texts: Compositor updates every time I edit my mask

texts:
I am currently trying to learn video compositing and editing in blender, using 2.80. Whenever I'm masking within the image editor, the compositor does its processing on every single interaction with the mask. That is, every single mouse move while dragging a control point.

This causes everything to lag and I cannot edit the mask smoothly at all. The same thing happens in blender 2.79 except that the actual mask editing is not affected by the processing in the compositor, I can edit smoothly even if it is constantly doing its compositing.

I understand that it is a good feature to update the compositor in real-time so that any processing using the mask is instant, and you can see the results in a viewer node immediately. However, I think you should be able to turn this off, so that it only updates on mouse release. Also, I kind of think it is an unreasonable amount of lag - only a movie input and a viewer are needed in the compositor to replicate this.

Something to note is that this same lag does not happen when masking using the movie clip editor, but it does happen in the image editor no matter what the background image is. Also, checking off "use nodes" in the compositor does not affect the lag.

Should I report this as a bug? Seems like a bug to me that the masking interaction is completely destroyed just as a result of having a movie clip in the compositor.


texts: How to set a value for FloatVectorProperty from a function?

texts:
I have two properties set in my Class:

o_color: FloatVectorProperty(name="Obj Color",subtype='COLOR',default=[0.0,0.0,0.0],set=set_o,update=set_o_color)
mode_o: EnumProperty(name="Mode", items=[("O1", "Randomize", ""),("O2", "Set", "")], default="O1",update=change_mode_o)

I want to set the color of o_color to a specific value when mode_o is switched to O2. In my head it was simple: when mode_o updates, I run the set function of o_color:

# update of EnumProperty
def change_mode_o(self, context):
    if self['mode_o'] == 1: # if switched to O2
        set_o(self, tuple(1, 0.5, 0)) # set o_color to (1, 0.5, 0)

# set of FloatVectorProperty
def set_o(self, value):
    self["o_color"] = value

in reality:

my color doesn't update. No errors, just nothing happens.
when I try to select color it only allows me to change Saturation. This seems to happen if FloatVectorProperty has set or get function passed:

What am I doing wrong?


texts: How do i export .dmx animations using blender source tools?

texts:
a) When I export mesh it exports giving warning https://imgur.com/xTG24eg ,but when I export animations I get error message https://imgur.com/xfYvXII. Software created an anims folder on specified location but it was empty. Blender file link :http://www.mediafire.com/download/ggm4tb1is5r10bt/ep.blend.

b) For exporting .dmx its mandatory to give address of folder containing resourcecompiler file. Do i give address for Dota 2 beta or Dota 2 test as i am interested in attaching particles to my custom ward mesh.


texts: Can I "kitbash" normal/bump maps with brushes?

texts:
I am thinking it may be possible to paint onto normal or bump maps "kitbashing" details to not have geometry as I have seen people like Jayanam do this manually but only for basic dents etc.

Is there a way or a brush kit to do this sort of work or is it not really viable as an option, if it is what sort of brushes would I use (difference etc).

I have some with bolts and buttons for sculpting but not much and don't really know the process or if the sculpt brush is different to normal map painting brushes etc.


texts: Blender 2.79b Crashes High Sierra MacBook

texts:
I'll try to make this as short as possible, but it's gonna be long. Problem: Blender 2.79b crashes my early 2011 MacBook 15-inch running High Sierra during viewport rendering. Operating theater: 2.2 GHz Intel Core Duo i7. 16 Gb RAM. Intel HD Graphics 3000 512 MB and an AMD Radeon HD 6750M (automatic switching is on). Not using GPU render setting in Blender. 750Gb hard drive and 1 Tb external Time Machine backup drive. Problem: Computer crashes as mentioned. Runs Adobe Creative Cloud, Microsoft Office, Chrome, Safari and Unity without problem. Installed High Sierra in Fall 2018 and has not been a problem until second week of February 2019. Produces crash, boot loop and White Screen of Death (WSoD) Things I've tried:

Ran disk first aid--report said disk OK.
Re-installed OS--went without a hitch, but problem remains.
Command + R to enter recover--process goes to WSoD just before reaching list of recovery options.
Command + Option + R to enter internet recovery--goes to WSoD just before reaching list of recovery options.
Command + Option + R + P to reset PRAM--works but doesn't solve my problem.
Shift + Option + Command + Start to reset SMC--works but doesn't solve my problem.
D + Start to run Apple hardware diagnostics--no problems found.
Shift + Start to enter Safe Mode--it doesn't.
Option + Start to enter recovery mode via attached Time Machine backup drive--enabled me to run disk first aid and re-install OS. Still crashes.
Current status. After many, many boot attempts, I reached my login-in screen, and that's why I am able to post this. Has anyone had this problem? Solutions? Thanks.


texts: How to Show Face Center Dot in Blender 2.8 Solid Viewport Display Mode?

texts:
I rely on the face center dot to know at a glance I'm in face selection mode. In Blender 2.8, these dots appear on all faces when the viewport display mode is set to wireframe; but for me they do not show up when the display mode is set to solid.

(I know this question has been asked with regard to Blender 2.79, but 2.8 is so different that the answer to that question doesn't seem to apply.)

I've looked everywhere for a configuration setting. I expected to find something in the Overlay settings, but did not (and also for reasons I don't yet understand, half the items in the Overlay settings always seem to be grayed out).

I have attached an image. The object is in Edit mode, set to select faces, and one face is selected. The picture includes the Overlay popover and the viewport display options in my Properties window.

What can I do to make the face center dots always show up in Edit mode? Or at least in non-rendered views...


texts: How do I make it disappear from the font screen?

texts:
# import stand alone modules
import blf
import bpy

font_info = {
    "font_id": 0,
    "handler": None,
}

def init():
    """init function - runs once"""
    import os
    # Create a new font object, use external ttf file.
    font_path = bpy.path.abspath('//Zeyada.ttf')
    # Store the font indice - to use later.
    if os.path.exists(font_path):
        font_info["font_id"] = blf.load(font_path)
    else:
        # Default font.
        font_info["font_id"] = 0

    # set the font drawing routine to run every frame
    font_info["handler"] = bpy.types.SpaceView3D.draw_handler_add(
        draw_callback_px, (None, None), 'WINDOW', 'POST_PIXEL')

def draw_callback_px(self, context):
    """Draw on the viewports"""
    # BLF drawing routine
    font_id = font_info["font_id"]
    blf.position(font_id, 2, 80, 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id, "Hello World")

if __name__ == '__main__':
    init()

I made a script that displays "Hello World" using this guideline (https://docs.blender.org/api/blender2.8/blf.html)
I want to make "Hello World" disappear on the screen when I press ctrl+x. Can you give me some help on how I can code that?


texts: create and name vertex groups, assign weights

texts:
I tried to google for quite some time, but the results are mixed and the documentation is quite sparse on this one.
I need to add 2 sets of vertices to 2 vertex groups, assign a weight of 1 and name them. After selecting my object based on it's name here's what I have -
import bpy

bpy.ops.object.editmode_toggle()

    indices = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 30, 33]

vertices= [e for e in bm.verts]
oa = bpy.context.active_object
#group = bpy.context.object.vertex_groups.new(name = 'Left' )

for vert in vertices:
    if vert.index in indices:
        vert.select = True

    else:
        vert.select = False

bpy.ops.object.vertex_group_assign_new()

#selecting right half (to snap cursor, create empty and vert group)

indices = [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 31, 32]

vertices= [e for e in bm.verts]
oa = bpy.context.active_object

for vert in vertices:
    if vert.index in indices:
        vert.select = True
    else:
        vert.select = False

bpy.ops.object.vertex_group_assign_new()

bpy.ops.object.editmode_toggle()

I couldn't figure out how to assign the verts, weights, name the vert group in one go, and for some reason the 2 vert group assignments do some strange things when used together.
Anyone any tips for a newbie?
Cheers,
Dan


texts: Is there an efficient way to re-unwrap a specific part of a mesh only?

texts: During texturing I noticed some rather ugly stretching section and I'd like to adjust a couple of seams, but since I manually adited the UV islands after unwrapping I'd like to avoid having to unwrap the whole thing again. Is there a "best way" of doing this?


texts:
There might be an answer somewhere else but I can't find it.
You can't add videos here so here's a picture of the lighting problem:

It's fine at the beginning of the video but then it starts flashing and has the line down the plane.

My lighting is sun lamp and an environment texture.

Does anyone have a solution to this problem?


texts: Joining mirrored object causes half of it to disappear

texts:
Trying to join my meshes to create a single mesh so it is easier for exporting/ However when I click Ctrl+J to join them all of the mirrored meshes disappear and I am left with half a shape.
Any Suggestions?


texts: What are the options to extrude fingers from a low poly hand?

texts:
The technique I currently use to create faces to extrude fingers from a base mesh is: Cut the front and upper faces with the knife tool (as shown in the image).

Using the knife tool creates n-gons which influences the topology, creating more loopcuts would be continue over the arms to the whole body where they are not really needed (and would create more work to adjust them).

Are there any alternative techniques?


texts: Where is the "See Through" selecting button in 2.81?

texts:
In blender 2.81,Layout workspace, Edit mode, Face select,using Box-selecting tool, I try to select all the faces of a cube at once, but only the front faces are selected.
Blender 2.79 had a "See Through" button next to the Vertex,Edge,Face buttons allowing to select all at once .
Is there such an option in 2.81? I could not find it.


texts:
I'm a beginner and I have a problem with merging vertices or removing them, I cant find remove by distance or I can't remove them with merge by distance.

It shows 0 vertices removed, if i increase the merge distance its happening like this.


texts: How to set default values for sliders (node groups)?

texts:
I am working on a pretty involved volume shader for artistic looks.

I have created a large node group and because of the way I have things set up small changes in values can change the look drastically, so I want the artist to be able to quickly get back to the original settings for that slider.

Because of this I would like a user to be able to "right" click and choose reset to default values but go to a number I choose for each of my 30 sliders.

However the problem is when I do this it always resets to 0, when I need it to be .75 (for example).

Even when I change it here on the side panel it doesn't seem to do anything.

