texts: How to re-encode video without losing quality

texts:
I finished rendering an animation with audio into the default H.264 lossy settings. I then realized the audio was 1 frame off and I also altered the song that I used in the video. So my two questions are:

Is it possible to re encode the video with lossy compression after shifting the frames back, but have blender automatically use the same keyframes and what not, so that more quality is not lost?
If one is not possible, if I don't shift the frames and leave the video portion the exact same, but change the audio, is it possible to not lose quality by using the same lossy H.264 settings?

Some clarifications:

–I know I could render it with "Lossless" Checked, but I still want compression for the small file size
–Often I render it into an image sequence first since it is a good practice. I still would like to know this information in the case that I delete the raw images like in this case


texts: How do I attach a skirt with a cloth modifier to the cg cookie flex rig?

texts:
I have tried parenting the skirt to various parts of the armature and mesh, but this has not worked. I eventually want to animate this character and want the skirt to follow the moment of the hips. Thanks!

Here is a link to the blender file

Note: if the rig does not appear, hit reload trusted in the top bar.


texts:
I have been reading many of the threads here regarding translation matrices and converting.  I am still confused as to how this works to apply to my project.

I currently have a camera object that is a child of my nurbs_path. I have a constraint on the camera for follow path.  Everything is perfect.  My camera is at correct starting location.

What i have figured out so far is that

print(camera_object.location)

gives me the translated coordinates based on the parent.  I don't completely understand this but not a huge issue at the moment.

My output from print

Vector (-0.0017, -6.6515, 5.0000)
Vector (-0.0017, -6.6515, 5.0000)
Vector (58.6404, -36.0573, 3.0000)
Vector (15.9993, -53.7008, 3.0000)
Vector (58.6404, -71.3442, 7.0000)
Vector (15.9993, -88.9877, 10.0000)
Vector (58.6404, -106.6311, 5.0000)
Vector (15.9993, -124.2746, 6.0000)
Vector (58.6404, -141.9181, 7.0000)
Vector (26.6596, -159.5615, 8.0000)

What i am trying to do is keyframe this camera path to certain timings.  A guy on blender artists showed me how to do the keyframing and i can do it in UI.  I have the keyframes set up but get wierd camera behavior after applying the keyframes.  I am guessing this is because of translation based on my research.

num_points: Length of a list

camera_object and scene are defined before this loop

verts: list of postions (time_offset, X, Y, Z)
     : X, Y, Z are in global space (i think??)

for point in range(num_points):
    current_frame = //calc to get frame number from a time offset
    print(camera_object.location) # print current camera location
    scene.frame_current = current_frame_num
    camera_object.location = verts[point]
    camera_object.keyframe_insert(data_path="location", frame=current_frame)
    previous_frame = self.__user_points[point]

The keyframes are inserted at frame 1, 241, 481, +240 frames each time to frame 2160.

Here is a pic before keyframe:

Here is a pic after keyframe:

The camera is the selected object to see it easier.

These are the coordinate of the verts list:

[[-0.0017454936660825002, -6.651534000393163, 5.0],
[58.64040695838593, -36.057303922236066, 3.0],
[15.99932173602529, -53.70076587534348, 3.0],
[58.64040695838593, -71.3442278284509, 7.0],
[15.99932173602529, -88.98768978155623, 10.0],
[58.64040695838593, -106.63115173466363, 5.0],
[15.99932173602529, -124.27461368777105, 6.0],
[58.64040695838593, -141.91807564087637, 7.0],
[26.659593041615448, -159.5615375939838, 8.0],
[79.96094956956625, -165.44269157835362, 9.0]]

Any help would be appreciated.


texts: How to get a Sharp Render when mixing foreground and background ViewLayers in EEVEE?

texts:
The text has to appear sharp when blended with the background in the EEVEE compositor.
However even on switching the text blend mode to Alpha blend,setting Mix node blend to "ADD" and connecting both the alpha and Z depth values of the text to it ,the output still appears faded.
How to blend separate viewlayers to get a sharper render ?


texts: Problem animating speaker making fluid move

texts:
I am new here, I did a few projects but now I
got stuck with a new one, what I am trying to do is to make a speaker reacting to the music, but the problem is when I try to simulate some water which is affected by the speaker moves, I tried that but nothing happened, then, I realized that there has to be an animation in the timeline to interact with the water and I can't find how to make the speaker react to the music and make an animation of it. I don't know if this makes sense. Here is one example of what I am trying to do: https://vimeo.com/191210306 , if it's not possible I just try to animate it manually. Thank you!


texts: Outliner showing duplicate entries for same object after python script parenting

texts:
I am having an issue with Blender 2.82a regarding collections when parenting an object in python.

"tv" is the parent to which I am adding "newBar".

The below code parents the object fine:

bpy.ops.mesh.primitive_plane_add(location = tv.location, rotation = tv.rotation_euler)
newBar = bpy.context.active_object

tv.select_set(True)
newBar.select_set(True)     #select the object for the 'parenting'
bpy.context.view_layer.objects.active = tv    #the active object will be the parent of all selected object
bpy.ops.object.parent_set(keep_transform=False)

The problem comes in when I look at the Outliner afterwards:

The new object was added as "Plane" but it is in 2 places!

I only want it shown under "TV" but the Plane object there looks darker and fake?

I don't really understand why this is happening or even how to search for this issue as google came up with no one having this issue (I'm new to the blender API).


texts: Can I match my particle density to my displacement map?

texts:
I have a plane which uses a noise texture as a displacement map.

I want to put some grass on the plane as particles and match the particle density to the displacement map but I can't find a way to link/save the texture. What is the correct process for this?


texts: Unable to individually give material to bark and leaves

texts: I am using blender 2.79, and in using the sapling gen addon, I am unable to add different materials to both bark and leaves.I'm a total beginner, so it might be an error on my part.Please tell me what is needed.


texts: Can't find backface culling setting in version 2.78

texts:
I'm using version 2.78c and I just noticed I 'lost' the backface culling setting (I haven't used it in a little while). I can't post a screenshot of the shading area in the properties panel (blender render mode only), but the only check boxes available are:

Textures
Shadows
Subsurface scattering
Environment map
Ray tracing
World space shading (which is unchecked by default).

There's also a drop-down for alpha, which I'm leaving at the default.

Every entry brought up in Google says 'Turn in on the in the shading area' - but it's not there and I can't find anything in user preferences that might control it's availability. Where has it moved to? I need to be able to check normals, and tasks like that.

Thanks in advance,
Frank Alviani


texts: Is there a way to use grid fill with the mirror modifier?

texts: I would like to use gridfill on a circle, but I would also use the mirror modifier to keep symmetry. Is there a way to use gridfill on an object with mirror modifier?


texts: High poly blade sculpted axe with Notches in it baked to low poly model with that has no notches in its mesh

texts: Is it possible to bake a notch of a high poly sculpt to a low poly mesh without having to add extra geometry to the low poly model. Would it be possible to use some sort of transparency map to make it appear that the lowpoly model has a notch on the edge of the axe blade? Modelling an axe for dota 2 if I didn't have to add extra geomtrey for notches in the axe blade I could spend the limited amount of tris on other parts of the axe.


texts: Automatic weights not working ( bone heat weighting failed on 1 or more bones)

texts: I am editing a sonic model that I'm working on for importing it to VR chat. Is there a way I can fix this? I even tried decreasing the polycount of this model.


texts: Strange rectangular bald patches when rendering hair particles as a grass object

texts:
So I'm setting up a scene that involves a hill in the background and I am using the hair particle system to cover it in a grass model I made.
In viewport, it seems to be working as intended. The grass is spread evenly across the area where I want it to go and avoiding the sand, which I have controlled with weight painting.

But, when I render the scene, there's this area where it seems like the grass is only appearing along the edges of the mesh, rather than the whole face.

I don't think it's the subdivision surface modifier, because I have both the viewport and render divisions set to the same value.

I'm going to cover the hill with trees so it might not be too noticeable in the end, but I would love to find out what's causing this weird effect.
.blend Dropbox link because blend-exchange wasn't working


texts:
I would like to have straight textures on a wall.

If have highlighted the parts where my textures look crooked.

I tried removing loop cuts from the wall but that did not solve my problem.

I don't know what I'm doing wrong. Any help would be appreciated. Thanks.


texts:
How can I control the colour of the lines in the grid?

So far I've figured out how to change the colour of the darker lines, but there are a set of lighter lines that appear every ten spaces.

Blender User Preferences - 3D View

As shown in the screenshot there is a way to control the colour of the grid lines, I've experimented with this a little and the colour of the lighter grid lines appears to be linked to the colour that you set for the darker grid lines, but I would like to control this independently, perhaps making it a much brighter shade than the darker grid lines. Is this possible? I would hope that one of the other colours in there would control it, but I don't know which one.


texts: UV unwrap "Correct Aspect" stop functioning in Cycle mode

texts:
Basically, the issue is that I am trying to map a graphics texture to a wall. I have prepared the graphics in a none 2 by 2 Aspect ratio. When I unwrapped the wall model all was fine as I have another texture which obeys the 2 by 2 aspect ratio. In my case it was a 512 X 512 pixel texture.

After which when I brought in the rectangular texture, the UV map appears stretched. I believed the editor saw that the image was longish it decidedly stretch the UV. However now the uv is showing my texture squished as the UV has been stretch in the Y axis.

To illustrate the problem this are the images.

Now, how do I make the uv not displayed as stretched when I change the texture?


texts: Options are missing in the Specials menu

texts:
First of all, I just began exploring blender and I'm going through some tutorials right now.
I'm stuck on finding the options in the Specials menu after pressing W

Can somebody help me out with this?
Thanks


texts: How do you apply a texture to select faces of a mesh

texts:
I have build a basic house but I would like to use different textures for the roof and walls. Here is what I have now.

The brick texture is on the roof when i want it to be a different texture


texts: I have already modeled the mushroom but i'm not sure how best to approach the grooves at the top of the mushroom.


texts:
Is it possible to create this parquetry pattern by modelling only a single tile and using some system of array modifiers, and then applying a single material, that gives each tile a similar, but individual, pattern? And for clarity: each rectangle is one tile, and each square is made of four tiles. I've intentionally exaggerated the edges of the tiles, for visibility.

This is the setup I have at the moment.

