texts: (Scripting) Set edge as axis for object rotation

texts:
I am trying to write a script that does the exact same thing as can be found here.

I have an object that I want to rotate around one of its own edges, as shown in the link, but can't figure out how to do it.

Like below, I want to rotate the selected object around the edge that is closest to the other object.


texts: One Object won't Show up in Final Render even though it shows up in the Preview Render

texts:
I have a model of a building with a sidewalk around it.  Both show up when I switch to rendering mode in both Blender Render and Cycles Render mode.  But:  when I hit F12 for a final proper render, the building shows up -- but the sidewalk doesn't.

I've checked the normals and I thought the normals seemed pointed in the right direction.  I've set the Clipping on the Camera to a high number.  I removed all the materials from the sidewalk and added a new material-- the problem persists.  I've exported the blend as an FBX file and the Sidewalk shows up fine in Unity.  Just in final renders, it doesn't show up.

Here is a blend file: http://www.pasteall.org/blend/35247.  I tried to destroy everything unrelated to the issue and label things in a clear way.

Thanks.


texts: Strange triangle artifacts on bevelling but no rounding

texts: I get strange triangle artifacts on bevelling but no rounding of edges. Why and how can I overcome this?


texts:
Why there is Startup Problem 2.79. Im getting problem with 2.79 new version i have downloaded. The installation done successfully. When i click on the exe the cmd run and disappears and nothing happens. Blender did not launch. Im using 64bit setup but when i tried the 32bit zip its working. So whats the problem why Blender is not getting start with the installation. Any suggestion or help. Thanks

On command line this is the error


texts:
I had gotten a bake from a friend which I absolutely love!
I've searched around I don't even know the name of the bake to even find the correct tutorial. It's not a normal shadow/AO map. It has like a metallic grey shading with more of a 3d effect. I'm attaching images of the bakes with the hope that someone knows the name of the bake and can tell me how to achieve it on my own.
Here's some examples:
1
2
3


texts: How Can i export the UV lay out, in the same size as my 3d model

texts: i just to ask if how can i export the UV layout in the same size as my 3d model, I'm using feet, i want to export my UV layout in feet, i want to export it to CorelDRAW, but whenever i import it to corel the size changed, it goes to inches, i want the same size for printing, because I'm working in an inflatable manufacturing, hope someone could help me, i need this for me to be a regular worker here in our company...


texts: How to make backround image transparent?

texts:
How can I make backround image transparent?

Now it is white and it is harr to understand where is my model and where image.


texts:
In my application I use Blender's Internal rendering engine (headless mode) to render quick mock-ups of various items. BI yields plenty quality, however speed is essential (it's a web app) and I wish it was faster.

I wanted to try out Eevee so I ported one of my scenes to 2.80, fixed the textures & lighting and tried rendering the scene.

The scene is very simple - two objects with a basic texture material and three (!) light sources. It renders this:

My 2.79 Blender Internal environment is run on an 8-core (2.7 GHz Intel Xeon® Platinum 8168) 16G RAM compute-optimized VM.

I tested 2.80 Eevee on a Tesla K80 6-core 56G RAM VM, which is comparable in price.

It seems that Eevee is slightly faster than BI. The difference is even more significant when multiple clients are rendering in parallel.

Unfortunately, everyone keeps comparing Eevee to Cycles and I haven't been able to find any relevant data on Eevee vs BI. My questions are thus:

Would one expect Eevee to be faster than BI in general? If not, under what circumstances would BI be faster?
Which one has more potential for optimization (e.g. reducing samples vs optimizing tile size, etc.)?

I appreciate that there are many factors in play, especially when it comes to hardware. Hopefully that does not make this question too broad.

EDIT

My scenes are here:

Blender 2.79b (BI): http://www.filedropper.com/phone-279b
Blender 2.81 (Eevee): http://www.filedropper.com/phone-280

I don't really have any specific requirements... Here's what I am thinking:

The final result should not look like it's from Counter Strike 1.6. This is what I have now, and it's fine: http://www.filedropper.com/phone_2 (yes, I am stitching two images together)
Potential load is not yet known, but I might want to plan for maybe 100s of people rendering at the same time...


texts:
I have a scene set up with the astronaut model (it's a standard humanoid mesh with a rigify rig applied) in one scene and the black hole in another joined using alpha over node.
The mesh seems to be okay in object mode but as soon as I render this happens in every frame.
In the render preview in viewport it's also looking as it's supposed to.
Here is the .blend file


texts: blender 2.8 requires glibc 2.23, have 2.22

texts:
Forgive me if this is off topic, if it is a pointer in the right direction (appropriate location to ask) would be appreciated.  I'm trying to use blender 2.8 on an opensuse 42.3 machine.  Long story short I downloaded glibc 2.2.3 and tried configure and got

 configure: error: The x86_64 is not supported.

I downloaded blender 2.8 for linux unpacked and issued ./blender from the command line.

:~/Downloads/blender-2.80-3c3d80ea22af-linux-glibc224-x86_64> ./blender
./blender: /lib64/libm.so.6: version `GLIBC_2.23' not found (required by ./blender)

I got the glibc version via ldd,

:~/Downloads/blender-2.80-3c3d80ea22af-linux-glibc224-x86_64> ldd --version
ldd (GNU libc) 2.22
Copyright (C) 2015 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Written by Roland McGrath and Ulrich Drepper.

found this to help.
Blender 2.8 cannot find libmvec.so.1

So, I downloaded glibc-2.2.3 from http://ftp.gnu.org/gnu/libc/, found the kernel version with uname -r (4.4.165-81-default).

Then I unpacked glibc-2.2.3 with tar -xzvf, entered directory, made _build directory, entered that and then issued:

:~/Downloads/glibc-2.2.3/_build> ../configure --enable-kernel=4.4.165-81-default --prefix=/usr

and got,

loading site script /usr/share/site/x86_64-unknown-linux-gnu
loading cache ./config.cache
checking host system type... x86_64-unknown-linux-gnu
checking sysdep dirs... configure: error: The x86_64 is not supported.

I am guessing that this is a problem with the name of the system "x86_64-unknown-linux-gnu".

Also I just noticed that in the build of blender that I downloaded, there is a
blender-2.80-3c3d80ea22af-linux-glibc224-x86_64 , in the name does this imply that I need glibc 2.2.4?

Any Help would be appreciated,

eh-five


texts: How to convert vertex group to sculpting mask?

texts:
How to convert vertex group to mask in Sculpt mode ?

I take any solution.


texts: Why is there color in measured specular reflection of a ruby and other non-metals?

texts:
According to this article: http://learnwebgl.brown37.net/10_surface_properties/surface_properties_color.html#id2
measured specular highlights of some dielectric materials such as ruby or emerald are not white (or grey). This goes against the common belief that only metals have coloured reflections. Why is that?
I could not find the original source of the values of the article. It is however cited/used in multiple places on the web. I have verified that i.e. ruby is indeed non-conductive (see abstract of Negative Absolute Electrical Conductivity of Optically Excited Ruby: Microscopic Nature of the Phenomenon
.)  Looking at pictures of rubies on the internet, I'm not sure if I can see any colour in the specular highlights. Could it be the redness in measured values is just an artefact caused by the translucency of rubies?


texts: What does this red line across my shader node mean?

texts: I am unsure what this red line linking the input and output of the node signifies in the below image.  Can anyone tell me what it is?


texts: With the reference image attach. Im making the sandals and im the way to plug the diamonds in that. I have remove the center edge from the mesh. With the duplication im making the diamond to rotate around the curve. From side view it looks good but when i rotate and see the diamond going upper side and some diamond gone inside the mesh and only 1 diamond ring is visible. How correct align with the reference image the diamonds.


texts: an easy way to subdivide along one axis only?

texts:
I'm making a rope for a game so it needs to be low poly. If I create a cylinder and subdivide, I get too many vertices around the circumference which I don't want. I only want to add vertices to the length axis, like slicing a cucumber for a salad.

I know I can use the knife tool (k key) together with the z key to cut though once, but, to do that say 100 times is a pain and it is also not as precise as I want the cuts to be.

Is there any way to automate that or is there a better version of the system subdivide command?


texts: How to hide backfaces trough transparent material?

texts:
First of thanks for taking a look at my question.

The problem

Please take a look at the following gif:

Instead of using a grass texture I made the grass transparent since the background video already had grass in it. This way the whole thing would match nicely in the final composite.

In the cliff on the left you can see the shadow of the backfaces moving through the transparent grass.
To counter this I made the backfaces transparent with the following node setup:

However, now you can see the frontface of the object trough the transparent backface.

Question

How can I hide/not render the parts of the mesh that are behind the transparent material/grass?

EDIT (further explanation)

Gif:

2 is the top of the cliff you can see in the first gif. '2' is partially transparent so it matches nicely with the plate (vid).

1 is the backface of the rock that you can see moving in the first gif. I want this to not be visible trough '2'. Making '1' transparent doesn't work, neither does changeing the transparency passes. Since 1 transparency pass will just show the back face again..


texts:
I am currently using Blender 2.70
And I've noticed that there is the "data transfer" tab missing in my blender.

If not, where else can I find that?


texts: Armature is not moving all vertex equally even though they have the same weight

texts:
I'm working on a low poly game and I decided to use blender to model and animate. This is my first time really using it, so I could use some help.
I modeled an arm and apply an armature following a youtube tutorial. I parented the mesh to the armature using automatic weights and it works for the whole arm and wrist, but it didn't work for the fingers, so I tried setting the weights manually.
The problem is that I'm settings the same weight to all the finger vertex, but some of the vertex seem to move slower than others, causing the finger to quickly deform.
This is how I did the weight painting.

In here you can see how the 2 lower vertex are moving very little in comparison to the top 2.

Finally you can see what happens when the finger is moved from the next bone.

Any idea why this could be happening or any way to fix it?
Thank you for your help!


texts: Problem : Character fbx export has weird animation becaus of IK

texts:
I made a character in blender and add few actions to that. Also i used IK for legs and every thing is okay in blender viewport and animations work well. But when i export it as *fbx , it’s legs becomes weird.
I cant understand what the problem is because I previously made character with IK for legs and it works well as *fbx. because In that succesfull case i added IK influences as keyframes. Also in that case i animate copy rotation influences for legs. But now for this case they doesn’t work.
I’ve tried a lot of solutions such as apply transform , bake animation. But none of them work and character always have weird legs.
here , what we see in blender :

and these are what we see in exprted *fbx :


texts: IK constraint causes crazy global rotation

texts:
I was following a rigging tutorial (first minutes of third video) on a simple model I made earlier. But when I add an IK constraint on the bone shin.L to have the bone foot_IK.L become an IK controller, it gives very odd behavior.