Any ideas what I am doing wrong?


texts: How can I create a shortcut to change: "number of verticle" , "number of cuts"?

texts: With out scrolling mouse or F6, or ToolBar "T". I want to use my own hotkey "inside any Tool" . Like: Q, W - to raise or down "Number of cuts" in loopCutAndSlide; Q,w - to raise or down "Segments" in addUvSphere ... In input editor there is nothing suitable. Only Pyton? Tell me what should i type ... maybe some example. Thank you!


texts: How to make textures made in Blender appear in Unity3d?

texts: So I am modeling a truck to be used in Unity. I colored different parts of the truck, but when I apply UV texture, it doesn't show up in Unity, but the colors do. What am I doing wrong, how can I make UV textures show in Unity? Thanks!


texts: I'm not sure what's happened here, but my 3D manipulator widget (for X, Y, and Z axis) has disappeared from my main object in Object Mode. It shows up in Edit Mode no problem, as well as every other object in Object Mode. Any ideas? Thanks.


texts:
I am new to blender and am having trouble inserting "inward beveling" the walls of my mesh.  I am using 2.91 of Blender.
I have the walls defined - below:

I am using cylinders as templates to create the arc I want in the primary cube. I want to now "cut out" the cylinders and create new walls aligned to the edge of the cylinders where they intersect and bevel inward on the primary cube.  Then I need to add some thickness to those walls.
Here are images from the top of the primary cube and bottom so you can see the vertex.

I have tried the boolean modifier but it does not create the inner wall - it just removes from the faces that the cylinder intersects with on the primary cube.  And I am having some issue there where it's not delete anything from the top face (the one without the extrusion).  It might be I need to add a grid fill to create more faces.
Any help is appreciated.


texts: Rigging and Bone Weighting: Ignore Y Rotation (Twisting), Only Follow X & Z Rotation (Bending)

texts:
Is there a way to rig/weight bones such that the mesh doesn't twist along with the bone when rotating it on its Y-axis, and only deforms when the bone rotates on its X and Z axes? In other words, the mesh only follows the bend of the joint, not the twisting?

I need this for rigging loose clothing over my character model. In the real world, one can often twist their upper arm without their upper shirt/coat sleeve following that twist. However you twist your upper arm, the clothing follows the changing direction of the bend of your elbow/forearm, without twisting (like a tuxedo sleeve). The same behavior can be applied to the lower sleeve not following the twist of your wrist or hand.

Is there a way to replicate or closely approximate this behavior in the rigging or weighting process? I need to rig a character with a larger spacesuit design, such as in this Boeing photo.


texts:
I've been trying to create some cloth for weapons for a while now but they always end up looking really flat or weird, how can i make something like this?

Usually i try to add a plane or use the cloth simulator, but both look really bad, how can i make cloth details like this one where it's falling of the sword? Thanks in advance!


texts: How can I create simple toon colors in Cycles?

texts:
I'm having trouble creating toon colors, without shadow. Just clear solid color.

I use 2.75 and 2.76

I get this

How can I create flat cartoon colors?


texts: Blender locks my mouse to the center of the screen

texts:
I'm trying to use Blender through Steam Remote Play.
I have tried other solutions including Teamviewer and Parsec, but Steam Remote Play gets the best performance for me.
The issue I am having is that when Blender captures the mouse for a special mouse mode (such as operating a slider or using the rotate function), the mouse cursor remains locked to the center of the screen when the operation is complete.
I disabled Continuous Drag, and that helped but didn't completely solve it. Sliders and the Move function are fine, but the Rotate and Edge Crease still leave me stuck.
Is there a setting that prevents Blender from changing the mouse mode? Is there something else I can try?
I'd really like to resolve this so I can use Steam Remote Play because it's MUCH more performant than any other solution I have tried.


texts: Transparent BSDF renders hair as black in Cycles

texts: This is a simple question, but why is the hair in this render showing up as black in Cycles? I rendered it in EEVEE and it seemed to work fine. Also, when testing an only-transparent material it worked fine in Cycles.


texts:
I would like to make a decal in Cycles.

When I use Clip in the Image Texture Node then the background is black. I would like it to be transparent.

The manual (https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/textures/image.html) says: Clip
"Clip to the original image size and set all the exterior pixels values to transparent black."

What the hell is transparent black? Is it black or is it transparent? How do I get the background image to show through the "transparent" black?

This is my setting:

Maxx, like this? That makes the Logo Black. The Image has no alpha information.


texts: Copy keyframe from action to another while changing bones

texts:
I just started using python with Blender, and I'm trying to do something specific.

I have a skeleton with a few bones (Say bone1, bone2, bone3) and an action with a few keyframes (kf1, kf2, kf3).

What I want to do is create a new action where the keyframes are switched around like this:
bone1's first frame becomes bone2's, bone2's becomes bone3's, and bone3's becomes bone1's. Same for the second frame.

I'm guessing the pseudocode would look something like:

action1, action2
for frame in animation
    bone1.action2.frame.locRot = bone2.action1.frame.locRot
    bone2.action2.frame.locRot = bone3.action1.frame.locRot
    bone3.action2.frame.locRot = bone1.action1.frame.locRot

So, to divide my question in steps, how do I:

Create a new action.
Access the keyframe (locRot) of a given bone for a given animation.
Insert it to another bone in another animation at the same frame.


texts: Fluid simulation fluid either pass through effector or it floating above the effector

texts: I used a plane as an effector, if I do not check the "is_planer" the liquid will pass through the plane, if I check that option, the fluid just floating above the plane, I can not manage to understand the internals why the fluid will pass through the plane, can someone explain to me and how to fix it.


texts:
Any Ideas on how to make Gloss and Transmission interact with the footage ?
I tried modeling those items on the footage but the camera wasn't matched perfectly.
So any chance on doing the trick on Comp ?


texts: Blender 2.82 animation nodes toolbar is missing

texts:
Animation nodes toolbar is missing.

Latest AN for blender 2.8x installed and works.

Only the toolbar not shown.


texts: Mask cables in footage and change its color

texts:
I have a charge cable in the footage which I want to track the cable and change its color, here is how the footage looks like from the very first frame to the last frame:
The red point is where I want to put my tracking markers on

What I want to do is to re-construct the cable by using the dot on the cable, by re-construct the cable, I mean I want to connect the traking markers by curve/path then use the Geometry panel to set its Bevel depth in order to overlap the cable in the footage, now I have some problem,
I know how to do point tracking, I use makers on the real cable and I can track the markers, but how to connect the tracking point in Blender on first frame, then connect them by curves to re-construct cable, then go to the second frame and so on.
2.Is it reasonable to do the cable re-construct by this way, or is their other easy workaround?
Thanks!


texts: Center array of objects in relation to another object

texts:
I started to play around with Blender's Array Modifier and created an array of four cylinders which worked quite well.

However, I want to center that array on the top face of the object below the array in both x- and y-direction.

Since I have a 3D-CAD and some Inkscape background I am looking for a function like "center object" or "align object" which I can provide the boundary faces or edges to but was not able to find such a function.

How could I achieve the desired result? Is there a function I missed or if not, what is a preferable workflow for doing such alignment tasks?

As I said, coming from a 3D-CAD background, my first impression to Blender is that it seems to "think" somehow different...


texts:
I'm getting this weird edge when trying to use a mask in my composite, is there any way to get rid of this?

Here is the issue:

Here is my render node setup:

Here is my render layer setup:

The shadow pass and combined pass:

Any help or support would be greatly appreciated, thank you in advance!


texts: Calling Vertex, Edge and Faces with 1 shortcut key

texts:
I saw another user who wanted to map 1, 2, 3 to select vertex, edges, faces respectively. We assume we are doing this on EDIT MODE:
change/create hotkeys for vertex\edge\face select

I would like to ask if there´s a way to keymap scene.tool_settings.mesh_select_mode directly to a key while IN OBJECT mode, so in turn the shortcut will switch to EDIT mode without doing "ctrl+tab"?

Is this possible? Thanks.


texts: Youtube has a good example of creating a dice. (https://www.youtube.com/watch?v=6GagyfOcJHQ)(2:38-13:50). How was the separation of the round cube?


texts:
Yes, I know, OCD is pretty bad :P

And while you're at it, if you want as a bonus :p

There appear to be random faces inside the 3d object itself, or that's what I think by seeing those little dots inside the column, and not in the center of any face.
how do you get rid of those?


texts:
I have the same objects in all 20 layers.
If I delete one of them, the objects in all twenty layers are deleted, not the single one.

I would like the have my object in the first layer only.
Any solutions?


texts: It is possible to quickly align an object with an axis of a custom transformation?

texts:
After creating a cube in the global orientation, is it possible to quickly align it with an axis of a custom frame of reference?

Use: Align rafters with the roof slope for which a custom orientation has been defined:

Simple 'cube' which longitudinal axis should be aligned with Z of the Roof frame of reference


texts: Mask Keyframes not showing in graph editor

texts: Blender has a masking system which is available in both the Image Editor and the Movie clip editor. The issue however is that when you add key frames to the mask, it shows up on the dopesheet but not in the graph editor. Is there a fix for this or we’d have to frame by frame the masks to get what we want.


texts: I've been using grease pencil. I want to use the fill from the draw tool but I can't use it. Whenever I make a blank stroke in the layout, it will not show in header. Also, none of the strokes would show in the header. I have to go into 2d animation first and then head to the layout. Then I create a blank for grease pencil and will work fine. Is there any way to use the draw tool's fill feature without going into 2d animation?


texts: Multiple objects following the same path at different rates

texts:
I'm trying to set up multiple objects to follow the same Path. To achieve this I have created a NurbsPath and manipulated it into the desired shape and added multiple objects (spheres) with Follow Path object constraints with Target set to the NurbsPath.

For a single object to follow the path I would simply set the NurbsPath Path Animation properties and keyframe the Evaluation Time to vary between 0 and the value of Frames. This would animate the object along the path (in this case it's 52/100th of the way along the path).

Animating multiple objects along the same path at the same rate is not a problem as each object's Follow Path constraint can be set with a different Offset to offset the animation by the required amount.

The problems comes with changing the rate of the animation. Since the Frames and Evaluation Time are properties of the Path I don't see how this can be achieved - other than Duplicating the path and changing the duplicate path to have different Path Animation settings to set a different rate. This seems messy - especially if the path needs to be adjusted as both paths would need to be kept in-step.

