texts: I want to unite every piece of this into a connected unified mesh without anything to clean up afterwards

texts:
tried bool-union clumps with ctrl J,each one and nothing seems to give me that simple 1 mesh. is there a way to convert this without booling each of the scales?, the bumps are going deep into the center egg like shape.

also tried every mesh->cleanup option and they all dont give me what i want. i just want all these little bumps and center mesh to forget they have anything inside and become a shell of their super imposed shells.

thank you for your time reading this.


texts:
Trying to rig a hat so the tail of the hat moves a little but the base does not.
Followed a few rigging tutorials and it worked on a simple baton shape but not on this hat.
I modelled the hat from scratch. So when I move bones it creates strange shapes.


texts:
My object is not showing in Full Render mode.
It is modeled and textured in another software, so in Blender there are no actual textures nor materials connected to the object, but they are there in the 3D view when the Method to display/shade objects in 3D view is set on Texture.
Does anybody know what might be the problem?


texts: Black Texture when baking Ambient Occlusion with Blender internals?

texts:
In my blender file, I have a simple castle in which when I try baking the Ambient Occlusion it generated a black texture. How can I get Blender to bake correctly instead of this black texture?

I been reading on forums about this problem which mentioned about inverted normals but my normals or overlapping UV but I generated another without overlapping UV's and received the same problem. They also being negatively scaled but this model has positive scales ;(

Thanks in advance!

Blender file attached here:


texts:
Hello Blender Community,
I am new to Blender. In the past, I only used CAD Programs (Inventor, Fusion 360). Because of the Rendering and Animation, I try to recreate my models in Blender. One of my first projects would be this Keychain. (I already rendered it in Fusion 360).

First I tried to take a SVG file, convert it to a mesh and extrude it into the Z-axis. After that, I had really bad topology and I couldn't model proper chamfers.

On my second approach, I tried to model it with a Subdivision Surface modifier.  The result was better but still not really good.

How should I approach this Project? Can anybody give me a tip on how I should approach this task? What is the right way to model this in Blender?

Thank you very much, I would really appreciate your help.


texts:
my character that i have models is one object, i want to subdivide the head and other body parts, however i dont know how to keep the one i want with sharp edges to stay

i want to keep the mouth the way it is, sharp, i dont know how to, can anyone help me


texts: Is it possible to get back to `Add mode`?

texts:
After for example a Torus has been added, you can specify major segments, minor segments, radii, etc.

After some clicking around i cant seem to get back to these settings anymore.
is it possible? if so, how?


texts:
i have been interested in 3d animationsince im a little kid, in the last year i decided to actually go for it. The problem is that i live in a 3rd world country, so im trying to go and study in japan. Im having trouble finding an specific degree in 3d animation or special fx. I woulld really appreciate if you could help me with this by finding what colleges actually teach this. Thanks for the help.
Rodrigo Monteros


texts: How do I make emitter particles come to one point?

texts:
So yeah I just want it to look like this(a particle system with gravity off in reverse). Is there something really simple I'm forgetting?
Like this -------> https://www.youtube.com/watch?v=p7Y8KLwU8CY


texts: What is the format for object names in Blender and are there any limitations?

texts:
I've been using Blender on and off for a little while and have recently started trying to use it more for exporting FBX models for use in games. One of the problems I've hit is that I'm not quite sure what the object naming format is and if there are limitations.

Are there any characters I can't use in an object name?
What is the maximum name length (if any)?
Is it possible to have multiple objects with the same name?


texts: My GPU makes a loud noise only when I use Eevee

texts:
I have a NVIDIA GeForce GTX 1080 Ti and just a few hours ago, while working, it started making a weird, pretty loud, sound.
This happens while using eevee in rendered mode and navigating the viewport, but not in developer mode nor with Cycles.

I'm worried about my card, and I can't work like this.

The sound also does not appear while doing benchmarks or playing games, it seems to be connected to Eevee rendered mode only. Turning off certain things like bloom, bumps and so on changes nothing.

Any ideas why this might happen?


texts: The process of rendering animation in Cycles Render

texts:
I am a relative noob to Blender. I have started using it to create animations and motion graphics to use for my video projects.

I made a trophy in Blender and animated the camera to add some motion to the scene. I have seen how to render to AVI or MPEG in Blender Render, but can't find how the optimal way to handle your rendered animation in Cycles render.

I rendered out to PNG's and I have seen some stuff to add the sequence to the video timeline, but after that I am stuck. I guess since I plan to do several short animations for intro slides and effects in my videos I would like to know the "proper or best method" to get the high quality animation into my Magix Video Pro x6 editing program. (They "Magix" advertise on the website to be compatible with Blender AVI files).

So since after I wasted about 40 minutes searching on youtube, google and forums, I am hoping somebody can show me the right method to get my animation into its own video object.  I thank you all in advance... sharing is caring :)


texts: How to get the usual render window behavior when using the render operator for multiple frames?

texts:
I have been trying to get a custom render button to work. The purpose is to render all markers in a timeline. There are examples that use handlers but I could not make it work properly:

import bpy
import os
import time
from bpy.types import Operator, Panel

class Marker_OT_Render(bpy.types.Operator):
    bl_idname = "render.markers"
    bl_label = "Render markers"

    def execute(self, context):
        # Variable to continue or stop rendering
        complete = False
        rendering = True

        #output path
        output_path = bpy.context.scene.render.filepath

        #for filenaming
        itemmarkers = bpy.context.scene.timeline_markers.items()
        rendername = []
        rendername.clear
        for m in itemmarkers:
            rendername.append(m[0])

        #render limit verification
        maxframe = bpy.context.scene.frame_end + 1

        #position frame for the modal script
        bpy.context.scene.frame_set(bpy.context.scene.frame_start - 1)

        return {"RUNNING_MODAL"}

    def modal(self, context, event):
        if complete == False:
            if rendering == False:
                sc = bpy.context.scene
                sc.frame_set(sc.frame_current + 1)
                if sc.frame_current != maxframe:
                    sc.render.filepath = os.path.join(output_path, rendername[sc.frame_current] + ".png")
                    bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)
                else:
                     complete = True
                return {"PASS_THROUGH"}
            else:
                time.sleep(5)
                return {"PASS_THROUGH"}
        else:
            return {"FINISHED"}

class Render_PT_Buttontest(Panel):

    bl_label = "Render Button Test"
    bl_idname = "SCENE_PT_RENDERBUTTON"
    bl_category = "Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        col = layout.column(align=True)
        row = layout.row()
        row.operator('render.markers', text="Render Button")
        layout.separator()

def register():
    bpy.utils.register_class(Marker_OT_Render)
    bpy.utils.register_class(Render_PT_Buttontest)

def unregister():
    bpy.utils.unregister_class(Marker_OT_Render)
    bpy.utils.unregister_class(Render_PT_Buttontest)

if __name__ == "__main__":
    register()

Q: Is there any way to get the render window when rendering these frames in the timeline?


texts: In the folder how do I make blender files show a preview of themodel?

texts:
In the folder where my models are saved, it used to display an image of that model in the icon but after updating my computer, it just displays the blender icon. Does anyone know how to change it so it shows a rendered preview of the model?

Here's a screenshot to show what I mean:

It used to display the model in the preview instead of the blender icon and I even tried rendering a view, saving it, closing blender and refreshing the folder but that didn't work.

Does anyone know how to do this? I'm using windows 10 and my computer model is an MSI all in one touchscsreen gaming PC. Also I think my GPU is intel and it comes with Nvidia but I turned it off since it kept messing with blender but this was way before this file display issue happened, so I don't think it's the cause.


texts: I want to take down the walls of my house.  I extruded them and saved, but now I can't control+z to fix\change anything.  If I want to take all my planes down to zero as if they were never extruded, how do I go about doing that?


texts: Soft body not staying contained in rigid body

texts: I am fairly new to all this but I have been trying to do a motion graphic of a (balloon-like) soft body inflating and staying contained in a rigid body (cage). I have set the inside sphere to 'soft body' and the outer sphere/cage to 'collision'. Yet the soft body extends further than the cage and they don't interact at all. If someone could help me with my problem it would be greatly appreciated.


texts:
I'm currently attempting to sculpt onto a cube with a subdivision multiplier and when attempted I don't appear to get any results unless my brush is at max size but this distorts the entire object in undesirable ways.

I believe it has something to do with blender thinking I'm using a pen, when in fact I'm using a mouse so it isn't receiving pressure but i don't know how to change this setting.

Any help would be greatly appreciated <3


texts: How to model a globe with an elevated honeycomb pattern?

texts:
My English is not good and We don't have lots of Blender tutorial or lesson. I write this question in this site.

I am wondering how to make paneling model in blender

this is a continent model on surface.

i try to make this with particle system. but the particle system is overlap each hexagonal module and contol density hard.

there is no volume select modifier like 3ds max in blender?
and better scattter (paneling) solution in blender?