I'm quite happy with the overall looks of it, but it gives a seamless pattern over the entire floor, and I want each tile to have an individual variation, like this.


texts: Blender 2.83.2 crashing plasmashell 5.19.3 Arch linux

texts:
I'm running into a weird bug here and I can't find other resources. I installed Blender with pacman and it opens and runs smoothly, then randomly something will cause it freeze the entire plasma session.
I am running blender on a 32 gb Dell Latitude e7270 without graphic card integration.
Blender is v 2.83.2
Plasma is plasmashell 5.19.3
Here's a pastebin of the last blender --debug-all when I was playing around with camera angles, and moving the default box around:
https://pastebin.com/67G8qnEb
The last lines before freezing the session were
[SCScene :: View Layer]: deg_evaluate_copy_on_write on OBCamera (0x7fe68570f438)
[SCScene :: View Layer]: BKE_object_eval_local_transform on OBCamera (0x7fe68570f438)
[SCScene :: View Layer]: BKE_object_eval_transform_final on OBCamera (0x7fe68570f438)
Depsgraph updated in 0.000129 seconds.
Depsgraph evaluation FPS: 3.166230
UI_menutype_draw: opening menu "TOPBAR_MT_editor_menus"

I still had plenty of memory left. The interface for blender seemed to be stuck jittering between two positions in the camera transform.
Is anyone else facing blender issues?
Can I debug and get it running? I have a surface pro laptop that runs it smoothly that has no gpu and only 8gb of memory (also running arch with plasma 5.19.3)


texts: Cannot install Keentools Facebuilder for Blender on Macbook

texts:
I am new to Blender and I have installed Blender v2.82a on my
MacBook Air running Catalina 10.15.4
I have downloaded "keentools_2.0.2_facebuilder_for_blender.zip".
When I navigate to it through preferences and add on, I cannot highlight it to install.


texts: Rigid Body bake finished and then Blender crashed - can I recover it from somewhere?

texts:
2.83 - It took 17 hours to bake my rigid body simulation.  I got the notification saying "Blender calculation finished" and when I went to click back to the program, it immediately crashed.  Is there ANY way I can recover that bake?
If it helps, here's the crash report (that I don't really know how to read):
https://we.tl/t-3XS4bXzVDH


texts: How to set up Blender for Multicore Animation

texts:
I use Blender as a video editor.

After setting up the video I want to process including correct Start and End frames I click "Properties->Render->Animation".

My CPU usage climbs to a range from 20% to 25%. I am running an i7-3770K @ 3.50 GHz with 32 GB Ram. Blender is working on a physical drive, not an ssd. The i7 has 4 cores. With hyper threading that is 8 Hyper threads. I think Blender is running animation on only one core.

When I try to research this topic I get a mixed message.

I can find performance analysis multi core vs single core. I can find a Microsoft demo how the job queue can be executed parallel on a cloud service.

I can find entries that say the Renderer is multi core the rest is not.

But I can not find the settings to enable my animation to be multi core. I assume this is possible since it looks like it is part of the Renderer .

Is there something definitive like an official source on this?
How do I set up my Renderer so that It utilizes all (or most) of my machine?


texts: Can I create two coloured liquids that mix together?

texts: I want to create paint in blender in which the paint fills the screen with two differemt colours mixed in. Can I do this?


texts: How to apply transforms without changing the origin?

texts:
My object is far away from 0,0,0 point, it has to. The origin point also has to be in the center of my geometry. Every time I click on apply my origin goes to back to 0,0,0.
How to apply my location without changing the origin?
3D Cursor and Transform pivot point both don't work.


texts: trying to rig this robot, but I've got no idea how to do the wheel, any idea?


texts: Script to add rigid body to object in scene?

texts:
I'm trying to write a script to add rigid body objects to all objects in the scene. I found this question helpful: How do I add a rigidbody to an object with python?

But when I try the solutions I get a 'context is incorrect' error. I have tried changing the context: bpy.context.area.type = "VIEW_3D" but I still get the error. What is the correct context?


texts: i need help, how can i change them to bones?


texts: How can I flatten a cube on the Z axis and make the sides protrude outwards?

texts: I am wondering how to make a cube squish like a sphere on the Z axis. It will be an animated cube, so it needs to squish like a real sphere.


texts: I have been following a Blender book which asks me to build a navigation mesh (Properties > Scene > Build navigation mesh) but I am unable to find it in my installation. The version the author of the book is using is 2.6.3 and I am using 2.74 that is probably why. Is there any alternative to building a navigation mesh, or has the option been shifted elsewhere?


texts: Trying to place a background image into the scene that renders with the scene. The camera view shows the image nut it's not there when rendered. Any clues?


texts: I want to export an FBX with textures. How do I do it? All I get is the model without textures. Please explain with as much detail as possible. Basically I want to convert an GLB into FBX with textures because Unity doesn't like GLB.


texts: Why is the resulting UV map stretched out when unwrapping my object?

texts:
So, I've been unwrapping semi-circular objects and this happens:

I wanted to know if it is a configuration setting that I'm screwing up or something like that. I can edit it but it is a huge pain, in some tutorials they just work. This is killing me slowly and surely.


texts: How to dynamically show/hide panel elements with python?

texts:
I followed the recommendation of How to dynamically show/hide panel elements using python?
for an addon and it works fine during script development. But when I install the addon and use the panel an EnumPropery which defines the layout seems to have lost the default value. The code is e.g.

class ABCK_Panel_with_sectors(bpy.types.Panel):

    bl_space_type = "VIEW_3D" # window type panel is displayed in
    bl_region_type = "TOOLS" # region of window panel is displayed in
    bl_label = "Create ABCK objects in sectors 03" # heading of panel

    def draw(self, context) :

        layout = self.layout
        scene = context.scene
        col = layout.column()
        #.........................................................
        box = layout.box()
        box.label("General definitions")
        row = box.row()
        row.prop(scene, 'Object_type')
        if scene['Object_type'] == 2: #!!!!!!!!!!!!!!!!!!!here is the problem
            row = box.row()
            row.prop(scene, 'with_bevels')
            row.prop(scene, 'with_colors')
        #.........................................................
        layout.label("")
        box = layout.box()
        box.label("Math only, no Blender objects")
        box.prop(scene, "Generations")
        box.prop(scene, "all_sectors")
        if scene['all_sectors'] == False:
            box.prop(scene, "Selection_of_sectors")
        row = box.row()
        row.operator("compute.objects", text = "compute")
        row.operator("print_number_of.objects_sectors", \
            text = "print count math")
        #.........................................................
        layout.label("")
        box = layout.box()
        box.label("Final creation")

        row = box.row()
        row.prop(scene, 'Border_type')
        col = box.column()
        if scene['Border_type'] == Border_sphere:
            col.prop(scene, 'Size_max')
            col.prop(scene, 'Size_min')
        else:
            #col.operator('select.object_for_tesselation')
            col.label("select object for tesselation")
            col.label("and press 'create objects'")
        row = box.row()
        row.operator("display_all.objects_sectors", \
            text = "create objects")
        if scene['Border_type'] == Border_sphere:
            row.operator("print_number_of.objects_sectors", \
                text = "print count tetrahedrons")
        #.........................................................
        layout.label("")
        row = layout.row()
        box = row.box()
        box.label("Other")
        box = box.row()
        box.operator("delete.objects", text = "delete")
        box.operator("toogle_select_all_visible.objects", \
            text = "toggle selected objects")

        layout.label("")

        row = layout.row()
        tets_on_layer_0 = [ob for ob in bpy.context.scene.objects \
            if (ob.layers[0] and ob.name.startswith("T_"))]
        if len(tets_on_layer_0) == 1:
            row.label(text="1 object generated.", icon='OBJECT_DATA')
        else:
            row.label(text=str((len(tets_on_layer_0))) + \
            " objects generated.", icon='OBJECT_DATA')

and I get a 'KeyError':

  'bpy_struct[key]: key "Object_type" not found.'

What can be done here?


texts: How can I have a seperate texture and UV map for each of my different vertex groups?

texts: I have ten different image textures, and I have sorted each face in my mesh into 10 corresponding vertex groups. I'd like to associate each group with their image, and have a unique UV map for each one. How would you do this? How do vertex groups and UV maps interact with textures?


texts:
I am trying to make a penguin from the movie penguins of madagascar. I managed to make the basic form and the eyes, but the problem is the beak.

I tried to make it from a cylinder but I looked awful, then I used a cone but same thing :(

Second problem is the "hair"(black parts of the penguin), how do you accomplish those round shapes?? I mean the round black part of the penguin's head? I ended up with a square black shape.


texts: 'Ctrl+S' doesn't save modified textures ==> lost hours of work

texts:
My Blender daily life is :-

Create a texture
Pack it
Save (Ctrl+S)
Edit the texture
Save (Ctrl+S)
Blender crashes  ===> I lose all work in Step 4.
(This can also be tested by terminating the Blender process.)

How to make Ctrl+S saves BOTH the dot-blend file AND all of the modified  packed images?
In preference, the command to do so is image.save_all_modified.
My current workarounds

Create another hotkey for image.save_all_modified.  To save properly,  press both Ctrl+S and another one. I have to press the new hotkey   with the mouse hover within the "Image Editor" workpane before Ctrl+S.

Enabling File > External Data > Automatically Pack Into .blend will pack all images , including unwanted big external image.

(best so far) Whenever I want to save properly, I close the program.  Blender will popup whether I want to save modified image(s).  I answer yes.   After that, I re-open my file again.

Related issue : https://developer.blender.org/T45636
After get brockmann's awesome answer :  If anyone want to extend the script and check whether an image is packed, it can be read at Detect with python script if a blend file has packed images.   Adding these code in save_mod_images() can be useful.  It will reload all external files, so now the script will save & sync (reload external) in one go :-
for i in bpy.data.images:
    if i.packed_file is None :
        i.reload()


texts:
I want to add a driver to the Z location of an object via python.
After reading the docs and this question, I would guess something like this:

bpy.context.object.driver_add("location", index=2)

However when run in the python console it says

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: driver_add() takes no keyword arguments


texts: how to change the shape of an object to follow the shape of another object without changing the pattern of the first object?

texts: I have two objects. The first object is the red rectangle with pattern, and the second is triangle. The red one is a tiles roof. I used array and solidify to make it. I want to change the shape of my roof according to the triangle one. I only know to cut it using knife. But I want to make the change automatically. How to do that?


texts: How to create a object of the server in the client?

texts:
I have a server and a client.

