texts:
Trying to port an AddMIDI addone to B2.8 and started getting this error followed with blender crash

TypeError: WindowManager.event_timer_add(): required parameter "window" to be a keyword argument!
location: C:\Portable\blender\2.80\scripts\modules\bpy\ops.py:200
location: <unknown location>:-1
location: <unknown location>:-1
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF79168062A
Module  : C:\Portable\blender\blender.exe`

Here is a minimal version replicating error. This script works well in B2.79. Not sure if I am doing something wrong or it is the B2.8 bug. API documentation doesn't seem to have this method changed for B2.8. Is there any way to get it working on the latest beta version?

import bpy
from bpy.utils import register_class, unregister_class
import time

class ModalTimer(bpy.types.Operator):
    bl_idname = "addmidi.modal_timer_operator"
    bl_label = "timer"

    _timer = None

    def modal(self, context, event):
        if event.type == 'TIMER':
            print('looping')
        return {'PASS_THROUGH'}

    def execute(self, context):
        context.window_manager.modal_handler_add(self)
        self._timer = context.window_manager.event_timer_add(1/100, context.window)
        return {'RUNNING_MODAL'}

class Paneladd(bpy.types.Panel):
    bl_label = "panel"
    bl_category = "category"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align=True)
        row.operator("addmidi.start", text='start loop')

class Button(bpy.types.Operator):
    bl_idname = "addmidi.start"
    bl_label = "start"

    def execute(self, context):
        bpy.ops.addmidi.modal_timer_operator()
        return{'FINISHED'}

def register():
    bpy.utils.register_class(ModalTimer)
    bpy.utils.register_class(Paneladd)
    bpy.utils.register_class(Button)

def unregister():
    bpy.utils.unregister_class(ModalTimer)
    bpy.utils.unregister_class(Paneladd)
    bpy.utils.unregister_class(Button)

if __name__ == "__main__":
    register()


texts: How to run physics simulation frame-by-frame using Blender's Python API?

texts:
In my scene, I drag some of the objects and move them around while the physics is running (Alt+A). This means that the physical interactions could be quite different every time I do start the physics (Alt+A). Note that I am doing all of this when using Blender with GUI.

Instead of using the cursor, I want to feed new coordinates for the locations of the target objects that I want to move. I also want to do all of this when running Blender in the background and use the Python API. So I wonder, is there a way to avoid baking the simulation and do it frame-by-frame using the Python API?

I was initially thinking to run bpy.ops.screen.animation_play() but this command does not work when running Blender in the background. Even if there is a way to get it to work I don't know how how to feed in new location coordinates for the next frames. Also, I wouldn't know the frame rate and this might mess things up even further.

I also cannot bake the simulation due to the dynamic nature of my work: new location coordinates might be different on every run. Therefore, I think the only way to do what I want would be to do the simulation step-by-step. I would appreciate if someone can help me with this

P.S. I know I shouldn't change the position of the objects in the scene when the physics is working rather than applying force to them. I will figure this out later but any tip in the comments for resolving this would also be appreciated.


texts: Traffic emulator by using particle simulation

texts:
I see that blender has pretty impressive physics for controlling particle behaviour for a simulation. My main aim is creating a simulation of multiple cars in a traffic situation (like just a highway, or a road with some cuts). In this situation I'd like to have control of every particle (car). Like for example, the reactions on the basis of outside conditions. So, if there's a car in front of the current car, then it shouldn't move ahead.

If there is some space on the left, and it is more than the size of the particle then it should move to the left, et cetera. So how should I program such behavior into the simulation?

Any help is appreciated!


texts: How to avoid gap after merging two objects

texts: I tried to merge two objects A and B, before merging, I use the snap tool to snap each other perfectly along the edges as shown in the screen shot, After merging, the A and B become one object, then I selected them all by hitting "A", then beveling, I found the "Green X" area are beveled which I don't want to have, what should I do to make this face become one piece so there doesn't have any bevel in between?


texts: If I base a script on vertex indices -- how much risk that the index will change with time? Is it possible to assign some identifier of my own to a vertex? For example, add a uuid for every vertex I am interested in.


texts:
Wanting to learn how to create meshes using Python, I followed along with this tutorial:
https://www.youtube.com/watch?v=8wd_EAov6ZE
However, a new "Add Object" is getting added to my Add Mesh menu every time I run the Python code. I've searched all over the internet and haven't been able to figure out how to delete them. It would be even better if, every time I ran my Python code, it would replace the previous "Add Object" rather than adding a new one.
Here's the code
bl_info = {
    "name": "Bilal's Object",
    "author": "Bilal",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "doc_url": "",
    "category": "Add Mesh",
}

import bpy
from bpy.types import Operator

from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector

def add_object(self, context):

    verts = [
        Vector( ( -0.291521, -0.036571, 0.272471 ) ),
        Vector( ( -0.143110, -0.036571, 0.272471 ) ),
        Vector( ( -0.143110, -0.526643, 0.272471 ) ),
        Vector( ( -0.291521, -0.526643, 0.272471 ) ),
        Vector( ( -0.291521, -0.036571, 0.144022 ) ),
        Vector( ( -0.143110, -0.036571, 0.144022 ) ),
        Vector( ( -0.143110, -0.526643, 0.144022 ) ),
        Vector( ( -0.291521, -0.526643, 0.144022 ) )
    ]

    edges = [ ]
    faces = [ [ 0, 1, 2, 3 ], [ 4, 5, 6, 7 ],
              [ 0, 4, 7, 3 ], [ 1, 5, 6, 2 ],
              [ 0, 1, 5, 4 ], [ 3, 2, 6, 7 ] ]

    mesh = bpy.data.meshes.new(name="New Object Mesh")
    mesh.from_pydata(verts, edges, faces)
    # useful for development when the mesh may be invalid.
    # mesh.validate(verbose=True)
    object_data_add(context, mesh, operator=self)

class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        add_object(self, context)

        return {'FINISHED'}

# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Add Object",
        icon='PLUGIN')

# This allows you to right click on a button and link to documentation
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()

And here's a screenshot of the Add Mesh menu:


texts: particles constrained problem, Animating particles in cycles Blender 2.8

texts: So I just set an animation of a saw blade sparking off an object to render, but the animation png results have the particles constrained to a small area, but if i render a single still the particles work as intended. Can anyone help me with this issue? Bellow are images of the animation and still renders.


texts:
I'm pretty new to Blender so I don't know if this is my stupidity or something else. I realized that my icon for meshes changed and I can't access them. I don't know if its something I did because every model I try to work with has the same problem. Sorry if this is a really simple problem but I really need to know.

How my mesh icon looks now>

How the icon used to look>


texts: How do I make a Cube Background in Blender for Imvu?

texts: This is my first time meshing ever, and I need some guidance on how to make objects without changing the avatar in IMVU. I want to make a room background, kind of like a wallpaper behind my avatar but in cube form. Any help will be very appreciated.


texts: How can I keep the smoothness of an object when exporting it?

texts:
I currently have a model which I downloaded off the internet. This is a quick screenshot of it:

The problem with this gun model is that neither the gun barrel or top part of the body is supposed to be like it looks; it's supposed to be round. I saw a few guides on Youtube and tried manually selecting and smoothing groups of edges. This is how it is supposed to look:

However, when I exported as an .obj to 3D Builder, it lost its smoothness and maintained its original appearance as so:

Is there anything I can do to fix this? Thanks.


texts: everyone. I made a building using multiple objects and now I'm trying to apply hair to certain objects to make it look like grass growing on an old ruin, however, it doesn't work on all of the objects. I'm trying to apply it to the roof (the object selected in the image attached), but nothing happens when I try. If I make a new object, like the square in the image, it does it without any issue. So far I can only make hair to appear in the dome and the basement. ¿Am I doing something wrong? Thanks in advance


texts: What's the usage of "Set/Get property" nodes in sverchok

texts:
I found there is no input/output socket for this two nodes:

So I don't know how to use them....
I guess the original node is Eval Knieval, and it was divided into two seperate nodes:

But where is the input/output sockets?


texts: Is there a hot key that automatically makes a group of vertices into a circle?

texts: I know that SZ0 makes vertices straightened on the z-axis, but I'm wondering if there's a way to make vertices into a complete circle on the z-axis with a hotkey?


texts: Creating an explosion in blender game engine?

texts:
I'm making a game in the blender game engine and i wanted to make a explosive, I've looked all over the internet, and blender.stackexchange, but no results other than videos. I cannot view long videos since as i have slow internet and a download limit.

So to make it clear, i want a explosion, I've made one, pretty bad one but it works, but it does make things fly away, it just pushes them since as it's a expanding sphere.

download the .blend here: https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0


texts:
So I rigged a character and added some clothing with some cloth physics applied. Everything was working perfectly fine but then after scaling the character down the cloth began to act strangely and no matter what I try I just can't seem to fix it.

Here's a link to download my project file to aid in answering my question.
http://www.mediafire.com/file/25vg9f9ds8oj4a8/WIP2.blend


texts: How can I make sure a billboard is a specific size on the final render?

texts:
I'm adding particles which are billboarded to the camera, so they never rotate. Is there any way to make sure they also stay the same size, so that in the final render the are the exact same height and width in pixels to the input texture?
In the end I want all of my billboard particles to render at the same size, no matter what depth they are at in the scene.
Compositor/geometry nodes would be fine.


texts: how to bend a zipper to the contour of a jacket?

texts: I would like to bend this zipper with the lowpoly object behind it, then I will apply to the jacket, I need to get clean shape with the zipper and contour.


texts: In this tutorial, Ian adds another vert onto his curve making now 3 adjusting handles. How do I add another handle?


texts: Why can't I see the transformation gizmo in the 3D View?

texts:
I have a problem with gizmo. I already turned on gizmo but it doesn't show in the view port, when I move, scale, rotate the objects.
How can I solve this problem..?


texts:
I need to import a .stl in blender. First I changed the "Scale" in "Scene" to 0.01 (centimeters), then I chaged "Scale" in "Display" (N-sidebar) in 0.01 too. When I import the stl. file the object appears with dimensions larger than it should be. I don't know what I'm doing wrong.

