texts:
i am working on a tool and need to get selection islands in the mesh. I want to keep only the biggest connected vertex selection in the mesh.

I wrote a function that recursively searches a bmesh for connected and selected vertices:

bm = bmesh.new()
bm.from_mesh(obj.data)

_verts = [v for v in bm.verts if v.select]
_edges = [e for e in bm.edges if e.select]

islands = [] # all selection islands

#iterate all selected verts in mesh
for v in _verts.copy():
    #check if that vert is already registered
    if not any([v in i for i in islands]):
        #new selection island
        _island = []

        def get_selected_connected_verts(v):
            '''
            recursive search vertices for connected and selected vertices
            @v : bmesh vertex
            '''
            #iterate all edges linked to the vertex
            for e in v.link_edges:
                #is edge selected
                if e in _edges:
                    #get adjacent vert
                    v_other = e.other_vert(v)
                    #register vert to island
                    if v_other not in _island:
                        _island.append(v_other)
                        #search again
                        get_selected_connected_verts(v_other)
        get_selected_connted_verts(v)
        #register island
        islands.append(_island)

This works great for most meshes. Sadly with higher vertex counts python returns the following error:

RecursionError: maximum recursion depth exceeded while calling a Python object

When i try to increase the recursion limit, the following error appears:

Error   : EXCEPTION_STACK_OVERFLOW
The terminal process terminated with exit code: 3221225725

Theoretically i know that i should be able to make the recursive function iterative... I am just not able to..
 Also, if there is a totally different way to do this, please tell me!
I kindly ask for support of more talented programmers.

Thanks a lot!


texts: how to get rid of these modelling artifacts?

texts:
i just ran into a problem.
how to do i get rid of these artifacts
i am not that much Pro as I have just started modelling
I really would like to have a car model of my own but I am unable to find the problem in the image
is this because of vertices? kindly help


texts: Grease Pencil problem in wireframe viewport shading

texts:
I use Grease pencil normally in Solid mode viewport. But in wireframe, it is not intuitive. The line only appears after I finish the edit. It's not good because I want to change the arc, but I can not see the line.

This is the video I capture about the problem: https://share.getcloudapp.com/7KuLp7Ep
I use Blender 2.83.4 on Macbook Pro 2016, MacOS Catalina 10.15.3


texts: How to get intersection of a specific object and the mouse in the BGE?

texts:
Still following the same tutorial as I was following so long ago :P

At about 9:30 he mentions using rayCast() to get the intersection of the ray and any objects with a specific property.

This sounds like what I want to do, which is get the location of the point underneath the cursor on only a specific object.

Here is my script:

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["mainTarget"]
        crosshair = scene.objects["Cross_hair"]
        floor = scene.objects["Floor"]
#        tracker.worldPosition = mouse_over.hitPosition
        tracker.worldPosition = crosshair.rayCast(floor, "isTrackerFloor", 0, 1, 0).hit

I think it should be working, except I keep getting type errors from the rayCast function arguments. I've tried shuffling them all around, but had no luck (with the above arrangement it throws TypeError: must be str, not int, which I assume means I have the property name in the wrong place?).

What is wrong with the arguments? and If the above technique doesn't do what I want after all, is there any other way to do this?

Blendfile


texts: Wireframe thickness like sketchup and color without rendering

texts:
Is there a way to change wireframe color and thicknes on 3d objects without rendering them?
The default wireframe appear is only one pixel, so I would like to increase it and also change color. If possible on only some objects.

Bellow is the desired effect in "object mode" without any object selected, I can use python if necessary.

Currently I have wire checked to do this but I can't choose color by object or wire thickness:

Just for information, I am no expert in 3D modeling. I jut use blender as 3d view with python scripts to import 3d objs dynamically.


texts: What keys do I need to click to go into user ortho and left ortho?


texts:
I have a problem with texture painting in Blender.
I can't seem to get the transparency to show up in the viewport.

I have made the material transparent. Painted the texture.
But it just appears white like here.

But I'd like for it to actually be transparent in the viewport.
GLSL is active too, btw.


texts: How to make this Mouse Cursor Script work in Blender 2.74? (BGE)

texts:
It seems that now I upgraded to Blender 2.74 this Mouse Cursor script no longer works.  I do not know Python but I think that there would be only little changes to be done.  Thanks!

from bge import logic
controller = logic.getCurrentController()
own = controller.owner

mouse = controller.sensors['mouse']

hitPosition = mouse.hitPosition

own.worldPosition.x = hitPosition.x
own.worldPosition.y = hitPosition.y


texts: How to add multiple images to one object such as graffiti?

texts:
I am having issues trying to find a solution to what i am stuck with.
SUMMARY- Im new, i dont know how to add multiple images to the entire object easily AND how to then add a grunge effect with dirt etc.
I have a modelled toilet i created and would like to add a load of graffiti all over it and then give the whole object a grunge effect to look weathered and abused.
I have tried playing with Images as planes and then shrink-wrap but A; it is taking too long and B; it doesn't seem to be as customizable as i would like.
I have roughly 50 images i would like to piece together onto the surface.
any help?
Thanks in advance!
Brad


texts: Delete parts of a grid outside of another object

texts: I created a grid (as multiple curve paths) which is in and outside of a sphere. When I'm trying to delete all parts outside with the Boolean Modifier, it says "Cannot execute boolean operation". How can I solve this?


texts: How do you stop Blender from looking for an image texture?

texts: I have an image texture I'm not using anymore, but Blender keeps the filepath and keeps showing errors, saying it can't find the texture.


texts: Bad quality in animation EEVEE Blender 2.81a

texts:
I have problem with quality on animation. When I render a picture quality is good but in animation it's very bad. I don't know how to fix this. I tryied to set samples to 800 but effect was same, should I render it on 5000 samples or more? Please help.

Picture

Video

Settings


texts:
I have a problem with setting up a mixed material for a bottle label I need.

The label will need some different surfaces;
- Diffuse (the base paper) preferably with a normal map for adding the paper feel to it.
- Glossy (the golden text and details), preferably with a normal map for adding a bevelled feeling.

I have all parts isolated in different PNGs/TIFFs.

Now, is it possible or even a good idea to set this up in the same material? Or should I go for different materials on the same object (and if so, please guide me)?

Very nice results with your setup @bstnhnsl! I think it produces exactly what I need. (sorry for answering my own question, but I didn't know how to post an image sample otherwise).

One question, though: You mentioned that one can use an unlimited amount of material this way, and I've tried but I don't think I get it; should I use one more Mix shader to add for instance one more texture image?


texts: rendering negative frame ranges. How to?

texts:
Moving keyframes isn't an option here. I am working with files from other packages and need the data transfer to be consistent across all platforms.

Basically I have an animation that starts at 0 but need an establishing shot to start at -60

I can preview from -60 just cant render from -60


texts: How do I bend a plane and keep the objects on it following its bend?

texts:
I want to to place some objects on a plane (for right now I'll keep it simple and say they're cubes). Then I want to bend that plane but keep the cubes connected to the plane, following the curve of the bend. Also I want to keep the cubes separate and not a part of the plane so I can edit them separately. A good example I can think of that represents what I want to do is the game Animal Crossing.

Here's a screenshot of the game.

Is there any way I could go about doing this?


texts:
I have recently bought this plugin IK-TextEffects
as i really needed to animate text as text (my client wanted to see the animation, but he hasn't yet the final version of text) - but I was very disappointed as you need to BAKE the text in this plugin. So there is no point in this plugin as it's much easier to just animate a text witch is converted to a mesh.
My question IS:
Is it possible to make this kind of thing in Blender AT ALL? Is it possible to write a plugin for this very needful feature for motion design? If it's possible I will find a way to write a plugin for this - this is a must have feature for a professional workflow!


texts: How to fix Boolean modifier shading issues on a convex surface?

texts:
I added Shade Smooth and tried to use more edges (loop cuts), but unfortunately the issue haven't gone yet.
P.S I merged all near vertices.
Is it possible to some how fix the problem?


texts:
For a number of reasons, I sometimes like to lock my model into an armature modified pose (for editing, visualization, etc).  Most recently, I wanted to do this to fit clothes in a different pose from my body base, followed by a weight transfer.  (I apply my armature modifier, apply my pose as resting pose to the armature, and then recreate my armature modifier, to "write" the pose to the model and armature.)

However, it can be difficult to recreate my original pose to restore the model (and my newly fitted, weighted clothes) to its original pose.  Is there a way to save an inverse of an existing pose, that I can apply to an armature to undo a pose that I've written into the mesh+armature?


texts:
I recently installed an AMD graphics card in my machine (Radeon RX570 to be exact), which should be OpenCL 2.0 compatible according to AMD, but when I try to set my Cycles render device to OpenCL, I get the "no compatible GPUs found for path tracing" error. This is my first time using an AMD graphics card- are any additional drivers are required for OpenCL to work in Blender?

I am running Linux Mint 19.3. inxi -G returns:

  Device-1: AMD Ellesmere [Radeon RX 470/480/570/570X/580/580X]
  driver: amdgpu v: 5.4.7.20.10
  Display: x11 server: X.Org 1.20.5 driver: amdgpu,ati
  unloaded: fbdev,modesetting,vesa
  resolution: 1280x1024~60Hz, 1024x768~60Hz, 1920x1080~60Hz
  OpenGL: renderer: Radeon RX 570 Series
  v: 4.6.13594 Core Profile Context 20.10 ```


texts: Create a segmentation picture with each object class rendered in different color ?

texts:
I am using the blender to create a visual parking scene model, by using the python script the model could produces a RGB picture of the parking scene as well as the depth image, both are showing below.

I am just wondering would it possible to also create a segmentation image which separates each object class with a color, for example all the car object are in red, all the ground are in blue, all the building are in grey, like the examples


texts:
Salutations cronies, I am having trouble getting the Record Animation setting to work. I have read and watched a number of tutorials but I cannot get my animation to be recorded. Here:here is a link to get my blend file and below is the code for the module called by it (to get the characters ears to move in a continuous sinusoidal manner).

