texts: Is there a way to get a list of coplanar faces using Python?

texts:
Is there a way in Python to get a list of faces that are coplanar to a particular face similar to the way the command "Select Linked Flat Faces" works, but without actually requiring me to change the selection.

I think it might be possible to use Python to call the aforementioned command to select coplanar faces, and then store the selected faces in a list, but this seems really inefficient as I will be iterating over a lot of faces, so I'm wondering if there is a command in the Python API that I can send a face index and angle tolerance and it will just return a list of coplanar faces.


texts: Editmesh: Toggle between all edge-loop boundaries when selecting?

texts:
Does anyone understand what Campbell means when he describes this new tool function?

https://developer.blender.org/rB276ef3b3b5192aad5c3e5e02c69246

  Description

  Editmesh: Toggle between all edge-loop boundaries when selecting

  Now Alt+RMB,RMB will select all connected boundaries.

  There are times when you just want to select an entire boundary loop
  ignoring face topology, previously there was no way to do this.

I've tried several models with different topology and Alt-RMB, RMB does not do anything beyond what I would expect.  I also tried releasing the Alt before clicking the second time but that does what we've always come to expect.

Well anyways, if someone has some thoughts on this matter, please shed some light.


texts: At what point should an edge loop terminate?

texts:
Apologies if my question doesn't make sense, I'm new to this!

Should the highlighted edge loops on my model continue to the end of the extremeties? If so, why don't they?

Here's the same model with the faces highlighted if it helps. As you can see, the upper and lower faces are joined at the knuckle. Is this correct?

Thanks


texts: Weight painting a rigged and animated model from mixamo

texts: I made a model rigged and animated it in mixamo and downloaded and imported the.Fbx file in blender! The problem is some armatures ar stiff and doesn't  deform 100% accurately! Effects a lot more area than desired! Can I weight paint on the.fbx file to fix this problem, is it possible?


texts:
Can I call functions from external libraries (.dll or .a) within a shader script?
I want to be able to communicate to an external process and/or write a "log" for each point in the surface of an object.
I know that will slow a lot the rendering but the main point is to "log" the render.
I need simulate a detector (like a CCD) within blender.


texts: How to have round edges when I subdivide with a subsurface modifier?

texts:
In the image you can see sharp edges, this problem was originated because I subdivided (Key "W" then Subdivide) the selected faces with a subsurface modifier of 4 subdivisions.

How do I make these sharp edges convert into round edges like a "Normal" subsurface modifier? Or like the edges of a cylynder/sphere.

NOTE: I need a lot of polygons-vertices because I have a "displace modifier", maybe you can help me find a way for displace modifier (With not a lot of polygons) instead of resolving this one.

I have tried with:

Smooth modifier, result is good on another mesh but with an error too, but in this one isn't working as I expect.
Smooth tools. It's quite good for my displacement modifier but it doesn't resolve the sharp edges.

EDIT:

Doesn't work with Subdivide Smooth too.

EDIT2:

What I want is everything marked with the red circle (The sharp/hard edges) turn into soft edges like the surface of a cylinder.

The problem is that I requires subdivide and the subsurface modifier because of the displace modifier (I need a lot of polygons).

Thanks for the answer.


texts: How can I apply these textures to my model?

texts: I bought a model (terrain model) that comes with these textures, but I don't know how to configure the nodes to apply the textures to the model (especially the mask texture).


texts: Why are the instances on the right side turned 90 degrees?

texts: The instancing objects were mirrored over so they should be identical. The rotations are all 0 0 0.


texts:
I am rendering a scene on some private HPC, they gave me putty to run render with command line:

$ srun -N1 -pgpu blender -b test_gpu.blend  -o //_###.png -P cuda.py -a

everything works fine, but my renders are not on transparent background. How to set alpha in command line or how to use settings from blender??

Tnx in advance,
w7


texts: Getting multiple images when trying to apply a single one

texts: I'm still fairly new to Blender - I have version 2.79. I am trying to apply a single image to part of a model. I have followed many steps and tutorials, but when it appears on the object it is multiplied into a tile pattern, which is not what I want. I'm still working out node usage; I don't know if I'm missing something. Also, I can't find the "options" panel in the M


texts: How to run a Python script without locking Blender?

texts:
By default a long running script will lock Blender, and using threads isn't currently well supported.

How can a Python script run, (that has access to the Scene data bpy.data.*) for long time, in a way that allows the user to cancel? (for example).

Note: sub-processes are fine, but require data to be passed between processes,see this similar question for the sub-process case.


texts:
I'm fairly new to blender but I've write some python to import some old models from triangle data with UV texture images.  Some of the models have more than mesh so each mesh has its own UV texture.

In blender would I create one object per mesh or create 2 meshes under one object (and if the latter - how is that done in python?)


texts: Blender 2.8 - Get Environment Texture Path from UI to python script

texts:
i'm unable to get inside a python script the path of th Environment texture that i assign in World->Color from the Blender UI.

I want to set the .hdr there and than get from there the path (C:/.../123.hdr) for other uses, but i need it inside a script.

Thanks for help!


texts: Movie as a plane does not update every frame, only the first frame is rendered

texts:
I need to import videoclip as a plane on Blender. I tried with Blender (2.79, 2.83.5) versions.
I can see movie on preview but not when render.
When render with cycle engine, only first frame is render and movie don't play but freeze first frame.
When render with eevee image is purple.
I have tried video import as a plane in blank "general" project.
Can anyone help me?
Thanks a lot
EDIT: project source


texts:
I apologise in advance if it's been answered before. I'm relatively new to blender and have been following this timelapse video (https://www.youtube.com/watch?v=wRzYBsTvnXY). At around 7:37, it seems the creator can extrude the vertices along the x-axis (or in any axes).

However, when I tried it, Blender just wouldn't let me extrude like the video did even I pressed 'xyz' during the extrusion.

From what I'm seeing is, he first selected (Ctrl) two vertices then extruded (E) using the mouse. Am I missing something? Or do I have to do some custom settings? I'm aware that there're some major updates from 2.79b to 2.8 but this is not changed, right?


texts: Smoke+fire new showing in viewport not render at all

texts: I have an issue here, i was working on an asteriod project when i realized i cant view my smoke+fire whether in 3D viewport or render, what actually happens is that when i use quick smoke without editing it at first i can see my smoke in 3d view port, but when i try to switch the flow setting from "smoke"to "fire+smoke" then i can't, view anything, not in 3d view or render view at all. i am using blender 2.78


texts: I don't know how I caused it but when I try to rotate or pan view it doesn't. If I drag my mouse or try to pan the view it just box selects. Rotating view does nothing. I can still zoom in and use the numpad. I've tried opening a new window or opening a older save but it didn't change anything. I've tried Load factory defaults and it still doesn't fix it. I am new to blender and have only been using it for a few days


texts: Detect and fix holes in an object (not mesh holes)

texts:
I have a complex mesh that I have imported from a .obj file. I would like to check whether it is genus-0, i.e. whether there are any holes in the object. If there are such holes I need to fix them. I have tried searching by eye but it appears there must be rather small holes that are not obvious on inspection.

When I search for things like "Blender fill holes" the results appear to relate to holes in the mesh itself, i.e. involving edges that only have a single adjacent face. This is not what I am trying to do. For example, the standard mesh "Torus" has no holes in its mesh, but it has a big hole in the object itself, which is the kind of thing that I need to be able to fix.


texts: Vertex grips (dots) are missing in vertex edit mode. How do I get them back?

texts: I'm newish to Blender, new to blender 2.8. My objects, in edit mode, do not have vertex grips(dots) when in vertex edit mode. I've increased the vertex pixel resolution from 3 to 6 in the Theme 3D view settings. I've ensured that overlays is on. I've reloaded default view port settings. I've uninstalled and reinstalled and still have the same issue. Its not always a problem but it does make it difficult to choose vertices when modeling. any help is appreciated.


texts:
It seems that whenever I save my file, it gets bigger and bigger no matter what I do.  Why is this happening?  At first I thought baking might have been causing the problem, then I tried reducing the number of particles (smoke) to something much less and it still produced a massively large file.  Finally, I simply saved it without doing anything to the file and it still grew to the same huge file size.  I've attached a link to the .blend.

.blend file

Thanks!


texts: Can I convert an OSL script to Blender nodes?

texts:
The question is quite open, with a fundamental question, the OSL nodes are fantastic, but they have a great limitation, the fact that they don't work with "GPU" type renderings and moreover it doesn't seem to work at all on Eevee render.
So I was wondering if it was possible somehow (Maybe with the help of some makeup)
Convert an OSL node script to a blender node / nodes.
This is a question to be directed to better research on the subject.


texts: there's a problem with my texture or something

texts: Im not sure what I've done wrong but some reason their is a random whiteish line in my texture for my dinosaur.


texts:
I have a blender file, proj001-master.blend, that I can modify with a Python script, proj001auto.py.

Running from the command line I enter:

blender proj001-master.blend --python proj001auto.py var1 var2 test-videos/proj001.m4v

This successfully modifies the blend file and outputs the render to proj001.m4v in the test-videos directory.

So far, so good, but this is where it gets interesting.

I have a CSV file, test.csv that has different sets of variables that I would like to run through my proj001auto.py script. To do this, I have written another Python script, master_csv_render.py.

Running from the command line I enter:

python master_csv_render.py proj001-master.blend proj001auto.py test.csv

This successfully reads and parses the CSV file to extract the variables, and creates a string, cli_line. I can print out cli_line from master_csv_render.py, and it prints out as:

blender proj001-master.blend --python proj001auto.py var1 var2 test-videos/proj001.m4v

except the values of var1, var2, and the output file have been modified per the values in test.csv.

Once again, so far, so good, but the problem comes when I try to actually use cli_line in a subprocess command.

When I try subprocess.Popen(cli_line), I get an error message:

Traceback (most recent call last): File "master_csv_render.py",
line 32, in subprocess.Popen(cli_line) File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py",
line 394, in init errread, errwrite) File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py",
line 1047, in _execute_child raise child_exception OSError: [Errno 2] No such file or directory

I have tried putting quotes around each part of cli_line, and I have tried it with and without commas, but I still get error messages.

