texts:
I am trying to add a custom property to my panel. The custom property should look like the ones for scaling the object (sliding bar).
Here below my code so far. As you can see, I managed to implement the property for scaling the object and provide a name. The thing is that for such properties, it seems like there is already a pre-defined property that can be called using row.prop(obj, 'name') and row.prop(obj, 'scale'). But what about if I want to add a custom property (float) called "my_property"?
import bpy # Python API for Blender
from bpy.types import Panel, Operator

# Class for the panel, derived by Panel
class ADDONNAME_PT_main_panel(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = 'new_tab'
bl_context = 'objectmode'
bl_category = 'new' # Where the Panel have to appear. In this case in the Tools cetegory.

# Add UI elements here
def draw(self, context):
    layout = self.layout

    # New row
    row = layout.row()

    # get the selected object
    obj = context.object

    #Add scale slider property
    row = layout.row()
    row.prop(obj, 'scale', index=0, text='Scale x:')

    row = layout.row()
    row.prop(obj, 'scale', index=1, text='Scale y:')

    row = layout.row()
    row.prop(obj, 'scale', index=2, text='Scale z:')

    row = layout.row()
    row.prop(obj, 'name')

   classes = [ADDONNAME_PT_main_panel]

   def register():
   for cls in classes:
    bpy.utils.register_class(cls)

   def unregister():
   for cls in classes:
    bpy.utils.unregister_class(cls)

   if __name__ == "__main__":
   register()


texts: Area of mesh moving along bone despite not being weight painted

texts:
I have made a simple character model and am adding a skeleton to it, so i can use it as reference and so i can get a feel for how rigging and weight painting are.

The white box (Shoulder_L) has weight and is the one linked to the bone that's within it, however for some reason some vertices in the right arm move when i pose the shoulder, despite not having any weight.

(The area within the circle is where the vertex that moves is located)

Blend File


texts: Is there any way to draw visual bounds around UV islands to represent edge padding?


texts: Join duplicated side back on to side duplicated from

texts:
I have a bag and a side of the bag that I duplicated - they look like this:

I'm trying to connect the duplicated side back onto the side that I duplicated because the other side of the bag has two faces whereas this side only has the one and .

I've looked around and it seems to be that to connect two objects you have to select a side to delete from each before you can connect them. All I want to do is to add this side back on and connect it to the same vertices it was duplicated from.


texts: Is it possible to draw an object in blender then click on object to see the script? Example, I drew an object in blender and I wanted to see the script in python how this object is written.


texts: Blender VSE - background color of video from imported image sequence

texts:
I'm looking into the Blender Video Sequence Editor to create animations out of existing sequences of images. The image sequences are generated with POV-ray. I've downloaded Blender 2.79, I run W7 64-bit.

I did a test and I noticed that in the rendered video the background color was quite different from the source. For the source images the background color is White: RGB(255,255,255). In the rendered video the background color is a bluish grey. I took a screenshot, copypasted it in GIMP, and according to GIMP the color is RGB(234,234,245).

What can be the cause of that change of color, and is there a way to prevent that from happening?

Original:

Rendered:

For rendering settings I followed as much as possible the recommendations in the VSE tutorial series by Mikeycal Meyers.

Mikeycal Meyers recommends for the 'encoding': Xvid, and the dropdown menu does show that option:

Note that after clicking on the option 'Xvid' the text displayed in the 'encoding' field remains 'presets', so it is unknown whether or not Blender has accepted the 'Xvid' selection.

I have zero knowledge of which 'container' setting and which 'codec' setting will suit my purposes. I chose 'mpeg-4' pretty much at random.

The video that I have in mind will be a combination of some 2D scenes (white background), some 3D scenes (white background), and a couple of shots filmed with some form of video camera.

I assume that all the shots that are to be combined into a video must be rendered with the same codec. Since some of the shots will be camera shots I assume the codec that is to be used needs to be a general purpose codec rather than some special purpose codec.

What can be the cause of the change of the background color? Is it perhaps something that the Blender VSE has done, or is it perhaps an artifact of the codec that was used (or perhaps a combination of both)?

Is it perhaps the case that the codec that was used is not designed to preserve color? I did expect the type of barely noticible color blurring that you get with jpeg compression, but the sweeping change of background color comes as a total surprise to me.

Since multiple difference image sequences will be incorporated in the final video it is essential that the background color is absolutely consistent, otherwise there will be a jarring change of background color going from scene to scene.

[LATER EDIT]
Let me try and upload a screenshot of the full window.
(I have a dual display setup, with both displays in portrait orientation)
For this first test this is the current screen layout.

[LATER EDIT]
I gave Blender a good night's sleep, and after restarting the computer and restarting Blender I noticed something had returned that was gone the previous session: a video editor preview. (See the screenshot of the full Blender window: only a checkerboard pattern, but no preview.)

When I drag the vertical green line in the video sequence editor the preview displays the corresponding frame from the source image sequence.


texts: What is the best way to achieve loop cuts like this please:


texts: Loop Cuts not working on previously hidden faces

texts:
Sometimes when using the Loop Cut tool (on something like a cylinder made of quads) I'll hide some faces because I don't want the cut to apear on all of them. When I make the cut and then un-hide the hidden faces and then try to add a new loop cut that includes those faces that were previously hidden, no Loop Cuts show up on those faces anymore.
Is this supposed to happen, should I be letting the loop cut cover all the faces and then just disolve the edges I don't want later.


texts: Having problem joining (make segment) two curves

texts:
I'm trying to join two curves without success.
I can extrude a single curve (E).
I can close a single curve (F).
Using 2.8 on Linux.
The 2.8 docs may be from an earlier 2.8 beta?
Thanks,
Ajlogo


texts:
I am currently working on the column.  When I smooth shaded it to see how smooth it is I noticed that the ring base of the column is not perfectly smooth because the to sphere modifier I used to make the square base round mess this part of the mesh a bit.

Is there a fast way to make blende smooth or symmetrize the part of the mesh highlighted in the photo?

I tried to do it but retouching single vertices but it will never be perfectly smooth.

Thanks in advance for any help.


texts:
I was wondering if there is a way to import a raw SVG string using bpy rather than importing a file. The reason is that I have the data available in a database. I could write a file and import it but I rather skip that step, if possible.

UPDATE:

What I would like to do in the end is use the SVG data to make an extruded object in Blender. The expected SVG elements will be shapes (rect, path, polygon, ...).


texts: Is re-using materials on models faster than baking textures for each model?

texts:
Say I have 10 models in the scene. They all have 3 materials on them (Red, white, and blue). I am using these same 3 materials over and over again on all of my models. Is my game going to run faster if I bake the textures of all of my models and make separate materials for each model, or if I continue to link the 3 materials on every model?

I'm using Blender Game Engine.


texts: Lots of Intersecting faces when using 3d printing, how to fix them in batch?

texts:
I am using Blender 2.7.8.

I have a lot of intersecting faces on a peice I am trying to 3D print. My usual strategy in Edit mode is to manually delete each face, select the verticies forming it, and reform the face using F. This is unreasonable at this point. I have tried to select them all, and do a boolean operation, but that doesn't work (Intersect deletes everything, Union gives no improvement with all the faces selected).

What else can I try? Is there anyway to identify the real problem interfaces? Pic below. (Sorry for the Blue tinge, idk why screenshots on my second monitor always do that, #linuxproblems)


texts: How to generate a closed surface using sverchok?

texts:
I just learned how to create a surface from a number of circles with different radii:

the problem with this though is that the shape has a hole at the top and bottom (although the radius is 0 at both points). that's why when applying a subsurf modifier creates this kind of unwanted result:

so my question is: using only sverchok, is there a way to close these holes?


texts: Can you distribute an Eevee render job over tiles for high res renders?

texts: I'm running into memory issues trying to render an image with Eevee at a resolution that can be cleanly printed onto a poster. After increasing the render resolution past a point I crash the GPU. Is there any way to render the image in small grid tile chunks like cycles and blender internal (which devs claimed Eevee was completely sufficient to replace) to prevent over working the GPU? Ide use cycles but the difference in how lights works destroys the composition I've set up and I don't have 12+ hours to spare on rendering this image. If this can't be done can I have an explanation as to why such a basic feature cannot be implemented?


texts: Physics sim - Progressively destroy bridge

texts: I'm attempting to destroy a bridge progressively and have cell fractured a mesh that is 80m long and then smashed through it with a cube (both are rigid bodies).  All the cells in the fractured mesh are "Start Deactivated" with angular and transitional velocity set to .5m/s to activate.  The bridge starts deactivated but the whole thing falls as soon as my cube touches the first end.  How do I get around this? Image below shows how it starts and when cube hits.


texts:
I currently try to manipulate the different aspect of the vse and one thing is blocking me.

I want to add a 3d scene on top of a video, so far so good, I know how to use transparent bg.
But what I want to do is for example, put a glass shader on a sphere and when i render, the video is deformed inside the sphere.

I understand thats something that must be done inside the 3d section but I did'nt found any option to add the content of the vse on the background of the 3d scene or something like this.

Even for preview to place correctly the different object could be nice instead of retry multiple times


texts: I would like to export an obj with a wireframe material (model with wireframe lines). I don't want to render it as an image and I don't want to use the wireframe modifier. The Modifier would be the look I am aiming for, only the model gets very large in file size by doing that. It seemed to be a trivial thing, but it turned out to take longer than I thought. Ideally in step two I would like to color the wireframe.


texts: How to animate a growing plant with branches?

texts: I was trying to animate a plant. For that purpose I created a curve, gave it a bevel depth and animated start bevel factor, but then I got a problem - curves can't have branches. There are various ways to fake branches but I need them to start growing exactly in the moment when trunk reaches the branch height. Do you know how to make a plant with controlled shape to properly grow without animating all and every branch separately?


texts:
I have a literal Blender fluid simulation.  I’m struggling to get the fluid to settle back down after being thrown around by a blade and vortex force field. It also seems to increase in volume over time.  Decreasing the particle radius to .7 has helped, but any smaller it flies through the jar. I have an effector thickness on the jar of .004m and sampling dubsteps of the jar around 3-5 steps.  Do substeps of stationary effector help the liquid not fall threw?  And do substeps make the liquid tend to hang on the surface a little more?
Also, if a sim is running well at 32 resolution and .7 particle radius.  Is it possible that I may not need to run the smaller particle radius at higher resolution?


texts: Blender Video Editor: Clip stays attached to cursor after releasing left click during drag

texts: I am having a problem with the blender sequence editor and editing clips. Whenever I want to move a clip or trim it, I would hold left click (I set it as left click) to trim/move the clip but when I stop holding left click, the clip or end of the clip still stays attached to my cursor until I click again. Is there a way to set this so that I don't have to click 2 times to trim/move a clip and instead just drag them?


texts: How to perform basic tasks in Cycles vs. Blender Internal?

texts:
In Blender Render let's say I want to texture a box.