Answer for me~~Thanks~


texts:
Image 1:

Image 2:

Any help or thoughts would be awesome!


texts: I can't get an arrayed object to follow bezier curve

texts:
I've done this hundreds of times in 2.7x but in 2.81 I just can't get it to work no matter what I've tried. Sample file attached. I have a simple object I want to array to be, say, 5 kilometers long. I have bezier curve I want it to follow.  It just doesn't work and gets twisted and distorted in weird ways. What on earth is wrong... Same scale, same origins, same orientations. What I want is to make it follow the path of the bezier curve, like a road.

https://www47.zippyshare.com/v/gs2pl6wj/file.html


texts: The Blender GIS adon did install both on a Mac and PC. When I tried to extract 3D terrain data, it gave up with the enclosed error-message. Anyone have experience?


texts: Recreating gloss from older version of Blender

texts:
I am using Blender 2.92.0 and learning from the Andrew Price earth tutorial in Blender 2.76.

Using the same steps, my lighting and/or material looks significantly different:

Notice that the scattering seems different, like the roughness of the surface or the intensity of the lighting does not match up. Andrew's has a distinctive haze around the edge. I can get a more similar effect by increasing the Glossy BSDF roughness to 0.36 and giving the sun a slightly different angle, as shown below, but I'm just curious about the possible cause of the difference?

Here's the setup for the original images above:

I redid the first few minutes of the tutorial twice to make sure I hadn't missed anything.
In general, do shader setups tend to produce different results across different versions of Blender? In other words, is there some sort of "hidden state" that does not carry over, either due to rendering engine changes or modifications to the shader components themselves?
Thanks!


texts:
I imported sound in video editor, cut it as needed and did animatics in sync to the sound using 2D animation tab. But when I render the same my output is a blank frame.
Possibly because I am not able to see the completed 2D animatics in the sequencer. So how do I import the same video sequencer and then I can render a FFmpeg video.


texts: H.264 exported video stutters in windows media player & won't load in Premier editor

texts:
When run in Windows media player or the W10 TV&film player there are duplicated frames ...f21,22,22,23  or even freames in the wrong place. I have loaded them back into Blender and stepped through the frames which appear to be in the right place (when viewed inside Blender's VSL)

Does anyone know anything about this, experienced the same problem, found a solution?

Also, I prefer to edit in Premiere, but when it loads these Blender h.264 files the frames come in some strangely partially random form... 1,1,1,1,2,3,4......18, 19, 1, 20,


texts: How can a texture converted to be tileable (seamless)?

texts:
When using photos as textures they are usually not tileable and create patterns like:

Is there any method in Blender to make images tileable?


texts:
I have this object:

I want to make wall faces for all of its outer edges, but only on the top, so there should be no faces on the bottom of those edges.

I have tried Loft and Bridge from LoopTools, and I also tried to select them all then press F, which obviously just makes a lot of faces connecting each edge to each other edge.


texts: How to make a see through silk material?

texts: I have tried a couple of things now but can't seem to get the material just right. I am trying to create a white blouse material that looks like the picture below. Has anybody got some tips or maybe some samples that are close to it?


texts:
I am making this house. But you see the highlighted faces in my door?

I don't know where they came from. I tried to delete them by pressing X and then choosing faces  but it doesn't do anything..


texts: I want to be able to select the edges freestyle determines (e.g. silhouette edges), and then, say, draw only those silhouette edges from another view. Is it possible?


texts:
Can I open GUI window from bpy module and control scene from script?

Example:

import bpy
bpy.context.window_manager.windows["Default"].open()


texts: looping animations inside a project without copy pasting keyframes

texts:
I was wondering is it possible to for example make a cube move left and right and fix that animation to the object so that it keeps moving left and right regardless of whether I have created fixed key frames? I think the physics options com closest to what I'm trying to get at but that works of course a little different.
I would like to for example loop complex animations infinitely in a file so I can meanwhile create other animations that aren't looped inside the same file without having to constantly add keyframes whenever the project becomes longer.
I would guess that's possible because in a game a turret might have a looped animation inside the game for movement


texts:
I want to make a part of my model glossy but I'm not sure how I should go about doing it.

I tried using vertex groups to separate the none-glossy from the glossy part but I get a seam.

I tried editing it in Photoshop but I can't get enough gloss. Do I just make it more and more white to make it more glossy?


texts:
So I recently started using bleder and decided to make a Lightsaber, However after a bit of time modeling i found that the end had a slightly black flicker effect, can any fix this please.
Thanks -Jake.


texts:
I am attempting to install the Oscurart tools as found in https://github.com/oscurart/BlenderAddons. I tried other sources first but no luck with them either.

I have Blender 2.76 2015-Nov-04 on a Mac running 10.11.3

After downloading the zip file from GitHub I used install from file in the Add-ons pane of Blender's User Preferences to install the zip file. I don't get any notifications from Blender that I see as to a result but it goes back to the Add-ons list.

The files do all appear in ~/Library/Application Support/Blender/2.76/scripts/addons.

Quitting Blender and restarting it even with all three support levels selected and All categories the tools are no where to be found. I've looked at all the other answers related to installing addons I can find and have come up empty.

Does anyone have any clue what is going wrong?


texts:
I'm trying to simulate a fluid that gives me a fresh paint effect, once it is on the object the liquid drips and lets the object dirty (with some drops)
Actually, the "best" result i got is setting high viscosity, low speed for the fluid and no slip for the obstacle, but in any case the fluid does not stick to the object.
Any suggestion?

Thanks


texts: How to get rotational difference to work correctly?

texts:
I am following this book on animation, and I cannot understand this particular part. You are supposed to create a corrective shape key, to make the character's belt look good when the leg is posed forward in an extreme way. You can see the part of the book I'm talking about in the link (it's a legal free Google preview).

I don't understand how to create the target bone he talks about. I go into edit mode and extrude one out of where the thigh bone comes out, but it doesn't look green like the others. In his picture they are all green, mine are too, except for the new one I create. I went ahead and created the driver anyway, and used that bone as the target bone, and the right DEF.thigh bone as the other bone for the rotational difference, but it isn't working correctly. It's like the shape key activated in the rest position too. Here's what it looks like.


texts: Easier way to switch between Texture Paint Brush Types

texts:
In Blender2.9,clicking on brush type icon on the left tools menu doesn't switch between brush types.
There is a roundabout way shown in video below but this ends up creating a lot of spare brushes.
What is the best way to switch between brush types?


texts: Can a modal operator start on mouse down (instead of being invoked after mouse release / mouse up)?

texts:
Basically, I like to implement something similar to the

color eyedropper
select object eyedropper
dragging a color directly from a FloatVectorProperty type='COLOR' to a color field like the diffuse color.

So on 'left mouse press', the modal should start, and on 'left mouse release' I would like to call execute().
My problem is: I can only start a modal after a mouse click (after press & release).
How can I make it invoke() on mouse press, but before release?


texts:
I'd like to make an animation of a vending machine.  I'm looking for some pointers on how to make the coil turn and drop a snack.

I've made the coil from this link.  The coil is on a hard surface and there are two walls on either side of the coil.  I don't know how to approach the problem of getting the coil to turn and getting a box to move forward and then fall.  Any tips would be appreciated.


texts: Image Alpha Background Renders Black when using “Import Images as Planes” 2.0

texts:
This is a question about an old question which can be found here. I also found an answer to that question by Cegaton, though the instruction in the answer didn't help me, and I suspect that it might have only worked for the older version. So I'm using Blender version 2.78, I enabled the "use alpha" and it still doesn't work in any view, I used Gimp2 for the alpha channel and exported it into png, and imported as a plane using the addon, the plane is still a picture with black opaque background.

Screenshots:

Picture in GIMP2

Exporting the picture as Png

Importing the picture as a plane

Choosing the picture

The plane in object-solid view

The plane in object-texture view

An Image for you to test on:
Please note I am not sure if the alpha channel will stay there if you download it please let me know down in the comments.


texts: Encoding Vertex Position into Vertex Colors

texts:
I got a model in -1 to 1 space and I want to encode each vertex position into the the vertex color for future use. There seems to be nothing by default to do that so I will have to use a custom script for that. I have never used scripting in Blender so I am a bit lost on how to access its data etc. and could use some help.

The pseudo code would be something like this:

foreach vertex in mesh.vertices
    vertex.color = (vertex.pos * 0.5) + 1


texts: Is there any way not to render the combined pass and only output the passes I need?

texts:
I want to output multiple passes using the File Output node in the compositor.

However, Blender's default output directory works together and outputs a combined pass.

When I type no directory in the input box, an image is created in the folder where Blender is installed.

I feel it like a waste of CPU because I want to get only another passes.

Is it necessary to output the combined pass in Blender?

Or is there any way to only output the passes I need in the compositor?


texts:
When I render my model I get this:

But I want it to look like a rendered version of this:


texts:
So I opened a TurboSquid blender file in Blender and edited the object mesh but when I select it in object mode and export to fbx or obj it only exports the original unedited mesh.

Any ideas?


texts:
This may sound strange, but I have need for a boolean operation that only cuts the edges of the target, and these are the only new vertices that are created.