(the above animation was achieved by having 3 paths, each with different Path animation settings)

Is there a better way of achieving this? ie, without needing multiple duplicate Paths.


texts: Drivers don't see the final rotation of a constraint. How to get copied rotation instead of (0,0,0)?

texts:
The Premise:
Say you have a driver on Bone A that makes it's rotation = 50% of the rotation of Bone B.
Bone B has a copy rotation constraint to copy Bone C's rotation.
My expectation would be that Bone A's rotation would be 50% of Bone C's rotation.
The problem:
Bone A does not rotate at all because the driving rotation property on Bone B still shows as 0, 0, 0 even though Bone B has visibly copied the rotation of Bone C.
How would I get a driver to see the final rotation of a bone after applying it's constraints?
EDIT: A tangential part of my problem was I was using the "RNA" "Single Property" for the driver, but by switching to "(x) Transform Channel" I can then specify local space and get the result I want.


texts: Altering size of emission object without messing up brightness of light in scene

texts:
To create a light source using Cycles, I create a plane (or other mesh shape) and set the strength until it looks good.  When I scale that light source, say make it three times bigger, the total amount of light increases.  Highlights blow out and the scene sometimes goes almost all white. So, I reduce the emission shader's strength.

It seems that the strength is interpreted as luminous watts per square meter.  Is this how it works? Wouldn't it be better to be able to alter a luminous object, to control softness and depth of shadows, without changing the overall brightness contributed by that source to the scene. Is this possible to do this easily, and am I understanding what is happening correctly?


texts: Rim lighting in glass sphere? light inside doesnt work?

texts:
I am trying to achieve this effect with my smooth shaded spheres, but if the sphere had the glossiness of glass with something inside it: https://dribbble.com/shots/3889660-Siri-assistant-AR-Hologram

I have my spheres with a low IOR for a weird bulging effect, and put emissive objects inside. I need to achieve (just on the rim really) that emissive colored look, to differentiate the sphere from the environment.

So I put a point light inside, but no matter the brightness nothing looks different  aside from maybe that white reflection there:

How can I achieve an emissive glow around the outer rim?


texts: Can't open hdri in Blender 2.8 release candidate

texts:
do you also have issue with opening HDRI in Blender 2.8 release candidate? Did something changed?
My approach is to go to the world settings, change color to an environment texture, click to open texture, but all HDRIs are invisible for Blender. I tried switch off filters or move HDRI directly to the world window, but nothing happens. I checked also addons, did I miss something?


texts: No option to choose Left/Right click select in the 2.8 Preferences

texts: I want to switch to right click but, there is no option to do that in the User Preferences. I should be located at the top of the Keymap section.


texts: Blender using C:\ -s storage even if it doesn't have any ties to that disk

texts:
I wanted to export an fbx file to a lots of obj files, and needed to unwrap it, but the unwrap crashes Blender because of lack of storage in the C drive.
Blender and all of its folders (even the temp) is on my G drive but Blender still wants to take up like 10 Gigabytes of space on my C drive. Any clues?


texts: How do you give an object a solid color in the render?

texts: I want to have a part of my render be a very specific color, for the whole object. Is there a way to do this?


texts: Is it possible to transform mesh animation (Shape Keys) into group of object (like primitives)?

texts:
I have created a ghost character with use of cloth simulation. I have to export Collada file to import it to Xcode. Apparently Shape Keys / mesh is not included in .dae.

Perhaps mesh animation (Shape Keys) can be somehow turned into an animation of objects (like primitives)? Mesh vertices into primitives with triangles and ngons?


texts: Tiny Parts of my Character are not moving when i move my whole armature. there are not even a vertices there either

texts:
This is my first post here so tell me if I'm doing something wrong

My character When I move the central bone


texts: I can't pose my armature after setting a keyframe?

texts: I have been having problems rotating an armature after setting a keyframe. When I select a bone and hit R the armature actually moves, but as soon as I hit the left mouse button to set it to that position it returns to the position it was in the previous keyframe. Any suggestions?


texts: Blender Low FPS during playback Animation

texts:
I have very low Fps (~12) during a playback animation of a single character with ~28k verts. However, on a different blend file I have a character with 40k Verts and I was able to get 40fps. Both are human characters and have roughly the same topology so I don't understand why there's a huge fps difference.
Some of the things I have tried to boost FPS:

disable everything except character
Run in wireframe mode
Check Simplify under properties tab
Decimate Model until 15k Verts.
Capped FPS at 30

And my fps still stays roughly 12. Let me know if you need more information regarding about the issue. I will be able happy to provide.
Thank you!


texts: How to make the object follow another object's vertex?


texts: I have a mesh I downloaded that had a couple empties attached to it and I dont really like it being there. How would I remove the empty but keep the positioning and scale of the mesh its linked to?


texts: Is it possible to obtain dense correspondence field?

texts: I am working on a computer vision algorithm and I have a very simple scene of a rotating sphere, rotating about the z axis. I would like to know 3d point by point correspondences for every frame. I have tried a couple of way to get this but not entirely satisfactory. One is I use the speed pass to obtain 2d flow vectors and then using multiple cameras to obtain 3d flow field which would give me 3d correspondences but i think it's not accurate enough. Is there a more exact way built into blender?


texts: I used blender back then and it was working fine. I was using it for weeks and I stopped using it since I got busy. After 3 months, I decided to open blender again but it didn't work. The weird thing is that when my friend copied the file that I have but it was working but mine isn't. I don't know what happened. Also, I had just recently upgraded my ram before I opened blender again.


texts: What's a good way to make planks in a pattern from a vertices pattern (see image)

texts:
I made this plane of vertices

and I'd like to turn it into a pattern of wood planks.

So far I've tried a solidify modifier resulting in this (great!)

And then a boolean, but I get this

I've played with thresholds, boolean modes, offsets and thicknesses but it always results in nothing, missing planks or random messes of faces and vertices. Any ideas/recommendations?


texts: Is there a import addon for 4x4 Evolution 2 SMF 3D Models?

texts:
I have been trying to find a way to import an SMF 3D model from an old game of my childhood into Blender. The only reason why is that I want to remaster the model and make it more high-poly. And I can't seem to find anything about the 3D model file. I was planning on making my own importer, but I don't know how to do that exactly. Any help would be lovely, here is what I know about the file:

The 3D model was used in the Game 4x4 Evolution 2, this game runs on the EVO Engine which was developed by Game Developer Terminal Reality and based on the MTM2 Photex2 engine (which I don't know who developed).
The file was extracted from a POD File. Which is a Terminal Reality Game Data File used to compress the game assets for use by the EVO Engine. I used Dragon UnPACKer v5.7.0 Beta to extract it from the POD file.
The only program(s) I know of that can import and export the SMF model used by the game is "3D Object Converter", the thing about this is it's a shareware program and money is tight for me currently. The program, for one license costs 50 USD. I can use the program for free to view the model but exporting the file to another format is disabled in the 'free' version.
Below is a link to a text version of the file (pasting it here would freeze up the webpage), https://drive.google.com/file/d/1CVLlzG4F2tDlJQKVpf22C9799xgpS6Ku/view?usp=sharing
The only other thing I have found is another 3D model file which is also using the SMF file extension but it is more closely based on the OBJ format. And is effectively I different file type.
The only other files that use the SMF extension that I have been able to find are the; StarMath Formula File, Standard MIDI File, Serif Metafile, and SkinMagic Toolkit File. None of which are the file I am looking for.

That is all I know about this file, please help.


texts: bpy.ops.object.align( align_mode='OPT_4' ) throws: keyword "align_mode" unrecognized

texts:
I'm not sure how to correctly specify what is written in the blender API documentation.   I'm coding:
bpy.ops.object.align( align_mode='OPT_4' )

but get the console error message:
TypeError: Converting py args to operator properties: : keyword "align_mode" unrecognized

The API documentation explains the "align_mode":
bpy.ops.object.align(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis={})

Align objects

Parameters
        bb_quality (boolean, (optional)) – High Quality, Enables high quality calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow)

        align_mode (enum in ['OPT_1', 'OPT_2', 'OPT_3'], (optional)) – Align Mode, Side of object to use for alignment

        relative_to (enum in ['OPT_1', 'OPT_2', 'OPT_3', 'OPT_4'], (optional)) –

        Relative To, Reference location to align to

            OPT_1 Scene Origin, Use the scene origin as the position for the selected objects to align to.

            OPT_2 3D Cursor, Use the 3D cursor as the position for the selected objects to align to.

            OPT_3 Selection, Use the selected objects as the position for the selected objects to align to.

            OPT_4 Active, Use the active object as the position for the selected objects to align to.

        align_axis (enum set in {'X', 'Y', 'Z'}, (optional)) – Align, Align to axis

My script (for context):
import bpy

## replace imported Mesh Text (selected) with real (editable) Text aligned to old that gets deleted
oldObjects = bpy.context.selected_objects
bpy.ops.object.select_all( action='DESELECT' ) # Deselect all objects

for oldObj in oldObjects:
    bpy.ops.object.select_all( action='DESELECT' ) # Deselect all objects
    bpy.ops.object.text_add(enter_editmode=False, align='WORLD', location=oldObj.location, scale=(1, 1, 1))

    # Delete last 4 letters from template "Text" to leave a single Letter "T"
    bpy.ops.object.editmode_toggle()
    bpy.ops.font.delete(type='PREVIOUS_OR_SELECTION')
    bpy.ops.font.delete(type='PREVIOUS_OR_SELECTION')
    bpy.ops.font.delete(type='PREVIOUS_OR_SELECTION')
    bpy.ops.object.editmode_toggle()

    # align new letter to old mesh
    print( oldObj.name + str( oldObj.location ) )
    oldObj.select_set(True)
    bpy.ops.object.align( align_mode='OPT_4' )

    # delete oldObj
    bpy.ops.object.select_all( action='DESELECT' ) # Deselect all objects
    oldObj.select_set(True)
    bpy.ops.object.delete()

and yes I know I could replace the align() with:
bpy.ops.object.text_add(enter_editmode=False, align='WORLD', location=oldObj.location, rotation=oldObj.rotation_euler )

but I want to understand better how understand blender API documentation.


texts: How to retrieve missing vertices from STL file

texts:
I was coloring my object A and found this piece in blue has large area of missing vertices

I still have the original STL file

My plan was to segment those missing vertices from original uncolored object (call it B) and paste back (or merge) to A. I import the STL file to my project, I can do Shift+D to duplicate, but they are on separate objects/canvas, there seems to be no "paste" and Ctrl+j won't work...