The general idea is that the client just gets input from the user and sends it to the server, which updates the scene. Every frame the server updates the common scene according to the clients input and sends each client the current scene.

My current progress is that each client that connects has its own avatar, he can move and see the others.

I want to allow the server to send every type of object, a table for example. I think that the best way to do this is if the server will send each client a bpy script of every new object. The client will run it in a way that it will be the same as in the server.
I want the server to send for every old object everything about it relates to the world- position, rotation, scale etc.

Again, my main goal is to have clients that get input and send it to the server and a server that receives inputs from the clients, updates the common scene and send it for each client.

Any simple and deep suggestion will be great ! thanks.


texts: How to add a color to a generated cube within a python script

texts:
I have tried several suggestions to create a cube and then apply color to it in a Python script.  One such way is describe in Random object color via python .  I am currently using python 2.9.  Essentially what I have is as follows:
import bpy
obj = bpy.ops.mesh.primitive_cube_add()
obj.color = (0,0,1,1)
I was trying to create a blue cube.  The system console states that there is no attribute for color.  This must be an old syntax but I am not able to find the appropriate syntax to perform this basic task.
I also tried to simply cut and paste the bpy statements as I executed them manually but that didn't work either.
Any suggestions would be very much appreciated. Thank you,


texts: Get specific pixel from texture in material node

texts:
I have a cel-shading material with nodes in Blender Render and a texture with the diffuse colors.

I want to use the empty space of the texture to specify accent colors for the material. For example, the shadow color, the highlight color, the rim light color. So instead of RGB input node, I would get a specific texel in the empty space of the diffuse texture.

But there is something weird about the texture coordinates.

Shouldn't position (0,1) of the texture be the top-left pixel? I should return the light blue color but returned the darker blue in the bottom-middle of the texture. If I try (0,0), instead of yellow I get black.

What is happing here?


texts: How can I view textures without a material? (Blender 2.8)

texts:
How do I view textures on my objects without using Materials? I'd prefer not to have to make a material for every object since they don't transfer over to Unity very well. I'd rather just see them all unlit, flat shaded.

Thank you for your help!


texts: My animation keeps rendering the video editor place not the animation area.  If someone could help me that would be great.


texts: Black pixels in render when using Cycles material

texts:
I already tried adding more subivisions, tweaked the light bouncing parameters, etc, but I cannot get rid of the black pixels when using  Cycles material copied from a YouTube video.

Here is the source if someone wants to check it out:

https://dl.dropboxusercontent.com/u/1541106/spots.blend

Thanks!


texts: Hiding and unhiding a Collection in the Viewport

texts:
This may have been asked before, but I cannot make sense of it. I need a script which simply toggles the eye of my collection named "Animation".
I have enabled my viewport by using bpy.data.collections["Animation"].hide_viewport = False
The eye however is closed and I need to open it with a script. Any help is appreciated.


texts: Check whether an image is packed (in python)

texts:
How to check whether an image is packed or not in python?
for i in bpy.data.images:
    if i.is_packed() :  ????
        do something

In https://docs.blender.org/api/current/bpy.types.Image.html , pack() and unpack() is an action on image.
packed_files looks promising, but it lacks examples.


texts: Object appears in 3D view, but partially disappears in camera view and rendering

texts:
I'm trying to make a world background by enclosing the whole area in a big sphere, and projecting a spherical map onto that sphere, as per a tutorial on youtube that I can't post because it won't let me post more than 2 links, but it's called "Blender Game Tutorial (2.6): Building a 3D Game - Part 1".

The sphere looks normal in the 3d viewport. Here it is with 3d display mode set to Solid, and inset in that image is with 3d display mode set to Material, showing that my image successfully mapped onto the sphere to make a space background to the world.

But when I go into active camera view (numpad 0), part of the sphere disappears!

The same thing happens when I render with F12 (I can't post more than two images though).

It does not seem to be an issue clipping/camera distance. I varied the max camera distance to quite a wide range of values, and it didn't affect this phenomenon at all.

I'm fairly new at Blender, thanks for any help you can give.


texts: Parenting disabled collision with child objects

texts: I have a cube mesh that I want to have deleted when it collides with a hitbox. I parented the cube to another cube which is used for steering. After doing the parenting, the child no long fires the end object action on collisions. I have tried grouping them and having compound collision, but that doesn't help. I also ensured that neither of the options were set to 'ghost. How do I get this to work?


texts: Deleting World Data Block from the Outliner Tree

texts:
Rookie errors! It seems at some point I have deleted the World Data block from the Outliner Tree. When I needed to create a World background I added a new World from the properties panel, however the use Nodes button under the surface tab is no longer there. Is there any way that I can reinstate a World as it would be when opening a new file?
When I open Node Editor and go to Add Nodes the options are not available for selection. I changed the color to green in the properties window and see no Nodes. I presume I am missing a step.


texts: Because of the intricacy associated in this room i'm modeling instead of building the entire room then uv-unwrapping i'm instead doing it piece by piece. I did the floor first and it looks good in unreal engine 4, but then i stated the walls and when i unwrapped them it came out looking like this in the uv editor [pic below] does it look like that because of the way the camera was in the 3d view port? and regardless of what caused it how do i straighten it up or is it fine the way it is?


texts:
On the right side under scene I have a couple different armatures like
armature.001 and armature.002 and bone. I was wondering how I make these all one object
I'm trying to parent bone 4 to the neck bone but it wont work. I'm guessing because of these separate armatures.


texts: Blender viewport is extremely slow (very low FPS)

texts:
I used to get 40 - 60 FPS in the viewport, now the viewport is completely frozen and moves with a 5 to 10 second delay. I have Intel HD graphics, Windows 10 and an i5 processor.

When I load up the default scene with the cube I get 70 FPS. I used to get 20 FPS with 400,000 vertices before. Now my current scene comprises of 250,000 vertices, but Blender is frozen 95% of the time.

I tried:

Re-installing blender
Doing a factory reset
Change drawing modes

Is this a lost cause, or is there any way to fix/improve Blender? I really wanted to complete my first render without having to spend a load of money on a new PC.


texts: Parts of Mesh are missing when importing .blend object to unity

texts:
I've made a 3d object and tried importing it into unity for use. It seems just fine in blender but after import this happens:

This is what it looks like in blender

Does anyone know how to fix this? Been stuck on this for a while. Tried converting to .fbx and other formats and importing too but in vain.


texts: Exported .dae models have a cube embedded in them

texts:
I've made a few models and when I import them into my game using assimp they all have what looks to be the starting cube in the model, usually poking out the side of the model. But when I open the model in blender the model looks fine. All the models are .dae format

Is this something that can happen when exporting models or is it more likely to be a problem with how I import it into the game.

Sorry if this is off topic, I'm trying to narrow down the possibilities.

:: EDIT ::

Thanks for all the help, it was actually something wrong with my import code, but there was one model that exporting with selected only fixed, there was a random point way out in the corner in one of the models


texts: Getting XYZ and RBG (+time) data of custom 3D model

texts:
I haven't used Blender before but as far as I know it's used for 3D modelling and animation. I'm currently working on a project that would create a hologram alike image/animation in real time using spinning RGB LED ball. I expect to have full coverage of a sphere (ball) with radius of 5cm. Total of 20 RGB LEDs will be used (possibly 28 depending on final design). There will be 2 strips of 10(14) LEDs placed diagonally (with 90 degrees angle between the strips). Hence, I'll need to have data for position, colour and time of the animation/image that I want to display.

So my question is, if I create an animation/image in Blender, would I be able to convert that model into XYZ, RGB and time data for all points (into a text file or any other readable file type)?
If yes, how can I do that?

Thanks :)


texts: Creating a custom property with named values

texts:
I have created and rigged a simple cartoon-style model. His facial expressions are really just an image sequence texture. This allows me to quickly change his facial expression by changing the "offset" value of the image sequence. Then I created a custom property and attached it to a driver. This system works well, but it would be nice to have friendly names like mouth_oo rather than trying to remember the numerical index.

Here is the code I have so far based on an article I read at blendersushi: http://pastebin.com/2aJWd2ZB. The trouble with this code seems to be that context.object.My_List never seems to be populated.

How can I create a custom property control for an object that updates the value of the driver, but gives me a user-friendly popup?


texts: Mesh A changes after joining it to mesh B

texts:
so im tring to make my first character and everything was fine until i made the hands and when im done with it i tried to join it to the rest of the body (Ctrl+j) but whenever i do it be smoother/changes the color or whatever you want to call it
(i applied all of the modifiers before so there are none)

so i got 2 questions

1. how can i fix it?

2. why it changes\what is going on?

Before

After


texts: Texture on box stretching on the vertical axis

texts:
I am trying to add eyes on a texture but the texture is stretching on the y axis making the eye very long.

This is the face texture:

This is the resulting head:

The texture settings for this face of the cube:

Does anybody see what I am doing wrong? The dots are being stretched becoming vertical lines on the cube. If I change the Image mappings Extention option to "Cut" from "Repeat" I end up with two spaces on left and right side but the sprite is still stretched on the y axis.


texts: I have an issue where the vertices on my project glitch and create spikes any time I move another vertice

texts: I have an issue where certain vertices that are moved trigger another vertice to spike away from the object and move out of place. Once it has spiked, it mimics the moment of the vertice I original was trying to move.If I try to put back the spiked vertice, it moves another vertice. Sometimes selecting proportional editing puts the spiked vertice back in place, but it will move again on the next adjustment.


texts: Can a cycles material input a texture from outside of the material?

texts:
I'm creating a Blender cycles material that combines a mesh's vertex colors with a texture.

I use the Attribute node to get the vertex colors, and the Image Texture node to get the texture:

I want to link this material to other Blender files. When I do this, the nodes become unchangeable. I don't want to make the material local if possible.

For the vertex colors attribute, it still works; whatever the mesh's vertex colors are will show up correctly.

For the texture, I simply cannot add a texture as the options are disabled.