Best explained with a picture:

First: Two objects || Second: Usual Behavior || Third: Desired Behavior


texts: Is there a way to make Paint3D's hand drawn soft edge shapes in Blender?

texts: In paint 3D there is a tool that allows you to hand draw a shape and paint 3D will convert it into mesh with soft edges, is there a way to recreate this workflow in blender?


texts: Blender Reads Some Videos' Frames Incorrectly (duplicates + skipping)

texts:
I'm attempting to use Blender as a precision video editing tool.  I have a few dozen short videos recorded with NVidia's screen recording software.  Ostensibly (according to NVidia), they are all recorded at 30 FPS, and each one plays back correctly in VLC.

About half of these videos behave correctly in the video sequence editor of my 30 FPS project.  I can scrub from one frame to the next in Blender, and each frame of the video clip appears correctly in the preview (and when rendered).

The other half behave quite oddly when scrubbing and rendering.  It's as if every even frame appears twice, and the odd frames are skipped.

This is not exactly what's happening, but that's what it seems like.  Certain frames are duplicated, while adjacent frames are skipped.

This causes the affected clips to render out slow and choppy.  Anyone have any suggestions for a remedy?

My sincere thanks for any insight,


texts: 2.8's Grease Pencil: Is it possible to scale several frames at the same time?

texts:
I was wondering if it was possible, in Draw mode, to select several (or all) shapes of the same Grease Pencil object and scale/move/rotate them together. For example here select both the star and the spiral, here displayed all at once because the "Onion skinning" option, and scale them up, which would mean have an simultaneous influence on different keyframes.

Thanks in advance!


texts:
I have 2 plane on top of each other. Im try to rotate the below plane so that the top plane also move up and rotate in the same angle 45 degree as shown below. I try to add a copy rotation constraint but for me did not work or im confused.

I tried to rotate the base mesh but the top mesh did not rotate just rotate little over there. What else missing or how can i achieve this. Any suggestion or help. Thanks
I tried this so far I have deleted the empty and parented the low plane to top and given copy rotation to below. The below plane is rotating in 45 degree but the top does not. Any suggestion.


texts:
How can I model this, . I've only started to try, but im a newbie and feel like I'mma fail at making it look like a dome with the curvature. Any advice or comment would be much appreciated! :)
The "progress"


texts: How can I render out Objects with Transparents but without Background?

texts:
I want to render out only the trail that I can composite it individually.
So when I render it out without a Background -> Transparent Background, then my Trail looks grey and is really hard to see.
I hope you can help me out it is really important for me to know how to fix it.


texts: Moving a movie strip into next free channel

texts:
If a script tries to move a movie strip to a channel that is full, does the script abort with an error?

Is there a flag I could use, to increment the strips channel so it moves the strip to the next free channel?

How could I do this?


texts: How do I export my armature and pose library

texts:
I am trying to export an armature and a pose library from my .blend file so that they can be loaded in to any .blend file. The ultimate goal being to start with an empty file, load the armature, load the pose library, load the mesh to parent to the armature and take it through the poses in the library.

Thank you in advance for your help!


texts: Is the add landscape button really just a pre-made Mt. McKinely?

texts:
In the add mesh menu, If you click on the button labeled Landscape, It will add a relatively cool looking mesh.

However, once I put my favorite color on it, This mesh seems pretty useless.

It actually looks kinda like Mt. McKinely

The only possible use I can see is if I wanted to go into sculpt mode and modify it further, Then it could have some use as a base mesh to save you some time instead of sculpting from a plane. Is there actually any practical reason to use this button? or is this feature just another pre-made mesh like Suzanne and teapot?


texts:
I've been lurking on many tutorials now, still doesn't fix my problem.

I have this level I'd like to paint texture on.

When I do, it gets me crazy-ugly-uncomprehensible results like this.

I tried smoothing it, multiple texture settings adjustments, it keeps messy.

Hours, days I've been crying over this.

Thank you very much for your help.

(a very secondary problem is I just want the normals/ambient occlusion to be painted, without the colour)


texts:
The script I have now imports an fbx, deletes the existing material and assigns a material that comes with the .blend scene. Then the idea is to bake out the cycles normal after, but I'm getting a context is incorrect error no matter what I try upon baking, everything until that works correctly. Any help is appreciated!

import bpy
import time
bpy.ops.import_scene.fbx(filepath = "C:/temp/TEMP.fbx")

time.sleep(2)

for ob in bpy.context.selected_editable_objects:
    ob.active_material_index = 0
    #bpy.context.active_object= ob
    for i in range(len(ob.material_slots)):
        bpy.ops.object.material_slot_remove({'object': ob})

ob = bpy.context.selected_editable_objects[0]

# Get material
mat = bpy.data.materials.get("Prexisting")

# Assign it to object
if ob.data.materials:
    # assign to 1st material slot
    ob.data.materials[0] = mat
else:
    # no slots
    ob.data.materials.append(mat)

time.sleep(2)
bpy.ops.object.bake(type='NORMAL')

Resulting in:

RuntimeError: Operator bpy.ops.object.bake.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console


texts:
I have been working on an iron man helmet mesh, and I decided to add the solidify modifier, but it seems to do some strange stuff around the eyes. Any help?

Just to clear up, some zoomed in images:


texts: I downloaded a model from someone but noticed the textures take up way too much space. Is there a way I can replace this images with lower quality images without having to replace them in the shaders?


texts: How to change the orientation to resize?

texts:
I don't know what I did, but now the resize follows the cursor, When I resize the object goes away. How can I change the orientation to the object again?

Note: I hid the cursor because I think this could solve this problem, it is at the world origin.


texts: How can I get the vector value of the normal of a selected face using the Blender Python API?

texts:
I found one solution where I can sort-of get it mathematically by getting the cross product of the vectors in the face, but I think I'm losing accuracy since its all in floats, and rounding the array doesn't really work for what I'm doing.

I'm doing because I need a way to compare the angle of each of the faces to tell if faces are 'parallel' to each other. (not sure if 'parallel' is the right word in this case)

This is the math script that's sort-of working for me

p1 = np.array(co_list[0])
p2 = np.array(co_list[1])
p3 = np.array(co_list[2])

v1 = p3 - p1
v1 = p3 - p1

normal = np.cross(v1, v2)

This is my test geometry

And this is an example of the 'parallel' faces I was talking about (if there's a better term for this please let me know.

I feel like the best way to do this is by getting the direction of the normal for each face and comparing them.
Does anyone know of a way to extract the normal value of the face using the blender API?


texts: I don't understand the logic about this stretch, what i'm doing wrong


texts:
I am traying to make a popup menu that will add a modifier if the object has none and then draw the menu, or just draw it if the modifier is already on it.
But i am not sure how to go about it, the script i have is working, but it only adds the modifier after i close the panel. Tried creating another class just for the operation but didn't work also.
import bpy

class DC_MT_popup_star(bpy.types.Operator):
    bl_idname = "popup.dc_star"
    bl_label = "Str Popup"
    bl_space_type = "VIEW_3D"

    def execute(self, context):
        pass

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_popup(self, width=200)

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        split = layout.split()
        col = split.column()

        ob = context.object
        mm = ob.modifiers

        row.label(text="Bevel")

        if "Bevel" in ob.modifiers:
            col.prop(mm["Bevel"], "width", text= "Offset")
            col.prop(mm["Bevel"], "segments", text= "Segments")
            col.prop(mm["Bevel"], "angle_limit", text= "Angle")
            col.prop(ob.data, "auto_smooth_angle", text="Smooth")

            col = split.column()
            col.prop(mm["Bevel"], "limit_method", text= "")
            col.prop(mm["Bevel"], "use_clamp_overlap", text= "Clip")
            col.prop(ob.data, "use_auto_smooth", text="Auto Smooth")

        else:
            mm.new(name="Bevel", type='BEVEL')
            mm["Bevel"].use_clamp_overlap = False

            return {'FINISHED'}

classes = (
    DC_MT_popup_star,
)
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()


texts: Using animation nodes to create / animate different 3D Polyhedrons solids using the expression node

texts:
Using animation nodes to make 3D platonic / geometric / polyhedrons solids using expression node.  The reason I want to do this is to animate them in different ways. Some of the objects would be Dodecahedrons, Tetartoid, pyritohedral honeycomb, etc...

But I haven't been able to find examples that creates these solids using animation nodes.

The formulas / equations I was planning to use was link1 and link2

I did read about the expression node here link3 but couldn't find anything about polyhedrons.

Some of them would do things like this:


texts: Lower weight paint seems to have stronger effect?

texts:
I'm trying to weight paint a shoulder cape to follow an upper arm, but for some reason a part of the mesh that has a weaker weight seems to move more/have a stronger weight when posed. Here are some images:

I can provide any further information about the blender file, or I can just upload it if necessary. Does anyone have an idea why this is happening?


texts: I use B to select 2 vertices but on 2 different sides, and i right click to drag and it only moves one

texts: help would be great I can't think of a reason why this is happening. I have a square with a subdivision surface modifier and i use B to select two vertices on 2 different sides of the shape and my right click only drags one. any heLP?


texts: Order of vertices added using Python script and bmesh

texts:
I am using Blender 2.71 and Python 3.4.0 and I would like to add a row of vertices in such a way that I can call them using bmesh.verts[] in the same order that I placed them (or in reverse).