When I try the simplest possible version, subprocess.Popen("blender", "proj001-master.blend"), I still get an error message:

Traceback (most recent call last): File "master_csv_render.py",
line 32, in subprocess.Popen("blender", "proj001-master.blend") File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py",
line 343, in init raise TypeError("bufsize must be an integer") TypeError: bufsize must be an integer

Per How to Run blender from a python program?, this should have worked to at least launch blender and open proj001-master.blend. It obviously didn't.

Any idea how I can make the subprocess.Popen command work?


texts: I rendered the png sequence but the result video is jittery!

texts:
I rendered my frames as png, and then imported in Premere Pro, but the video is playing jittery.

My friend changed blender frame rate to 30, is that the problem?

images are HD but video is not clear:

https://youtu.be/-97o-jyDDnY


texts: Easy Ways Of Finding Both Front And Side Profiles for Character Modelling

texts: I'm starting to get into photorealistic character modelling and I'm trying to find some reference photos on the internet to practice with. Unfortunately I'm not having any luck finding any photos of the side view of people's faces, as most of the images on Google are of the front view. Does anyone have any tips or know of any websites I can visit to find both front and side views of the same person?


texts: Sharp edges with a smooth model, how do I fix this?

texts:
So I'm trying to smooth out the sharp edges of this model, and with the smooth shading there's still some sharp edges, here's what it looks like.

I've also tried to use Auto Smooth, but it gives off a weird shading that I don't like, and so I just have that off, here's what that looks like..

Is there any way I can get rid of the sharp edges without using auto smooth?


texts:
For some reason, when I render out the image, it is plain white. I've checked the sky settings, and I tried applying textures, but nothing seems to change.

How can I fix this?


texts: Problems with subdivision modifier on cylinders

texts:
I have a Problem, where on details at a Cylinder plus subdivision surface, edges of those details get a bit deformed as seen here  and here

I only have found  a solution by adding crease to the vertical edges along the loops like here  Is there any other way of fixing this? because with this solution my subdivision modifier gets obsolete.


texts: How to change the font and size of text editor in Blender 2.8?

texts: I played with the Blender Preference in Blender 2.8, but did not find any way to change the actual font/size used inside the text editor.


texts: Change UV Map Image Without UV Map Scaling

texts:
I spent A few hours working on a UV map, then I needed to change the resolution of the texture to be a power of 2. I would like to be able to change this in blender without changing the UV map. How would I do this?

The first image size is 60x123, and the second is 128x128.

Before:

After:


texts: Replicating this fur from the new Animal Crossing?

texts:
I am very interested in trying to replicate this short, fuzzy and soft fur from the  new Animal Crossing game. I am relatively new to 3D modeling, and don't quite know how to go about this. I was thinking perhaps really short curly hair, or maybe even a felt-like material?

Thank you for your time.


texts: in general, i want to distribute edges from image1 into something like image2 , so it looks more natural. Is there any automation tool for doing this ?


texts:
I need to make a normal map (high poly to low poly).
But whatever I try I always get a really strange result.

Here is an example:

It is a shoe, the high and low poly models together. Low poly model have UV map, all the settings are on the screenshot. The normal map I'm getting is completely wrong.

I need to finish it until Monday, so I would be super grateful for your help! Thank you very much in advance!


texts: How can I speed up assigning materials to specific faces (for low poly style)?

texts:
I am playing with a low-poly/color-ramp style that is somewhat similar to pixel art in the sense that I want to paint individual quad faces sharply with different materials picked from a list (quite like painting square pixels with colors from a palette). The end result would be an object with 3 to 5 different shader materials assigned for certain faces.

The standard way to do that is to select the wanted faces, go to the materials list, select the desired material (different from the one applied to the object) and click assign. Then I have to deselect the painted faces, select the new faces to paint again, select desired material (again, since it resets to default material assigned to the whole mesh), press assign again and so on. This flow is way to cumbersome to feel like "painting" the faces in a quick way by single clicking or dragging over faces.

The flow I would try to achieve is: select a material on the list, then, in face edit mode, simply assign the currently selected material to any face I click on, with a single click. Paint multiple faces by click and dragging over them like in MS paint with pixels would be great but I think is too complex to pull off.

Do you guys think there is any way I could achieve that workflow with a script? If possible, where should I begin with this? Thanks in advance for any pointers.


texts: Is there any parts repository available for blender?

texts:
In autodesk, sketchup there are some specific parts repository to import directly.
Is there this kind of repository for blender?


texts: Add-On Dev: Property Update Event (send variable name?)

texts:
If I have a property group with a lot of properties, and I want to define a single update function that is called when any one of them changes, is there a way to send details about the variable being updated to that handler?

Something like..

def OnPropertyChange(self, context, identifier):
    property_that_changed = self[identifier]

...

class Props(bpy.types.PropertyGroup):
    MyVal : BoolProperty(update=OnPropertyChange("MyVal"))

If this is not possible, is there any way to use a single handler like this without defining separated/specific handlers for every property? The only strategy I've come up with to get this working is by doing this, which is pretty terrible when you have a lot of them:

def GlobalPropertyChange(self, context, identifier):
    property_that_changed = self[identifier]

def PropChangeMyVal(self, context):
    GlobalPropertyChange( self, context, "MyVal" )

def PropChangeOtherVar(self, context):
    GlobalPropertyChange( self, context, "OtherVar" )

def PropChangeThirdThing(self, context):
    GlobalPropertyChange( self, context, "ThirdThing" )

I know it may be possible to define classes and functions dynamically in Python (I haven't tried it yet), which may be better than this in terms of maintenance. But I'm hoping there is a much simpler idea that I'm totally missing out on.

Appreciate any advice


texts: How to make a single wall of a room thick using ArchiMesh?

texts: I want to make a single wall thick like let's say 1m, while other walls of the same room are 0.5m let's say. When clicking advance there is no thickness option for the wall, only length. Is there a way to make that? I need it cause of the drawn plan I have, I wanna make it 3d.


texts:
Is it possible to create a "spherical ocean" effect by mapping an ocean texture to a sphere?
I tried baking an ocean simulation, loading the .exr images as an image sequence texture, and setting it to a displace modifier with Normal enabled to displace along the object normals. That resulted in this strange effect:

Is it possible to do this properly, with evenly sized waves, etc.?

Update
I got this to work (partially) with a cycles image texture node set to box, and cycles experimental displacement:

However it's not quite what I expected..


texts: Blender crashing when switching from Local View

texts:
I am worked on an object in local view and closed the file. When I reopened and pressed / to exit out of local view, blender crashes with the following report: https://drive.google.com/file/d/1S1KhYWFOeEeZn4SMASOorxrlNPPqXsNV/view?usp=sharing
Does anybody know what is happening and how I can prevent it?
Here is my project: https://drive.google.com/file/d/1thWMr4XQm9fXajqsQTja2_vH1J1SHHhF/view?usp=sharing


texts: Is it possible to bake to a texture with animatable alpha gradient?

texts:
Starting with a scene like:

I want to bake to a transparent image like:

In Gimp a gradient can be added to transparency channel:

Result should be an animatable alpha-gradient (with high transparency but visible ,then the objects should blend in along x-axis):

How can this be achieved in Blender?
Ideally all of this:

initially 20% transparency of objects
a gradient that allows to make the objects opaque from left to right
optinally a white border (no transparency at all).

All I get from the attached .blend is something like:

The transparency is lost after bake.


texts: What are these spheres at bottom-right in 3d viewport?

texts:
I downloaded a *.blend file and open it.
I saw two strange spheres at bottom-right in 3d viewport.
What's this and how can I turn it on/off?


texts: Rendering depth map that is linear, aliased, normalized

texts:
I would like to export an image that looks like this directly from Blender:

I have three requirements:

The depth is linear, and also based on distance from the camera plane (not distance from the camera).
The edges of the object(s) are aliased. It would be great if the center of the objects are antialiased.
The background is black, the farthest point is black, and the nearest point is white.

To solve #1 I use "Mist" instead of "Z". For #2 the only solution I've found is to export Z instead of Mist (I think I found a solution with Mist at one point where I just had to remove the alpha channel, but haven't been able to reproduce this). The really tricky one is #3. I thought using the "Normalize" and "Invert" nodes would solve it, but they don't. Here is my process:

Open new project.
Go to compositing view.
In Properties area, click "View Layer" icon. Under "Passes" check "Mist".
In Properties area, click "Render" icon. Under "Film" click "Alpha" dropdown and select "Transparent". Under "Color Management" for "Display Device" select "None". Under "Look" select "None". Under "Sequencer" select "Raw".
In Properties area, click "World" icon. Under "Mist Pass" set the approximate distance to the nearest point in your scene (better to underestimate) and the approximate range from the nearest point to the farthest point in your scene. Set "Falloff" to "Linear".
At top of Compositing area, check "Use nodes" checkbox.
Drag "Mist" output to "Image" input.
Add "Normalize" node and insert it after "Mist" output.
Add "Invert" node and insert it after "Normalize" node.
In Properties area, click "Output" icon. Under "Output" next to "Color depth" select "16". Next to the output path, click the folder and select your Desktop.
In the Dope Sheet area at the bottom right, click next to "End:" and type 1.
In the toolbar, click "Render" then "Render Animation".

The compositing graph looks like this:

The output (after removing the alpha channel) looks like this:

How can I get full contrast here? I imagine the problem is that normalize is using all the pixels, but I only want it to use the non-transparent pixels. I tried this approach and it helps increase the contrast partially, but not fully.

To be super clear, by "normalize" I don't mean "values somewhere between 0 and 1". I mean "values from 0 to 1, where the smallest value is 0 and the largest is 1". I'm aware that the mist pass is already normalized to the Start/Depth parameters. Essentially, I want the Start/Depth values to be computed automatically for my scene.


texts: How to link a character from a file to another one with auto-rig pro

texts:
I'm following the tutorial called battle scene in blender that you can watch here. At some point the creator says : "the skeletons for both characters have to be inside the same armature",so this is what I want to do,using the rigging system auto-rig pro by artell.

So,I have created and rigged two different characters. The first character,called Ely is located inside the blender file called Ely_auto-rig-pro6 and the second one,called John is located inside the blender file called John_auto-rig-pro7. Now,what I want to do is to link the character called John inside the scene 1 of the blender file called Ely_auto-rig-pro6. Artell gave to me the following tutorial for learn how to do it.