When moving the foot around in Pose mode for a small amount, the IK seems to work fine, but when you move it further, the rotations go berserk. And even if i return the mouse back to where it started, the rotations keep being all messed up.

https://www.dropbox.com/s/ikrqtk7kh164c22/dusty_05_foot_bones_added.zip?dl=0

What did I do wrong?


texts:
I've created a rig and added "automatic weights" to the model. The thing is, the left side bones have influence on the right side, and the right side has no influence at all. I can't even correct it by weight painting, once the left side paints the right one at the same time. Why does it happen and how to fix it?
*The image shows what happens when I move the left arm.
Thank you!


texts: Baking normal map for mutiple objects and merge them

texts:
I have baked a normal map for car model but the normal map became weird because of ray distance.
My model is consistent of two objects, car body and car tire, I have to bake them separate because they need to use two different ray distance to bake normal map.


texts:
I'm fairly new to Blender, this time it's giving me a strange seam running at weird angles to the mesh and I don't know where I went wrong or how to solve it
I also tried UV unwrapping it along all the relevant seems and that did not change anything, so I removed my original Unwrap and still it happens, even when the Texture Coordinate set to Object
Blend File:
https://pasteall.org/blend/0e0b55e3ca254b3d9c82037255315484


texts: How to create objects in blender using matrices

texts: So i have gathered that matrices are 4x4, and I'm hoping to try to create a neural network to take pictures of trees and such and convert it into a 4x4 matrix with  openCV, but my one question is how would you import a 4x4 matrix into blender and spit out the 3d object?


texts:
I have a lightsaber hilt that I'm trying to bake. I made a low poly mesh first, then I added a subdivision surface modifier to my low poly mesh to make a high poly version. Because I added the subdivision surface modifier to the high poly one, it is smaller (generally) than my low-poly one. Both of the models are shaded smooth. Whenever I go to bake the normals, there are always yellow spots. Just as a note, most of the yellow pieces are cylindrical.

Please help me get rid of the yellow spots. Thank you :)

Here is what I'm getting so far:

Extrusion: .01m. Cage: Active. Margin: 1px.

Extrusion: 1m. Cage: Active. Margin: 1px.

Extrusion: 1m. Cage: Active. Margin: 16px.

Ray Distance: 1m. Cage: Disabled. Margin: 16px.

Ray Distance: .01m. Cage: Disabled. Margin: 16px.

Ray Distance: .01m. Cage: Disabled. Margin: 1px.

Edit: I have gone into edit mode, selected everything and recalculated the normals. It eliminated the worst of the yellow, but there are still a few lines hanging around.


texts: Why doesn't emmisive material render in my camera?

texts:
I'm trying to create a simple sky for a scene.  Right now I'm modelling it as a gradient texture applied to the inside of a sphere.  I made the shader emissive so that it does not cast a shadow and contributes ambient light to the scene.

Unfortunately, it does not show up when seen through the camera or in the final render.  How do I get my emissive shader to be seen?


texts: How to force console window to show up automatically when Blender starts

texts:
when I start Blender version 2.66a, the Blender loads, and shows up together with a console window.

Now when I start Blender version 2.77a, the Blender loads without a console window by default. I only can show the console window by clicking Window -> Toggle System Console

How to force the console window to show up together when Blender version 2.77a starts?

Thank you


texts:
I am trying to cut out the "rotational path" of a cylinder as it rotates through a block.

So I created a bunch of copies of the cylinder and rotated each copy in increments of 7.5 degrees until I had covered the full range of motion.

Now I am trying to use a boolean modifier to cut each cylinder 1 at a time from the main block.

I can only get about 5 of the modifiers added before it starts to give me errors saying it cannot execute.

Any help is much appreciated. thanks


texts: Fluid Simulation: Fluid is not coming from the inflow

texts:
I am trying to get fluid pouring from a sphere into this cup. However, when I bake the simulation the fluid also comes dripping down from places further along the x-axis from the sphere. What is causing this and how can I fix it?
I attached a few screenshots of what I mean and the fluid settings for the inflow, domain and obstacle.


texts: Script to export gltf fails with 'Context' object has no attribute 'active_object'

texts:
I'm trying to convert a batch of files to glb using blender with the script bellow. That i modified from How to batch convert between file formats?
But i'm getting the error

'Context' object has no attribute 'active_object'

If I change the output to obj it works with no problem
I'm using blender v2.81a
CONVERT_DIR = "my/dir"

import os

def file_iter(path, ext):
    for dirpath, dirnames, filenames in os.walk(path):
        for filename in filenames:
            ext = os.path.splitext(filename)[1]
            if ext.lower().endswith(ext):
                yield os.path.join(dirpath, filename)

import bpy

def reset_blend():
    bpy.ops.wm.read_factory_settings(use_empty=True)

def convert_recursive(base_path):
    for filepath_src in file_iter(base_path, ".fbx"):
        filepath_dst = os.path.splitext(filepath_src)[0] + ".glb"

        print("Converting %r -> %r" % (filepath_src, filepath_dst))

        reset_blend()

        bpy.ops.import_scene.fbx(filepath=filepath_src)

        bpy.ops.export_scene.gltf(export_format="GLB",filepath=filepath_dst)

if __name__ == "__main__":
    convert_recursive(CONVERT_DIR)

But it fails with the error bellow
Traceback (most recent call last):
  File "/Text", line 32, in <module>
  File "/Text", line 28, in convert_recursive
  File "/home/user/App/blender-2.81a-linux-glibc217-x86_64/2.81/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "/home/user/App/blender-2.81a-linux-glibc217-x86_64/2.81/scripts/addons/io_scene_gltf2/__init__.py", line 483, in execute
    return gltf2_blender_export.save(context, export_settings)
  File "/home/user/App/blender-2.81a-linux-glibc217-x86_64/2.81/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_export.py", line 31, in save
    if bpy.context.active_object is not None:
AttributeError: 'Context' object has no attribute 'active_object'

location: /home/user/App/blender-2.81a-linux-glibc217-x86_64/2.81/scripts/modules/bpy/ops.py:201

location: <unknown location>:-1


texts: Imported image darkened after imported to "image" node in compositing

texts:
Short story, after attempting to import an image into the compositing node "image," it was darkened in a odd way in blender.

Original Image vs Seen in Blender


texts: To see each brush stroke I first must switch to Edit mode, then back to Sculpt mode. How can I see a brush stroke in realtime?


texts:
Hey Blender community,
Following this tutorial for Blender + Mixamo workflow, at 4:35 he says to copy vertex weight data from Mixamo downloaded model to original non-rigged model.
As my mesh is very dense I've disabled all subd modifiers before exporting for Mixamo to handle it.
Problem is, when attempting "Copy Vertex Weights" command from the downloaded mesh it says the vertex count is different. So, what's the best way to solve that?
Also, his mesh seems to be a single block, mine is comprised of several objects (props). Is there an efficient way to batch copy vertex weight instead of manually copying and pasting it on dozens of objects?


texts: How do you call `bpy.ops.clip.rebuild_proxy()` in the python api without getting a context is incorrect error

texts:
I am trying to get proxy timecodes rendered for the blender nle via the python API. However once I call bpy.ops.clip.rebuild_proxy() or bpy.ops.sequencer.rebuild_proxy() instantly get the error RuntimeError: Operator bpy.ops.clip.rebuild_proxy.poll() failed, context is incorrect
I have tried tracking down the function in C but I cannot find anything that helps point towards the root cause, or how to properly call rebuild_proxy()


texts: How should I handle a large number of objects?

texts:
I am working on updating an importer for Structure Synth and I am realizing that it might actually not be practical. In structure synth, you can create thousands and thousands of objects, each of which will be exported. Consequently, you would need to make a material for each one as the color variations can be infinite as well, in other words a slightly variation of color for each one. Now, the exporter does this well, however it seems to me the scene becomes unwieldy very fast. Managing 1000 objects and their corresponding materials is basically impossible.

Right now all I can get out of SS is a translation matrix and RGB values for each object, sphere or cube which I make an ico sphere or cube out of in Blender and then assign a material with RGB value.

Is there anyway to instance the objects and materials but retain the all the different colors without having to have all of those objects and materials?

Thanks in advance.


texts: Remove Console visualization on Blender Game Closing

texts:
I create an application .exe of a blender game engine. Everything works fine except when I close the .exe window the console appear.
I would like to avoid this behavior and just close the executable.
Is it possible?

Thanks


texts:
I am seeing a strange behavior with Blender. Let me explain the detailed workflow of what I do.

I use OBS studio to record my screen and audio. The output is
produced in mp4 file.
I edit the video in blender.
Final step render the video to produce the final output.

The steps are pretty easy. Everything was working till now and suddenly I am seeing blender is rendering blank video with audio (Preview works just fine). There is no picture at all, its just dark black video. I tried few options and here is the observation

It is happening with videos recorded recently (there was no change in the obs configuration though)
If I render the raw video in after effects/handbrake etc and use that file in blender to render the video again, it still doesn't work.
Old videos are rendering without any problems.

I am totally clueless and not sure what to do. Tried uninstalling and reinstalling blender but that didn't help either. Here are my settings for blender

Update: The problem was occurring due to change in Output Quality setting. I changed it from "Lossless" > "Perceptually lossless".


texts: export selected actions with the fbx exporter

texts: Is there a way to only export select actions. As every time I export to unreal I have to delete a bunch of animations that are useful in blender but not something I need in unreal.


texts: Transparent object shaddows in volume material [Blender Internal]

texts:
Currently I am fighting with lighting artefacts within a smoke simulation, when the lightsource is within the volume and especially also within a transparent object within this volume. (Note this question is about the old Blender Internal engine, not Cycles).

Basically I can show the problems with a simple demo setup

Ground plane which receives shadows from transparent objects
a container (cube) with a volume material, here a simple, constant density
a small cube which is transparent so the light can pass out. This small cube is located within the container
a simple point light within the small cube and thus also within the container and the voumetric material.