Is there a way I can set a texture on the mesh that the linked material will read as input (or some other way to "plug-in" any texture to the linked material) rather than have a specific texture be a part of the material itself?


texts: can you rotate two edges symetrically without mirror modifier?

texts:
For example, if I have two edges like these:

and when I rotate them, I want them to rotate in opposite directions, like when you use the mirror modifier so that it looks ike this:

I was wondering if there's a way to do this without the mirror modifier because sometimes I just want to select two edges or faces in a mesh and either translate or rotate them symmetrically.


texts: I have multiple objects in my scene and I have multiple light sources in it. How can I make that a certain light source affects just one selected object so it doesn't affect other objects in the scene? My render engine is Cycles.


texts: Keyframing Constraints - Is it possible?

texts:
So, this is all hypothetical. This isn't really anything I am trying to do at the moment, but what I want to know is how to keyframe constraints. Example: Say I have an item that - at some point in the animation - needs to be picked up by a character. (e.g. the item could be a sandwich.) Is there any way to initialize a 'child-of' constraint type and have it become inactive or dormant at points in the animation? If you had a character with a constrained item object, then it would seem reasonable for him to have a need within your plot to put the item down and not have that item drag along behind him every time he moved his hand like a puppet tied to his finger with an invisible thread.

Thanks!


texts: Why are my Verticies/Edges/Faces locked from moving up and down?

texts:
I'm trying to simply move any vertex/edge/face up or down but visually it does not move. I see values changing when i'm moving them but ultimately nothing occurs visually. Additionally, if I try rotating a face so that one edge goes up and the other goes down they just pinch together instead (Imgur link shows what happens when the red rotate ring is moved). I can move the entire object normally up and down outside object mode. Using Blender with Maya config (I used Maya years ago for about 3 years.)

https://imgur.com/dYwmGux

Any help appreciated, thanks.


texts: Black Images when rendering: image editor does not work

texts:
My rendered 3D model is correct, light and camera are on and it displays nicely in the rendering mode in 3D view.

However, when I hit the render button the rendered image is black. Here is a screenshot.

Do you have any idea about what could cause this problem?

Anyway thanks a lot!

Cheers


texts:
I am rendering a video with overlayed PNG sequence (clouds with alpha channel).

Output settings are mp4, h.264 (Lossless). But final video is overbrighted, however if I change h.264 to PNG codec, it gives original result.

See how PNG codec preserves clouds details, while h.264 is full white:

Problem exists only with PNG sequence, original footage doesn't suffer from overbrightening.

I don't know what to do, stick with PNG codec - but wouldn't be there any compatibility problems with DVD players and other stuff


texts:
I can undo most actions, but some (mirror modifiers, some kinds of scaling) cannot be undone. Pressing Ctrl-Z does not reverse them (the actions show up in my undo history, but nothing happens when I press Undo).

I can undo scaling done with the S key, but not scaling done using this menu:

Undo works on most other actions, just not these ones.

I know switching between Object and Edit mode can cause problems for Undo history, but I'm staying in Edit mode the whole time.

What makes these actions "special" in that they cannot be undone by normal means?


texts:
Here is very simple model of a "table":

How could I easily slide the selected part closer to the inside, i.e. move it along the X axis? If I just move it, the top part will obviously be distorted:

Instead, I would like the top part to protrude like this:

How would you do this?


texts: Is there a way to vertex paint occluded vertices?

texts:
Is there a way to vertex-paint-brush vertices that are behind the faces? Kind of like x-ray select, but x-ray paint? There is an option "Front Faces Only", but even if it's off, it doesn't seem to do this (actually I can still paint on backfaces even if this option is on, but not on vertices that are behind faces). Also, enabling x-ray view-through (or wireframe) doesn't seem to do anything to the brush tool.

I would really like this option because I use vertex color in my game as a sort of a "weight" for a shader, so being able to paint a smooth brush over some layered pieces is a must

(working in 2.8)


texts:
I'm using an emission texture to use as a light, but it doesn't show anything. What could be wrong?
When a put Render mode (cycles) doesn't work eiter.
Light should be seen behind the TV. Thank you in advance


texts: How to paint with the clone option in Texture Paint?

texts:
I would like to use the clone tool with texture paint, but as soon as I choose Texture Paint, the mesh is white, and I cannot paint on it.

I created a new UV Map, after I project the image from view, the image of reference appears well on the mesh in Object Mode, but I get this white color in Texture Paint Mode. I followed this tutorial : https://youtu.be/p4ngVoGIj1Q?t=15m56s but the version of Blender is not the same, so the settings are a bit different.

I tried to play with the clone settings, the options in the shader menu : GLSL/Multitexture, but nothing changes.

Would you know how to use this clone effect in Blender 2.72b ?

EDIT #4: it is confusing, sorry. Here is a new example : the clone painting works. But when I click on the paintTo UV Map, which is the image I should export at the end, the painting does not correctly match the seams :

This is when I paint :

This is when I click on the uv map : it is not the same result as the previous painting :

Here are the files :

http://www.pasteall.org/blend/35661

http://www.pasteall.org/pic/86965


texts: Texture becomes black when tryng to bake vertex color to texture!

texts:
when I UV smart project my model, then open a new file (thats black) where I want my vertex color to bake to. The texture only becomes black. It doesnt make any sense.
Please look at attached file:
https://gyazo.com/045b606b616df5907c79aaf2cf10d7e0

I have multiple guns that I would like to bake a texture from. So please post an explanation when you fix the gun. Thanks!

Here is the gun (Glock 18):

EDIT:
Hey, I used the answer that Craig wrote. Basically, I got the colors etc. But the texture was very "round" compared to Craigs.
I do not know why.

What I did:
(Firstly changed from Cycles to Blender Render)

Make the whole model "one", so I can edit the whole thing at once.(CTRL + J)
Smart UV Project the whole thing.
Add blank, black image.
Go to bake, choose Textures. And Bake the whole thing.

WHAT I GOT: (Please see attached link)
https://gyazo.com/be11838d12f9b26fc78943d09faec235

  When I used the texture on a Model in ROBLOX STUDIO the model just went black.
  (See link)
  https://gyazo.com/9f3838c2061a552da4361bbf32b881f1

Why??
What have I done wrong?
Why does it look so different from yours? (I know I did something wrong!)
Please tell me. It would mean the world to me! Seriously, I got to get the game out in February! Thanks!


texts: How to remove the edge of shadeless object?

texts:
I am trying to somewhat paint my object to a pure color. However, there is always a contour around it like

On the top, there is mug that I changed to pure yellow. However, I can always see the black edge around it after rendering. Is there any way to remove it?

Appreciated!


texts:
Hello to everyone I have a small problem.
I used Smart UV unwrap to create UV map for a cave room and it work well when painting it in blender and using just diffuse map, but problem starts when I creating Normal map in CrazyBump and apply it to mesh in Unity all faces just becope bulging.
Can some one please help, maybe I should use another program to create a normal maps from complicated textures?
Here some pics that better describe my problem:


texts:
I got a model in Cycles with several materials, each with their own diffuse and normal map.

Is there a way to combine them all into one file so I can use just one material without having to redo the UV Map, especially the normal maps?

Cheers

PS: I am still learning 3d modeling, so I am sorry if this is a trivial question. I couldn't find much through google, but maybe I looked for the wrong thing.


texts: Copy-pasting group of object with the same keyframe (Blender video editor)

texts:
I'm a beginner seeking wisdom to learn.

So this temporary 6 secs Youtube video is to show what I've been trying and finally able to achieve. But the process is a hard-long painful way as shown in this screenshot:

Each of those small boxes is copy-pasted and then manually edited:

start frame
X-Y offset
keyframe in (opacity 1)
keyframe out (opacity 0)

It will take forever to finish just one video in this way. I'm pretty sure a more efficient way is out here somewhere. At least the last two processes (keyframes in & out) which all the same should be automated. Maybe Ctrl+C & Ctrl-V is not the way to do it? Educate me please...

Many thanks!


texts: When I move the my rig, it shows duplicate parts of the model

texts:
I've started following this guide for modelling in blender, but have come across a problem when rigging. I've rigged everything and it works just fine to move some parts, but when I move my arm a duplicate arm shows up, unmoved! This also happens if I move the rest of my rig, it will show a duplicate hip, neck, and ankle joints!

My guess is that I somehow double modeled these parts maybe? I'd provide more pictures but since I'm new to Stackexchange I can't post more than 2 links.
I have no idea what I'm doing :O please help!


texts: why blender crash after tray subD complex shape?

texts: i have decent pc ryzen 9 3900x 32 gb and gtx 1660 super. now i modeling turntable and have some problem not just now but often when i worked on complex shape blender start work very slow or even crash...here is example of object


texts: Why do edges and vertices seem to double and triple when modelling?

texts:
Why does this happen?  Edges and vertices seem to have tripled.

I was really happy with my end result which is this below.

But now my mesh is a mess of lines and I do not know what I did wrong and how to clean it up.  All I used was a mirror modifier on the pommel to build a good equal skeleton fo it which I added once the skeleton was finished.


texts: Converting particles (Render Type: Group) to objects is not working as expected

texts:
I have a Particle System with hundreds of particles. Their Render Type is set to Group. I want to convert such particles to separate objects.

I tried "Make Duplicated Real" and clicking "Convert" in the Modifiers tab. The result of both of these operations is not having hundreds of objects, but in both cases just 4 which is the count of objects in the group from which the particle are picked.

What am I doing wrong? Or don't Particle Systems support converting particles which were created from a group?


texts: How would I go about about making wraparound glasses?

texts:
I apologise if this is not the right place to ask, but I am relatively new to this website.
I want to make a pair of sunglasses, that look like this.
As you can see, there is a round curve on the glasses, and I have attempted to follow tutorials on regular glasses which do not help, as I'm unsure on how to create the 'curve' effect that the image above has.

Any suggestions or advice would help greatly, thank you.


texts: Ok so I'm new with blender, as I was working on my project the object disappeared. The grey colour of the object disappeared. I can still see it just not the grey colour. Think I must have clicked or pushed something because Ctrl+Z doesn't work.


texts: Rendering faster the transparent areas in Cycles

texts:
So, is there anyway to render faster the transparent areas of a 3D animation?
For example: my background is transparent and most of the image will be transparent, but for some reason Cycles takes minutes to render these transparent areas.


texts: I'm doing a retopology of an object, which has vertical cracks. I used a clipping border (Alt+B) to display only one half of the mesh and tried to retopologize the crack, but all the vertices are snapping in a wrong way. How to fix it?


texts: Black hair material instead of selected material

texts:
To make this quick, when I go in render view, or actually render the scene, the hair particles appear black instead of purple. So I end up with this abomination. I am using Cycles btw.

