform there, set by default to 1.0. I tested by exporting file with the default and one with .04. Both, when reimported, have thousands of zero faces. I then found a comment about Applying Transforms to Deltas to prevent things breaking. This seemed to work in that the scale went back to 1.0 with no zero faces detected, but upon exporting, in either method above, the zero faces are back. I also tried merge by distance before exporting to see if that would help, but it doesn't.
Anyone have other suggestions? Or a fix? I've only been using Blender a week or so. Any help much appreciated.


texts:
How do you apply colormanagement settings to EXR files?
When i do some color adjustment by using colormanagement and try to save exr file and open it in photoshop it looks like colormanagement settings was not applied to it.


texts: Blender window type icon only changes header

texts:
Simple question: When I change the window type using the window type icon at the upper left corner, the only thing that changes is the header. How do I actually change the window itself?

I am using Blender 2.75 on Windows 10.


texts: Transform each iteration of an array modifier within defined limits

texts:
i am currently trying out some rendering for the first time (i was trying to model a pile of paper)

Used a plane, added a solidify modifier (don't judge, i was just messing around with some mods), added a array mod with a relative offset of z=1,2 (i wanted to be able to see the small spaces between each piece of paper, didn't work out though)

Now i wanted to randomly rotate each iteration with max 30 degrees and min -30 degrees so that the pile of paper would look realistic.
So far i tried a limit rotation constraint, simple deform mod and the object offset in the array mod, but none can achieve the result i'm looking for.
Any tips ?
This is what I got so far.

The uppermost card was rotated manually and manually editing 100 cards is not an option for me.

and i was planing to use thick paper, so thosehanging down edges are not required for this project (may inform myself about them sometime later on)
found a tut for another program, don't know how to use the mentioned steps in blender
https://www.youtube.com/watch?v=Jm_ENqq-lwI


texts: I have a macbook pro early 2013 model with i7 processor and nvidia m650 graphics but when i go to the settings to enable gpu rendering there is no option to select it only cpu rendering can anyone tell me why this is?


texts: Geometry nodes attribute sample texture precision?

texts:
So i've been using the attribute sample texture node in blender 2.93. unfortunately it is very unprecise.
in this image the red objects are scattered according to the texture while the white pattern behind represents the actual texture. is there any way to increase the sampling resolution of this node? am i doing something wrong? is this an issue that is being worked on? the sample texture node seems pretty useless if it can't handle any detail


texts: I can not install manuelbastionilab from file

texts:
I downloaded it to desktop, Opened Blender,User Preference,Addons, Open from file,select manuelbastionilab file, and it just isnt working.I have been trying off and on for two days now with no luck.Can some one help please?
Here are a few screen shots on some out comes.


texts: Performance relating to Object Instances

texts:
Just a simple performance question.

When using object instances, the same vertex data is used for another object (like an exact duplicate) causing much less memory usage when building up the rendering (one dataset instead of two etc.).

But I wonder now: If I have a mesh with ~500 vertices, and I use this 50+ times in my scene, when is the point reached that I won't save any more memory because of the sheer amount of instances? I mean, every instance is yet another object, right?

So what will be better? One object with 50*500 vertices (25k vertices) OR 50 objects sharing the same 500 vertices data?


texts: How do I Delete geometry? Separate objects are one piece?

texts:
I'm new to Blender but versed in Rhino, Sketchup and AutoCAD. That of course means my approach to creation has been influenced by those programs.

I read that to delete in Blender I must be in Object mode. I'm trying to delete the tapering tube. However, the two objects are one and "delete" removes everything. Shouldn't they be separate objects? I didn't combine or join. Can someone layout the method to delete a single object?
Win 10, Blender 2.80


texts: Use Proportional Editing for whole faces not individual vertices

texts:
I've made a tile grid where every face is disconnected from other faces ( no common vertices ). I would like to get a following effect:

But instead I get following:

How can use proportional editing for faces only, not vertices ?


texts: smooth shading issues after booleaning cylinder

texts: i was trying to make a hole in cylinder part of my object, but then i faced a problem. after adding a modifier, shading issues became visible (like on a picture). what am i supposed to do?


texts:
Is there a way to view from the lights perspective like in Daz?
I would like to be able to then lock view to camera so I can control the light that way


texts: I want parts of a scene to be invisible in final render but still be visible in reflections and light bounces

texts:
I'm working on a scene in blender where I have recreated a corridor shot for real. In the scene, I have an object traveling down the corridor. The goal is to just get the object and not the corridor in the final render. I still want to get the reflections and light bounces of the corridor, maybe even shadows if possible!

I'm super new so I've been having a lot of problems. I've tried to use the Holdout node on the materials but that removes the light bounces. Any help is appreciated!


texts: Is there any way to override UILayout.prop tooltip?

texts:
I have a collection on boolean properties I want to display in a node. BoolVectorProperty isn't really applicable because I want to be able to change the size of the array dynamically.

My issue is that when displaying a compact grid, there's no way to tell the user the index of a button. That is, I would like to override the tooltip of a UILayout.prop widget. If I set the text-kwarg to something nonempty, icon_only seems to be ignored.

My current code:

class SequencerPosition(bpy.types.PropertyGroup):
    value: bpy.props.BoolProperty(name="Value")

class TriggerSequencer(Node):
    bl_idname = 'TriggerSequencerNode'
    bl_label = 'Trigger Sequencer'
    bl_width_min = 70.0

    sequence: bpy.props.CollectionProperty(type=SequencerPosition, name="Sequence")

    def init(self, context):
        for i in range(16):
            self.sequence.add()

    def draw_buttons(self, context, layout):
        grid = layout.grid_flow(row_major=True)
        for i, pg in enumerate(self.sequence):
            grid.prop(pg, 'value', icon_only=True)

results in this node:

The tooltips are rather unhelpful, just saying "Value."


texts: The videos I have posted on youtube can't be displayed in HD

texts:
I create my videos using Blender, however when I uploaded them on youtube. They cant be displayed in HD... Do you know how may I solve this issue?

Best Regards


texts: How to rename all text objects by individual text content?

texts:
I have about 70 text objects in a scene that I neglected to rename as they were created, thus quickly making a disorganized mess in my outliner.

Is there some script or some other trick that will efficiently speed up renaming all text objects by the content of the text?

For example, if the content of the text object is "Blender" the object name should be Blender (or TXT_Blender if prefix is used). Although it would be useful for further organization, I am not too concerned with adding a prefix to the object names at the moment.

I know that I could copy/ paste each text to rename, but an automated solution would save a tremendous amount of time, considering the number of objects at this point.


texts: How would I twist a torus or circle into an infinity symbol?

texts: I can't seem to figure out how to create an animation of a zero twisting into an infinity symbol. I'm brand new to blender, and not really sure how to manipulate a torus to achieve this. Any help would be appreciated!


texts: copy and paste dynamic effect in graph editor

texts:
I'm animating scaling an object.
Id' like to add a dynamic effect to the end of the scale, i.e. a bounce.
I am able to box select the key of the X, Y and Z channels and add a dynamic effect to all three in the Graph Editor.
But when it comes to editing the bounce I cannot find an easy way to manipulate the bounce of all three channels simultaneously.
Then I hoped to be able to copy the dynamic effect from one channel to the other two. No luck there either.
Am I overlooking something obvious or is there just no easy way to sync a dynamic effect across several channels?


texts: Is there a way to make the hair strands become totally straight ( just like the lines ) and hence get a sharp hair edge with no patches? Thanks


texts:
Is there a visual chart showing what colors connect to each UI element,
...besides trial and error?


texts: Why is this bone suddenly not connected?

texts:
So I'm animating a model, I've rigged it and because it's all extruded, the bones should all be connected.

I'm working on the walk cycle animation and then I notice this:

I'm not sure how this happened but I tried Ctrl + P and selected Connected in edit mode but when I went back to Pose mode, it was still like this. Does anyone know what could have caused this?

Also because this model is for an upcoming game, I cannot upload or share it, sorry :(


texts:
I saw this and I'm trying to figure it out how can I make this by physics features. I tested some different ways, but since I'm not advanced in this feature of the blender, I want to ask you if it's possible or not and if yes, could you kindly give me some advice?

Here is the image:

Thank you in advance.


texts: Why do I have this weird colored static in my animation for a test stinger transition?

texts: When rendering it shows the animation as it should look. when I play it back in vlc  media player or some player I found on the Microsoft store it shows this weird static.


texts: Viewport rendering (shift+Z) is darker than in final render

texts:
I just purchased an interior scene from chocoviz for the cycles render engine.

When I do a test render in the viewport it renders, but is much darker than in the final render.

What could be the cause of this issue? How can I resolve it?


texts: In Pose mode, my bones are stuck in rotate, and wont transform

texts:
When in pose mode, the bones on my model wont transform, they are stuck in rotate mode, though I can scale them. This problem now occurs whenever I try starting a new project. Some bones that I made earlier still work, but whenever I try to make new ones, they are stuck in rotate.
It seems like I changed something in the settings, but I don't even know how to access the settings. Please help, thanks.


texts: I can't create a UV map for this object and I don't know why (sphere unwrap)

texts:
I have a horse model I'm working on. So far, so good.