Please help me to recover those vertices. Thanks!


texts:
The primary part I'm confused about:

The thickness of the magazine with slightly bent pages underneath other pages?

Do I model each page individually?

I would like the edges of the underlying pages to show also.

What is best practice? (going for photo realism, its ok if its high poly)


texts: Cycles: prevent part of texture from being illuminated (AO, no shine, etc)

texts:
I see this requested here and there and people like to lecture about how it "isn't realistic". Solutions that are offered are too niche for my use-case.
I have a throat texture and need part of it to not be illuminated AT ALL. I cannot base this effect off of geometry because the edge flow doesn't match the texture. I need to fake depth for the throat. I am only using a diffuse map and a normal map:

This looks pretty good tbh but that is because his mouth is at a downward angle. Notice that if I create a new BSDF material with a 100% black color and put it on a cube, the problem is obvious:

How can I prevent light from interacting with part of a texture AT ALL?


texts: I'm about ready to finish my high poly human model, and I was wondering why I see so many people using reotopo tools for reducing poly's on meshes as opposed to decimating. Using a decimate modifier seems so much easier and in the Youtube videos I've watched decimation performs comparably when accepting normal maps. Am I missing something?


texts: Duplicating in for loop causes weird multiplication

texts:
I am trying to generate roads from curves that i have placed in the scene. I have three curves and a road mesh that I apply a curve and array modifier to through python. I also set the values of the modifiers through python.

In python I loop through all objects in the scene, and for each curve I duplicate the main road mesh and apply modifiers with the new curve as the target.

My problem is that for each road it duplicates the road by an amount of 2 * the previously duplicated amount. So for the first curve it makes one road, for the second curve 2 roads, and 4 roads for the 3rd curve so on so forth.

I am fairly new to blender programming, so I am certain i'm missing something logical, but I can't figure out what.

Finally here's the code for the operator:

def execute(self, context):
    objects = bpy.context.scene.objects
    road = bpy.data.objects["Road"]

    for obj in objects:
        if obj.type == "CURVE":
            road = bpy.data.objects["Road"]
            bpy.data.objects['Road'].select_set(True)

            newroad = road.copy()
            bpy.context.collection.objects.link(newroad)

            bpy.ops.object.modifier_add(type='ARRAY')
            bpy.ops.object.modifier_add(type='CURVE')

            arrmod = bpy.context.object.modifiers["Array"]
            curvemod = bpy.context.object.modifiers["Curve"]

            arrmod.fit_type = 'FIT_CURVE'
            arrmod.curve = bpy.data.objects[obj.name]
            curvemod.object = bpy.data.objects[obj.name]

    return{'FINISHED'}

Thanks!


texts: If animation is 40 frames, should I cut it off at 39?

texts:
If I am making an animation loop that is 40 frames and I start it at 0, do I need to end it at 39 or 40 to make it loop right?

Another way to ask the question might be, does the last frame count as a frame?


texts:
I don't think I follow

Nothing is happening.


texts: Problem after closing with bend modifier

texts:
I bent my shape, and erased double vertices.

I can move them and the shape is well closed, but when I use subdivision it remains with a rounded end.

I know I can make a cylinder, but this is a test for more complex work.

Any idea how to close it properly?


texts: Fill UV Face to bounds without stretching

texts:
I am working on a video game and currently designing models for a 3d dungeon.
The dungeon creation works by piecing together these models, and as such they have to have consistent texture sizes across each piece.
I have found a solution to this via simply scaling each face to the total size of the UV (to encompass all of the texture), but would like an easier perhaps automated way for this workflow.
Here I have a small hallway

where the floor texture encompasses the entire texture, so none of it is cut off.
Here is a longer hallway

with the same UV setup.
This works great, as you can see in the in-game view, with the large hallway and the back and two small hallways attached:

But manually scaling each face and lining it up so the left corner of the UV matches the bottom left of the UV is a lot of work. Is there an easier way to do this?
Thanks so much for your time and help!


texts:
I have followed a tutorial on how to create explosions in Blender and now I want to export the explosion as OBJ. So for that I first need to create a mesh. I have seen multiple solutions, with using fluids or using the add-on CubeSurfer but nothing is working.
So how can I mesh my simulation or directly export it as OBJ. I am new to simulations in blender so a detailed answer would be very nice. I am working on 2.83
This is the blender file (this is a low quality example, so testing can be faster):

So thanks to vklidu I'm almost there, here is my current state, so that he can see what the problem is:


texts: How does one set up the camera for working with isometric reference images? I have tried addons like BLAM and others, but those require either vanishing points, or non-parallel lines. An example image for what I want to use is attached. Thanks in advance.


texts:
When scaling or extruding a Gear's Edges, the edges  seem to scale down on the Z axis, in a way that is not level with the origin point of the edges:

Any other "default" Blender object will scale or extrude without scaling down on the Z axis:

How do I scale or extrude these edges without them moving to the center on the Z axis? I don't think it has to do with applying scale/location because all three GIFs in this question were produced at default size for each object.


texts:
Several questions similar to mine...with no answers.
Enter a line in the text editor, Run Script...nothing or "see console"

Code example:

print(2+2) or bpy.data.objects['Cylinder.002'].location=(50,0,0)

Enter same line in the console, OK.
Can paste several lines into text editor, but no paste option to console.

The manual and the tutorials suggests what I'm doing should work, but I see a few others seem to be having problems too.


texts: Mesh appears differently after exporting

texts:
I just started using Blender a few weeks ago and decided to try to make something a little more in depth with the intention of 3D printing it. So far I've printed part of the project without an issue, but when I came across this part I noticed a significant issue.
The first image is from Blender, and is how the part is supposed to appear. (Yes, I noticed the blue faces. They weren't blue until I tried to fix my issue, and I still had the issue before they were blue.)

The second image is from Cura. As you can see, the middle does some weird stuff and isn't anything like what its supposed to be. 3D Builder, which I used to use for basic stuff, showed the same issues.

I've tried recalculating outside faces in Blender as well as exporting in various other formats. (Ideally .stl) I've also tried using Cura's mesh fixes.
Is there anything else I can do to try to fix this, or is there a more proper way for me to fix this?
Thanks!


texts: Volumetrics with an alpha background, can it be done in cycles?

texts: I have a scene with an egg cracking slowly. Inside the egg is a bright light. I used a cube to create some volumetrics and the result is great but I need a transparent background. I found a couple tutorials but it cuts the light off at the end of the object. It's also rendering incredibly slow because it's rendering the whole scene when all I need are the light beams. Any ideas?


texts: Reducing vertices while not reducing quality

texts:
This model now has 3,840 triangles I need to reduce it to 1,400 triangles but still keep it's good looks and smoothness.
I have tried Limited Dissolve but it just creates bumps and messes up the vertices.
Does anyone have any suggestions?
Is there possibly a way to merge all the vertices into one line therefor reducing vertices?

Here is what it looks like:


texts:
I'd like to make a crystal triangular pillar in Blender that looks like the example someone gave in response to a question like mine.

I've tried to get it to look like this but just end up with it looking like this

Since I do not have to privilige to comment yet I can't ask the creator how he/she did it. Can someone please help me out?

Thanks in advance ;)


texts: Why are all these different colored lines showing up in Edit Mode?

texts:
I was working on a project and went to edit a mesh when suddenly, all these multi colored lines appear (in a glitchy-looking way, like when you duplicate a mesh in the same position).

I did some googling, and it seems that the colors represent things like Crease, Bevel, Sharp, etc. But I can't figure out how to hide them from view, which is really annoying.

Hope someone can shed some light on this issue.


texts:
I am trying to animate a collision between an asteroid and a planet. I have a particle emitter at the point where the asteroid hits the planet which emits particles, however they unrealistically fall down the Z axis.

Ideally I would like them to blow out from the planet then curve back and land on the planets surface due to the planets gravity. I would also like a smoke simulation to spread out from the area in a similar way, so a way that would do both would be great.

The closest I have got so far is animating force fields however they look very unrealistic.

My current situation:


texts: Export room made with ArchiMesh to Unity

texts:
I've created a simple room and I have two ways to export that to Unity, each with its own problems.
First - just use the project. Second, export it to FBX.
There is a problem that appears in both approaches - the ceiling and the floor are visible only from the bottom, which is fine for the ceiling, but not good for the floor.
Not only that, when I use the project I have to delete in Blender or manually set to inactive in Unity all the objects that work with modifiers in Blender to auto cut holes in them. I don't want to delete them in Blender, because I still modify this room and when I'll delete them I'll have to add a new door if, for example, I don't like the current position of the door.
When I export to FBX though, the upside is that I can of course select manually to not import these objects, but for some reason, all the doors and a window and even a lamp are microscopically small.
I spent a couple of hours trying to find a solution to this, either on the Internet or by trial and error, and I'm stuck. Any ideas?


texts:
I'd say the title is pretty self explanatory, but to elaborate:

I'm busy trying, unsuccessfully, to fix a mirroring problem caused by fixing a mirroring problem. Had it unwrapped and needed to fix something and, wouldn't you know it, mirroring the fixes over caused an overlap in the UVs. Now that I'm trying to fix it it says nope and they vanish as soon as I try to manipulate them or shift the view around.

What could make the UVs vanish & become uneditable? How do I get them back?

NEW INFO
It seems that the UV coordinates show & are editable on only one of the six textures present in the blend file. I was giving blender "pseudo-substance painting" a try so maybe the new texture setup doesn't agree with... anything.

I hope someone has had this problem & solved it cause I'm at a loss.


texts: How to equally divide spacing between a set of objects?

texts: I have 5 different objects with different sizes. I want all the objects to have equally divided spacing between them. The red lines marking the spacing between them are big and small. How can I get equal spacing between them?


texts: Getting vertex weights with the vertex proximity modifier

texts:
I am trying to use the Vertex Proximity Modifier to update vertex weights and hoping to be able to read the same with Python.