Note the following problems:

the floor within the volume is way brighter than outside, as if the volume material has a semi transparent bounding
the volume material does not interact properly with the light source (without encasing the light into the small transparent box, it would show up lit)
the volume also does not cast proper shadows onto the surrounding plane.

Is this a known problem (with BlenderInternal)? Is there anything I can configure differently to make it work? I could not find any option to make the volume material receive transparent shadows; on regular solid shading material, there is such an option ("Receive Transparent" in the shadow pane).

This problem is especially anoying with the smoke simulation, since there the adaptive domain object takes on the role of the volume container, thus creating a dancing bright patch on the ground as soon as some light source moves into the smoke domain.

The only workaround I see right now would be to use light groups and basically several clone copies of the light source...


texts: Can I registed properties to only one object in blender?

texts:
I knew that registering properties is done by:
bpy.types.Object.my_data = PointerProperty(type=my_props)

The problem is that this registers the properties to all objects, I want them for only one object (the selected object for example). Is that possible?


texts: Why does my Mantaflow waterwheel not work?

texts:
Apologies if this doesn't light correctly, I omitted the HDRI I was using to save space for upload and download of the .blend. Plug in your HDRI of choice and the scene should look fine (or turn off HDRI and light as you desire!).

I'm trying to turn a physics object through contact with the Mantaray liquid simulation and it's not working.

The simulation particle system is set to render as a simple object with a sphere rigidbody with sphere collision.

The domain also has a passive rigidbody and collision system - added this out of desperation, and it doesn't seem to be doing much.

The water wheel is a Fluid effector set to collision.

The water wheel also has an active rigidbody and collision system set to mesh - which doesn't seem to be doing much.

The wheel attached to the pole behind it with an empty set to Generic physics constraint (having some problems getting that to rotate reliably on the Y axis, but that's not the main problem).

Can anybody tell me how to get this waterwheel spinning with Mantaflow?


texts: Use another node to control Vector Mapping

texts: I'm using a node group which has vector mapping in it. Unfortunately, there is no socket to connect the scale/rotation/location to either the node group input, or another node. Any ideas on how this could be accomplished?


texts: How do I use Dynamic Paint with the Image Sequence setting?

texts:
Dyanmic Paint has two possibilities for the "Format": Vertex and Image Sequence.

I've been able to do it with Vertex, but when I do it with the Image Sequence setting, I'm able to output the .png files successfully, but when I render, I don't see any paint.  Could someone walk me through the steps involved?

My scene has just the default cube (set to Brush under Dynamic Paint settings) and a plane scaled up 5 times (set to Canvas).

(I'm using Blender Internal render if that makes a difference)
(Blender 2.69)


texts: Why does the collada exporter not export texture references?

texts:
I've been having trouble exporting collada objects from blender, so I stripped everything back and textured a single cube, and exported it.

This is a completely trivial model, one cube, with one material assigned to it, the material has a single 'g.png' texture assigned to it.

The exported collada data looks like this:

  <library_materials>
    <material id="Material-material" name="Material">
      <instance_effect url="#Material-effect"/>
    </material>
  </library_materials>

Where:

  <library_effects>
    <effect id="Material-effect">
      <profile_COMMON>
        <technique sid="common">
          <phong>
            <emission>
              <color sid="emission">0.2879998 0.2879998 0.2879998 1</color>
            </emission>
            <ambient>
              <color sid="ambient">0 0 0 1</color>
            </ambient>
            <diffuse>
              <color sid="diffuse">0.2163267 0.1845119 0.2121569 1</color>
            </diffuse>
            <specular>
              <color sid="specular">0.5 0.5 0.5 1</color>
            </specular>
            <shininess>
              <float sid="shininess">50</float>
            </shininess>
            <index_of_refraction>
              <float sid="index_of_refraction">1</float>
            </index_of_refraction>
          </phong>
        </technique>
        <extra>
          <technique profile="GOOGLEEARTH">
            <double_sided>1</double_sided>
          </technique>
        </extra>
      </profile_COMMON>
      <extra><technique profile="MAX3D"><double_sided>1</double_sided></technique></extra>
    </effect>
  </library_effects>

This seems to be missing the texture data associated with the object.

By comparsion, exporting a wavefront object generates this .mtl file:

# Blender MTL File: 'basic.blend'
# Material Count: 1

newmtl Material
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.790000 0.790000 0.790000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 0
map_Kd g.png   <----- ie. Blender is aware of this texture

So... is the collada exporter for blender just broken, or does it require some kind of special config in order to function correctly?

If the latter, how/what is required to make this work?

(NB for what it's worth, the UV coordinates are exported in the .dae, abit they obviously are completely useless without a texture assigned to them; I've also tried adding two different textures to see if the exporter needs that because it naively assumes 'one texture = don't bother, it's one texture for the whole model'. That didn't work either)


texts: Is there any way to turn off pop-up UI windows (dialogues)?

texts:
One of the UI changes in Blender 2.8 (I'm on 2.83.5) vs. 2.7 seems to be that, apparently, the one-window (no pop-up/ dialogue window) policy in the UI design seems to have been abandoned.
To give an example: previously, bringing up the save dialog with CTRL+W (now CTRL+S) would show the save view, which would simply replace the contents of the entire Blender Window. Doing this now, Blender will spawn an additional window for the save dialogue, with the main window remaining in the background.
Is there any way to turn this pop-up window behavior off and essentially revert to the 2.7 behavior?


texts: I want to apply a BVH MOCAP to a Blenrig 5 rig.  I have tried re-targeting the BVH to the Blenrig using Mocap Tools, but can't select the performer rig to retarget.  Does Mocap Tools work with Blenrig?  Is there a better way to apply a BVH to a Blenrig rig?


texts:
I have a floor texture added to my material as a color. I would like to repeat the texture, make the initial texture smaller.
I know I can do that by adding a Mapping Node and adding the vector to the input vector of the Texture Node. But when I attach the Mapping Node I stop seeing the texture correctly. It looks like it just scales up the texture way bigger than it should be, but when I try to scale it down (or up), I never see the texture come back. I only see different shades of the colors also appearing in the texture. Whatever parameter I change in the Mapping Node, I keep seeing shades, but never the actual texture. When I remove the Mapping Node I see the texture correctly again, so there's nothing wrong with my viewport.
What am I doing wrong?


texts: Replace duplicate textures with exisiting one in Python

texts:
I have two objects with different shaders on it, but with the same texture piped in.
I need to replace the texture with the .006 with the original one by code.
How do I do that?

It supposed to look like this, you see that they share the same texture because of the small 2 next to the textfield.

My code so far:
import bpy

for material in bpy.data.materials:
    if material.node_tree:
        for x in material.node_tree.nodes:
            if x.type == 'TEX_IMAGE':
                xSplit = x.image.name.split('.')
                imageName = xSplit[0]
                if xSplit[-1].isdigit():
                    originalName = xSplit[0] + '.' + xSplit[1]
                    print(originalName)
                    #This does not work:
                    x.image.name = 'static_deckchair_plastic_BaseColor.jpg'


texts: When emitting particles in a volume, how do I prevent particles from appearing inside other objects within that volume?

texts:
I have a scene where I emit particles as debris over a volume in the scene. Within that volume I have other objects with colliders. A few particles will appear inside the objects and fly off of them at high speed.

How do I prevent these particles from appearing inside these other objects?

My first thought was to have particles kill on collision during the first frame or two, however I am not sure how to have the setting change on a frame to frame basis.


texts:
This is driving me insane !

I have been making a simple scene for a point&click game. Most of the models are 'done', and I now want to set up the lighting.
I am using Toon shaders for my models. I have added 1 hemi lamp, and 1 sun in my scene.

When I look through the camera, in the editor, I can see shadows in the sofa (left img). When I render the scene (Blender internal) there are no shadows (right img). And why is there such a difference in the way the scene looks ?

What settings could I inadvertently have changed ???
I have been trying to fix this for 2 days already ... I am getting desperate  :-)

Thanks for your help !


texts: Baking Ambient Occlusion: Almost entirely black

texts:
When I try baking an Ambient Occlusion map from multires modifier, the Bake Type option "Ambient Occlusion" is not given, only when the box is unchecked:

To remedy this, I duplicated my multires-object, applied the modifier on the duplicated mesh and just baked it with ambient occlusion as bake type (with "Bake from Multires" unchecked of course). I made sure the original model that still has the multires modifier NOT applied to it is hidden in rendering, but the ambient occlusion map is almost entirely black when baking is done.

I then tried a different workflow, selecting high poly first, then low poly (with multires entirely removed in case it causes issues), then checked "Selected to Active" and hit bake. It's always the same result, it's always black:
I checked the normals: They're all good. I tried checking the Ambient Occlusion box under world settings. I've experimented with ray distance ranging from 0 to 0.00005. And on a side note, a few new white dots appeared on the still mostly black texture at 0.00005, but I have no idea how far to go for it to do something since 0 changes nothing, and overall this still feels wrong since it's way too dark:

I really don't know how to solve this. What could be causing this issue?


texts:
I am trying to paint my object in blender, I am using F TextDraw. But it is drawing doted color as in below image.

Also while painting it feels like it is making kind of selection and on user press up click it draws this doted color.

I tried the same in new blender file, it was working perfectly then I tried matching Tools tab all settings like Brush, Stroke etc, everything looks same, still brush behaving differently.

UPDATE:
Please check below for my Tools Settings:

UV Maps:


texts: Blender export video format to Da Vinci Resolve

texts:
I'm currently working on an ads project, and i would like to export my shots so i can edit them in Da Vinci Resolve.
I would like to know what format do i need to use in Blender so i can imported my shots in DVR?
(I would avoid using PNGs sequence or other image sequences).
Thank you.
Best regards, Samih.


texts: Save/Load/Preferences Window Always Opens in Wrong Area?

texts:
I'm using a dual monitor setup (Primary Dell monitor on the Left, Large Cintiq on the right as a secondary monitor).  I have all of my creative apps like Blender and Photoshop open on my Cintiq.
When I open the Save/Load/Import/Export or Preferences window, this is how they open:

I have to then switch my stylus mode to encompass both monitors, navigate to the left monitor, drag it over, then resize it down, then switch my stylus mode back to Cintiq.  Its very disruptive to my workflow.  And it opens like that every time, no matter how many times i go through the hassle of moving it over and adjusting the size.  I'm losing my mind.
How can I get those windows to open on my cintiq (secondary monitor) every time?
Thanks in advance!


texts: When I move the character's body, the movement is like an alien

texts:
When I click on a character's body and move it, the movement is like an alien.
When I click the bones and move it, the movement is normal.
Why thus happen? give me an advice please.