I have placed them using the for loop:

for x in range (0,5):
    bmesh.verts.new((x,0,0))

This results in five vertices in a row starting from the origin. However, the call order for bm.verts[] is totally muddled. For example, if I then run the following:

bmesh.verts.remove(bm.verts[0])

the one that disappears is the second from the right. I would expect it to be either the left or right-most vertex. Can anyone explain to me which method Blender uses to store these vertices?

The object contains no other vertices.

I have noticed that when adding four or less the order is sequential from right to left, but something changes at five. Is this something to do with polygons?

Thanks


texts: how to "randomize the color "of arrayed object

texts:
I was making the tutorial of the "easy environment design " of Ducky 3D.
I wanted to try to randomize the color of the arrayed cylinders' emission part.
by info object node and color ramp.
but I couldn't.
shall anyone helps me?
I made the changes that Dear lemon said. but It didn't help me. would you please let me know if there is anything that I have not done?

thanks alot.many many thanks.


texts:
I'm really new to Blender and for my next project I need to create a cone with curved edges. I've searched online and messed around with Blender but I can't find a way. What could I try?

EDIT

Sorry I wasn't clear, what I mean is something like this :


texts: I have modeled a sled and now I want to animate it going down from mountain, so is there any way to make sled stick to terrain and then animate it going down the mountain?


texts:
Hello I'am new to blender, and I'am creating a ink drop in water animation using quick smoke simulation cycles render then after I finished rendering there's a strange black parts in the animation.

I would like to ask how can I remove these parts.

The attached link is the animation I rendered and the blend file.
https://www.dropbox.com/sh/unismmxg1w31y3v/AAD24U5jXFh5umXuNgczPao8a?dl=0

Thank you in advance


texts: Rigid body animation problems (coin pusher animation)

texts:
Im trying to make a coin pusher animation with rigid bodies in Blender.
I have a few problems.

The 5 coins on the 'pusher' itself dont fall down. They stay on the same level. They dont join and interact with the other coins.

Some coins just fly away randomly.

I have tried different shape collision objects. Increased the steps per second and solver iternations in the Rigid body world. Made sure al my normals are pointing in the right directions.
Hope anyone can help me!
Thanks x


texts:
I have created a high poly model of a castle wall and I would like to save on rendering time by baking the detail to a low poly counterpart.

I followed this Tutorial : https://bit.ly/2Iy3WF7

However when I come to bake I get an error message saying the following : Invalid cage object, the cage mesh must have the same number of faces as the active object.

I'm assuming the active object is the low poly mesh. But in the image example you can clearly see that they do have the same number of faces. is this a bug or have I done something wrong.


texts: Script works independenlty, but not when called from another script

texts:
I have a script(Script A) that sets/adjusts a lot of render settings in the render panel, in Blender.

Script A:

...
def set_output_settings():
    update_filename()
    set_filetype()
    disable_overwrite()

def set_settings():
    set_output_settings()
    set_sampling_settings()
    set_dimension_settings()

set_settings()

It works beautifully on it's own, when executed from within Blender's text editor.

But then I have a UI script(Script B) to make this into an addon. Here, I call script A with the exec command. When I run script B, a panel with a button shows up, in the context menu. But when I push the button(to execute Script A), I get an error message:

Traceback (most recent call last):
  File "F:\06_MotionPath_Dev\MotionPath_Dev_001.blend\RenderAddon_UI", line 30, in execute
  File "F:\Scripts\RenderAddon\QuickRenderAddon.py", line 73, in <module>
    set_settings()
  File "F:\Scripts\RenderAddon\QuickRenderAddon.py", line 64, in set_settings
    set_output_settings()
NameError: name 'set_output_settings' is not defined

location: <unknown location>:-1

I can't figure out why. After all, script B works fine when run seperately.

I've tried rearranging the order of the functions, but it doesn't help. What's wrong with my script and how can I fix it?

Script B:

import bpy
import os

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel for quick rendering options"""
    bl_label = "Quick rendering panel"
    bl_idname = "RENDER_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

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

        # Create an row where the buttons are aligned to each other.
        layout.label(text="Quick Rendering:")

        row = layout.row()
        row.scale_y = 2.0
        row.operator("object.custom_rendering")

class CustomRenderOperator(bpy.types.Operator):
    """Render stuff, yee"""
    bl_idname = "object.custom_rendering"
    bl_label = "Preview render"

    def execute(self, context):
        filename = "F:\\Scripts\\RenderAddon\\QuickRenderAddon.py"
        exec(compile(open(filename).read(), filename, 'exec')) ######## Calling the other script
        return {'FINISHED'}

def register():
    bpy.utils.register_class(LayoutDemoPanel)
    bpy.utils.register_class(CustomRenderOperator)

def unregister():
    bpy.utils.unregister_class(LayoutDemoPanel)
    bpy.utils.unregister_class(CustomRenderOperator)

if __name__ == "__main__":
    register()

It also works if I merge the two script files together. But I find that messy. Is it preferred to only have 1 script file/module per addon?


texts: I want to rename the number 1->picture (32) with python not the number 2->picture with the (3745), can someone help me with that ?


texts: How do I optimize my large grass system to render quicker?

texts: I'm working on an animation which has a lot of natural landscapes, and I'm using a particle system to generate grass (Models that come with the Graswald addon). These frames take a long time to render and the process pretty untenable for a longer animation. Is there anything for hair/particle system which works in the same way as adaptive subdivision works for displacement? That is, render the grass which is up close with more detail and gradually tone it down the further it gets away from the camera?


texts: I have created a Torus and I've already been working a lot on it. But now I realized that its minor radius is too big and I need a way to scale it down after it has been created.


texts:
I'm hoping to be able to render frames of an animation where I render slices that are set to different points in the animation. This effect could easily be achieved in after effects but the render time in Blender would be drastically more so ideally I'd like to cut it down. (Have lots of slices and cameras to merge into single images)

Is there a way to have the animation at frame 1 render the top 50% (or any number of pixels) then move the animate to frame 50 and complete the bottom 50% of image. This would become frame 1 of the rendered footage.

Same then start the next frame this time with frame 2 in the top 50% and frame 51 in the bottom 50%. And so on until we have the completed animation with bottom half offset by 50 frames.

Any advice would be appreciated so much.


texts: How to pan UV map with mouse movement in UV Editor

texts:
Like the snapshot shown above, I have a selected UV map I wish to align to my texture. The only way I know is to adjust the UV Vertex configuration (located on top right UV editor view) by dragging mouse over it. Doing so makes the process very slow and inaccurate. It will really help speed up this tedious process if I can just pan it with direct mouse control like I do as I would move objects. Is such control possible?

Thanks!


texts: Armature Changes Pose From Object to Edit Mode

texts: Red Bar is to show the original positioning of where the elbow started in Object mode. Top Arm is in Object Mode, Bottom Arm is in Edit Mode. I just created a character in Adobe Fuse, took the .obj and uploaded it into mixamo.com where it was rigged and downloaded as an .fbx. Instantly import the .fbx into Blender and have this issue. I've created clothing for my NPCs, I'm trying to rig them all to the character. I just did this whole process with a male and didn't have this issue. I believe I did everything EXACTLY the same. A bit confused on how this could happen or how to fix it? I can reset one of the modes positions to Rest Position, which fixes the switching of different poses, but doesn't work trying to rig clothing to the character in Blender. Anybody ever run into this problem? Any help, guidance or anything would be greatly appreciated!


texts: Unwrap produces utter randomness even with marked seams, while smart UV project kinda works

texts:
I'm making an aircraft model for a game, but I'm having trouble with Unwrap on subsurf'ed parts that have had boolean cuts applied to them. I meticulously plan out nice seams using the Mark Seam function:

But it seems like the Unwrap functionality just generates a random jumbled mess of vertices without any structure:

UV smart project does kinda make sense of the unwrap, but it puts extra seams where I don't want them:

I suspect there's either a bug in Unwrap somewhere, or what I'm doing is making no sense. When I hit "Unwrap" after UV smart project, it partly redoes the UV mapping of some vertices, but stops part way through, so the UV unwrap now looks like a hybrid of the UV smart project output and the random jumbled mess of Unwrap:

Might the booleans have somehow messed up my object? I noticed it does tend to product a whole bunch of redundant and doubled vertices, but I've tried to "Remove doubles" on this already: doesn't help. "Recalculate outside" for normals: doesn't help. "Apply scale & rotation": doesn't help. Basically once I get an object into this state, nothing seems to help it anymore except to use UV smart project from this point forward and accept the imperfect UV mappings it products.


texts: How to add a modifier to one object in an array and affect all the others

texts:
I just modified an object which is part of an array but the changes only affected the object I applied the modifier to.
Is it possible to add a modifier to one of the objects in an array and have that modifier applied to all objects in that array?


texts: Difference operation on Boolean modifier not showing once applied

texts: I have checked normals and removed doubles but still cannot get the Difference operation on Boolean modifier to work properly. The choker object is hollow, however I expected the modifier would still function using these two meshes. My aim is to cut a hole at the end of the choker. I am able to use the modifier using other basic shapes in a new file. How can I correct this problem? The choker object is hollow to save on material costs when used for 3D printing.


texts: Material Colors don't show when exporting?

texts:
I have this model here and instead of textures I've just assigned materials to different parts of the mesh and gave them plain colors. But when I export it in any format, fbx or obj or gltf, when I try to upload it to sketchfab or mixamo or even try to open it in microsoft 3D viewer, it just shows a blank version of my model.
When I import what I exported, it still has the materials but their colors are gone and instead of "Emission" they're now "Principled BDSF". How do I solve this problem? Thank you.