I've read another posts but I don't understand what to do. I tried scaling the object (X = 0.01, Y = 0.01, Z = 0.01) but then the object becomes smaller.


texts: How do I make objects in my bpy script have transparent materials?

texts:
I'm working with an old python script that renders three spheres in Blender using the bpy module.
Each of these spheres has a unique material (they're simply red, blue, and green spheres, respectively). I want the red sphere to be slightly transparent. Below, I have my function for creating this transparent material:
def create_material(r, g, b, alpha=None):
    '''
    Creates a new material with optionally specified alpha vals.
    So far, I only use this on the red sphere. The green and blue spheres have mats
    assigned from bpy.materials.get() which I don' know how to use anymore nor where those
    materials are "coming from".
    '''
    new_material = data.materials.new(name="MyNewMaterial")

    if alpha:
        new_material.diffuse_color = (r, g, b) # setting the color
        new_material.alpha = alpha # Setting what I believe to be the value for transparency

        # Here, I simply copy/pasted what I found related to my problem on StackExchange
        #  but it does not work.
        new_material.transparency_method = 'Z_TRANSPARENCY'
        new_material.use_transparency = True
        bpy.context.object.show_transparent = True

        # Return this new material
        return new_material

    new_material.diffuse_color = (r, g, b)
    return new_material

Even with the above function, I can't seem to create a transparent sphere in the scene. It always shows up as though the alpha value doesn't matter. To me, that implies either the alpha value I'm setting isn't being used or the material is being overwritten somewhere but I don't know where and am having difficulty debugging since I've forgotten most of Blender (this script is about two years old).
How can I make an object transparent?
Thanks!


texts: Why dont I see my texture on the object?

texts:
I wanted to apply texture on some house following an tutorial, I'm sure I did all what was needed but still don't see the texture.

Here's a screenshot:


texts:
With the plane i have converted to curve. And made the profile i bevel the curve is getting twisted.

As we have XYZ axis. Where this W axis came from

With the Tilt option i can rotate but why its twisted.


texts: Animation artifact on belly after import to Unity

texts:
I created this penguin model, rigged it up and created this idle animation in Blender 2.9. However, once imported to Unity, the idle animation seems to cover/disturb the belly mesh.

This does not manifest or is not a problem when viewing the animation in Blender.

The belly uses a shrinkwrap modifier with the penguin body as the target.
Even though this problem doesn't manifest in the blender animator, I've tried adjusting armature weights in blender to influence the belly a little more, but it ends up moving off of the target.
Does anyone have any ideas as to why this is happening or what can be done to fix it?


texts: Script to fix texture nodes after importing a file

texts:
When I import an fbx, it has image textures that should be linked from their Alpha socket to Principled BSDF's Alpha socket, but right now link goes from texture's Color to Principled's Alpha, like this:

I tried to write\find a script that would loop through every material and do this:

Find Image Texture node and get the name of a texture used, since I don't know their names
Replace Color -> Alpha link with Alpha -> Alpha link

Every thread I've found about Image texture nodes creates a new node for this and then adds an image. Tried doing it like this, creates an eternal loop:

import bpy
nodes = bpy.context.active_object.active_material.node_tree.nodes
links = bpy.context.active_object.active_material.node_tree.links
principled = nodes.get('Principled BSDF')

    for obj in bpy.context.scene.objects:
        for s in obj.material_slots:
         if s.material and s.material.use_nodes:
          for n in s.material.node_tree.nodes:
           if n.type == 'TEX_IMAGE':
                image_node = nodes.new('ShaderNodeTexImage')
                tex = bpy.data.images.get(n.image.name)
                image_node.image = tex
                links.new(image_node.outputs[1], principled.inputs[18])


texts: Transparent background results in desaturated colors

texts: I have a scene with transparent objects (a resin drop on a microscope slide and beaker) lit by an HDRI environment. I'd like to render this with a transparent background, but this results in a desaturated greyed image. How can this be fixed?


texts: How to set random X Y Location from script?

texts:
I want to set random X Y location between a float range, lets say 1 to 3, and I want to set a keyframe after that. I came across this script but I couldn't figure how to set location from random:

import bpy
import math

ctx = bpy.context
ops = bpy.ops

ctx.scene.frame_start = 0
ctx.scene.frame_end = 400

ctx.scene.frame_current = 0

for i in range(400)
    ctx.scene.frame_current = i
    //how to set random locatio here?
    ops.anim.keyframe_insert_menu(type='Location')

Any tips are welcome.


texts: how to realign a bone when a lot of constraints are used

texts: I'm trying to rig the wing of a bird (I'm following the piero training course of the CG Cookie) and I noticed that two bones are out of place. Since the author of the tutorial used a lot of constraints and became a mess for a newbie to understand,I would like to know if there is a method to know how to fix the bones that are misaligned when a lot of constraints have been used. thanks.


texts: crazy spikes when adding wireframe modifier

texts:
I'm working with this model:
https://www.turbosquid.com/FullPreview/Index.cfm/ID/1005602

Totally groovy, right?

So I am trying to add a wireframe modifier for use in some game experiments with LibGDX. However when I add the modifier for this particular model, I get these crazy spikes shooting all over the place. Actually is kind of freaky cool. But won't work so well for my purposes.

Any ideas as to what's going on?


texts: All but last object in list changes its name

texts:
.blend-file

I have this code which creates an object, gives the object a new unique name and then adds the object to a list. After the object is added to the list I unlink it from the scene.

print('start')
ok_boards = []
clean_up_but_keep('MESH', ['BackupBoard', 'Plane'])
for x in range(3):
    b = get_ok_table()
    b.name = "board" + str(x)
    ok_boards.append(b)
    bpy.data.scenes['Scene'].objects.unlink(b)

print(ok_boards[0])
print(ok_boards[1])
print(ok_boards[2])

But when I print the list i get this:

How do I get the objects to stay in the list just as they where added?

(The code is making a copy of an object called BackupBoard and gives it the name Board. Therefore, the object that get_ok_table() brings has the name Board every round in the loop)


texts: Add camera at random position through Python

texts:
I am using Blender for the first time. Currently, I have a basic scene with a camera and some light sources present. What I would like to do is to add a second camera that is located at a random position in the same Z-plane as the first camera and is looking at the same XYZ-point. Maybe it would be possible to define a circle where the first camera is on and the second camera can freely choose a point. The first camera should not move. I would like to do this through Python, since I am generating multiple renders from this scene in a loop.

Any pointers to relevant documentation would be helpful, since I am not finding the correct resources to tackle this.


texts: I just downloaded Blender 2.82 (because Ctrl Z kept crashing the program on 2.81) and I cant figure out how to access my old user preferences which took me hours to set up. I copied startup.blend and userpref.blend into the same subdirectory as the .exe file  and into the config subdirectory under user/appdata/roaming/app data/Blender Foundation/blender 2.82/config but it still doesn't open with my old settings. What shall I do?


texts: Is there a node in Lux with a similar function as Cycles' Fresnel and Layerweight nodes?

texts:
I'm fairly new to Lux and I'm wondering if there is an input for its Mix Material similar to Cycles' Fresnel and Layerweight nodes (i.e. the output is specifically dependant on the angle of the surface to the camera and a value like IOR/Blend to modify the sensitivity to a change in angle.)

As an example of what I mean, how would I render a material like this (Cycles generated) in Lux:

I already have a Mix material and the Diffuse material (both the red and white are diffuse materials), but I'm still missing the proper input for the Mix factor.


texts: Im trying to make eyes for a stick figure model in Blender, so I need to convert some faces from square to round. How do I do that?


texts: Items in outliner marked as visible yet are invisible?

texts:
I don't use Blender, just so you know. I know little about the program itself. Recently I purchased a package with various rock formations and there is one scene that I can't figure out.

When I open it I see 2 arch formations in the viewport, but when I look in the textures folder and outliner I see things that indicate that there are more items in this scene.

When I export everything in the scene as obj and import it in Maya I end up with rockformations that to me indicate that these belong to what the outliner states as cliffs, but I can't get them visible in the viewport. The eye marker is visible and I don't know what to do with these cause I can't specify what is going on.

Can anyone tell me how I can make these visible in the viewport?
At least then I can properly see them.


texts: Animating Depth of field - not smooth change of focus

texts:
I've been trying to animate simple change of focus between background or foregroud. Everything should be fine, but for some reason focus change is not fluid - it looks like its changing depth of field amount every few frames instead of doing it slowly every frame.
I use eevee as my renderer, i've tried keyframing focus distance but also setting an empty and animating its position.
Do you have any idea how to approach this problem?


texts: How can I make only the selected object change to wireframe view?

texts: When I select an object and go to wireframe view, all objects go to wireframe. I want only the selected object to go to wireframe. How do I do that?


texts: In blender 2.83 after frame 500 blender crash throwing an instance of 'Manta::Error'

texts:
I am using blender smoke simulation and it is rendering well but after frame 500 blender crash and in terminal i can see
terminate called after throwing an instance of 'Manta::Error'
  what():  can't clean grid cache, some grids are still in use
Error raised in /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33
Aborted (core dumped)

I am using ubuntu 20.04
And same error has occurred 3 time.


texts: Blender's video and audio don't sync when editing

texts:
I imported my video file and for some reason (even though the video is one frame smaller than the audio) the video and audio do not sync after being played back for a certain amount of time. If I were to click on the sequencer and place it at any point in time, the audio and video would start off in sync, but if I were to play it from that point the audio and video would gradually de-sync. Also, the video was recorded in OBS but it plays back well and in sync using VLC.

Here is information about the video file and more info about obs and the video file itself (it was just for testing purposes):
https://mega.co.nz/#F!rRcSXCQT!fpjUOjGYzolRO-6zfZgpbA

The easiest way of understanding what I mean would be to listen for the sound of the clicks during the video then pause and start it mid way. You will then hear the video and audio re-sync and start off from where it should have but then gradually de-sync.


texts: Add a Texture to an Object using Python and Blender 2.8

texts:
i have trouble to get a script working within Blender 2.8. The following function work perfectly for me in Blender 2.79, but not in 2.8.

def CreateMaterialFromImage(matName, imgPath):
    '''Creates and returns a material from an Image'''
    realpath = os.path.expanduser(imgPath)
    try:
        img = bpy.data.images.load(realpath)
    except:
        raise NameError("Cannot load image %s" % realpath)

    # Create image texture from image
    cTex = bpy.data.textures.new(matName, type='IMAGE')
    cTex.image = img

    # Create material
    mat = bpy.data.materials.new(matName)

    # Add texture slot for color texture
    mtex = mat.texture_slots.add()
    mtex.texture = cTex
    mtex.texture_coords = 'UV'
    mtex.use_map_color_diffuse = True
    mtex.use_map_color_emission = True
    mtex.emission_color_factor = 0.5
    mtex.use_map_density = True
    mtex.mapping = 'FLAT'
    return mat

It seems to be that the material.texture_slots were removed.