You can understand If you watch my video. (https://www.youtube.com/embed/3sXA8kPZ970)


texts: Videos from my cell phone have slow playback in VSE preview

texts:
Usually when I drag a video from Zoom or my Cannon camera, the preview will play back at full speed. However, when I drag in a video from my cell phone, it only gets ~3 FPS. (Interestingly, the video plays at full speed in VLC.)
I have tried playing with the frame cache and proxy settings, and while it helps with a section of video that has already been played without av-sync, this does not answer the question of why my cell phone video decodes slowly.
Is there some type of preprocessing or transcoding that can be done with something like ffmpeg before importing it into Blender?
If you recommend transcoding, then what settings would you use to minimize recompression lossyness?
I am using Blender 2.83 under Linux.
Thank you for your help!!1


texts: Combine all Lists from nested Subprogramm [Animation Nodes]

texts:
I got two lists from other calculations, one with a count (ex.: 6, 11, 16, 19, 20)
and a second list witch gives me degrees as a step with which i want to instance objects around a circle (60 , 32.7, 22.5, 18.9, 18).
Specific I want to to instantiate 6 objects along a circle (radius from separate list) in steps  of 60 degree z axis, then 11 Instances with 32.7 degree… etc.
From my little programming experience i wanted to do it with a nested loop because it should work parametrically for even longer lists then list.length 5, so i couldn't build a loop for every list.element by hand.
My Problem ist that from the VectorList.outs of the lower one of the nested loops i only get the last Vector List and cant combine them to a final list in which there are all location at once for instantiation.
I hope my problem is clear enough yet,
maybe i will try to explain it better  in the evening.
But I thought maybe ist just difficult for me as an Animation Nodes Beginner
Greetings AM

Solution 1 but not with AN:
Found a way to do it with Python(Beginner) script inside AN, maby its clearer know what i wanted to do with AN than in my description. Question is still open because i want to learn AN and not do it with Python.
#node_in: Count_List [6, 11, 16, 19, 20]
#node_in: Degree_List [60 , 32.7, 22.5, 18.9, 18]

tempList = []

for index, item in enumerate(Count_List):
    value = Count_List[index]
    for index2, x in enumerate(range(int(value))):
        result = Degree_List[index] * (1 + index2)
        tempList.append(result)

return tempList

this List then goes to the instantiator-node


texts: Update UIList when objects selected in 3D space

texts:
I have UIList populated with objects from particular collection from scene. Also i have custom_index, stored in scene as custom proeprty, like showed below:

layout.template_list("MATERIAL_UL_matslots_example", "",shelfCollection, 'objects', context.scene, "custom_index")

Where shelfCollection is my collection, custom_index, index pointing which record is highlighted(i suppose).
I wrote update function for custom_index, that when i select record on the UIList, it will be selected in 3D:

def update_func(self, context):
    bpy.ops.object.select_all(action='DESELECT')
    coll = bpy.data.collections["Shelf_Collection"]
    obj = coll.objects[context.scene.custom_index]
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj

And that works completly fine. The problem is in inverse order. I want to select object in 3D,and if that object belong to my particular collection, it should be selected in the UIList. How to handle object selection or some action corelated to that. I tried to use depsgraph_update_post but i couldnt find the way to run it properly.


texts: how does one install "audioanalyse0.1.1" module in blender?

texts:
hello im doing a little project I try to analyse sound from a mic. in the bge. I whant to use numpy pyaudio and audioanalyse. the first two are pretty simple. I have some difficulties trieing to install audio analyse. Does someone kniw how to install it and what version of python to use?

cheers, tim


texts: How to make a v-shaped wave after a jet flying over water

texts: Im kinda a beginner at blender, and i dont know how to make a v-shaped wave after the jet in the water. I have tried with texture painting, but it seems i have to subdivide the ocean plane, a lot of time, and my computer cant handle that.


texts: How to make gold hot stamping on the box?

texts:
Dear All Sifoos here,

I am new to Blender. I have a question, how can i make a gold hot stamping effect on my render of the following sample box image?

Thanks in advance.

Note: This 3D made in Photoshop.


texts: Can I use Blender like After Effects or Nuke for motion graphics?

texts:
I was wondering if there's a way to use Blender's 3d Space (not the compositor!) similar to After Effects without adding additional lights to do 3d motion graphics.

I'd like to use the motion tracker to solve a camera from a video and add some flat titles coming to the camera. If I add lights, the appearance of the texture changes. In After Effects, as well as in Photoshop, there are no lights to be added and they both give a flat even look to all the items you import (photos, vectors, video clips). How can I get the same evenly lit effect in Blender?

In this video you can see the effect I'm trying to achieve:
https://youtu.be/kFLuiik8RC8?t=469

The guy tracks the chat to the camera but he doesn't need to add lights in AE to make the chat appear. Can I do the that by using Blender as well?


texts:
Since the last releases of Blender, there is no more the possibility to copy/paste nodes between files (that was hyper-useful). Now the only solutions is to Group/Append Group.
But I can't group AN nodes neither... so the question is not "how to group AN nodes", but "how to move them to another file", if there is another way to do that.

PS: About grouping AN nodes, I think I'll open another question,
as you see on the screenshot - the group options are grayed out...


texts:
I couldn't find an answer anywhere else, so I'm posting here. I have a fluid simulation that works well mostly, but it is going through part of an obstacle. This obstacle is a corridor that holds fluid, but two thirds down the way it just pours through the wall. It is all the same mesh. Image and .blend file included.

https://drive.google.com/open?id=1YJIbvaZd_Otu4WXngIhwV_7y7j1T_ehx


texts: Can I export a video editor timeline to .xml or .aal?

texts:
I'm wondering if we can make an edit with several clips, like any video editor, then export the timeline to a .xml or .aaf file, like the major editor like Final Cut Pro, Adobe Premiere or Sony Vegas. The file describes the edit (cue points, which clip goes where, etc.) but does not include the orignal clips used in the edit).

The point is not to render to a sequence or a clip. It's to import the edit to another software like DaVinci Resolve for color grading, relink the edit information with the source clips and finalizing the edit.


texts: In the İmages you can see the vase has a 2 different colours. The top is white and opaque, and the bottom is transparent and dark blue (thanks to my webcam you'll see it as black). My question is how can I colour my model vase like the real one?


texts: Keymap of my addon gets lost after restart (solved)

texts:
I've scripted 4 custom pie menus for my own workflow and put them in one .py file including individual keymaps (A,S,D,Alt+A). The menus work fine and when I import the addon (prefs, install addon, choose the .py file and activate), everything works (pie menus pop up on key press). But once I restart Blender, the keymaps are gone and the menus won't show up. They (and the custom operators i defined in the same file) are still registered though, since I can call them with the command line even after restarting Blender.
The registration code looks like this (whole thing would 300+ lines):
addon_keymaps = []
def register():
    bpy.utils.register_class(MMA)
    bpy.utils.register_class(MMS)
    bpy.utils.register_class(MMD)
    bpy.utils.register_class(MMAltA)

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon

    if kc:
        akm = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal', space_type='EMPTY')
        akmi = akm.keymap_items.new("wm.call_menu_pie", "A", "PRESS", ctrl = False, shift = False).properties.name="LHO_MT_MMA"
        addon_keymaps.append((akm, akmi))
        skm = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal', space_type='EMPTY')
        skmi = skm.keymap_items.new("wm.call_menu_pie", "S", "PRESS", ctrl = False, shift = False).properties.name="LHO_MT_MMS"
        addon_keymaps.append((skm, skmi))
        dkm = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal', space_type='EMPTY')
        dkmi = dkm.keymap_items.new("wm.call_menu_pie", "D", "PRESS", ctrl = False, shift = False).properties.name="LHO_MT_MMD"
        addon_keymaps.append((dkm, dkmi))
        altakm = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal', space_type='EMPTY')
        altakmi = skm.keymap_items.new("wm.call_menu_pie", "A", "PRESS", ctrl = False, shift = False, alt = True).properties.name="LHO_MT_MMAltA"
        addon_keymaps.append((altakm, altakmi))

I am using 2.91. The code worked in 2.81. I am kind of lost now since i tried both the keymapping from blender templates and what i found online.
The keys are not used in my keymap, since i only want to use them for my menus.
EDIT: Fixed it myself by a lot of trial and error. I cant say for certain, what the problem was, but now it works with this:
addon_keymaps = []

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

    wm = bpy.context.window_manager
    kc=wm.keyconfigs.addon

    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
        akmi = km.keymap_items.new('wm.call_menu_pie', type = 'A', value = 'PRESS', ctrl = False, shift = False).properties.name="LHO_MT_MMA"
        addon_keymaps.append((km, akmi))


texts: How do you remove part of the background on a video and put it on another video. what I mean is something like this https://youtu.be/UcRtFYAz2Yo?t=14 .I believe it has to do with mask or green screen or a combination of both but i'm not quite sure can someone help me out


texts: Material nodes - make a range of values?

texts:
Ok, Im trying to fake volumetric light shafts using this node setup and a gradient texture made in photoshop:

Basically this still looks not great, and I want to have a "gradient" of the emission strength, emanating out from the bottom. It's almost as if I need to convert the black/white of the gradient to a value? How could I do this? Currently:


texts: shortcut to show a single channel (solo mode) in the graph editor ?

texts:
Does anyone knows if there is a shortcut to show only a single channel in the graph editor ? (eg. key + click)
I always have to uncheck all channels but one to work... And that's quite annoying.

Thanks !


texts: How Can I Delete An Object In a Video Or Picture With Blender?

texts:
I am  trying to delete an object in my video using blender.  I think masking might have something to do with it.  Or I could be wrong.  For example:  I might have a stool with someone sitting on it.  Then in blender I want to get rid of the stool so it looks as if the actor is floating.  Help is appreciated.  Thanks

Note I am talking about live action video being edited in blender


texts:
I have this situation, i created a scene, where light bulbs should be the light source. I managed to get the light through bulbs, but the emission coefficient is 5000, with that, the scene should be bright as sun. As you can see, it is not. And when the bulb is in the glass, light is nowhere.