EDIT:
Moderators: I have already checked the question provided and all the other questions, they say it's not possible but I've seen people do it on YouTube like Grant Abbitt on his "how to rig the easy way" video.
So I've checked quite a lot of questions on this matter but it still doesn't solve my problem. (Also important to mention that I'm very new to 3D stuff)


texts: how to turn off jumping by parts when moving (snapping)

texts: I accidently somehow enabled jumping when moving objects (when you move an object it moves by short and precise steps) and I don't know how to disable it.


texts: Is there a way to make particles behave like rigid body objects?

texts:
I want to create a scene that has a lot of irregularly shaped objects piled up on the ground.  I don't want the objects to intersect with eachother.

I started off by creating a particle system that uses an object group containing these objects.  No matter what settings I 'messed with' I could not get the individual objects to behave the way I want them to - They would interact with the ground like perfect spheres, and they would pass through the other particle objects.

Is there a way to make particles have rigid body physics so they behave with each other and with the ground like real objects?

Or failing that - is there a way to copy rigid body attributes to many objects? (i.e. plan be - don't use a particle system, but rather make lots and lots of copies of the objects and just let them fall)

Edit:  I ended up applying the settings 26 times (there are 26 unique objects) and then copying those 26 objects several times. To produce this

but this was before there were any replies to this question. Thanks to WChargin's answer I will be able to copy the attibutes in one action next time I do something like this :)


texts: As the picture shows I have leaves, where every leaf is a separate plane, and a ground. They are unwrapped (see below), and I don't know how to bake these leaves onto the ground so that only the ground has geometry, and I can delete the old leaf planes. Do you know how to make this?


texts: Why is the bone Tip and Root separated from the body of the bone in blender 2.8.Kindly assist

texts: When I add a bone in blender 2.8 the bone body happens not to be connected to the Tip and Root of the bone. How can I solve this problem?Kindly assist. I have also included a screenshot.


texts: Origin set to geometry automatically after P separate

texts: Any suggestions? Is it me that need it as a standard "feature". I laugh at me as expect logical or negative logical blender implementation but this is something between.


texts: Align Object A to Object B to their respective active faces with python

texts:
i want to Align two objects depending on their active faces like in this gif below

didn't find any answers but only this clue below from this question:
Align to face normal vector

but it only align the selected object to the active object active face, and not align both active faces together.

any good tutorials, documentations on working with matrix in blender ?

import bpy
from mathutils import Matrix, Vector
import bmesh

bpy.ops.object.mode_set(mode='EDIT')

context = bpy.context
scene = context.scene
A = context.object

A.select_set(state=False)
B = bpy.context.selected_objects[0]
A.select_set(state=True)

obj = context.edit_object
mw = obj.matrix_world.copy()
bm = bmesh.from_edit_mesh(obj.data)
face = bm.select_history.active
o = face.calc_center_median()

axis_src = face.normal
axis_src2 = face.calc_tangent_edge()
axis_dst = Vector((0, 0, 1))
axis_dst2 = Vector((0, 1, 0))

vec2 = axis_src @ obj.matrix_world.inverted()
matrix_rotate =     axis_dst.rotation_difference(vec2).to_matrix().to_4x4()

vec1 = axis_src2 @ obj.matrix_world.inverted()
axis_dst2 = axis_dst2 @ matrix_rotate.inverted()
mat_tmp = axis_dst2.rotation_difference(vec1).to_matrix().to_4x4()
matrix_rotate = mat_tmp @ matrix_rotate
matrix_translation = Matrix.Translation(mw @ o)

B.matrix_world = matrix_translation @ matrix_rotate.to_4x4()


texts: Beginner in blender. I am trying to split an object into two equal parts by bisecting it. However whenever I try to bisect it, Blender gives me the error message, "Selected edges/faces required." What does this mean and what should I do?


texts: Apply texture/ structure to a plane with an image

texts:
I'm pretty new to blender and this might a simple question but I couldn't find exactly what I needed online, at least not with my keywords. How do I add an extra texture/ structure to a plane that got an image on it?
I got a wine bottle with a paper label, but of course this label isn't perfectly smooth and on top it should be made of some natural paper with some structure (fibers etc.).
But how can I apply this texture/ structure without overriding my original "texture" (label image).
I tried a texture into the displacement input of the Material Output, but this didn't really work as I expected it.
Texture:

Nodes:

Result (with current setup):

Quick example (made in Photoshop) what I want it to look like. Bottom original, top how I want it:


texts: Resume fluid simulation from correct frame after Blender crash

texts:
I am currently running a fluid simulation that aims to simulate 360 frames. I have the file saved at the 150th frame, and decided to leave the fluid simulation running. When I come back Blender crashed and the fluid cache files have data up to the 312th frame.
When I press the "resume bake button" it resumes the bake at the 150th frame, the last time I saved the file. How can I have it resume at the 312th frame?


texts: how to copy these exporting options from 3ds max to blender? (export.obj to games)

texts:
I love to do my 3d modeling in Blender. But, it seems that blender cannot export .obj for games
I tried to export the model with different settings, but all the results are the same. the textures are missed out or scaled to infinity to x axis or something like that.
To import the models in a game. I export them to .obj then I open 3ds max and just export them and then everything works fine.
But is there any way to export the objects from blender?
these are my settings in 3ds max

pls help me to have them in blender to not use 3ds max anymore.


texts: How do I make rigid bodies use a curve guide force?

texts: It seems some force types do not effect rigid bodies, does anyone know which forces can actually be used on rigid bodies? In this case I'm trying to get 'debris' to get 'sucked up' by, and carried along the Curve Guide Force. What am I missing? Is there another approach I can take for the same effect?


texts: UV mapping in viewport is different from render?

texts:
The UV mapping in textured viewport shading mode and the rendered image is different.

I unwrapped a UV map in textured mode and then saw the result of the Cycles render.

As you can see, their UV mappings are different.
I already connected the UV output of a texture coordinate node to the vector input of an Image Texture node. The unwrapped image file is the same as the image file in the material.

How can I fix it?


texts: Repeated crashes using a Boolean / Difference Modifier

texts: I am trying to model a pistol in blender, when i try to subtract the solid block using the boolean tool all it does is crash my program. Any help solving this problem would be greatly appreciated.


texts: Replace matrix @ vector list comprehensions with something more efficient

texts:
I'm looking to replace list comprehensions like the following with something more efficient and I was wondering if numpy can be used.

[obj.matrix_world @ v.co for v in obj.data.vertices]

I can do this, which is significantly faster, but still lacks the matrix multiplication, that needs to happen for each coordinate.

coords = np.empty((len(obj.data.vertices), 3), 'f')
obj.data.vertices.foreach_get('co', np.reshape(coords, len(obj.data.vertices) * 3))

I was hoping it would just be

np.matrix(obj.matrix_world) @ coords

But that fails with (FWIW, It's just a cube, hence (8, 3))

ValueError: shapes (4,4) and (8,3) not aligned: 4 (dim 1) != 8 (dim 0)

Similarly, doing

for co in coords:
    np.matrix(obj.matrix_world) @ co

fails with

ValueError: shapes (4,4) and (3,) not aligned: 4 (dim 1) != 3 (dim 0)

So I've hit a wall now. Numpy can't multiply a 4x4 matrix with a 3d vector, but Blender can. How do I solve this in a numpy way?

edit:

Based on @JoseConseco's excellent reply below, this is what I'm doing now

mx = active.matrix_world
verts = active.data.vertices
vert_count = len(verts)

coords = np.empty((vert_count, 3), 'f')
verts.foreach_get('co', np.reshape(coords, vert_count * 3))

coords_4d = np.ones((vert_count, 4), 'f')
coords_4d[:, :-1] = coords

coords = np.einsum('ij,aj->ai', mx, coords_4d)[:, :-1]

Note, that there's no need to convert the (mathutils) Matrix into an np array. It works fine just like that.

Based on my tests, doing this via numpy is ~3 times faster than the list comprehension.


texts: UV Mapping object with too many vertices

texts: I am following the pluralsight course on modeling and UV mapping a drone. At the section where he is unwrapping objects, he has significantly less vertices than my same object after smoothing everything. If anyone has taken the course or knows a faster more accurate way to mark seams, any tip would be appreciated.


texts:
I am very new to blender and the concept of noding but already excited about it.
I am trying to create a Fermat's spiral as part of this tutorial https://www.youtube.com/watch?v=4pigRs8uIiI (minute 1:30).
However, the object I get is 2-dimensional. I would like to extend it to 3d, more like a pipe. or a fossil :)

However, experimenting with the nodes did not help.
Any hint is appreciated.


texts: How to move the Armature Original Point without moving bones?

texts:
I am a newcomer.