Under following Link https://lists.blender.org/pipermail/bf-blender-cvs/2018-April/106620.html i found the note:

  Texture slots for materials, lamps and world were removed. They remain   for brushes, particles and freestyle linestyles.

So my question is where do i find this property now or how could i change my code to get things done?

Thanks for your help!

EDIT:
https://en.blender.org/index.php/Dev:2.8/Source/Python/UpdatingScripts
This seems to be an interesting link for people run in to issues by updating their scripts to 2.8. Unfortunately there is no solution for my problem listed, yet.


texts:
Hellow, short question:

How can i make the Fluid domain invisible for specific duration?
I started the fluid simulation on frame X so i need to get rid of the cube for the first X frames. Im using blender 2.8 and noticed i can keyframe the render button, but this doesnt seems to work correctly. Im not into shaders that well so i dont know how exactly i would make the material transparent without killing the current material setup ( its basicly just the principled bsdf and no real "setup")

Would be cool if someone could get me a hand here


texts:
In the latest blender versions the ambient occlusion is strange. If i activate ambient occlusion, the shadows disapears if i set ambient occlusion on low forexample 0,50, the shadows disapears, and if i taking ot on 1.0, the shadows are weak. Before, ambient occlusion was like when i set it on low, the shadows were more visible and hard, and if i took it on high, it was more unclear shadows. Is it going to be a fix for ambient occlusion like it was before, soon?

Im using a matchmove-camera imported from syntheyes.

is there something i must change in the camera object?

it happens in any camera render, it has nothing to do with syntheyes matchmoved scene, i found out right now.


texts: I'm looking for ways to illustrate a set of simulated swarm data in Blender. I am particularly interested in using the data to drive uv mappings of very many (about 10k) texture "particles". I also considered using an actual particle system, but as far as I can tell it seems you cannot explicitly control individual particles with python script. I'm also interested in the texture-based approach so I can try this visualization on arbitrary geometric surfaces.


texts: When I am editing, I sometimes want to make a keyframe last more than one frame so in the animation it looks like it cut to the scene. But when I try to make these using keyframe links, it is super hard and frustrating. Can someone help me find another way? I did try using Shift+D before, but it only works sometimes.


texts: face vertices causing weird indention in model

texts:
I'm a newbie when it comes to blender so I started making my first model, when I render it smooth a weird indention forms near the bottom where a face intersects, how do I get rid of this?

Link to the blend file:


texts: Why does my normal map become invisible when behind a raytraced glass material when rendering with Blender Render (2.49b)

texts:
I'm making a wristwatch, I've got a normal map texture on the dial. When I put my glass front on, the normal map doesn't show through. I've enabled transparent shadows, and everything I can think of. If I move the glass to the side so it's half on half off, I can see that underneath, the normal map is rendering correctly. If I change the normal map so it maps to colour, this will render through the glass correctly, but it won't just as a normal map. Help!

I should mention that it is in Blender 2.49b :) I prefer it. I just tried the scene in 2.63 and it shows through. So it works in 2.63 (and I assume other post 2.49 versions too). However, why is this? Shouldn't the blender render be the same?? It seems quite a limitation. Surely in the days when 2.49b was king, users attempted to put glass in front of a normal map? There must be a way? If not I will just have to work in 2.49b and render in later versions.


texts: Some part of the cloth can't be sewed together

texts:
The shoulder part of the vest can't be sewed together, and the sewing line in the body seems to be not tight enough. I've tried to tune the size and other numbers, but it didn't work. Where does it go wrong? Thanks ahead!

This is the file.
https://drive.google.com/file/d/1EB9nuuoJOHKWz6a27SW1I0yktLlQjfV-/view?usp=sharing


texts: Why are objects appearing as a "ghostly" image after rendering?

texts:
I'm fairly new to Blender, but I hope there's a simple solution to this issue.

In Cycles I'm trying to make a composite of (soon-to-be) animated objects and video footage.

I've used nodes to apply transparent and translucent shaders to the four circle meshes (UV unwrapped with textures) and put in a simple cube for comparison's sake. (An emission shader has also been applied to the largest, yellow circle.)

This is the 3D view set to solid shading, with a background image.

Here's the rendered view:

Why is everything so "ghostly" and pale? No shader has been applied to the cube, and the circles appear much dimmer than I need.

Is there a way to fix this? How can I make the circles appear more "solid" without losing the transparency and translucency I need? It would be ideal if it could look more like the preview in the viewport shading,

but I hear the viewport shading result and the final render result are never the same...

Any thoughts?

cycles material

compositor nodes


texts: How can I get cloth sewing to properly connect seams?

texts:
I'm attempting to sew together a simple, low poly shirt onto an equally simply and low poly character. However, no matter what I do, I absolutely cannot get any of the seams to stitch together properly. This happens regardless of how much cloth I allot, the cloth's physical properties, the simulation quality, the sewing force, the shrinking factor, and even self collisions. I've tried subdividing the cloth more and adding loop cuts in various places to no avail, and similarly replacing the crappy humanoid model that I threw together with a proper makehumans model doesn't seem to change anything.

What am I missing here?
Blend file: https://pasteall.org/blend/62d27a1e85284fcbbb399520e1c27b87


texts: How can I add vertices to intersection of two edges?

texts: I need to put a point at the intersection of two edges. Below is a picture with red circles around where I need points to be placed.


texts:
I am newcomer to Blender and modeling in general. Currently, I am working on modeling a cat. I am noticing at times loops are missing from the polygons.

Here is an example:

Is there any easy way to fix/add a line for consistency and what is the best approach to avoid this when modeling in general for consistent topology?


texts: Can't do accurate weight painting with Blender

texts:
I learned with Maya, mastered it, I am a pro. With Blender I am less than zero, a complete incompetent. The most challenging for weight painting is the butt. Default weights make the butt look like a fold when sitting so it needs fixing so that the volume of the butt doesn't shrink when the legs are bent and you don't want the torso to indent either. My solution, I have to export just to weight paint so I can use a smoothing brush and also, so I can contour an inner thigh without the brush hitting anything else.

It takes finesse and the correct tools and accurate tools as well. Selecting only affected mesh points and using the smooth function and I still can't get results. I feel like I'm using a keyboard as piano keys sure you can make music but it feels clunky and lacking.

But I must be doing something wrong as I seem to be the only one who feel like a complete incompetent that I'm willing to pay just for better weight painting tools. Maybe a plugin I could buy? Hiring someone to make a script? Anything?

At least is there a tutorial that would show me how to master weight painting in Blender? I never found any tutorials that addressed the skill of weight painting with Blender. Sure there are tutorials on the basics but never showing advance skills.


texts: export .obj without changing the vertex normal order

texts:
how do i keep the vertex normal order same as before.
I have tried exporting .obj, with "keep vertex order" enabled, the order of vertex is same...but the vertex normal order changes.
i want keep vertex normal order same as before.


texts: How to apply a real time constraint on a moving gear

texts:
Here are some examples of what I have already accomplished

http://imgur.com/sU4y5pD

http://imgur.com/GTz5PtK

http://imgur.com/rNXuqQ1

The next gif is where I run into a problem. Right after the ball hits the 'slider.' I can move the bone, but I can't move the entire selection, as seen in the previous gifs.

http://imgur.com/RSuuJ8z

Now that you've seen the basic idea, and the main problem. I will now show you a  less complicated version of my end result.

http://imgur.com/Wj07waT

I want the gear inside the lever to spin freely on the grounded gear in real time. I wanted this so in the long run, I don't have to animate the gear placement when at a certain point. Speeding up the process of my work flow.

My example file

My Lever Project file.


texts: how to fix a texture reseting at the edge of curved shape

texts: I am sorry if this is a simple fix but I am new to blender and have no idea what I am doing. I just modeled a curved shape for a project I am making and retextured it, but I dont know how to fix this problem of the texture not going around the sphere all the way. There is a ring around the whole model that isnt connected for some reason


texts:
CUDA Error: Out of Memory in cuArrayCreate(&handle, &desc)

I get this error when rendering with Cycles on my GPU. I'm not entirely sure what's wrong with this... My scene DOES have some very high-res textures (up to 10K) and most of the textures also have a map for Gloss, Reflection, Normals, and displacement. My specs are as follows:

CPU: Intel i5-4460
GPU: Geforce GTX 1060 6GB VRAM
RAM: 8GB


texts: Would Blender run on Trident X Plus Gaming PC?

texts:
Please excuse my naive question - but I have only ever owned Apple Computers. I want to buy a PC computer that will handle Blender (and Unreal Engine, honestly). I am looking at an MSI Trident X Plus Gaming PC with an I9 9900 processor and NVIDIA RTX 2080ti graphics card. It supposedly runs Windows Pro - but will a GAMING computer work for Blender? Here's a link to the actual model:

https://www.amazon.com/MSI-Trident-Plus-9SF-054US-High-End/dp/B07MPB24PH/ref=asc_df_B07MPB24PH/