Here are the nodes of the material used on the mesh:

And a proof that I'm not completely stupid. I am using the same material:

Can someone help me fix this please?

Link to download the .blend: https://drive.google.com/open?id=11a65XueeeWegHhS8QU3Kjq7_wf-Sz9Rs
The model is nsfw, so I only put the head, sorry.


texts: Linux - Unable to set Blender to correct PULSEAUDIO Device

texts:
I'm running Blender 2.76 on Mint Linux.
Normally when I output sound from a newly installed application, I am used to going into PulseAudio Control and selecting the correct audio device.
I am using Nvidia HMDI audio.  See the screenshot.  I have the option of selecting the correct audio device but when I click it, nothing happens.

I'm relatively new to Linux (1 month) and very excited to use Blender as a video editor, this issue is holding me back.

Any help would be greatly appreciated.


texts:
I need to make a cut to the second floor walls object so I created a boolean roof object at the proper angle that envelopes the portion of the upper wall to be removed. I checked for inverse surfaces and flipped them. I can't get it to work. It appears to cut the wall objects but doesn't remove the desired portion of the wall. See attached. Any advise?
Thanks

I added the shaded view. The part protruding  the roof is the part I want to cut off. Link to the .blend file


texts:
Is there a way to remember and keep size of the Blender Preferences window?
It's too small and I have to adjust it each time I start Blender.


texts: I've compiled all my tracking data but when I go to default to add the object, the video isn't in the background

texts:
I'm tracking a child on a swing on the video editing window and clicked the Setup Tracking Motion button in the Solve tab to ready the footage to edited with 3D objects in Default.

But lo an  behold, every time I try to go to default, the video doesn't appear.

What can I do? Is there a better way to do this?


texts: I have a 8.26GB total graphics card memory but blender is not using the GPU as my graphics card has 128mb of VRAM but my shared system memory is 8.13GB, is their any way or an addon to help me change this as I would like blender to render on my GPU rather than my CPU. Would appreciate any help.


texts: In Blender, simply mix two image layers like in Gimp

texts:
In Gimp I've got two layers with identically images with text in middle grey in the foreground on a black background. The lower layers's mode is set to 'normal' while the higher one's is set to 'addition'.

Moving one layer against the other leads to the effect, that those image parts alter to light grey where the middle greys overlap.

How can I achieve this behaviour in Blender?


texts: Refrence Photo not showing in perspective view ( checked in the panel)

texts:
Im trying to match up my refrence photos from the perspective mode but as soon as I move the view it disapears, I did check the box as shown in the photo but still same is happening.
thanks in advance


texts: "Transparency Clipping" when working with multiple transparent objects

texts:
Unsure how to describe this. I am currently working on a particle cannon effect with a core and 3 lightning "tubes" around it. Take a look:

First, The elements:

The inner core is a simple cylinder, distorted by a noise texture. I made sure that there is no clipping in the mesh.
If rendered by themselves, as seen in this first picture, there is no issue.

The Material for the core:

The Material for the Lightning bolts

When you render them together...

It appears, that as soon as two or more of the "creases" of the inner core overlap, the tubes that should be transparent get rendered.
Is there any possibility to "increase" the threshold or otherwise solve this problem?

Thanks for any help!


texts: How to use icon previews from bpy.data.images?

texts:
I want to use the template_icon_view to display a set of images from bpy.data.images.
I know there is bpy.utils.preview which has a load function to load in external images. Is it possible to feed a template_icon_view with internal images?

What would be the proper approach to create an enum property with the images?


texts: How to fix these polygons properly without losing shape

texts: I have a problem. I am a rookie who wanted to merge two objects and I did it thinking that all of these polygons will join each other and live in a perfect harmony. Obviously they did not and now I'm stuck with a face looking like that. I tried looking for an answer but nothing really helps. Is there any way to somehow connect these in a way they will keep their shape?


texts: bge.logic.getCurrentController not available in 2.71?

texts:
I'm trying to script some things in version 2.71.

To get the controller of a script, I have tried bge.logic.getCurrentController , but bge apparently is not present (unable to import). I've also tried bpy.ops.logic.getCurrentController , but logic does not have getCurrentController

Is there something obvious I'm missing? or what new command replaced this functionality?
This roadblock is wasting a lot of time that could have been very productive.

Any help is appreciated


texts:
I've been trying to get better at making armors in Blender, starting with helmets. The one thing I can't seem to wrap my head around is the correct / a proper way of going about extruding / raising certain areas when the geometry of the area isn't perfect itself.

My main trouble has been around the eyes of a helmet. I want to add some depth around the eyes and I can't seem to come up with a better way than adding a ton of loop cuts to be able to create a desired area good enough to extrude.

I created a quick example of what I'm referring to. Most of my helmets don't have perfect geometry, I seem to end up with quite a bit of triangles, so it's near impossible for me to extrude some of those projects.

Any help or advice is greatly appreciated ahead of time. Thank you


texts: Blender 2.8 - Edge/face snap doesn't seem to work

texts:
https://imgur.com/a/qD14CpF

My problem is shown in the clip. When I try to snap the vertex onto the edge instead of snapping to it it just goes more or less far depending on where my cursor is along the edge. Same more or less for face snap when I move the lower vertex aswell.

All I am trying to do with this model is extrude the face into the big part in the middle and have them more or less merge. If there is an easy way to do it I would love to hear it, as I've been attempting to solve this problem for multiple days now, and made an account for the sole sake of asking about it.

Thanks in advance.


texts:
Can somebody tell me where the "assign" button, for assigning a material has gone?

Here is where it should be, but it has gone away:

Why does this happen?


texts:
I’m trying to make a simple psychological horror game at BGE, but I found a problem that I couldn’t find a solution anywhere i.e. interaction with doors. It may seem simple, but a system that comes to mind is a door that only opens in one direction (as in most houses), that is, there are differences when interacting with the same door on two sides (the side that pushes and the pulling side). However, when I try to do this by animating the door, the side that the player is supposed to pull the door on, the object ends up going through the character or pushing the player away. The solution I found, would be for the door to pause its animation of opening when it collides towards the player, causing the player to move away from the door so that it opens fully, giving way to the character. Avoiding clipping or collision bug. However, I can’t seem to find a way to do that.
I would be more thanked if anyone can help me with this problem via logic bricks. I’m using UPBGE v0.2.5 (Blender 2.79.7) to build the game. However I will provide a .blend with a simple FPS setup character and a door on the wall, for anyone who can build, I would be very grateful. Thanks for your presence.
blend file


texts: Mix two materials in the Blender Internal Materials Nodes

texts:
I studying the node in the Blender internal (not Cycles render). In an exercice, I want to mix two materials. I create a sphere, I apply the first material with a texture and it is going. In the second task, I create an other materials without texture and I need to mix the two materials using the Mix node. The problem is Mix does not exist in the shaders node and exist in the compositing nodes or texture nodes. In addition, I can't show at the same time the nodes corresponding to the two materials in the
shaders node? How can I Mix the two materials. I am using this tutorial tuto blender


texts: Blender Game Engine Animations Float Above Intended Location

texts:
Whenever I have an object that is the child of the character in the game engine, the object's animations float very high above the intended location.

I will have an animation like reloading, where all that needs to happen is the hand to move back and fourth as to pump the gun like this:

But in game, the animation plays out high above the original location like this:

If anyone has a solution, please answer. I struggle with this for every animation parented to the character.


texts: is it possible to change a material depending on whether it is intersecting with another object?

texts: Let's say I have a sphere, halfway intersecting with a cube(which is invisible to the camera). I want to change the material of the part of the sphere that is intersecting with the box, similar to this image:


texts:
I have a problem with earth texture mapping to an UV sphere as can be also seen by the photo below.

The mapping properties are as follows:

I have tried multiple combination of the properties but nothing could solve my problem. Do you have any idea why it shows like that?


texts: Blender Randomly Reboots My Computer When Processing or Rendering

texts:
So I've recently started picking up blender as a new skill, but early in the gate I've run into a pretty major issue. Despite having a pretty beefy computer (will post specs below), Blender will restart my computer when doing nearly any realtime rendering or still/animation rendering. I work in the adobe suite every day and have never had this problem even while pushing out beefy comps or psds. I can pretty much run the entire suite at once with no problem but Blender for some reason just shuts off the machine.
What I've Tried

Updating the GPU driver
Using Previous Versions of Blender
Command Line Rendering (this works, but isn't a great solution given it still reboots the computer if its looking at nearly anything in the viewport)
Exporting on Another Machine (the file works fine, it rendered out without issue on my partner's laptop)
Checking Task Manager while rendering (nothing is shooting up to intense, no columns go past the 35%ish range)
Checking Event Viewer (I can trace back to a Critical Error, Kernel Power, Event ID 41)
Benchmarking the System (everything is in the good category, explains why my other software works fine)
"Checking" Crash Logs (There aren't any. I can't find any in the temp folder, I read somewhere that blender wipes them after a reboot?)

I wanna guess this is a GUI issue? I don't know why it'd be doing this with a computer I got like 4 months ago. I really wanna pick up this software but it becomes a non starter if I cant even model a rock in Eevee without it randomly rebooting my system. Can anyone offer any insight as to how to fix this?
Computer Specs:
AMD Ryzen 5 3600 3.6 GHz 6-Core Processor

Gigabyte B550M AORUS PRO-P Micro ATX AM4 Motherboard

Corsair Vengeance RGB Pro 32 GB (2 x 16 GB) DDR4-3200 CL16 Memory

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Corsair RM (2019) 650 W 80+ Gold Certified Fully Modular ATX Power Supply


texts: Can I use the distance between two objects to animate a property?

texts:
I would like to make the value of a node, say a blur node, influenced by the distance between two objects (say a camera and a cube) with blender render engine.
How would you achieve that?


texts: I made a custom shape with the knife tool but I cant use the subsurf of it for sculpting

texts: So I used a cube and the knife tool to make a custom shape for a sword pommel. The pommel has engravings on it that I want to sculpt but the subsurf looks awful. This awful looking subsurf makes odd artefacts when you try to sculpt on it


texts:
I have a load_post handler to run some code at startup:

@persistent
def update_prefix(scene):
    # some function
    print("chapters Loaded")

def register():
    bpy.app.handlers.load_post.append(update_prefix)

It works fine with the blender startup file, but when loading a file it runs twice and gives a PyContext error in the console:

chapters Loaded
Read blend: C:\Users\User\Desktop\File.blend
PyContext 'window' not found
PyContext 'window' not found
PyContext 'blend_data' not found
PyContext 'region' not found
PyContext 'area' not found
PyContext 'screen' not found
PyContext 'screen' not found
PyContext 'area' not found
chapters Loaded

How do I get it to only run once or am I missing something?