## Program to slowly alter vectors of bones and servos which is ####
## read by Blender ####
import os
import time
import math

i=0

def boneInstruc():

    while 1:
        global i #necessary to ensure using global variable
        xRE=round(math.sin(i),2)
        yRE=0.00
        zRE=0.00
        RE=[xRE,yRE,zRE]
        xLE=round(math.sin(i),2)
        yLE=0.00
        zLE=0.00
        LE=[xLE,yLE,zLE]
        xTL=round(math.sin(i),2)
        yTL=0.00
        zTL=0.00
        TL=[xTL,yTL,zTL]
        i=i+0.01
        #servo(xRE, xLE, xTL)
        time.sleep(0.01)
        return (RE, LE, TL)


texts: Is marking and labelling topo points possible?

texts: I have a topo surface created by using a a heightmap as displacment modifier which does a nice job as below. My question part A is can I add a marker (say like the circle, or it could be just a dot) to the surface of the topo that will remain attached even as I change the strength or position of the topo surface? Second, and more ambitiously, would be an attempt to emulate Sketchup by having a label and arrow where the arrow would follow the point on the topo. My goal is to create block diagram of terrains where the terrain can be viewed from different angles but the labels will remain facing the viewer. I am not experienced in Blender and will be happy for a general suggestion for developing this technique.


texts: Baking Normals produces grid mesh on result

texts:
I have searched around and cannot seem to find any relative info on this issue. Only one forum post that claimed you need to subdivide the low poly mesh more in order to get rid of the mesh grid baked. However this does not work as it just makes the mesh grid higher resolution and appears on the low poly model when applied.

I have a high poly mesh I have sculpted in Blender that I am baking on to a low poly version of it. I cannot subdivide above 6/7 without crashing my pc as the high poly mesh is already really high. This is not a practical solution.

I even retopped the high poly mesh to see if my low poly was simply too different. didn't make a difference.

As you can see in the image. Which is the result of a bake onto a low poly mesh with a 3x subdivide modifier on it. It should be mostly flat but it has all these waves, which correspond to the faces on the mesh. My ray distance is set to 1. The high mesh is directly on top of the low mesh as required. I have adjusted the ray distance a lot and never makes a difference to the mesh imprint.

Thank you in advance for any help with this! Driving me nuts. I've been using Maya and Mudbox along with Substance Painter during university but want to have a blender/substance workflow for myself since I prefer Blender and also Maya are greedy with their licenses.


texts: How would I go about merging two cylinders in order to achieve a result similar to the joint in the highlighted part in this image?


texts: How to animate 'Bridge Edge Loop' effect

texts:
I have two edge loops that are moving from animation.

I'd like to apply the 'Bridge Edge Loop' during the animation to keep them connected.

How can this be done? Can any of the plug-ins or add-ons like animation nodes or Sverchok help?


texts: How to code a working Pie Menu for Sequencer?

texts:
How to code a working Pie Menu for the Sequencer? There has been coded pie menus for most elements in Blender, but not the Sequencer. I found this example, but it is not working for me. Nothing happens when pressing "S". Is the reason that it is not possible to do a pie menu for the sequencer?

import bpy
from bpy.types import Menu

# spawn a selection of tools for speeding up VSE workflow

#Select all strips to the left
class SelectAllToTheLeft(bpy.types.Operator):
    bl_idname = "sequencer.allleft"
    bl_label = "All strips to the left"

    def execute(self, context) :
        bpy.ops.sequencer.select(left_right='LEFT', linked_time=True)
        return {'FINISHED'}

#Select all strips to the right
class SelectAllToTheRight(bpy.types.Operator):
    bl_idname = "sequencer.allright"
    bl_label = "All strips to the right"

    def execute(self, context) :
        bpy.ops.sequencer.select(left_right='RIGHT', linked_time=True)
        return {'FINISHED'}

#Set current override camera as active camera in the viewport
class OverrideToActiveCamera(bpy.types.Operator):
    bl_idname = "sequencer.overrideactivecamera"
    bl_label = "Overide Camera to active"

    def execute(self, context) :
        print("coucou")
        return {"FINISHED"}

class VSE_PIE_riton(Menu):
    bl_idname = "pie.vsetools"
    bl_label = "VSE Tool"

    def draw(self, context):
        layout = self.layout

        pie = layout.menu_pie()

        pie.operator("sequencer.allleft", text = "All strips to the left", icon="BACK")
        pie.operator("sequencer.allright", text = "All strips to the right", icon="FORWARD")
        pie.operator("sequencer.reload", text = "Reload strips",icon="FILE_REFRESH")
        pie.operator("sequencer.overrideactivecamera", text = "Override to Active Camera", icon = "SCENE")

def register():
    #tools
    bpy.utils.register_class(SelectAllToTheLeft)
    bpy.utils.register_class(SelectAllToTheRight)
    bpy.utils.register_class(OverrideToActiveCamera)

    #pie
    bpy.utils.register_class(VSE_PIE_riton)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Sequencer")
    kmi = km.keymap_items.new("wm.call_menu_pie","S", "PRESS").properties.name="pie.vsetools"

def unregister():
    #tools
    bpy.utils.unregister_class(SelectAllToTheLeft)
    bpy.utils.unregister_class(SelectAllToTheRight)
    bpy.utils.unregister_class(OverrideToActiveCamera)

    #pie
    bpy.utils.unregister_class(VSE_PIE_riton)

if __name__ == "__main__":
    register()


texts: Why does Output with RGB on have such a positive effect on my text in VSE?

texts:
After I rendered all the JPEG and PNG images for my latest small project I followed my usual workflow in VSE and discovered the encoded video credits were of very poor quality. The credits are composed of RGBA PNG images while the main body of the animation are composed of JPEG iamges. After scratching my head a lot and comparing to completed projects with good quality credits I spotted I did not have RGB under output ticked on.

The rest of the animation did not seem to suffer without RGB on so I'd like to know why the credits benefited from it? I guess it has to do with the alpha channel of the PNGs.

Without RGB

With RGB


texts: Can I select every object in the scene that is touching the active object?

texts:
While in object mode, I would like to be able to select all the other objects in the scene that are touching or intersecting a given object. For example, if the active object was Suzanne, this hot key or technique would select all the yellow cubes in the scene instantly.

Is there such a technique? I know in this example it would be easy to select all the yellow cubes by hand, but in a more complex scene this becomes an issue.

Thanks for your help!


texts: Python script won't shift face of simple cube

texts:
I'm making a simple script that adds a cube and moves it, and then I want to shift some of the faces, in order to change the cube's width height or depth. When I run it, the cube is created and moved, but altering de cube's dimensions gives an error:

convertViewVec: called in an invalid context

I'm using the code that's shown in the Info window when I select a face and drag it along one of the axes. I'm new to Blender and I can't figure out what's missing here..

import bpy

bpy.ops.mesh.primitive_cube_add()
bpy.ops.transform.translate(value=(0, 6.04281, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)
bpy.ops.transform.translate(value=(0, 0, -5.22667), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)
bpy.ops.transform.translate(value=(0, 2.9328, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)
bpy.ops.object.editmode_toggle()
bpy.ops.transform.translate(value=(0, 1.03954, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)

Edit - Solved it by creating a custom geometry, as shown here: How to create a mesh programmatically, without bmesh? (Pointed out by @poor)

The following code now creates a flat cube:

import bpy

verts = [
(2.0, 1.0, -1.0),
(2.0, 0.99, -1.0),
(-1.0, 0.99, -1.0),
(-1.0, 1.0, -1.0),
(2.0, 1.0, 1.0),
(2.0, 0.99, 1.0),
(-1.0, 0.99, 1.0),
(-1.0, 1.0, 1.0)]

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

mesh_data = bpy.data.meshes.new("cube_mesh_data")
mesh_data.from_pydata(verts, [], faces)
mesh_data.update()

obj = bpy.data.objects.new("My_Object", mesh_data)

scene = bpy.context.scene
scene.objects.link(obj)
obj.select = True


texts: 2.82 Where is the "save this image" button in compositing

texts:
It seem that there is no "save this image button" anymore in compositing. It was super usefull to me for saving my cryptomatte passes. I don't even now how to do it without that button.

Anyone can help ?


texts: is .blend file size proportional to the unit settings?

texts:
i have created tire treads for my car.added bevel,subsurf,array and simple deform modifiers to it and saved it.file size shows 1286 kb. but when i applied all the modifiers to make it a single mesh and saved it, the filesize goes to 140,541 kb.my unit setting was inches and scaling was 1.0 . the size of the tire was 20.4 X 20.4 X 6.37 (in inches ). my question is why filesize goes this high after applying those modifiers ?? will it make any difference if i change the unit settings like inches to cm or scaling to .01 or change both, and then recreate the mesh ??
i am working on 2.8 beta.


texts:
I am trying to create 3d text object using python. The text has non english letters and the default 3d text font doesn't have these letters. I can use another font file that supports the entire character set. But I want to share the script with other users and don't want to hard-code the file name (or path, the users might have different OS or they may not have the font file).

What is the best way to create this script? Is there a way to get from the script the default system font, which would support all the characters?


texts: Rectangular shapes in cylinders with subdivision surface

texts:
What can you do to get clean rectangular shapes in a cylinder while using the subdivision surface modifier?

For the time being I've been trying to extrude them in the model and adding creases or support edge loops, but the end result looks weird even with an edge split modifier. The problem with support edge loops is that they affect other parts of the model that don't really need them and if I add some triangles to stop the flow things start to look bad.

After those problems, I added the rectangles separately by duplicating parts of the edge loop and adjusting them to the smooth form of the cylinder, but I was wondering how someone with more experience would tackle this.


texts: Simple modeling rules to get sensible UV mapping

texts:
I'm learning blender and came upon this small problem when trying to uv-unwrap the small hinge below.

I'll start by telling how I made it, as it might help answer the question.
I simply took a cube made it flat, and used the knife-tool to cut it in two.
This made the shape on the right (squared out?), where the front and the back are one n-gon (as I see it). But this produces the uvmap at the bottom right?

I then removed the face and build up the front and back with tris and quads, and the unwrap ended up as expected.

So my question is, how do I ensure that I do not end up in the same situation again, when modeling? I don't want to go back and having to add tris and/or quads to get a sensible unwrapping.
Are there some rule of thumb to follow, to ensure a good unwrapping result.


texts: How can I get 2 overlapping meshes align their UV patterns?

texts:
I have a character with a shirt top and a coat over it and I need the UV textures of both clothing to have the same UV coordinates at the same place on the body, to align as an overlap. In other words, if the coat was semi opaque the pattern position on the coat would be perfectly aligned with the pattern on the shirt.