Please don't beat me up too hard on this - I need advise


texts:
I have an NVIDIA GEFORCE 930MX graphic card, the latest version (445.87) but still, I got a message that OptiX is not compatible with it.
According to wiki.blender any newer than 435.8 should be supported.
Any idea?
Thank you :)


texts: Trying to understand coordinate spaces in python

texts:
In a sense I have "solved" my original problem but I don't understand why/how its solved.
I have a script that generates a number of objects and then attempts to create straight lines via a Nurbs path, adapted from the question/answer here.  Using Hooks is important because I want the 'lines' between objects to persist in relative terms to their parents.
The solution I've found is that if I create an otherwise unused empty object with defined coordinates (uncomment out line 52 bpy.ops.object.empty_add(location=list(objA.location),)) everything works as expected.  If I remove this hack-ish work around though, the coordinates for the ends of the nurbs paths are all translated/scaled which is not the desired behavior.
I thought the "answer" might be related to object vs world space (and maybe it still is?) or maybe a misunderstanding of context, but this hail-Mary work around of mine worked so thought I'd quit while I was ahead/ask a more specific question: "why does this 'hack' work?" and perhaps "is there a better way?"
Code example showing the undesirable behavior (uncomment out line 52 to see correct behavior)
#names and locations used to drive example
pointDict ={'obj_0': (3.453742273151139, 0.5159551844564874,0.0),
            'obj_1': (12.792816730076403, -16.205364756872424,0.0),
            'obj_2': (14.709455272016719, -11.60690199900985,0.0),
            'obj_3': (8.69197652556564, -13.612261105632582,0.0),
            'obj_4': (9.52728618428947, 2.4890328748868917,0.0)}

import bpy
C = bpy.context
from itertools import combinations

#template cube to clone, used for minimum viable example
bpy.ops.mesh.primitive_cube_add(size=0.5, align='WORLD', location=(10.0,10.0,0.0), scale=(1, 1, 1))

baseCube = bpy.data.objects['Cube'] #known/assumed name

#clone base object with predetermined coordiantes
for keyName in pointDict:
    xVar, yVar, zVar = pointDict[keyName]
    objClone = baseCube.copy()
    objClone.name = keyName
    objClone.location.x = xVar
    objClone.location.y = yVar
    objClone.location.z = zVar
    C.collection.objects.link(objClone)

#create pair-wise line combinations between cubes
#and hook to cubes to maintain position/connections when moved at later point
# moddified from https://blender.stackexchange.com/questions/194400/adding-a-hook-to-a-nurbs-path-with-python
pCounter = 0
for pair in combinations(list(pointDict.keys()),2):
    pCounter=+1

    objA = bpy.data.objects[pair[0]]
    objB = bpy.data.objects[pair[1]]

    path = bpy.data.curves.new('_path_{}'.format(pCounter), 'CURVE')
    path.dimensions = "3D"
    path.bevel_depth=0.05

    spline = path.splines.new(type='NURBS')
    spline.points.add(1)
    spline.use_endpoint_u = True
    spline.use_endpoint_v = True
    path_ob = bpy.data.objects.new('_Path_new_{}'.format(pCounter), path)

    spline.points[0].co = (list(objA.location)+[1.0])

    #not sure why adding this helps, but it fixes things??  uncoment following line to see "good" results
    #bpy.ops.object.empty_add(location=list(objA.location),)
    hm1 = path_ob.modifiers.new(name=f"Hook_A",type='HOOK',)
    hm1.object = objA
    hm1.vertex_indices_set([0])
    #'Hook' first vertex of spline/path
    spline.points[1].co = (list(objB.location)+[1.0])
    hm2 = path_ob.modifiers.new(name=f"Hook_B",type='HOOK',)
    hm2.object = objB
    hm2.vertex_indices_set([1])

    C.collection.objects.link(path_ob)


texts: Picking two points on the 3d model surface to measure distances

texts:
I'm a blender n00b and this may be a wrong tool for the job, but I've found some great features in Blender (like the caliper add on), so I'm pretty sure there's a way to easily (or at least bit easier) select two surface points of a loaded 3D .ply model somehow instead of moving the caliper/ruler points and its x y z axis individually one at a time?

Is there such a tool in Blender (or anything standalone) for selecting points from a surface of a loaded 3D model and measuring the distance of those selected points please?

Any explanation for how to do it any faster in Blender, instead of moving x y z axis of caliper (or ruler/protractor tool) one at a time attempting to align them to a surface of a loaded 3D model, or in any other tool that's able to measure that would be greatly helpful and appreciated. TIA


texts: Lofting: can I copy a Shape-Keyed mesh for each frame of its animation?

texts:
I have made a simple profile mesh (an edge loop) which I've animated along a path
using 'Follow Path'.
It has a number of Shape Keys, and as it moves along the path,
it changes shape.
I would like to capture a copy of the full state of the mesh, in place, at each
frame of its animation.

This would be, if you like, a sort of 'physical onion skinning'. Dupliframes capture the transformations of the mesh at each frame, including tilts and scales derived from the path,  varying those along the path, so come very close. But they don't capture the Shape Keys. If I alter the shape, it changes in all the duplicates,irrespective of keyed frames.

I'm attempting this in the hope of modeling with the resulting copies: creating a mechanism for lofting between varying profiles along a curve with a reasonable degree of accuracy, and ease of workflow.. so if there's an alternative route to that, please comment.


texts:
I've been trying to use volume scattering to get this effect though it doesn't look as nice as this one does, with the blue-ish shade.
I was wondering what the trick is. Thank you!


texts: How can I delete the bevel object once a curve is created?

texts:
I really like the curve feature. I think it has a lot of potential for creating curved objects for someone like myself who has a lot of difficulty creating a curve out of other meshes.

However, I really hate how curves pretty much need a bevel object, and that this bevel object CANNOT (to my knowledge) be deleted after the curved mesh is created.

Is there any way to create a curve, make a bend, have it be beveled, and not need a bevel object/be able to delete the bevel object afterwards?


texts: After parenting the body with bones I tried to modify the shape and add more loop cuts in edit mode but, when I am trying to move the hand in pose mode I got this shape? so, what is the issue?


texts: Can I mask out a string property field that holds a password?

texts:
Is it possible to mask out a string that will be a user password for loggining into an asset server?

eg.

 password1

shows

 *********


texts:
I have been using this script to export my mesh to a CSV file. The problem is that every time I select a new object, the file is overwritten, so ideally when selecting a new object I need it to write a new CSV file, perhaps like this.  "mesh_001.csv", "mesh_002.csv" etc. Please could someone assist.

import bpy

outputFile = 'C:/My_Objects/mesh.csv'

verts = [ bpy.context.object.matrix_world @ v.co for v in bpy.context.object.data.vertices ]

csvLines = [ ";".join([ str(v) for v in co ]) + "\n" for co in verts ]

f = open( outputFile, 'w' )
f.writelines( csvLines )
f.close()


texts:
So I’ve been working with blender cycles a bit & I have very limited knowledge of how to do different styles. I was wondering if anyone could help me out in any way.
(Note: I do not own these pictures I just want to learn how to do the sketch looking style in 3d models.)

First post so sorry if I’m not very clear.

This is what I’m hoping my renders will look like when I figure out how.

All help appreciated.


texts: Show metadata from photos (image sequence)?

texts:
Is it possible to read metadata from an imagesequence? I am doing a timelapse and thinking about using Blender for putting it all together. Need to read the date from metadata and show it.
Thanks


texts: How would you go about making these kind of twisted objects. The twist consists of multiple objects. Somehow I can't get the result using the Twist modifier.


texts: How to move selected object exactly towards/away from the camera origin?

texts:
TLDR: Given an object that's within my camera view, I want to move the object exactly towards / away from the camera's "origin" such that the object will appear to remain in the same position from the camera's perspective. How can I do this?

I'm new to Blender and dabbling with camera-matching techniques to manually reconstruct a 3D mesh by matching up several static images (from an old game I love). As a first step, I'm trying to figure out how Blender's "Align to view" feature works, and having trouble.
First I added a Camera and entered "Camera view", and used shift + right click to place a 3D cursor somewhere in front of the camera. See screenshot - the left pane is the camera view and the right pane is another view from the side:

Then I clicked Add -> Empty -> Plain axes (the simplest movable object I can think of) and selected "Align to view":

As expected, the new object's local axes are aligned to the camera view. In a second viewport, I can look at the object from a different angle, and click and drag the (blue) Z axis to move the object towards and away from the camera view. But what I did not expect is that the Z axis is perpendicular to the camera "lens plane", it's not pointing directly at the center of the viewport. As a result, moving the object along the Z axis causes it to change position from the camera's perspective:

I also tried setting the 3D cursor to the camera (ie. the very back point of the camera) and then aligning the object to the cursor, but this seemed to have the same result: the object's Z axis was perpendicular to the camera "lens plane", rather than pointing at the cursor itself.
What I want is to align an object's axis to point exactly to the back tip of the camera (or to the 3D cursor), so that I can move the object along the Z axis without it changing position from the camera's perspective. How can I accomplish this?
I remember playing around with this on an older version of Blender in 2016, and got it to work without trouble, but Blender's UI has changed a lot since then. Note: I'm now on Blender 2.91.2 on a Mac, if it matters.


texts: Why does my mesh change when i render it?

texts: I'v created an animation with a simple displace modifier and textures and it looks just fine in rendered view, but as soon as I hit "render" it deforms to this low poly mess. What am I doing wrong?


texts: i am experimenting with the Video Sequencer and Multicam. I made several preview-Windows, but they all show the same channel. How can I map a specific channel to a specifig Preview-Window? I saw a Youtube-Tutorial, but it was on Blender 2.7, and there was a channel-selector on every preview-Window....but not anymore in my 2.83.4.


texts: How to turn off textures in Blender Internal render?

texts:
Actually I know that there is an appropriate option in render tab in Shading rollout. But it seems to work only with usual materials, not node-based.

I want to make fast render without shading and textures just for the preview and can't figure how to disable textures in node-based materials.

Some sort of python script which mute all textures would be usefull.

EDIT: Added screenshot of set-up I have


texts:
I'm looking to add collisions to a surface which simulate the rough surface of a wall. Since subdividing for a displacement modifier would be a little too taxing on my computer, I was wondering if there was a way to program collision vector modifiers directly into an applied texture, similar to the texture force field but without adding energy to the particles. I want them to bounce off in slightly changed courses depending on the shading of the texture as if it was a rough surface. I know this seems a little extreme but its essential that we're able to do this.
If its not possible, then is there a way to randomize the direction of a particle upon collision based on an equation (Cosine distribution of particles)?


texts:
I have these ruptured holes everywhere in my sculpt (picture is after smoothing to really emphasize issue, the are very very small otherwise).