This would be my process:

Model than UV UNWrap
Bake AO to a image set blend mode to multiply
Add diffuse texture with appropriate blend mode on a DIFFERENT UV Map to allow changing the size of the wood grains.
Add normal or bump with appropriate blend mode on same UV Map as AO.
Add "grunge" layer in which to add decals etc on same UV MAp as AO.

Doing this in Blender Render was really easy.

In cycles I'm getting VERY lost trying to do these exact same tasks. Even after looking at the manual. I think nodes just scare me I'm not sure. I've made SOME progress and I see the power of nodes, but helping me clear up how to do some common functions like these would probably set off a chain reaction of "Oh I see now".


texts: how access to new vertices after bmesh.ops.bisect_edges?

texts:
I'm trying to access to new vertices after apply  bmesh.ops.bisect_edges

API say that newly created vertices and edges will be in geom_split.  I can print"geom_split" data, but I can't access to new vertices, only I can see the information in console.

here code... thanks for any help

import bpy
import bmesh
import mathutils
import math

obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)

edges= [e for e in bm.edges if (e.select==True and not e.hide)]

if len(edges) < 2:
    print("please select minimun 2 edges")
else:

    newmesh = bmesh.ops.bisect_edges(bm, edges=edges, cuts=5) #for example 5 cuts

    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
    print(newmesh['geom_split'])

bmesh.update_edit_mesh(me, True)


texts: Is there an unsubdivide function in Blender?

texts: I am wondering if there is a modifier or tool that will essentially undo a subsurf or subdivide command.


texts: How to query .blend file via command line, or python script, and extract data from it

texts:
I need to query the .blend file and extract any type of data from it. Things like:

does it have composition enabled?
what is the output file and format set by default?
how many frames we have and do we have any animation inside it?
and any other data...

Hope there is an API for all of those and more. I need to extract any data I can from CLI.


texts: Is it possible to change keyframe type icons in Dope Sheet?

texts:
Is it possible to change icon for a Keyframe type? For example I want a custom icon/emoji instead of 5 given types, given on a shortcut below.
Is there any method in bpy python API for that?


texts: Gray cone obscuring/clipping the 3D Viewport

texts:
When looking at my objects in 3d view I'm seeing a gray cone that seems to be hiding other objects.

Can anyone help me turn this off and explain what it is please.

Screenshots attached.


texts: I want the make the materials for my blossoms. On the right hand side, you can see the material how it should look like ( with these purple tips on the tip of the leaf), but as you can see on the blossom on the left hand side, the gradient is rotated. I cant figure out what's causing the problem.


texts:
When I navigate through the menu to Randomize and try to assign a shortcut, it doesn't take.

Trying to assign a shortcut manually isn't working either:

I've tried lots of different shortcut combinations, so I don't think it's a key conflict.
What could be the problem?
(Using Ver2.9.0)


texts: How to keep a mesh in its original position after applying Curve modifier?

texts:
I have 3 meshes positioned next to each other, I want to apply the curve modifier on each one of them so that I could bend them in a certain way on the x-axis. But applying the curve modifier changes their position, something to do with the origin. So how do I fix this problem?
By the way imagine three cylinders for the meshes and I want them to bend to look like......well let's say a banana like shape.


texts: How can I get the fill and mask options?

texts:
I have seen other people having more options in the Image paint tool menu,
just like the picture below.

I only have the options draw, soften, smear and clone while he also has fill and mask options.

I found out what was wrong after some experiments. It turned out that when i turned on 3D view: Screencast key it made me unable to use the paint tools.


texts:
I am making a 3d burger in Blender 2.92 and I don't know how to give the tomatoes and cucumbers in it a texture like in the real world.
For the cucumbers I gave a cube a subdiv modifier and then duplicated it. For the tomatoes I scaled two more duplicates. In the real world, These vegetables have a texture. I don't know where to find those textures or how to create them.
Edit: I actually only gave the vegetables a red and green colour, thats it. I want the vegetables to have these kind of textures.


texts: How to unwrap an object into sheet in the 3d view?

texts:
I want to make animation about how a sheetmetal part is made. I don't need help with the animation but I don't know how to unwrap it (or un-origami it, I hope you understand). Basically it is like uv unwrapping the 3d model but doing it in the 3d viewport.

I don't need advice about the animation part. Just how to unwrap the 3d model into a plane without having to do it manually vertex and face at a time individually. I know there will be little bit of distortion with complex models but the model I have is something simple like a cylinder with different radius ends, like this for example:


texts:
When installing an add-on I would like to be able to extract the source path of the add-on with python, so I can use it as a default path in the ui to an included .exe file. How do I get the source path?

EDIT: I'm sorry for not being clear enough. The source path is for me where the add-on is located before it is installed(what I need), not where it is located when it is installed - I would call that the destination path(what I do not need).


texts: Armature pose different in modes. Yes, I have reset the positions

texts: As stated in the title, my armature's position is changing slightly from one mode to another. I have reset the location, scale and rotation but i can't get the leg straight. Help would be greatly appreciated. I'm willing to provide a download link to the blender file if it's required.


texts: Is there a way to delete a shape with an extrusion

texts:
I'm trying to delete a part of a shape with an extrusion.
The shape:

This is to make a fluid simulation where blocks of water will flow in each of the top three holes and out through the bottom three holes.


texts: How to make a line an exact size without changing the size of the whole object

texts: I want to make the selected line an exact number long, however, I don't see any way to do this. I have tried using the measure tool however its imprecise, and hard to work with. I have also tried looking in the transform menu however it only shows the measurements of the whole object


texts: Possible to have 2.8 mirror modifier scaling work as in 2.78?

texts:
When scaling an edge loop of half of a mesh with mirror modifier enabled, in blender 2.79 it would scale assuming the center of the loop region was the center of the whole mesh. This isn't the case anymore, is it possible to bring this behavior back?

I am aware of setting the pivot point using the . key, but is there really no setting for "How it was before"? I don't want to have to position the 3D cursor every time I want to scale an edge loop around the true center of that individual edge loop.

This is a similar question to Mirror modifier changes behaviour of scaling 2.8 but the answer to that does not fully resolve my particular issue.


texts:
How to import texture maps from Poser to Blender?
The texture maps for props won't import to Blender. I've tried exporting FBX files.
Does anybody have a fix?


texts: How to introduce random material offset and rotation to array modifier created objects in 2.81?

texts:
I have generated tiled wall using 2 times array modifier(width and height),

I want to introduce some randomness to materials so the tiles don't look like cut from single large piece.
I tried adding random rotation like below but the rotation is the same for each duplicated object.

What can I do to make it random on each instance independently


texts: Problem rendering a video (Cycles / Node Editor / VSE)

texts:
I am trying to import a video to use as a background. I used cycles render but the video doesn't show up. I uploaded the video using video editor, then added the scene then added alpha over to the images. I used node editor to do the same thing and the video isn't showing up. I tried to find videos online but everyone is using blender render, the problem is the texture of the object I have only shows up in cycles and not blender render and I want to be able to see everything. Is there a way I can view the video?

the video is a .mov file but it is very big about 500MB.!

here is the rendered image

here is my VSE editor

that was all I did.


texts: Are there faster ways to switch pose modes? Am I missing something?

texts:
Here's the problem I'm having with weight painting;
Typical operation:

Object mode
Select rig
Select edit
Select multiple bones
Object mode
Select mesh
Select weight paint mode
Use a function, like auto weights.

Oops, I'm in pose position. I need to be in rest position to use auto weights.

Object mode
Select rig
Go into data object properties
Change to rest
Select mesh
Weight mode.

You have to click like 8 things just to change one thing sometimes. Is there a faster way to change between all these modes?


texts: Cannot place the forearm on the correct low position while I'm playing with the armature

texts:
I'm a blender newbie and I'm trying to animate my first character on blender. Actually I'm playing with the armature, but it seems to me that Blender uses a confusing procedure for this matter. Anyways ,as you can see from the attached pictures, I'm not able to move the right forearm to the correct low position. Can you explain to me why?
Please go to this website :
http://www.psychonews.it/pics/
and check these pictures :
2014-12-07_19-08-52.png ;
2014-12-07_19-09-22.png ;
2014-12-07_19-09-45.png ;
thanks.


texts:
I have made a character and rigged him, but I need to export the character as x-file. The problem is this won't export correctly. The strange thing is: I tested it with only a simple animation - just rotating his arm - which works.

But if I export the whole animation, the character only moves a bit around.
It looks like the model takes the animation only from one bone, but the armature is exported. I can see this in "Open 3D Model Viewer".
I tried to bake the animation, but it did not work. Perhaps i did it wrong - I'm not sure.

Has anyone encountered this problem before and found any solution?

Here is the file: https://www.dropbox.com/s/ks35u4njoe...ing.blend?dl=0

P.S.: I used Blender 2.72.


texts: Is there a way to assign shift key to a mouse button?

texts: I have a Spacemouse and in Blender for Mac, the Spacemouse settings do not work, so if I need to assign specific buttons, I need to do it via Blender. I would like to use one of the keys as a shift key.


texts:
Is there a way for me to draw a line from an armature. Currently I have a basic solar system made, circular orbits around the sun, heliocentric with orbital rings showing there paths. Easy, now I took that same animation and had the camera map to the earth, no orbitals paths, the geocentric model. I want to draw the orbitals in relation to the earth.