Now I'm trying to add eyes with an iris texture. I added two spheres, assigned a material and a texture, but the UV Map is too small and needs to be resized (my horse now has insect eyes. Every face of the sphere has its own texture.)

When I try to apply/resize my UV Map (in Edit mode), here is what I get:

The sphere has a Material & texture, so it should work:

So, what am I doing wrong? TIA.


texts: Using Python to bake all materials to a texture?

texts:
I'll start this off by saying I'm not the most knowledgeable person with Python, or Blender's API. I'm trying to write a script that loops through all the mesh objects in a scene and does the following:

Creates an image designated to be the baked texture for the object
Inserts image texture nodes into every material in that object
Does a Lightmap Pack on the object
Does a Diffuse bake with Color only
After that it saves the baked texture image and an exported fbx of the current object mesh to a given file path

Here's what I have so far:
import bpy

scene = bpy.context.scene

# deselect all to make sure select one at a time
bpy.ops.object.select_all(action='DESELECT')

for obj in scene.objects:

    if (obj.type == 'MESH'):
        imageName = "Texture" #Just a filler name for now
        img = bpy.data.images.new(imageName,1024,1024)

        for m in obj.data.materials:
            m.use_nodes = True
            nodes = m.node_tree.nodes

            # Add a image texture node and set its location:
            tex = nodes.new("ShaderNodeTexImage")
            tex.location = (100,100)
            tex.image = img

        bpy.context.view_layer.objects.active = obj
        obj.select_set(True)
        bpy.ops.object.shade_flat()

        lm =  obj.data.uv_layers.get("LightMap")
        if not lm:
            lm = obj.data.uv_layers.new(name="LightMap")

        lm.active = True
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action = 'SELECT') # for all faces

        bpy.ops.uv.lightmap_pack(PREF_CONTEXT='SEL_FACES', PREF_PACK_IN_ONE=True, PREF_NEW_UVLAYER=False, PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=1024, PREF_BOX_DIV=12, PREF_MARGIN_DIV=0.24)
        bpy.ops.object.editmode_toggle()
        bpy.context.scene.render.engine = 'CYCLES'
        bpy.ops.object.bake(type='DIFFUSE', pass_filter={'COLOR'}, save_mode='EXTERNAL')

        img.save_render(filepath='C:\\Users\\TestUser\\Desktop\\TestImage.png')

So far I've only been testing it in scenes with 1 object so not how it works for multiple, but it's sort of working. It creates a proper (or at least proper looking) baked texture image from all the materials and properly saves it to the desktop. No exporting the obj as an FBX yet as I haven't been able to figure out the chunk of code for that.
One issue is that the texture map doesn't properly apply to the object, it winds up looking tiled. Here's a photo to show what I mean:

The biggest issue however is that it doesn't seem like UV map is actually being "connected" to the object. I'm not a pro at Blender so I don't know exactly how to word this, but I've manually exported the obj as an FBX before and tried inserting into a game engine, only to have it error telling me the texture couldn't be found.
Very important note is if I do all this manually everything works properly, so my code is definitely off. Here's a reference photo for what the end result is supposed to look like (this is one material with it's base color set to be the baked image texture):

Any help is much appreciated!


texts: is it possible to achieve a bit-wise compatibility of rendered bitmaps across different OS/hardware (from the same scene)

texts:
I did some test by rendering Blenders' pure initial scene (with plain cube) on my two different Dell laptops. Then I tried to compare rendered BMP or PNG images byte-by-byte - and there were some pixels (bytes), which are slightly different between these two images, unfortunately.

Is it possible to have exactly the same byte-wise compability of rendered bitmaps from the same, simple scene - but between different hardware? That could be even done by using some additional modification in Blender code, for my personal use.

I need it only for grayscale PNG/BMP (BW mode), and only for such a simple scene like initial Blender scene.


texts: I'm new to texturing in blender and I've learnt how to unwrap cylinders properly. However, what is the correct/efficient way to unwrap simple faces? The face I've selected are distorted in the UV view (become a triangle). What's the reason behind that? Any help is appreciated :)


texts: Textured viewport for UDIM material in cycles

texts:
I understand that UDIM isn't really integrated yet (I'm on 2.74), but I'm wondering if anyone has found a solution to this issue:

I've got a character that's UV mapped onto 2 tiles (UDIM style I guess), one for face and one for body, and in Cycles I'm using a UDIM node group to correctly map the textures.

But I haven't been able to find a way to view the textures correctly in 'textured' mode in the viewport. His facial texture is just mapped to his body. Note teeth and gums on his right shoulder :O It's not a huge bummer, but it does make all my preview renders look ridiculous :)

I've tried assigning the diffuse textures in BI mode to the corresponding faces, but haven't got that to work yet.

Does anyone know if there is a solution/workaround to get texures displaying correctly in viewport (they work in rendered mode of course).

Thanks!


texts:
Is there a way to have a shader behave differently near a mesh edge?
For example, if a shader generates a checkered pattern, is it possible to detect the edge and make the squares that intersect the edge transparent?

Some clarifications:

The solution can be for a single face. In other words if the edge can be detected on a signle face.
The solution should work even if the face is not a simple shape like a circle, square, or triangle.


texts: Beveled edges rendering like they're cut into

texts:
I made a very simple animation, and with camera movement, the beveled edges appear as if they are cut into. How can I fix this?

I am rendering with blender render.


texts:
I have a model that consists of several separate meshes.
Each mesh has its own UV and texture map.
I would like to merge them and have only 1 UV map and 1 texture map.
Is there a way or a script that would do that painlessly for me?
I have watched videos where this is done with a lot of manual work. I would like to ask if there is an alternative solution, even if it does not use the available space absolutely perfectly.

Thank you!


texts: Orange outlines in 2d animation won't go away and let me animate a new key

texts:
I can't draw and make a new keyframe on an object (I think that's the term for it) called "Boards-BG". I tried deselecting it, making sure I was in draw mode from what I heard in other threads, but either I'm doing it wrong, or it's another problem
I'm a complete noob, so I'm sorry if this is a dumb question, but any solutions is very appreciated!


texts: what do I do when I have two models on the same blend file although in different layers and when I add two different metrigs to them I get the error can't add new bone root outside of edit mode incorrect armature for type utils


texts: How to export mesh object to FBX from command line?

texts:
I'd like to open a scene with certain mesh object and export it to FBX file from command line.

I read some related questions; importing and exporting via command line as per https://stackoverflow.com/questions/38096913/blender-convert-stl-to-obj-with-prompt-commande, then using tooltips to learn command as per How can I run blender from the command line to export and import models and using command console to pass arguments with file name with script to execute on loading How can I run blender from command line or a python script without opening a GUI?.

The goal in my case is to open certain .blend file and export the mesh object from there. The problem is that even though script works it looks like it performs actions not in expected order. The resulting FBX file I get contains startup scene (cube, camera and lamp) and according to the output from console it starts exporting scene first and reads blend last.

In order to export I use command:

blender.exe --background --python "D:\\Program Files\\fbx-export.py" "D:\\Program Files\\monkey.blend"

The python file contains:

import bpy
import sys

bpy.ops.export_scene.fbx(filepath='D:\\Program Files\\exported.fbx', axis_forward='-Z', axis_up='Y')

How to modify the command used so that it opens proper scene and exports the object correctly?


texts: How do I copy a pose from one blend file and paste it to another?

texts:
I have a pose in 1 file and I'd like to copy that pose to another file. I think this blog post is in the right direction but I can't get it to work between 2 blender files.

I also tried running 2 Blenders and Ctrl+C the pose then Ctrl+V but it doesn't work.


texts: Working on integrating the stereoscopic camera into a render addon (appleseed).  Thanks to Brecht I figured out how to set the proper view and retrieve the X offset for the camera lens when off-axis mode is used, but I can't figure out how to get the matrices for the two views.  None of the camera matrices (world, local) change when the view is changed in the render engine.  Is there a matrix that I'm missing or do I have to do the math manually (which would suck)?


texts:
Hello,
I'm new with this program and I really need your help!!
I'd like to make a doggy bag like this image, without food.
I could find some tutorials making box but I would like to make the bottom round and the top opening part in square.
Is there sweet somebody who can explain me this easily please??
That would be so lovely!
Thank you :)


texts: How to get wider view on orthographic camera?

texts:
I want to catch a wider view of my model. I tried moving the camera back on y axis, but this seemed to do nothing. How can i come about this?

In red is how much i would like to see on render.


texts:
I have made a chain of toruses, when I apply rigid body physics to it, it breaks as soon as I play animation.
I have tried scaling it up but does not help.
Please help me fix it.