So I tried,but a nightmare is happened...I don't know how to goes further. Can someone give to me some suggestion ? I've attached all the materials that you need ; the two blender files and a short recorded video that shows what I did. Here you can see the madness that's happened...

You can find all the material that you need here.


texts: meshes being generated at target instead of at 0x0y0z

texts: I'm having trouble. I'd like to have a cube pop in at 0x0y0z instead of popping in at the left click's target's location, it wasn't always like this. Can you help?


texts: Speed control works on small video, not on large

texts:
I am trying to speed up the video on a 17 minute (2.1GB) clip I recorded on my phone (29.97 FPS,  1920x1080, total bitrate >17000 kbps in case it matters).

I selected the video strip, then did Add -> Effect Strip -> Speed Control, and from the speed strip's Effect Strip configuration, I have tried both leaving Stretch to input strip length checked and setting Multiply Speed: 10.0 and I have tried unchecking the checkbox and setting Speed factor: 1.0, Multiply Speed: 10.0. In both cases, when I preview my updated settings and when I try to render a portion of it (around 30 seconds) to a video, the output is still the original speed.

However, I tried doing the exact same process on a different video clip (same framerate, resolution, and bitrate) that is only ~30 seconds long (50MB), and it works as I expect.

Using Blender v2.79 on Windows, is there something I need to do differently to edit larger files like this? Or is there some preprocessing I need to do to the file?


texts: How to get screen color under mouse cursor?

texts:
I'm trying to figure out how to get the color of the screen pixel under the mouse with python like in this video:

Python-scripted color picker

I tried importing bgl and adding bgl.glReadPixels in to the SimpleMouseOperator sample to print out both cursor coordinates and color value but even after reading a ton of docs I'm having trouble figuring out how to use the bgl operators.

    x = bpy.props.IntProperty()
    y = bpy.props.IntProperty()

    def execute(self, context):
        # rather than printing, use the report function,
        # this way the message appears in the header,
        buff = bgl.Buffer(bgl.GL_FLOAT, 4)
        bgl.glReadPixels(self.x, self.y, 1, 1, bgl.GL_RGB, bgl.GL_FLOAT, buff)
        self.report({'INFO'}, "Mouse coords are %d %d." % (self.x, self.y))
        print (buff[0])

Can anyone help point me in the right direction? Thanks.


texts: Skeletal mesh exported from UE4 to Blender issue

texts:
I have a skeletal mesh character in UE4 and when I Export to FBX and import to Blender the geometry gets all messed up.
Any idea what's causing this?
Thanks


texts:
I was wondering if there is a way to do Gaussian Blur effect on a generated texture in blender. Currently I blur images by mixing gain and then subtract them from the vector but this creates more a a distortion effect.

I tried finding a way to average pixels but I this does not seem possible in the node editor.

Does anyone know how I can tackle this problem?


texts:
I'm trying to perform a booleon difference but I'm left with some odd geometry that I cannot seem to get to work correctly.

I've tried all the things I know about trying. On the objects I'm using as the cut out I have done a Clean Up -> Merge By Distance, and a Recalculation to ensure all the normals are facing in the right:

But I'm still left with this odd Geometry as an artifact of the booleon and I don't know what to do to fix it.

If I apply the booleon I end up with a really unexpected set of geometry that looks like this:

What do I need to do to eliminate this artifact in the resulting cut out? I'm using 2.81.

blend file


texts: Why isn't the frame animation not changing its animation?

texts:
I've just rendered an animation about a intro, and it seems likes it's on the same thing and it Isn't changing. I'm on frame 21 it just shows the same animation over and over again. Here's is a screenshot of what is repeatably animated.

https://i.imgur.com/svHvygy.png


texts: How do I make a cut parallel to an edge?

texts: How do I make the cut in the picture parallel to the active edge? How do I also make sure the thickness of the cut of area is a certain value (in this case 3mm).


texts: "Base Color" material menu missing when I open an older file

texts:
I made a model with some older unknown blender version (don't remember which).
Now I'm trying to open it in blender 2.80.
My problem is that texture is missing, and when I try to open the Base Color menu, nothing pops up.
This is what happens when I click on the Base Color options circle when opening blender new file:

Which is good! But once I open my old blender file, this menu is missing and nothing opens.
How can I get my old model on new blender? Is this a bug or I need to change something?
Thanks,


texts: How to make objects in foreground appear darker than the background?

texts:
I was watching Coco and there was a scene that reminded me of other previous shows/movies that had something like it. I was wondering how to make the foreground appear darker than the background, does anyone have a clue as to how to do it?

An example would be two characters fighting. They are shown dark but the background is still full of light and action. Or just characters looking at something in the background like a volcano:


texts: how to make constant, looping animation?

texts: I just want to make some object rotate in a loop, with no interpolation curve things making it "smooth", just want it to go at the same speed all the time. How do I do this? I've made some keyframes but it always slows down/stops for a really short time at the end..


texts: Setting "dynamic = off" keyframe for multiple active rigid bodies at once.

texts:
I have multiple active rigid bodies which start to animate at frame 1 which is too fast. So to keep them still until the collision I want to keyframe "dynamic = off" at frame 1 and then change it to "dynamic = on" at 1 frame before collision.

However I can't find a way to do it unless I individually click every rigid body and set their keyframes. This is problematic as there are more than 100 rigid bodies and now I am asking if there is a way to set keyframes for all of them at once.


texts:
Does anybody has an idea, why the black artefact is rendered as on attached screenshot?
Glass material is just assigned to two faces of the window.


texts:
I've searched on google a few times now and none of the proposed fixes work for me as you might find with the below images:

In order from top to bottom: The first is to show what the object actually looks like as well as the dimensions I've set, like aspect ratio and resolution etc. The second picture is to show denoising is apparently off. The third picture is to show what I get...


texts: How do I deselect one object between other objects?

texts:
I often have a problem with deselecting objects in the scene, for this I use the shift+leftclick key. For example, I have two objects selected, and below them a third object, I try to deselect one of the objects,but instead it attaches to them a third object, which is located below them.

Screenshots are attached.


texts: How do you make a light streak like this one on Blender Internal?

texts:
Full Video: https://www.youtube.com/watch?v=_eNtjpurVwQ

I already tried searching here on stackexchange but can't find anything that is related to creating a light streak like this one.


texts:
I want to import autocad dxf file and i have activated the addon and its giving error :
Minimum version dxf12(ac1009) not met. version found ac1002

How to import the file is there any other addon or whats the other way to import


texts: How do I get the Info window's log text with Python?

texts:
I'm creating a Blender addon, however, I do not know how to access the 'INFO' (The window you drag from the top) windows log text.

If I could access that, I could create logs and such.
I've tried lots of things, however, I couldn't crack it. Is there any way to get the text of the 'INFO' window?

If you need more information, just ask.


texts: Is my Inverse Kinematics bone working correctly?

texts:
Take a look at the bone selected.

Now take a look at the selected bone. Shouldn't it be moving down as shown in the video tutorial I have been watching?

https://youtu.be/jp_SqjB0468?t=14m22s


texts: Prevent intersecting of meshes while animating

texts:
I have always had the problem of meshes intersecting with the surrounding meshes while animating.

For example, while I make a human mesh kick a ball, the leg goes through the mesh and it takes a lot of time to fix this because I have to do it manually.

Please suggest ways to prevent meshes from intersecting while animating.


texts: Optical flow generated from cycles render is not proper

texts:
Scene generated from Blender, and flow is given. As it can be seen the flow generated is not proper, it is in a zig-zag format.

I see the scene at and above horizon have more zig-zag. Can someone tell what is wrong here?

[Edit] : Additional scene/info.
Scene

Using the information in the article, I plotted the flow
Article:http://www.tobias-weis.de/groundtruth-data-for-computer-vision-with-blender/.
The 2nd channel is R [x displacement]
The 1st channel is R [y displacement]

for(int r = 0;r < GT.rows;r++)
{

  for(int c = 0;c < GT.cols;c++){

    float length_orig = std::sqrt((True_vec_orig[2].at<float>(r, c)) * (True_vec_orig[2].at<float>(r, c)) + (True_vec_orig[1].at<float>(r, c))*(True_vec_orig[1].at<float>(r, c)));
    int length = std::min(50, (int)length_orig);

    cv::Point pt1, pt2;
    pt1.x = (x_offset) + c; pt1.y = (y_offset) + r;
    pt2.x = std::max(0, std::min(im_d.cols - 1, (int) ((x_offset) + c + True_vec_orig[2].at<float>(r, c) ) ) );
    pt2.y = std::max(0, std::min(im_d.rows - 1, (int) ((y_offset) + r + True_vec_orig[1].at<float>(r, c) ) ));
    cv::line(im_d, pt1, pt2, cv::Scalar((int)color_mat.at<double>(length, 0), (int)color_mat.at<double>(length, 1), (int)color_mat.at<double>(length, 2)), 1, 8, 0);

}

}

Now, I have an algorithm that calculates flow on every alternate pixel to save space on hardware and mark invalid flow on the algorithm as -128
if (U_Mat.at(r, c) != -128 && V_Mat.at(r, c) != -128)
if(r % 2 == 0 && c % 2 == 0).
This is the following plot I get from my algorithm.

And when I apply the same condition on blenders output, I get this

Which seems wrong if you look closely at the walls. I changed the True_vec_orig2.at(r, c) value to negative. And this is the plot I obtained.

This is quite close to movement but still incorrect. The flows seem to be smaller in length. I am unable to understand how are the flows of blender is to be used?

And if I plot the flow completely with True_vec_orig2.at(r, c) negative, this is the plot I get,

Please let me know if you need any other information.


texts: I am trying to make a chain link fence. I created one of the links using four cylinders, but when I try to add the array to all four, it adds it to the last one I selected. Is there and way to use an array on the whole link?


texts:
I'm fairly new to Blender and trying to create a shot for my film, which is just a close up of a piece of drywall with a few bullets ripping outwards. I've tried using the cell fracture tool but it always just looks like glass shattering. It also makes the entire wall shatter, rather than just ripping a hole.