EDIT:

Even if I just add this to \startup

import bpy
from bpy.app.handlers import persistent

@persistent
def update_prefix(scene):
    print("Hello World")

def register():
    bpy.app.handlers.load_post.append(update_prefix)

I still get:

Hello World
Read blend: C:\Users\User\Desktop\File.blend
Hello World
PyContext 'window' not found
PyContext 'window' not found
PyContext 'blend_data' not found
PyContext 'region' not found
PyContext 'area' not found
PyContext 'screen' not found
PyContext 'screen' not found
PyContext 'area' not found

This isn't even running a function or operator, it's just printing.
I don't have 2 scenes in the .blend.
if update_prefix in bpy.app.handlers.load_post: return doesn't seem to do anything. Shouldn't the console read:

Read blend: C:\Users\User\Desktop\File.blend
Hello World


texts: Cant export as .fbx file? Whats going on in here?

texts:
I am trying to export my project as .fbx file so I can use it in UE4, but when i try to do it, I get this error in the picture below... What am i doing wrong? The project consists of multiple objects, there are no textures rn animations in it, just meshes.

TY!

export settings:


texts: Why, when I select "self collision" - the model shrinks (cloth simulation)

texts:
I have a problem with the cloth simulation. Here is the model's grid:

If I don't select "self collision" - everything is OK, but the model goes through itself.

But if I select "self collision" - the model shrinks.

Why is this happening and how to fix it?


texts: What costs so much perfomance in my scene?

texts:
I have an animated scene with imported CAD models. Already upon importing the first model and applying materials to it, the perfomance started to decrease drastically, despite me 'optimizing' the models with a decimate modifier as far as possible to decrease the poly count. Naturally, this got progressively worse throughout the project with the poly count peaking at about 1.5 million. As an amateur, I can tell that it matters, but can't judge how much this is for a software like Blender.

A week later with the animation done, I am now faced with the results of me working around the constant perfomance problems now that it comes to rendering it out.
Despite fairly powerful hardware, the individual images still take a solid 5-10 minutes to render each on relatively low settings.
I'm rendering with CUDA on a PC with a GTX 1080ti 11GB VRAM, AMD FX-4350 and 16GB RAM at 1024 samples in resolution 1920x1080 with a limit of 4 light bounces on Cycles.

Neither the models, animations, materials nor the lights in the scene seem performance-heavy to me, yet the file size of close to 900MB already shows that something weights heavy in there.
Even after trying to find the issue by deleting individual parts and materials, I couldn't pinpoint any problematic objects and fiddled with the settings a lot.
At this point, I'm out of ideas what makes this scene so heavy on my PC and why it takes so long to render. Perhaps I'm just underestimating the perfomance impact of my models, but I'm hoping somebody would take a look at the project and maybe identify any issue there are.
https://drive.google.com/file/d/15GwUDALTaVzkN78s9mcnACfKXX25-T0k/view?usp=sharing
EDIT
Upon running more tests, I found a few things that did decrease render time signifcantly, but not to a degree where I'm reaching reasonable times.
First of all, removing the HDRI image and inserting a sun light instead has decreased the overall render time by almost a minute.
I have also managed to decrease the poly count to about 950k, but without any notable effect.
I also noticed that the largest part of the filesize comes from materials that were imported as placeholders as the start of the animation, but aren't actually used in the scene and did not get removed from the actual .blend file.
Also, render time in EEVEE is about 3 seconds per image. While it's clear that EEVEE is a lot faster than Cycles, this does seem a little excessive to me at first glance. Could be problem lie somewhere with Cycles?


texts: How Can I Group Multiple Animation In 1 action

texts:
Okay, So I'm new to blender, I wanna make a game model that includes multiple animations such as breathing, idle etc etc. But I've multiple parts to animate. And I Need to group them in 1 action. How Can I do It?
Heres An Example In Dopesheet. I want  All Of Them Grouped as "Idle". Problem Is That I've Multiple Actions.
Dopesheet
actions


texts: python : creating 4D simplex by connecting all vertices with ever possible triangular face

texts:
I'm creating higher dimensional shapes (4+ dimensions) and for a simplex, every vertex is connected so that any 3 vertices you pick form a triangle. this is simple to do with shapes with a low vertex count but the face count grows exponentially as the vertex count goes up to the point that a simplex with only 32 vertices would have 4960 faces.

Doing this by hand would take forever so what I'm looking for is possibly a python code that would make a triangle face between every possible group of 3 vertices in an object.

Alternatively, I don't necessarily need all the internal faces, just the internal and external wireframe, since I'm not using glass refraction, I'm just using transparent faces with gloss. Really I just need the external faces visible and all the lines visible with the wireframe modifier. I tried just making a wireframe model and putting the wireframe modifier and having a separate mesh shrink wrap to it for the external faces, but unfortunately both those modifiers only work based off faces rather than just lines and verts so if there are any work arounds that would fit this method I'm open to hearing that too.

4-simplex or 5 cell


texts: Layout is weird and there is multiple ones that is the same/wrong spot

texts:
What did I do here...I accidentally added new things (IDK what it is called but the picture shows).
How do you get rid of this and bring it back to the default layout? With no extra stuff...I have no idea how...

Does anyone know how to fix this?


texts: Creating cables that can drape over objects

texts:
I've been trying to create mic cables for a studio scene that can drape realistically over objects, and have had varying success creating a mesh line, extruding vertices to create the basic path and form for the cable, and then converting to a curve and beveling the curve to create a tube.
Then I've converted the tube back to mesh and used the physics tab to apply cloth to it. I've tinkered with various settings, like more or less subdivisions, greater & lesser tension/compression/bend values in the cloth, and it's coming out OK, but I'm having trouble getting the "cable" to not collapse or deform.
Figured out the pinning routine so I can easily pin the cable to the mic, created collision settings so it can drape nicely over a mic stand and floor, used subdivision surface to smooth out the final product, but can't quite get the cable to stay nice & round. Certain bend points tend to flatten out. How can I get the cable to maintain it's roundness?
Any suggestions...?


texts: Why the 'Simple Deform' modifier bending my object on the wrong axis?

texts:
I'm trying to bend this simple object, a cube and I was following a Youtube tutorial on how to do it and I performed each and every step and it doesn't seem to work for me. I don't seem to understand what I'm doing wrong. Can anyone help please?

Steps.

Create a cube
Scale it along Y-axis
Added several loop cuts
Created an Empty
Added the Simple Deform modifier to the cube
Selected Bend
Set the Axis, Origin to empty

enter image description here


texts: How can I create a flowing, rippling water surface effect that follows the curves of a river mesh?

texts:
How would I create a simple but nice looking river?

Even a small creek or stream of water i just want to know some good ways of doing this!


texts: I dont see volume mesh modifier in blener 2.9

texts:
i downloaded new blender2.9 version.
and i studing volume mesh modifier in new feature.
https://www.youtube.com/watch?v=c6qQ-dYXd4s
This is the tuto I am watching.
i created the volume Empty. but I don't see volume mesh of this volume Empty's modifier.
why not..?
Volume mesh modifier isn't that basic feature in blender 2.9?


texts: Sound (and occasionally video) disappears in VSE

texts:
newbie here.

I was editing together some clips in the VSE. All was apparently well, but coming back it this evening, I find that only two strips are audible and only a few visible. I can't think what I might have done by accident to cause such a thing. If it helps, the audible strips are soundtrack strips which I added last. No apparent rhyme or reason to the invisible video strips. I am running Blender 2.77 on Linux.

Help would be much appreciated if you have any thoughts. Can you think what I might check to fix the problem?


texts:
I have imported a collada file.
I press Control + Tab to select Pose mode, but there is no such.
What am I missing here? The bones are there, so I should be able to pose them, right?


texts: Limiting the amount of frames a mask is active

texts:
I am following the tutorial

http://www.aryanwisdom.com/action/study/video-editing/blender-tutorial-overlay-a-video-of-a-head-onto-another-video/

I created a mask where an image will be walking through a door. It seems to work but the mask is active beyond the frames that it is used for. I need to keep using key frames to move the mask out of the frame. How do I limit the amount of frames a mask is active. Same for motion tracking as well.

Thanks
Andy


texts:
My goal is to keep assets separate (in one scene/other blend file) and reuse them with the ability to transform individual objects in the hierarchy each time differently (so that the transformations do not affect linking objects). Those assets are multi-level object hierarchies. I've tried these approaches:

linking a collection - I can't edit individual objects there
linking an object hierarchy - when adding library override the parent-child relations are lost

I find this feature crucial for working with multiple scenes, but really can't find a resource that would cover this. How do you tackle this problem?
Thank you so much!


texts:
I want to create an underground hallway. I added a cube in an empty world, resized it along the Y axis, downloaded concrete textures and put them in nodes.
But the texture looks stretched.
Is there a way to fix this?


texts:
I've got a possible job coming up for our university for the language department where they'd like a cutaway of a head to see how the mouth and tongue work with word sounds. Kind of like this https://www.youtube.com/watch?v=Gsgv1m1a0Sc&index=3&list=PL5FCB12D7F83D2133 but in 3d so that the camera can rotate around the head but keep that simple cutaway look (ie solid walls and empty space not like this https://www.youtube.com/watch?v=KPEBlP2cbIQ&index=4&list=PL5FCB12D7F83D2133 since it's way too busy in look). I know the camera clipping plane kind of does this but doesn't keep that walled look.

Not sure how to approach this, any tips?


texts: How to register shortcuts so they are also visible in menu?

texts:
I have already created few simple addons and managed to assign new shortcuts so they are working and appear in the User Preferences-Input.