Blender file is : https://drive.google.com/file/d/0B5aZVQjlGn3uem44NVFoZ040SFk/view?usp=sharing
Chain is in 2nd layer.


texts: Colors from imported image in compositor aren't displaying correctly

texts:
When importing images for use as a starting image in blenders compositor the colors do not display correctly.
I tried different ways to fix this issue but can't find a solution.

My guess would be that it's a gamma issue but I can't be 100% sure.

I may be colorblind but can still notice that this isn't right. :)

Any suggestions?

Import image node:

Original image:

Imported/Saved image:


texts:
It is possible to catch keyframe selection event(graphclick) in Graph editor? Or  verify what lies under mouse cursor?
i try to script simple selection behaviour like C4D: When cursor above keyframe - translate, when above empty pane - border selection
Thanks!


texts: Automated rendering actions in modal operator is cancelled

texts:
I'm trying to render a bunch of actions with a modal operator that is called with a timer. The first action is rendered as expected, and strangely some times the second and third are rendered aswell, but at some point

bpy.ops.render.render("INVOKE_DEFAULT", write_still=True, animation=True)

returns {'CANCELLED'}, which breaks my callback handler. If i render it in serial without "INVOKE_DEFAULT" it works just fine. I also tried calling the render operator multiple times if it failes, but without success.

If I use a higher timeout like around 2 seconds it seems to work just. But why? Is there some kind of race condition between my modal operator and the render operator?

class BC_render_modal(bpy.types.Operator):
"""Start blenderclonk render process"""
bl_idname = "action.render_modal"
bl_label = "Start render"

_timer = None

rendering = False
render_lsit = []
pending_list = []   # Actions of the currently rendered mode
composition_list = []

@classmethod
def poll(cls, context):
    return True

def execute(self, context):
    wm = context.window_manager

    # Prepare render list
    self.render_list = create_render_list(context)
    # Register timer to check render status
    self._timer = wm.event_timer_add(0.1, window=context.window)
    # Register post render reset function
    bpy.app.handlers.render_complete.append(self.render_complete)

    wm.modal_handler_add(self)
    return {"RUNNING_MODAL"}

def render_complete(self, scene):
    self.rendering = False

def modal(self, context, event):

    if event.type == "TIMER":
        if not self.rendering:

            if self.pending_list:
                print("Render action")

                self.rendering = True
                action_name = self.pending_list.pop(0)
                anim.selectAction(action_name)

                bpy.ops.render.render("INVOKE_DEFAULT", write_still=True, animation=True)

            elif self.render_list:   # Next render block
                print("Prepare render")

                mode, actions = self.render_list.pop(0)

                self.pending_list = actions
                prepare_materials(mode)

                if mode not in self.composition_list:
                    self.composition_list.append(mode)

            else:
                wm = context.window_manager
                wm.event_timer_remove(self._timer)

                bpy.app.handlers.render_complete.remove(self.render_complete)

                for mode in self.composition_list:
                    ComposeGraphics(mode)

                self.report({"INFO"}, "Render finished successfully")
                return {"FINISHED"}

    return {"PASS_THROUGH"}

EDIT:

Seems to be an issue with the render thread reporting finished before the job is actually done. Check out https://developer.blender.org/T52258 for detailed explanation.

Workaround:
This will lead to multiple failing attempts to start the render process but renders it eventually.

def modal(self, context, event):

    if event.type == "TIMER":
        if not self.rendering:

            if self.pending_list:
                print("Render action")

                self.rendering = True
                action_name = self.pending_list.pop(0)
                anim.selectAction(action_name)

                result = bpy.ops.render.render("INVOKE_DEFAULT", write_still=True, animation=True)
                if result == {"CANCELLED"}:
                    print("Render failed!")
                    self.pending_list.insert(0, action_name)
                    self.rendering = False


texts: Connect vertices from inner circle to outer circle

texts:
I'm trying to connect the inner circle to the outer circle in order to close the mesh but I can't. I've tried to select the edges/vertices of both circles and press F

but that doesn't seem to work, it creates two faces, one for the inner circle and another for the outer circle.

Now I could go individually and select four vertices (two from the inner and two from the outer circle) and connect them as you normally would but that seems like a pain in the ass. I'm pretty sure there's a more efficient way of doing this, can someone tell me what's the right way of connecting the inner circle to the outer circle, in order to close the mesh? Also, why is it doing this? Shouldn't it recognize immediately that I'm trying to connect the selected circles?

Thanks in advance.


texts: bpy.ops.view3d.snap_selected_to_cursor(use_offset=False) works manually (by using mouse and keyboard) but not using bpy

texts:
Traceback (most recent call last):
  File "\Text", line 8, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_selected_to_cursor.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console

I am typing in this command, because I already got selected object before snapping:
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)

The question is: why I can not snap selected object to 3d cursor using bpy python while being able to do it by using mouse and keyboard?


texts: Why are keyframes occurring when adjustments are made with transform?

texts:
Im making adjustments to with transform over an image in the video sequence and the nothing would perceivably happen until i scrub through and its as if random keyframes have been positioned
its very irritating what is happening?

Many thanks,

J


texts:
In Python I want to know what bpy_struct is for?
Can you give me an example of its use in programming?


texts: masking with vertex groups in node editor - b3d 2.83

texts: hello does someone know if its possible yet to use a vertex groups as a masks in the node/shader editor? i want to "procedurally" mask an area to get clean and sharp edges, because i tried to use a hand painted texture to mask the faces, but it pretty blurry and pixelated...


texts: How to create a floor full of serpentines - streamers?

texts:
I want to create a floor scenary with streamers - serpentine in the floor something like this (see the inferior borders of the picture to get an idea):

I saw something that may work but don't know how to do it:

https://vimeo.com/18569617

Any ideas? thanks in advance to the kind souls willing to help :)


texts:
I'm trying to read inputs from an XBox 360 controller in Blender 2.8 however my scripting knowledge is limited.

I think I would have to install this python module/library/whatever the heck its called https://pypi.org/project/inputs/ but unfortunately I have no idea how to do that and every tutorial/instructions I read on the subject might as well be written in hieroglyphs. I understand "installing with pip" is a thing and I think Blender 2.80 comes equipped with this tool but that doesn't mean much to me.

This doesn't seem like a difficult problem but installing python modules is above my head. If anyone could break the process down in layman's terms, I would be eternally grateful, or if there is another way of doing this that I'm not seeing please feel free to share.

The ultimate goal of this endeavor is to use the controller as an animator's tool, that is using the joysticks and buttons to perform actions in Blender. That part I'm confident I can wrap my head around it's just getting the actual inputs that's stumping me.


texts: What is a Duplivert, or a Dupliframe, internally?

texts:
I've been using Dupliverts, and Dupliframes without fully understanding their internal representation in Blender. (i.e. which Data Blocks are linked,and  which are copied, how parenting is related to all this)

I would like to know what CtrlShiftA.. 'Make Duplicates Real' is actually doing - what the difference is between Duplicates, and the instances that result from the execution of that command.


texts: Why Principled BSDF only has Roughness but bake has gloss map available?

texts:
I'm playing with the Cycles bake option, however, I've got a few problems with regard to the BSDF node and the bake option,
1.Why Bake option has glossy and roughness map for selecting, but BSDF only has roughness, why we can bake extra glossy map in the baking option?
2.When I bake diffuse map, the light information is baked in, I suppose the diffuse map can only contain color information but it has light info in the diffuse map, why I raise this question is because in compositing editor the diffuse has three outputs(dirrect/indirect/color), so the diffuse map in baking combined all three information?
3.When I select combined mode in baking, it baked normal map, I know how to bake a single normal map, but if I choose combined, I did not have any low poly mesh beforehead, then what is the meaning of having the normal baked in the combined mode?


texts: Camera acts like it has a child of constraint, when there is none

texts: My camera acts like it has a child of constraint when it doesn't. It has a track constraint but that shouldn't (and doesn't look like) it affects the position of the camera. It is under the armature in the collection tab but there's no constraint, am I missing something?


texts: Cycles Render - Glass Shader: Some faces are rendered black

texts:
I have this problem with blender.
I have created a mesh consisting of around 400 vertices. In Cycles Render I added a Glass Shader and connected the "Generated" Output of the "Texture Coordinate" Node to the "Color" Input of the Glass Shader, because of this its pretty colorful.
So the problem is, that if I render it there are those black rendered faces, as seen
I have also put the Blender File on Google Drive, so you can look at it: click here.

Does anyone know how I can fix those faces?


texts:
I'm having difficulty straightening up this mesh in Blender - see here for the object:

I'm trying to follow the accepted answer here but I can't quite get all the vertices I need in order to straighten up the side. When I scale the object along the z index, in 3JS, the arc of the sides is exacerbated which is undesirable.

Any ideas on this?

EDIT

An example of what happens when it gets scaled in 3JS


texts: How to reduce number of UV textures to 1?

texts:
I have a large single object which is generated with 5 UV texture files:

image1
image2
image3
...