So I have armatures anchored on the earth stretching to the other planets, is there a way to get the armature at the other planets to draw a line, or path, using that animation.

So I can draw the lines kinda like this:


texts: How do I limit the movement of an object to two directions?

texts:
I'm trying to get a 'rigged' mechanical arm to move in 2 certain directions:

Some other objects in my Blend-file are able to go in a certain direction using transform constraints.

But this won't work for the 'thing' I'm trying to achieve now (the blue object should not rotate):

The reason I want it to be locked is because I'm using a rigging menu made out of limited location constraints:

The 'Red line in the middle' doesn't have to be there necessarily. I used it to explain it easier.


texts: Change the size of circle selection without mouse scroll

texts:
I'm talking about this circle selection tool that can be accessed by pressing C.

I know one can change its size with mouse scroll with holding LMB. But I only use stylus and one of its button is RMB and another is MMB. So I don't have a mouse scroll and both RMB and MMB are rather useful for Blender and I have no customizable button left. How can I adjust the size of circle selection tool?


texts:
I'm looking for the optimal way to model the back part of this camera (just the back with the viewfinder) while having a good topology. The general shape is easy, but I can't get the viewfinder and the way it merges with the rest of the shape right. I've tried from sculpting to drawing it with a beizer to using a lattice, but it never looks right or the mesh ends all messed up. What would be the best way to do it?

My best attempt:

I got there using a subdivision modifier and adding support loops and creases. Then I joined it with the viewfinder (a separate mesh) using a boolean modifier.

But the mesh is a mess. Is it a good approach? Is it worth fixing the mesh?

The bottom-line is that no matter what I try, I can't get this curves right:


texts: Track object and draw path on top of video

texts:
Is it possible to achieve a result like this using Blender, where the trail of the ball is drawn on the video?

(Screen capture from the video)
https://youtu.be/PZrky67hBSs?t=64

I've only really used blender for video editing, so any pointers are much appreciated. I was able to track the bowling ball for a few frames but as it got smaller I had to create a new marker and resize (any way to overcome that?)

Finally, I'm not sure what steps to take after I've tracked the ball in order to render the line on top of the view.


texts:
This is the mould I made by designing the required component in CATIA, converting it into .stl format and importing it into blender and boolean operations on cuboid.(https://i.stack.imgur.com/OvBEM.jpg)

I assumed that regular fluid simulation would work in this case and would send fluid into the mould. But here the fluid is not behaving the way it's supposed to. Please help!

I have attached the file. Overwhelmed by such quick response.
Thank you.


texts: Rigify widgets generating in wrong position and won't rotate

texts:
I am having issues with the rig i generated through rigify. When I hit "generate rig" a rig is created with the "palm" widget turned vertical instead of horizontal.
I also cannot rotate any of the widgets in pose mode. The widget highlighted in blue will not move or rotate. The same thing happens with other blue and green widgets in the rig.

The file is located here: https://drive.google.com/file/d/1ihXQGdsvz6mLsUTXckzLgcRS05c_jw_D/view?usp=sharing
Any help would be greatly appreciated!


texts: Boolean on Objects with smooth surfaces?

texts:
Everytime I try to subdivide or use a boolean on an object with a smooth surface I get ugly artifacts as seen here. Is there a way to punch a hole through a smooth object while keeping sharp edges?

Without Edge Split modifier (left) and after applying Edge Split modifier (right).


texts: How can I exclude a collection from rendering with Python?

texts:
Can anybody help me write a script that excludes certain collections (for rendering)?

In the outliner the tooltip says: Layer.Collection.exclude and bpy.data.scenes["Scene"].exclude, so I've tried things like:

bpy.ops.outliner.LayerCollection('Structure').exclude
bpy.data.scenes["Scene"].LayerCollection('Structure').exclude

The online Python link is here: https://docs.blender.org/api/master/bpy.types.LayerCollection.html#bpy.types.LayerCollection.exclude but I don't know what to do with that information.


texts: How do you change the materials of linked instances stored in another blend file?

texts:
I'm creating roughly 15 product models with several color variation as well as product sets.
I am having a problem as one product can be used to sell in a set with other products for example, or one product can have up to 8 color variations.  As we've continued our work, I'm asked to make a tweak to the model itself, or perhaps the color is a little off and I need to tweak the color, now I have a nightmare of a problem because I have to go and locate every single product model, and update several models, and several materials across multiple blend files!!
So I'm learning about creating instances and linking to the product models and materials stored in other files.  So for example, I now have each product model, stored in it's own blend file.  I also have a separate blend file which stores all the materials.  I'll go to File>Link, locate the product blend file and link the collection from that file that make up the model.
I do the same for the materials, File>Link, locate the materials blend file and select all the Materials in the Materials folder.
Now I have another problem.  I have no way to change the materials of the linked models!  In fact!  There is no material panel at all!
I do also see the materials available if I create a sphere for example, and I can change the material to one of the linked materials.  So I know they have imported and still remain linked.
I can also go into the master blend files and make changes to the model and materials and they update!
So I'm half way there.  I've figured out how to import the linked models and materials.  But I cannot figure out how to change the linked model's material.
So to clarify, I need to know, how do I "unlink" the material from the linked model only, and change it to one of the link materials I've imported instead?  All while being able to make tweaks to the model and material master blend files and have them update properly?


texts:
I have tried switching the layers and setting the sun brightness to 10000000000000000 but nothing seems to work, and everything stays dark.
There are two layers. The glass human is in a different layer.

The render with a bright sun:

blend file:
https://drive.google.com/file/d/1bFSneuIuCyh5BTJo0AOcp59ICcAd8jmz/view?usp=sharing


texts:
For testing purposes I have created a simple HDRI with HDR Light Studio that is visible in the reflection of the box.

Now I want a floor plane reflecting the exact box above without interacting with the scene at all. But the reflection on the box has changed when the floor is visible.

In the "Objects"-Tab I can disable the glossy-rays for the floor so the reflection of the box looks as desired. But this way the reflected box won't show any reflections at all.

Is there an other workaround for it? Blender scene is added.


texts:
I have been doing a Reloading animation and when I finally finished I wanted to flip the way the reloading goes, just flip the Poses, not the Animation. See Images Below:

What I HAVE and what I WANT

I though the "Flip Animation Addon" could help, but it didn't do what I wanted.

I just want to keep the First and Last 2 poses of animation and the rest poses in between should be Flipped.


texts: Can you have too many polygons before retopology?

texts: When doing a high poly model before retopology can you still make a model with too many polygons?


texts: How to scale a group of different sized UV faces to all be the same size as each other?

texts:
What is the quickest way to scale a group of UV faces of various sizes, so that they all become the same size/aspect ratio as each other? Please see the image below for an example of what I want to achieve in as few steps as possible.

On the left of the image is a group of different sized UV faces (the result of a Smart UV Project) and on the right is what I want; the same UV faces but all the same scale as each other.

I scaled and aligned the faces on the right manually, but I was wondering if there was some sort of shortcut or tool which automates this process, instead of having to resize each UV face one-by-one? I've tried the addons UV Align/Distribute and Magic UV, but I couldn't find any options to achieve this effect.

Thanks in advance


texts: How to emit hair particles from other hairs

texts:
I was trying to create moss (it's probably not moss, but still), and upon examining a patch of it from close, (IRL), I figured the easiest way to make it would be to have a particle systems that emits hairs, and them emit other hairs from each; however, I can't find a way to do this.

Is this possible (without the use of Particle Nodes, since the latest release was 2.62)?


texts: Blender start up file does not contain the HDRI I set

texts:
I saved a startup file of Blender with a specific HDRI. When I open Blender and go to rendered view everything is pink and the HDRI isn't loaded properly. It appears in the node group with the correct HDRI chosen but doesn't actually show in the viewport. I need to relink it to work.
I have checked the automatically pack into .blend under file.
Any help would be appreciated.
Cheers


texts: can we send vertex info to voronoi texture node to create texture

texts:
Can I use the vertices of a mesh as an input for site points of the voronoi cells (voronoi sites) to create a voronoi procedural texture with the Node Editor for the very same mesh?

I need something simpler (no extra features, no real time update necessary), but kinda similar like in this video, between 0:30 and 0:45.
https://youtu.be/Aljbw9PQlck?t=31

EDIT: The video is a bit misleading, cos it shows real time update, thought it would be nice (for easier edit) if possible but it isn't necessary. Main goal is a full control over the position of the cells.

The input mesh is suppose to be kinda a Delaunay-triangulation, except the 'triangulation' part, how the edges connect the vertices is not important only the vertices as site points for cells.


texts: Why do the workspace tabs disappear when I switch to another tab from Layout?

texts:
Starting sometime after blender-2.80.0-git.855b3e68ef27-windows64 - when I start Blender 2.8 I get the usual workspace tabs interface but when I switch from layout to some workspaces (UV Editing, Texture Paint, Shading, Rendering, Compositing, Scripting, Masking, Motion Tracking, Video Editing) the tabs disappear.
Modeling, Sculpting, Animation, Layout all retain the tabs.

I just downloaded blender-2.80.0-git.8df5e0eb66f7-windows64 today - still have the issue.

How do I fix this?


texts: draw text always face the viewer in 3D view

texts:
I'd like to write a script to draw some text in 3D view, and I need it always face the viewer, how can I achieve this?

update:
My own answer as below.


texts: Is there a bug with the way Eevee handles texture sampling/mipmapping?

texts: Simple scenario in this image. Mesh is two quads. Each quad has UV values from 0,0, to 1,1 but one quad is flipped horizontal. Texture node is set to extend, but if you look down the center you will see a faint grey line. The pixels at that edge of the texture all all white, so there should be no seam visible. I have a feeling that this is perhaps caused by less than ideal mipmap generation or something similar. This doesn't seem to happen when using cycles.


texts: Quick way to model low poly cliffs / mountains?

texts:
Is there any quick way to create low poly cliffs / mountains like those:

I tried to model something manually vertex by vertex, connecting with edges, then faces, really manual simple technique but it took ages just to make 1 wall like this:

My final task is to cover whole racing game map like this:

With such sharper rocks / cliffs. First two images are mesh created by someone in 3ds, I have access to and rights to use it but as it's imported it doesn't have any modifiers preserved or anything (I don't have access to original .max file nor 3ds as software) and somehow I highly doubt it was created vertex by vertex (especially editing this way is extremely inefficient in 3ds due to its inconvenient mesh edit modificator). When I even think about modelling all those mountains and cliffs vertex by vertex it makes me sick and I'd estimate it for at least 20h of work if I was about to really model whole map vertex by vertex.