Caustics are on, all bounces at 128 or more. So I guess it is somewhere in material setting, I tried to play with light paths but this was the best I achieved.

So if you know/have something that would help me, i would be really glad.

I did something similar in Rhinoceros, so i would like to get similar result also in blender


texts: Link model parts and create proxies with modifers applied

texts:
I'm using Blender 2.8 and I'm trying to setup a pipeline for modeling, rigging, and animating in different but linked files.

The characters I am creating are modular so I want to keep the pieces separate and I would like to keep modifiers (like mirror modifiers) unapplied in the model file.

I have a script that links the model collection from the model file into the rigging file. Then it creates a new collection containing a proxy for each object in the linked collection and parents it to the armature with automatic weights.

Unfortunately the proxies do not seem to carry the modifiers with them so some of the pieces which are mirrored I am only getting half of them.

Is there a way to achieve this? I can't think of way to get it to work besides appending in the model and applying the modifiers in the rigging file but then it will no longer be linked.

I'm basically looking at steps 1 and 2 of this.

Thanks,
Alex


texts: subsurf "fills" holes. what did i do wrong?

texts:
I'm currently modelling a skull thingie. Until now I made it flat but when I want to make it kinda rounded the subsurf isn't yielding the results I want. I'm probably doing something wrong.

without subsurf:

with subsurf:

so what cane i do to prevent that?

EDIT: wireframe view


texts: Move object to 3D-Cursor but only on one axis

texts: I often find myself in situations where I want to move an object to just one specific coordinate of the 3d-Cursor. Like in below example I want to move a wheel along the y-axis to the center given by the 3D-cursor but I don't want to move it in the other directions (as Shift-S and Selection to Cursor would). I'm aware that I can just copy the x/y/z location of the cursor from the N-Menu. Still, is there a faster way that works with shortcuts maybe?


texts: Can't transfer model to unity properly. (Unity experience needed)

texts:
I'm at my wits end with this. I've follow countless tutorials on the process of modeling and going to unity, and all of them make it seem so simple.
I made sure the textures that needed to be baked out were all ready to go. I made the texture nodes for cycles render mode and that was fine. Any textures or shaders that wouldn't transfer I figured I would just fix in unity anyway.
The only thing different I did was keep the arms as seperated objects so I could transform them easily with unity in-game.
All that said I don't know what went wrong but when I tranfer everything over, the model becomes semi-transparent and all the materials that aren't solid colors become blank. Unity also says
I honestly don't know what I'm doing wrong here.
And I'm well aware that this isn't as much a clear question as it is a plea for help.
I really need some one to go into these files and figure out what I'm doing wrong... Because I have no idea where to start.
I made several variations of the file to try and fix it but nothing worked so far.


texts: Where does blender store its config files?

texts:
I want to be able to change and store all the settings blender has in a configuration file. Eventually I would like to be able to make self-contained blender plugins that also affect the configuration of blender.
I'm sure there must also exist some settings that are not available in the GUI. For example, I would like to able to configure vim-like keychords for changing the focus of split views, creating them, etc. and in general being able to configure my keys very flexibly.


texts: The clothes color is not shown correctly when imported in blender

texts:
I created a cloth from the mesh i downloaded.
I used marvelous designer to create the clothes.
Please have a look at the picture. This is the Viewport shading solid mode

And this is the display render preview

Added the properties of the clothes

Please point me out the reason for this. I'm still a beginner in blender and i don't have a formal education about animation or blender. I just search for tutorials. Thank you
I also attached the clothes
https://drive.google.com/file/d/1k__szcb0fndUQs6ykomf-DQvdoxs_v3Q/view?usp=sharing


texts: How can I model indentations on a surface?

texts:
I'm trying to learn blender, and for fun trying to make a model of a bottle. The bottle shape is no problem, but the bottle has a special pattern in its material that needs to be cut out from it. How can i do this? I tried many different ways but nothing worked very well. I've attached an image of bottle in Blender. The pattern I want to cut out is the photo I've used as background image.

The Blender file


texts: Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?


texts: The Character has in the Blender view no colour!!

texts: My character, the man in the screenshot has no color in the 3D view. I marked it with blue color. There is also a UV texture, which I added to [Image Texture]. Does anyone know how to get the color in the 3D view according to the texture?


texts:
This may be a simple question.

Essentially I am procedurally generating random 3D figures using a bezier curve and bezier circle bevel object, however, one of the only things I can't figure out how to do is how to round the end caps of the object.

I have tried using a taper object like suggested here but have had only limited success.

This is about as close as I've gotten:

I should note that all of this is done through Python and I'm not modeling any of this by hand. So any suggestions for how I can make the rounded caps programmatically would be greatly appreciated.


texts: Why does my texture bake come out as completely black? (The age-old question.)

texts:
As many people before me, I'm trying to bake a terrain texture from a Blender material for Unity, and hence not illuminated by light in the scene.
I noticed a ton of forum posts by people with similar issues, but not one of the proposed solutions worked for me. I tried piping the colour output through an emissions shader instead of the principled bdsf shader and baking as the "emit" type, but to no avail... still black. I tried a glossy bake type... black. I recalculated normals, double-checked UV map, duplicated and replaced original mesh for good measure... stubbornly black. I'm trying to do it the emission shader way, so obstruction by other objects isn't the problem.
I'm stuck, and all the internet fixes are failing.
My file:

Edit:

It looks like the emission shader doesn't emit anything in the render view, which I imagine would make the bake always black. Time to investigate that!


texts: Transforming collections with animation nodes

texts:
Hello everyone and happy holidays! So I really would love to parent a collection to an empty since instancing can be so messy but what I had not considered is ... perhaps using animation nodes to transform a collection ...
So I am just curious if I could use animation nodes to move my collections around ?


texts:
I have 2 UV Shells. (UV Shell A) and (UV Shell B)... (UV Shell B) is 200% the scale of (UV Shell A).

If I stitch them together they both retain their original size, but the edge where they are stitched is scaled to a size midway between the 2.

I there a way that when I select an edge on (UV Shell A) and try to stitch it to (UV Shell B) , but have (UV Shell B) scale to the size of (UV Shell A) so that there is no distortion in the UV Map?   I know other 3d apps have this option or do it by default... is there a way to achiever this in Blender without having to manually go in and scale the UV shells?

Note:..  (UV Shell A) has to remain where it is as it's already in the correct place, so I can't just map them again.


texts:
I am making a thor's hammer design following this tutorial:https://www.youtube.com/watch?v=6Yxrke72isQ .
at about 1:17:20, they mirror the rune like curves on the z axis. when i try this, it mirrors correctly on
X, but when i mirror it on Z, it is a little offset,and is not touching the hammer:

what am i doing wrong? this tutorial is pretty old so if there's something in lender please tell how to solve this.
The .Blend file:

EDIT
when i set the origin to geometry in the cube, this happens:


texts:
Is it possible that the selected vertices of a mesh move at the position of the vertices of another like the image below? (the number of vertices is same.)

Thanks in advance


texts: I have created a set with night sky, stars and moons, clouds, etc.. Stars are basically particle system used inside a big sphere (which is my night sky basically) and moon, clouds are all separate objects. I use a moving camera inside the scene for my animation. I was wondering if there is a way for me to render my full night sky with moon and clouds and use it as a image material for the sphere instead of rendering each frame which takes forever?


texts: Problem getting rotations for corrective blendshapes with Rigify

texts:
I am not hopeful to getting an answer to this, as I found an earlier post asking a similar question that has no answers, but here goes.
I am animating a character using the rig generated by Rigify from the Human Metarig I want to use corrective blendshapes to fix the shape of areas like the knees and elbows as they flex, but I am having trouble finding anything on the IK rig that can act as a driver. When I bend the leg up using the IK controller at the foot, and then explore the parts of the rig, I can't find anything that has rotational values, even though the knee is bent to the max.
Is there some layer that I haven't discovered that actually shows the rotational position of the parts that are deforming the character? so far, the only option I can think of is to use the vertical axis of the IK controller, but this is imprecise at best and really only workable at all for the knee, but not the elbows or other joints.
If anyone knows anything that could help me figure out this situation, I'd appreciate it.
Thanks!


texts: How swap views between multiple cameras?

texts:
I have multiple cameras with an animation scene. I want to swap to their respective views while rendering the video.

So, essentially, my questions here are:

How do we get renders from multiple cameras?
How do we edit the renders in such a way that the output appears as though the camera is switching views?

This is a test file:

My scene is setup in a similar manner.


texts:
I just saw this on codegolf and thought it would be an increadibly cool application of the Blender compositor for NPR.
Perhaps coupled with a blur shader this could make a nice painterly effect.
Is there any way of creating a Voronoi map effect in the compositor?

This is the effect (from the codegolf topic above):


texts: I just rebuilt the mesh for this character. Smooth shading creates odd eye shadows

texts: I just started modeling in blender a few days ago- I did a high res model and realized that it was a bit too high poly- so I re-meshed my character and everything looked great. In flat shading, it looks great, in smooth shading, it kills my soul. I don't really know what to do to fix this.


texts: I'm trying to make a small animation for chemistry, and I'm wondering if you could separate once joined spheres (as a molecule) again. Or is there another way handling this problem?


texts:
I have an issue with the anisotropic (rotation) feature. I am modelling a carbon fiber texture, that should behave differently depending of incoming light and camera angle.
I use a checkerboard texture to turn adjacent squares anisotropic rotation by 0 or 90°.
Below you can find a node Wrangler output of my checkerboard.

However, if I pass this into the anisotropic rotation, I get a singularity in the middle of the top and bottom checkerboard, it looks the bottom of a frying pan. On the sides, the texture behaves perfectly (see Images below). So my verdict is, that blender somehow mixes the rotation input with a vector rotation around local Z of my object.