Could anyone help give me an idea of how to best get the effect I'm going for?


texts: How to make abs() give correct result for negative numbers?

texts:
I am trying to use the simple absolute function abs() in Expression frame for a driver, but it won't work. I've tried to put it in long sentences, or even just typing abs(-1) but the negative still negative.I have the latest update of Blender 2.8 Beta.

I don't know why I am facing such a problem.


texts:
I'm having a structure which I would need to enlarge into the arrow directions by 5.5 mm each. I tried to set the length of specific edges, but this gets weird quickly.
The inner edges would need to be changed from 32.5 mm to 38 mm, the outer from 36.5 to 42.
Does anybody have a hint, how to achieve this?
TIA


texts:
I'am beginner at python and blender. I' am trying to create simple addon for myself as part of learning process. I want to achieve that, if i run the script, mixrgb node is added to node tree and link to shader, and if i run script again another mixrgb node is added and linked to shader instead of previous one and previous one link to new one input. Here is the code
import bpy
nodes = bpy.context.active_object.active_material.node_tree.nodes
links = bpy.context.active_object.active_material.node_tree.links
mix = nodes.new('ShaderNodeMixRGB')

mix.location = (-300, -200)
mix.label = "mix"

for n in nodes :
    if n.label == "mix" :
    n.location.y -= 200
links.new(mix.outputs[0], nodes['Principled BSDF'].inputs[0])

Node is created and linked to shader, if i run the script again , new node is created and conected to shader ,previous one change its y location , and here i would like to link old node output to new node input.
I tried
links.new(mix.outputs[0] , mix.inputs[1])

But it conects to itself.
I dont want to make separate nodes like mixrgb2 mixrgb3, because i would like to be able to add infinite number of nodes , which are linked to previous.
If somebody can show me the correct way or creating that, iam stuck in that point for few days already. I was searching for solution here and every other forum, but no success, that 's why i decided to make a post.


texts: Can't move object along certain axis after declring #frame in transform field

texts:
I can't move the torso of a character after declaring #frame, then -frame * 0.3 in the y position field of the transform.
I have tried to move the torso with G and to change to y value.
I don't know what to do. Any suggestions?


texts: I did something I can't get out of! I selected nodes and thinking I'd group them I did a Cntrl + G. Not liking (or understanding) the result, I deleted the nodes. And I'm still left with a green cover that does not allow me to select nodes. :(


texts:
I made some dense smoke in cycles with the Quick Smoke simulation. I want the smoke to be blown to the left of the scene as if it's coming out of a smokestack, so I added a wind force field. No effect. I turned up the strength, still no effect. I even added another wind force field, yet the smoke still stubbornly rises straight up.

How can I get the smoke to respond to wind?


texts: Blender 2.8 - Issue with "shadowing" effect at UV material edges in Eevee

texts:
I've noticed this issue in Eevee (and Look Dev) but NOT in cycles, where I've UV unwrapped a section of my model, used exactly the same shader nodes where the two materials would meet, but there's a strange shadowing effect outside the edges of the UV unwrapped area.

Is there a setting to fix this that I am as yet unaware of? See screenshots below. First one is the Eevee viewport render (you can see the edges of the unwrapped area), the second is the Cycles viewport render - with no issues.

Thanks for any help!


texts: Is there any way to use Cycles for 3D data visualization?

texts:
I have a CSV file containing coordinates for stars in a galaxy and I want to plot them through volumetric data inside a cube. I have tried the voxel data type in blender 2.79 with blender render (it doesnt works with Cycles) but cant find any way to implement that in 2.8.

I have produced a mandlebulb fractal using the coordinates inside the volume of a cube and then manupulated the density according to the mathematical formula.
I just want a way to get the coordinates from the CSV file into separate X, Y, Z nodes.


texts: Blender .fbx to unity. textures not working

texts:
So i`ve made a low poly tree and make the tree crown using an object info and a color ramp.

The problem is that when i`m exporting the model to unity the only texture that shows up is the log witch is a flat color, the crown goes grey.

I`m new to unity and exporting, so sorry if this is a simple question. And aalso sorry for the bad english


texts:
In render result everything works but I can't see it in perspective mode. I started making project on Windows 7 and everything worked there but when I opened it again on Windows 10, I can't see things in perspective mode (for example plate color or render engine (Cycles))
Can anybody help me?

Edit: I'm beginner, I installed Blender yesterday, I'm sorry for my mistakes.


texts: Armature seems to create a duplicate model when moving in Blender 2.8

texts:
Hi folks,

I'm a blender noob.  I decided to sculpt a dolphin.  A friend asked if I could quickly animate it.

I've previously added armature to humans and objects with no problem.  I usually use the "With Automatic weights" option.

However when I try and move the armature in pose mode afterwards I seem to get a funny duplicate of the dolphin appearing.

Any help would be appreciated.  The mesh is not great and I am still new to Blender so go easy on me.  It would be great if I could get this little critter to animate.

I've tried cleaning up the mesh (Merge by Distance) and recalculating the mesh.

I've included the file in the link above.  I hope someone can help.


texts: How to illuminate the darkness inside glass objects in Cycles?

texts:
My model has a clear plastic (or glass) dome with objects inside.  The objects appear dark.  I've tried the glass shader with color 100% RGB, with very small IOR, and using just a refraction shader.

I know Cycles has problems with caustics, but I just want broad illumination to fall clean through the glass.  The light-to-column path can ignore refraction, but is blocked or tremendously attenuated. The camera-column path needs refraction, and seems to work fine anyway.

This demo image offers all optical paths of interest:

light upon object, seen directly
light upon object, seen through glass (looks okay)
light through glass onto object, seen directly. This is the shadow on
the lit side of the column just below the glass tubing.  I expect
full illumination, but there is shadow.  There is some light, but
it's diffuse light from the floor.
light through glass onto object, seen through glass. This

I did at one point try non-progressive rendering, and find extremely coarse light where there shouldn't be shadow, but this is not a practical way to make nice images. I've even tried cranking up certain sampling settings to many thousands, but still get bad noise though less, at the cost of long render times. I  would like to finish my creations sometime before "Star Trek, the Generation After the Next" becomes real life, if you know what I mean.  The next image is an example. I think Transmission in Sampling was 5000, but not sure.

I'm using Cycles in Blender 2.67 on a quad core Linux machine, 16GB RAM. Machine limits have never been a problem for 3D rendering.

Possibly, I screwed up some setting when I made my startup file, and just need to fix it. OTOH maybe this is just a limitation of path tracing, or of the way Cycles does it. If that's the case, what to real-world Blender artists do when they need to produce images on a budget and schedule?  What is the practical real-world fix?


texts: How to scale up or multiply image texture

texts: I'm new to blender and trying to project an image texture onto a desk top. The image displays but it doesn't fill the whole rectangle; it just stays as a square. I'm not sure how to tell the program to stretch the image or multiply it across the whole desk top.


texts: Blender2.8: Viewport Shading Solid (Studio Texture): ColorRamp Image Texture not showing

texts:
I'm trying to change, or rather modify, the original color of my image texture. For that purpose I'm using a ColorRamp Node.
The issue now is, that I would like to have the texture that has been colorramped to be displayed in Viewport Shading Solid with Studio Lighting. This does not seem to work unfortunately, as when I add the ColorRamp Node the object reverts back either to the default image texture or the default white shading.
I am aware that it works in LookDev/ Material Preview Mode, but for my work process as well as for my planned project I would like to have it show in the Solid Mode. ( I have to frequently show my project to other people over video conference so it would be good if they could see the textures without me having to use material preview, as my PC is not really a powerhouse )
I know as well that I can modify the image in Photoshop and use that one as my texture but I would like to know if there is a solution in Blender itself. Furthermore it is quite tedious to always have to use Photoshop and than change the textures when I want to change the color.
Regarding the Render output: I already tested to render the scene with Studio Lighting in Solid Mode and there the colorramped textures appear.
Thank you in advance for Your help
I am using Blender v2.82.7 ( installed Addons that interact with Textures are Pro Lighting: Skies (Lite) and Poliigon Material Converter )
tldr : trying to display modified image textures with ColorRamp in Viewport Shading Solid
edit_1 : Question  was already posted to Reddit, first answer was to bake the texture and than use that as the main image texture. This would work, but would not get rid of the problem of having to do it every time I want to change the color. Optimally, when during the video conference for example, I'm asked to change a concrete texture to be more reddish or blueish, I would like to just go into the color picker in the node and change the respective color.


texts: Blender Quadro p1000 disapears in 2.92 and reappears in 2.80

texts:
I recently purchased a Quadro P1000 and installed it into my system running MX Linux. I installed Blender through the MX Package Manager(they only provide 2.80), the card was recognized and work perfectly. I decide to download 2.92 from flatpak and noticed my P1000 was showing "no compatible GPUs found" in the System menu. The strange part is, the only way I can get my P1000 to show in 2.92 is only If I open 2.80 go to the system menu(which my gpu is showing and being recognized) select CUDA and close 2.80. Now if I launch 2.92 my GPU is recognized. Also if the computer goes to sleep both 2.80 and 2.92 do not recognize my GPU and I'll need to restart and go through the process all over again.
I installed the nvidia drivers through the "Nvidia driver installer" tool and also installed the CUDA Toolkit, I've removed them and reinstalled many times. Hoping someone has an idea of what I can do to fix this issue.
Thank you


texts:
I'm just starting to learn scripting in Blender with Python. I made a simple operator following the quickstart intro on the Blender documentation:

import bpy

def main(context):
    for ob in context.scene.objects:
        print(ob)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()

It then says

  Once this script runs, SimpleOperator is registered with Blender and can be called from the operator search popup or added to the toolbar.

But how do I add it to the toolbar?


texts:
How do I create a ico sphere type flat surface, like a low poly terrain for an island

I can create a surface using subdivide and triangulate but the result just isn't the same

Here is an example of what I desire:

Edit: Here is the best that I can do, and the faces just aren't rotated in the same way, and that's what I want to accomplish (notice that I'm quite new to this program)


texts: Displaying keyframed opacity / transparency in Material mode in viewport?

texts:
If I drag to change the Alpha value for a material, it updates continuously in the viewport when viewport_shade is set to Material; the object appears to fade in and out.