I have a plane and a vertex group called "all" (which includes all the vertices and default weight 0.0) and the proximity object is set to a sphere. The modifier behaves as expected. But when I try the following code:

import bpy

obj = bpy.context.active_object # select the plane

for i in range(0, 24): # I know there are 25 vertices
    print (obj.vertex_groups['all'].weight(i))

I get 0.0 printed out for each vertex. Can I get the individual weight of each vertex with the modifier in action but not applied? (If I apply the modifier, then I get the intended results.)


texts: Can't get my icosphere to render as a halo

texts: Not sure why I can't seem to turn my selected object (icosphere) to a halo when I try to make a new material.  The options just aren't showing.  Thanks]1


texts: Morphing particle system, interact with surface

texts:
I need to recreate this animation:

https://youtu.be/TZ3Ki3fxwS0?t=64
Is it possible to recreate these blob particles to splashy things when they interact with the surface?
if it can be done procedurally it will be the best choice for me.


texts: How do I start a second animation in the blend file?

texts: so I know I can create an animation and save it with a fake user in the dope sheet, but how do I start a second animation so I can save that as well?


texts: 3D scanning to Blender with surface map preserved

texts:
Is there a scanning system (or app. - Software) that can convert a 3D object to Blender with also it's surface texture (ex. a shampoo bottle with it's descriptive label)?

Thank you in advance


texts: Baking out proper normals and AO's from Blender

texts:
I am new to blender and this is my first post on the forums so please forgive me if these are noob questions (I looked through the previously asked questions already but haven't found a solution to my problem). I am working on a work flow that takes me from Blender through Quixel. Currently I am using pre-made models and unwrapping the UV's for them, I am separating the components of the model by material labeling them as such for easy ID in Quixel.

After that I am baking out (using Blender game render) my material map, my normal map and my AO map, but I am not getting the traditional looking "purple normal map) or the "white and shaded AO" like I understand them.

Normal Map

AO Map


texts: Black lines around alpha cutoff in Cycles?

texts: I have a node setup that applies a png texture to a character's face for the eyelids, but there is a black line around the alpha cutoff. I obviously don't want them there. Take a look at the images. (On the eyelid mask, I made the background white so you can see it better. Original image is transparent.)


texts:
I'm entirely new to Blender and am learning as I go, so I need a bit of step-by-step guidance please.

I'm working on some voxel based graphics, creating them in MagicaVoxel, exporting as .obj files and then importing into Blender. Most of the graphics are easy enough, however I have a railway line which looks like this:

In this case I want to 'bend' the railway line to become a curve, I need to make a number of curved sections in this way. I want to use these as 'tiles' within a game design environment (Unity) and so the rail needs to stay flat to the 'ground' of course and I want the straight and the curves to fit together, like pieces from a model railway would.

I've looked at some online videos and so on and ended up playing with the Simple Deform - Bend modifier, but I can't get to grips with it at all, the results I'm getting are nothing like my expectation!

Can anyone please provide me with some advice to help me understand how to approach this? Any guidance would be gratefully received. Thanks.


texts: I can't draw on one half of a keyframe /2D

texts:
Whenever i try to draw on a frame the stroke ignores the left half but has no problem with drawing on the right side. I've tried to find a solution but no luck. This happens on all keyframes -  the ones i have already finished and new ones.
I'm using the 2D animation.


texts: How to lock texture tile size while painting?

texts:
I am a new to the blender.
While I was painting texture to the mesh surface, I noticed that if I move camera(view) even a little bit and paint again, the new painted area texture tiles are different sizes than other previous painted texture tiles. If I zoom the camera and paint, texture tiles are smaller in the mesh surface, If I zoom out texture tiles are bigger.

How could I lock the texture tile size so that if I zoom in or zoom out, it doesn't affect to tile size?


texts:
I'm new in game modeling and animation, and I really liked how ZBrush works, but blender is better in animation, much easier, but too difficult with modeling.

Can I animate a model made in zBrush?
If yes, how can I do it?.


texts: How to mirror copy existing vertex weights

texts:
So far I only find option to mirror the existing weights, but didn't find a way to mirror + copy it, I mean, I want to create symmetrical weights on the other side, but I also want to keep the original, both sides should be in the same group.

For example:


texts: How to UV unwrap materials in the Material Library VX addon

texts:
I am applying the "Floor Wood" material from the Material Library VX addon to a box, but when I open the UV editor and unwrap my object I can't find the texture image to load into the background.

I need to UV Unwrap my object in order to change the scaling of the wood tiles and want the noise/bump/grain maps to also scale accordingly without having to manually change each map's values in the Mapping section of Textures tab.

Is there an easier way to scale all maps together? How do I unwrap and apply the textures from the Material Library VX addon into my object?

Main node group WO_Wood contents:

Material Node:

Here is my node setup in order to try and scale the values of the WO_Wood node.

Potential solution?
By going into the WO_Wood node group, and then into the Grain node group located inside, I was able to find the Mapping coordinates for the Brick Texture. However, I'm not sure if any changes to this automatically updates the bump/normal map?


texts: How do I mirror the keyframes if the shift+ctrl+v doesn't work?

texts: I tried to do it but kept failing. Other questions like this were done on an older version of blender. So what can I do to mirror them if they're behaving like this? Pls help, I have a school project due tomorrow.


texts: Why is the colour picker displaying tinted colors?

texts:
The colour picker is behaving not as I expect it to. I cannot move the selector towards most of the edges, setting the RGB to 1.00 for red and the rest to 0 just gets an orange colour. Also I cannot simply keep the "value" the same and select a different shade, the "value" resets.

I'm not sure if i've pressed something in error or there is a setting in the user preferences/elsewhere that needs changing.
I'm using the cycles renderer. The issue occurs with any colour picking :- material, background etc. Quitting Blender and restarting does not resolve the issue. Version 2.79.6

Colour picker behavioiur easier to see


texts: How can I accomplish the Iron Man in helmet effect around the head with out a black or green screen?

texts:
I've been looking in to making an Iron Man inspired HUD Anim, but I cant figure out a way to get the fading around the head so that it gets darker, and I'm not sure how to use a mask to do this, and even if I use a feather or edge blur, I'm not getting the result I'm looking for. So, how would i go about accomplishing this (hopefully w/out sitting for hours doing rotoscoping)?
What I've got (if I add feather, I get a bg that has lots of different colors, etc.):


texts: how to keep sharp turns on model while sub surf modifier is active? (image inside)

texts: I would like a sharp turn, not the smoothed round turn that the sub surf modifier causes. Is this possible? Notice the purple line for the mean crease, I would like it to look like that


texts: Why is moving a vertex messing up my mesh?

texts:
I am doing a lesson from the Blender Guru (Making a donut).
When I move a part of the icing, my mesh gets totally messed up.

The icing had a bit of sculpting. I made it a bit thicker.
Would it be better to move the vertex in position and than do the sculpting?


texts:
When I use 'Remove doubles' on my weight painted mesh it will mess up the vertex group selection:

Before doubles removed:

After:

Somebody knows a solution for this ?


texts: I can not change the file to a Xvideo file which is the only movie file that seems that it would work. I have sound in my animation and already have it in the video sequencer editor. I also have sequencing turned on. It still only gives me 4 options for movie files. How can i make Xvideo an option?


texts: Is there a way to calculate the volume difference between two objects?

texts:
I'm relatively new to Blender so apologies in advance in case this is too basic of a question.
Trying to come up with a way to compare two files and identify a volumetric difference between them.
For example, if I get a 3D scan of an apple and then scan it again after a bite has been taken, can I overlay them in Blender and calculate the volume of the difference between those two scans?
Thanks to all in advance


texts:
I have got an animated object that is an opening door. I keyframed the movements; not rig there. Now I want to get rid of the keyframes and create an animation path that does just the same but without the keyframes. Is that even possible? I am not that skilled with animation nor do I know what is possible and what not. Hope someone can clearify this for me. I want to use this created path for the BGE and apply it (on the relative movement from the local space on) to more doors later on, so that I can use it in a python command later on (to toggle the door opening). I know this might be an advanced question, but I thought why not ask. If it's too demanding I will ask out of this forum, though, so that I don't bother anyone with almost doing a tutorial for this.
Thanks for helping.


texts: Baking high poly model texture to low poly model (2 models)

texts:
I've watched quite a few video on how to bake from hi to lo poly models in Blender, but they all dealt with a situation where the high and the low poly model were 1 object.

In my situation, I have 2 models. I imported both to Blender as OBJs.
The high poly model is textured, the low poly model isn't.

I have created UVs for the low poly model, and now I would like to bake the high poly model's textures onto the low poly model's UVs.

I have created an empty image for the low poly model, then I've selected both objects and pressed "Bake". This would however not result in what I expected.

Does anybody see my mistake here and how to resolve it?

Thank you very much!


texts: UV unwrapping stretching image while using Displace modifier?

texts: Hi guys I'm hoping someone can help me out with this problem as I'm getting really frustrated with it. I have this cylinder like shape that I'm trying to use the Displace modifier with. I want to use UV unwrap but the pattern always looks stretched across the surface and I want it more uniform. I have tried both of these methods but neither had good results. I did apply scale & rotation beforehand, now I'm at a loss. I don't mind if the pattern doesn't match at one seam as I can cover it but only at one edge.  I think the last one looks the best but there's 4 visible misaligned edges that I'd need to fix.


texts: How to set wireframe line width in Blender 2.8?

texts:
I must have accidentally changed a setting that causes wireframe lines to be unrecognizably thin.

When I load factory settings, everything is back to normal. However, I would like to keep my own settings apart from the line widths. Does anyone know what I need to change?

The "interface > display > line width" setting is set to Auto in both cases.

I am attaching two screenshots to explain the difference.


texts: More time is spent on render preparation than on the actual rendering. What can I do?

texts:
I'm new to blender and I'm stuck on this giant unsolvable problem that no one seems to have any solution for.
I've modelled a quite complex scene in Blender: roads, bridges vehicles, buildings, trees etc. When I try to render an animation using cycles, it takes about 5 minutes per for scene preparation alone. Things like synchronizing scene, update mesh, building bvh etc. The thing is, that actual rendering only takes like 30 sec per frame. So 90% of the time is consumed for building the scene.
I've tried many things like reducing samples, light bounces etc., but they only reduce the rendering time and not the scene building time.
It has come to a point that I can't really output anything. I might have to leave 3d modelling because of this.
Is there any way that I can save the scene building cache and use that for every frame? Only vehicles in my scene have any animation. 95% of my model is static. I don't understand why it has to be like this. I'm sure I'm missing something very basic here.
What can I do?


texts: How can I cast shadow on a plane with the light's color showing

texts:
How can i cast a shadow on a plane and also have a light's color on it
In the picture i linked there is shadow but no color from the cube wich is an has an emmision shader.
There is also no color casted from lights.


texts: How to make selections more visible Blender 2.8?

texts:
In Blender 2.8's UI I cannot see what I am selecting.
This is Blender 2.79.