Is there a way to get rid of this? (Mixing local -z into the rotation component?)
Best regards,
Carl Philipp


texts: Remesh modifier causes texture to go flat/disappear

texts:
Hey Blender community,
I've been trying to add the remesh modifier to create even quads to allow for my textures to better displace. But when I add the modifier my textures become flat (See the image)
Is this a bug or is there a solution for this? I'm using the latest version of Blender and using the subdivision modifier is not a solution I'm looking for, I need those even quads (See the image)
When I remove the modifier or go into Edit mode, I can see my textures again. Would love to hear the solution.
Thanks!


texts: Ok so this problem is a bit weird. In object mode when I start up blender i can zoom out and zoom in but as soon as I add any object be it a light or curve i will no longer be able to zoom out with my mouse wheel. I can still zoom in with my mouse wheel just not out. I can still use the ctrl+mouse click to zoom out but i've gotten used to the mouse scroll zoom and would rather to be able o zoom out with the mouse wheel. Also this only occurs in object mode after i add an object, it does not happen in edit mode or sculpt any other modes. I've tried searching on  the internet bu all the results were about not being able to zoom in.


texts: Match Depth of Field of Background Image

texts: Either using Cycles or Blender Render - Need to match the depth of field on an object to a background image. Basically, I want to have a background image (that has DoF in it by itself), mapped flat on the background, and then a 3D object with matched DoF - so the DoF is only applied on the 3D object but NOT on the background image. Any hints welcome!


texts: Vertices deforming although ungrouped (weight painting)

texts:
Although I have specifically removed the problematic vertices from the hand vertex group they still deform with this bone. You can see the deformations in the first image below.

Blend file: http://pasteall.org/blend/index.php?id=47788

Can anyone tell me what is sausing this issue and how to solve it?

Many thanks!


texts: Is it possible to change location based on proximity to another object?

texts: I have two pieces of dynamic text, one of which is parented to the other as they go through various transforms in the animation. Is there a way to drive the location of the second text object based on proximity to the first, so that if values change it still is aligned properly?


texts: How to move object while tracking to mouse cursor with a modal operator?

texts:
I am trying to make a modal operator that can track an object to the mouse location:

https://i.imgur.com/1uujJCq.mp4

I have this example for snapping(volume) an empty within an object, it works great(by Jeacom) & would like the empty to automatically track towards the cursors direction.

Here is the modal I have at the moment:

import bpy
from bpy_extras.view3d_utils import (region_2d_to_origin_3d,
                                     region_2d_to_vector_3d)

def cursor_create(context):
    bpy.ops.object.empty_add(type="SPHERE")
    context.active_object.show_in_front = True
    return context.active_object

def mouse_ray_get(context, event):
    co = event.mouse_region_x, event.mouse_region_y
    region = context.region
    r_data = context.space_data.region_3d

    origin = region_2d_to_origin_3d(region, r_data, co)
    direction = region_2d_to_vector_3d(region, r_data, co)
    return origin, direction

class TestSnap(bpy.types.Operator):
    bl_idname = "object.test_snaping"
    bl_label = "Test Snaping"
    bl_options = {"REGISTER", "UNDO"}

    cursor = None

    def invoke(self, context, event):
        self.cursor = cursor_create(context)
        self._timer = context.window_manager.modal_handler_add(self)
        return {"RUNNING_MODAL"}

    def modal(self, context, event):

        origin, direction = mouse_ray_get(context, event)

        hit1, location1, normal, index, object, mat =\
            context.scene.ray_cast(context.view_layer, origin, direction)

        if hit1:

            hit2, location2, normal, index, object, mat =\
                context.scene.ray_cast(context.view_layer, location1 - 0.00001 * normal, -normal)

            if hit2:
                self.cursor.location = (location1 + location2) / 2
                radius = (location1 - location2).length / 2

                self.cursor.scale.x = radius
                self.cursor.scale.y = radius
                self.cursor.scale.z = radius

        if event.type == "ESC":
            return {"FINISHED"}

        return {"PASS_THROUGH"}

bpy.utils.register_class(TestSnap)

Thanks


texts: Why is Blender so popular for 3D printing?

texts:
In a recent news by i.materialise I saw that Blender is the most popular 3D modeling software for 3D printing (complete ranking here: http://i.materialise.com/blog/top-25-most-popular-3d-modeling-design-software-for-3d-printing).

Personally I have the feeling that it's quite hard to turn a Blender design into a 3D print. Am i missing out on something? Do you guys know any easy tricks/tools to make a Blender model 3D printable?


texts: How to stick a curve (with shape keys) on rig?

texts: I used curves to do my character's eyebrows and gave them some shape keys. But I didn't know that I coudln't give them an armature (the one for the character). Is there a way to keep the shape keys and making the curves followings the rig?


texts:
I couldn't input a target curve in Add Object Constraint / Follow Path.
Nothing shows up in the list and the picker doesn't pick anything...
Any ideas ?
Thx


texts: How to automatically create image texture for material after baking?

texts:
Im often baking textures and need to see result in viewport "flat texture"

Sometimes there are hundreds materials, and i always struggle with "Create new Image texture, select bake result" Annoying to repeat it for a hundred of materials.
I got "Simple Bake" addon that helps a lot, shortly it bakes each material to individual texture for me without creating that annoying Image Texture and naming manually every texture. But for preview i still have to create it manually + when i rebake, imagetexture becomes blank again. Not sure if its because of plugin or because it deletes and create new texture in folder.
Question - is there a way to make blender preview bake result after bake is finished for every material automatically? And/or refresh it after every rebake? It can be anything, maybe some nice plugin, not matter if its not free. I mean this standalone node selected to show in preview...

Thank you in advance!


texts: problem with seeing colors and lights in the Layout

texts: Ok, so I'm new to blender and the 3d modelling world in general, and I tried to follow a tutorial on how to get started. At a certain point I must have messed up something because now i can no longer see meshes' colors and lights on the layout section. The light object stil exists but they do not produce anything but when I try to render the final image everything is normal. This happened when I started messing up with the compositing, maybe that's the problem?


texts:
I'm looking for a way to have object 1 assign a random value to property "Gold". If the property value turns out to be higher than 10, I have a Property Sensor to check for that, and if it's true, it will activate a Message Actuator with the subject "Add Gold" and the property "Gold" as the body type (Not text).

In my head, this will embed the property "Gold" into the message "Add Gold" that is being send out to other objects.

Now, in object 2, I have a Message Sensor that looks for a message called "Add Gold". This is then connected to a Property Actuator which will add the message to the property "Total Gold".

The problem here is that this does not seem to work, and I'm not sure what I'm doing wrong.

Object 1 logic that will embed the value "Gold" to a message and send it to Object 2.

Object 2 logic that will look for added gold message, and add the value in the message body to it's property "Total Gold".

I have the information sent to a Game Controller (Empty object) which handles all important global information so far. On my HUD screen, I have a counter working as a total resources counter, which includes among others, the gold values I want to send. The HUD counter then copies the property value "Total Gold" from the game controller, but nothing appear on the HUD (The counter starts, and stays at a -1 value, even after picking up the resource boxes (the grey ones being dropped by the yellow cubes)


texts: How to make a Morph Object follow the surface of a model

texts:
I'm trying to create a character with admittedly unorthodox eyes and pupils.

What I'm attempting to do is make the pupils in 3D and them change their shape using morph targets, a little like the 3D Charlie Brown Movie does it.

What I'm trying to do is be able to move the pupils over the surface of the eye whilst constraining it inside the 'eye' shape I've made.

A rough example of the look I'm trying to achieve.

Altogether I want to be able to:

Change the shape of my pupils with morph targets
Constrain the movements to just inside the eye shape I've made (I have a rough idea already what to do but any tips would be amazing)
Have them basically hover over the surface of the model so they don't drift
off to mars every time I move where she's looking in a scene while I'm animating.

All at once.

Is there a specific combination of modifiers I can apply to make this work? I was pondering using bones to keep the pupils in place and make them 'look' where I wanted them to but I'm worried about them not conforming to the surface of the 'eyes' or having them sink below the surface of them.

Thank you for any help you can give!


texts: how do I fix this weird thing where my objects turn purple

texts:
so I did some stuff, and made a character. And then I had to go so I saved it and turned off my computer. The next day I woke up and then I opened the file and saw it looks like this

https://gyazo.com/19a4ad6cc6eea2a4e33aee761c5cf977

https://gyazo.com/852697c86ae713e8cab26d5fc404defd

I did not do anything to make it purple when I was saving it. I am using blender 2.77


texts: Rigid Body Mesh Collisions: Objects falling through each other

texts:
I have a scene  that I need to run simulations on, and quite a few of the collision shapes need to be set to mesh. This works fine for most objects but there are some that are acting weird, basically falling through each other.

Following the tips here and here, I have tried to solve this by:

Increasing the number of steps per second
Applying the object's scale
Tweaking the boundary margin
Subdividing the meshes
Flipping Normals

Further, the masses are similar and the dimensions are reasonable.

None of these tweaks have helped. Though the simulation runs fine if one of the objects collision bounds is set to convex hull. Is there something I can do to the meshes to make this work?

Example file:


texts:
I am trying to make edges such that parts of my mesh are smooth and rounded while others are sharper. Is there a way to perform an operation that does the opposite of an edge collapse? I guess the problem would be selecting which lines go to which vertex.

Edit:

Start like this:

and change it to this:


texts: How can i replace missing mesh in UV editor?

texts:
I have a strange problem. I am doing the doughnut tutorial series, and things were going swimmingly until I some how lost part of the mesh in the UV editor. The screen shot below shows that I have a texture, and it's mapped to the object correctly, but a chunk in the middle somehow went missing or I accidentally deleted it. The renders now come out with black sections that matches the missing area in the UV edit. Is there a way to re-construct the missing mesh for UV editing ? I have tried unwrapping the mesh again, but this doesn't seem to have any affect restore a single and complete mesh.

--Update--
I've managed to select the missing mesh on the object, and attempted to unwrap it, but i can't make blender unwrap the selected mesh as 2d square.


texts: so Im trying to map a sword, but my problem its that the uvmap is barely used because the weapon is long, so it is all compressed in the same side. What could be a better way to do that?


texts: Live, real time video, compositing onto a virtual studio

texts:
Is there a way to use Blender and (say) a 3d virtual "tv studio", together with input streaming from a camera into the application in real time?