However, if I use keyframes to change that same value, the display does not update. What's going on? Is this a bug?

Notes:

I don't think this is a duplicate of this question because the asker seems to be referring to Rendered mode rather than Material mode. It's a little unclear what mode he was referring to, but there is no useful answer to my question there, and that question is 2 years old.
I have enabled Transparency under Display in the object properties.
I have set Shading to GLSL.
I'm using Blender 2.7.4 on Kubuntu 14.04 64 with a Nvidia GTX 750 Ti.
You can replicate this simply by creating a cube, giving it alpha transparency and doing as described above.


texts: How do I correct my character falling through when cloth is enabled on his cape

texts: My character falls through the "stage" when I use cloth on his cape and pin it to the verices. How does one correct this issue? Forgot to add that my character and his cape are one piece


texts: Which is the best workflow to follow when texturing and importing textures from Substance Painter?

texts: So, I'm planning to texture a model using Substance Painter and will render it using the Cycles Render Engine. I will be also using the Principle Shader, heavily, to achieve realistic renders. So, which workflow in Substance Painter so that the textures are accurately rendered in Blender? Specular-Glossy? Or should I go with Metalic-Roughness?


texts: Python script to find a path around volume, given a slope?

texts:
I'm wondering if there's a script to draw a path around a volume given a slope (for instance 5.8% (= 3.3°)).

Manually, I can draw such a path, but I need to adapt reference point from time to time, like in real life with a theodolite.

Maybe, using 4 boolean operations with plane, one for each direction, and only keeping the vertices, then again, incrementing vertice position, then joining them together?

Hope it makes sense.

Do you know about an existing script?
Or can you explain me how to deal with resulting vertices after a plane boolean op? Can I "snap to vertex" to prevent adding vertices in the process?

Thanks!

More details in https://blenderartists.org/t/least-cost-path-for-blender-terrains/1226571/3

EDIT: Here's a terrain with an empty for a village location.
blend file

Find the path to the peak!


texts: Is it possible to delete linked Mesh Data?

texts: I need to get rid of every multi user block data but there is too many of it so i can't do "make single user" for every model. I want only worldspawn_16740 to stay.


texts:
I am trying to model a tree with curves, and I need to extrude 2 paths from 1 vertex, but when I try to do it, it separates the vertex. If I try to join it with F, it says "Can't create a segment".
Is it possible to make a branch with curves and why not?

Is there any workaround or addon? Because I need it with curves.


texts:
I'm quite new to blender and I've got lots of help from here recently I appreciate a lot! The problem I'm facing now is that the corner part of my couch starts breaking or making a weird extruded shapes along the edge of the object after sculpting. When sculpting, everything looks okay but then whenever I save the file they become like this. I removed doubles and tried to recalculate or flip directions but still don't know what I missed. Or maybe it's something I have to start from the beginning again?

This file above is before I smooth the edges on sculpting mode. If I save the file after smoothing then it always changes to the file below with deformed edges.

This is the file with changed shape


texts:
Is it possible avoid Blender 2.79 from selecting the closest vertex/edge/face in Edit Mode?

I find that even when clicking well outside of my model, the closest possible target often seem to selected, I have no idea why Blender would behave this way.

Thx!

Update: the behavior I am seeing: https://streamable.com/y447y


texts: How can I render 2d images from a lot of camera angles from a 3d model in blender

texts: I am planning on obtaining different images from various camera angles of a 3d model. So I need images of an object from different camera perspectives, for example, like how would an object look when camera is placed at different angles and rotated circularly 360 degrees around a particular axis of the object. Can I do do that in Blender or is there a script available for this kind of work ? Please let me know.


texts:
I seem close but can't quite figure out how to draw an existing panel, in this case "VIEW3D_PT_sculpt_context_menu" in a pie menu.
using pie.popover("VIEW3D_PT_sculpt_context_menu")
draws the panel but in a submenu:

I can access the menu with bpy.types.VIEW3D_PT_sculpt_context_menu but cannot follow with .draw() since it is already in a draw context of the pie menu.
Following this answer i can get a colour picker to draw, which seems to say it is possible (:
full pie menu in a pastebin here


texts:
Well the question is simple in blender there's hair particle tools and there's a lot of videos on how to work with it. But I haven't seen videos on coloring, painting or dyeing hair in blender.

So I want to ask If I have my blender hair completely red can I give it some small black red highlights and a big yellow highlight?

If I can how?


texts: Different Enviroment Map per object/layer. (Blender Engine)

texts:
I hope this hasn't been asked previously, I was unable to find a similar question.
Is it possible to have different Environment Maps that affect specific objects or a way to have different Environment Maps per layer?
As an example of the desired result I cheated a .gif from Photoshop. Of 1 scene with 2 different Environment Maps.

Thank you! ♥


texts: How to enable ambient occlusion in the Viewport with Python?

texts: I have been trying to access different functionality in blender using python and I stumbled upon this really difficult problem. I can’t find out how to enable or disable the Ambient Occlusion using Python in the viewport. I have looked at the info panel that records the Python actions and it returns a weird (null) method. I did some research on the python function and found their operations, but I can’t figure out how to get Blender to recognize it. I checked all the buttons around it but they didn’t lead to any conclusion. I am at a complete loss of what to do and any help would be awesome


texts: Simulate a split washer getting tightened down

texts: I was hoping for some advice on how to animate a split washer being screwed down tightly. I've modeled the thread, nut and split washer and animated them. However, I need to split washer to flatten against the surface as it gets tightened down. The meshes thickness shouldn't change but it should no longer bend in the z-axis.


texts:
Sorry if I've overlooked something simple but this is driving me crazy. I'm just trying to apply a bevel modifier - but there's a limit to how large I can make it.

Please see the image to see what I mean, paying particular attention to the width value of the modifier.


texts:
Is there is more automated and accurate way to connect two vertices of neighbouring objects?

I tried to move them manually, but it is a bit difficult to do it just in point.

I'd like to make flat and smooth faces for the bottom and sides. The top face is going to climb a bit to align with vertices of the other - higher object...


texts: What is the function of "removing doubles UV"

texts:
I was working with blender and I imported a CAD file.

I was trying to UV unwrap the model, which is high poly (see photos).

Can someone explain to me what the "remove doubles UV" option does?

In my case I just used it and from this

I got this

I see there are a lot fewer edges in the UV map but the model stays the same.


texts:
Good day! I am having a problem wherein fire does not render. I followed a smoke and fire simulation on YouTube. Followed everything in his tutorial. However, the fire in my scene does not render at all. I wanted it to look like rocket thrusters. As of now, this is what I currently have for my Smoke Domain material.

I temporarily set the smoke to 0 because it may be blocking the flame. I've provided the screenshots where the smoke is enabled and disabled. (Forgive the quality of the rendered images, I lowered down the samples to quickly render the image.

And for my scene, this is what it looks like.

I am rendering it using GPU compute. If there's anything missing in the  current scene setup, just ask for it and i'll provide the necessary requirements. I tried searching for solutions but nothing worked out for me. Thank you and have a nice day!


texts:
Why when I try to load add-on from github which have expansion .py , then it is loaded in TXT format and I can't add it to the blender
I tried to put into folder scripts also


texts: Selecting vertices within a box defined by exact coordinates

texts:
I have a mesh with lots of densely packed vertices.

I want to select all vertices within a bounding box defined by (x1,y1,z1) and (x2, y2, z2) exactly without selecting other vertices outside. Is there anyway to achieve this? (Add-ons will be fine)

It's too tiresome to use the mouse in some circumstances.


texts: How do I know the number of polygons after adding a subdivision surface modifier without applying it?

texts: How do I know the number of the polygons after adding a subdivision surface modifier without applying it? I have the number of poly after applying.


texts: First time to try water simulation but I can't do it

texts:
I used HDRI image to light my scene. I was just trying to learn how to simulate fluid. In the viewport, the fluid is in good shape:

But it renders the domain in the final image instead of rendering the particles, even after baking the simulation! how can I solve this?


texts: Using Mist or Depth pass to create a color-specific mist

texts:
I have a base scene with objects retreating in the distance:

The background color is created in the World properties using a background color.

I also have Mist and Depth passes enabled. Here is Mist:

I composite them together to get:

using this node set-up:

My goal -- which I have not been able to achieve using the various passes I have thus far -- is to make the mist pass (or Depth, or whatever will get me there)  darken and obscure objects as they recede in the distance and to do so by making the 'mist' a darker color -- darker green/blue in this case...

The objective is for further objects to be less visible and to be obscured with the some version of the background color, not grayishness, and to go this in the compositor.

All input welcome.


texts: How do I save the view clipping plane settings?

texts:
In this menu, I always set the clip start value to be 0.01m, because the default of 0.1m is not small enough for my use cases where I am frequently close to objects.

However, this setting resets back to 0.1m every time I restart Blender. Is there a way to save it so that it automatically uses 0.01m when I open Blender?


texts: How to remove the axis constraint after scaling all objects to zero on one axis?

texts:
I inadvertently scaled all 3D objects within a layer to zero on the Y axis. Geometry is now constrained to the X Z plane in edit mode. I basically did a S Y 0 at some point during a tonne of 2D work within that layer in X Z orthographic view so I didn't notice the error.

Geometry will move in the Y direction in object mode, but not in edit mode. Removing doubles does nothing even though there are layers collapsed on one another.

Any ideas?


texts: How do I create an Alembic geometry Cache or animation from a series of meshes

texts:
I have a series of meshes that I would like to export to unreal and have them read as a geometry cache or animation. I have about 60 meshes and I would like each mesh to be a single frame of an animation. Basically I want to create a 3D mesh flipbook asset for vfx.

The way I did this before was using 3ds max and unreals vertex animation tools script. https://docs.unrealengine.com/en-us/Engine/Animation/Tools/VertexAnimationTool

Is there a way I can do this with Alembic or any other way from blender.