Is there a way to assign one mesh no matter the different density or different orientation of the seams to align to the proximity UV coordinates of another mesh?

I need to apply this to existing mesh.


texts: I'm trying to figure out how to export my blender object to unity while maintaining all of its properties

texts: I'm fairly new to using both blender and unity but my end goal is to have my blender asset in unity just as it appears in blender. So essentially, I have two basic cube mesh's that are scaled to the size I need and both connected together. The bottom cube mesh had a simple black and white material added to it. In the nodes, I displaced it a little to add texture and I also added a color burn to make it gold colored. The top cube had a basic marble material added and a slight displacement along the sides again to add texture. The problem is when I place the object in unity, the textures created from the slight displacement on both objects and the gold coloring from the color burn do not show up. The basic materials are transferring over just fine as does the basic cube mesh. Like I said though, I am new to this so I'm not sure what other information might be helpful but let me know and I will provide whatever info is needed. Thanks in advance for any help.


texts: What do bl_undo_group and bl_translation_context properties do?

texts:
Both Operator and Macro struct's have the properties:

bl_undo_group

bl_translation_context

Other than being string values no other information seems available for these properties.

Can anyone explain what these properties do?


texts: How can I make the twisted red and white strips on the cylinder? I have taken the cylinder and loop cut but how to twist the cylinder and get that spiral selection.


texts:
I have a curve wich is a graph of something. Now I want to animate the graph to get larger by the time and then being fully visible. Hard to describe, I mean something like this without kamera movement: https://www.youtube.com/watch?v=0jJqYwrjt6s
Thanks for your help!


texts: Is it possible to get rid of this seam for a tunnel shot?

texts: I have tried clearing the seams, scaling the uv map up and down, but it won't go away. Any ideas?


texts: Why do I need my camera settings for Motion Tracking VFX

texts: I am fairly new to VFX with blender but I have two questions. First of all why do I need to enter my camera's settings into blender? Also what does the solve camera motion button do?


texts: How to set the orthographic camera with babylon.js?

texts:
I'm struggling with using the orthographic camera. I don't know how to set the

orthoTop
orthoBottom
orthoLeft
orthoRight

Can anyone be so kind to help me understand how to calculate these values? Where do these values come from?

One similar question is here:
http://www.html5gamedevs.com/topic/28449-blender-orthographic-export/


texts: Can I anchor two vertices together from two different meshes and have them move in tandem when creating poses?

texts:
I'm creating a character model for a Unity project. The character is composed of a few different parts separated into different meshes. I'm wondering if it's possible to effectively "join" two meshes together for the purpose of animating without actually joining them together.

Is there a way to say "I want vertex A from mesh A and vertex B from mesh B to be in the same position when being posed"?


texts: Input script of Mix Shader node for create link?

texts:
I am scripting an add-on and I need to create link between Glossy BSDF node and Mix shader node's "shader"
material_realistic_gold.node_tree.links.new(BsdfGlossy3_node.outputs[0], MixShader_node.outputs.inputs[0])
This is not working and get an error
Python: Traceback (most recent call last):
  File "C:\Users\Yeung\Downloads\Shader 1.0\Script 001.blend\test.py", line 237, in execute
AttributeError: 'bpy_prop_collection' object has no attribute 'inputs'

location: <unknown location>:-1

What is the script of input shader of Mix material node?


texts: Is it possible to save a selection of vertices?

texts: I finished selecting intricate parts of an object in edit mode (made the mistake of linking them), similar to having spent half an hour lasso-ing an object in Photoshop. Is it possible to save this selection so next time I launch Blender the selection's still there?


texts: Combining videos of different framerates?

texts: Been playing around with the video editor on Blender for a few days. Right now I'm trying to combine a few videos with different framerates (23.99FPS and 25FPS). Is it possible to get them to work together without one being desynced?


texts: Weird flickering in my model when I rotate the camera and even if it's fixed

texts:
I was working on this model and everything was going fine. After I finished making the hands I took a look at the full model and noticed this weird flickering. Naturally I tried merging by distance and recalculating the normals, but nothing changed, the flickering continued when I switched render engines.
I tried re-opening Blender and restarting my computer but the problem continued.
Here's video: Weird flickering in Blender 2.83
What troubles me the most is that it wasn't happening earlier today, I clearly made a mistake or pushed a wrong button in the process of modeling, but I have no idea what exactly.
EDIT: Google-Drive Blend File


texts: How do I add a list of paths in the Blender preferences manually?

texts:
In the Blender preferences I would like to add paths to external resources, but I don't really know how to do it, I am aware that I can register a StringProperty property this way in the preferences:
class MyAddonPreferences(bpy.types.AddonPreferences):

    bl_idname = __name__

    path: bpy.props.StringProperty(name="PATH",subtype='DIR_PATH',description = '')

So I can access the path chosen by the user in this way:
preferences = bpy.context.preferences.addons[__name__].preferences
path = preferences.path

However, this is limiting if the resources can be multiple and chosen by the user. For example I would like to be able to add some other path of your choice with an "Add" or "Remove" button.
Basically I'm trying to memorize some path in the addon preferences.
I have no idea what the best way to do it is


texts: How to get a plane to emit an object in a fluid simulation?

texts:
I have a question about making a plane emit an object as a particle.
So I am making this scene where balloons are going to fly through a subway corridor and I am trying to make the particles come out of a plane but when I bake the simulation, nothing comes out of it.

Here is the .blend file so you can take a look at it.


texts: My particles are vanishing after 250 frames, not sure whats going on. (Lifetime is set to 350)

texts:
Not sure whats going on with my particles here, they are vanishing after 250 frames :

My particle settings:

Sadly google search results are a bit tough to filter through for anything blender. Hopefully one of you know what the deal is.


texts: Cannot select individual bones of armature appeneded from 2.80 into 2.79

texts:
for some strange reason I can't select bones in pose mode on an armature I've appended from 2.80 into 2.79. It looks like all of the bones are selected, however I can still rotate and move bones if selected in the outliner. Bones will not display as selected either.

The 'selectable' icons are all on, meaning I should be able to select any bone, however this is not the case. No bone will become selected if clicked on in the 3D viewport only if manually selected in the outliner. This is a huge pain and I cannot seem to find a tool to make the skeleton normal again.

Any ideas?


texts:
I'm extremely new to Blender, and the first thing I've set out to do was to make a mesh and animate it; just so I get an overall feel for the software and what it can do.

That said, I need some help in trying to rig a (supposedly) robotic mesh. What I've tried in layers 0 and 10 is to parent separate objects from just one side of the mesh to the armature for testing purposes, but that ended extremely awkwardly and almost nothing moves well (especially the hand which just seem to break apart for some reason when moved).

On a previous attempt, I have also tried to combine all the separate objects of the mesh (Ctrl + J) and parent the whole thing to the armature, but that ended in a "failed to find solution to bones" error.

I'm not sure where the culprit is in the problems I am experiencing above, whether it's just poor mesh construction, lack of bones, existence of the joints as objects, every individual mesh not being merged together as one object, displacement of the origin points, or something else entirely.

I have placed (in the attached Blend file) a copy of the mesh itself in layer 1 and a copy of the armature in layer 11 if it makes for easier editing. It would be really helpful if I'm be shown how proper rigging works using the items on layer 1 and 11 (feel free to modify them as needed), so I could learn from it as well.

Thanks in advance for the input!

Link to the Blend file: http://pasteall.org/blend/index.php?id=49982


texts:
I want to use blender's import-export PDB addon to generate nice images of a bunch of proteins. There are way too many PDB files to do by hand so this requires a script. Unfortunately when I run my script, blender immediately locks up and crashes, so I'm not sure what the problem is.

How do you think this issue can be solved?

Here is the script:

# render-pdb.py
# bion howard - 6 june 2018

# to run:
# open blender console with shift-f4
# filePath = "C:\\Users\\bion\\Desktop\\hack\\scrapers\\render-pdb.py"
# exec(compile(open(filePath).read(), filePath, 'exec'))

# imports
import bpy, os

proteinsPath = "C:\\Users\\bion\\Desktop\\hack\\scrapers\\protein"

def clear():
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_by_type(type='MESH')
    bpy.ops.object.delete(use_global=False)

    for item in bpy.data.meshes:
        bpy.data.meshes.remove(item)

# loop thru folders
for dir in os.walk(proteinsPath):
    proteinPath = dir[0]

    # loop thru pdbs
    for file in os.listdir(proteinPath):
        if file.endswith('.pdb'):

            # set background transparent
            C.scene.render.image_settings.color_mode = "RGBA"
            C.scene.render.alpha_mode = "TRANSPARENT"

            # get the path to the pdb file
            pdbId = file[:-3]
            pdbPath = os.path.join(proteinPath, file)

            # import the pdb file to blender
            pdb = bpy.ops.import_mesh.pdb(filepath=pdbPath,filter_glob="*.pdb",use_center=True, use_camera=False,  use_lamp=True, ball='0', mesh_azimuth=32, mesh_zenith=32, scale_ballradius=1, scale_distances=1, atomradius='0', use_sticks=True, use_sticks_type='0', sticks_subdiv_view=2, sticks_subdiv_render=2, sticks_sectors=20, sticks_radius=0.2, sticks_unit_length=0.05, use_sticks_color=True, use_sticks_smooth=True, use_sticks_bonds=True, sticks_dist=1.1, use_sticks_one_object=True, use_sticks_one_object_nr=200, datafile="")

            # make media folder
            mediaPath = os.path.join(proteinPath, "media")
            if not os.path.exists(mediaPath):
                os.makedirs(mediaPath)

            # take a screenshot
            screenshotFileName = pdbId + ".png"
            screenshotPath = os.path.join(mediaPath, screenshotFileName)
            bpy.ops.screen.screenshot(filepath=screenshotPath, full=False)

            # clear everything
            clear()

thanks in advance,
Bion @ Bit Pharma


texts: How do I prevent the body mesh from protruding through the clothes mesh?

texts: I have tried deleting vertices, but that doesn't work. Is there another way to hide this problem?


texts: How do I move a vertex along the normal axis via scripting?

texts:
So I'm looking at using a python script to randomly move each vertex in a mesh back or forwards on the z axis.

I've got it moving on the local/global axis but I'm wondering how I can do this on the normal axis. I've tried doing the following:

for v in bm.verts:
    v.co.z += v.normal.z * random.uniform(-0.05,0.05)

But this also only seems to move the vertices up and down, not outward like they would do if moving along the normal axis manually.