These are default settings in Blender 2.8.
I'm having a hard time seeing what vertices and what edges are selected, it is hard for me to distinguish the black Vertices from the orange ones.

With a bit of editing the Themes I managed to increase the contrast - at severe cost of general visibility of the rest of the model. I sacrificed all other contrasts to maximize it for selected vertices & edges.

Turning on X-Ray made the edges clearer but I do not want to worki with X-Ray on just for better visibility.

Turning Line Width to "Thick" in the Preferences makes the Outline stand out even further, however every edge becomes so fat it's it smothers all small details and kills the point of a 4k Monitor.


texts:
Is it possible to generate a rig based on a mesh? I'm thinking something simple like having one bone per edge.
I'm going to look into scripting it I guess but if someone did something similar already it may save me the trouble.


texts: I am trying to rig a simple puppet to facilitate some 2D drawing in perspective. So I would like du draw some shapes on this puppet that would follow the movement and position in 3D space. But I have some problem to parent my grease pencil strokes. As you can see in the picture below my grease pencil drawn on object surface is parented to the head object mesh (if I move the object the grease pencil moves too). My object mesh is also rigged. As I rotate the bone, the head mesh rotate too. But in this cas the grease pencil do not. I have tried to parent my grease pencil layer to the bones or the mesh. It is not working :-( anyone has already encountered this issue?


texts: UV map disappears when I re-upload the mesh

texts:
When I try to sync the mesh by 3dm.import addon, the all UV maps gone. Is there a solution for that?
It stores in mesh data. But How can i copy previous mesh data UV map to new one?
The UV map and material stays but the size and scale (unwrap settings) are gone


texts: Green screen transparent layer questions video editing

texts:
I have two (newbie) questions:

1)I have made a green screen video transparent in the compositing-tool. But when I am rendering this image (without a background image) and I am trying to place this in the normal video editing tool, it is not transparent. Did I do something wrong? Can I only render a green screen video with a background image? Or are there settings to do this?

2)I have downloaded a green screen video with smoke. But this smoke is too white, it would like to have the opacity 50% or something. Is that possible?

Thank you


texts:
I downloaded a 3D truck and a semi-trailer from a 3D Graphic web site and loaded it into Blender. After separating the wheels into a separate Blender file as well as the truck body, I then exported these files as glb to use in Godot.  They loaded into Godot perfectly. My aim is to do a physics animation.
The issue is that the new truck is many times bigger than a Godot vehicle.node tutorial I had used for a car that came with the tutorial. The Godot wheel node radius was 0.5, but my imported truck wheels are 1.952m.
One thing I am concerned about is that if I shrink the truck I might have problems. When I did a Blender tutorial of a steel ball swinging on a chain to knock down a pile of blocks the tutor pointed out that the chain links and the ball were a several meters in size according to Blender measurements. He said he had to make them that size because Blender couldn't handle the processes at real sizes. The graphics would get all tangled up if he tried.
So how would you handle this? I need room for some parts of the semi-trailer that is attached to the truck. The functioning of these parts is important. Could Godot handle this? Should I shrink the truck and trailer in Blender or Godot? Reset the measurements in Godot? etc...
Thanks
Thanks


texts: move a vertex to the position of another vertex (different object) in python?

texts:
i basically need this:
How do I snap one vertex to the position of another vertex in a different object?
to be done by a python script.

i've managed to move a single vertex along one axis so far..
my problem is, that i struggle with the orientation options in blender.
i would like to select vertices from object2 via index (no problems so far) and copy their location and save these values to the selected vertices of object1.
why is it, that for example bpy.data.meshes['Cube'].vertices[0].co doesn't give you coordinates from 0,0,0? sorry for my noobishness..


texts:
I'm trying to create a HDRI picture of the moon to use for a Fusion 360 render (so it has to have a 2:1 aspect ratio).
I've followed several tutorials, but no matter what I do, I'm just not getting a panoramic equirectangular view (neither in the viewport nor render).
Here are all of the settings I have so far:

The moon was made following this tutorial, if that's relevant.
For some reason, no matter what I do, the render view does not change (I've played with Local Camera, Active Objects, etc.), so I'm really lost. Any help is much appreciated.


texts:
I was wondering if anyone managed to animate particles in blender 2.8(eevee).
I can render each image manually fine but If I hit animation button the application crashes.

And I was thinking.
Incase no one managed to achieve particle animation yet without crashing,

The solution might be to create a script that renders the frame using render (image) button then switch one frame then render the frame and so on.
Because when I do it manually it doesn't crash.
But hitting the render button 500 times is tedious at best.

Maybe one of our lovely programmers can do that for us.

Thanks everyone.


texts: I'm making a game using Panda3D, and I need to use animated models. I can't figure out how to export an animated .egg file. Can someone help? (I'm using Blender 2.79)


texts: UV mapped texture is distorted after extruding

texts: I've got this character I built in Adobe Fuse/Mixamo imported into Blender. I wanted to put a hood on the character so I just extruded the jacket mesh up and over the head and changed out the clothing texture for this pattern, however, as you can see, the hood that I extruded is distorted, any ideas why?


texts: I wonder if it is possible to have a progress bar in blender's GUI not in the console to show the progress of my script. For example in my addon I have 3 buttons, 1 of them loads an obj file and do some processing on it, second one does some processing and animation and the third one reads a file. So I want when I press on any of the buttons somehow I will be able to see the % progress of the button script through blender itself not through the console.


texts: When and when not to use subdivsion surfaces?

texts:
I am new to 3D modelling and wondering if someone could break down when and when not to use subdivision surface modelling. I am thinking more in terms of hard surface stuff. Why wouldn't you always just use a subdivision surface as it looks to me like it produces nicer looking models.

I understand how they work and the way you can make edges catch light and so on. It's not an explanation of this I am after.

For example, I've watched people model realistic architectural visualisations and they won't use subdivision surfaces for the table tops or windows, even though in my mind wouldn't it create more realism to use a subdivision and have the nice edge catching light.

Or

Lot of props, building and cars for 3D renders or games and stuff seem to not always use subdivision surfaces. Is this because of poly counts or because it's easier to get good topology flow without the subdivision or maybe something else?

I realise that it's probably personal to each individual modeller and their preference, but was hoping to maybe get some peoples thoughts on this.

Cheers!


texts: How to prevent blender blocking computer entering stand by state?

texts:
I often leave my Windows computer on overnight, and sometimes I have Blender running when I do so.  I've noticed that when Blender is running that my computer will not enter it's powered down state.  While I can understand how this would be useful for rendering, I'm not doing any rendering and would prefer that my computer go into low power consumption when I'm not using it.

Is there any way to stop Blender from preventing my computer from going into stand by mode?


texts: Why does the previous frame sometimes get displayed as transparency when rendering animations?

texts:
If I just start up my default startup file and render an animation, the previous frame is always replaced with a blank transparent checked pattern before the next frame starts rendering.

However, in this file the next frame is displayed as rendering over the previous frame.

I have also noticed that in the file linked above some tiles will briefly appear transparent (checkered) before rendering, however others do not.

Why is this?
Is there some setting I don't know about?

Is it possible I could render animations without anything appearing transparent?


texts:
I am quite new to Blender, but I have already gone through a couple of tutorials.

Now have finally started making a scene myself, lamps and indoor HDRIs works fine, but when I use outdoor HDRIs (from Poliigon) I seem to do something wrong because everything gets extremely overexposed. I cannot see the textures on the ground or even the shadows.

Example of what I mean:

Same scene but with a studio HDRI:

I suppose I have just forgot some simple detail, but I can't seem to find the source of this issue.


texts: Make multiple Bezier curves manifold and free of intersections, for 3D printing

texts:
I'm trying to model a character to 3D print it. I'm having some trouble with bezier curves: as they are not manifold (and glitches through my mesh) my slicer can't do anything even remotely printable. The character's eye (a UV sphere) had the same effect and after some stitching it was good as new but I use around 40 bezier curves (used as hair, see below) and even after trying for 5h or so I really don't know how to stitch that !

I've already tried a lot of boolean-based solutions, didn't really work that well, mostly because the part that glitches through the mesh is copied when using a union boolean. I also tried using a union boolean and then a difference boolean using the skull of my mesh with some solidify, didn't work out that well either...

Any idea how to make this printable ? I'm on a kinda short schedule, any help is appreciated !

I think there's a better way to give you the .blend file but maybe that will do ?


texts: How to create parallel edge between vertex and edge?

texts:
I'm pretty new to blender, how would I create an edge between the marked vertex and the edge.
The edge I want to create would follow the same direction as the edge above it.


texts: The axes when I move/rotate/scale is different from those of the world

texts: I must've touched something wrong so my axes are acting weird. It seems like the axes are heading towards where the object is facing. How do I make them the same with the world axes?


texts:
I'm currently creating a material that random mixes textures and it did turn black.

The diffuse

The Alpha

The Node

The rest is just mixing of textures and messy groups


texts: Can I disable alpha when baking textures?

texts:
I have a particle system that adds some details to a texture. However when I bake the texture down, any area that is transparent makes the bake transparent, even though there is another object beneath the transparent one.
It appears that the default Bake Mode Full Render setting renders as if the Alpha setting under Shading (render tab) is set to Transparent.

When baking objects on to a texture, how can I disable alpha and just get the color as it would be in a render (reflections/refractions of the sky instead of Alpha pixels making holes)?