So, from a physical camera > USB input > here I am available in Blender as a stream of data by

My interest comes from a desire to create a live stream "tv studio" where the studio is a CG model and the actor is in a green screen studio.


texts: Changing scale without changing dimensions

texts:
I am facing some troubles with the size of an end cap of the Array Modifier. I want to change solely the size of the cap to make it longer. It appears that I can influence the size of the end cap solely by scaling the object on which the Array Modifier acts. However, I don't want to change the size of that object anymore, thus my question: How can I solely change the scale of an object without changing its size or dimensions.
On the internet I just found the question for the other way around by applying the scale.


texts: Resetting camera after camera collision (BGE)

texts:
When my camera collides with my wall, after I move the camera back to where it isn't colliding with anything, the camera stays fixed very closely to the player. What can I add to the code below to fix that(or fix it with the blender logic bricks)?

from bge import logic

def collision(cont):

    own = cont.owner
    scene = logic.getCurrentScene()
    target = scene.objects['playerOne']
    ray = cont.sensors['Ray']

    if ray.positive:
        own.worldPosition = ray.hitPosition


texts: Change default_frames_limit trough Text Editor script

texts:
I want to change the default_frames_limit in the movie clip editor. I found a script in a addon that does exactlie that:
clip = bpy.context.edit_movieclip
clip.tracking.tracks.data.settings.default_frames_limit = 10

But it just works from within the movie clip editor, not from a text editor script.
How could I change this value from a different context?


texts: Cancelling extrude still leaves extra geometry

texts:
Steps:

Create a cube

Start extruding the top face, but either right-click or press Esc to cancel

As you can see, the number of objects (verts / edges / faces / tris) increased, even though the action was cancelled.

Undoing the action (that was supposedly cancelled) reverts to previous count

Am I missing something here about the intended functionality of Esc / right click when doing extrude (and other actions)e or is this a feature / bug?


texts: Can I somehow bake the Cycles material to use in Evee?

texts:
The thing is I have an Evee scene that looks fine except for one object that looks better in Cycles, it looks similar in Evee, but not that good, so I thought it would be awesome if I could somehow print the way material looks in Cycles to use that approximation in Evee...
Also I`ve never done baking yet so I can be mistaken a lot


texts: How would I make a Cube look like a text box?

texts:
I have been trying to figure this out for the past 2 days and I simply can't seem to figure out. How would I make this:

Look like this?


texts: Creating actions based on local location/rotation/scale of an object

texts:
This may be a noob question, but I couldn't find the answer around.
I am trying to create a set of actions that I would like to apply to different object. The issue I have is that if the action includes the 'location' keyframe then the animation brings the object back to where the action was created. Here there's an example:
The yellow cube has a 2 keyframe animation, it simply moves down of 1 unit from its current location.

If I apply the same Action to the blue cube and I click play, the blue cube gets the same location of the yellow cube, instead of simply going down by 1 unit from it current location.
How can make it work in a way that I can apply an action to any object and that will work based on the location/rotation/scale of the object?
I hope the question is clear, thanks for reading!


texts:
I have this shape from whose top face I would like to extrude a rectangular area of 5 by 5 mm, as I have expertly illustrated here:

How would I go about this?


texts: I just started blender and one of the main things you have to do is to render to make an animation, but I can't seem to do that. Whenever I click Render and then render image or render animation, at the top of the screen it says 'No camera found in Scene "Scene". I don't know why this is happening.


texts:
I'm having problem with vertex rotating. Rotating/scalling around cursor works fine in object mode, but in edit mode Blender rotates verticies around origin point instead. Rotating aroung bounding box also works fine.
What's the problem? Have I clicked something? I'm using 2.79b.


texts: Align vertices along a face(not in x, y, z axis)

texts:
i had a face(pic 1) and after add solidify modifier, there were some weird shading issue(pic 2), and i cannot fix it. i thought may be the reason that some of these vertice were not on the same face. so i try to align them along a face. After search it on google, still cannot figure it out.
Can any one help me out?
Or maybe point out the reason of the shading issue?


texts: Changing Specific Cylinder Radius or Diameter in Blender 2.9

texts: I'm just getting started using Blender and have found tutorials on changing the radius or diameter by mouse, but I want my work to be precise so I much rather prefer putting in the actual numbers. Again, I'm looking for a way to change the radius or diameter of a cylinder using the 2.91 version of Blender.


texts:
Here is my set up: I'm running Blender 2.76 on a Macbook with an Magicmouse attached. I'm quite happy that in this version as opposed to older versions (this changed around 2.6ish) the two finger dragging on the trackpad acts more naturally (rotating instead of zooming) but unfortunately this messes up the magic mouse as well (scrolling is changed to rotating as opposed to zooming). This video illustrates a method to return this to the old way, but this removes the new trackpad behaviour.

Is there a way to have the trackpad behave the new way while having the magic mouse behave the old way at the same time?


texts: How to convert a single vertex into a plane within a mesh?

texts:
I've seen two different videos where the user selected a single vertex and then expanded it into a 4 sided plane. This is a technique I've needed many times but I am not sure how that was accomplished.

This picture sort of demonstrates what I'm trying to reproduce.
before (left) and after (right)


texts: search folder and import each file by script (ver. 2.79b)

texts:
Aims:

I have a displacement modifier applied on the object.
Image files were put into a sub-folder.
I wanted to use script to search the sub-folder, replace the image(used by displacement modifier) and export it to stl each.

Currently i only got the exporting part working.

However I do not know how to get blender to:

a) search a folder, get the image files

b) replace it into current modifier

c) export and repeat a) until there's no file

Progress so far:

import bpy
import os

# get the current path and make a new folder for the exported meshes
path = bpy.path.abspath('//stl/')

if not os.path.exists(path):
    os.makedirs(path)

# deselect all meshes
bpy.ops.object.select_all(action='DESELECT')

# select the object
#object.select = True
object = bpy.data.objects['pboard']
object.hide_select = False
object.select = True
bpy.context.scene.objects.active = object

# export object with its name as file name
fPath = str((path + object.name + '.stl'))

#bpy.context.active_object = object
bpy.ops.export_mesh.stl(filepath=fPath, use_selection=True)

object.hide_select = True

P.S. the way how scripting blender to work with file and directories, is it the same as typical python? just so I know how to broaden my search when i walk into problems.


texts: How to get geometry normals in cycles like in blender internal?

texts: I need view dependent normal output in cycles, is it possible to convert things somehow?


texts:
So I was going to create an MWE for my other question, only to find that I can't seem to get what worked in the larger example to work here. :P

So I set up the bendy bones

Now to bind the girl to the armature like I did before ...

Nope, doesn't work.

And if I go into weight paint mode and set it to solid, it's all grey.

How do I bind this properly?


texts: how to add a driver to the z rotation local axis of an object?

texts: I want to add a driver to the z rotation local axis of an object, how can I do this?


texts:
I am following this tutorial to create my custom LEGO scenes & characters and render them out in blender but I am getting some errors.

Basically, I have downloaded this software (Studio by Bricklink) to make custom LEGO scenes. Now this software exports the 3D files in the format .ldr so I am using this add-on ImportLDraw. I have installed it blender. Now this add-on requires a library of LEGO pieces so I am using the one in the folder of Studio. Now when I try to import it in blender, I am getting this error.

How can I solve it? Thank you.


texts: Select all Objects with "x" amount of Vertices

texts:
So I have no Idea what I am doing lol I have been experimenting with a little bit of code to try and select all objects in the scene if they have "x" amount of vertices. I have a scene with 158 objects in it. About 70 of those objects have 4 or less vertices but they are all mashed in with the other objects. Other than selecting each individual object one by one, I was hoping to be able to select all the objects that have 4 or less by simply clicking "Run Script" Is this code even remotely close? lol
import bpy
import bmesh

vertCount = 4

if True:

    meshes = set(o.data for i in context.selected_objects
        if o.type == 'MESH')

bm = bmesh.new()

for m in meshes:
        bpy.ops.object.mode_set( mode = 'EDIT' )
        bm = bmesh.from_edit_mesh( bpy.context.object.data )
        if len(m.vertices) == vertCount
            m.select = True
        bpy.ops.object.mode_set( mode = 'OBJECT' )
        bm.clear()

    bm.free()
    bm.Select_Flush(True)


texts: Tracking a shot with focal variation (zoom)

texts:
At the half of my shot (constantly moving camera) there is a focal length change. In my first tests the camera is moving forward instead of zooming into the scene. Is there a trick to automatically detect the focal length change?

Is it currently possible to reconstruct the camera from such a shot at all? Until now I only have found this proposal, but I could not figure out if this is part of blender.


texts:
I have a cube that has been divided and reshaped. Some faces have been deleted and recreated along the way, but there is a currently a face on all sides and I have all quads.
I can't figure out why it won't let me perform a loop cut here.

I have already checked and there are no duplicate vertices. There are exactly 12 in this section that is visible when I used the rubberband tool and "Merge by Distance" no longer removes any.
The red line in the picture is where I used "Mark Seam"
with my understanding of the way it works, I would have thought I should be able to make a loop cut here.
Any ideas?


texts: When I import files they "spawn" too far away from the origin?

texts: When I import a model, they "spawn" a bit too far away from the grid, or basically where every Blender project starts. How do I change it so they can be imported closer?


texts: How can I connect two bones head to head (not head to tail)?

texts:
I have a problem with my Armature, to be more specific, it's 3 bones which makes the problem.
I have a Pony character which I wanted to rig, so I made an armature which works great, but I can't connect my Root bone to the Front legs and neck section. (see picture) I watched a few tutorials on the internet and read this question, but all they said was to flip the bone from the Head to Tail and connect them together. I don't want to flip, but connect Head to Head.

Can I do this? I can't move the legs and the neck/head section from the Root(Spine) bone. Here are some pictures. I marked the Root bone with a White circle and the other bones which I want to connect with Red circles.


texts: Appearance and disappearance of an object in an animation

texts: My question is: how do I make an object (or any other thing, force field in my case) appear in a scene at the certain time during the animation, affect the soft body, and then disappear? Thank you (Note that I don't mean that the objects just visually appear and disappear, but, uhhh... disappear completely with all their properties and effects on other objects).


texts: Is there a way to proportional edit one object while preventing it from intersecting itself and other objects?

texts: I want to manipulate a cloth model around a character model but some parts of it go into the character model and itself while editing the mesh.


texts: I am using Blender 2.76. I have a cube with a texture I would like to export as an OBJ. But each time I do so the path to the texture is not included in the MTL file, but the texture coords are included in the OBJ file. How can I fix this? I am pretty new to Blender so sorry if I gave not enough information.


texts: Material does not react to light and looks shadeless

texts: I have a problem importing old Blender files that I created with Blender internal. I am now using Blender 2.8 and a Principled BSDF.  When I render the object or set Viewport shading to Rendered, I don't see any shading. The objects don't react to the light. They look like materials in Blender Internal when the "shadless" option is checked.  When I set the Viewport shading to Look Dev, the material looks much better, but even here it doesn't really react to the light properly.  Newly created files are shaded correctly.  What am I doing wrong?


texts: Should I in general always unwrap my entire object in one UV map?

texts:
I have difficulty creating a normal map for a sword and I have the feeling it might be caused by how I approached the project.