Anyway I'm probably missing something pretty simple here so thanks in advance.


texts:
I have 4 animations (one of each leg and arm of my lego man).  I want to be able to loop these animations multiple times throughout the scene to make the man walk.
Currently in the NLA Editor it has a separate track and action for each object (so 4 actions).   This is a bit of pain as every time i want to add another walk loop i have to duplicate all 4 actions.
I'd like to be able to merge, or link all 4 actions together into one "walk" action, so that I can just duplicate that 1 action to have the man do another walk cycle.
Is it possible?  And if so how?  See example of my NLA editor below:


texts: Holes in Mesh, when using Subdivision Surface Modifier

texts:
I'm currently tinkering around with some Blender tutorials.

I created a lowpoly body, but when I apply a subdivision surface modifier, I get those weird artifacts/holes in my mesh.

Any idea what could be the reason for this?


texts: Blender RGB masking with segmentation. How to? If possible

texts:
I have a 3d small garden with 15 plants. Each plant have leaf objects. Formally they are just a leaf objects with different XYZ location/rotation/scale.
Take a look

I want to get something similar to this image:

I need to make an RGB mask of my garden? How do I make it?

I'm thinking of creating a new materials and give them random coloring and then apply materials on my leaf objects, that would work too I suppose, but I believe there should be an easier and better way.

Here's my script:

for obj in [o for o in source_collection.objects if o.type == 'MESH']:
       for i in range(1):
           for obj in [o for o in source_collection.objects if o.type == 'MESH']:
               # get a copy of the object
               new_obj = duplicate( obj, destination_collection, False )
               # ** Make your random transforms here **
               RGBMask = bpy.data.materials.new("RGBMask")
               bpy.context.active_object.data.materials.append(RGBMask)
               bpy.data.materials["RGBMask"].diffuse_color = random(), random(), random(), random()
               rotateX = round(uniform(-20,20), 2)
               rotateY = round(uniform(10,50), 2)
               rotateZ = randint(-760,760)
               scaleX = round(uniform(0.3,1), 2)
               scaleY = round(uniform(0.3,1), 2)
               scaleZ = round(uniform(0.3,1), 2)
               new_obj.scale = ( scaleX, scaleY, scaleZ )
               new_obj.rotation_euler = (radians(rotateX),radians(rotateY),radians(rotateZ))

It creates new material called RGBMask, but applies it for all of my objects, but I need to have each leaf have it's own color. I'm new to python and blender, so any help is highly appreciated


texts: How to set up render layers for large project

texts: I am working on my biggest project yet, it’s a video of the Falcon 9 rocket launching and landing from a launch pad.  It’s around 4500 frames long.  How would a professional animator split up the render layers? Do I render everything in the scene on one image or do I split up smoke then split rocket then split the rest in separate layers for composting and color grating?  How would a professional go about this? Thanks for any help!


texts: Why can't I get the foot and the ankle move with the rest of the leg?

texts:
I have parented and connected the bones of the armature:

Yet, when I move the upper leg, the toe and the ankle don't follow.

And I when I go to Pose Mode, the ankle move but I can't apply IK to the toe:

What can I do to get the toe and the ankle to move with the upper leg without deforming in Pose Mode?
My .blend file can be found here:


texts: How do you close windows/tabs in 2.8? I've tried a lot of stuff, but always end up opening up more.


texts: Adding random noise to a mesh -- programmatically (bpy.ops.mesh.noise)

texts:
Trying to draw a scene by a script that is started by a single click, ran into problem creating bumpy terrain.

It is easy to create a slightly bumpy ground using mouse and keyboard -- create  plane, subdivide, add material, add cloud texture, and click 'noise'.  However, all attempts to do the same programmatically have failed:

bpy.ops.mesh.primitive_plane_add
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=subdivisions)
bpy.ops.object.editmode_toggle()

mat = bpy.data.materials.new('INVOKE_DEFAULT')
mat.name = "GroundMaterial"
bpy.context.active_object.data.materials.append(mat)

tex = bpy.data.textures.new('CloudNoise', type = 'CLOUDS')
texSlot = mat.texture_slots.add()
texSlot.texture = tex

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.noise(factor=1)
bpy.ops.object.editmode_toggle()

The above code does the noise -- sort of, it does not take the texture as input, so the plane remain plain, it is merely shifted along z-axis.

Copying code from the code console runs in the read-only constraint on the first line:

bpy.context.area.type = 'PROPERTIES'
bpy.context.space_data.context = 'MATERIAL'
bpy.ops.material.new()
bpy.ops.object.material_slot_assign()
bpy.context.space_data.context = 'TEXTURE'
bpy.ops.texture.new()
bpy.data.textures["Texture"].type = 'CLOUDS'
bpy.ops.mesh.noise()

How can I set the 'active' texture, or to navigate to the properties -> textures tab programmatically?


texts: I make a new scene, create a light, any light press R and it doesn't rotate the beam of light at all. I am sure I have rotated lights before. Is there something I am missing?


texts: How to achieve this rigging-animation effect?

texts:
Is there a way to achieve a similar effect in Blender: https://youtu.be/g532sTE1bEk?t=2038 ?

So when we move the head of the dragon the rest of the body moves smoothly, looks like some sort of inversed kinematics but it's different...


texts:
I've tried deconstructing the Rigify addon to isolate the script part that handles IK/FK snapping, but so far I've had no luck. Rigify is a very nice tool, but I'd like to get the snap functionality into a simpler script that could be applied to any type of IK/FK bone setup. It's worth noting (though it may be obvious :P ) that I'm relatively new to Python in Blender.

I usually have 3 separate bone chains in my IK/FK setups:

"Main" chain with two "copy rotation" constraints on each bone alternating between IK/FK-chains

FK control chain with 3 bones: FK_a, FK_b and FK_c

IK control chain with 3 bones and swivel control: IK_a, IK_b, IK_c and an IK_swivel

Then I have drivers that handle the switching of the constraint weights.

I have a relatively good grasp on making UI items, so I'm thinking the simplest approach to snapping would be to have Python commands that gets and sets rotation and location, something like:

FK to IK UI button:

FK_a.rotation = IK_a.rotation

FK_b.rotation = IK_b.rotation

FK_c.rotation = IK_c.rotation

IK to FK UI button:

IK_Swivel.location = FK_b.location

IK_c.location = FK_c.location

IK_c.rotation = FK.c.rotation

I remember doing this successfully with Max-script (in 3Ds Max) a while ago, but I haven't been able to find the equivalent solution in Blender yet.
I'm currently putting time into learning Python, so hopefully I'll find a decent solution myself at some point, but I thought I'd put the question out there in case I'm not alone :)

Does anyone have suggestions for how to achieve this? Or maybe knows of another (answered) question on this site, or a good tutorial on the subject? Any help is appreciated, thanks in advance!

Edit:

After a couple tries with the pose_bone.matrix commands I think I am getting close to a simple version of what I was seeking. It is not yet "clean code", but it basically works the way I intended it to:

import bpy

def FK_to_IK():
    armature = bpy.context.scene.objects['IKFK']
    FK_a = armature.pose.bones['FK_a']
    FK_b = armature.pose.bones['FK_b']
    FK_c = armature.pose.bones['FK_c']

    IK_a = armature.pose.bones['IK_a']
    IK_b = armature.pose.bones['IK_b']
    IK_c = armature.pose.bones['IK_c']

    FK_a.matrix = IK_a.matrix
    FK_b.matrix = IK_b.matrix
    FK_c.matrix = IK_c.matrix

def IK_to_FK():
    armature = bpy.context.scene.objects['IKFK']
    FK_b = armature.pose.bones['FK_b']
    FK_c = armature.pose.bones['FK_c']
    IK_c = armature.pose.bones['IK_c']
    IK_pole = armature.pose.bones['IK_pole']

    IK_pole.matrix = FK_b.matrix
    IK_c.matrix = FK_c.matrix

FK_to_IK() # to be added to FKIK snap button

IK_to_FK() # to be added to IKFK snap button

However, I am having a problem with the FKtoIK function; I have to run the script three times, where each run updates one bone in the chain. The IKtoFK function runs smoothly in one go. Any ideas as to why this happens?


texts:
I'm having some difficulties with the bevel modifier in blender.

I am trying to bevel edges using a vertex group. In the picture is the geometry with the vertex group selected.

When applying the bevel modifier the geometry looks like this.

As you can see, the bevel modifier causes an issue with my geometry. I believe this is caused because of the bottom left vert of the selected face.

How can i fix the bevel to not mess up my geometry? preferably non destructive.

Regards,

UPDATE,

maybe it was not clear what i was trying to to. In the picture below, the red lines are the edges I'm trying to bevel.
As you can see the bevel itself is OK, except some geometry issues are happening at the red arrow. I'm trying to find out how to fix this. If I apply the bevel i can manually fix the affected vertices, but I'm looking for something non destructive.


texts: How and when does clipping of RGB values happen?

texts:
I was writing a tutorial on the "Object Info" node of Blender Cycles and was trying to describe what happens when a color node is fed with numbers out side the interval (0, 1). I gave up and just said "strange things happen".

I know how to map values onto or clip them to the interval (0, 1) so I can usually get the effect I'm after but I'm curious and would like to understand how the color clipping works.

The image below show a grid of cubes in the XY plane. They all have the same material as shown. The larger wire frame cube goes from (0, 0, 0) to (1, 1, 1). There are no lamps and the world surface color is set to (0.051, 0.051, 0.051) (default start up).

Outside the wire frame cube all the little cubes seem to act like emission lights. I think this is related to the answer to this question.

What I don't get is the diagonal line of black cubes. For example rgb(2, -2, 0) gets mapped to black but rgb(2, -1.75, 0) gets mapped to red. There are other lines of black cubes if we move the grid of cubes up in z.

For example all of the following cubes are black (-1, -1, 2) , (0.5, -1, 0.5), (-1, 0.5, 0.5), (0.5, 0.5, -1) , (2, -1, -1) (2.5, -3, 0.5).

Can anyone explain how this works?


texts: How do I get a glowing line via textures or materials?

texts: I've built objects that use the Halo material but it has a vertex glow. How would I make a whole line glow without dividing my surface into an absurdly large number of vertices?


texts:
I must be missing something completely obvious.