How can I use blender to merge multiple texture images into a single UV texture image for a single object ?
I’m totally new to blender, so I don’t even know the correct term for what I’m looking for.


texts: How to join two vse video edit projects?

texts:
I have a second part for my video editing project in the VSE that I have edited separately. I would like to append it to the main part, so that I could combine the strips, cuts and so on. How can I do it?

The append feature in the main menu seems to be designed for other purposes. But for someone like me that only uses Blender as a video editor, that seems not to be the answer.


texts:
I have two displays and I'd like to move Blender to the secondary display and not the main one, because of resolution stuff (main display is a laptop display scaled 125% and it kinda leaves less room for a workspace).
When I do this, any modal/dialog window is still opened on main display and also with random size every time, resulting in a very ugly view sometimes:

It bothers me a lot and I keep wondering is there a way to somehow fix the size of the modal window? Is it possible to set it to "800x600"?
Thanks.


texts: invoke modal operator from python and block until completion

texts:
Seemingly I have a rather non-standard use case here.
In fact, I could solve my actual use case by a different approach.

Yet still, I'd like to find out about the following question:

Is it possible to invoke a modal operator from a python script and block until its completion? Do I need to call the operator with some specific magic incantation? Or is there at least a known workaround?

Somehow I get the feel that I am missing out on something very basic; I am fully aware that a modal operator typically involves user interaction. And I see that several people tried to launch and remote control modal operators from a script. However that is not what I want. I simply want to invoke the operator synchronously and block on it.


texts: Camera perspective in viewport is different to in render

texts:
I want my image to look like image 1, but when I render, the result is image 2.
Why is the viewport different to the rendered output?


texts: Blender 2.82 Fluid Simulation can't resume baking

texts:
I have simulated a pool of water and was baking the mesh for the water. My system crashed and I could not resume baking. I backed the mesh folder up and freed the mesh. I put the files back in place but could not resume it would always start over and replace the old files. (The same happened for the simulation but i'm tired of running it all over again)

  Anyone got an idea how to resume baking?

I'm running the blender alpha build from 05.01.2019


texts: Why can't I set a rotation keyframe on this object without it setting the same keyframe on the parent armature? Deleting one KF deletes the other too

texts:
Here's a partial hierarchy of my current Blender scene:
Armature
\--Mesh 1 (parented to a bone)
   \--Bezier 1
      \--Bezier 2
      \--Bezier 3

Bezier 2 and 3 were "Duplicate Linked" from Bezier 1, so they all share the same curve data, but I'm not sure whether that has anything to do with the issue.
Anyway, what happens is, I rotate Bezier 1, and then set a keyframe on that rotation. It appears to work fine at first. But then when I change frames, suddenly I see the entire armature rotate to some weird angle. Then, when I click on the armature, I see a keyframe on its (object-level) rotation as well, which I never set. I can remove the armature keyframe and put the rotation back to zero, but then it removes the keyframe from Bezier 1 as well.
I don't want to share the .blend file just yet, but I do have a copy saved at this point for when I do in the future. In the meantime though, is anyone aware of anything that could potentially cause this behavior? Or can it only be a bug in Blender?


texts: are intel cpus beter for blender than amd cpus (no opinions aloud just facts)

texts:
I see Xeon and I7s in the top ten benchmarks for cycles in the Mike pan
Benchmark for cycles the best single cpu was the i7 3930K it got a time of 2 minutes
And it is a 60 Gflops cpu I have a amd a8 sires cpu (I don't know the exact model and it does not matter) and it is overclock to 5ghz witch is also a 60 flop cpu
And it takes 5 minutes to render the same scene
The point is why are intel cpus with the same computing power as an equivalent
Amd cpu rendering the sceen so much faster


texts:
EEVEE Moving light point with enabled Soft Shadows.
Actually, the movement doesn't matter. The problem is in lighting itself.
Light goes through the object holes and falls down as mixed layers.
I've tried a lot of solutions, but still Irradiance Volume doesn't help either.
What am I doing wrong?


texts: how to move face along an axis without affecting other faces?

texts:
I'm learning Blender and i face this issue that i can't figure out:

I have this isometric shape:

I was trying to move this face on red x-axis:

And this what happened, actually this is what i want to do , it's kind of a mix between extrude and move:

But when i tried to do the same thing to the left side, this is what happened, it's moving all the connected faces as well:

I noticed that if i merge all vertices by distance i cant move the face as i wanted anymore.

This is how the face looks when moving it before i merged the vertices "what i want".

Is there any way around this, or a un-merge vertices option!

===============================================================

Edit :

This is what i'm trying to do, if you have good method to model it:

This way still has some issues , I know I can fill missing edges but later on I might be missing lot of faces :


texts: Why does the 'energy' field on my lights keep disappearing (2.8 beta)?

texts:
Noob question:  I notice that sometimes the properties display for my lights has an "Energy" field which can adjust the brightness, and sometimes it doesn't -- even for the same light object.   Have not been able to figure out the conditions which hide/show this field, or why it would ever go away:

Any ideas?


texts:
I'd like to get my light to bleed through the window and create a soft edge effect around the window frames. Here is an example image I found that shows my desired effects. The light seems to pour in and wrap around the window frame.

Here is my render (this is not a final version, only 100 samples to show my example).

As you can see, my window frame has very hard edges to it. I've tried turning up the outside lights, painting the window white (as opposed to dark wood), added portal lights, tinkered with the exposure, etc. I even tried volumetric scattering in the environment but this creates too much 'haze' in the entire scene. I really only want that effect around the window.
Here is a link to my blender file. I'm still very new to Blender so any helpful advice would be appreciated.
Thank you.


texts: Trying to make a stone wall- Cycles has weird glitch where it doesn't "fill in" the image texture even though evee does

texts:
Trying to make a stone wall..   essentially a blend of

https://www.youtube.com/watch?v=AWGoOuVFJwc - using cell fracture and various displacement/subsurface modifiers
https://www.youtube.com/watch?v=yiBktrx_MdE   - then using this to get the stone texture.

it's so very close to being what i'm after apart from these annoying glitches.
Also, if anyone can add an easy node to lighten the stones that would be great.
Thanks all


texts:
Is it possible to add something like a delay to a constraint (e.g. Transform or Copy Loc / Rot) or to a driver?

For example, a driver should copy the rotation of a target which it had 10 frames ago. At the moment I'm using a scripted expression for copy rotation.

bpy.data.objects['Armature'].pose.bones['Bone'].rotation_euler.y

But this, of course, is only the rotation in the actual frame. I would not use any keyframes.


texts: So I'm modelling this sardine can with a logo on it... I have created my own logo as a png file and I want to apply it on a red metallic material... I have already tried applying it on the subsurface but it doesn't make much of a change


texts:
I am trying to get Arduino to operate with Blender, via PySerial. The example codes I found didn't operate on a loop while also working alongside Blenders normal functioning (responsive blender UI) so I decided to write an operator. This is what I have so far. The problem is that I don't know what to put as the context for PySerial under invoke. PySerial's documentation is difficult for me to understand (I am new to Python scripting), and also, they don't seem to have a dedicated forum.
import serial
import time
import bpy

SerialArduino = serial.Serial('COM4','9600')
time.sleep(3)

class LISTEN_TO_ARDUINO(bpy.types.Operator):
    """Listen to commands coming in from Arduino via serial port"""
    bl_idname = "serial.ardunio_listen"
    bl_label = "Listen to Arduino"

    def modal(self, context: bpy.types.Context, event: bpy.types.Event):
        if SerialArduino.is_open:
            ArduinoCommand = SerialArduino.readline()
            if ArduinoCommand == b'Play\r\n':
                bpy.ops.screen.animation_play(reverse=False)
                ArduinoCommand = 'Idle'
            elif ArduinoCommand == b'Pause\r\n':
                bpy.ops.screen.animation_play(reverse=False)
                ArduinoCommand = 'Idle'

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        context.(self) #What should the context be for PySerial?
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(LISTEN_TO_ARDUINO)

def unregister():
    bpy.utils.unregister_class(LISTEN_TO_ARDUINO)

if __name__=='__main__':
    register()

If you are curious, this is the Arduino code, which works fine and doesn't need to be read by you:
#include <IRremote.h>

const int RECV_PIN = 7;
int IRButt;
int PrevIRButt;

IRrecv irrecv(RECV_PIN);

decode_results results;

void setup() {
  Serial.begin(9600);
  irrecv.enableIRIn();
  IRButt = 0;
  PrevITButt: 0;
}

void loop() {
  if (irrecv.decode(&results)) {
    // Serial.println(results.value, HEX);
    if (results.value == 0x5580579C) {//play on sony bdp remote
      IRButt = 1;
    }
    if (results.value == 0xD634D2FB) {//pause on sony bdp remote
      IRButt = 2;
    }
    if (PrevIRButt != IRButt) {
      if (IRButt == 1) {
        Serial.println("Play");
      }
      if (IRButt == 2) {
        Serial.println("Pause");
      }
      PrevIRButt = IRButt;
    }
    irrecv.resume();
  }
}

As a side not I plan on adding more features, I just want to get this proof of concept figured out beforehand. What should I put as the context? And also if you see something else wrong, unneeded, wordy, or performance heavy please let me know.


texts: Compositor: How to crop an image into multiple versions?

texts:
For cases where we want to batch process an image into multiple versions, it's fairly straightforward if only changing the scale. But if we want to vary the cropping things get complicated. This is because using the Scale node's Crop mode on either Render Size or Scene Size. Neither of these values can have multiple instances or be key-framed to change over time.