We don't aim futuristic polygon style, more like conventional cartoon style. This is older map done in our style: https://www.youtube.com/watch?v=DUnthV8SuuA


texts: Beginner-problems with animations between Blender & Unity

texts:
First of all I am very close to being a complete beginner in animation/rigging etc...
I modelled my character, rigged it and know I would like to create some animations for him.
They are fairly simple, I often just do an animation from one pose to another. I managed to save my poses in the pose library. Then I managed to create an animation using the ActionEditor panel of Blender and managed to import it in Unity correctly. But the thing is I don't understand where my animations are saved in my Blender file... In fact when I try doing another export of my fbx to export another animation it doesn't work... (maybe i was lucky with the first animation but I can't find a way to do it again...)
I will link two picture to try an explain myself better. One picture is of a list of actions in the ActionEditor (list that I do not understand, what is it showing?) and another picture with my prefab in Unity, showing only 3 animations...)
If anyone could points me towards a tutorial regarding that topic I would be super grateful!!
Thanks in advance,
This Image is the one in Blender

This Image is the one in Unity


texts: Edge slides are behaving differently. Why?

texts:
I sometimes encounter an odd behavior, when I use edge slide. Can anyone tell me why this odd behavior happens?

I think the first GIF (below) is a normal behavior of edge slide. Both sides of adjacent vertices follow.

But I sometimes encounter something like the 2nd GIF behavior. In this case, the upper vertex does not follow the edge slide. Sometimes, both adjacent vertices do not follow. I even cannot see in which case this kind of things happen...

The object is made from an octagon. Using "extrude" and "scale", then I get this object. So I think all the vertices are connected properly. Or, I accidentally made some changes to vertices without realizing it???

1st: (I think this is normal)

2nd: One of the adjacent vertices does not follow.


texts: How can I import and play a video in Blender using a python script?

texts:
I want to import a video of any format into the scene and want to play it either from the start or some specific time using a python script.

Any suggestions? Thanks!


texts:
I'm looking for a way to make moving objects generate some sort of wind that affects particle systems and/or rigid body simulations.
What I mean is that the moving object should not only interact with objects and particles it collides with, but also surrounding objects due to 'wind' being generated.


texts: Combine Cycles passes in way compatible with photoshop

texts:
I'm trying to take my Cycles render passes into photoshop and combine them there. The purpose of this is to be able to manipulate the passes individually with various photoshop tools. However, photoshop does not support the way that Cycles passes are usually combined.

Normally, you have ((Diffuse Direct + Diffuse Indirect) * Diffuse Color) + ((Gloss Direct + Indirect) * Gloss Color). However, Photoshop does not have the Add blend mode.

So to do this, I need a different way to combine passes that does not rely on the Add blend mode. Is there another way that will be reasonably accurate?


texts: EEVEE 2.80 toggling render visibility based on camera view

texts: I suspect this is possible, but don’t know where to start. I think drivers might be the key. I want to animate EEVEE render visibility of 24 objects off when the object leaves the camera FOV and on the frame before it comes back into camera FOV. The reason I want to do this is to omit Principled BSDF calculation of materials, bounces etc when objects are outside the frame to shorten render time. NB: everything is inside a Torus if that factors into the answer. Thank you Blender geniuses!


texts: How to set up accuracy of edge length overlay?

texts: Is there a way to somehow increase a number of digits in the fractional part of the edge length? For example, real length of the edge on the picture is 1.215mm. What can I do to make Blender display this length without rounding it off?


texts: Is there a way to analyze what's using frametime or view all simulated meshes at once?

texts: I have relatively large scene in which I did some cloth simulations. I'm sure I don't have any simulation enabled (went through all visible and invisible meshes). But even without apparently nothing running, I get only 2fps. Surely there must be some simulation still running that I can't find. Is there a way to check that? Thanks in advance.


texts:
I am looking at how to create a realistic looking gold material (for instance for ingots). I found this gold material at blend swap.

The shader uses a mix of colours (mixing forecolor and middle color and then mixing again with a back color). Can someone explain this? Why this mixing of colors? How does this work ?


texts: Problem with Rigging and IK-Bone when changing between rest and animated position

texts:
im pretty new to animating in Blender. But I really need help with this animation of a rower.  I imported the figure from MakeaHuman. In the beginning I didnt knew that IK- Bones exist, so I animated just with moving every Bone from Keyframe to Keyframe. I wasn´pleased with the outcome cause the person was alway pushing very unnaturally through the baseplate.

What I did after I found out that I can make a Bone to a IK Bone was linking the shin-bone to the thigh-bone as a IK Bone. Now the Movement seems to be very good when I open the .blend and let the animation play. but If I change between the animated pose and the rest pose and back the whole animation is wrong and the legs are stuck to the position in the rest position. I really hope somebody could help me and I dont have to restart everything! :) attached the .blend file!

Thanke you so much! Fabian

https://www.dropbox.com/s/20q4m3g3s8cewyb/131117_05_Ruderbewegungsanalyse.blend?dl=0


texts: How to load models in Realtime from a blend file

texts: How can I load a model into bge in real time from a blend file with python? In other words when the game is running.


texts: Why does Eevee take so long to render an empty scene?

texts:
If i open a new instance of Blender with the default cube scene and hit Render Animation, the rendering speed is something in the neighborhood of 2 to 4 frames per second. Even after making the scene entirely empty resulting in a black screen and disabling everything i can see and setting samples to 1, the situation doesn't change much.

I expected a real-time rendering engine like eevee to behave just like one, usually resulting in spikes upwards of 2000+ fps on empty scenes in my system. I was just curious to know why eevee is so glacial by comparison when rendering.


texts: Disable "Extrude region together along the average normal" dragable UI element

texts: The yellow circle with the + icon. I pressed something accidentally on my keyboard, but I don't know what. I don't know how to get rid of it either. I suspect it has to do with the "Show Overlays" setting in the drop down above the view controls in the top-right of the view port, but I've tried all the options in there, none of them disable this circle with the +.


texts:
Good morning,
I am currently updating an older AddOn and it went very well so far, but now im stuck with an error and I can't find the reason since my knowledge in Python and especially in the Blender API is very limited...
I appreactiate any ideas and suggestions
Nico :)

# Mesh object implementation of ExportObject
class MeshExportObject(ExportObject):
def __init__(self, Config, Exporter, BlenderObject):
    ExportObject.__init__(self, Config, Exporter, BlenderObject)

def __repr__(self):
    return "[MeshExportObject: {}]".format(self.name)

# "Public" Interface

def Write(self):
    self.Exporter.Log("Opening frame for {}".format(self))
    self._OpenFrame()

    if self.Config.ExportMeshes:
        self.Exporter.Log("Generating mesh for export...")
        # Generate the export mesh
        Mesh = None
        if self.Config.ApplyModifiers:
            # Certain modifiers shouldn't be applied in some cases
            # Deactivate them until after mesh generation is complete

            DeactivatedModifierList = []

            # If we're exporting armature data, we shouldn't apply
            # armature modifiers to the mesh
            if self.Config.ExportSkinWeights:
                DeactivatedModifierList = [Modifier
                    for Modifier in self.BlenderObject.modifiers
                    if Modifier.type == 'ARMATURE' and \
                    Modifier.show_viewport]

            for Modifier in DeactivatedModifierList:
                Modifier.show_viewport = False

            Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
                True, 'PREVIEW')

            # Restore the deactivated modifiers
            for Modifier in DeactivatedModifierList:
                Modifier.show_viewport = True
        else:
            Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
                False, 'PREVIEW')
        self.Exporter.Log("Done")

        self.__WriteMesh(Mesh)

        # Cleanup
        bpy.data.meshes.remove(Mesh)

    self.Exporter.Log("Writing children of {}".format(self))
    self._WriteChildren()

    self._CloseFrame()
    self.Exporter.Log("Closed frame of {}".format(self))


texts: I want to make the head and arms as different objects which are as single mesh now with the bone structure intact

texts:
I am a new and novice in blender.
I want to use the head and arms as separate objects than the body. But I have them attached together and the bones are also created and set as if they are together. Now I want to make the head and arms as different objects with bones as it was before ie without destroying the bone structure and its functionality. so that i can use them in unity and switch the head on and off.
Please pardon My English.


texts: How can I make a custom sensor in Blender Game Engine 2.79b?

texts: I need to replace a mouse sensor in my control dictionary with a different class that would serve as a sensor that is not provided by default by the Blender version I am using.


texts: Moving the touchpad pointer without clicking the touchpad's button

texts:
Is there any way to customize the settings for "Emulate 3 Button Mouse" in order to use "Alt+" combination without pressing the touchpad's button? Only "Alt+moving pointer" combination is much more comfortable in my opinion. There's a good example of using such input style in FreeCAD which is called "Touchpad" as may be somebody tested:
https://wiki.freecadweb.org/Mouse_Model (look at "Touchpad Navigation" page section). - I use Freecad everyday and found it's "Touchpad" navigation style very useful.
If there's no any way to customize, where can I make a proposal to blender developers (link)?
Many Thanks!


texts: See through object in Blender game engine

texts:
[Solved]
I have modeled a plane and made a little "world" However, if I add a simple camera and play around with it, it will see through and will show textures lower than where it is.
So before I run the game:

However, if i run the game

As you can see, it will see through the ground. any ways to fix this? I tried recalculating the normals, flipping the normals, and checked the normals, but it wouldn't work.


texts: Is there a way for a shader to differentiate between viewport render and F12 final render?

texts: The more generic/robust way the better. I.e. if this shader is copied to another project, it shouldn't be necessary to make other changes. But if this is not possible, then any other solution is nice too. (Mainly for Cycles, but for Eevee is well.)


texts: How can I render a composition(s) from the command line?

texts: I've never used the python console before so I only know these commands from the documentation that I've looked up. But I've read that it can be a lot faster than just pressing ctrl+F12 because it doesn't need the GUI.. or something. I looked in other places as well but my brain started to melt from this programming nightmare thing. I also have multiple scenes that needs rendering, so if I could do them one after another, it would be a plus. So if someone could show a command that let's me render my animation(s) in the compositor from the command line, it would be most appreciated!


texts: Commands from serial port to blender controls

texts: I'd like to make some extra keyboard on Arduino to send some commands to Blender. Some commands just duplicating existing shortcuts, some of them I need to start custom python scripts during manipulating scenes. I know about modal operator that allows to make something like that, when some event happens. Mouse move or push a button events. Main question is: is it possible not to use any triggers to listen commands from serial and execute them while receiving?


texts: Why is it bad to Tonemap exterior scenes?

texts:
Please excuse my ignorance (still trying to wrap my head around this)

First off, I have watched BlenderGuru, CG Cookie and read the BSE threads from TROY_S and others, and followed this comical thread along with going down the "rabbit hole" . I feel I have an ok understanding of this, but certain statements really confuse me.