In Blender 2.8, starting with a new scene (File > New > General) I am looking at a cube, light and camera.  The light doesn't appear to do anything.  If I move the light, nothing changes.  Changing the settings for the light doesn't seem to make a difference, nor does changing the render engine.

I would like to get the light working, so that I can see shadows.  The shadows should move when I move the light.  I should get different results when I change the type of light or its settings.

Your suggestions would be appreciated!


texts: Stop island rotation when using unwrap in the uv editor?

texts: I am working on a function that will make it possible to cut the islands in realtime in the uv editor. The idea is to be able to skip the seam step completely. I have already got this function to work, the problem is that as soon as you unwrap something in Blender the islands get's rotated. Does anyone know how to solve this?


texts: how to send property value as a message sent by multiple object?

texts:
i was working on a game and i need to send multiple property values from different objects through different scenes using message body set to "property"

any ideas ?


texts: When building this building, when I add the brick texture, it's way too big (as should be expeted). And I know I should probably already know this but, how do you get it to scale down? I've triesd adding Texture Coordinate>Mapping>Image Texture and everything turns cream colored.


texts: Toggle Lamp Visibility Blender Game Engine and Python

texts:
I have this Sun lamp in my scene. I need to toggle the visibility of the lamp with the press of a button. I tried using the Visibility actuator, but it does not remove my lamp because visibility in the Physics panel does not apply to lamp values. I thought of a few ways of toggling the visibility of it, but could not get any of them working:

Move lamp to another layer on the same scene
Delete lamp and re-spawn it (I tried endObject() but it would never remove the object)
Change the lamp's brightness value

Remember, this is going to be on a button, so it has to be re-spawnable. If I could get the base code, I can make the toggleable if block myself. Also, this is a Python question. Logic blocks take more time to setup than just a simple script. ;)

Thanks in advance!


texts:
I am refining a Shape Key animation but also working in Graph Editor.
Is there a way to select a Shape Key and have that specific Key highlight in the Graph Editor? Currently it does not do this so I need to select shape key then hunt down that key in graph editor, sort of a slow/impractical way to do this. Is there a setting to link them?


texts: How can I model the dome in the picture?

texts:
I have been trying to model this dome but my result looks exaggerated.
I want the bulge out to be subtle as in the picture.


texts: Separated objects following the original one

texts: When i try to separate objects it all works out fine, but when i wanna move the object and keyframe the motion of it moving from the original one the original one just follows it. I tried uparanting, but it doesn't work. How do i solve this? Is this a bug or a feature?


texts:
I know what normals are, because I took physics.  However, I have this question: why do they exist in blender?

The only use I've ever had for them is negative side effects.  They make my mesh render funny.  Why doesn't blender simply treat both sides of the mesh the same?

What were the intentions of the developers including normals in the program, and not treating both sides of the mesh as if they had the normal?


texts: How do you find the velocity of a cube moving along an axis?

texts: I'm wondering if there is an add on that could let you find the velocity of a cube moving along the x axis or if you would have to use code.


texts: Blender 2.8 I want to select the vertices, edges and faces that are on the front ONLY

texts:
I've been using blender since v2.74, but I'm still a rookie at some of the stuff. I'm using 2.82 now and whenever I use polybuild or even normal selection in edit mode, and try to move the vertices that are front facing I can't do it without accidentally selecting the ones on the other side or back facing - even without xray on. It's a small issue if what I'm doing is a small task, but I'm having a hard time now with my character's retopo...
I don't know much, but to work around it I've just been separating faces in edit mode so I can edit each set as separate objects then mirroring and rejoining both sets. But I'm doing the ears now and it's annoying to do all that all over again because it takes a lot of time. I just wish there was a way to remove this feature because it wasn't there in previous versions before 2.8. Is there a way to just limit the selection to the visible/front facing vertices in 2.8? Pls help


texts:
When I middle click, as soon as the pen is in hover distance, the blender viewport starts to rotate, and if I were to try to rotate again, the rotation will snap depending on where on the screen I put my pen.

I want it to behave like when I touch the pen to the surface, it starts to rotate as I move the mouse from that position and when I take the pen off, the rotation stops. But basically anytime I have middle mouse down even without touching the screen, it rotates wildly. The same is true if Im trying to zoom or pan.

Also, the emulate middle mouse button doesn't do anything.

How do I fix this? Thanks!


texts: moving camera with HDRI environment texture image

texts: I have a character walking in an environment texture image (HDRI) and a camera pointing at him, if camera is just in the same position, ok!, but if camera is rotating or following a path, there is no relation between the walking charater and the background environment and in some circunstances it seems the character is walking backward (damn!). How can solve this easily? help.


texts: Handler frame_change_pre doesn't work in render

texts:
this works in viewport but not in render.

import bpy
from math import *

def frame_handler(scene):
    z = scene.objects['Lift'].location[2]
    scene.objects['Text'].data.body = str(floor(z / 4.0) - 2)

bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(frame_handler)

How to get it working in render? I've read this answer and changed from "bpy.data.objects" to "scene.objects" as already seen in the script. What am I missing? Blender v. 2.81.16

Edit. Tried that depsgraph thing mentioned in comments and changed to frame_change_post:

import bpy
from bpy.app.handlers import persistent
from math import *

@persistent  # maybe not relevant but doesn't harm anything?
def frame_handler(scene, depsgraph):
    z = scene.objects['Lift'].evaluated_get(depsgraph).location[2]
    scene.objects['Text'].data.body = str(floor(z / 4.0) - 2)

bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(frame_handler)

Now the Text doesn't show up at all in rendered (but works in viewport).


texts: How do i add a mirror modifier to metaballs?

texts: I have noticed that metaballs do not have the modifier option available. I have tried copying and pasting but that is time consuming.


texts:
Blender 2.79b.

Simple script should return indices of camera-oriented faces.

Mesh has two rather similiar directed faces, but code returns only one:

import bpy
import bmesh
import numpy

scene = bpy.context.scene

cam_mat = scene.camera.matrix_world
cam_dir = [e[2] for e in cam_mat][:-1]

bm = bmesh.new()
bm.from_object(bpy.context.active_object, scene, deform=False)
id = [f.index for f in bm.faces if numpy.dot(f.normal, cam_dir)>0]

print(id)

Default backface culling works fine though.


texts: Select multiple overlapping islands in UV Editor?

texts:
I want to select multiple overlapping islands all at once in UV Editing mode. 3dsmax can do this by clicking and dragging a window around my element, but I couldn't find a comparable function in Blender. Not being able to select in UV Editing by clicking and dragging a window is a huge missing feature, or I am not sure how to find it :/

See below:

I want to select the islands corresponding to the fan in the editor, which are around 12. I got them to overlap, but cannot select all of them at once.


texts: How to visualize reflection of a beam or ray

texts:
I need to know how light is reflected on the objects given a fixed spot as light source. The best way would be to render a laser beam, however such laser beam is not easy to design/render and heavily depends on the rendering engine. So I need a more easy possibility to check. Do you have an idea how this could be achieved?

I am using Blender 2.8.


texts: my smoke simulation doesn't render correctly in cycles

texts:
This is my smoke in eevee rendered viewport:

This is my smoke in cycles rendered viewport:

When I rendered an image same thing happened.
I used only principled volume node and attach to volume.
my .blend file


texts: Is there a way to move the pivot point directly of any selection

texts:
Is there any way to move the pivot/scaling point of a selection (not an object) directly? I've moved from Maya and the closest equivilent I can find is the 3d cursor, which requires a lot of extra steps compared to Maya which lets you detach and move the pivot point like it's own object.
Thanks.


texts: How do I fix this simple intersecting geometry?

texts:
I have this shape here I made from curves:

It works fine in renders and viewport but I want to use it as object for boolean but it's not working because it has intersecting geometry:

How do I fix the intersecting geometry to make it usable for boolean?


texts:
This is my first time using blender so bear with me please. When trying to render a turnaround gif I keep running into problems- so far:

The keyframes auto changing to match each other. If frame 1 is 0 rotation, and I change frame 36 to 355 rotation, frame 1 will become 355 as well.
My rig isnt turning with my mesh, despite being parented. this leads to the arms freaking out like so

The platform + tools rotate on a very different axis than the character model mesh does.

any help would be greatly appreciated, youtube and google have been no help with these :(


texts:
Hey everyone, new to blender. Learning the best I can.
Just practising some sun light with cycles render. My renders are coming out smudgy, all detail lost.
All of the render settings are normal, render sampling is at 500. No ambient occlusion or HDRI image.
Am using denoise in the compositing, have tried to research this answer. I boosted my sampling and still smudgy. My textures have a diffuse, roughness and normal map.
If more info is required then I will do my best to give that info.

Thank you for reading this ^^


texts: How to constrain an object's motion with the Simple Motion Actuator

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I've defined a Logic Bricks Simple Motion Actuator which responds to keyboard input to move an object along the Z axis. It works fine, but I want the object to be limited to move from 0.0 to 5.0 along the Z axis. Once it reaches one of those limits I don't want it to move anymore.

I tried adding an Object Constraint, which limits my ability to move it in the editor, but that constraint is not imposed by the game engine.

What do I need to do to impose that constraint on the game engine?


texts: I've made multiple individual objects and joined them when I try to rotate a bone the joined objects don't move.


texts: Is there a way I can make render times longer to avoid overheating?

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Whenever I render a picture above 16 samplings with Cycles, my laptop crashes in 5-20 seconds.
Is there a way I can manually make the render time longer while not affecting the quality of the render, so it doesn't get my laptop so hot it self-crashes to not melt itself? (I'm willing to use Add-Ons and, if there is a denoiser that could make a render with 16 samplings look like a render with 128 or 64 samplings that's okay for me as well.)
I live in a very poor country and can't afford a decent PC/laptop. Maximum I can afford is something below 50$ (Which would hurt my wallet quite a lot).


texts: Is there a standard set of benchmark files to compare Blender installations?

texts: It would seem a reasonable proposition that there should be a standard set of Blender files that could be downloaded by a user for the purpose of benchmarking a Blender installation. I'm not aware of such a suite of files, but that does not mean that I just don't know were to look. If there is such a suite, where can I download it?


texts: So I would like to now if it is possible to make the camera looked as if someone cracked it, or put a scratch in it.


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I am using black & white vertex colors to drive some of the shading on a character model's surface material (cycles), and found that the colors were the opposite of what I needed.