I've tried filling them with faces, removing double vertexes and re-sculpting these areas but they keep popping up in a myriad of places, causing distorted baking to low poly version:

It looks like a double sided mesh from edit mode, but I can't figure out how it happened or how I would go about to fix it. This is roughly 5 hours of work, I really don't want to lose it.


texts:
After importing image as plane the image is not shown, it is just a gray plane.

Thanks if you can help me :)


texts: To control the Bind of the Surface Deform Modifier with Python

texts:
I'm going to write a script that adds Surface Deform Modifier to multiple objects in batches and binds it to the target object.
I succeeded in adding a Modifier to all selected objects and setting a target object, but failed to bind. Currently, my script runs Bind operation only for the active object.
How can I fix my script?
import bpy

obs             = bpy.context.selected_objects
modifier_type   = 'SURFACE_DEFORM'
modifier_target = bpy.data.objects['Plane']

for ob in obs :
    ob.modifiers.new(name=modifier_type,type=modifier_type)
    ob.modifiers[modifier_type].target=modifier_target
    bpy.ops.object.surfacedeform_bind(modifier=modifier_type)


texts: Problem using Bevel and Subdivision Workflow

texts:
I am trying to model a simple piece of a sniper scope. For that I am using a Bevel and Subdivision modifier to get clean and crisp edges when raising the model's resolution.
this is what the topology looks like without any modifier active:

As you can see it is based on a simple cylinder, nothing fancy. Next you can see the beveled topology. I want each beveled edge to stay sharp when subdividing.

However when I add the subdivision modifier on top I get a weird pinching effect in the areas I marked red. see the image:

I have to admit this is a problem that comes around pretty often but I never figured out how to fix it yet. I already tried adding some support loops, but it is important to me to keep the perfect circular shape of the scope part.
If you are reading this and know what to do in this case I would be more than happy if you could give some advice. Please find the blend file attached.
blend file
blend file from pasteall.org


texts:
I am new to blender and trying to start off simple with minecraft animations. I am watching a video tutorial about how to change a character's "skin", it's easy if the options are enabled but it seems mine are not. I was wondering how do I enable these options?

This first image is what I see:

This second image is what I am trying to achieve but the options are not there:

I hope this is an easy fix, thank you in advance. I am using cycles render and the latest version of blender (downloaded blender yesterday).


texts: how to get the archieved version of 2.79b which WON'T install?

texts: I want to run 2.79 and 2.8 on the same machine, but 2.8 destroyed my 2.79. I need a link to the UNINSTALLABLE v 2.79b.


texts: How to apply transformations to an object using the world matrix?

texts:
I'm taking a computer graphics course. In one assignment I had to check if a matrix transformation maps points to another set of points

I thought that the best way to learn how this was to use Blender's Python API and try doing this.

These are my set of points

t0 = (−1, −1, −1)

t1 = (1, 1, −1)

t2 = (−1, 1, 1)

t3 = (1, −1, 1)

The set of points I want to get mapped to are

u0 = (2, 2, −1)

u1 = (2, 2, 3)

u2 = (0, 0, 1)

u3 = (4, 0, 1)

and the transformation:

Rotation about the z-axis by 45°, then scaling with sx =√2, sy =√2, sz = 1, then translation by (2, 1, −1), and then rotation about the x-axis by 90 degree.

I created the two objects for the two set of objects. And I want to move the object t (with vertices t0,t1 ...) to the object u (with vertices u0, u1 ...)

#rotation around Z axis
rot_mat = Matrix.Rotation(radians(90), 4, 'Z')

# decompose world_matrix's components
orig_loc, orig_rot, orig_scale = obj.matrix_world.decompose()
#create the translation vector
translation =  mathutils.Vector((2,1,-1))
new_loc = orig_loc + translation
orig_loc_mat = Matrix.Translation(new_loc)
orig_rot_mat = orig_rot.to_matrix().to_4x4()
orig_scale_mat = Matrix.Scale(orig_scale[0],4,(sqrt(2),0,0)) *
Matrix.Scale(orig_scale[1],4,(0,1,0)) *
Matrix.Scale(orig_scale[2],4(0,0,sqrt(2)))

obj.matrix_world = orig_loc_mat * rot_mat * orig_rot_mat *
orig_scale_mat

This is not working, the object gets mapped to a wrong position.
The blue object is the object from t coordinates, the red from the u coordinates, the green one should be overlapping the red one.

What am I missing?


texts:
How to get even distance edge. I tried to inset and scale down and added few loop cuts. I got this result. Which are not even to right and left side.

I tried with the straight skeleton addon. Few loops looks even but as i go inside it start getting mess.
All the scale and rotation are applied. Any suggestion.


texts: Encoding problems while exporting from revit 2016 in ifc

texts:
I'm currently working on a project in Revit. I decided to make some visualization in blender and exported my model in .ifc format.

I'm working with Russian language in Revit, so after exporting, all walls are named in russian. The problem is that there are symbols which are non-unicode:

I marked by yellow the incorrect symbol.

The problem is that when I'm trying to use some python scripts, for example this:

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

I get an error:

Traceback (most recent call last):
  File "<blender_console>", line 2, in <module>
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xd0 in position 58:
invalid continuation byte

I get an error working with this objects/materials/textures etc. Exporting from revit to fbx gives the same result.

I understand that it is better to use English verison of Revit for exporting, but maybe there is a solution which doesn't require changing language?

Is there any way to delete the incorrect symbols using some python script? I don't need to "recover" them - just ignoring would be OK :)


texts:
I have 2 Armature in my scene.The first one is for my rigged rifle,and second one is my arms, also i'm animated it(i'm baked animation).When i import to unity3d my model,That's what i see in animation tab

There is a lot of animation clips and no ones is my animation.


texts: How can I change the viewport shading to 'Texture Solid'?

texts:
Can someone tell me where is texture solid button in 2.77?
I cannot find it anywhere.
I cannot see it in Shading menu.


texts: I've just found following picture, but I don't know how to recreate this kind of crystal type reflection thing. Can anyone teach me please?


texts: Trouble with separating a mesh : "Error: Nothing selected"

texts:
I am new to Blender Scripting and I want to do this :

I am using Blender v2.80.75 and I have the following code :

selectTopOfBuildingFaces(bm)
for f in bm.faces:
    if f.select == True:
        print("Selection is not empty.")
        break

bpy.ops.mesh.separate(type='SELECTED')

My method successfully select the top part of my building as the for loop prints my text
But the console output shows an error :

Selection is not empty.
Error: Nothing selected
Traceback (most recent call last):
File "C:\Users\admin\Documents\building.blend\building.py",
line 123, in
File "C:\Program Files\Blender
Foundation\Blender\2.80\scripts\modules\bpy\ops.py", line 201, in
call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Nothing selected
Error: Python script failed, check the message in the system console

I don't understand because I am making sure that faces are selected before calling the operator.
Is it a bug or do you have an example of separating mesh ?
Thanks for your time


texts:
I know how I can rotate but how can I move up and down or sideways? Google didnt found anything useful

I read I can do it with Ctrl + c or . but the first one just fixed the camera at a point where it made everything even worse and . just did nothing


texts: Missing objects from old Blender in 2.8 (hidden in 2.79b and lost in 2.8)

texts:
I am missing a bunch of objects when opening some old blender files (it has nothing to do with the collection visibility like in this post: Missing objects when opening old file in blender 2.8)

I just installed the 2.79b on another system to doublecheck the problem... and I can access all files in the old blender version - but I realized that the problematic objects were hidden in the old file.... So I made them visible and - guess what - they showed up in 2.8!

Funny thing is that 2.8 shows these objects as "visible" but greyed out...

I can share the .blend file but am not sure how this is normally done within stackexchange...

Appending the missing objects to the current file results in the same problem - the objects show up as "visible" but are greyed out - and cannot be found somewhere in the viewport...

This is rather frustrating because I have lots of old blender files where the visibility of objects is a thing of organizing my stuff ( I use blender only for modeling 3d printed stuff)... And blender 2.79b and 2.8 cannot co-exist as far as I know...

Any ideas?


texts:
How can I model backrest upholstery for a bed?

I Have used the Bevel command but it's not close:


texts: I'm curious which type of normal map works better? DirectX or OpenGL normal maps? Which one to use for cycles and eevee?


texts: Is there an equivalent of After Effect's "valueAtTime()" for drivers?

texts:
In After Effects you are allowed to use Expressions very similar to blender's drivers. In a very simple fashion you can get a property's value based on a given time like so:

 property.valueAtTime(1) // returns property.value at 1 seconds

In combination with a time variable, this method can come in pretty handy to stagger animations

property.valueAtTime(time - 1) //returns property.value at current time - 1 second

Now I was wondering if there is something similar I can use for drivers.


texts: My object is smooth in solid view but not in rendered mode

texts: In solid view, my object's smooth however in render mode it's not. What's the problem?


texts: What's The Library Blender Uses to Draw?

texts:
ok, I tried to use PIL library in blender to render Particle system just by drawing circles in given locations, but this is not a good Idea, it takes much longer than expected, but the worst thing about it's the strange circles that the library makes with the Draw.ellipse() function, those are more like Exagons.

I was wondering what's the Library that Blender uses to draw like preview or to make compositing too.


texts:
I ended up with a kinda cool looking pattern for donut icing.
I've been trying to use it as a mask between two materials (icing and pastry)
The problem I'm facing is that I can't figure out how to get the bottom of the sphere to be black so I can properly use this pattern as a mask. I tried with object and textures coordinates but no luck so far.
Is it even possible or is there a better way to achieve what I'm trying to do ?
Thank you in advance for your help !


texts: resizing reference after giving specific dimensions

texts:
I'm trying to model a room from reference images. I know it's exact sizes,
and can change it to that in the properties. The reference picture will not change with that of course, how do i resize and place the reference in the correct way?


texts: Need Help Appplying Position of Verticies To another

texts:
My question is in the video following this, but pretty much I need to know how to take the position of points from one side of my object and apply them to the other side without doing every one manually. thanks for the help here is the video.

https://www.youtube.com/watch?v=ZBbnMvKVW1s&feature=youtu.be


texts: Why is my chain (array, curve) distorting on my subdivided curve in Blender 2.8?

texts:
On Blender 2.8 & I followed this as well as other to no avail: How do I stop my chain distorting along a curve?