I made an Armature and when I have to use X-Axis Mirror I found my Armature Original Point was not in the middle. It's like this.

So how can I move it to the middle without moving other bones?

Thanks a lot!


texts: Cycles toonshader vs Blender Internal shaders

texts:
Is Cycles toon shader more accurate than Blender internal toon shader?

I,m currently working on a Webcomic and would like to have my characters as 3D characters in a 2 tone cell shading style. This is to save time as I'm a one man outfit at the moment. I would like my renders to be of high quality so i am not sure whether to use Cycles or Blender internal toon shading. Can someone please explain which one will give me better results?


texts: DirectX Export Script for Blender v. 2.71


texts:
I'd like to be rendering a scene in which the camera is behind a plane of glass looking at a background scene (a PNG image I provide), and there's rain on the plane of glass. This is what my scene looks like currently:

As you can see, the rain drops are reflecting a lot of the gray background outside the image, but I don't want this. I have 360 camera images that I could use for the background instead, but I'm not sure how to use them in blender. Any advice? Currently my background is just an image on a plane (using "import image as plane"). This is the kind of 360 image I have to use for the background instead:

Is it possible to use an image like this to create a "wrapped" background, where the whole scene is this 3D background image (instead of just on a plane in front of the camera)?


texts:
I need to combine two textures of a Gun Sight while maintaining transparency.
Please ive been trying to do it for 4 hours


texts: Radeon RX 480 or CPU for rendering animation?

texts:
I'm currently 4 and a half hours into rendering a quite simple animation (was supposed to be just a test), realized I left it on GPU Compute after tinkering with those options. Really hoping that that has slowed down the render.

I'm new to making this kind of thing with Blender so I've quickly gotten in over my head and need a few pointers.

I have a Radeon RX480 4GB GPU, and an AMD FX-8350 2.3GHz CPU, 8GB System RAM.

I was reading in the manual about NVIDIA's advantage with CUDA, so my main question is if it's even worth messing with seeing as I have an AMD card which doesn't seem to have an advantage.

I was also wondering if the tile size affects animation speed. The things I was reading were only about complex still images. But larger tile size is better for GPUs.
It would make sense that it might work for animations too, but there's a lot I don't know about this.

Finally I'm curious about the render samples. I have mine set to 256, which I was reading needs to be higher for scenes with depth of field (of course mine has that). So I may need to re-render. But I don't want to wait another 5+ hours for a 3 second intro video.

Any pointers for settings would be really awesome. Even if the final render will take this long, I'd like to have less of a wait for test renders.


texts: What is the purpose of the "Grid" object type?

texts: From what I can tell the grid object type is just a subdivided plane. What is the difference between adding a plane and subdividing it, and adding a "grid"? If there is some hidden difference what is it?


texts: Increase or decrease vertices in circle after working with it?

texts: Is it possible to change the resolution of a circle after working with it so that it has a greater or fewer number of vertices? If this is not normally possible, but there is a workflow that keeps it editable, that also counts.


texts:
What version of Bullet Physics engine does the blender game engine use in 2.74?

I would like to know and I dont see listed anywhere and don't have Git on this computer yet.


texts: Is there a way to return what axis a keyframe point is associated with?

texts:
I have a very simple animation. I move the default cube from one location to another along the x axis. This gives me six keyframe points, the start and and stop locations of the x, y and z axes.

Using the following code I can return what type of transform it is (location, rotation, scale, etc.), the frame number and the value of the change.
for action in bpy.data.actions:
    for fcurve in action.fcurves:
        print(fcurve.data_path)
        for point in fcurve.keyframe_points:
            print(point.co)

Here is a printout of the return. The first group is for the x axis, then y then z.
location
<Vector (10.0000, 0.0000)>
<Vector (20.0000, 3.4726)>
location
<Vector (10.0000, 0.0000)>
<Vector (20.0000, 0.0000)>
location
<Vector (10.0000, 0.0000)>
<Vector (20.0000, 0.0000)>

My question is, is there a way to return what axis the change is occurring on? I have not been able to find a command to return the axis the "Vector" is associated with. In this simple example it easy to just figure it out but when the scene becomes complicated with lots of moving parts it can be very difficult to know which keyframe point is associated with which axis.
Thank you for any help you can give me!


texts: Duplicate along path with uniform spacing

texts:
I'm trying to create tank tracks and I've followed the steps outlined in the answer of this question How can I duplicate a mesh along a curve?

As long as the curve is somewhat straight the tracks align quite perfectly, but as soon as there is bend in the tracks, the connector thingy of the tracks do not want to align (red arrow in image)

I've tried moving the pivot of the individual track but I didn't improve the situation much..

How can I make sure that all my tracks align even if there's a curve in the path they follow?


texts: Removing all meshes from a collection with Python

texts:
I have 2 collections in a scene (collection, items) both with objects (meshes, camera, lights). How can I select all objecst of type mesh from items and delete them?

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

With that I can delete all from the scene but I want to limit it to delete all meshes from items. Probably I can if the collection name and type mesh but maybe there is a simpler way?


texts:
Blender doesn't render the cloth-simulation from the umbrella.
.blend-file


texts: Adding geometry (Ctrl+1) does not work as expected

texts:
Sorry for the weird title, I didn't know how to express it better.

I have created a cube to form a hat.
I then extruded the 4 bottom vertices.
I did not move them after extruding, but I simply scaled them.

Then I pressed Ctrl+1 to add geometry.
For some reason, the hat brim is much smaller than I expected.

Shouldn't the hat brim be as large as the 4 extruded, scaled bottom vertices?

And does anybody perhaps see why the hat brim gets doubled vertices?

Thank you for the help!


texts:
Blender 2.83
Windows 8.1 Pro
CPU(s): E5-2690 (2)
64GB RAM
GeForce GTX Titan Black
Nvidia Driver: 446.14

Any suggestions why I get the "No compatible GPUs found for path tracing" message when I chose CUDA for cycles?
The Titan Black is on the list (Compute 3.5).
Thanks in advance for any help.


texts:
I have 30fps, 1440dpi car Dashcam footage but desired action is far away. Would like to resample to 720 or 360dpi 30fps, w/o loss of pixels & only use part of resulting video (crop?) that contains action.
Searched resample & zoom but couldn't understand if any applied to my situation.


texts:
I've been trying to create a rig for my dragon character and I'm doing weight painting right now. However, some strange anomalies keep getting on my way.

Picture of the anomaly is too big and so I've added it as a link instead

When I select the vertex group of the bone, it can be seen that there are no other vertices selected on the other leg, which makes it really hard to understand.

Here's the same picture in weight paint mode and none vertices of the other leg are affected by the paint..


texts: Is there any way yet to delete screen datablocks in outliner ? I have a couple of temp screens from my old startup file that freeze 2.75.


texts: Lengthen an edge infinitely (a.k.a. vanishing point)

texts:
I'm using Blender to make 2D perspective drawing materials for educational purposes. I'd like to demonstrate how the vanishing points change along with the camera angle. I know how to animate the camera, but to show the vanishing points of a cube I need to extend its edges to infinitely.

How can I emulate this effect in Blender (preferably in EEVEE)?


texts: How can I solidify without ruining spiked edges?

texts:
I'm trying to poly model a helmet and I have some extruded spiked edges but when I try the Solidify modifier, my spikes get horribly messed up. Is there any way I can exclude them from being solidified? I've tried to hide them with H but since the modifier applies outside of edit it didnt do anything.
Here is the helmet without being Solidified:

Here it is when Solidified:

I tried checking only rim but that doesnt accomplish what I'm after, which is making the helmet somewhat solid to be printable. I'm not yet familiar with all the tools available so I dont know where to go from here. If I can have a solid interior without the spike distortion it would be perfect.


texts: I have a plane with ocean modifier but it has some black patches when you gaze at it from a certain angle. What can it be? Maybe this is fine effect for an ocean? increasing ocean resolution doesn't seem to solve the problem.


texts: 'No Layers in Render Result' issue. Missing layers window in UV Editor

texts:
I've installed the newest Blender version (2.76 b) lately and found out that the layers window in UV Editor is missing. I can't choose the slot for render. How to fix it?

EDIT: As @NᴏᴠɪᴄᴇIɴDɪsɢᴜɪsᴇ suggested I've rendered an image using full render and layers window appears, but as you can see in a .gif below I have to press J until I display the full render result to select the desired layer. When I display the OpenGL viewport render, the layers window is not present. Is it a matter of changes in new version or there is a setting in User Preferences to fix it?


texts: duplicate a mesh on the top (many times)

texts:
I want to duplicate a mesh many times on the top of it.

This is my object

and I want to have something like this:

I am very noob at the moment :) Thanks!


texts:
My model keeps getting distorted shading despite my attempts to fix it. I'm guessing it has to do with some star junctions on the model.

What would be a possible solution to this problem and how would i go about avoiding it the next time?

http://i.imgur.com/ie1QIQC.gifv


texts: How to switch to Inverse Kinematic for Make Human model in blender 2.78?

texts:
I exported a human in mhx2 format from MakeHuman and imported it to Blender 2.78a. What is necessary to install in blender in order to see the MHX Main panel and/or switch from FK to IK mode for posing the model? I am rather new to Blender and I've no clue what else to do.