In the screen shot above, the resizing (cropping) only works correctly because the Render Size is set correctly.

But this can only be done once. Even if we create another scene with different render dimensions, only the current scene gets used by the Scale node.

Using the Scale node in Absolute mode causes stretching instead of cropping.

It seems like there should be a way to do this. Am I overlooking something?

Update: I've made some progress with the size by using a Translate node followed by a Crop node, but the crop is off-center.


texts: Textures don't show in 3d view after loading them into node via python. Blender 2.66

texts:
Textures don't shows in 3d view after loading them into node via python. I can see them in render mode, but not in edit. Also after selecting image texture node they show-up in 3d view, but I can't do that from script.
Script works with preloaded (with another script) images

import bpy
import os
import os.path
os.system('cls')

bpy.context.scene.render.engine = 'CYCLES'

tex_name_list = []
mat_names = []
for ob in bpy.data.objects:
   print(ob.name)
   for mat_slot in ob.material_slots:
      for mtex_slot in mat_slot.material.texture_slots:
         if mtex_slot:
            if hasattr(mtex_slot.texture , 'image'):
               mat_name = "{}".format(mtex_slot.name)
               for img in bpy.data.images:
                  #print(img.name)
                  mat = mat_slot.material
                  if img.name == (mat_name):
                     if not mat.use_nodes:
                        print("{} - {}".format(img.name, mat_name))
                        mat.use_nodes = True
                        tex_node = mat.node_tree.nodes.new('TEX_IMAGE')
                        mixShad_node = mat.node_tree.nodes.new('MIX_SHADER')
                        trns_node = mat.node_tree.nodes.new('BSDF_TRANSPARENT')
                        diff_node = mat.node_tree.nodes['Diffuse BSDF']
                        matOut_node = mat.node_tree.nodes['Material Output']
                        mat.node_tree.links.new(tex_node.outputs['Color'], diff_node.inputs['Color'])
                        mat.node_tree.links.new(tex_node.outputs['Alpha'], mixShad_node.inputs['Fac'])
                        mat.node_tree.links.new(diff_node.outputs['BSDF'], mixShad_node.inputs[2])
                        mat.node_tree.links.new(trns_node.outputs['BSDF'], mixShad_node.inputs['Shader'])
                        mat.node_tree.links.new(mixShad_node.outputs['Shader'], matOut_node.inputs['Surface'])
                        tex_node.image = img


texts: can i use cloth simulation to create clothing

texts: I have a character with a plane over its head as cloth.  I ran the cloth simulation and once the cloth has finished draping over my character, i'd like to save the newly fallen cloth as clothing.  Is this possible?


texts:
I'll try to explain myself as clearly as possible. At the moment I'm working on a volumetric LED installation (over 10000 LEDs) and need to render a few short animations (previsualization) for a client. The way I decided to go about this:
Create a cube with emission shader which represents a single LED.

Using array modifiers I create the shape of installation.

So now, I'd like to be able to control RGB values of emission shader of every single cube separately by feeding those values from external software through python. My initial idea was to separate materials for each of those cubes, but then I would end up having 14040 materials, one for each cube (LED). Plus each LED has 3 values (RGB). So in total I'd need to process 42120 values per frame.

Is this too much for blender?
if yes, is there any other ways to achieve this that wouldn't be so processor costly?
if not, how do I separate materials for every single cube after I apply the array modifiers and separate cubes by loose parts?

Cheers :)


texts: How to add textures to faces that are facing a certain direction

texts:
Basically I have a crude maze-like object, but I want the textures of the floor and walls to be different.  How would I go about placing a texture on all faces point north, etc.

Assume I am a beginner, please.


texts:
I have my blend files and texture on my NAS.
I can use it and save it with Blender on windows.
On Linux i can open my .blend but i can't save it.
Blender say me :
Version backup failed (file saved with @)
And on my NAS there is a .blend@
How can i fix this curiosity ?


texts: colored shadows for transparent objects with shadow catcher

texts:
I'm rendering a scene in cycles with partially transparent objects and I would like to use shadow catcher to composite the objects and their shadows onto a perfectly white background.

Normally these transparent objects cast colored shadows.

However, when I make the plane they are sitting on a shadow catcher the shadows are just grey.

Is there any way to keep the colored shadows when using the shadow catcher?


texts: Change the background clip after tracking - multiple clips loaded

texts:
I did some motion tracking on a clip and set the clip to be the background of the render. However I then loaded another clip to use instead, did the motion tracking, clicked 'Set as Background' and looking from the camera perspective in the 3D view I see this new clip as the background. However upon rendering, the background appears to be the old clip. How can I remove this old clip so I can see the new one instead?

Thanks!


texts: having trouble getting rid of unwanted vertices

texts: reworked my model and now can not get rid of stray vertices ,how do I get rid of unwanted Vertices on a model?


texts: Making model and animation for Unity using MakeHuman and Blender

texts: I'm learning Unity and trying to make a scene which need a model and some animations. I came up with using MakeHuman 1.1.1 and Blender 2.79b. I exported model from MakeHuman to .mhx file and import to Blender. But someone said that mhx rig wasn't compatible with Unity (i don't know if he were right). So i'm stucking. I want to know which is the best workflow to make animations of MakeHuman model in Blender for Unity.


texts: How to make camera zoom animation based on position

texts: I want to create an animation in blender where the camera zooms in to an object. I've seen this post and what I'd like to do is animate the camera position like user7952 said. But I'm not sure how to do that. Should I insert keyframe while in layout mode or should I go to animation mode and do it there?  And how do I insert keyframes? I'm a beginner at blender. Thanks.


texts: Cycles texture on sphere to follow sun rotation

texts:
I'm trying to make a cycles material for a planet in space, and I'm having trouble separating the dark-side of the planet from the light-side. I'm trying to relate it to the rotation of a sun lamp, such that I can mask it for daytime vs nighttime.

I've been trying drivers on the rotation fields of a vector mapping node, based on the rotation of my sun, but not having much luck.


texts: Why is my text turning into A's in Blender?

texts: I have an Emperor's New Groove custom font, and I wanted to use it in Blender. But when I type something in it, the characters are all A's.


texts: How to keep cloth from stretching infinitely?

texts: Trying to simulate a balloon on a cloth ribbon. However, the rising balloon stretches the cloth infinitely, while I want the cloth to keep the balloon down. I have played extensively with cloth settings, to no avail. Any help is appreciated.


texts: Mapping problem with object coordinates (Blender Internal)

texts:
So there is this option in Blender Internal where you can use the object coordinates for mapping.

https://gyazo.com/8c0c9d12d190f0db084b8d725cf092f9

However, I don't want it to be applied to another object but rather the same object the texture is being used on. Is there a way to do it?


texts: Coupling particles textures and position

texts:
I am generating a set of particles that follow a streamline and I would like the particles to change color according to their position along the line. The tricky part is that the streamline has a image texture shader and I would like the particles to be matching the texture.

Is there a simple way to do so?

Many thanks in advance!


texts: Offset Timeline for Multiple Linked Objects

texts:
I'd like to be able to link to groups from a series of .blend files so that the models appear in a single .blend file so I can animate a camera between them, but make updates to the individual .blend files dynamically.

Is there a way to offset the animation timelines for each linked instance of the groups in the main .blend file so they play their internal animations at different, specified points in the main timeline?

Each .blend file has an internal animation that starts at frame 0.

In my main .blend file, I'd like to specify something like this:

group from scene1.blend - start your animation at frame 10

group from scene2.blend - start your animation at frame 100

group from scene3.blend - start your animation at frame 150

I've seen a few past answers to this question but they involved using NLA tracks and python - this seems like a simple enough scenario so as not to require much complexity.


texts: Set active quads doesn't work as expected

texts:
I have this shape I made, and the UV is a bit distorted.

I want to make it flat. But when I select all the faces and click on "set active quads" it causes some unexpected issues, and I'm not really sure why, or how can I fix it.


texts:
I have an animation of objects running along a spline and they vary their scale following a sine pattern. The thing is that the spheres sometimes overlap. I have made a loop which contains another loop in order to detect distance minus the estimated radius to scale down or up depending on the space between. However I have failed miserably.

I know this require to reassign loops but I think I haven´t done it in a proper way. Objects are always scaled down.


texts:
The result of using Bevel and then Inset I should be as seen outlined in red.
However when I click I it will does not do anything of the sort.