My origins seem to be where they should be. Chain at first seems okay. Then I subdivide the curve, move vertices where I want, and what results is a bad distortion.

Tried re-doing the origin stuff in tutorials after I do the subdividing/vertex moving, no dice. The curve has no rotation to clear. I'm out of ideas.

What do I do?


texts: Simulation of rubber material attached to two objects

texts:
I start my work in a blender and I have to do animation of fins for advertising, the model I received from the client, it will be attached to the foot, the movement of the leg will also move the fin (I will do it with armature), and the whole will be plunged in simulated water with mantafluid .
I have a problem now with the membrane simulation which is between two hard rails. It must be attached to these rails and move with some resistance like the real material from which it is made.
To explain it simply, I have two rails and a material between them (preview image because I can’t share the original model):

And this material should have such properties, i.e. bend like rubber:

So these two rails will move and the rubber will stick to them and its center should move like a real fin under water.
I thought to do it with “Soft Body” but I don’t know how to connect it to the rails, then I thought that maybe the “Cloth” function would work but I can’t do it here either. I will be very grateful for your help because on the Internet I could not find any guide that would show anything similar :(


texts: How to make a particle simulation like this?

texts:
So here is the reference
https://www.instagram.com/p/CHijzp2gVt7/
I don't ask for like exact guideline how to make it, but if you can throw me a few steps or tutorials for something specific as this. Or give me a few tips. Anything really would help.
I try to look around on YouTube, Google, ask around here and get as much information I can find.
I am looking into this new tools MantaFlow and FlipFluids.
So on the video he has like Triangle, Spherical, Square shapes with particles inside.
It simulates like water but it has small spheres, maybe I don't have to get it exactly like that. But getting something a tidy bit close to that, would be great. I don't have to type it all down, the reference explains it quite well.
By the way I do have slight experience with particles and simulation, I'm not completely new with it.


texts: Python: Locate specific islands of geometry within a mesh object

texts:
If I have a mesh object, and the mesh data is made up of several disconnected islands of faces, and using Python I want to evaluate each island to check if it matches certain criteria, and if it does, store that island's median coordinate in a variable... how can that be achieved?
The example object in this screenshot has two circles I want to match. Each circle has 13 verts, 12 faces (which are all tris), and a total area of approximately 3. So if an island matches those criteria, we can consider it to qualify as the kind of circle we are after. Their medians would be [0,0,0] (the world center), and [0,3,0] (the 3D cursor location).

Now let's say we don't know how many such circles there will be in an object, or even how many objects to expect, and we have to identify each circle center programmatically and add those coords to a list. The fun begins!
I have solved some pieces of this puzzle already. I have written a simple script for finding the area of selected faces (as long as they're all tris, which they will be). Here is that script:
import bpy
import bmesh

obj = bpy.context.active_object

# make sure it's a mesh object
if obj.type != 'MESH':
    print('Error: Object is not a mesh object!')
else:
    bpy.ops.object.mode_set(mode='EDIT')

    me = obj.data # mesh data
    bm = bmesh.from_edit_mesh(me)

    ta = 0.0 # total area

    print('\n==== Area of selected faces ====')
    for f in bm.faces:
        if f.select: # selected faces only
            print('Face ' + str(f.index) + ' area is ' + str(f.calc_area()))
            ta = ta + f.calc_area() # add to total

    print('Total area is ' + str(ta))

I have also put together a script for finding the median of a set of vertices. I'll include it too for reference, although in its present form it targets the verts of an object's Vertex Group, not selected verts. Needs minor modifications:
import bpy
import statistics

context = bpy.context
scene = context.scene

act_obj = context.active_object # get active object

v_x = []
v_y = []
v_z = []

def cursor_to_vgroup(mesh_obj, vgroup_name):

  # This is an Object with a Mesh, see if it has the supported group name
  groupIndex = -1
  for i in range(0, len(mesh_obj.vertex_groups)):
    group = mesh_obj.vertex_groups[i]
    if group.name == vgroup_name:
      groupIndex = i

  # Now access the vertices that are assigned to this group
  mesh = mesh_obj.data
  for v in mesh.vertices:

    for vertGroup in v.groups:
      if vertGroup.group == groupIndex:

        v_global = mesh_obj.matrix_world @ v.co # global vertex coordinates

        v_x.append(v_global.x)
        v_y.append(v_global.y)
        v_z.append(v_global.z)

        cur_x = statistics.mean(v_x)
        cur_y = statistics.mean(v_y)
        cur_z = statistics.mean(v_z)

        scene.cursor.location = [cur_x, cur_y, cur_z]

cursor_to_vgroup(act_obj, 'Group')

And finally, I've found an interesting script someone wrote to get linked faces, but I'm not sure how / if I can customize it to sort the vertices into islands. And that's where I'm stuck - trying to figure out how to sort the geometry data into islands, so the island geometry can be checked for matches.
Would any Python wizards care to lend a hand?

.blend file contains the mesh object in the screenshot, and the area-getting script.


texts: How to enable double sided normals or double sided faces for rendering in python API?

texts: How to enable double-sided normal rendering in the python API of blender?


texts: I used many areas of Google terrain from Sketch Up and joined them together in Cycles.  then I stitched them together and removed doubles.  As you can see, when I unwrap it's warped.  I'm a newbee, be gentle :-)


texts:
If you wished to cull meshes/lights/cameras for export, based on the value of exclude value of the view layer of the collection that the object was in, how would you find the view layer?

While the names of the collection & view layer are the same, this much more complicated due view layers being able to be inside of view layers.

The tree of view layers starts at
bpy.context.window.view_layer.layer_collection for the master collection, the top level view layers are in .children, but each of those can also have .children.

Kind of seems like I would just need to resort to checking .visible_get() on the object.  Was already using that to indicate in the export whether the object should be visible on import though.


texts: Is a camera required for animation in blender 2.83?

texts:
Do I need to add a camera to create animations?
Currently I have no camera.
If I don't need one, how is the character viewed later?


texts: [Cycles]Is there any way to bake float values

texts:
I want to save the 32-bit floating point values generated in a set of OSL procedural nodes to a bumpmap. Is there any way to finagle that?

Also, if it just can't be done, I'd like to get that out of the way.


texts:
I want to apply this partly transparent png texture to one surface of the cube without losing the red color. How do I do that?

When I click on face texture the texture is visible on the surface but the rest of the object becomes black:


texts: Blender python : where is bpy module located in windows 10

texts:
i'm trying to import bpy module from outside blender. Either using python terminal (command prompt) or IDE like pycharm/atom etc. The bpy is not available outside blender app. So i'm looking a way to access it. I'm thinking maybe to add the location of bpy to $PYTHONPATH. But the problem is in windows 10, can't find this module in installation directory. it seems to be stored in somewhere else.

Does anyone know where is the bpy module located in windows 10 ?


texts:
I am trying to run a rain simulation where the rain drops (particles) dynamically paint the floor based on this tutorial https://www.youtube.com/watch?v=35bbyAJodEQ (for reference).
Setting all that up works but not well with a low framerate and fast rain. The issue is that I have 1 million particles going down through the floor in a small area but only very few end up painting the floor (roughly 3 drops per frame). I am running the simulation at 24fps.
My theory is that the particles are moving too fast. For example, when I step through each frame, and a particle was above the road and then below the road in the next frame, no paint is added. I think paint is only being added when the particle is intersecting the floor on a frame itself. The particles are small so that doesn't happen often.
I have tried enabling collision on the road and also enabling killing of the particles when it they hit the road and it does not help. I would think that if the physics system knows to delete a particle because it can see it is about to hit, then it should register a dynamic paint as well. As I'm writing this I'm thinking it may actually be a bug?
Otherwise my question is if there is a way to enable ray-casting per particle or something like continuous collision detection for dynamic painting to make sure that the floor catches ALL the particles that have gone through it. Or a different solution?


texts: How can I make this quadruped leg and foot rig behave itself?

texts:
I am trying to make a rig such that one can push off the ground by the toes (or ball of the foot) and then later kick the toes back up and forward without moving the entire rest of the leg backwards. Is it possible to do this, and if so, how? Is there some obvious trick I am missing, or a better way to approach animating a foot interacting with the ground in general?

Ideally it would be nice to have a generalized solution so that one could easily push off the ground from any part of the foot (say, the side or back) for things like strafing around corners, scooting backwards, etc etc.


texts: How to make an inventory system for the Blender Game Engine

texts:
I want to make an inventory for an adventure game. The game is first person and the items to be collected will be used later in other parts of the game. To give you an idea, the game is something like an HOPA (Hidden Object Puzzle Adventure) game, here is an example:

I have already watched tutorials available on YouTube but they don't seem appropriate. The game is a point and click so no keyboard will be used.


texts: This is a new problem for several months. Cannot see mesh for reference images Blender 2.80. Did not have this problem with 2.79?


texts:
My Aim in Short

I would like to controll my Anistropic material with an image input.

What I Have Tried

I made a mockup to show what I would like to achieve.

This is a single plane with an anistropic material as simple as the following.

The trick here is to distort the UV map (and add multiple lamps).

By the method explained above, I managed to make an wood like anisotropic material. However, ...

My Problem

Here I have 2 problems.

I do not have an intuitive controll over the pattern. (I prefer an image input)
I use an excessive number of vertecies.

Please help me with the problems above.


texts:
I have setup a simple scene with some hills (one big object) and dam with water. Dam consists of multiple objects, they are set up as fluid obstacles. Dam breaks (parts of dam are animated with keyframes) and water should start to flow through valley.

But, fluid baking stops on higher fluid resolutions (for example 300) somewhere in the middle of my animation when dam breaks.

What I have already tried:

applied scale and rotation on fluid objects
removed double vertices and recalculated normals on fluid objects
run blender from command line and also with -d switch (to see debug output), but haven't seen any errors, it just suddenly stops
manually cleared the fluid cache folder (deleted all the files)
set all fluid obstacles to Free Slip (as advised in Blender Cookie Fluid Simulation Tutorial, part 3)

I am using blender 2.69 64bit on Ubuntu 13.10.