I'm really stuck here so any help you guys can provide would be greatly appreciated.


texts:
i am currently following blender guru's beginner tutorial following instructions every step of the way.
as soon as i added the droplet texture at the end of part 5, level 3: condensation, the glass on the cup started acting more like a double sided mirror i went back and checked all my steps and can not fix the issue.
kindly see renders bellow of the renders before and after the droplets were added.
also a PrtScn of the node tree
download blender file here
blender file

node tree


texts: How can I get the Clone tool in texture painting?

texts:
My goal is to learn texture painting. I was watching this tutorial, but got stuck, at 7:45, when they switch to the clone tool, in texture painting. Since I'm using a more recent version of Blender than the one on the tutorial, the button I'm looking for is not in the same place. So, where is it?

According to "someonewithpc" I need to give up trying to use the clone tool. I think there must be a way to get from where I am at in the process, to making a UV Map that I can wrap around the geometry using a combination of the front and side projections that I created on those sides.  I think that is what is shown in the answer given, but I am stuck.  How would you finish the project?

Obviously the side needs the most work, also the top and back.


texts: Why do my new ik rigs twitch after the 2.9 update?

texts: I'm not sure if people had similar issues and asked a question similar to this, or if its just me, but after the new 2.9 update, any new ik rigs I make don't act properly Instead they start to twitch uncontrollably.I have unparented the ik controller, disabled snapping , and all the other things that would cause ik rigs to lose control. So is there a way to fix this?, or is this just a bug that happens?


texts: Game Engine - Smoke Trails For Moving Objects?

texts:
How do I create a smooth particle system in BGE for moving objects? Normal methods work fine for candles and volcanoes, but when it's a moving object all you see is one particle at a time spaced out from one another. It doesn't look like smoke, it looks more like bullets coming out the back.

I have a simple file here that uses the same method as what I have in my game. This way you can see how I'm making smoke. What I want is for each sphere to overlap one another so that it forms a trail. I have yet to figure out how to do this, even on relatively slow objects. In my actual game, it moves between 2.5 to 7.5 in terms of the motion thingy.

The ONLY way I've been able to accomplish this, is by adding a motion to the smoke object, but it looks really bad when you go to steer. It's also inconsistent when you change speeds. Playing with the frequency or the "skip" doesn't do a whole lot but make it look really bad.


texts: Overlapping faces in mirror modifier causing z-fighting

texts:
I am using the Mirror Modifier to try to make a cinder block mesh. It is composed of some curves converted to meshes and some manually assembled faces.

It appears to be having trouble with overlapping faces, although I cannot see a reason for that to be happening. I have tried extruding the face that is having the most problem and it fixes it a bit but not entirely. And I am really unsure about the inside lines on the inside of the mesh.


texts: How to fix strange dimensions to real dimensions

texts:
I have an wall object with z = 2915m ! I can display this strange dimensions with scale cage.
When I reduce the scale cage, my wall is going to be very thin. How can I reduce the 2915m dimensions and keep my wall width.
Here is my file My file.


texts: No cycles hair rendering options in 2.78?

texts: As you can see in the image, there are no cycles hair rendering options (at least where they were in previous versions). Did they remove these options in 2.78 for some reason?


texts: Change object animation become cyclic for many objects, use Python

texts:
I use Python for create many objects then give them animation key frame like this (no problem here):

object.location = (x, y , z)
object.keyframe_insert(data_path='location', frame=start, index=-1)
object.location = (x + changeX, y + changeY, z + changeZ)
object.keyframe_insert(data_path='location', frame=end, index=-1)

How change animation become cyclic? I already know graph editor can change it, but how change this use Python for each object when add their key frames? I try:

bpy.ops.graph.extrapolation_type(type='MAKE_CYCLIC')

but Blender tell 'failed, context is incorrect'


texts: How to export a scene from Blender, in which I use modifiers and constraints, to Maya and Nuke?

texts:
I created in Blender ocean and floating object.

How to export this scene to Maya (I need to export this scene to Nuke through Maya)?

Animation of floating object - is not the key animation, made by hand (from key to key, from phase to phase). In order to move "on the waves" floating object analyzes the surface of the ocean.

This is a simple method - I use an invisible object to draw in "dynamic Paint" mode, the area of the ocean where the object should float. And then I make object "copy rotation " and "copy location" (constraints) of this area.
(here is tutorial i used: https://www.youtube.com/watch?v=11F1NRpqrzY)

But I think in Maya and Nuke there is no ocean  modifier and constraints.
How to export this scene?
Thanks in advance!


texts: How to export tangent data from blender with python

texts: I an trying to implement normal mapping in opengl es for which i need the per vertex tangent data. Is there some means to get that from python blender api


texts: Make modifiers update in the game engine

texts: I am trying to make a boat work in the game engine, and I have a Boolean modifier on the water cutting a spot in the water plane for the boat. The problem is, that when the boat moves, and the mesh that cuts the spot moves with it, the spot cut out in the water plane remained where it was before. Is there any way to make the Boolean modifier update live in the game engine via python? I have looked for a while and there is no possible way to do this with logic bricks alone. The end result would be the boat moves, and the collision mesh moves with it, and the collision mesh cuts the spot in the water for the boat as it moves along.


texts: Why is my light shining though my object when the smoke is on?

texts:
Does anyone know why my lightsource is visible though this object? It ony happens when i apply the smoke! i am using the eevee render. Best regards, Daniel there is a link to my file underneath the pictures
https://www.dropbox.com/s/alm6e5w9gj9ucs0/TextC.blend?dl=0


texts: there is much new features in the blender 2.8 beta> We've had text overlays in the VSE since 2.6. Does anyone have any new or current work arounds or official ways to get various fonts into the VSE?


texts: I just downloaded the Text Fx addon because I wanted to make a digital speedometer in an animation. I downloaded the addon as instructed and selected install inside Blender preferences. It had a caution symbol and told me that I needed to update 20 Blender 2.8x. So I updated to the newest version and it still said I needed an update. So I uninstalled it and tried installing it from a new source. This time I was not given an error but nothing new was in my add objects tab to add the text and there should have been an extra tab for text editing. So it hadn't actually installed? I am incredibly confused.


texts: Is There A Way To Join Meshes and Get Rid Of Excess Mesh?

texts:
When I made a model of a robot person, I made each part as different mesh: the arms, chest, legs, neck, head, ect. When I finished the model of the robot person, I joined all the parts together with Ctrl + J.

This poses a problem: By simply joining the meshes, I've left so many useless vertices inside the mesh. This also effects the bones I've added. When I try to move the head, the neck does not move correctly and the top of the neck moves away.

My question is: Is there a way to join meshes, then get rid of the extra verticies and have the rest of the parts merge nicely so that is is one nice and solid mesh?

Sorry if that wasn't worded the best. Any help is appreciated.


texts:
I'm modelling a coat for a character, and I have those weird dark grey artefacts on some faces.

A few things :
As you can see, there's no overlapping faces, no triangles either, it has no modifier on it except for the mirror modifier.
I've already tried to :

Shade it smooth or flat,
Flip and Recalculate the Normals
Apply all transforms in Object Mode, and
Clean Up for Loose Edges/Vertices/Faces, and Merge By distance.
I've also deleted and rebuilt those faces but those artefacts remains.

Any idea ?
Here's a blend file : https://blend-exchange.giantcowfilms.com/b/ykzVrBss


texts: VSE: Change blend mode for multiple strips (via Python)

texts:
Blender VSE imports default to CROSS as blend mode (Set the default Blend Type)
Multiple strips cannot be edited simultaneously via the Strip Properties' "Edit Strip".

I was not able to find information on whether the VSE selection can be used from Python (e.g. a "selected" property or method), only active_strip:

https://docs.blender.org/api/blender_python_api_current/bpy.types.SequenceEditor.html#bpy.types.SequenceEditor

If the strips in question share e.g. a prefix, they can be modified like so via the Python console:

>>> for strip in D.scenes["Scene"].sequence_editor.sequences_all:
...     if strip.name.startswith("myimage"):
...         strip.blend_type="ALPHA_OVER"

Is there another way, or can the selected strips be accessed via the Python API?


texts: Add dimensions like in technical drawings

texts: How can I add dimensions of objects like in technical drawings like this:


texts: Unable to draw motion paths of controllers

texts:
I am learning how to animate in Blender 2.83 and have been trying to get motion paths to work with not success.
If I select the hand controller of the rig and click on "Motion paths > Calculate...", all I can see is a cluster of points at the origin of the scene and numbers matching my frames.

These are the settings of my motion path

Is there anything I am missing?
Thanks


texts: How to move or resize to fit to certain plane?

texts:
I've took a model from web (Plottergram from tinkercad.com) and wanted to modify it namely enlarge the table in one dimension. I did't need it to have rounded corners so it's enough to add a cube that fits table's width and height. In this very case I could do this in TinkerCAD itselft, but for some reason I was working offline, so I've got just .stl and Blender.

Now, to fit the width and height I just manually "carefully changed" dimensions of the created cube and then rounded the decimal number assuming the model has some reasonable dimensions. But I wonder if I can do this (resizing/moving) so that a plane of the box fits the corresponding plane of the existent detail in a simple way. Some editors use so-called "work plane" which can be attached to a plane of an object and then resizing/moving may behave in a "sticky" way in regard to it (such thing is in TinkerCAD, too); but it seems that there's no such tool in Blender (at least that is named work plane; this is according to a thread in some non-english forum). So, is there some convenient tool to do this?

PS the following image is added to comment the first answer:


texts: Why no displacement seen in cycles render

texts:
With the node wrangler addon. I tried the node setup. Will the maps. With the cycles render i cannot see the bump result.

Cycles Render Result

Node Setup

In Material -> Setting i have selected Bump+Displacement but wired result.

Any suggestion or help whats going with the nodes.


texts:
I get these weird floral patterns on cylinders, I try to Inset the flat part of face on the top of the cylinder to create some sort of geometry to work with.

Any Ideas on how I can fix this???

Thanks!


texts: How can I change the size of the square of the camera which I see things through?

texts:
I have changed the size of the the rectangular box of the camera - the box you can select on the 3D view - some time ago and I can't turn it back to the old size. Can you look at the pictures and help me, please?
Thank you so much!


texts: Normal maps looking low resolution and blurred

texts:
I have been trying to perfect my normal maps but i can never seem to get them right they always have this odd blurred out effect to them.