I wound up just swapping the colors on the material's Color Mix node, but now I am wondering: is there any way in blender to invert a model's vertex colors?

EDIT: To clarify, I was wondering if there was any built-in method to directly modify vertex colors.  IE: without using python code or the invert node.


texts: Assigning materials to faces independently in 2 objects with the same mesh data

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I have two objects, A and B, with the same mesh data. I am assigning material M to some faces of A. What I want is to independently be able to assign different material to different set of faces in object B.
All my objects' materials are linked to "Object".
What I observe, independence is only available when using single material per entire object and not when assigning materials to faces. When I do the latter, each object sharing the same mesh data (A and B in my example) shares face selection for each material so there is a link between objects I do not want to have.
Simple example:

Objects: A, B (each has mesh data D)
D mesh data is consisted of faces: F1 F2 F3 F4
Objectives:
- Object A has material M1 assigned to F1 and F2
- Object B has material M2 assigned to F2 and F3
- No other faces have material assigned

PS: I do not want to duplicate mesh data of A and B (of course for project's sanity reasons).
Blender 2.91.0


texts: I'm relatively new to blender but I am wondering if there is a way to press a button to set a rotation for an object in game logic. For example, press up to look forward, left to look left, right to look right, etc. I'm trying to achieve movement like in the Super Mario 3D games as opposed to steering the character to look in a certain direction


texts: Animation Nodes move certain mesh vertices

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I would like to move certain vertices from an animated mesh object along its normals to create a new mesh (or use face normals and create new point). Is it possible to choose certain vertices and also to vary the length of the normal vector.

I am new to Animation nodes and I have no idea how to do that


texts: Enable/disable Force Field function of keyframe

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So I have a simulation where I want some force fields to be working from frame X to frame Y, with the rest of the frames performing other types of simulations... is there a way to achieve this, including via python scripting?

Thanks!


texts: How to make object move but stay within another object?

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I want to make my donut drop, and at the center of donut there is a cylinder. I want to make it so when the donuts drop, they don't go off from the cylinder.

As you can see from the images, the donut is not in the same position on the cylinder anymore.


texts: Why is the preview image better quality than the rendered one?

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First pic is final render, second pic is what is shown on the compositor, can tell me why the one on the compositor has better quality?

This is rendered in Blender 2.9


texts: Is it possible to have Smooth Shading on by default?

texts: Is it possible to have Smooth Shading on by default for every object created? I can't seem to find a way to do this in the User Preferences. Turning on Smooth Shading is an action I need to perform 95% of the time, it would be nice if I could skip it. Apologies if this is more a "feature request" but I think I may have just missed the option in Preferences.


texts: Rendering objects only for left or right camera in 2.8

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I am working on a stereoscopic animation in 2.8 where some objects in the scene should be visible only for the left eye and others only for the right eye.
I use multi-view stereoscopy in cycles. I want to render everything at once as side-by-side stereo images.

(of course I could render them separately by putting them into separate collections, turning them visible and render one eye/camera at once and after then the other. But I want to keep it short)


texts: How can I replicate an object over the surface of another?

texts: I am a beginner and I want to add nails to a cactus I've modeled. How would I go about doing this? I'm after actual geometry not just a flat plane with a texture.


texts: How would I simulate a jellyfish on the ground?

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I want to simulate a squishy body like that of an jellyfish. The goal is to have one frame where it is at rest on the ground to render an image. The point of the simulation is to have it fold believably.

I have tried with cloth simulation but it didn't work at all. It didn't keep the shape and just swelled out like a balloon.

I have tried soft body simulation but I also want the body to fold and not look so much like a rubber objectl

Is it a matter of tweaking the settings?


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When i try to create verts with BMesh i get always the same verts index.

bm = bmesh.from_edit_mesh(active_obj.data)
for i in range(20):
    vert = bm.verts.new((0.0, 0.0, 0.0))
    print(vert.index)

index of all 20 verts will be -1.

How to get right index or correct it manually?


texts: I want to curve an object like a roller coaster using a path

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I want to curve an object to make a path like a roller coaster.

I just made the basic shape (wooden tablet, left and right binary).

How to curve it?

Thank you so much.


texts: Is Blender building the wrong strips into Proxies

texts: I have a small strip I'm trying to build into a proxy, so I can go through and find all the frames I want to lay pictures and text over my videos. However, I try to make a proxy with 1 minute and 20 seconds of video at 50% and it says 1 hour to complete. AM I doing something horribly wrong that is resulting in my entire 3 hours of the movie being proxied? I only want this tiny clip to be built as a proxy. please help.


texts: Facial Animations not showing up in Unity

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I'm pretty new to both Blender and Unity. I've been following tutorials on how to do facial animations, this one in particular:
https://www.youtube.com/watch?v=b8-4IQr6PEg&t=9575s

This all seems to be working perfectly in Blender. However as I bring them into Unity, the armatures exist, with the correct amount of frames, however no animation appears to be playing in the preview. I've also tried bringing it into my game thinking there may have been a bug in my preview windows but no luck.

I've tested my character with a basic animation moving the head as a whole and this works in Unity. I think my problem is to do with assigning the bones to the shape keys (as per the above tutorial). Should this method work with Unity, and if so any suggestion on where I could be going wrong?

I appreciate any help, and any more information please ask! Thanks


texts: Is it possible to use more than 20 layers?

texts: Is it possible to use more than 20 Scene layers or Render layers in Blender?


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There is another issue. (There is alway an obstacle daily.haha)

This time is Weight Paint. And I have no problems painting on other objects, this is the only object that has issues.

Problems are:

When I paint, it only affects the corner of the box. and it does not read this vertex group. Is it because there are no vertices on this face, it only paints on the vertex?
It paints through the box, it should be only on one side of the box. The box has Solidary and Subdivision and paper material.
How could I prevent the sprinkles from passing through the box?
Thanks for your time to review and help me out! :D


texts: I've spent hours trying to use the Automatic Weight option in Rigify, but the left forearm of my mesh deforms(tried merging verts and scaling).  Everything looks fine until I parent them.  I want to keep the generated rig, but are there any alternative methods to attach it to the mesh?


texts: Flip animation along an axis (Mirror animation)

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Good day!
I created an animation of hitting a punching bag with my right hand (skeleton - humanoid), the question arose: how to reflect the animation (along the X axis) so that now there is a blow with the left hand?
I tried:

Created an EMPTI element in the center (0,0,0), made it the parent of the rig and applied a scale of -1 on the X-axis.
This option will not work because the animation and SKELETON will be reflected (bones will also be mirrored)!
I've tried copying frames (Ctrl+C) and pasting them by pressing "Ctrl+Shift + V".
In this case, the animation goes in reverse order.
The trolls wrote that in the liner you can click on the object and choose to mirror along the X-axis ... it's not funny ...

Please, help!


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I' trying to create a vertex group with checker deselect,

and trying to create a vertex group with that selection, but when a select the vertices of that vertex group it selects the entire cube and the selection that I made before gets replaces.

Any suggestion to trying to solve this?

PS:. I'm new to blender so if am going something wrong I would appreciate that someone would point it out to me.

Thank you.


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Sorry a newbie question... I have a UV sheet from a mirrored character using normals and displace.
however at some stage some vertices have been moved resulting in a gap on the textures on one side
I have tried to copy half of the verts to the other side I hoped this would reposition the others to the correct places...but it hasn't seemed to work? infact im not sure if I am supposed to copy and paste to the other side and what settings to use in any case...
Any tips to help fix the uvs.


texts: Grease Pencil not drawing on a flat plane

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I am animating over a mesh plane background with an image. I do the camera move first then draw the figure from the camera view or front view. when I do this the grease pencil plane has a 'curve' to it so by the time I get to the end of the camera move the pencil layer is curved all the way behind the mesh.

any ideas on why I am seeing this behaviour?

thanks!


texts: Bathroom Lit only from the Window - Too Dark

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So my idea was to build a bathroom that is lit only by its window, so I put it together and tried it out, but it didn't come out as I was expecting to, of course I'm a newbie at blender so I thought I ask for some help with it. The result was a too dark scene, besides some light leaking from the walls but that may be simpler to solve, my biggest problem is the very dark room.

I tried increasing the emission strength of the Sun Light I put outside, tried 1, then 14, then 50 just to see how it would be, the render image bellow is with the strength set to 50.

I tried turning off the visibility of the window's glass, it did improve a tiny little bit, but almost not noticeable.

I'm using cycles, the images bellow show the result I got, the solid mode view, outside the bathroom, the node scheme of the sun light I'm using and the node scheme of the glass texture it is used in the window glass.


texts: How change text of text node in animation node at different frame?

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I have a list of texts of different length.
I have an animation node tree and i have succeeded at showing my text list iteratively at a constant rate (example each 120 frames) in text object output node.
My problem is the constant rate because my texts are of different length.
I would like to show in the text object output each text in the text list but with a different duration (example : text[0] = 120 frames, text[1] = 258 frames, text[2] = 76 frames).
I am wondering if this is achievable with animation node tree.

Thanks.


texts: Is there an "easy" way to repeat geo for this practice project?

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I'm making a futuristic katana for practice and fun (inspired by playing Ghostrunner). I have the basic shape done; now I'm starting to add some finer details, like filework along the back. After making one cut (which turned out better than expected), I realized I had no idea how to easily repeat the geo several times along the back of the blade. The blade is curved, so I can't just alt-d the geo and move along the relevant axis, then reattach it to the blade.

I think I could alt-d the geo, then rotate and move it to sit closely in the right spot, but it wouldn't be "perfect." I'll probably just boolean the rest of the cuts and clean up the geo afterward, like I did for this first one.
But, I'm curious: How would you go about adding these circular cuts to this slightly curved blade? If I have to make each one from scratch, then that's what I'll do. I'm just curious if there are more clever ways to do this.
And, if you notice any ways to optimize my edge flow shown in the pictures (or how I can submit better questions), I'd be happy to hear them!
Thanks for your time :)
P.S. What's the best way to share a blend file here?


texts: Scale settings for exporting to STL (for 3d printing)

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I've set my Units (in scene properties) to Metric, and the Scene Scale to 0.01 hoping to get the Blender dimensions it mm's. While the (normal) scale is 1 for x,y,z, the standard cube has the dimensions 2x2x2 cm. When I export this to an STL and open it in a slicing program (Netfabb, Slic3r or Cura) they all give the dimensions: 2x2x2 mm. While exporting, the scale is 1.