Note: I am making the particle system real and joining it first, so that it correctly renders and does not make the black silhouettes.
Id prefer an internal render solution if possible, but a cycles one is ok too!


texts: Why am I getting dependency-cycle reports when I add Rigid Body > Compound Parent?

texts:
I have reduced the problem down to the Minimal (not ) Working Example. Here I have a cube mesh. I have eight smaller cubes (one at each corner of the larger cube). That’s it.
There are only three steps:
1/
I add Active Rigid Body to each of the small cubes. Collision Shape = ‘Box’. No Collision Margin.
2/
I parent the eight small cubes to the larger cube. The small cubes are the children. The larger cube is the parent. I used Parent (Keep Transform).
I usually do this all in Python but to isolate the problem, I have done steps one and two in the GUI.
3/
With the large cube selected and active, I use the following code to add the Collision Shape = ‘Compound Parent’ to the large cube.
I tried, script1.py
import bpy
bpy.ops.rigidbody.objects_add(type='ACTIVE')
bpy.ops.rigidbody.shape_change(type='COMPOUND')

I also tried, script2.py
import bpy
bpy.ops.rigidbody.objects_add(type='ACTIVE')
bpy.context.object.rigid_body.collision_shape = 'COMPOUND'

There are only two lines! But they throw up nine (not eight) “Dependency cycle detected” reports.
Why? What should I change?
Here is the simple Blend file BEFORE I run the Python code.
https://pasteall.org/blend/b0b4a0de72ab4a95820a441336d2abfd


texts: How can I see if an object is inside the volume rendering of the camera?

texts:
i have a project with the stereo camera.
I want delete all the objects outside the volume of rendering of the camera.

I have all the parameters of the camera and i have calculated the near plane, the far plane and the convergence plane (i know all the vertices).

But i don't understand How can I see if an object is inside the volume rendering of the camera.

I know how put the objects in the camera's coordinate system

camera.matrix_world.inverted() * obj.location

Some ideas?

p.s.
i have see this question:
What are the formulas to define the camera's view cone?
it's good but it does not work very well


texts: How to map/project bone coordinates to camera coordinates sytem/view?

texts:
I need the bone-head coordinates to be mapped on to the camera view. Actual scenario is to obtain the 3D coordinates of bone/joint. This is how I do it now.

  scene = bpy.context.scene
  obj = bpy.context.object
  render_scale = scene.render.resolution_percentage / 100
      render_size = (
    int(scene.render.resolution_x * render_scale),
    int(scene.render.resolution_y * render_scale),
    )
  Bones16_WCO=[obj.pose.bones["Head"].head,obj.pose.bones["Neck"].head]
  for wco in Bones16_WCO:
      cco = bpy_extras.object_utils.world_to_camera_view(scene, cam, wco)
      print("2D Coords:", cco )
      print("Pixel Coords:", (
       round(cco.x * render_size[0]),
      round(cco.y * render_size[1]),
  ))

This is with the help of link- How to find image coordinates of the rendered vertex?

However, I need this to be done for different animated model. So at each frame of animation, the above code to get the bone locations has to be executed. How do I iterate this for entire animation using python scripting?


texts: How can I make a shape follow a profile without it following the profile normals?

texts:
I'm trying to make a column, just like this picture:

How can I make the red shape follow the yellow profile?

I try converting them to curves, and then assign the red curve as a bevel object for the yellow, but the resulting shape follows the yellow curve normals, like this:

My Blend file in case you need:

Edit: I've just trying to make these columns all this morning, and found out that this simple looking problem turns out to be very hard. Let me explain.

At first, I tried the manual method, which is to extrude and scale the red shape so that it has the profile that matches the yellow shape. However, scaling the red shape leads to uneven results, illustrated here:

This leads me to use the Offset addon here (https://blender-addons.org/offset-edges-addon/). But this method has another problem, which is:

You can see although it creates an edge that has even distance with the original edge, the circular feature becomes distorted.

So how can I make this column with perfect circles like in the first image? It looks simple, but the more I dive into, the more I find it hard.


texts: Materials not applied after importing .obj (ShapeNet)

texts:
I want to use Blender to generate a dataset of videos. As a basis I want to use ShapeNet.

When importing the .obj file, blender also correctly loads all the materials from the .mtl file. By that I mean that they are listed in the material tab of the properties window. But for some objects the materials are not correctly applied to the surfaces.

Example: The object with the ID 3dw.e480a15c22ee438753388b7ae6bc11aa should look like this:

However, if I just import the file in blender, the rendering will look something like that:

So, the colors of the knobs work, also the textures of the pillows, but the rest of the colors don't.

What seems strange to me is, that I cannot select the different faces and color them myself in blender. Also, if I move the main part of the bed, a frame of lines will remain there. Maybe this has something to do with the problem:

Similar problems occur for many objects. For example 3dw.b1696ffd98c753ccea88a0a7eb1222bb. There, the problem with the frame of lines does not occur and I can color the airplane afterwards, but it somehow does not load the materials when imported.

How can it be, that it works for some objects but for others it doesn't?


texts: I'm having issue with importing an obj into Blender 2.8. I get a red bit of text in the corner about line 145 for the OBJ add-on not working? (Error in picture at bottom right)


texts:
This problem does not happen in blender 2.83 but comes up in 2.90. So I would append the brushes as shown with the fake users Checked.

After that, I would be able to see it in the sculpt tab as shown and I will save it as startup.

However, when I restart blender, it will shown nothing and the brush will not work as intended.

So my question is, with blender 2.9, is there a new way to import sculpt brushes? If so can some provide the solution.


texts: How do I join an object with particles, and keep the particles on only the one object?

texts: Just started using blender about a week ago. So I am creating a doughnut with sprinkles on it. I used emitter particles on my frosting. When I went to join the bread part of the donut and the frosting, the sprinkles combined with the the bread part also. I was wondering if there was any way to make it so it would not do this.


texts: Problem with hair particle system, a problem with the mirror

texts:
Earlier i was working with the hair particle system, it was working fine, but later (now), after giving a break, i found that i have an issue with the mirror while adding hair to my character.

The mirror is malfunctioning, i didn't touch any config, everything is the same just like earlier. the below part of the hair is what i worked earlier and the upper part with some random hair on a side is what i recently did.

Is there a solution for this?


texts:
I have been playing around with camera tracking and I'm happy enough with the tracking and alignment of the markers with the footage when viewed through the camera.

The problem is, when I am not looking through the camera I can see that the grid isn't aligned to the camera.

How do you correctly align the grid to this tracked camera? I have set a floor and two points for scale, also clicked setup tracking scene, but this just added cube and plane which were on the grid.


texts: my brush is a normal circle in front of the object. but it became very long when I move to the side.


texts: How to render a cycles scene in luxrender?

texts: I'm doing a project in cycles and I want to render it but its too slow on my CPU. So I want to render the scene in luxrender but without starting the project all over again.


texts: Trying to figure out how to model this shape

texts:
I'm working on creating 3d text for a custom wordmark that isn't a part of any text library. Getting kind of stuck on how to best make the "M" in it.

I feel like it should be relatively easy, but I'm getting stuck on how to get those curves in there.

So far I started out with a cube then used loop cuts to make some sections.

Thanks in advance!


texts: Is there any Blender UI Builder software?

texts: I have search all over the internet but I didn't managed to find (if there is one) a Blender UI Builder software or something like this any way. So my question is simple... Is there any? And if yes, where can we find it?


texts: Mesh to Substance painter Scale/repeating tiles issue when painting

texts:
I have tried to make a large building for UE4. It's going to have a brick wall that I will customize in SP or some kind of 3d painting software.

My issue is when I try to paint it. It repeats the UVs, no matter what I try. I tried to make the building modular, tried scaling it to the right size in the UV editor (export does not work correctly in any of my 3d paint softwares when UV's are scaled outside the image texture), I tried to use mapping node to scale the image texture down, but it will not export as shown in Blender, and a lot more tries and errors.

Are there any tips for making large buildings and texturing for export to Unreal?

I really don't want to downscale textures outside Blender and re-import.


texts: Looping animation relatively to the end of the previous cycle?

texts:
I have animated (keyframed) a gear rotating around one axis in one direction (say from 0° to 140° around the axis passing perpendicularly through the center of the gear) and then it rotates back, but not exactly at the same initial state (say from 140° to 20° around the same axis). Furthermore, in each part, the gear has a different, non constant, rotational speed.

Now, I would like to be able to loop this animation relatively to the gear state at the end of this cycle (i.e. now rotate from 20° to 160° and go back from 160° to 40° in the same way, and so on...).

I added a Cycles Modifier to each component of the rotation (in quaternions if that matters) and set the Before/After settings to Repeat with Offset, but during the animation, the rotation angle decreases to the point where the gear does almost nothing (so I guess I'm misunderstanding what this is supposed to do).


texts:
How I recreate/model a cave that looks exactly like this (?):

I have tried using particle systems but it ended up looking ugly as the particles overlapped way too much and could not be given an individual, unique offset as seen in the image.Am I missing something regarding the particles?
Also, I'm open to any other suggestion to go about this.


texts: How to convert my game to a newer version?

texts: I want to get 2.74, but my game is in 2.72. How can I convert this safely, meaning that everything will stay as is, except new features will be possible.?


texts: how to move vertices more like in sculpting?

texts:
I'm new to blender and still lacking deep knowledge...

I'm trying to move a lot of individual vertices manually along one plane (like ZY plane for example).

It's super tedious to G + shift x every single time I select a vertex.

in other programs I used to have a neat tool I can just select and make "sticky" so I'm always in the same editing mode the moment I click the vertex.

Is there a trick?


texts: GPU Render with opensource AMD Ubuntu 16.04 driver

texts:
Is there any way that I can make GPU renders now that is no more flgrx for Ubuntu !? I've already installed the mesa-opencl-icd and the clinfo appears to recognize my GPU: Platform Version OpenCL 1.1 MESA 11.2.0 and Device Name : AMD HAWAII (DRM 2.43.0, LLVM 3.8.0)

I'm using:

Ubuntu 16.04 x64
xserver-xorg-video-amdgpu
AMD Radeon 390
Blender 2.77a x64


texts: Mask smaller in Video Sequence Editor than in Movie Clip Editor

texts: The mask I created in the Movie Clip Editor is smaller in the Video Sequence Editor Preview. I know that the mask scaling might be wrong (see answer from here), but I don't use nodes for creating masks. I apply my mask in the Video Sequence Editor, but there is no scaling factor.


texts: Textures are missing (colored magenta) in Material Preview, yet show up in Rendered View

texts:
I have a model that I'm overlaying several images over. Each of these images are texture-painted masks and, through a mix shader, are being assigned different textures - all within a single material.