In this post,

the OP says he would not use tonemapping for exterior scenes and keep it Linear? Why not for exterior?

how would you render a scene and keep it Linear without tonemapping? Would this be done by selecting "none" in the filmic looks?

I thought if you are using "Filmic" from Troy_S you ARE tonemapping while keeping it linear?

... Sorry the more I learn the more confused I get.


texts: How to model a dress shirt collar such as the one found in zootopia?

texts:
How would I go about modeling a shirt collar similar to the one worn by Nick Wilde in the movie "zootopia".

I just cant seem to get it right even though it doesn't  seem that hard. I'm planning on using a cloth simulation so the shape doesn't need to be exact.


texts: Mesh's material_index is an index into what?

texts:
If you check the docs for the Mesh(ID) type, you going to see something like this:

  class bpy.types.MeshTessFace(bpy_struct)
  TessFace in a Mesh datablock

  material_index Type:  int
  in [0, 32767], default 0

My question is: material_index is an index into what? I am desperately looking for a scene-wide collections of materials, but I can't find it.


texts: How can I smooth out my model's sharp geometry after doing a boolean union on blender 2.8?

texts: For this model I had several separate smooth objects and then I joined them together with the boolean modifier. After that my model became sharper and jagged at the points it connected. The 2nd picture is the inside of the body looking at the arm. I've tried so many sculpting and editing tools to try to smooth it out but it doesn't work... The tools seem to have little effect even with the dyntopo tool. I've also tried to merge vertices but it said "0 vertices were removed". Subdividing and un-subdividing the arms to match the body's vertices before attaching them did not work either. Please help.


texts: Do I have to download a model to create a human being?

texts:
This will be my first animation and I don't know what I have to do to create a human being.
I think I have to download a model. Can you tell me a secure and free website?  Do I have to create the bones, face, cloths after the model?  Can you tell me the steps that I have to follow to create an animation please?


texts:
How do I get my projectiles to follow my cursor until they pass it.
I'm looking for an effect like homing missiles, but when they reach the corsors position, I want them to continue on their current trajectory.

My current situation is that they reach my cursor and then fly around it like an angry swarm of bees. They follow it everywhere rather than going past.
Here is my code for my tracker,  don't think its the problem though.
I copied it out of a tutorial, so I wouldn't know if it has issues.

from bge import logic

def main():
    scene = logic.getCurrentScene()
    cont = logic.getCurrentController()

    mouse_over = cont.sensors["Mouse_over"]

    if mouse_over.positive:
        tracker = scene.objects["Tracker"]
        tracker.worldPosition = mouse_over.hitPosition

Also download my file here:

http://www.pasteall.org/blend/32080


texts: How catch particles with ranged curve guide

texts:
I try to simulate aspiration of particles with curve guide force field.
I don't know if the attraction force minimum distance works because for a simple exemple like below,
i can't have attraction when particles approach to curve guide.
Particles use position of curve guide like they have same position.
Min and Max distance of force field have curious behaviour.


texts: Is it possible to simulate tape measure bending with Soft Body physics?

texts:
Metal tape measures behave in a very interesting way. When they are held out horizontally, for some length, they bend, but when they bend, both segments around the bend stay absolutely strait and the bend forms a fairly tight crease. I've been trying to create something to this effect to create a simulated corn leaf (part of a larger plant), and got stuck. How can I make this effect (for the tape measure)?

My best result so far is this:

Here is the blend file for testing:

Side note. I am only looking for a simulation solution. Not a rigging one.


texts: My object looks black rather than transparent

texts:
How to obtain a perfectly transparent rendering? My object is composed of black material on the rendering that I would not like. Can I work on the light path in order to get a more transparent rendering ? Thanks

EDIT 1
@susu , thank you for your respond, yes sure here it is :

EDIT 2
Thank you, I have tried and do not quite get the desired result, there is black in my material again

I would like the result to be close to that:

Thank you :)
EDIT 3
@lookin thank you :) i have done it but the result isn't quite what i wanted (the object on top is the one with your node tree)


texts: combine targetless IK chain with copy rotation constraints

texts:
I have setup a bone chain with a copy rotation constraint such that the entire chain bends when i rotate the root bone:

At the same time i have setup a targetless IK constraint on the chain tip which spans along the chain towards the root bone.

When the root bone is not rotated, then i can move the chain tip and all bones behave just right (as expected).

However as soon as i rotate the root bone a bit, then moving the chain tip results in odd behavior. This is because the IK move also changes the rotation of the Root bone. And since this rotation affects all other bones in the chain, i get a clash, and the chain begins to jump around when i move the tip.

I have enabled Offset for all rotation constraints, so that i can rotate each bone individually. But this seems to be not enough to solve this problem.

Actually i wonder if this can be solved at all.


texts: Can Materials be transferred to the UV Map?

texts:
Good day,
I was wondering whether it was possible to apply any materials I've made to my Objects/Faces directly unto the UV Map.

I'm satisfied with how my Model looks with the materials, but to export it to a game it needs to have a UV Map only. I just never get the same results painting over the UV Map in Gimp.


texts: Problem Exporting Lattice Deform + B-Bones + Shape-Key Drivers

texts:
I am not too advanced in all this, and my problem has really stumped me.
I have created a couple of characters from VeggieTales, using B-Bones, shape-keys, and Drivers to animate the mouth and a lattice deform to "rig the eyes". Here's what I've got:

I'm planning on using B-Bones as well to animate the whole body.
My problem is I want to be able to export these characters and import them into other Blender projects - maintaining the rigging and bones, etc.
I've tried exporting it on every format available in "File->Export", and none of them will import the object with the Lattices and the Bones + shape-key drivers, etc. Some of them even don't export everything in the scene (the eyes, for example, disappear).
I'm wondering if there is a way to export such an object, maintaining parenting, Lattices, Bones, shape-keys, and drivers?
Thank you very much!


texts: can not find what small insignificant thing that I messed up, but I'm working on a 2d animation and I have two layers that are rendering all colors black. I'ved tried every answer on the first forty pages of google and duckduckgo forum answers. all colors were made with the grease pencil. I make animation pretty often and this is not an issue. I only have four layers to the animation. I might've changed something. I make a few animations a week with no issue.


texts: I am working on anvil by blender guru tutorial but inset boundary is not working in Blender 2.8. what is the shortcut in 2.8?


texts: Driven shape key on multiple bone poses?

texts:
How can I proceed if I want the shape key to behave differently depending on the bone pose?

I created one and linked it to a clavicle bone to affect it when it's rotated on z-world space(it was the only one that worked)

However, It will mess up deformations when i rotate the bone to the opposite direction affected by the shape key.

I've also tried using 2 driven shape keys linked to the same bone to correct 2 different poses, but it seems one always topple the other.

Any help is appreciated :)

EDIT: I found out what's wrong. But now I need to modify the driver so that the shape apply ONLY between 0° to -20 degrees. I'm almost sure I have to tweak the curves, but I simply can't understand how that graph works.

Here is my driver setup(without touching the curves):

How can I change it to work in the 0° ~ -20° rotation range?


texts: Why does the fire look like it's made of squares?

texts: Does any one have an idea why the fire looks like made of squares? I am rendering in high resolution and high  resulution devisions (100). Nothing I tried helped. Fire is in motion and there is wind around.


texts:
{Lenoveo Ideapad 330, Windows 10, Intel core i5-825U @1.60 GHz 1.80 GHz, 8 GB RAM, Intel UH Graphics 620}

Hello friends,

I downloaded blender today to try it out. When I launch the program, the blender window opens and I can begin rotating the cube and can open menus, but after apx 1-minute, blender abruptly closes. I tried launching it and doing nothing, not touching anything, and I timed how long it stayed open - just over 1-minute.

After reading several bug posts on this forum, I launched blender and immediately opened the console window via Window>Toggle System Console. Now that the console window is open, blender hasn't crashed. It has been open for a short while now.

Any suggestions? Why does the console window keep blender from crashing? I have a feeling this isn't the end of the problem.

-Greg


texts: turning the black to alpha in texture node

texts:
How to turn the textures ( for example musgraves ), black color area to alpha color channel .
I have tryed to findt a manual that would solve the problem , but have only findt
how to make an alpha channel come out of a picture not from a texture node.


texts:
I tried a lot of stuff already but I can't seem to figure out how to bake a clean normal map.

As for testing purpose I used the starting cube ;-) beveled it for the high poly version.

I marked all seams, unwrapped the cube with some padding.
After that I baked the normal in Blender.

But as you can see it looks totally weird and doesn't give me any clean edge. I read and watched a lot of tutorials but with most of them, the baking "just works". Any idea what could go wrong here?

As my testing environment is super simple already, I'm kind of lost on what to try...

Cheers Daniel


texts: How to get the color of a point on an object?

texts:
I am new to blender coding, and I would like to get the color of a point on an object in python. I get the point on the object with bpy.context.object.closest_point_on_mesh. How would I get the color of the material at that specific point?

For example, if the point was at this empty, how would I get the greenish color on the monkey at that empty?