But alas, I'm not able to make them visible in any menu entry nor in tooltips the way like all other shortcuts in Blender, viz picture...

Example of code I use to register shortcuts...

def menu_func(self, context):
    layout = self.layout
    layout.operator_context = 'INVOKE_DEFAULT'
    layout.operator("outliner.isolate_selection", icon='RESTRICT_VIEW_OFF')
    layout.operator("outliner.update_default_group", icon='FILE_REFRESH')
    layout.operator("outliner.remove_from_groups", icon='X')
    layout.operator("outliner.add_to_new_group", icon='GROUP')
    layout.separator()

addon_keymaps = []

def register_keymaps():
    wm = bpy.context.window_manager

    km = wm.keyconfigs.addon.keymaps.new(name="Outliner", space_type="OUTLINER")
    kmi = km.keymap_items.new("outliner.isolate_selection", "Q", "PRESS", shift=False)
    addon_keymaps.append((km, kmi))

    km = wm.keyconfigs.addon.keymaps.new(name="Outliner", space_type="OUTLINER")
    kmi = km.keymap_items.new("outliner.update_default_group", "U", "PRESS", shift=False)
    addon_keymaps.append((km, kmi))

    km = wm.keyconfigs.addon.keymaps.new(name="Outliner", space_type="OUTLINER")
    kmi = km.keymap_items.new("outliner.add_to_new_group", "N", "PRESS", shift=False)
    addon_keymaps.append((km, kmi))

def unregister_keymaps():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)

def register():
    bpy.utils.register_module(__name__)
    bpy.types.OUTLINER_MT_view.prepend(menu_func)
    register_keymaps()

def unregister():
    unregister_keymaps()
    bpy.types.OUTLINER_MT_view.remove(menu_func)
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Any idea how to make addon shortcuts visible in the menu like all other Blender shortcuts?


texts: How to unwrap properly this bevelled mesh (see pic)

texts: I've been trying to get a decent result with the unwrapping of a mesh representing a boardgame counter (top + bottom). I've bevelled it first, applied smooth surface and then unwrapped it in many different ways, but it seems to always get the edges wrong. As you can see in the reference picture, the camo texture should continue to the edge of the counter, instead, it stops showing a different part of the mesh. It shouldn't be that hard to do, but for some reason I always get the same result. Is there a way to have the top part of the mesh show exactly as it does in the reference pic?


texts:
When working on a character rig (First time) I attempted to go in and fix it's weights. Apparently afterwards I gave the, "Neck" bone of our character the weights of the, "Chest" bone. No matter as I go in and remove the weights that the Neck Bone has influence on. However even after removing the weights the Neck bone had influence on, the mesh beforehand still moves with the Neck Bone even after removing the weights, I've never seen this personally. In fact when scaling the Neck bone, it acts with it's normal weights yet rotating it gives it the influence of the removed weights mentioned previously.

Here is a, "Before" picture of the mesh and Armature before fixing the weights as mentioned.

The selected bone in this picture is the, "Chest" bone with it's appropriate weights assigned.

Afterwards this is the same file with the, "Neck" bone selected. As you can see, no weights are assigned to the mesh below it.

Here is an example of what it's SUPPOSED to look like after rotating only the, "Neck" bone.

However in this example, this is the file AFTER I adjusted the weights to fix them (Moved the hair out of the way) in it's rest position.

As you can see, once I move the Neck bone in the new file with the adjusted weights, part of the character's scarf moves along with the Neck bone even though there are no weights assigned.

I've no experience in weight painting, only a couple of tutorials here and there. The specifics of this problem I am not familiar with.

NOTE. While I was fixing the weights I also added two new bones in her armature, "Shoulder" bones. They have no weight influence and they have not been touched since then. They were created by duplicating the, "Chest" bone and renamed and parented since then. I'm not sure if that has any influence on anything?

Thank you for any help on this matter. Usually when I run into problems I can fix them on my own by searching them up but this is something I'm having a hard problem finding/figuring out and had to resort asking on here. Any help is appreciated, thank you!

Edit 1: Here are the BEFORE and AFTER files of the weight paint changes.

Before:

After:

Thank you for any help!


texts: Match certain parts of a mesh to the body?

texts:
I'm trying to make Knight tassets, as show in the second pic. So I need the cream colored part of my mesh to stay to the color coded bone, the green colored part to the green bone and so forth so that the entire thing doesn't look so stiff when it moves. Been fiddling with it for like an hour and still can't figure it out. I took like a 2 week break from Blender and I think I sorta braindumped everything,

Any help? I've made vertex groups for each part of the mesh but can't figure out what to do next.


texts: Place a texture based on Refraction node result

texts:
I have made a lens flare lens by applying a Refraction node to lens object in front of the camera. I Use Shader to RGB node followed by Greater than to isolate lights in frame. This gives me a location for the placement of a star shaped flare texture, but I don't know how to use that with screen space UV.
How can I use one texture to locate another (by modifying screen space UV)?


texts: How can I create and project a symbol/rune on a sculpture? (like Blizzard's games)

texts: How can I create and project a symbol, rune or logo to a sculpture and make it look like it is from a Blizzard game? What are the sculpt brush settings to project it on any surface (flat or round), how to avoid artifacts and bad compression, keep the aspect ratio and hide the borders of the projected image?


texts: Grease Pencil Erases Through Object in 3D Mode

texts: I was using the grease pencil to draw on a 3D object to work out a low poly version. When I switched from the face to the back of the head though, I found that erasing anything on the back of the head would also erase parts of the face. Is there something similar to turning off x-ray for 3D objects, where the grease pencil eraser will only affect visible lines/lines on the side of the object you're working on?


texts: How to apply custom lens distortion parameters to a rendered image?

texts:
I want to render the depth map of a mesh I created from a 3D scanner. I already managed to render my image and it is nearly fine.

However, I also want to apply a lens distortion to my output (the image should appear as if it was created by a camera with certain parameters). All the camera parameters (K1, K2, P1, P2, K3) are known, but I can't find the option to enter them. I already spent quite some time studying the documentation, searching this site, and reading/watching tutorials. However, my settings/properties look quite different than in all explanations.

It should look somewhat like this:

(see How to determine lens undistortion values for motion tracking? or Tutorial on YouTube)

Instead, my settings look like this:

The distortion nodes "Lens Distortion" / "Movie Distortion" didn't really do the job as I have a more complex distortion model (radial and tangential up to order three).

Related similar question:
Customize blender camera distortion


texts: Python code for EDIT Mode, Mesh -> Separate -> By Loose Parts

texts:
Python code doesn't appear, Edit mode, Mesh--> Separate --> By loose parts
It physically separate objects but no Python code appeared in INFO.


texts:
so I have been following these tutorials trying to create a robot dog. I followed them to a tea and then when I go to render the animation of the dog I was told to create in this tutorial I get a fully gray screen; frame after frame.  I look for the sampling section and I cannot find it. I don't know how to fix this so that it comes up with the actually rendered animation, as well as that I had some nodes for the dogs color and other aspects and they seem to have gone as well. Can anyone help?

Link to site: https://www.youtube.com/watch?v=W4TkA5P5Qes

Dropbox Link to .blend file
https://www.dropbox.com/s/pqrrs2wcx9hsyg9/crappyDog.blend?dl=0


texts: Front Mesh making back mesh impossible to see, help?

texts:
I'm modeling a 3d figure from a set of 2d images.  I have most of the front done using a background image as a reference and using the mirror modifier.  I used a right side reference image to do the sides.  Now that I'm working my way to the back of the figure, the front and side mesh are confusing the new mesh i'm making for the back. I tried hitting 'z' to show the faces, but then I can't see my reference image.  There has to be a trick to do this.  Can anyone help?

Thanks,

Matt


texts: Why am I getting this weird anomaly with the loop cut?

texts: At first, the loop cuts of the arm and the shoulder weren't joined, so I merged them and I got these uneven areas. Any ideas?


texts: Designing suit by cutting cloth from a model

texts:
I am new to blender and I'm trying to make my traditional clothing but I am facing a trouble here.

I cut the cloth from makehuman model that I created and I am trying to make this "triangle open" on the chest which I can't. I tried deleting faces and filling them with the "fill face" function but it didn't go well.

Here is my attempt:


texts: Round the coordinates of a model that outputs to a text file?

texts:
Alright I have this:

import bpy
import decimal

blenderCipher=open('C:\\Users\\Nathan\\Desktop\\t.txt','w')

selected_objects = sorted(bpy.context.selected_objects, key=lambda obj:
obj.name) #Sort objects

for obj in selected_objects:

    xloc= obj.location.x #X coordinates of object

    round(xloc,2) #Round X coordinate to 2

    blenderCipher.write(str(xloc)) #write coordinates to text
blenderCipher.close

Although it still doesn't output rounded.


texts: How to mix multiple Enviroment texture (not in the compositing)

texts:
If i want to join 2 different HDR called A & B. I want to create a new Enviroment whith 180° of "A" and other part of "B". I don't want to use the compositing because i need the real effects of the 2 enviroment.

There is a genius of nodes able to do this?

Thak you!


texts:
So I want to create a solid object or cube. My big problem is that when I create a cube, the cube is hollow - that is, I can create a cube, subdivide it, and then delete one of the faces, and it is just a hollow, empty cube.

How do I create a cube or fill a cube so that it is full? I want to have layer after internal layer.


texts:
This is a pretty specific question, so I'm hoping someone with source engine animation experience could answer and explain what exactly I should do.

I've been trying to remove the screen shake when reloading a custom weapon in Left 4 Dead 2. Default weapons do not have it, and I want to keep it that way, but still enjoy the beauty of custom models and animations.
The screen shake is added for realism by the model creator/author.

This video shows what I'm trying to get rid of

Note that it's a different game, but works on the same engine.

So I've taken it upon myself to fix this. I've downloaded Blender and tried to find the source of the problem. I've decompiled the weapon addon and found the file that contains the actual model and animations. I've gotten to the point where I found the animation files:

So the two animations that contain the screen shake is when you deploy the weapon and whilst reloading it. So I think the files deploy.smd and reload.smd fit the description. I don't know what the _layer.smd files are though, after opening them in Blender, they seemed exactly the same as the original.

So after inspecting the animation I think I've actually found the bone (sorry if my terms aren't correct, I'm completely new to the program) that adds the screen shake to the reload and weapon deploy animation.