This has caused an issue. I like to texture-paint in Material Preview mode; however, in that mode, the model turns magenta as if the textures are missing. I've packed the textures, saved them to another location, restarted Blender multiple times, yet they still appear magenta.

The strange thing is, when I switch the viewport over to "Rendered View", it appears with all the textures on it. I can also render the scene and the textures appear fine.

Material Preview:

Rendered View:

TLDR: Model appears magenta in Material Preview, but show correct textures in Rendered View and final render, despite the textures being referenced correctly (I hope).

Engine: Cycles
I have 1 UV map on the model.
I've painted with the "missing" textures working before. The problem arose when I added another blank image for more texture painting. Yes, that one is saved to my computer/packed in the .blend.
My normals are facing the correct way.


texts:
This below is my code that is trying to put empties over the verts on the selected mesh but for some reason every time I run the code blender just crashes.
I am testing the code on the basic cube.
import bpy
from bpy import context
i = 0
c = 7
obj = context.active_object

while not i == c:
    v = obj.data.vertices[i]
    co_final = obj.matrix_world @ v.co
    obj_empty = bpy.data.objects.new("Point", None)
    context.collection.objects.link(obj_empty)
    obj_empty.location = co_final
    i + 1


texts: How To Get Rotation Data Printed Every Frame

texts: What would the script be to get the rotation of a cube printed after every frame?


texts: Load .blend file into Blender as Python Module

texts:
I am using Blender as a Python module.
Now I am trying to load a scene into blender.
Unfurtunately the obvious function bpy.ops.wm.open_mainfile(filepath) does not work as expected.
The command fails saying:

  Calling operator "bpy.ops.wm.open_mainfile" error, expected a string
  enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN',
  'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA',
  'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN',
  'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA',
  'EXEC_SCREEN')

Can anyone explain to me how to load an existing .blend file when blender is used as Pyhton module?


texts: Emission texture won't show light in viewfinder or rendered image

texts: Brand new to Blender here and not sure what I'm doing wrong. Have a texture as a plain emission with a white color but if the mesh it's attached too isn't visible to the camera, it doesn't emit any light.


texts: Sun object not moving when Rendering Animation

texts:
I've problem Rendering sun rotation animation. Steps to reproduce:

Create the sun object
Set 1st keyframe

Select keyframe
Rotate sun object using the handle
"I" > Select Rotation

Set 10th keyframe (Reproduce same steps found in 2nd point)
Add frame_change_post handler to print sun rotation_euler
Run Render > Render Animation

The result was 11 times (0-10) printed same rotation Euler
<Euler (x=-7.9113, y=0.2392, z=-7.1615), order='XYZ'>  .But when I move from keyframe to keyframe Euler XYZ positions are updated. Why is that so?

Here is a demo plugin created to replicate the issue:

bl_info = {
"name": "Sun animation using lever",
"author": "karlisup",
"version": (1, 0),
"blender": (2, 80, 0),
}
import bpy
from bpy.app.handlers import persistent

@persistent
def sun_handler(scene, depsgraph):
    if "Sun" not in bpy.data.objects:
        create_sun()
    sun = bpy.data.objects["Sun"]
    print(scene.frame_current, sun.rotation_euler)

def create_sun():
    bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection
    light_data = bpy.data.lights.new(name="Sun", type='SUN')
    light_data.energy = 30
    light_object = bpy.data.objects.new(name="Sun", object_data=light_data)
    light_object.location = (5, 5, 5)
    bpy.context.collection.objects.link(light_object)
    bpy.context.view_layer.objects.active = light_object

def register():
    bpy.app.handlers.frame_change_post.append(sun_handler)

def unregister():
    bpy.app.handlers.frame_change_post.remove(sun_handler)

if __name__ == "__main__":
    register()


texts: How do I sharpen video strips in Blender?

texts: I see the Gaussian blur among others, but no sharpening filter.


texts: How to make part of the mesh follow a bone without deforming it

texts:
I am rigging a model of a creature which has sort of shields on its front legs, but I don't want those shields to be deformed, when I pose the leg. The rest position looks like this:

But when I use the bone, which controls the lower arm, it turns out like this:

How can I make the shield follow the arm without deformation? It's attached to the arm (I can't separate it).


texts: How to use a background image in sculpting mode?

texts:
I know that you can use a background image in layout mode(?) with Shift + A and then do the modelling there (by setting the opacity lower and so on ..)
I was wondering if I could do a similar thing when sculpting so that I can sculpt the proportions 'better' by using the image ? I couldn't find a guide on the internet for this so here I am.


texts: For a camera object, under Transform/Location, the x,y,z values are all nanm.  What does that mean?


texts: Beginner question: Collision is not working

texts:
I'm a total beginner and just finished the famous donut tutorial.

Now I've started with my first own project and facing a problem that I cannot solve.

I modeled a light bulb and would like to fill it with stones. I've set up a rigid body system, but the stones are passing through the bottom of light bulb instead of staying in it.

I've made a simplified test then, where I just created some spheres and throw them into a  half cutted sphere (bowl). There it worked perfectly, but when I try the same with my stones and the light bulb it does not work.

Can the scaling of my models be a problem? The size of the stone is roughly 1cm... probably even less and the glass ~3mm. Can that be an issue?


texts: It is difficult to select the one in the bone. When I view the tutorial, it's easy to select at once. But I can't do that. I tried to solve it by pressing it several times. But I want to know the easy way.


texts:
I need some help finding a function within blender 2.74 which is "Surface", since in a tutorial I'm using the advanced cartoon eye rig, unitedfilmdom clicks on the world option within the right hand menu and then changes some aspects to it.

Here is the tutorial in question: https://cgcookie.com/blender/lessons/4-materials2

Is this simply not an option for me because I'm using amd and not nvidia or is it something else?

Its supposed to be in here:


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So I am watching CG Geek's tutorial on how to create a Star Destroyer, and I'm pretty much finished with it, but there's one small problem that I am having. On his tutorial, his displacement map on the model is so pronounced and stick out more.My displacement map stick out a little, but barely at all. It just looks flat.

I tried using a math node on the image texture in order to amplify the map, but it doesn't seem to do anything.In the video, CG geek is using Blender 2.78. I'm using 2.82. Maybe that has something to do with it?

How do I get me displacement map to stick out more like in CG Geek's video?

Here it the reloaded Blender file (with images).


texts: Keyframes not storing the movement of vertices

texts: I'm trying to animate a helicopter's blades rotating, but the keyframes aren't storing the vertice's movement. It just changes the vertices of all the keyframes for that object.


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I'm currently trying to create a Ending Credits scene within a isometric cube that looks like a movie projector.

My current scene setup is this:

But the projection is with some distortions when it comes to the top of the cube, how can I project this spot light without distortion?


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i imported an .OBJ (C4D native) model of a car from turbosquid. Everything worked fine, changed some colours of textures, wanted click render - nothing happens. Either in rendered view, and also in the normal rendering. I have the suspicion, that the model is to complex? It says 333.805 Verts and 320.000 Faces. I can't really put that into perspective. On the other hand, my computer is quiet beefy at an i7 Quadcore at 3,4Ghz and 32GB of RAM.

Is there anything I can do from here?

Thanks in advance!


texts: What is the python script to export the selected meshes in .obj?

texts: I want to export my selected meshes in .obj in a relative path from the .blend file in python.


texts: How can I get rid of these two vertices without faces being deleted

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I am trying to delete these two vertices because I do not need them:

However, when I remove them, it's like the faces of the mesh are deleted:

I am not sure how I can remove the two vertices without the faces of the mesh being deleted.


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I downloaded a blender file and opened it but UI did not match V2.80.
I guess that because the file have been made in old version its UI did not match V2.80.
I want change UI as V2.80 easily.
Is there any way for me?


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I have a 3D model of a chair which I want to use for an Augmented Reality App. In Object Mode and AR Quick Look (Mac) the colours look fine. In render mode (cycles render) and when I place the object in my AR app (iOS), the colours of the material are too dark.

Can somebody help me and explain how I can fix this problem?

Thanks!

Edit: I have added light sources which brighten up the render image but don't effect the object brightness within my AR App.


texts: How do I apply a texture to only 1 face?

texts: Since Blender 2.8 I cannot seem to texture only 1 face. I have done this before in Blender 2.79, but now it seems to have changed completely. Is this still possible in Blender 2.8, or do I have to switch to Texture Painting?


texts: Is it possible to duplicate keyframes to multiple bones?

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Do I really have to animate all four legs of an animal one by one if their motion is identical, or is there a way of animating just one leg and then copying all the animation keyframes to the other four?

I understand that some of their parameters might have to change (such as position on X and Y axis), but those parameters can easily be changed. It would take much longer to animate every single leg by hand than to just change a couple of coordinates.


texts: Where are influence and mapping settings of a texture saved?

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I just did the following:

  I created one material and one texture. I applied this texture to 5 slots and, which is nice, can assign different settings to each instance of the texture (influence, mapping etc).

  Does that mean texture slots are a data block? It can't be in either the texture or the material, since I only have one of each. How is that organized internally?


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I am experiencing an issue, when I choose to render an animation to AVI Raw from Blender. I can not play the video properly, the video file seems to be corrupted. The rendered file has around 5 GB, quite big actually.
The default video player in Windows 10 plays only the first few seconds of the animation. Then the video ends without reporting any errors.
On the other hand, VLC detects the error and offers a solution. The file is obviously missing an Index. Unfortunately, this workaround fixes the file only temporarily to play. So, is there any way how to generate the Index for the file? Even Adobe Premiere Pro cannot import this file.

Render settings of the animation in Blender

Thank you for the answers in advance.


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I don't know how to name it, but my texture of sand has weird placement
I am new to Blender and i have no clue how to fix that.


texts: Hair Dynamics Issue - Hair gets too much on density

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i wanted to use hair dynamics but no matter what i change the hair seems to be behaving still the same.
This is what I'm aiming for, to have the hair close to that body but move a bit when walking.

After few Frames I get this. The Hair goes away from the body.

Here are the settings.

I've tried moving things around but i don't seem to be able to do it on my own. The goal is to have the hair same as on the first picture, just to be moving a bit when walking.