Instead of making the entire sword out of a single cube I started with one cube for the blade, then added a cylinder for the grip and so on.
After I was satisfied with the general form I unwrapped each single mesh, instead of making one unwrap for the entire sword, and gave them textures. I proceeded with copying my sword so I could have one low poly object and one high poly object. On the high poly object I added details with sculpting again for each single mesh of the high poly object (grip, blade, etc).

In order to bake both objects together I now need to overlap them perfectly.
But because each of the two swords consists of several independent meshes this is quite hard. So I joined the meshes together for each sword.

Now I could easily make them overlap. But after I bake them together I only get a normal map for the grip and not for the entire sword.
So I think I need to make an unwrap for the entire sword instead of making them for each mesh. Should I in general always unwrap my entire object in one?
But that makes texturing so much harder when I use different textures for each part.

Even my low poly sword has 15000 vertices. I once read that high detailed characters in video games have around 30000 vertices. So 15000 sounds like quite a lot for a single sword. But is a high number of vertices always a problem?
For example I can insert vertices on a flat surface as much as I want without changing the amount of detail of the surface. It is still a flat surface with four corners. So are these additional vertices a performance problem when I later use the sword in a selfmade game?
I also tried to make a human. I watched some tutorials on youtube where they sculpted the entire face and body, but is that actually how you do it for a video game?

My human had over 70000 vertices after I did it that way. Sounds like way to much.

So to sum it up:

Should I always make my objects a one mesh and should I always make one unwrap for the entire object?
Are a lot of vertices a performance problem even if they don't add more detail to the object?
Should I create characters by sculpting?


texts: I'm trying to make a little scene with a light turning off and on randomly, I tried adding a keyframe to the light power and applying a noise modifier. However the result is too "soft", I mean the light just get a little dimmer or brighter. I'd like to know if there was a way to make the light just turning off and on randomly without having to manually add keyframe through the whole timeline.


texts: Why is this Blender matrix multiplication not distributive?


texts:
One can show the modifier stack inside the tool shelve.
But would it be possible to show this inside a floating window?

F6 opens a window with options of the last command but the window always
goes away.


texts:
I have a problem with exporting animation from Blender to FBX. After I export to fbx, I open fbx file with FBX Review and can not see any animation. When I import fbx back to blender there is no previous animation and data.
What was my mistake while exporting?
How it can be solved?
My .blend file:

My export (default) settings:


texts: Pillar coming out darker than other with the same material

texts:
I've made a building that looks like this at the moment:

As you can see, the two pillars in the middle of the building are a different color, even though they are both same object using one material. What's going on with my pillars, and how can I fix it?


texts:
Whenever I try to export a 3d asset from quixel bridge 2020.3.3 to blender 2.9 via megascans plugin, it shows exported successfully but there is no mesh that added to my scene, only the textures are exported but the not the mesh.
As soon as I open blender I make sure to click the megascans plugin, then I export 3d asset and then when I check the Window > Toggle system console it shows
Megascans Plugin Error while importing textures/geometry or setting up material. Error: Calling operator "bpy.ops.import_scene.fbx" error, could not be found.


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Good day.
I'm a software developer. I don't know how to animate but because of this pandemic i lost my job and i want to learn animation to be able to upload videos on youtube. I learn from doing things rather than reading or watching lengthy tutorials, then search a solution of error i encountered during the process.
Is there an easy rigging tool in blender? Something like. A tool that contain animations and we can also add custom animation. Then transfer the animation to our custom 3d model? Is there something like select the 3d model. click a button for animation then the animation will be applied to the 3d model?
Thank you


texts: Why does Blender use the previous keyframe properties when trying to insert a new keyframe?

texts:
I'm trying to write a script that does some animation task for me. The keyframes in this in this animation are created using the build-in "animall" add on. Animall animates some transformations on the surface of an object. The animation consist of repeatedly going through this process:

default state -> generate some transformations with animall -> back to the default state
(repeat for the next set of frames)

The code I use to accomplish the animation boils down to this:

for frame in range(0, max_amount_of_frames, frames_per_event):
    # "+ 1" to keep all the events split, not sure if it's needed though
    animate_event(frame + 1, frame+frames_per_event)

def animate_event(start_frame, end_frame):

    # Create the default states
    bpy.data.scenes["myScene"].frame_current = start_frame
    bpy.ops.anim.insert_keyframe_animall()

    bpy.data.scenes["myScene"].frame_current = end_frame
    bpy.ops.anim.insert_keyframe_animall()

    # Do the event
    mid_frame = int(start_frame + (end_frame - start_frame)/2)
    bpy.data.scenes["myScene"].frame_current = mid_frame

    doEvent()
    bpy.ops.anim.insert_keyframe_animall()

This works for the first iteration, but on the other ones Blender copies the properties of the last added keyframe (in this case the generation event) to the newly inserted keyframe. (so the first added keyframe of the second iteration becomes the last added keyframe of first iteration, instead of the default state)  The weird part is that Blender only does this if I run my script, but not when I perform the process manually.
Why does Blender behave like this? How can I fix it? Suggestions for another methodology for my animation task are also welcome.


texts: Blender 2.8 Python Addon: How to register a Button?

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I want to achieve a simple button (including the possibility to map a shortcut to it) to toggle the automerge option on and off.
Obviously this is wrong:

bpy.types.VIEW3D_MT_mesh.append(toggle_automerge_button)

But, how to find the right register_class?

I am sure one could define a shortcut in the preferences, but for several reasons I'm interested in this add-on solution:

I'm trying to learn Python.
This is supposed to work as an example to include other things later.
an extra button provides the possibiltity to put it in the Q-menu

bl_info = {
    "name": "Toggle Automerge",
    "blender": (2, 80, 0),
    "location": "View3D > Mesh",
    "description": "Toggles Automerge on and off",
    "category": "Mesh",
}

import bpy

def toggle_automerge(self, context):

    if bpy.context.scene.tool_settings.use_mesh_automerge is False:
        bpy.context.scene.tool_settings.use_mesh_automerge = True
    else:
        bpy.context.scene.tool_settings.use_mesh_automerge = False

class ToggleAutomergeOperator(bpy.types.Operator):
#class ToggleAutomergeOperator(bpy.types.ToolSettings):
#class bpy.types.ToolSettings(bpy_struct):
#class HelloWorldOperator(bpy.types.Operator):
#class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Toggle Automerge"""
    bl_idname = "mesh.toggle_automerge"
    bl_label = "Toggle Automerge"
    bl_options = {'REGISTER'}

    def execute(self, context):

        toggle_automerge(self, context)

        return {'FINISHED'}

# Registration

def toggle_automerge_button(self, context):
    self.layout.operator(
        ToggleAutomergeOperator.bl_idname,
        text="Toggle Automerge",
        icon='PLUGIN')

def register():
    bpy.utils.register_class(ToggleAutomergeOperator)
    #bpy.utils.register_manual_map(add_object_manual_map)
    #bpy.types.VIEW3D_MT_mesh.append(toggle_automerge_button)

def unregister():
    bpy.utils.unregister_class(ToggleAutomergeOperator)
    #bpy.utils.unregister_manual_map(add_object_manual_map)
    #bpy.types.VIEW3D_MT_mesh.remove(toggle_automerge_button)

if __name__ == "__main__":
    register()


texts: Glitchy Objects in viewport after solidify modifier

texts: I am creating a 3D model for a bubble tea cut and after I've modeled out the shape of the cup, I wanted to use a solidify modifier to solidify the cup to give it it's thickness. However, after putting on the modifier, everything started being glitchy (shown in image) and even after spamming CTRL-Z a couple of times until the modifier disappeared, it still showed weird artifacts/glitchy edges. After trying multiple things such as shading it flat, restarting blender, it still shows unnatural glitchy edges. Any fixes?? Pretty new to this platform and I'm not sure how to link a file. If anyone wants the file to take a look I'll happily do so through another platform. Thanks!


texts: Using dynamic topology makes weird artifacts

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When sculpting with dynamic topology, there's this weird sort of artifacting issue that occurs when using the subtract option with the crease brush, where it doesn't make a crease in the way I expect it to, but instead sort of flattens out the area, while only slightly creating the the crease I want (I usually use crease, but it seems like any subtraction version of a brush causes weird artifacting).

This sort of thing doesn't seem to happen if I only subdivide it and sculpt without dynamic topology on. It may also be notable that the same thing happens in Blender 2.8, for what it's worth.


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It would be very appreciated if someone know how can I turn this triangle mesh to proper mesh.
3d file:https://drive.google.com/file/d/1HlKps1PNBrXrzZWu9mEfq2yhZJAADu1H/view


texts: Adaptive Subdivision ignores Auto Smooth angle

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I'm using the experimental feature set in cycles. I've added a subdivision surface modifier to my geo. When I check "adaptive subdivision", the "simple" subdivision algorithm smoothes the edges of my geometry. This doesn't seem right... does anyone know how to stop this? I don't remember this happening in the past. Any help is appreciated.
EDIT: Auto Smooth and Adaptive Subdivision don't appear to work together. It's like Adaptive Subdivision ignores the Auto Smooth angle and just shades it smooth. Changing the auto smooth angle has no effect. Since adaptive subdivision is still an experimental feature set, I'm guessing this is a bug? If I'm wrong please help.
I'm using Blender version 2.90.1.


texts: Does the NVIDIA Quadro FX 5600 1.5 GB. meet Blender 2.8 minimum system requirements?

texts:
I have a NVIDIA GeForce 8800 GT 512 MB witch runs problem less Blender 2.7, but as much as I tried to run Blender 2.8, it does not work.
I have considered to buy an NVIDIA Quadro FX 5600 1.5 GB. but I need to be sure that it runs Blender 2.8.
Has anyone tried it out?
I hope to get an answer soon