Edit: I guess what I want to do is somehow find out what the output of the material would be if I inputted a single vector into all the vector inputs, like this picture below.

Except I don't want to edit the actual material. I just want to take some x, y, and z values, and see what the material would output.

It really seems like this problem should be extremely easy to solve. I doubt any of this even makes sense anyways. I have no clue how to even ask this question.


texts: Bevel and Subsurface makes concave corners weird

texts:
In hard-surface modeling there are often sharp edges and smooth, flat areas side by side. To get smooth areas, subdivision surface modifier is used. Edges that need to stay sharp, must be surrounded by edgeloops or have to be creased. Manually setting edge loops needs a lot of work and often don't work as expected as edgeloops need to loop the whole object, which creates problems in areas that need to be smooth.

I'm trying to use bevel modifier for edgeloops as this is a non-destructive way to sharpen out edges, furthermore I can control which edges get bevelled by using weights or vertex groups.

In the picture I manually beveled my mesh to showcase the problem.

It seems that when bevelling concave edges, the subdivision surface kinda overlaps the mesh.

Blender file

Previous questions didn't have clear answer or suggested usin edge loops, which don't work in many cases.
Is this sort of problem fixable without using edgeloops or creases?

Thanks in advance


texts: Rotating view causes large objects in model to get distorted

texts: When my model gets pretty large and I try to rotate it, only certain view angles work. In other angles, it looks like it is breaking up or distorting. I am not trying to render and I'm not using a camera. I am using version 2.79. I tried updating to 2.81, and it did the same thing so I went back to 2.79 to get this project done. I have attached a couple pictures. One shows what it should look like and the next shows what the distorted image looks like. Help much appreciated!


texts: Volume emission without texture when using UV coordinates

texts:
I am trying to follow this tutorial for creating laser beams in Blender, but I can't get the Noise Texture to work as the Emission strength.
When I plug the Emission output into the surface input, the noise texture shows up.

But when I plug the emission into the volume, the texture dissapears

I have also tried using a Principled Volume Shader, but with the same result. I might have accidentally pressed a button while fiddling around, but I have no idea what button that could have been.
Also when I use e.g. the Object Coordinates, everything works fine. But sadly I need the UV Coordinates in order to animate the texture.


texts: Bmesh: Immediately encounter strange error after adding new layer and running bmesh op

texts:
The script is simple:

import bpy, bmesh

mesh = bpy.context.edit_object.data
bm = bmesh.from_edit_mesh(mesh)
geom = [e for e in bm.verts[:] + bm.edges[:] + bm.faces[:] if e.select]

cut_layer = bm.edges.layers.int.new('cut')
ret = bmesh.ops.bisect_plane(bm, geom=geom , plane_co=(0,1,0), plane_no=(0, 1, 0))
bm.edges.layers.int.remove(cut_layer)

bmesh.update_edit_mesh(mesh)

I get the error:

TypeError: geom: 8 BMEdge has been removed

Here's an example blend file:

https://drive.google.com/open?id=0B9DFPZBPKp6ARjE5NXgzSTU0eDQ

Can anyone explain what's going wrong here?
I know the function itself looks a little pointless but that's because I've boiled the problem down to it's simplest form.
Why does the operation have a problem with the new edge layer I've added?
I can't find anything online about this...


texts: Collect, apply modifiers, and triangulate meshes before export, without touching the original mesh

texts:
I try to export a collection of meshes such that

The original meshes is not touched by the exporter
All modifiers affect the exported mesh
The exported mesh is triangulated
It should not look like the file has been changed by the exporter

It is permissable to not fullfil the fourth requirement though.
Here is my preparation functions, used to copy the meshes and joining them into one:
def collect_meshes(collection):
    meshes = []
    for object in collection:
        if object.type == 'MESH':
            tmp = object.copy()
            tmp.data = object.data.copy()
            meshes.append(tmp)
    return meshes

def apply_modifiers(objects):
    context = bpy.context.copy()
    for object in objects:
        # Cannot select this object because it is not in a view layer
        # object.select_set(True)
        for modifier in object.modifiers:
            # How to apply a modifier on a different object?
            # bpy.ops.object.modifier_apply(context, modifier =  modifier.name)
            pass

def join_meshes(mesh_array):
    context = bpy.context.copy()
    context['active_object'] = mesh_array[0]
    context['selected_editable_objects'] = mesh_array
    bpy.ops.object.join(context)
    return context['active_object']

def triangulate(mesh):
    bm = bmesh.new()
    bm.from_mesh(mesh)
    bmesh.ops.triangulate(bm, faces = bm.faces[:])
    bm.to_mesh(mesh)

In case something went wrong, I also have the following cleanup:
class MeshCopy:
    def __init__(self, mesh):
        self.__mesh = mesh

    def __enter__(self):
        return self

    def __exit__(self, exc_type, exc_value, traceback):
        self.__mesh.user_clear()
        bpy.data.objects.remove(self.__mesh)

    def get(self):
        return self.__mesh

So I can use the with statement for RAII. Is only way to get this working to create a copy of the original file, and export the content of that file and then delete the copy?


texts:
I'm a noob in Blender and trying to figure out how to make a box packaging. I'm following this tutorial: https://www.youtube.com/watch?v=Qkj1okN4ZqQ&t=940s

My problem is when I apply a "Solidify" modifier to the plane and rotate a part of the box, the solidify modifier it's not even. I'm sure that I'm missing something. Can you help?

Here is a preview:

Thanks!


texts:
When I render an image, the "Image" menu has an option to "Edit Externally" but I can't get it to work. Would love to render, then edit in Photoshop. Can anyone help? I've tried setting the  "image editor" in user preferences.

Thanks!


texts: How to get "Correct uv" to work on popup menu

texts: I want to have the "correct uv" command on a popup menu, but according to the programmer i am using at the time the the "Correct uv" can't be overided. I want to be able to check that box so that the next time when i slide a vert the function is activated. Is this possible to do?


texts: How would you sculpt/model absimple character like this one?

texts: I do not have much experience with Blender and zero sculpting skill. But i really want to make character like this. Where would you even start? What's the first step?


texts: How to render smooth alpha transistion between two objects?

texts:
I want to smooth the intersection between two objects, similar to the soft particle effect seen in many games:

Here's an example in blender where you would want to use this effect:

I want to smooth the intersection between these two planes to simulate clouds crossing each other. Considering the node system has access to geometry data and such, would this be possible? I'm using blender render if that matters (but the theory is universal i'm guessing).


texts: I've got a simple object following a bezier circle, and I just want to figure out how to change the speed of the object following the path.  Could somebody show me how?


texts: How to remove yellow circle in edit mode interface?

texts: Super newbie question. I accidentally pressed something on my keyboard and now every time I go to edit mode, there's this yellow circle thing that won't disappear. How do I remove it?


texts: Blender crashes switching from curve editor to 3D view

texts:
I've been using Blender for animation with png-based textures for a few years now and am pretty used to it crashing from memory overloads every now and again. However, I'm currently working on a project where after doing some path modifications in the graph editor, it will consistently crash whenever I try to switch back to 3D view.

I'm guessing viewing it in "material" mode is giving it some kind of memory overload when it tries to switch to 3D view but I don't know how to change the view settings outside 3D view, so I can't stop that from happening. Any idea how to change it remotely?

I'm running it on a newish Mac with OS 10.13.2 and the latest iteration of Blender.

EDIT: Fixed - Must've been a bug. After trying nearly everything I tried copying all the objects into a new file. Bulk-copying crashed it so I copied file by file, then groups of files by groups of files, until I found that one particular object was causing the crash when I tried to carry it over to the new file. I deleted it in the old file and it seems to work now.

It was weird because it was just a plane with a texture mapped on and there are literally hundreds of other planes with the exact same texture (lazy group scene - might've been a more efficient way to do it but this was what I came up with first).

Whatever the case, thank you for your answers!


texts: Why is my custom background only going on blocks? CYCLES

texts: Why when i add a colored or in my case custom backround in cycles instead of the backround changng the color of my objects change?


texts: Is it possible to export object from Blender with modifiers and use them in external applications?

texts:
Can Blender modifiers be exported with the model and work in other 3D software or game engine software?

For example, I have applied the wave modifier on a plant, that automatically set up an "animation like" property of wind when "play" is pressed.

Without adding animations, but just setting up the modifier, I got the desired result. Now I would like to take that result somewhere else, say Unity3D or 3Dmax, how can I create/export a file that stores the "wave" information?

Please don't tell me to export an .mdd, because I really don't know how to use it. Tried several plugins for Unity that supposedly converts the .mdd to .fbx and it failed. 3Dmax doesn't read .mdd. Please don't refer me to a similar question asked here (the one with the image of water pouring from one place to another), I've read it all and still don't get it.

Thank you all.


texts:
So there's a question I have regarding loop cuts. I don't really know how to explain it, but I know a tutorial which shows it at 00:50 in the video.

https://www.youtube.com/watch?v=rtO9maU709k&t=78s

It's basically two loop cuts on top of each other, one stays put while the other is able to be scaled up or down etc. But when I try to do it, it doesn't work, it's like Blender tells me that I already have a loop cut there so the other one is not needed.

Am I doing something wrong?

Thanks in advance.


texts: Cannot figure out rigid bodies. Can anyone help?

texts:
I am trying to learn rigid body physics in Blender. I setup a simple test enviroment with two cubes and a plane and am trying to get the cubes to get one cube to push the other cube respectively. I have both objects set to mesh, deform, and animate, just as it says on all of the tutorials where it looks so simple. But, nothing ever happens no matter what I do. I have tried applying all transforms to everything. Can anyone take a look at the file and tell me what I need to do? I would really appreciate it. Thanks!
https://www.dropbox.com/s/gfvjqytjbg8e8p6/RigidTest.blend?dl=0


texts: Exported camera has incorrect scale and rotation

texts:
I have an FBX file with camera trajectory:
https://drive.google.com/file/d/1bzuNDUEPAbt1DBfECdoQ226avFtGBQu0/view?usp=sharing
This file is created in 3ds max. If I load it in my program, I see correct initial position, scale and rotation:
Position: 7.62939e-06, 30, -51.962
Rotation quaternion: scalar:0.683013, vector:(0.183013, -0.683013, -0.183013)
Rotation euler: 0, -90, -30
Scale:  QVector3D(1, 1, 1)

If I import this FBX file in Blender 2.91 and then export again to FBX all the values get broken:
Position: 1.93787e-05, 76.2, -131.983
Rotation quaternion: scalar:0.894386, vector:(0.354992, 1.32485, 0.354992)
Rotation euler: -6.19351, 109.213, 34.4245
Scale: 2.54, 2.54, 2.54

I tried different exporting settings, but nothing affects the situation. Is it possible to export the camera to FBX from Blender and get the correct scale, position and rotation?


texts: Why is there weird shading on on of the edges?

texts:
so i have been working on a blender and it was going fine until I found something weird on my mesh. There was strange shading on one of my edges. here is a picture. The edge that is highlighted is the one with the weird shading.