In this image i created shows my issue with normal mapping, as you can see it as a very low resolution blurred look regardless that the texture used is 4K.


texts:
I installed the newest version of blender on my new computer made a scene and tried to render with a camera setup and it just shows up blank. I checked if the camera is turned on for rendering and it is.

Thanks in advance


texts: Got the problem that the election of the eyeball is showing through the skin, how should i fix it? im using cycle engine to render [![enter image description here][3]][3]


texts: How to restrict a part of an object getting painted while texturing in blender

texts: For example if I am painting a plane I only want its certain specified part to be painted. I tried using a box to cover the area which is not to be painted and when i start painting, the whole area gets painted. So I want to how paint only a certain specified area.


texts: front/side/top view relative to a particular set object

texts:
I know that the 3D view can be oriented to front/back/side/top/bottom view either relative to global space or to local space of the currently active object.

Is there a way to set a particular object and show front/... view relative to that even if it isn't the active object?


texts: automatic weights feature seems to be broken

texts:
I don't recall since which version of Blender but I've noticed that literally all my character models and armatures no longer work with automatic bone weights feature. None. Every single time get this error:

  Bone Heat Weighting: failed to find solution for one or more bones

Actually, Blender fails to find solution for any of the bones.

Here's an example blend with a simplified armature and mesh to be parented to the armature ready. Try it yourself:
http://www.pasteall.org/blend/42650

Maybe I'm doing something wrong, but Blender didn't complain few versions back. What might be the issue?


texts: How do you control the forward movement of a sphere to be relative to a specific point on its body?

texts: I'm attempting to make a marble maze game on Blender, and trying to rotate the sphere so that forwards is always relative to a specific point on the sphere.  So far forwards is always in the y direction, and no matter how many rotation combinations I've tried, continues to persist in doing so.  Is there any way for the sphere to move forwards relative to a certain point on its face? As well as that, will this affect the cameras set up to follow the sphere?


texts: Troubles when using Pause in the game from "New Game"

texts:
Pause works great in the Main and "Are you sure want to quit?" scene
But if i press "YES, i want to quit" - i go to main menu and if i start New Game
there are always problems with graphics and if i press Pause in this New game - the scene "Are you sure want to quit?" freezes forever every time!

This is problem and screenshots of logic from Main "Scenebasic" and "Are you sure want to quit?" Scene


texts: Why aren't my emitter particles appearing in the render? 2.8

texts: I am trying to make rain in my scene and I have created 2 particle systems for this, one that is the rain falling from the sky being emitted out of a circle and the other is the splashes from the ground. The ground is working fine but the particles from the sky aren't appearing in the render. I have the render button on in the outliner and I can't figure out what's going wrong.


texts: How do I fix this Pinch-like effect on such model with Subsurf modifier turned on?

texts: How do make it so the area in the circle is not punched, and does not look distorted from certain angles?


texts: I modeled a snowmobile in blender. It is for a map in another program and this program (hammer) just allows 10.000 vertices. Is there any way, to get less vertices with not deleting any objects? I want to decrease the number of vertices on the tubes in the back and the metal spring on the front! Do I have to model them again or is there another way? I think I heard of a modifier. Thanks for the answers!


texts:
How can I split one object into two but keep the vertices joined where the object was split?

If I use two objects the animation creates a gap between the two since they don't influence each other.

I need two objects so I can swap meshes, for example clothes mesh.


texts:
How do I paint (vertex group -paint¿?) the area where I want to filter the hair?

I want to limit the hair to grow in the mesh in the area painted (vertex selection group?) but then how can I make it smooth it towards the border?

I come from a Softimage background. Back in the day we created a weightmap (in Blender it would be a vertex group) where we painted the area where the hair was to be emmitted.


texts:
In the render result, I'd like to be able to see the DNA inside the football.

How can I make the football transparent so that the DNA is clearly visible inside?


texts:
I am trying to model a part of an airplane. I have a problem with some slight distortions in the mesh. How can I fix this so that it  looks like a smooth continuous surface.

What it should look like:

blend file


texts:
I made a simple model with multiple meshes. One of them is the head The rest is unimportant for this question. The model has one armature which is the parent of the meshes. All the vertices in the head mesh are in one vertex group which has the same name as the head bone. The head mesh has no Mirror modifier. I set the pivot of the head mesh and all the other parts to the middle of the head mesh. I used armature from the add human (metarig) command. I applied all locations, scales and rotations. I have no idea what other detail I should supply.

Normally it looks like this:

However, when I try to rotate the head (not the neck, the head) it looks like this:

Can anyone help me on how to fix this, or should I actually rotate the neck?


texts:
I'm trying to make a copy of this rocket engine part from a photograph and I need help with the blades.

As you can see the blades at the top, increase in thickness as they approach the 90 degree mark, and then decrease in thickness as it completes its rotation at 180 degrees.

Making a blade of uniform thickness is trivial, I just use the screw modifier, but I can't figure out a good way to modify the thickness through the curve.

Thanks.


texts:
I have a simple math function that produce a saw-like pattern. The question is - How to apply a distortion effect to it?

Here's an example of the code:

shader basic_function(
point Pos = P,
output float f = 0)

{float x = Pos[0];
float y = Pos[1];
float z = Pos[2];

f = (z + 0.5 - floor(z));}

PS
Honestly, Im a new one in osl shader writing so it possible that I dont understand what im doing.


texts: Can I use existing curves with the "Stroke method -> Curve" in "Texture Paint"?

texts: Curve stroke in the Texture Paint mode is very handy at times. In my case I want to use an existing curve instead of creating one by hand. However it does not show in the Paint stroke curve selection menu. Is there a way to use existing curves to project a brush stroke on texture?


texts: The texture appears not good on the object. I need it to fit the size.


texts: how would i go about opening the save as menu using python?

texts:
I'm trying to create an add-on that executes a few steps before opening the save as menu.
I am the point where I can execute the options and save the file, but I would like to open the save as menu, instead of directly saving over an already existing file.

import bpy

bpy.ops.object.transform_apply(location=False, rotation=True, scale=False,
properties=False)

bpy.ops.transform.rotate(value=1.5708, orient_axis='X',
orient_type='GLOBAL', constraint_axis=(True, False, False), mirror=True,
use_proportional_edit=False, proportional_edit_falloff='SMOOTH',
proportional_size=1, use_proportional_connected=False,
use_proportional_projected=False)

bpy.ops.object.transform_apply(location=False, rotation=True, scale=False,
properties=False)

bpy.ops.transform.rotate(value=-1.5708, orient_axis='X',
orient_type='GLOBAL', constraint_axis=(True, False, False), mirror=True,
use_proportional_edit=False, proportional_edit_falloff='SMOOTH',
proportional_size=1, use_proportional_connected=False,
use_proportional_projected=False)

bpy.context.area.type = 'VIEW_3D'
bpy.ops.wm.save_as_mainfile()
bpy.context.area.type = 'TEXT_EDITOR'

This is what I currently have, is there any way to instead of saving directly to the save_as_mainfile() , open the save as menu?


texts: Child Of's set inverse without using bpy.ops

texts:
I have the following code:

import bpy

obj = bpy.data.objects["Cube"]
target = bpy.data.objects["Lamp"]
const = obj.constraints.new(type='CHILD_OF')
const.name = "Custom Const"
const.target = target

When I run this code in the default scene Cube jumps into the Lamp's position and gets Lamp's orientation (just as expected). Now I have to set inverse for the Cube. I could use something like:

C = bpy.context.copy()
C["constraint"] = const
bpy.ops.constraint.childof_set_inverse(C, constraint=const.name, owner='OBJECT')

But it looks hackish and not always works for multiple objects (at least for me). E.g.:

import bpy

objects = [bpy.data.objects["Cube"], bpy.data.objects["Camera"]]
target = bpy.data.objects["Lamp"]

for obj in objects:
    const = obj.constraints.new(type='CHILD_OF')
    const.name = "Custom Const"
    const.target = target
    C = bpy.context.copy()
    C["constraint"] = const
    bpy.ops.constraint.childof_set_inverse(C, constraint=const.name, owner='OBJECT')

So the main question is how to set inverse for a Child Of constraint without using bpy.ops? I understand that I've to do something with object's matrices but I've no idea what.


texts: Boid Particles - How To Use Fighting/Battle Information In Animation (Fighting Ants)

texts:
I am experimenting with boid particles and I have set up an ant fight simulation, where there are two enemy boid systems emitted from different areas (vertex groups) of a plane.  "Allow Land" is enabled, "Allow Flight" is disabled (i.e., they crawl but do not fly).

Their "boid brain" rules include "Fight" and indeed they do go after one another.  Unfortunately I've had difficulty finding information about how the system uses the combat data.  It sort of looks like some of the particles slow down and perhaps stop after combat (maybe if their health is low?) and occasionally some seem to just disappear (maybe if their health goes to zero?  does a critically wounded boid just keep losing health even if it is not attacked, or does a dead boid just stick around for a while before disappearing?).

So part of my question is just trying to determine what the default programmed behavior is, if this is documented somewhere it would be handy.  But I'm also interested in finding out whether I can change or supplement this behavior.  Could I access the particle health status in a driver (perhaps to drive a shape key) or via the Attribute node?  Is there an attribute that tells me whether a particle is engaged in combat?