What am I doing wrong? I hope you can help me.

Thanks!


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How to mix/interpolate values in blender-python? I tried to google but i did not find the answer.

In Java, C, GLSL there are some methods which do it:

val3 = mix(val1, val2, mix_val)
# or
val3 = interpolate(val1, val2, mix_val)

1) How mix two float values? Example:

val1 = 10.0
val2 = 0.0
mix_val = 0.5

2) How to interpolate float values of two arrays? Example:

array_val1 = [10.0, 2.5, 3.0]
array_val2 = [0.0, 12.0, 75.0]
mix_val = 0.5

Thanks.


texts: Why can't I display this 3D scan correctly?

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I downloaded this model from Turbosquid and I can't seem to get it to display correctly with textures in Blender (am using 2.8). Can anybody suggest a solution?

This is how the model should look in Blender (from the Turbosquid link):

Here's how it looks in my 2.8.

All the textures that should have been packed appear to be missing.

Thanks in advance!
 --Rev


texts: UV Maps - is it possible to use the third channel (W?)

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The Vector of a UV map consists of 3 channels as for any vector in 3D space (whether Generated, Object, World, etc.) and as can be accessed via the Separte XYZ node. The 'U' and 'V' correspond to the 'X' and 'Y' outputs but the 'Z' ('W' in UVW space) is always zero.

Is there any way of assigning values other than zero to that 'W' channel? Obviously not via the standard 'UV unwrap' functions (since those only deal with the surface mesh so W is always zero) - but is this possible via Python?

I have tried using BMesh to assign the UV coordinates as in this answer  but that only assigns uv[0] and uv[1] but doesn't seem to allow uv[2].

I have tried using Vertex Colors as an alternative (as they do allow 3 channels) but those are only to 8-bit precision (ie, 0.0 to 1.0 in 256 distinct steps) and so are far from ideal. The other potential solution would be to store the vertex points in another data structure such as pixels in a 32-bit color image (similar to this answer but storing vertex data rather than object data), referenced via an Image Texture from a vertex ID assigned using Vertex Colors but that's just plain messy - it would be far simpler to be able to use a 3-channel UV map to store 3 channels of float-32bit data.

Any ideas as to how the 3rd UV channel can be assigned or does the code behind the scenes not even store it?


texts: Can you replicate Optics Compensation in VSE?

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The Effect "Optics Compensation" in After Effects is great to compensate the distortion of certain lenses such as Fisheye lenses or wide angle, etc.

I have only so far been able to replicate this in Blender by assigning my photo/video to a plane in the 3D space, aiming the Camera down and using Compositor nodes as such:

But for efficiency purposes - because assigning videos of photo textures to a plane adds an extra step, I would like to be able to use this Lens Distortion to the VSE directly.

I have seen some questions here saying you can link the Compositor to a scene, but I am unable to reproduce and to fully use the Compositor's nodes in video edits, ideally I would like to see the change in effects settings live.

How can the Compositor Node effects be used in VSE in a streamlined way?


texts: Are there any ways to speed up blender compositor?

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I have switched companies for a while, while in my last company we where using Fusion for compositing, in the new one we are using Blender.

I find it a bit hard to transition because of 2 main reasons:

The nodes look very messy because of all the squiggly lines and its sometimes hard to follow a path naturally.

The most important one:

Once you start adding a couple of nodes it becomes really slow, it seems to always be compositing something, if I move a node, it composites, if I make changes to a node that doesn't affect the final image, it composites. I like using the software but it can become very annoying.


texts: Why is texture is rotated wrongly in Rendered view, but fine in Material view?

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I am in Blender Render.

My texture also doesn't show up in Texture Viewport, it's all grey in there, so it may play a role as to what I am doing wrong.

:(


texts: Cycles 2.90 Amdkmdag.sys crash with RX580

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Since a week ago I do have a continuous amount of freezing and BSOD in my computer when i render heavy archviz poly scenes in my gpu+cpu.
The problem seems common with amd's drivers, but maybe someone have faced the same problem and could help me.
Running Windows 10, RX580 8gb, 16gb. Everything stock frequencies.
Thanks!


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I have a problem and was wondering if this is a bug.

I've created some smoke that I would like to render with eevee.
If I change the Alpha Setting in "Film" to "Transparent" I just get a blank, transparent PNG. If it's set to "Sky" I get the smoke rendered but with a black Background.

Am I doing something wrong here?

Thx in advance,
Phil


texts: Sequence of Bones rotate One by One - Controlled by One Bone

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I want to create an armature that has several bones that are all controlled by one bone.  When that one bone is rotated, it will rotate all of the bones, but one at a time.  So when one bone has rotated, say, 90 degrees (or however you decide), the next one will start rotating.  When the second bone has finished, the third will start rotating, and so on.
How can I create such an armature?  The bones do not change position, only rotation.


texts: Hanging lamp attached to a cord animation

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I am trying to make an animation showing a hanging lamp attached to a cord.
I am quite at the beginning regarding to physics (and blender in generell).
So I made a cord, put the cloth simulation on, pinned the top few verticies and put some smooth wind on it. Now I want the the lamp to move with the hanging cable. How  can I do that?


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I use Cycles, I think, because all the videos say it's Cycles.  Mine looks the exact same. and when I made my background transparent by going to:

Properties> Render> Shading> Alpha, and set it to "Transparent."

I'm pretty sure this is how you do it because I looked up a video and that's what he did to turn on transparent background.

But, my background is black for some reason, and I need it to be transparent because I'm using these models for a game I'm making.


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I made some glasses for my character, and gave the lenses a glass material, which works fine, except for the fact that at some angles, when rendered, the lenses turn completely white. I don't think this is reflection, because it does not gradually turn white. One angle it's fine, and turn it ever so slightly and it goes completely white.

I have no clue what could be causing this.

EDIT: I have posted the Blend file on the Blend Exchange so you guys can check it out!


texts: Where can I change mixing of an action in NLA?

texts: I combined two action strips in the NLA-editor but the forward movement fades in (red curve in the image below)  I would prefer to have this linear. Where can I change this behaviour? Action blending and extrapolation doesn't seem to have an effect.


texts: How to correctly separate vertex color data into the R channel on EEVEE?

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for some reason if I add (in the shader tree) the ATTRIBUTE>COL from the vertex color property and channel it to a separate RGB (only making the R channel plug into a ramp node and then to the shader to RGB) I´m not getting a monochromatic channel from the red channel on EEVEE. What I get instead is the red color in the viewport.

How can I correctly make the red vertex color output a mono channel in red?

Also, I´ve been trying the same approach using ambient occlusion and feeding it to a separate rgb node into other channel, but then I don´t get the expected results: If I get a greyscale value on vertex driven by the red vertex color channel I want to multiply it using Ambient occlusion.

It is possible on Modo, Max and Softimage. What am I missing to do on Blender?
Thanks.


texts: Faster way to rotate top view by 180 degrees

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When working in top view I would prefer the view to be 180 degrees rotated along the Y axis like in the image. I can rotate the view when in top view by pressing numpad+6 a bunch of times, but it's a bit tedious to do every time. Is there a faster way than that to do what I want?

There's a related question Can the 'top' view be rotated by 180° around the Z-axis by default?, which asks if the top view can be changed by default, which it evidently can't, by what I'm wondering is if there's at least a quicker way to get to that desired view?


texts: When I Add A Color To An Object It's Always Transparent When Rendering

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When I add a color to an object it's always transparent when rendering or gray in viewport shading tab.
What should I do?


texts: How can I bake vertex animation into keyframes, but make sure that there aren't any duplicate keyframes

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I've seen a sweet technique for baking vertex animation to keyframes by means of creating a shape key for every frame and keying the shape key to come on at the right time. An awesome user on this site (shoutout to Jerryno) wrote a script to take care of this process in one shot. I'm going to go ahead and include that script in my question in case that link ever dies; here it is:

import bpy

obj = bpy.context.active_object
start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end

def insert_keyframe(sk, f):
    sk.keyframe_insert("value", frame=f-1)
    sk.keyframe_insert("value", frame=f+1)
    sk.value = 1.0
    sk.keyframe_insert("value", frame=f)

meshes = []
for f in range(start, end+1):
    bpy.context.scene.frame_set(f)
    meshes.append(obj.to_mesh(scene=bpy.context.scene, apply_modifiers=True, settings='PREVIEW'))

obj.shape_key_add(name="Basis", from_mix=False)
for i in range(0, end-start+1):
    key = obj.shape_key_add(name=str(i+start), from_mix=False)
    insert_keyframe(key, i+start)
    for vert_id in range(len(obj.data.vertices)):
        key.data[vert_id].co = meshes[i].vertices[vert_id].co

for mesh in meshes:
    bpy.data.meshes.remove(mesh)

I've run in to some cases, however, where my vertex animation periodically pauses for a bunch of frames, then resumes, then pauses for a bunch of frames, resumes, etc. It seems needless to have all of those duplicate keyframes/shapes during the time when my animation is paused--and since performance is alright not the best on meshes with tons of shape keys I'd love to optimize the script so that it only creates a shape key/keyframe if the vertex data has changed from the previous frame.

I understand that in the code I'd need to do some kind of comparison between the vertices in each frame, but I don't even begin to have an idea how that would be done. Could someone point me in the right direction?


texts: Moving a vertex of a Bézier Curve moves the origin point of a mesh with array+curve modifier (why and how to stop)

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(Original video: https://imgur.com/a/tHl2RQz)
So, I set up a Bézier curve and made a rope mesh follow it with the curve and array modifiers. Then I hooked up each Vertex of the curve to an empty (Goal is to animate tying knots as tutorials). Everything works like a charm. When I move/rotate the empties, my rope will move and rotate as well. Great!
Only, when moving this one single vertex (the one that has by default(?) red coloured handles), the entire mesh is offset from the curve (or collapsed inwards when I move the vertex along the x axis). Further testing yielded that apparently when moving that vertex of the curve, the origin point of the mesh is moved as well. Has anyone an idea what is causing this/ how to fix this? It happens only with this single vertex, and for the animation especially of the more complicated knots I need to have every single vertex be able to move freely without messing up everything else.
Thank you so much in advance and have a great day!


texts: Move Object aroud curve withot deforming

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I have an Object that should simulates a piece of fabric and bend around a bezier curve wenn moved.
On the top of that Object I want to have pieces of wood, that are connected (glued) to the fabric.
My Problem ist that the wood should not deform when bending around the curve
I tried to parent one piece through Vertex(triangle) but that totaly deforms it

The wood piece does not have any modifiers or constrains and the fabric object has only the Edgesplit and the Curve modifier


texts: Animating MagicaVoxel model with separate parts in Blender

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I'm a beginner on Blender and I'm trying to animate a model from MagicaVoxel on Blender but I'm having problems with the skeleton and weight painting.