Here is an even closer close up.

I don't know if this is a big deal or not, but it is really bothering me and i don't want it to mess the mesh up further down in the future. If anyone has a fix for this, please tell me because this is really bothering me. I made sure to check to see if there was any double vertices of edges but there was none. As i said earlier, I don't know if this is a big or not, but better safe than sorry.


texts: How to create a video with audio comment?

texts:
I want to make a tutorial video where I explain something.
In most commercial video editors, there is the possibility to see a video and to start a live audio record.

Is something like this also possible with Blender, or do I have to record my commentary separately outside of Blender, and then hope that video and audio fit together?


texts: How to keep audio and video synced rendering an animation?

texts: I am doing a voice over for my video. It’s suppose to be my first dev log. So my audio and video is completely separate. Why does the video render faster than the audio, how do I fix this? I am using blenders 2.8 video editor.


texts: Is there an effective way to cut out a portion of a model without destroying it's topology?

texts:
Im making a 3d print object for the dishonored mask. A big part of the face of the mask is made look like the metal casting for the mask failed, and a plate was hammered into the face. I have sculpted the face WHOLE but I need a way to get that bit out of the model. I tried using boolean but the topology went horrible, and I was not able to sculpt the model around the cut edges.

Is there a more effective way to do this?

Plate is hammered into the right face (left face from the wearers view)

This is how I originally intended on doing this, copied the plate (I have already made the model) and made it thicker, and applied boolean modifier.

This is the wound i got from apllying the boolean modifier. (after inflating, it was flat right after booling, but this shows how bad the topology got.)

Here is the face

And the plate

Also this is the first time I model, so please don't give super complicated answers, and if they are, please explain well.

Thanks in advance for your help


texts:
I've been using blender to export models and simple animations into an augmented reality environment, but I'm starting to run into exporting issues.

Specifically, I'm trying to animate a wire plugging into a connector.  My setup is a cylinder with a curve modifier, with a few hooks that have bones attached to them.  The animation itself looks great, but when I try to export, the cylinder doesn't move (the connector on the end of it, which is a separate object, moves fine).

I suspect that it has something to do with the modifier getting applied, or not applied during export.  I also tried using shape keys, but they don't like to play along with the curve modifier.

I can export to md2 or fbx.

Can anyone steer me in the right direction?


texts: Turn off the completed frame presentation

texts: I am editing a movie clip for the 2d stabilization; at the top I can see that each frame is taking around half a second each, but blender feels the need to show me what it completed by pausing its work and leaving the last rendered frame up there for around a second before starting the next one. I can see my frame counter go up at the bottom, and each one is taking longer than a second. Is there a way to turn this "feature" off?


texts: Can't texture paint in 3D or Image Editor with existing material nodes

texts:
I have a tree branch object with a noise texture for color and displacement. I want to add texture painting into that so I can paint the knots onto the branch along with any other discoloration I might want. I'm using an add shader for 2 Principled BSDF's: the noise texture and the texture painting attempt:

For some reason, I cannot figure out how to paint on my texture layer, neither in the 3D Viewport nor the Image Editor. I have a paintbrush and a texture layer, have it UV unwrapped, have it in the Texture Slots as the texture image ("Texture Attempt").... But it won't let me paint.

I made a test Blend file where I reproduced a simpler version of what I'm making - a plane with a noise texture and an image texture going into an add shader, and I can paint on the image texture. At some point, I had to start switching from Rendered view to Lookdev and back to get the paint stroke to update, but at least I can paint! If anyone could also speak to that issue, that would also be nice!

I've watched a ton of tutorials, read a ton of threads, googled a bunch of stuff - I can't find the broken part of my file.

Can you find what's wrong?


texts: materials on cylinder have changed from workspace to render

texts:
I'm working on a cylinder with 8 sections and when I have worked on other shapes before my materials have rendered fine, but with the cylinder as I click render my materials have disappeared or one has been pasted over each section shape.

There might just be a simple solution I'm missing, but I need help fast! much appreciated if anyone can thanks!

examples of what I mean:

Editing Stage:

Rendered Image:


texts: blender doesn't open when amd gpu driver is installed

texts:
I know that Blender doesn't support AMD GPU's, but this isn't about that.

Blender was working just fine, but after I installed Catalyst, Blender won't open. Why?

My PC info:

Win7
Intel i7 3rd gen
6 gp ddr3
AMD Radeon 7676m


texts: How do I get file such as texture out of already packed blender file?

texts:
So I downloaded some .blend files, and it came in .blend files with packed texture file (meaning the texture is not in separate files or folder, but packed inside the .blend file).

How do I get the texture from this 'already packed .blend file' out of it in a separate file so I can apply it to my other 3d model ?


texts:
I'm trying to create a semi-transparent wrapper around a light source. This could be gems, brightly lit console buttons, magical semi-transparent glowing fruits, whatever.

Anywho, I tried the approach outlined in another Stack Exchange question (transparent BSDF wrapped around an emission source), but the effect looks quite different from theirs. See the image below. I noticed in their example .blend file there was a field labeled "normal" applied to the transparent shader node that doesn't show up on mine. Is there a step I missed?

It should look like this:


texts:
I am using blender 2.79 and I think I might be experiencing a bug.

I have been using microdisplacements for a few months and I've had solid results, until a few days ago. My set up is normal, I've set blender to experimental, and I'm using 'true', as opposed to bump. My renders recently have had a weird rigid effect where it distinguishes faces, almost as if the mesh has been set to flat.

I have tried uninstalling blender and reinstalling, using different computers, and even following along with tutorials just in case I've possibly forgotten a step, yet the problem still persists and im following the tutorials correctly.


texts: I've been dumb and fearless! It's a personal goal - however, my smash into animation triggered this thing which might be an F Curve somewhere? More importantly than what it is in any detail is getting rid of it. Perhaps useful later, it was unsolicited this time.


texts: Linked scenes with different materials in blender 2.82++

texts:
I need to have two scenes exactly the same. The only difference will be the material of each object. It is important to have all the elements between scenes linked so any change in one scene is also applied in the other. This is in order to have an automatic script to generate the instance segmentation image of the scene.

I could copy the scene when rendering, change the materials and remove the scene and repeat every time the user renders, but having a linked scene is much cleaner. I have followed several similar questions which suggest to link the material to the object and not the data. This looks like not working maybe because it works different in linked copies of a scene or maybe because it is blender 2.82.

Any idea how to achieve this? Thanks everyone


texts:
I made a script that turns pixels into polygons:
https://github.com/doyousketch2/PixelDraw.py

But it slows down with each new row of pixels.
After 50 or so rows, you notice it.

I'm trying to Cythonize it, but I don't know
how you'd go about running the setup script within Blender...

I get that you can use external modules this way:

sys.path.append('/usr/local/lib/python3.4/dist-packages/')

But you can't use the one-line trick:

import pyximport; pyximport.install()

because it uses external modules;  bpy for instance.

If I try to compile it outside of Blender, I run into errors.
Most likely Python version mismatch issues.

Is there an important step I'm missing?


texts: Working on a vending machine. Needing all the objects to be one object to port it in a mod for a video game. need multiple UV maps. In the UV Maps Tab in the Object Data Properties I go to add a new UV Map. At the moment I have 8 and will probably need around 11. When I press the Plus icon nothing happens and it wont let me add one. I can remove a layer and it lets me add one to replace but I can't go over 8. Am I missing something or is this a limitation?


texts:
I am trying to create a human model. The model turned out to be pretty "high poly". It is rigged with the automatic Pitchypoy rig that blender offers and everything worked fine (I think).

I reached a point where I wanted to make eye lashes. I tried making the entire body (the main mesh which is high poly) the Emitter and have the hairs emitted from the Faces and even though I have a decent rig (1070ti, 1800x, 32gb 3k ram) it made the program Insufferably laggy.

Following some tips from the internet I've made copies of each "Strip of Faces" that I want to emit hair. They are 4 separate strips with 100 hairs emitting from each. All named and the particle systems too. This eased the load on the system considerably but then I tried to do some posing and encountered the following issue:

When I deform the mesh, by moving the control bones of the Pitchipoy rig, the EMITTERs deform just fine (and the body mesh too) but the hair detaches from the Emitter and floats in the same fixed position where the emitter used to rest before the deformation. When rendered via Cycles (In Evee it looks fine) the lashes float a bit above the place where the Emitter is.

What I tried:

Putting the Armature Modifier at the top of the mod list and the Particle Mod at the bottom.
Particles -> Emission -> Source -> "Use Modifier Stack" is ticked ON.
Parenting: I think I've tried all the types of parenting. The Emitter to the Rig Bones, to the Body Mesh, to the Control Bones. With and without deform ticked...

Googling the hell out of this and seeing how solutions that worked for others ^ never helped me with (seemingly?) the same issue.

The setup: PC specs listed below though I doubt they matter.

Windows 10
Blender 2.8

The guess: I probably did not tick something somewhere that people find so very obvious they don't think that someone can miss that so they simply do not state it in the (many) answers I've read.

I need to parent the emitter to the particles it emits (?)... Somehow. Is this a Blender 2.8 bug?

In the attached SS:

The Orange outline: Particle Emitter (deformed).

The mesh: Deformed.

The Control bones: Moved.

The Particles AKA Eyelashes: Remaining where the Emitters used to be.