If that's too vague: ideally I would like my ants to go into a fighting pose when they are fighting (maybe rearing up on their back legs?) and when dead maybe turn upside down or change color or something.  This is both to simply understand what's happening (how savage the battle is) and ultimately to depict the combat animation with a bit of realism.  Thanks in advance!


texts: Remove Quick Favorites in Industry Compatible Keymap format

texts: I switched to Industry Compatible keymap and using the "Tab" key to call up Quick Favorites and add items to the list. There doesn't seem to be any function to remove Favorites once they've been added. I accidently added the entire 'Add' menu to Quick Favorites and they are now unremovable. I tried reverting to factory defaults and they are all still present in the Quick Favorites menu. Other than reinstalling Blender how can I fix this?


texts:
After having created a polygon in the XY plane and extruded along the Z axis, I want to subdivide it horizontally.
I tried :
CreatePoly(foo) # my func
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={}, TRANSFORM_OT_translate={"value":(0, 0, 10),
        "constraint_axis":(False, False, True), "constraint_orientation":'GLOBAL',
        "proportional_edit_falloff":'SMOOTH',
        "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0),
        "snap_align":False, "snap_normal":(0, 0, 0) })

Up to here all works, but then:
bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={"number_cuts":10, "smoothness":0,
   "falloff":'LINEAR', "edge_index":1, "mesh_select_mode_init":(True, False, False)},
   TRANSFORM_OT_edge_slide={"value":0, "single_side":False, "use_even":False, "flipped":False,
   "use_clamp":True, "mirror":False, "snap":False, "snap_target":'CLOSEST',
   "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0),
   "correct_uv":False, "release_confirm":False, "use_accurate":False})

I get:
File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.loopcut_slide.poll() expected a view3d region & editmesh
What am I missing?


texts:
I don't know how old is this bug, but it seems that the circle tool on LoopTools addon is giving weird results:

All vertices are coplanar and no transforms exist on the object. How is it possible that some selections turn into the same plane and others don't? (selecting one by one and applying the tool gives the same result)


texts: How to merge two objects in edit mode without shading and UV errors?

texts:
So I've been modelling a club chair and i need to connect these two together without causing shading errors:

I tried merging vertices, but it causes shading errors which cannot be fixed via edge split and subsurface and would most likely impact the texture quality:

None of the other suggested other questions really answer what i need, any way i can merge these two parts together without shading issues?


texts: How can I fix the orientation of the camera so it is above the grid?

texts: This is my first-time camera tracking in Blender and I have no idea how I would fix this, the tracking points are above the camera when they're meant to be below. Does this matter?


texts: Help with overlaping duplicaded mesh issues

texts:
im still quite new with blender and 3D in general. I sculpted this armor for an academic project.

And now im trying to texture paint it, but wille i was starting to paint i noticed that some parts were getting the color and others dont, and i found out this detail witch makes me believe that there are 2 meshes overlapping somehow. I already tried to ose Merge by Distance and it didn't work. Can it be saved?


texts: Extrusion along a curve: position of the profile

texts:
I want to make a curved strip with smooth edges.

I have made Bezier Circle and tweaked a bit to obtain something between an ellipse and a rectangle (this is the section of the strip). Then I made the curve that describes the shape of the strip, and pressed Object Data button in Properties window. In Bezier Object slot I selected the previously mentioned "ellipse".

The problem is that the ellipse appears rotated. The greater axis of the ellipse and the other curve should be coplanar, but they are perpendicular.

I have rotated the original ellipse, but this doesn't seems to have any effect on the final surface.


texts: I rendered volume ok, but it saves as a blank image. I've tried save-as PNG and exr and also tried the output in compositor. When I render as a combined image the volume acts as expected, however there is no image information if I render a VolDir/VolInd pass.  The volume on its own layer with the other objects on 'hold out'. I just dont understand why I can't save what I see.


texts:
I'm new to Blender and I was wondering, do meshes have to be joined?
In the image below, I found it a lot easier to just snap the edges to the top face instead of joining all the vertexes. Is that a correct way to do it?


texts: animation nodes with follow path object contraint not possible?

texts:
Is there a restriction with animation nodes and follow path constraints?
I have made a sphere which distance to the single plane controls the angles of the underlying plane grid. Works great. If i move around the sphere the planes turn accordingly.
Now i wanted to animate the sphere by a curve (because i am to lazy to keyframe it) and i added a curve and added the object constraint "follow path" to it. Now i keyframe the offset 0 to 100 at the beginning and the end of my animation.
Unfortunately now animation nodes does not react anymore to the movement of the sphere.
If i move the sphere manually in 3d view it works like a charm.
what am i missing?


texts:
I'm just playing around with Cycles, trying to bake a normal map onto a low poly mesh.  After a bit of trying, this is the best I could do, however, it's clearly not correct.

I'm not 100% sure how to improve it.  I've been reading about cages, but after messing about with larger/smaller cages, it didn't seem to make much difference.

Maybe I've UV unwrapped it incorrectly, or perhaps there is something I'm overlooking?  I'm still reading up on how to do this properly, however I'm a little confused.

Any input or advice would be greatly appreciated.

Thanks

Update:
Blend file is available here:


texts:
I want to use python to set the camera viewpoint but failed to do so, here is my code to render the model through python

import sys
import os
import bpy
import math
import datetime

if __name__=="__main__":

    configureBlender()
    setCameraPosition([0.49123,-2.22974,6.74501],[123.942,0.578,0.1])
    run(os.path.dirname(os.path.realpath(__file__))+'/test')

def configureBlender():
    # rendering constants
    RENDER_RES_X = 640
    RENDER_RES_Y = 480
    FRAME_NO = 1
    bpy.context.scene.frame_current = FRAME_NO
    bpy.context.scene.render.resolution_x = RENDER_RES_X
    bpy.context.scene.render.resolution_y = RENDER_RES_Y
    bpy.context.scene.render.use_border = False

def run(output_dir):
    bpy.context.scene.render.filepath = output_dir
    nodes = bpy.context.scene.node_tree.nodes
    links = bpy.context.scene.node_tree.links
    nodes['File Output'].base_path = output_dir
    bpy.ops.render.render(write_still=True)

def setCameraPosition(location, rotation):
    bpy.data.objects['Camera'].location = location
    bpy.data.objects['Camera'].rotation_euler = [math.radians(rotation[0]), math.radians(rotation[1]), math.radians(rotation[2]) ]

I don't know what is wrong with code or maybe model(anywhere to upload the model, it is 5mb)

update

for obj in bpy.data.objects:
    print(obj.name)

it prints out only one Camera object, i guess if there is only one camera, this camera must be the active camera.

Another wield thing is i changed the camera position and saved the model but it is still rendering with the previous viewpoint. so I guess maybe the code is fine but something wrong with the model.

here is my model link


texts: How do I sort out this tracking actuator?

texts:
So without explaining everything, the tracking sensor tries to track to an object in a different layer that hasn't been added into the scene.

To fully explain, the problem lies within which object blender tracks. The object, called "Track", is meant to be added in and tracked to. However, the problem is that when the object is added in then I am presuming that the object added in is called "Track.001". This doesn't exist yet so I can't click on it in the tracking actuator. Does anyone have a solution?


texts: How does the fisheye projection model work?

texts:
This is my first contact with the fisheye model/lens type and I'm trying to understand how it works.

I put some sphere on a circle at different angles 0(red), 30(vert),  60(blue), 90(jaune), 120(magenta),  150(cyan), 180(white) degrees (see image 1). After that, I did the render. I remark that the sphere did not project in the same order. At 0 degree, I put the red sphere  and at the 180 degrees, I put the white sphere. Can someone tell me why I did not get spheres in the same order ?


texts: Simple methods to smooth out weight paints?

texts:
After skinning a high density (3.6k poly) hair model to it's respective bones, I disliked the results of the automatic weight paints so I removed the Weight from each Vertex Group & used the Edit Mode method of "Select Faces > Select Vertex Group > Assign a Weight of 1" for each Vertex Group to gain precise control over which geometry the bones affect.

The result, however, are blocky deformations due to the sharp edges between Vertex Groups. I can't seem to get desirable results while using the blur tool as I don't understand how to utilize it yet. The Weight Gradient tool also appears to be finicky for me & doesn't normalize after applying it, & the Blend/Smooth tool appears to do nothing to the weights even at full factor.

Are there any tools or settings that might let me add what would otherwise be a Gaussian Blur style effect to my weights?

One work-around I've found was to use the Corrective Smooth modifier to smooth it out after-the-fact, however, I'd like to learn how to manage this within the weight paints instead of using modifiers. Will be more beneficial in future occasions.


texts:
I have an object of which I would like to curve one face.

What I have:

What I want to do:

My final goal is to model a television:

My blend file:

http://www.pasteall.org/blend/34647

How do I curve just one face?


texts:
The problems which I'm facing are too often very similar to what is described in this post by Hyder Hasnain: Mesh and shrinkwrap

Pasting together parts from different models, some of which contain complex shapes not obviously related to primitives.  I've looked several times at the solidify, skin, and shrinkwrap modifiers and can't see how they can solve the problem.

Trying to use them on damaged meshes just asks them to assume too much.  However, conceptually they might work if applied to small segments of the mesh rather than asking them to work on the entire object.

Can any of the three techniques (Shrinkwrap modifier, Convert to Convex Hull tool, Point Cloud Skinner addon) be used as a tool in edit mode on a section of the mesh? In other words, a sort of intermediate step between editing the vertices and edges and applying a modifier to the entire object?


texts: Mesh shapes keeps changing while rigging

texts:
I have checked everything like double vertices but while mesh still keeps on changing its shape when I am trying to change the rotation of bone. Why the mesh is not retaining its shape?
UPDATE- I corrected the weights by weight painting but now this is occuring. Please check the file i have uploaded.
[![enter image description here][2]][2]


texts:
I was trying to make a camera tracking project for learning and everything was good until i encountered a problem , the plane was supposed to be catching shadow of the light on my background  ,but when I enable shadow catcher , the plane does not become transparent.
Please help , how to make it transparent


texts: How to play movie file on a curved plane?

texts: I need help with how to get a movie file to play on a curved plane. I know how to uv map an image on a curved plane "see blue curved plane in 3D set below". But can’t seem to figure out how to map a movie file to it. I thought about adding image as planes and adding a movie file that way, but then I don’t know how to curve that plane without subdividing it. Any help would be greatly appreciated. My guess is I’m probably thinking about it all wrong.


texts:
I am going through the Blender 2.79b manual online here: https://docs.blender.org/manual/en/dev/interface/splash.html
I don't see my question answered in it.

I have Blender open on my Mac. I have imported an svg file. I can select the File Browser view. I can see the folder URL to the Blender folder on my filesystem. There is a text box under this. There is a file directory under it.

I can type a filename in the box under the folder URL box and hit enter, but am not sure if it is having any effect -- it's not showing up in the file listing.

How do I save this or any blend as a .blend file? I can't shut down Blender until I figure this out!


texts: How do I give multiple objects with different sizes the same texture resolution?

texts:
how do I give multiple objects with different sizes the same texture resolution?

If I simple unwrap the objects, I get the result that some objects have a sharp texture and some not.

thanks!