Suggestions?


texts: Why aliasing happens with higher emission strength?

texts: As seen from the image below, when using higher strength value for Emission, it seems some aliasing effect appears. Why? And how to fix it?


texts: Animating, exporting from multiple angles

texts:
Is there a way that I can export a walking cycle of a character from many different angles?

Basically what I would like is to have 12 frames export from a characters walking cycle than have the character's base bone turn 45 degrees and than have the walking cycle export again.

The way I'm currently doing this is by coping the whole animation of a character 8 times. This is extremely difficult when a character animation is hundreds of the frames long and one single little change will force me to copy it all over again.

Is there perhaps something similar to the AE's " loopOut("cycle") ".

This character in the image has 12 frames per side and 16 sides. If you will notice ever 12 frames I rotate the base bone so that the character turns 22.5 degrees. This way I can export the whole character while I do other things. This saves me a lot of time. The problem is that now I'm working on characters that will have hundreds of frames and 8-32 sides. I need a better way to do this. Is there any way to make an animation loop?


texts:
I make a character with 2 skirts.  The skirts has cloth simulation on.  When I make the character spin around, the inner skirt is fine, but the outer skirt collapses and get stuck on itself.  Please see the picture.
What are the possible causes?
Any possible way to fix this?

Thank you,


texts: Parts of rigs and items wont show in the final render

texts: I have tried all the visibility Icon in the object menu as well as the camera in the outlier.  Neither are the case and I dont know what is going on.


texts:
Hello - disclaimer  still learning blender ...

I'm making a boot, and made the shape using two cylinders and connecting them using a boolean modifier. Somewhere along the way after this, I have noticed that my horizontal edges don't go all the way round the front. When I add a new edge loop, it only add it to the back side of the boot. At this point I'm not sure what to do, so I think I'll start again... but thought I'd see on here if anyone could shine some light...

Should I have used different shapes before the boolean modifier? I also noticed it was quite annoying that I ended up with so many vertices at the connecting point.

Edit: I also noticed that on the front "foot" part of the object, I also can't add an edge loop the whole way round. See in image, I tried to add an edge loop in the middle and it only went through two edges.

Thanks!


texts:
I ve some doubts, I am showing in this pictures, a model than I am using for game purpose.

can this edge loops affects if some of them are moving inside the ears? I ve seen many cg artist to do not mind about rings of edge loops around the ears.

and consider all the whole topology , may I change something?


texts: Cropping two perpendicular curves at their intersections

texts:
Hi,

I'd like to have about an efficient way of cropping the selected curve at every point where it intersects with the unselected curve (see picture).


texts:
Ok, Im very new to nodes with the actual render but Im trying to do what these people did, just get a basic glow around my emissive materials: unity animate object transform into another How do I get the Glare node to output transparent instead of Black background

Maybe Im not understanding something basic but here's my node setup:

And, both just in viewport when I hit Render and then when I actually render out an image, nothing is remotely glowing:

those image planes are emissive - they aren't glowing any more than before. Whats wrong herE?


texts: How can I create a 3D repeating pattern on top of a flat surface?

texts:
Consider:

I try to create a pattern and project with shrinkwrap on an object...But the main problem is after deleting a face from the target object I have too many vertices to connect. I try to create a 3D pattern on that shape.


texts: How to alpha mask a texture only when the object is behind other objects?

texts:
I have an animated object (A) that goes behind other objects (B)
and has it's own render layer.
All my objects are actually textures mapped on planes (i use blender as a replacement of after effects), so i can't use the solid as a mask.

Edit: here is a screenshot of the compositor

My question is : how to leave A unmasked when it is over B, and mask it when it is behind?

Thanks


texts: Exported fbx and obj files getting hidden faces in substance painter

texts:
I keep getting these "missing faces" when I export from blender to substance painter. Is this caused because I exported the object in the wrong way or is this an option in substance painter that I've accidentally turned on?

I've checked the normals on blender and it seems to be fine so not sure

I'm not sure if this is an issue with blender or substance painter, so I'm asking here.


texts: Issues with Viewport and Evee render, not sure if it's a setting or a bug I have

texts:
Beginner here so I'm not even sure if this issue is because of a setting I have, or if it's a bug. So when I change viewports, I noticed the that the last two options just give me a greyed out image. Even in older projects I have which used to render correctly, it would give a trippy image. Tried recording my issue hopefully it helps!
https://streamable.com/7msx0z
This happens in Evee, but I also noticed that even in cycles, it would render it like this:


texts: Texture problem with Makehuman model in blender

texts:
I am using a Makehuman model in blender, and rendering with cycles. As shown in the images below, I have used these nodes to put the texture of the tshirt on the person. There is a black spot on arm. What is the problem, how do I get rid of the black part?

result of texturing in blender

textured model in makehuman


texts: Can I select by color when not the same material?

texts:
I have a VRML version of a PDB file imported into Blender.
Every geometric segment has its own material assigned even though the materials are identical.  Can I select the objects by color instead of by material?


texts: Why is my glass material noisy and opaque instead of translucent?

texts: I have been following a youtube tutorial on creating a window glass material. In the tutorial the outcome is perfect but when I copy it the outcome is grainy glass which is opaque rather than translucent. I have tried turning the reflective and refractive caustics on and off both together and individually. But this at best only has minor effect.


texts: Blender Internal. Edge post processing showing as see though

texts:
I've been having an issue with a few models I've been working on that include the edge post processing option turned on.

For some reason some edges can be seen through certain polys.

As you can see on the head of this model you can see the edging that is suppose to be on the other side. I've tried inverting the faces, deleting the faces and re-creating them but it doesn't seem to work. Is there any other option anyone knows besides re-creating that entire section of the mesh?

Thank you!


texts: Blender 2.8 crashes while compiling scene

texts: enter link description hereI have a new Mac Book Pro - with 32 gig of ram plenty of disk space.  Every time I try to render a scene using cycles I get through 5-30 frames and blender crashes.  Any thoughts or help would be really appreciated.


texts: Particles don't collide with collision object?

texts:
I have an object with a Mirror, Subsurface, and Solidify modifier.

I gave it Collision in the Physics panel, but the particle system just goes through the object. I have not baked the particles before.

I tried adding a new object without any modifiers and the collision works. Does collision of the particle can be done in original object, or any something wrong with my scene?

I just wanna to make this:

This is what is happening

And my particle setting


texts: Recently after upgrading to Blender 2.82 on Ubuntu 18.04.3 LTS I've run into an issue where blender just stops responding to my keyboard. This includes shortcuts and text entry. Any ideas?


texts:
I need a material for my leaf. I have an alpha texture but i dont know ho to make like a transparent effect( i dont know how to name it)

how can i do like on a picture?


texts:
I'm working on a big project in blender 2.82, I open and close it a lot, do renders.

My compositing setup uses the emission pass, but every time I close the file and reopen it, the emission pass becomes unchecked and if I forget to re-enable it, my renders are washed out.
It's pretty annoying to have to check it again every single time, and that doesn't happen with the other passes.

If you have any idea where this might come from, thank you


texts: How to select vertices which are overlapping?

texts:
I got some Vertices Overlapping, after using "Srew" function (:D)

How can i select the vertice, which is beyond the other? Look at the cursor there are 2 Vertices overlapping but i need to select the one beyond the vertice which is in the front


texts:
I need to create test file for my program. But it only accepts polygons with 3 vertices - triangles as input. How can I convert all polygons of some object into triangles?

I know how to select all faces, but how to split them into triangles.


texts: What is the relation between Time Remapping, FPS, and the number of frames?

texts:
I just needed my animation to be a little bit faster so I set the time remapping options to be:
Old = 100
New = 125
I need my output video to be 24 fps. Do I need to change the number of frames in the timeline (the end value)?


texts: Dark surface unchanged by light source changes

texts:
I have 3 lamps on the scene (the one on the left has 0 energy):

The rendered surfaces are supposed to look like shiny metal.  However, there's always a dark spot at the top of the large light orange surface, apparently no matter how the scene is lit:

I've also tried flipping normals, removing doubles in the mesh, changing specular and diffuse, horizon color, and turning off receiving shadows.
Has anyone seen something similar?


texts: Generating a spline from centers of multiple mesh

texts:
As you can see in the image below:

I need to find an approximating spline (with least deviation of centers from the spline).

Next I want to get perpendicular normal to the spline passing through each center.

Any help could be appreciated. Thanks in advance.


texts:
I'm having an issue where, for some reason, the mesh moves back in Edit Mode then moves back again when I get off Edit Mode. The model was auto-rigged in Mixamo. Why is this happening? This doesn't happen in the model that wasn't rigged.
Image Refence - 1


texts: Sound real-time spectral analysis frequency peaks

texts:
Is there a way to analyze a sound file in blender (preferably in real-time) to identify the peak frequencies so that I can map certain frequencies to certain object attributes (e.g. material color)?