Here you can download my scene (it is my first try with Blender, so it is very simple) - scena1_2.blend (30 MB - sorry for that size, some textures are included...)


texts: Issues opening files created in 2.8 in 2.83

texts:
Today I uninstalled blender completely from my computer after using 2.8 for a long time. i kept all the files and even opened the files on another computer in the same version (2.83) that i installed newlt on my own computer after the uninstall of the older version. I can use 2.83 with no issue what soever but when i try to open or append things from any of my existing files created in 2.8 the mesh looks exploded for lack of better term. the outline is correct but its not all messed up. this is happening with ALL my files. HELP picture is of an appended group of objects from my most recently worked on filees. i was literally working on it in 2.8 this morning before the uninstall and switch and it worked totally fine. Help.
EDIT: I just switched over to cycles and in cycles render my stuff all looks perfect, textures and all. i will attach a screenshot of that as well. its still messed up in the normal editting viewport as well as lookdev.
As you can see in the image from different angles the exploding gets worse and changed randomly while moving around the screen but the outline of the objects are clearly correct.[![enter image description here]


texts: Armature breaks apart my objects which are Ctr-J'd to form a solar panel array deploying?

texts: How do I prevent the bendiness? I tried rigid body constraints with no luck. Should I go back to that approach?


texts: How to make a fold while following a circle edge?

texts:
Hi. New to Blender, so appreciate any help possible. I'm working on a yoghurt pot render (not the one shown), and the seal cover under the clear lid is a typical thin foil cover with a tab so as to pull it open. The image on the left is an example of what I mean. The dieline I'm working with is shown in the centre. As you can see the tab folds down from a section of the circular foil cover.

What is the best way to do this? I've already drawn my circle and extended the vertex on the X axis to create the square edge as a flat shape, but now want to fold this part down. Is it possible in Blender to rotate the tab section so that it folds along the edge of the circle, shown as a dotted line? I understand about moving the pivot point, but that's not working for me as it's only pivoting off one vertex point and not an edge, and is doing weird stuff to my shape.

An alternative would be to extend the vertex down 90 degrees on the Y axis, then adjust the heights of each vertex to get the basic shape and add a subdivision surface modifier and tweak with edge loops, but I was wondering if its possible to rotate/fold around the circle edge. Cheers.


texts:
I just wanted to learn how to model animals in blender and then I started modeling straightforward using a low poly model tutorial, then I tried to make it middle poly and realized I dont really have knowledge about it. I made a cat that looked fine for me, then I tried the face and well, it looked terrible.

After searching for some reference images and stuff that could help me I realized I had no idea what even is important to know when modeling an animal rig in blender and at middle poly.
Could someone maybe tell me some important things to look for or link a source for this?I recently wasnt able to find something that worked for me


texts: How do I make a shape key using a rig menu?

texts: I have a minecraft character rig, and it uses a menu, where you can edit the face expressions. You move the little box around, and it edits the mesh. How can I use this with creating shape keys for my lip-sync? Is there a way to do this, without editing the mesh slowly in edit mode, using the rig?


texts: How to use all the audio and video strips in the VSE as a video texture?

texts:
I've been able to use images in the past to create a video texture, but for this animation I've inserted several movie clips and audio in the video sequence editor.

My question is, is there a way to simply amalgamate all those video and audio strips into one thing that can be opened as an image texture?

The idea is that I could have the TV I modeled playing various scenes at different times in the animation.

Thanks!

EDIT:

I figured it out.  It's a bit of an awkward method and there might be a better way, but it works.

STEP 1: Plan your scene with audio and video clips you want to add on your TV in the VSE.

STEP 2: Render into Xvid rather than AVI jpg (to ensure audio is captured).  Make sure you check the sequencer in post procesing, not the compositor.  Otherwise, when you render your animation it will render all your objects and scene rather than the strips in the VSE.

STEP 3: Save your rendered video as something like "audio for tv" because in reality, you are going to import it again to get purely the audio.

STEP 4: Go back into the VSE and render your strips to jpg or whatever image format you prefer.  Use a separate folder as there will likely be a ton of images.  These will be the images for your TV screen.

STEP 5: In the VSE delete all your strips.  Add the video you just made earlier and erase the video strip, keeping the audio.

STEP 6: Now add your images you rendered for your video texture in the texture panel as an image sequence (you can add actual video files to make video texture but my preference is image sequence because if Blender crashes or you have to stop the animation for whatever reason, you can always finish where you left off).

STEP 7:  Lastly, go back to the render panel and check the compositing box under Post Processing and uncheck sequencer to render your animation.  If you don't do this, you won't be able to render your images (when there is anything in the VSE and you try to render your scene as images Blender won't render them unless you remove all strips in the VSE or have sequencer in the render panel unchecked...a little sneaky reason why you frustratingly can't render and often don't know why).


texts:
I'm following an apple sculpting tutorial and at some point, I seem to have accidentally deleted a vertex along with the four adjacent faces. I filled this hole using the methods I've learned thus far (used F to fill between vertices and Ctrl+R to add one vertex in the middle)
The apple now looks fine in edit mode, but when I switch to object mode, the faces appear to be triangulated. Furthermore, when I apply a subdivision modifier as instructed in the lesson, an unsightly patch appears where I filled the hole. Merging vertices by distance had no effect. The normals are not reversed. I'm using version 2.91 if that information's relevant.


texts: Streaky artefacts, subsurf, how to avoid?

texts:
How do I avoid strange streaky artifacts like these on the concave part of the object?

Tried to remove doubles and beveling with no effect


texts:
I'm making a shader for people that relies heavily on the ability to take incoming light and use it as a way of blending 2 materials. For Eevee, it works perfectly. Take a diffuse shader, plug it into a shader to RGB, and go to town using it as a mask for all sorts of things. It works just as intended. So that half of the shader is done.

Unfortunately, as far as Cycles is concerned, it doesn't work. Shader to RGB isn't supported at all (which is understandable). So I'm after a solution to this problem. Like the post says, is there any way in Cycles to take incoming light, and turn it into a black and white mask to blend things?

I should specify that it shouldn't rely on drivers from the lights, or baking. Ideally I want this shader to be plug and play without requiring any real tweaking from the end-user apart from messing around with the shader parameters.

I'm sure there's some halfway-functional roundabout way of getting some kind of light mask out of Cycles. It doesn't have to be a perfect solution either, even something that approximates it would be decent enough.
Any help would be greatly appreciated.

I've taken a look at these two answers:

How can I mix two materials based on incoming light

I want to mix Cycles shaders based on self shadow

And they seem like they'd do the job, but it doesn't seem like it would work with multiple lights, won't work with indirect light (which isn't a huge dealbreaker), and seems kind of involved a process to expect for an end user of the shader.

As said before, any help would be appreciated, and the result doesn't have to be perfect. I realize I'm asking something that's generally considered "impossible" as far as cycles is concerned, but I do think there's some way to get something working. Even if it's a bit hacked together.


texts: How do the histogram and number of colors in the texture affect a displacement map?

texts:
I've been working on a displacement map texture of the Moon taken from NASA data. When the step of resizing the original image down to 65536 x 32768 was done, many new shades of gray were added. As a result, tiles of that image that are 8192 px on a side are on average 5 times the file size of tiles made from the original image, even though those are 11,520 px on a side. The full resized image is 1.5 GB.

Concerned about that overhead, I resized the image again using nearest-neighbor interpolation so the resulting image would have the same colors as the original. It's hard to properly test that it does as I can't open the full original image, but combining two tiles with especially low and high points into one image, the count there is 153 shades of gray**, while the resized image with NN interpolation has 157.

The NN image is only 169 MB, much more manageable. Also, the image is a 16-bit PNG. The original is a 16-bit TIFF so I figured I should stick to that. But it could be reduced to an 8-bit PNG if the color range was stretched out. Then it would be much smaller again.

However, I wonder about using that reduced range of gray tones in a displacement map. Will the resulting geometry be jagged? Is it easy enough to smooth it out, so no worries?

Here are histograms of the NN resize (top) and the regular resize (bottom)

And a histogram and colorcube analysis of one of the highest contrast tiles (later I combined two and did that again, but didn't take a screenshot)

By the way, the tiles are available here, though you might want to wait a couple of days, because I'll replace the 8192 ones with these smaller ones, depending on the answers here.

**What can you do, it's hard to be precise using a laser altimeter from a probe orbiting hundreds of km above the surface and moving at over 1 km/s.


texts:
I've tracked a video of my arm, and created a model arm that I want to perfectly follow the tracks.
I tried applying an object solver, but as my wrist rotates the mesh doesn't follow properly. I mitigated this by using AnimAll to animate the vertices on top of the object solver, but it's proving very (very) difficult to use accurately in conjunction with the solver.
So I tried a new approach - hooking verts to empties, and applying Follow Track to these empties.
This would work great, except with my arm rotating, all of the tracks get hidden at some point, meaning the empties and therefore the verts just stop moving until they get picked up again by the tracks.
My question is, how can I either momentarily disable the Follow Track modifier on the empties, or is there a much easier way to make verts/vert groups follow tracks?
Many thanks in advance
Ian


texts: I wanted to make my very first blender donut yesterday. I have ver 2 82.7 When I add the torus it pulls up a floating menu where i can amend size and segments. When I click anywhere else this Add torus floating panel disappears - how can I get it back? I tried the edit - adjust last operation  but that only works if I haven't done anything inbetween like moving the object, otherwise it will just pull up the the last action obviously. I would like to have this Add Torus panel visible at all times so i can amend segments at any point of making this project.


texts: How to get my object transparent, texture not?

texts:
I made a plane with a texture on it. The texture has multiple places where it should be transparent. How can I make it that the object is transparent and the texture not?
Thanks,
Jonas


texts: Object mode mesh different from Edit mode

texts: No modifiers, no shape keys or anything; it's just the starting cube. It's not showing insets I made.


texts: How can I get vertex painted .obj files to import into Blender?

texts:
I have an .obj of a model that was polypainted (vertex painted) in ZBrush. I would like to import it into Blender and see the vertex painting in the 3D Viewport. Instructions for doing this in Blender Render and Cycles would be appreciated.