The thing is that I don't know how to edit it at all, when I play the animation that bone moves ever so slightly which I think fits the small camera shaking that happens in the weapon's reload/deploy animation.
From experience with zbrush and a lot of mapping programs I'm guessing that the "bone" is linked with the camera somehow. So how do I brake that link?

I can add more info, screenshots or even screen vids of what I'm trying to acomplish if needed. Take note that I don't know how to do anything in Blender yet and it wasn't really my intention to learn the entire animating process. I'm just trying to fix this one specific thing..

Here is the actual full model /w animations


texts: How to make animation like this using array?

texts:
How can I make animation like this using array without deforming the shape of the ball? I already tried to make it using array and curve but the balls are deforming when I make the 2nd layer of the curve.
(sorry for my bad english)


texts: Where can I find information on how to control stepper motors with blender?

texts: My goal is to build a robotic arm I can control with blender. I've seen videos showing that blender has the capability to control thing in the real world, so I know this magic can be done. I just can't find a wizard to teach me the spells. :) Any help you can provide in completing my quest would be greatly appreciated! Thank you!!!


texts: Corner gets skewed by subdivision surface

texts:
First of all I'd like to specify that I'm new to Blender and I can do only very basic stuff.
That said, I'm trying to model a sink and I need it to have corners with a given radius.
I started by creating only a quarter of the final model so that I can then use the mirror modifier.
I modeled the profile of the sink and then added some loop cuts to round up the mesh using the subdivision surface modifier.
I placed two loop cuts near the corner, placing them at a specific distance from the edge so that they have the same distance from that edge, thinking that in this way the subdivision surface will generate an arc with a radius of that specific distance.
This is what I have so far:

This is what I get after adding mirror and subdivision surface modifiers:

As you can see the corner loop cuts near the corner have moved and now the mesh is not forming a perfect arc on the corner but it is somewhat skewed. I think this is due to the subdivision surface changing those loop cuts' positions.
I tried toying around with the modifier's settings but nothing changed.
How can I achieve what I'm looking for?


texts: I have exported my forniture from SH3D to .obj and now i have the .jpg texture file, .obl and .mtl files. In Blender import the file .obj, but after a quick loading Blender return to the home without loading anything and without giving me any message.


texts: How to rotate object axis, leaving the object intact?

texts:
I need to adjust/rotate the axis of the object, not affecting the object rotation. Only rotate the axis. Is it possible, and how?

Explanation: As you can see on the image. I have a network of balls and connectors. I duplicated these elements using Shift+D and then rotated and adjusted so it all creates this network shape. Now I want to continue duplicating and adding more to the network, but now the axis are all messed up already. As drawn on the image, I can't rotate the one connector down anymore (marked in red). The axis are messed up. So I need to adjust the axis, so I can rotate around one of the axis, doesn't matter which one. I know about the Transform Orientation tools in the N panel. But I can't find any element which would produce the correct axis rotation.

Side note: The build up of the network is animated. In fact the connector has to build up along a correct axis. I do it using shape keys.


texts: Cycles material node set-up for diffuse, specular, reflection/refraction, normal and illumination/emission map

texts: I have 5 different images one each for diffuse, specular, reflection/refraction, normal and illumination/emission map. Can someone please help me to set-up cycles material node including all the 5 maps to get the best physical render as possible? A screenshot after setting up all the nodes would be much helpful.


texts: Keyframes not showing up in Timeline / Graph Editor

texts:
I'm working on a wallpaper right now and I'm trying to edit an animation and I just went to the animation UI and my animation keyframes are neither showing up in the timeline nor in the dope sheet/graph editor. It's showing up in the NLA Editor though. How can I fix it? I tried clicking the little ghost but that didn't help.

Thanks for your help!


texts: How do I move an object in my scene using python?

texts:
I'm trying to move a shape.  The shape is in the scene at the end of the script. But it does not move, as the bmesh.ops.translate() seems to be doing  nothing.

(Blender 2.76)

# A new mesh
bm = bmesh.new()

# Make a circle
bmesh.ops.create_circle(
    bm,
    cap_ends = True,    # Fill with faces
    cap_tris = True,    # Triangles
    diameter = 2,
    segments = 6 )

# This should move the shape but its not
# I'm missing something?
bmesh.ops.translate(
    bm,
    vec = (5 ,5 , 0) )

# "write the bmesh into a new mesh"
mesh = bpy.data.meshes.new('Mesh')
bm.to_mesh( mesh )

# Add the mesh to the scene
scene = bpy.context.scene
hexagon = bpy.data.objects.new("Hex", mesh)
scene.objects.link( hexagon )

The object appears at the center of the scene.

How can I get this thing to move somewhere else?


texts: Blender ascii fbx adds a Armature bone before root bone UE4

texts:
I am using blender 2.73a.

I rig a mesh with a armature and export it using FBX 6.1 ASCII exporter. However when I import it in UE4 there is a another bone named 'Armature' before root bone!
This happens with every mesh-armature pair. This is undesirable as it shifts the origin of the mesh (Which is root bone in UE4)


texts: Hair particles as clone army - Randomize animation

texts: Is there any possibility(or how to achieve that) to use hair particle system to animate placement and movement of an army that could offset animation of the armature or pick animation from collection(or anything) to avoid synchronized models - I have about 800 characters moving identically and I need to find a way to speed up process because right now I have 80 particle systems and to split this one another 20 times will slow whole process.


texts: Why is my armature deforming it's mesh in a wrong way and how can I fix it?

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I'm trying to get the body to move which I have done, but I notice a part of the body open up or move apart,so how can i fix this or what should I do?
ok why can i do to fix this one in the second picture


texts: My UV texture works in the texture paint window, but not in any other window

texts: I have recently textured a dragon model in blender, but when I set up all the nodes and change the view to material preview in another mode, the image texture doesn't texture the model correctly. I think the UV map is messed up or something but I don't know how to fix it. I included screenshots of the texture paint window (working texture) and the motion tracking window (broken texture)[


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I don't know what type of rendering engine cycles is. is it path tracing ray tracing
Raydiosidi ray casting photon maping? I would like to know


texts: Edit mode circle selected P does not show any options for separation

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I am new to blender and trying to use edit mode and circle selection in order to separate parts of a mesh so the separate parts are small for import into Roblox.
I have my mesh cantered and edit mode activated and pressed C and selected a section from the centre of the mesh which showed up as selected but when I then press P for separation nothing shows.
I took a screenshot.


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Is there available a version of Blender which can be started from the web browser?

I am not referring to a plugin to display the models, but rather to a cloud based version.


texts: X-ray material based on inner object's position?

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I have an object:

That object has an object inside of it:

I'd like to get a map on the cube, based on where the internal object is in relation to the camera, such that I can make it transparent where needed to make the inside object visible:

This is going to be animated, so can't be a static map.

My use case is to reduce to IOR in the following brain object such that it's easier to see the red internal object:


texts: Rotate polygons around edge (animation nodes)

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Polygon offset node (AN v2.1) has an advanced option of rotating around custom pivot point.

How can I tell polygons to rotate around an edge instead of poly's center? Does it require recombining mesh data, indices and so on?


texts: I would like to see my sky texture and not be forced to go into render mode, because render mode is very slow to travel. Is there any way to have a sky and see it through solid mode?


texts: Why does recording an animation not record the initial position of an object?

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I am doing a simple animation. I click the record button in the bottom timeline and then move objects in the viewport. But somehow the yellow diamond mark ( recorder ) does not appear on 0/1. ie, the Record action won't recognize the initial position. I tried manually " add keyframes " at that point without success.
It would nice if anyone call tell me how to include the initial point of timeline also as a part of the animation.


texts: UV image editor, only drawing straight lines

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I think that accidentally I pressed some key, and now all I can draw is straight lines in this way.
I'm using a digital tablet, the other texture in this same scene paints correctly.
I don't know what function I pressed, help.


texts: I am working to create a specific design following a video tutorial. I can't anyhow seem to open the editor with the white check mark, in the image below.


texts: Is there a way to Import old 3ds max files into blender

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I have models from an old game called Trespasser that were made on 3ds max back around 1998, and I cant figure out how to see or use them in blender.  I can provide one as a sample if needed, but I would like to see these models, and use them if possible.

Thank you

I do not have 3ds max software, but I also did not realize they had a trial version, so I may do as suggested. I also did not see anything about this in the forum, so I do apologize about the duplicate question.

EDIT : I cannot install  3ds max 2015, for some reason, but assuming it has to do with me using Windows Vista Ultimate instead of 7 or 8. I am looking into other means.

Thank you for the help though, maybe I can figure it out now.


texts: Add video sequence as background for 2d animation

texts: Hey so I'm messing around with the 2d animation aspect of blender 2.82 and I can't figure out how to set the background as a video sequence like how you would do if you were motion tracking and rotoscoping.. I don't know if I'm missing something here. But I'm just trying to add a video sequence as reference without having to load each individual frame as an image.


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I have N edges forming a loop, and the edges are not coplanar.  I want to fill this N-gon with a face, but that does not make sense (at least such a face will not be 3d-printable) since the points are not coplanar.  So selecting all N edges and then pressing F, though it seems to show a face in Blender, is not the solution for me.  So I'm content with simply choosing a new point that is roughly at the center of this loop, and then forming N triangular faces with the N edges.  This will succeed in closing the loop with a "face".  Can someone explain how this is done?

Of course, if someone can explain how I can nudge the N points to become exactly coplanar (they are almost coplanar right now, but not exactly), then of course filling the N-gon with a single face would be acceptable and a more clean solution.


texts: How to close a section of a sphere flat while retaining closest shape?

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I'd like to cap an irregular section of a sphere with a flat surface while not modifying the section shape:

I'd like to get to s.t. like this:

but without the errors (non manifold vertex with 3 points of junctions)
Starting from the section above, I normally would select non manifold (the border) with Alt-Ctrl-Shift-M then create face, fill, or grid fill. But all these create non manifold artifacts.
Or I could use loop tools; but they modify the shape. My question:
How can create s.t like the second image, that is close the surface optimally, without artifacts and respecting starting shape? Just adding to the outside of the shape so as to keep it closest to the original?
Hope I've been clear... is there a way? Scripting is ok, too...

The blend