I know that the animation nodes addon provide nodes that analyzes sound and can bake frequencies to frequency ranges (EQ) which can be used to create "spectrum analyzers", and even blender itself provides a way to bake sounds to f-curves, but I am rather interested in being able to do some sort of Fourier transform analysis of a sound and extract the first N higher amplitude frequencies.

For my project I have a sound file that has a certain, discreet set of frequencies (f1, f2.. fn), and some of them sweep from one frequency f1 to frequency f1' over time. I want to be able to identify the EXACT frequencies f1, f2,...fn in the sound file at any given time.

These frequencies are to be mapped to specific colors in my scene based on a pre-selected frequency-to-color map.

Note: I know the Animation Nodes audio analyzer node allows to bake frequencies into EQ bins of arbitrary sizes, though in order to identify precise frequencies in the sound at any given frame these bins would have to be made extremely small in order to detect variations in the frequencies as they sweep through the spectrum. However, the smaller the bins, the larger the baking time. Because of this I am not sure if the NA are the proper tool for the task in question.


texts:
I downloaded a file for Blender that have the Sun animated, I only actually changed the animation parameters on the file, but nothing more than that.
Now i'm trying to render it with transparent background (not background at all) checking Transparent and then choosing PNG/RGBA, it works if i open a new file, but with this one, the alpha background isnt just working.

I uploaded the file (.blend) here, if someone finds a way to render it without any background (on this case, black):

http://www.mediafire.com/download/9kbom0wrwdxwpyp/sun.blend


texts: I can go back to modify my Character after I put the Armature

texts: So I put an armature on my complex character that I did in as part of a course. but I want to export it and I need to smooth the Normals. You can't do that with Armature Mode on, so how do I turn it off so that I can modify my model?


texts:
Hellow everyone.

I'm exporting simple tent model into Unity. I want both outside and inside of the tent to be 'visible'. I checked double-sided on the properties panel, but in Unity tent interior is still invisible. I can't just flip normals, because then outside of tent would be invisible. I know I could use Solidify, but it doubles vertices number, which is not good for optimalisation.
Is there any other way?


texts: Blender 2.79 Numeric Loading Cursor (like the timer or beachball, only with numbers)

texts:
Blender has a special cursor when you run an operation that taxes the system. I always thought it was a progress counter, but the numbers do not add up.

Can anybody tell me, what those numbers in the rectangle are displaying?

In this example, I simply loaded in an OBJ. I would expect the numbers to go up to 100, but for some reason, they do not.


texts: How to remove this "edit mode" shadow thing?

texts:
So I'm trying to render a character using cycles blender, I go to edit mode and subdivide a part and this glossy texture shows up when you render it, I'm trying to get a smooth texture.

Idk how to remove it, can anyone tell me how to smooth this thing up?


texts:
I have a plane "shooting" particles and I want those particles to stick to wherever they land and stay sticked. It does that on perfectly horizontal faces (the top of the cube) but if they land on a face from the sides they slowly slip off.

This is because of gravity but if I turn it off the particles will just fly off infinity in the direction they are "shoot".

The cube has these settings in the its Collision physics:
Stickiness: 10
Particle damping factor: 1
Particle Friction: 1

How can I make them stick to the side faces and stay there?

Using Blender 2.76


texts: Cycles render on combination of AMD & Nvidia GPUs in one system

texts:
System Spec:

Intel i5-3470
AMD R9 290
Nvidia GTX 460

Blender 2.76 (and tested on 2.77 RC2) does not support smoke & fire rendering on AMD GPU. Rendering the animation on my CPU takes too much time.

My proposed solution is to install an existing Nvidia GTX 460, then hack both GPUs with Hybrid Physx.

Does anyone tried this method or would it work?
What are your feedback and suggestions?

I am not be able to upgrade my PC in the near future.


texts: More than four color mixes results in mesh turning pink (Eevee)

texts: I have a group of texture colors and color mixes that mix them together into one shader. There is a value counter that changes which texture shows on the mesh (If value=0, then switches to texture#0. If value=1, then switches to texture#1, etc.(This is done with greater than math variables)) It works fine, except when I try to add a fifth color texture and mix it in with the others. When I do that, the mesh turns pink even though there are no missing textures. Is there a fix for this?


texts: Does anyone know how to fix the blocks turning purple when I import my minecraft world (.obj)?


texts: Can't Mirror Bone Roll When X-axis Mirror is turned on, bones snap to other side & overlap

texts:
I have the left half of an armature, all properly named with prefixes. With both 3D cursor and Pivot pint in center, I mirror my armature using ctrl-m, x. I flip the names correctly. Then I invert my selection, to select the original half of the armature, and then turn on x-axis mirror. Here is a screenshot of my mirrored, and name-flipped armature:

Here, I press ctrl-r to rotate bone roll. In many youtube tutorials, this forces the mirrored side to match the original side's bone roll exactly. Unfortunately for me, all it does is snap my mirrored side over to my original side. I do not have snapping turned on, it is off. What can I do to precisely mirror both side's positions and bone rolls? Below is a screenshot of what happens when I press ctrl-r:

I cannot be the only one who's had this problem?


texts: volume scatter in blender giving me a dark screen with some crazy amounts of fireflies

texts:
I have attached volume scatter node to the world volume.
So What I have right here is a super simple scene where the light is coming from a spot lamp and falling on the ground.

Ok so in this picture the left tab is my viewport and the right one is my render tab.
You might have noticed how different two images really are. I wanted the same effect as in the viewport but even after increasing the number of samples does nothing for the actual render.
What I have tried:

Increasing the number of samples(did not work)
decreasing the volume density(it's 0.001 btw)(worked but only for the viewport)
Increased Indirect light clamping(Did nothing for the render)
tried different angles(same result from each angle)

Please help me if you can by telling me what the issue is and how I can fix it


texts: I am pretty new to Blender. I am using 2.8. I have a simple design with two cubes, in a parent object relationship. I UV unwrapped them both, and painted the UV image in GIMP, reloaded to Blender, and try to see the results of both objects in blender. To my surprise, I can see (in Texture Paint) the result of each object, one at a time, but not both together, in despite of doing "select all" in the Object window. I don't know if I am missing something, or this can not just be achieved, or how can be achieved. Can anyone help, please?


texts: Cycles: Shadeless "Shadow-catcher" Material for Rendering onto Footage

texts:
I am superimposing CGI over video footage, and have run into a problem in making materials for objects that act as 'shadow catchers'.

Essentially I want a shader that is shadeless—like an emitter—but catches shadows and light from other objects. This is so I can reconstruct objects in footage so other objects in the scene interact convincingly with them.

Here's an overcomplicated diagram to illustrate my point:

(In this particular scenario, the problem could be glossed over by using RGB curves, but that is definitely not the case with more complicated scenes)

Isn't this a common situation? How to the real guys do it? Thank you.

(I am welcome suggestions of other ways of doing this.)


texts: Apply a strip property to multiple strips

texts:
Is there a way to apply a strip property (n) to multiple strips without having to click on each strip individually?

I'm trying to proxy/timecode large number of strips, and it's become very tedious!


texts:
I'd like to get some help with scripting some commands in blender as I would like to automate my workflow.

I have a set of obj file and I would like to generate a script that for each obj file does the following:

Import obj file.
Create a cube at (0 0 0) with fixed dimensions (0,5 0,5 0,5).
Apply boolean difference modifier between the cube and the obj.
Triangulate the mesh of the boolean cube.
Export only the boolean cube as obj file.

Maybe you cannot provide a complete solution for this scripted workflow but I would appreciate any input or just pointing me in the right direction to learn how to write such a script.

Thank you


texts: I can't make my material transparent in Blender 2.80

texts:
I can't seem to have my material turn transparent in blender 2.80. Heres some screenshots, is there something I'm missing?

This is how it looks in EEVEE:

Here is my node setup:


texts: How do you limit property value without constraints?

texts:
Let's say I have an "empty" that I want to only be able to move in the X axis, and only between 0 and 1. I can turn on the transform locks for Y and Z, but how do I limit X to only values between 0 and 1?

I tried the "Limit Location" constraint but it doesn't actually limit the actual value of the property, so unfortunately any drivers or expressions referencing that property will still see values out of that range even if the physical object appears to be within range.


texts:
How do you add a vertex to say, a cube,
one that you can adjust the shape with?


texts: Align vertices in straight line in the uv image editor

texts: I am in the UV Image editor.  I am trying to align each row of vertices in the x axis.  When all the rows are aligned, I would like to align each row on the Y axis. Is there a combination of key strokes I can use in the image editor to accomplish this?


texts:
I'm trying to understand the use of the "Image" option and how it works with the "Override" box on the UV Project Modifier. I'm using this file to test.

(there is a scene for BLender Internal and one for Cycles)

Is there a setting I'm overlooking?

Blender Internal

If I select an image on the modifier, and click the "Override Image" box, the selected image will only get displayed on the object if "Multitexture" Shading is enabled. If I hit render I get the original texture, not the one projected by the modifier (even if the box is checked in the material->Options->UV Project) The original texture is indeed using the projector's coordinates.