So far I installed and enabled addons from community-extras-blenderplugins-v1.1.0-cr1.zip found from MakeHuman download page (containing total of 4 addons: mhx2 Import, Make Clothes, Make Target and Make Walk, also tried install from blendertools-1.1.0-all.zip containing the same). But in both cases I cannot see anything like on this screenshot (from a YT tutorial, which I believe is the way to switch to IK):

Instead, in my Tools panel, there is MHX2 palette and MakeWalk palette, and in Properties panel I have Make Clothes and Make Target, but nothing similar to the above screenshot. Here is what I have in blender in all panels:

So the only thing referring to IK is in the Make Walk panel. After checking the Inverse Kinematics and then Transfer FK => IK (no idea if this is what I need to do, just guessing) I get an error:

The url with corrective actions returns page not found.

To sum up, I am looking for a way to be able to drag a bone near the wrist of my Make Human model and see the whole arm move (this is inverse kinematic).


texts:
Someone just asked here about adding a custom hotkey to an add-on that I made a some time ago. This add-on, for some reason, doesn't show any hotkey setup options when you right click on it like most operators show in Blender.
After doing some research, and looking through add-ons that I have made in the past, it appears that registering operators like...
bpy.utils.register_class(SomeClassName)

...doesn't allow the operator to have the hotkeys, but registering the entire module...
bpy.utils.register_module(__name__)

...does show the hotkey controls.
Is this intended behavior? Is there anything to do if you don't want to register the entire module like this?
Edit:
For the script that I linked to, simply registering the module instead of the operator class does not provide the user with the hotkey controls.
Here are some screenshots showing what I mean in case of any misunderstandings:


texts:
I am doing this interior tutorial of Blender Guru and at min 31:50 he is doing some changes at a curtain. This is my scene in object mode

When Blender Guru selects the curtain and goes to edit mode he gets this

but when I do that I get this

So he gets the edit mode of the baked object and I get the edit mode of the object before baking ??? What should I do to get the edit mode of the baked object ?


texts: How to fix edges on bottom part of my handle?

texts: I want it to look the same as the top handle of the cup in the fourth pic where there's a clear cut of 4 edges


texts: Weird rendering issue: "Rendered 387/390 tiles"

texts:
I am experiencing rendering issues in my current Blender project (V 2.83). When I star rednering, after updating the object flags, Blender displays it has rendered 387/390 tiles (as shown below) although in the image, it is currently rendering the first 3 tiles. I have experienced this issue before and could usually solve it by simply restarting Blender, but this does not help anymore as the issue persists. Is this a bug in 2.83 or what can I change about it?

I have rendered previous frames of the animation which are almost identical without problems.
My system specs are as following:
CPU: Intel i7-6500U 2.5GHz
GPU: Nidia GeForce GTX 950M, 2GB VRAM
RAM: 16GB
If I let the rendering run for a while (about 10 minutes), it stops with an error message ("Launch exceeded timeout in cuCtxSynchronize")
Interestingly, when encountering this issue, my CPU is only at about 40% while when rendering normally, both my CPU and GPU are at aroun 100%! (I think this eliminates system problems as the cause of this issue).
Thanks in advance!


texts:
I may not know all the correct terminology for this, but I'll try my best to make it understandable. I also don't know if this has already been answered elsewhere, because I don't know how I'd go about searching for it.

I'm having an issue with IK constraints involving location. I'm trying to constrain the left hand to the right hand (on the same armature) and it works well, however the left hand automatically snaps to the origin of the right hand's bone, as pictured here.

I need to offset the position of the left hand back to where it was previously, before I added the modifier [perhaps somewhat similar to the way child constraint's "set inverse" option works].  Is this possible?


texts: If you were using a plane as a terrain, how would you add grass to the plane and make it bend and flow like there was wind. Also, how would you make the grass color vary in shades of green so you would get yellow, dry patches of grass.


texts: Is it possible to bake multiple emission materials to one single texture?

texts: I am currently trying to export a Material ID texture to use with Quixel, however I have been unable to bake the material colors to one single texture as all the colors are a different material on the same mesh. Is this possible?


texts: How to append a bezier curve from another .blend

texts:
When I try to append nothing happens. Tried 2.79, 2.81 and the latest 2.82 I just downloaded 5 minutes ago.

Steps:
1. start blender
2. try append a bezier curve called hhh_hhh (datablock is named hhh_ggg) from the file I added to this post
3. nothing happens, what am I doing wrong?

Here is a sample file you can try append a bezier curve from:
https://we.tl/t-GWCIAgFzgB


texts: Attach vertices of a mesh to another mesh's vertices

texts:
I'm currently trying to put a cap at the end of a shirt sleeve to hide the inside (imagine the blue cube is the sleeve and the purple face is the cap):

The sleeve is cloth simulated and there seems to be no way to include the cap in the simulation without it participating in collisions (I don't want the cap to collide with objects). As such, I have to separate the cap from the sleeve. This presents a new problem because now the cap won't stay attached to the sleeve. I want to attach the vertices of the cap to those of the sleeve's so it moves along with the sleeve when it deforms, like this:

Is there a way to attach the vertices of one mesh to another mesh's vertices?


texts: How do i get back rigify buttons blender 2.91

texts: I have a working rigify rig but all the control buttons for ik/fk are gone in properties panel. How do you get them back


texts:
The following interface problem occurs,
The UV Image window is attached to the Properties window, if I make the Properties or the UV Image window larger or smaller, the UV Image or Properties window will go along (see photos).
Blender interface-01.jpg - Blender interface-02.jpg
How can I solve this ?


texts: What is the replacement of 'scene.render.layers['RenderLayer']' in blender 2.8?

texts:
It seems that the property scene.render.layers['RenderLayer'] is no longer available in blender-2.8. I just want to set the use_pass_uv property of the current scene, then what should I do?
'scene.render.layers['RenderLayer'].use_pass_uv=True' works well in blender-2.7, but in blender-2.8, there was an error like this ''AttributeError: 'RenderSettings' object has no attribute 'layers


texts: Fitting rods into a wooden truss (cut off edges)

texts:
I believe to have a very simple problem but I'm somehow too stupid to solve it. I want to fit a wooden rod in between two plates. To do so, I need to cut off the top and the bottom end so that the ends of the rods lie flat on the surfaces of the top and bottom plates.
I have tried the following:

Use the shear operation. But it turns out it doesn't work like intended when the rod is already rotated (I'm confused however why this is?). Shearing also begs the problem that there is no option to adjust the face to exactly horizontal (or is there?)
Use edge slide without clamping (c). I thought this would work great combined with the snapping options, so that the top and bottom edges of one end would snap neatly to the top face of the bottom plane for example. It turns out to be quite buggy and it snaps to everything else than the top and bottom plane.

Now I'm wondering whether there is an easy option to solve this seemingly easy problem :/ Any ideas?


texts:
I am trying to calculate the volume of a 3D scanned object using the 3D Print add on.

The object was captured with a structure sensor/ipad and then imported to Blender (version 2.79). The scanned model is of a small box (~8x3x6cm), so simple at this stage. As the object didn't have a base when imported, I followed instructions from this web site to add a base using re-mesh and then smoothed.

I activated the 3D Print add on and changed to metric units with cm selected. I then asked the program to calculate the Volume of the object in the 3D Printing tab. The volume comes up as 0.0 cm³.

There are dimensions in the right hand side panel under "Transform" of 81.38x23.00x59.80 um. Again this isn't quite right as the dimensions should be about 80'000x30'000x60'000 um given my physically measured box.

Any help in getting the volume calculation function to work would be appreciated.


texts: Problem when exporting from Blender to Unity 3D?

texts:
I'm having a problem when trying to import my character to the Unity Engine. It gives me message:

Unable to open Assets/untitled.fbx: Check external application preferences

Can anyone please tell my what's wrong and how to fix it?

I followed the steps from a tutorial I watched: I exported my character as a .fbx file and unchecked Include Default Take, but it doesn't work.


texts:
I've been trying to figure out how to create a driver that relies on relative bone rotations only. Is this possible?

The concept is very simple. A parent bone attempts to rotate itself based on its child's relative rotation. So imagine a hand twisting, and a forearm twisting along with it. The problem I'm running into is that the hand is a child of the forearm, so the forearm (while observing the hand rotation) ends up reading its own rotation changes, which causes feedback. But this doesn't make sense if the rotation I'm reading is relative.

I was under the impression that "local space" rotations would mean relative rotations? This means the parent rotations have no influence on the result, right? But if that was the case, why would the result become unstable when a parent bone attempts to rotate based on a child bone?

Am I misunderstanding the way local space works? If so, is there a simple way to obtain "relative rotations" of bones for drivers? A method to use that would allow a parent to change itself based on a child?

Edit: After some testing, I'm pretty sure the rotations are indeed relative. So I'm guessing there is just some type of glitch or error that occurs when trying to use child transforms in parent drivers when IK is involved. Can anyone confirm this? Any way around it?