Modifier order:


texts: As the title suggests, after running the mirror modifier to the object, I found myself with a completely wrong shader, I checked the scale, normals, junctions and everything is correct


texts: Background in shading mode is always black

texts: In shading mode the background behind my object is always black. Why is this happening? is it because my pc spec is low or what? my pc spec is core-i5, 6 GB ram with built in graphics card intel hd 4600.


texts: Whenever I open up the user preferences tab, it always makes blender glitch, and I have to re-open blender. This might be because I have an old computer (windows vista) or it might be something else that I am not aware of. Is there any way to fix this?


texts: What is the difference between bpy.context.object and bpy.context.active_object?

texts:
I recently came across this question, which has an interesting detail in the accepted answer:

  Also be aware that sometimes you should be checking for
  context.active_object rather than just context.object.

I have wondered a few times already, and also searched the API docs, but could not find a clear answer on it: What is the difference between the two? Up until now, I had always thought they would yield exactly the same thing, but the given answer indicates that there are situations in which the content can differ.


texts: Is it necessary to convert a python script from bpy.context / bpy.ops to bpy.data to run it withou gui via command-line?

texts:
I would like to run the following script via command-line and no gui:

import bpy
import os

# switch on nodes
scene = bpy.context.scene
scene.node_tree.nodes.active = scene.node_tree.nodes['Composite']
scene.render.use_compositing = True
tree = bpy.context.scene.node_tree

# assign a color
bg_col = [1.0,0.0,0.0,1.0]

# change value
bpy.data.scenes['Scene'].node_tree.nodes["color-background"].outputs[0].default_value = bg_col
print("new background color set to "+ str(bg_col))

# ----- LOAD IMAGE -----
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)
#print(directory)

# Load a new image
mat = bpy.data.materials['LogoMaterial']
nodes = mat.node_tree.nodes
material_output = nodes.get("Material Output")

logo_texture = nodes["logo-texture"]
#load new logo texture
logo_texture.image = bpy.data.images.load(directory+"/tex//logo-2k.png", check_existing=True)
print("new logo texture added")

#create a sequence editor
if not scene.sequence_editor:
    scene.sequence_editor_create()

#clear the VSE, then add an audio file
scene.sequence_editor_clear()
my_context = bpy.context.area.type
#print(str(my_context))
my_context = 'SEQUENCE_EDITOR'
#print(str(my_context))
bpy.ops.sequencer.sound_strip_add(filepath="//audio/0A1.wav", files=[{"name":"0A1.wav", "name":"0A1.wav"}], relative_path=True, frame_start=1, channel=1)
print("loaded new sound")
my_context = 'TEXT_EDITOR'

If it is necessary, how would I go about converting it to only using bpy.data instead of bpy.context and bpy.ops?

Below is a part where I try to replace an audio file in the Video Sequence Editor just using bpy.data, however it only removes the audio datablock, loads a new audio, but does not associate the audio to the audiostrip in the VSE timeline.

if "0A1.wav" in bpy.data.sounds:
    sound = bpy.data.sounds["0A1.wav"]
    print("removing sound ", sound)
    bpy.data.sounds.remove(sound)
    print("loading new sound ", sound)
    bpy.data.sounds.load("/audio//0B.wav")


texts: Transparent lines for a hologram like effect

texts:
I have a hologram like effect in the Cycles render engine. And so far I'm satisfied with the results.

And my node setup is this ("Emission" shader and "Transparent" shader are mixed together by a "Layer Weight" node in the "Factor" value of the "Mix Shader" -

However, is there a way to create those transparent lines that when animated go upwards like in many sci-fi movies? Something like this -


texts: How does fire and smoke simulation work?

texts:
I'd really like to get a basic idea of what happens under the hood of the fire/smoke simulation. It doesn't have to be detailed or specific to blender, just an overview of what actually happens.

Voxels are used for the underlying physics simulation of gas behavior. I can sort of imagine what happens when we're just simulating smoke by itself - I guess smoke is emitted with certain properties from somewhere with some starting velocity and other properties, and we try to solve the differential equation that describes this physical system. But what does changing Smoke to Smoke+Fire in the flow object do?

Is the physical event simulated differently when there is flame? Do the flame and smoke physical simulations interact/effect each other, or they done independently? Maybe the flame texture is just extracted from the simulation based on some quality of the voxel in question (its temperature/other quality).

What is the default behavior from the flow object when we're using Smoke+Flame? Does it set some sort of "initial temperature" very high or something?

When the 3d textures are saved, and it comes to rendering the process, I suppose both are just composited together? (I suppose this isn't really related to smoke/flame, but just volumetric rendering together, but I thought I'd ask it for completeness).


texts: How do I hide objects in the final render?

texts:
I just finished a character model, and I'm trying to render T-Pose shots of it for my portfolio. The character looks fine in the rendered preview in the 3D viewport,

but the render itself ended up looking a bit different.

I found out that this was because everything in the file appeared in the render. Is there a way to hide objects from the render without having to delete them from the file?


texts:
I know how to allign vertices or faces to a certain axis , but how can I allign them to the viewing angle ?
See picture , I want the selected vertices in the sphere to be alligned to the view ing angle


texts: Rotating each iteration of an Array Modifier

texts:
Is there a way to rotate each iteration of an Array Modifier?

For example, I've created the helices of a DNA molecule, and I'm trying to add the base pairs. I've got a cylinder with an array modifier.

Then, I thought I'd apply a simple deform to twist them 360 degrees, corresponding to one twist of the double helix. The problem I'm seeing is that the deform modifiers squishes the cylinders, rather than rotating them independently.


texts: Problems between collision and rigid body

texts:
I have a scene where it has four objects, 3 of them are having only rigid body and another one is having rigid body with collision modifier (called as object D for easy understanding). Meanwhile, a cube is having particle system. While object D's collision modifier or rigid body modifiers are turned off, the objects surrounding it will act normally. But if the object D is having both modifier turned on, the rigid body and particle system for the 3 objects that are surrounding it will not be functioning. May i know is it a bug or any rules that i have to understand?
To show the scenario easier, i have prepared the blend file. You cna try the scene by first playing, and nothing should be hapenning. And then you can try to delete object D, or turn off collision modifier or rigid body modifier, then the objects surrounding it will work.

Thank you so much for helping.


texts:
How would one curve specific edges while leaving others alone? I'm trying to model this (circled) object, But can't figure out how to bevel side edges and leave the front-edge flat.

Tried using the bevel modifier in combination with edge creases but that apparently has no effect, not sure what else to do, as I am still very new to modeling/blender.


texts: How to export an animated object from Blender to an .usdz-file for Reality Composer (AR)?

texts:
I'm totally new to Blender.

I only need it to make a rectangle with an animation that extrudes or scales over one axis over time.
So I keyframed X-Scale of a rectangle and tried to export it in an .abc-file, then tried to convert it to a .usdz-file via my terminal.

But when I do this I only get a simple cube without animation and without material.

Does anyone know how to do this?
Thanks in advance.


texts: Beginner Help on Materials, Shading, and Textures

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I have been using blender for some time now and I still can't wrap my head around 4 things, Shaders, Textures, and Materials. What I've understood from researching the internet about them that textures are like a skin that you put around your object or mesh and that there are different types of textures (skins) which are called maps. I don't know what the hell are shaders, I've read so much about them trying to understand and I still can't. Materials are all the texture maps combined together to give the unique look of the material.

Can someone please just tell me if I'm right with my understanding or correct me if I'm wrong and just give me extra helpful information, thanks


texts: I am setting up three point light system and looks like noise is glitched

texts: Currently when I change back to Cycles engine it looks fine but in EEVEE engine it shows up like this


texts: Blender Randomly colsing with EXCEPTION_ACCESS_VIOLATION

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When I use Blender it randomly closes without any error message.

I tried to open it via cmd and I noticed it always crashes with the error EXCEPTION_ACCESS_VIOLATION

There's no specific situation when it happens (mostly while rendering, in every version), but it happens really frequently and it's becoming very annoying, I can't even render a single scene.

All graphics drivers are up to date, these are my specs:
CPU: Intel Core i7 6700HQ
RAM: 16GB
GPUs: Intel HD Graphics 530 / NVIDIA GeForce GTX 950M (Blender is set to use this last one)


texts: Help with implementing Shape Key Drivers

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I was wondering if anyone could help me out with figuring out how to use Shape Key Drivers for the model that I've been working on for quite a while.

Basically, I need my model's head to be able to tilt upwards, going from this...

...to this...

...without any problematic mesh deformations, like in the picture below, or the head losing it's general shape, which has been quite a bit of problem for me while trying to setup the head.

The only option I've found thus far in getting the head to bend in the way that I want it to has been to use Shape Keys to iron out the deformation problem near the neck.  The problem now, however, is that I still need to somehow get the Shape Key to work when the "muzzle" bone is rotated upwards.  I've been trying to apply a Shape Key Driver to see if that would work, but unfortunately, I can't seem get the driver to work properly and looking up tutorials on Shape Key Drivers hasn't exactly provided much help either.

I greatly need help in how to properly setup a Shape Key Driver, and any help on this matter would be greatly appreciated.

EDIT:

After failing to properly implement the Shape Key Driver, I've noticed that I am no longer able to manipulate the Shape Key Value.  Every time I try to move the slider I get an error message at the top of the screen reading "Can't edit driven number value, see graph editor for the driver setup".  I'm not sure what the error message is referring to or whether or not it helps in identifying why I'm unable to implement the Shape Key Driver but I thought it would worth mentioning anyway.

Also, I'd appreciate it if people would stay focused on the subject of how to implement Shape Key Drivers. I'm well aware that the way the armature for the head is set up is unconventional to say the least, but unless there is something seriously wrong that would cause a major problem with setting up the Drivers, I would much prefer to keep the focus on the main subject at hand.


texts: Convert blender shhader to unity/texture

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My question is about importing a shader into unity. I know the question was already asked, but for me it doesnt work. Here you can see, what I tried.

this is the original and my aim.

This is with they combined as you can see.

And this with the diffuse  bake.
I have no idea why this doesnt work. I also tried to delete the light. But this also doesnt work.
Do you have any Ideas?