Multitexture

In GLSL shading the Image option has no effect: the selected image never gets displayed projected over, and the object keeps its original texture regardless of the state of the Override box.

Cycles

Here the image setting has no visible effect either .

In any case, I can't make the image selected on the modifier show up for preview or in the final render, even if the modifier is applied... So what is the purpose of selecting an image in this box?


texts: Can i create an object property for sharing a color value across rendering engines?

texts:
We're currently using Blender3D in the GLSL rendering regime only and little on EEVEE lately.
Our problem is we frequently need to update viewport and render views with similar values to compare detail levels in rendering normals, other.

Is there a way to read back assigned object properties  for a given 3-value tuples (x,y,z) capable of assigning a HSV value across different functions of the GUI?
Can it be used to assign and read back specific modifier settings as needed; or do I need to actually rework this variable-assignments to an actual Blender3D script module?


texts: Strange Cycles noise pattern not based on samples or denoiser - bug?

texts:
This happens in multiple of my files / completely different renders. V2.83.2, Cycles renderer.

There's a noise to any dark area that isn't sample dependent (looks exactly to-the-pixel same at 500 or 5000 samples) and appears regardless of using the denoiser. What's weird is that if you do use the denoiser it unlocks a pulldown in the render for "noisy image" (which, presumably, is the un-denoised render) and in this case is actually the cleanest render - so I assumed that it was the denoiser itself generating the noise accidentally, but it's also generated when the denoiser is off.

So something is breaking in between the processes of generating the base format image and the final result 'combined' image?

Is this a bug?


texts:
Is it possible to show only interior of the cube in normal mode?

I made flip normals, but still see convex shape


texts: How do I make custom grass using particles?

texts:
I've looked everywhere and all I can find is how to make realistic grass using hair particles. What I'm trying to do is create a sort of low poly scene using grass that I modelled myself. I put it into the particle system, but it's all just lying on it's side even though the Initial Orientation is set to Object Z, in fact, non of the orientation settings will make the grass go right side up. The grass models that the particles are referencing are right side up. Some of them are even floating in the air.

How do I make them face right side up? How do I stop them from floating? It would also be good to have them be angled towards the direction that the ground faces are facing.

EDIT

Okay, I figured out how to get them the right direction... sort of. However, now they are appearing on the wrong side of the mesh. I checked the Normals and they are the right direction, and when I flip them to the wrong direction, the grass appears on top, but upside down.


texts:
I am trying to export markers from the Blender motion tracker and found the following script that will do exactly that:

for clip in D.movieclips:
    for track in clip.tracking.tracks:
        fn = 'data/tr_{0}_{1}.csv'.format(clip.name.split('.')[0], track.name)
        with open(fn, 'w') as f:
            frameno = 0
            while True:
                markerAtFrame = track.markers.find_frame(frameno)
                if not markerAtFrame:
                    break
                frameno += 1
                coords = markerAtFrame.co.xy
                f.write('{0} {1}\n'.format(coords[0], coords[1]))

It works but I have two questions:

How can I save the data on my Desktop rather than in folder in MacOS blender content where it saved right now. The following won't work:

fn = '/User/me/Desktop/data/tr_{0}_{1}.csv'.format(clip.name.split('.')[0], track.name)
The resulting values I get do not represent the more user friendly marker values in den Blender GUI. Instead of x/y coordinates in screen coordinates, I get a value between 0/1. How can I convert them to those screen coordinates ?

Thanks for your help


texts: Frequent freezes with large files - what hardware to upgrade?

texts:
I've been working on a long-term project that keeps getting larger and more complex, and "not responding" hangs have become a constant obstacle for me. I'd love some help identifying what hardware might need upgrading to improve the performance!
The problem
Blender frequently (once every few minutes) hangs with the "Not Responding" title bar. Lasts for maybe 20-30 seconds before spontaneously resolving. (The program doesn't crash altogether.) Occurs after doing all sorts of routine operations - tabbing into Edit mode, hiding a collection, etc. Doesn't seem to matter whether I'm in rendered, material preview, solid, or wireframe view. Currently using Blender 2.83.3, but I've had the same problem with the last few versions, particularly since adding some particle systems to the file.
The Windows task manager hasn't given me any particularly consistent insight into the issue. Sometimes my C drive (where my temporary file path is) shows 100% activity during the freeze, but other times not. There's typically still a significant amount of memory left, and both the CPU and the GPU usually show low levels of activity during the freeze.
Current file stats

3.3 GB (unpacked)
2451 objects (many of which are hidden or in inactive collections most of the time)
23.8 million verts
27.2 million faces
42.4 million tris
125 collections, including a lot of nesting
maybe a dozen particle systems
materials include some fairly complex procedural node trees

System specs

Windows 10 Home x64
Intel Core i7-7700k
32 GB RAM (recently upgraded from 16 GB; no significant difference in performance, sadly)
NVIDIA GeForce GTX 1060 6GB

If you want to get a sense for the scope and nature of the project, I've been documenting it at https://hogwarts4d.home.blog.
If there's any more information I can provide, just let me know! Thanks for your help!


texts: Update viewport after toggle of cycles shadows for all objects

texts:
I wrote this little script to toggle the visibility of the shadows of all objects.

It works quite well, but at the end of the script, I'd like to update the viewport. I tried the "hack" with the redraw_timer, but actually I don't want to use it, because it's not recommended and mainly because it doesn't work with the blender version 2.78c. ;-)

import bpy

for ob in bpy.data.objects:
    try:
        ob.cycles_visibility.shadow ^= 1
    except:
        print ("No shadows: ", ob.name)

# Did not work:
# bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

bpy.context.window.screen = bpy.data.screens["Scripting"]
bpy.context.window.screen = bpy.data.screens["Default"]

So I just switched to another screen layout and back to default.

That works. However, I guess there are more elegant ways to do this.

Thanks brockmann, thanks @all
Here's the updated and tested version:

import bpy

for ob in bpy.data.objects:
    try:
        ob.cycles_visibility.shadow ^= 1
    except:
        print ("No shadows: ", ob.name)

bpy.context.scene.update_tag()


texts: Is it possible to group/join meshes by material?

texts:
I have a model generated from ifc. However throughout the generation process, it's separated all the meshes into individual ones. Is it possible to merge them by materials? Like merge all meshes that use material ifcWallStandardCase for example.
Cheers :)


texts: Why isn't my node setup working to create a smoke effect in cycles?

texts: I looked up how to do smoke in cycles, and ended up here. Following their setup, I ended up with a completely transparent object. I tried to apply the material to a cube, and placed a Suzanne head (with no material applied) behind it to better see the effect. I have attached images of the scene in solid view and rendered view, as well as an image of my material nodes. If other screenshots or info are needed, just ask.


texts: When impoting MXH2 file into blender.I can impot some models, but not others as mxh2 and I have no idea why

texts: When importing MXH2 files into blender, I can import some models, but not others, I have the mxh2 code in the correct location. I don't understand why its not working for only some models


texts: Audio sync issues with speed control, pitch and keyframes

texts:
I have a video which I want to fast-forward during some sections. I can accomplish this by adding speed control, keyframing the speed factor, and for audio keyframing the pitch. This works well if I just render the video as is after that, making no more edits. It seems to render correctly, but problems arise when editing.
If I start playing the video from any other point but from before the first keyframe, the audio is way out of sync with the video which makes it impossible to do smaller edits in the video editor, like for instance add subtitles or restore the playback speed.
Why is it doing this and is there an way around it? Is this even the way to go for fast-forwarding?


texts: I'm making a game in blender but as you know when I rotate a camera the Y axis becomes the vertical and the Z becomes the forward/back. Is there a way to rotate it but keep the axis like Z is vertical and Y is forward/back?


texts:
I am quite new to Blender and I am trying to have arrows following a path snapped onto a surface. The arrows' direction must be normal to the surface. I tried so many different things, array + curves, particle etc. I just cannot make it happen. I attach what the surface in blue I have and the path I want the arrows the follow. You can see how the final result would look like

.

How would you procede?

Any help would be so very welcome!

Thank you very much


texts: Why are MakeHuman rigs' facial bones reversed?

texts:
I know that the hip bones can be reversed when importing MakeHuman files to Blender, but I haven't had that problem. I can't find any information about my issue on the internet at all. I've used MakeHuman and Blender for months without any problems, but when I reinstalled Ubuntu and opened a file created in my previous installation, all the facial bones of MakeHuman rigs are reversed. Ubuntu and Blender are the same versions as before. I only reinstalled Ubuntu so that I could use a different hard drive. I just copied Blender from one disk to the other and opened an old blend file in the new installation. This is what it looked like:

When I tab into Edit mode, the bones snap back to normal. This is what it looks like:

The rig in these pictures was not exported from MakeHuman in my new installation. It was saved before I reinstalled Ubuntu. But I have also exported MakeHuman rigs in the new installation, and the results are the same. I appreciate any help you can offer. Thank you.