I imported the obj file I got from MagicaVoxel and added a skeleton, but I got a problem, some faces of the model are getting deformed too much when rotating a part.

The bottom of the character is deformed when moving the foot and it looks weird. I tried reducing the weight paint on the body so it wouldn't deform but I always have a small part of the body that is deforming.

Is there an easier way to animate characters like this? Should I really use a skeleton for a simple character like that? I'm gonna use the model on Unity after making the animations, is there a better workflow than MagicaVoxel -> Blender -> Unity?


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This is an example. The character's arm is passing through space using all X, Y, and Z axes.

I tried to get the least key, but many keys were created to represent the curve.

I don't have the knowledge to edit 3D animations, so I am not confident to adjust the timing in this situation to create a nice tension sense.

Imagine a moving character with various poses. Rigify will create more channels.

From my point of view, the graph editor is too complex to represent good timing and smooth arcs.

But I think there will be channel management methods and graph editing methods that I don't know.

Please let me know the keywords of the techniques needed to solve my problem and I will study hard.

Thank you.

Additional questions:

I want to be checked by you to see if what I have realized is correct.

3D character animation seems to be better suited to frame-by-frame work, such as drawing animation or stop-motion animation.

Only a few in-betweens are automatic. It is a little convenient point of 3D animation.

Graph editing appears to be effective for camera or simple object motion.

Did I realized exactly?

and what is the best interpolation for in-between?


texts: Why does my environment texture show up in Eevee but not Cycles?

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In the first image, I'm using Eevee with an environment texture -- the star field background is clearly visible.  But, if I change nothing but the rendering engine (to Cycles), the environment disappears.

This is 2.80 beta (2019-01-07).  I get the same result on Windows and Mac, with multiple recent 2.8 beta builds.


texts:
All my bones are mirroring perfectly except for my fingers which for some reason rotate in the opposite direction. Not sure what might be causing this the only thing unique to these are that the tip copies some rotation from the middle finger bone, but I've switched this off and still they taunt me. Here's a video:
https://vimeo.com/513733570 Maybe someone knows what's happening? Thanks in advance :D.
I should also add that this seems only to happen in pose mode, in edit mode it works just fine.


texts: Pre-rendering shadows for textures and sculpting doesn't work

texts:
I just started making models yesterday, and I'm having two major problems so far.
In Sculpting mode none of the brushed do anything after I size the brush below 35px. And even if it works it barely does anything.
So far I tried reseting the Transforms.
And I've searched around the Internet but I ony found a few people having a similar problem.
I'm guessing it's because my mesh is too small for sculpting, because I tried Subdividing it plenty of times and the problem still remained.
The other problems is that I have no Idea how to make a texture with pre-rendered shadows in the latest version of Blender.
I know that in an earlier version (2.79 or earlier) of Blender you could bake pre-rendered shadows as shown in this video: https://youtu.be/-X5QGx2TP_8?t=1612.
Is there any (if possible a simple and fast )way to do that?


texts:
My addon needs just one button currently and I'd like it to work as a start/stop button. But on every button press Blender creates a new instance of the corresponding bpy.types.Operator thus losing any connection to already created ones to stop them. What are the ways (if any) to circumvent this behaviour? How to make bpy.types.Panel button work with the same instance of operator?

The addon in question is accelblend, intended to receive accelerometer data and rotate view accordingly. The operator is modular and keeps running in the background just fine. Source: http://bazaar.launchpad.net/~xintx-ua/+junk/accelblend/view/head:/accelblend_receiver.py


texts: Cant seem to shrink fatten this the way I want

texts: So this root system as you can see have a very thick volume. As -i try scaling it just goes into a smaller rubble, or if I shrink fatten it doesnt respond the way I wish it to do either? Or am I just using the tools incorrectly?


texts: Sorry - beginner's question alert... I'm new to Blender and am slowly getting there, but there's a really frustrating thing I'm struggling with. How to I make a really thin torus? I know if you scale it, it scales proportionately, so have been using Alt + S to Shrink/Fatten, but it seems to snap (i.e. reduce in size by chunky increments) and never gets ultra-thin. I've tried giving it more vertices but this doesn't help. Is there a better way to draw a thin tube (think 'piece of string around a basketball' type proportions)?


texts: Bend svg imported object without stretch

texts:
I want to bend an object without deforming it in such a way that it gets stretched.
In this video i try to animate the construction of the a paper character (to use it as an instructional video). The selected item is one of tje objects I want to bend. As you know, paper doesn’t stretch, it just bends (or folds or tears). The selected object(s) need to bend, in order to enter the hole of the other paper object.
I looked up ways to bend the object, like simple deform, bend around an object or empty but they don’t seem to work for me (with the current setup at least). Either the objects stretches or deforms in a weird way because of the lack of loop cuts.
I don’t think it’s possible to divide the mesh with loop cuts because it is an imported svg file.
Is there a proper way of bending these objects without them being stretched?


texts: I want to smooth only the outer faces of a circle

texts:
I am currently working on a medal where I want a smooth the extreme outer part of it but without touching the rest especially the upper face.  However even when I add one subdivision modifier, I get the result I want but the upper face grove lines emitting from the central circle are ruined.  A you can see in the photos.

I  have marked the edges as sharp (Edit mode/mesh/shading/sharp) but without a result.


texts: I have been trying to rig a weapon, but I don't have much experience. I know how to rig characters though. I don't know about anything, and I am not asking for anyone to actually rig my weapon. I just wanted to know how to do the following rig type: a bone that basically just controls a piece of the object as if you are grabbing it. I just want my magazine come out of the weapon and back in, also, have my entire weapon push back when firing. Any help is appreciated. Thank you!


texts: Why the hair particles doesn´t show up in render mode?

texts:
I´m trying to addd fur to this hat but it´s not working somehow.
The hair particles look like this even in render mode.
Does anyone know what could it be?
Thanks!


texts:
What is the reason when I added a plane the green and red line wont appear at the middle top of the plane

But when  I added other objcts like a cube there are the red and green line in the middle

I have watched some videos and Ive been wondering why,when they added a plane there are the green and red line. While mine is different
I just start using blender last 2 weeks and I am a begginner. I hope you guys will be able to answer my question. Thanks!


texts: Attribute error - object attribute "activated" is read-only

texts:
I am very new at coding and I am doing a school project in Blender. I have a character created and some animations (walk, stand) done. I have a program that moves the character and now I want to make the animations play while I control it.

I have four if statements (if pressing W go forward and all that) and that works. I am trying now to make the “standing” animation play while NONE of the keys are pressed, so I put it in the “else” statement. The armature has an Action actuator in the logic bricks, an I called it with python like this:

else:
    actani.action = “ARMATUREAction.002”
    actani.frameStart = 1.0
    actani.frameEnd = 70
    actani.blendIn = 5
    actani.mode = 4
    actani.priority = 1
    co.activate = (“animacion”)

But when I run it it doesn’t work and it tells me this error:

Attribute error: “SCA_PythonController” object attribute “activate” is read-only

I have been looking for a solution but I found nothing. Could somebody help please?


texts: Hi! It’s my second day in blender and I have made a vase. But for some reason there is lights that shine when I try to change base colour while in viewport shading. I’d just like to set it to green /blue. Help would be much appreciated !


texts: How to get solid shadows cast from obstacles?

texts:
I need clear shadows from the blinds on my character. There are some shadows, but they are very scattered, which, of course, do not seem to exist.

What I've already tried:
1 - Move the blinds point-blank to the character so that the light does not have time to scatter along the way
2 - dripped in the light source settings
3 - Set up different types of light (Sun, point, area, etc.)
4 - Work with the blinds material and drip into its settings
5 - Climbed in render settings
6 - Climbed in object settings


texts: How would you model this part of handle?

texts:
Im trying some handpainting and actuallyi stuck on a part of modeling ..
the handle .. how would you model this part ?

I tried to make use Shrink but didnt worked out as i wanted ..
Maybe you guys got an Idea
Would be Great .
Greetings
Marc


texts: How to create a custom property on an object by pressing UI button?

texts:
I'm writing a tool with a very simple panel with buttons.

On pressing a button a custom property with a specific name is to be assigned to the active object.

The UI should have 2 buttons Target and Clear

Pressing Target button in the UI should create a custom property.
Pressing Clear button in the UI should delete customer property that was created by the Target button (if such customer property is present).

For example, I have Cube and Sphere (names) objects. I would select Cube, then Sphere, press Target button, and Cube will have custom property names "target" with value "Sphere".

Selecting both of them in any manner and pressing Clear button would remove that custom property.

How do I go about making such basic add-on?

EDIT: Here is a mock-up that should explain it all :)

Link to full screen image: http://i.imgur.com/HE2HGyn.png


texts: Blender exporting sharp edges to mesh file

texts: Is there a way to export blender file to any of the mesh file format with sharp edge information? In other words, is there a mesh file format which supports sharp edge information in Blender?


texts:
Like to preface this by saying i have searched the whole internet to no avail, found several people with this problem (usually several years ago) but never found an answer that helped.

For some reason there is a junk action that can not be deleted.

As you can see, all of my actions are fine and dandy except for Cube.040.action.
When I export as FBX into unity, it can often nearly crash Unity because there are all of these junk animations called [Object Name]|Cube.040Action.

This action is not visible in the NLA editor, cannot be cleared in the outliner, cannot be deleted in Data-Blocks and cannot be cleared by python unless I'm missing something.

What leads me to believe it is some kind of bug is occasionally it will appear in the NLA editor, but is not deletable as the expand button does nothing when clicked.

Any help would be appreciated and im willing to upload the blend file if that would be helpful.


texts: In Blender 2.92, I can't see the bloom effect like in the previous versions. Is there any settings to change that?

texts: In Blender 2.92 while using eevee render engine I still can't see the bloom effect, even when it is turned on. Is there any change in settings should I do, or it's a bug in that?