I have already discovered how to export a .wrl file from ZBrush and import it into Blender following the following workflow:
-Export the model from ZBrush via Zplugin>3D Print Exporter>VRML.
-Enable “Import-Export: Web3D X3D/VRML2” plugin.
-Import the .wrl file, set Shading Mode to GLSL, enable Textured Solid and set the 3D Viewport to Solid shade mode.
This can also be accomplished with the ZBrush PLY import-export plugin.

I would like to know (if it is even possible) what the workflow is for doing this with an .obj file so that I can see the vertex colors like I can see them when opening the .obj in TopoGun or 3D-Coat. In either of those programs I don't have to set up materials or nodework (if it were possible) in order to make vertex painting visible and so that is what I am seeking here, just as it works with a .wrl file but using an obj.


texts: Use texture painting to determine transparent areas

texts:
I want my "floor" plane to be transparent but with painted texture on it, but can't seem to fix the problem I have. I hope it makes sense, I have attached a photo for reference:

EDIT:
What I did so far (thanks @cegaton), I may be missing something


texts:
Not sure why its not letting me unwrap I have a seam and everything selected.
This also pops when I try to UV unwrap


texts: What is the recommended object format for exporting to substance painter 2?

texts:
Which object format would people recommend as the best/most effective format for exporting models to Substance Painter. I have tried .fbx and .obj and they both work slightly differently on the same model so I am seeking clarity as to the most reliable option. I am using Cycles as the renderer and the pbr-spec-gloss workflow.

Many thanks
Steve


texts: How To Curve Road Without Array Modifier?

texts:
Ok so I have road and I would like to curve it smoothly without using arrays.
I have it subdivided. Any ideas of how should I do it? Check the image below of my road and below that image you will see copy from internet of how I want it to look like:

Internet copy:

P.S. I forgot to say that I would like to do something so the road wouldn't have a lot of subdivision. What I mean is that I want it to be 1 solid road without any pieces that it is made up with. Because each time I upload it to software one of the faces goes invisible.


texts: I am writing a script to change a bone position on all my animations. Why doesn't my script work?

texts:
First off, I should warn you that I am a complete newb when it comes to scripting in Blender, so I might have made some really stupid mistakes in my script.

I want to move the ikHeelRight bone in my rig by one unit in the x direction, and one in the y direction, for every single keyframe in every single animation in my blend file.  Normally, I'd do this in the graph editor, but since I have upwards of 70 animations and I'm unsure if I will need to adjust a bone again in the future, I thought I'd write a script to do it.

I get no errors when I run this script, but it does absolutely nothing.  I have also tried this without the keyframe "For" loop, and it also does nothing.  I suspect that my script is failing to select the ikHeelRight bone, because after I run it, the heel bone is not selected at all.  I have checked to make sure I have the name of the bone and the rig correct.  However, I expect that's not the only failure point.  Here's the script:

    import bpy
    import mathutils

    bpy.context.scene.objects.active = ob
    bpy.ops.object.mode_set(mode='POSE')

    footRight = bpy.data.objects["Armature"].data.bones["ikHeelRight"]

    sce = bpy.context.scene

    animations = list(bpy.data.actions)

    for animations in bpy.data.actions:
        for f in range(sce.frame_start, sce.frame_end+1):
            footRight.select = True
            footRight.head +=Vector((1,1,0))
            footRight.tail +=Vector((1,1,0))

Thank you guys for any help you can give.


texts: Gradient alpha display problem in GLSL shading

texts:
I found a problem when I import the cloud texture with a gradient alpha into blender.

I have tried both bi and cycle render engine and the transparent parts looks weird when I change viewport to the material mode. it shows fine only when the object is activated.

Changing viewport to render mode is not my option. I want to animate the cloud and it would be perfect if I can see the gradient transparent Correctly.

The goal I would like to achieved is something like the picture below.

Is this problem can be fix?

Here is the file: file


texts: Hexagon is distorting on x axis, when scaling on y globally

texts: Here is screenshot :) Im making a circle with 6 sides, rotating it 30 degrees (z) and scaling it globally on y.


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I can't get my textures to render on this model.  The materials are assigned and the shader nodes are hooked up.  I think.  It shows up when I view in solid mode with the color set to "texture" (2nd picture).  Won't show up in render view or lookdev.  Not sure what is going on, any advice??

UPDATE:

I do have a few other materials/textures patched up the same exact way and they seem to be working if that helps at all...

UPDATE: picture of UV mapped correctly, right? shows texture only in solid mode w/ texture color.


texts: Why does sliding edge makes it slide being mirrored?

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I have this cube with skewed faces:

I'd like to use Edge Slide tool with Even enabled to move the right edge (selected) to the left without it changing its angle (example). As per manual:

  Even E
      Forces the edge loop to match the shape of the adjacent edge loop. You can flip to the opposite vertex using F. Use Alt+Wheel to change the control edge.

However what I get is that selected edge becomes mirrored along vertical (in this case Z) axis and that's how it's slided:

Choosing control edge doesn't change that, control edge is selected correctly but it's just mirrored.
In the second part of the gif I enable Flip option of the Edge Slide to choose the unselected face as one the selected will match. It works as expected - the selected and edited face gets orientation of that face. It doesn't for the selected face.

Things like scale+rotation are applied and normals oriented outside.

Why does Edge Slide tool mirror the edge it is sliding?


texts: My object keeps rotating on the X axis when playing the animation

texts: What is the solution for this object to stay in its rotation while playing?


texts: Set Default Properties of Object manipulated by F-curve

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I'm quite new to blender and need help.
I am trying to make a music visualizer by scaling the ring of a planet to the music. (I am using this tutorial for the planet and its most inner ring: https://www.youtube.com/watch?v=h77SdP65kdw)
I am having the problem that the scale I set as default for the ring (288.1) is changed to 0 if I bake the scale to curves, meaning that the ring's scale is 0 when the music is calm and still small when the music gets loud. It should have 288.1 as its origin so it only expands and contracts from this point.
I've tried several things like the limits function or through drivers like explained here: https://blenderartists.org/t/control-the-minimum-maximum-scale-of-a-object-bake-sound-to-f-curve/681849 (it doesn't seem to work anymore).
Could someone help?


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I am following a tutorial about how to make a simple stick man. Everything went fine until I reached bones. To follow the tutorial do I need to rotate all the vertical bones.

On the image I selected all the bones I need to rotate. I need them 180 degrees rotated.

(if you don't understand what I mean, here is a screenshot of the video)

Can somebody help me with fixing this?


texts: What is the easiest method to add a half circle cut out

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Just wondering what is the easiest method to achieve half circle cutouts on the side of a 'cube' OR a link to a suitable video tutorial. See image. The cutouts can be the entire height on the sides (not as per the image) as the object will not be viewed closeup. Just a very simple object.
Thanks


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Example: https://gyazo.com/0bb3bba306114688b1ef48960887fd2b why is this going backwards ?? I only want it to explode on the same spot now to move

Well i added a quick explode into that Cube ( castle entrance ) and everytime i press " play " it does backwards instead of exploding in the same spot .. I just want that the mesh will explode on that spot and fell down


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I have downloaded an fbx file.
When I import it into Blender, it shows some handles.

Can somebody tell me what these handles are and what they're used for?

Thank you!


texts: How to extrude inside angle without creating parasite faces?

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I would like to extrude faces here

The problem is tha faces are inside inner angle which is not guaranteed to be 90 degrees.
Will it work or it will create "parasitic" face for infinitisemal slit?


texts: Flask crashes blender when ran in command line

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I'm trying to get a flask server to run in blender with blender -P app.py template.blend, however whenever I do that, it opens up two black windows and the crashes shortly after. I'm getting the error
Error: Cannot read file '/PROJECT_DIR/blender': No such file or directory

Blender quit

Full log can be found here


texts: Is there a way to make a vertex group or face of a soft body object stick to 2 rigid body objects?

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My goal is to make a soft body simulation object connected to 2 rigid body simulation objects so that the scale of the soft body object can be changed to act like a contracting muscle and pull the 2 rigid bodies closer.

It seems that using a copy location constraint would work if I could have one vertex group follow another vertex group.

Another way I can describe what I want to get is like having a soft body goal where 2 ends of the soft body mesh are attached to the vertex group location of 2 rigid body meshes, like a barbell where the bar is made of jello and the 2 weights will fall with dynamics.

All of the videos I've seen on constraints seem to skip over using vertex groups. I'm not sure if there is a different way to do this, maybe with a particle system?. It seems to me the answer is in whether I can do this with constraints or do it at all.

Thanks


texts: Disable gravity on the certain layer. Possible?

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I have the levitating object with a rigid body physics and, as expected, it falls down when I start the simulation.
But I want it stay still in the air (without disabling the Dynamic).

So I've tried next: I moved it to the different layer from the scene and tried to use force fields like Wind to oppose the gravity, but it moves anyway. Because I can't calculate exactly what is the opposite of -9.81 gravity force.

Any possible solutions?
Maybe the gravity can be set to zero on the certain layer?


texts: When i export a object that i have mirrored it becomes transparent. when i undo the mirror effect it does not become transparent. does anyone know why this is happening?


texts: Proportional editing creates rough edges around shape

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I'm trying to create a simple mountain with proportional editing, and I'm finding that it's creating unusual faces around the edges of the surface.  What I was hoping to do was to create a bell curve-like surface that is smooth around the entire surface.  However, what's actually happening, is it's becoming almost like an umbrella:

What rule does this follow, and is there a setting that can be changed to create more faces (almost like a subdivision, except on the proportional editing)?

I did use the Connected proportional editing mode, mainly because if I use Projected it comes up with a different kind of shape based on the projection of the camera (which seems fitting).


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Hello!

First off, I'm a huge noob to blender, this is my first few months with a new program.

I'm having trouble printing my model. It's a fully formed mesh, completely connected. But when I go to print it, it becomes a hollow, spaghetti nightmare. Is there anything I should do to it before printing? Maybe an increased solidify modifier?

It doesn't matter if I print it bigger or smaller, there are still completely missing faces, and everywhere from the knees to the neck are totally hollow.

Thanks!


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I've looked everywhere but I can't find the solution.
How can I remove the 'this window' tab from my environment?
I want to close it.

UPDATE:
Needed to be using a mouse instead of trackpad to see the pop up menu.


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I get artifacts on my textures, it seems to be caused by point lights being close to the mesh when baking,
is the only solution putting the point light further away?