Edit 2: Just to clear everything up, I have a hand (child most), a wrist (parent of the hand, and it only twists), an elbow (parent of the wrist), and an upper arm or shoulder (parent of the elbow). I want to make the wrist automatically twist when the hand is twisted (the axis that runs down the bone) so that the wrist twisting runs down the entire forearm.

When I attach a driver (to the wrist) to make this happen, the mesh warps at the wrist area and stretches all over, as if the bone transform is exploding, even while the hand twist value is at zero. If I temporarily disable the IK chain applied to the hand (the little eyeball toggle of the constraint), the problem looks the same. If I delete the IK chain applied to the hand, the problem goes away and looks perfect.

Does anyone know why or how to deal with this? I've tried tweaking the IK rotation limits of related bones, but nothing seems to help. My IK bones are separate from my real bones. The real bones simply follow the rotations of the IK bones. But I've tried applying the IK directly to them and it doesn't seem to change anything.

Thanks for any clues!


texts: looping through splines of a bezier circle, can only find 1 spline not 4

texts:
I'm trying to port differential line growth to blender animation nodes following this example https://vimeo.com/169438763 .
I was suggested to work with splines in blender as it would be a lot simpler to working directly with meshes.

Right now I'm trying to create a function that loops through every spline of a bezier circle, and add a spline in between two splines when the distance between these two splines is larger than X.

To this effect I'm looping throughout the splines of the bezier circle but the problem I'm hitting is that the loop only finds one element. Shouldn't it find 4 as indicated in edit mode ?


texts: Fluid Simulation will not fill entire simple cube

texts: I am trying to animation cement being poured into wooden framework to construct a column. Domain is surrounded by separate play wood objects. Domain flush up against the play wood but does not fill entire domain. I've looked into the Manifold situation and no vertices seem to be selecting to cause it to me non manifold. Are the other objects surrounding the domain causing this?


texts: How to make one object gradually disappear as it passes through another object

texts: How to make one object gradually disappear as it passes through some object (e.g. teleportation gates)? How to make it gradually appear in other gates?


texts: How can I create a staggered, repeating procedural pattern?

texts: I read "How do I create repeating patterns in cycles with procedural textures?" here on Blender Stack Exchange, and "staggered texture mapping" on Greg Zaal's website.  I thought it seemed possible to combine the two ideas to have staggered procedural tiles, but can't seem to make it work.  Can anyone please help?


texts:
I would like to orient all instances to follow the path of the main object. As you can see on my screenshot, first one is oriented as it should be...but after couple of curves, orientation messed up (see instance No.1 and No.2). I would like to make them follow the main object direction.

Also, is it possible to set every instance object to "grow up" from vertex exactly...to make his origin point same as vertex of main object?
Thanks!!!


texts:
I want to apply mirror modifier so, I did like this
(1). In multiresolution, I changed preview 2 to 5 and save external
(2). Ctrl+A : click the Location and Scale and Rotation
(3). Applied mirror modifier
(4). In multiresolution, save external and loaded the file that I saved in (1)

but the result is very bad.... please help me! what can I do for it?
First picture is what I want
Second Picture is what I get now...


texts: Blender Game Engine Python Flipper Animation

texts:
Okay. I've been working on this 2D Platform game in the Blender Game Engine lately. I've added some basic motion functions (in Python code), and now I'm getting to animation. I'm using the Blender playAnimation() function, and it works. But, I've found with logic bricks that the animation type that works best in my game is the flipper type. playAnimation() has no flipper mode.

Here's my script so far: (without playAnimation() function in it)

import bge
import math

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    keyboard = bge.logic.keyboard

    xyz = own.localOrientation.to_euler()
    xyz[2] = math.radians(180)

    if bge.logic.KX_INPUT_ACTIVE == keyboard.events
       [bge.events.RIGHTARROWKEY]:
       own.applyMovement((0, 0.08, 0), True)
       own.worldOrientation = (0, 0, 0)

    if bge.logic.KX_INPUT_ACTIVE == keyboard.events
       [bge.events.LEFTARROWKEY]:
       own.applyMovement((0, 0.08, 0), True)
       own.localOrientation = xyz.to_matrix()

    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SPACEKEY]:
        own.applyMovement = ((0, 0, 0.08), True)

main()

So, how could I allow flipper animations in this script? Thanks!!

P.S. This code is for a public game project (or several). While I'll really appreciate any code or tips offered, I may or may not be able to give credit for it.


texts: Duplicate Modifier parameters in other objects?

texts:
I have multiple objects, all of them are almost the same but scaled or with little modifications, i applied a modifier to one, but i need the same exact parameters to all the other objects, it is possible to duplicate those parameters on the other objects?

Thanks in regard.


texts:
I imported an image as reference and it isn't visible. When I hover around where it should be, a yellow square appears and I can select it but I cannot get an image to appear in it.
I tried it again and the image showed up as expected I began sculpting, togling the image visibility in the scene collection as neaded and now it wont apear anymore. I can still select the yellow outline and change its setting in the object data properties but I cannot get the image to reapear.
It still apeares as an empty in the scene collection
Filetype jpg
File path is corect
Viewing in material preview in the 3D viewport


texts: How to bake uv map texture to vertex color (selected to active)?

texts: I have two mesh ! One mesh textured and one mesh no textured. How to bake uv map texture to vertex color (selected to active) ?


texts: How to visually rotate uv/image editor's canvas?

texts: I'm asking if it possible to rotate uv space same way as canvas in photoshop or alike drawing software, only to make drawing more comfortable in some cases, not actually rotating texture


texts: The panel surrounded with the red line (I don't know its name) has become very small. How can I resize it?


texts: Can't move animated rig around the scene

texts:
I have successfully managed to create a human rig and have the figure follow motion trackers taken from a video of myself moving.

Now I want to take the entire moving rig and shift it on the x-axis, then start adding another rig into the scene (two people interacting). However I can't move the trackers for the first completed rig. They seem to be locked in place.

How do I move the entire animated rig, motion trackers and all, to another position in the scene?

Thanks for any help.


texts: How to install bgui for use in Blender BGE

texts:
I am trying to install bgui based on this. I couldn't get it running even though I followed what is written in the docs;

  "After you’ve downloaded Bgui copy the “bgui” folder to where you need
  to for your project to access it (the current working directory of the
  project works well). "

But when I have the code import bgui in blender python script, it shows the error

ImportError: No module named bgui

in debug console.


texts:
Recently did some testings with my pc setup (gtx 1660super, ryzen 2600 3.9ghz, 16gb 3200mhz). And was surprised by the fact that my gpu best performance was with 64x64 tile size. But not only that cpu alone was also showing best results with 64x64 tile size. The question is did the difference between tile sizes is gone with updates or something wrong with my pc or windows setup.

Blender 2.83; Windows 10 2004; very recent NVIDIA drivers


texts: I Can't Open Blender 2.75 or Higher When Installed, Console Flashes and Closes Instead

texts:
Whenever I try to install some of the more recent versions of Blender and run them, all I get is a console flash and a blank, gray Blender window before both of them close themselves entirely.

I've been poking around the previous versions and found that I can install and use versions that are based off the .exe installer, but the not .msi installer. This also applied to their .zip equivalents. So far I'm currently running on Blender 2.74 and it works well, but I want to update to version 2.79 so I can be up-to-date with everything.

All of my drivers are up to date, and I did run a debug method from the command panel and got an "Exception Access Violation" error from it. I looked up how to fix it and someone suggested to uninstall the Intel HD Display drive. Mine was Intel UHD Display, but since it worked for that person I figured to give it a go. Anyway, I deleted it, it turned off Night Light mode and kind of messed up the display a bit. I'm doing a system restore to fix it now, but I still don't have any leads on how to get the newer version of Blender working.

Blender v2.74 works well, so it seems that at worst I'd miss out on bug fixes and certain new features.

Any tips?


texts: Having problems with add-ons: missing add-ons and incorrect warnings?

texts:
In the Bleder scripts page for Add Curve Extra Objects:

Installation
This script is in Blender 2.79 Add-Ons menu.

Shift selected all supported levels then I typed "add" in the Add-ons search, no listing for "Add Curve Extra Objects"

Then I typed "curve" in the Add-ons search, no listing for "Add Curve Extra Objects"

Then I typed "add curve" in the Add-ons search, no listing for "Add Curve Extra Objects"

Then I typed "extra" in the Add-ons search, now it shows up.

Also while typing "add" I came across Camera: Add Camera Rigs
Warning: ! Enable Auto Run Python Scripts in User...
Checked, it already was checked to be enabled long ago.

Do I bug report this? Or am I not getting something about Blender?


texts: Imported model from Steam version of Fuse has flipped faces when rendered. Flipping normals does not work

texts:
The title mostly describes the issue I have with Blender 2.8. When exporting the model from the Steam version of Fuse, I export it as a .OBJ file and box appears with multiple options:

Export in new folder
Flip Normals
Combine diffuse (RBG) and Specular (A)
Remove occluded polygons
Pack textures and UVs

I only have "export in new folder" and "remove occluded polygons" selected. I have tried selecting "flip normals" and deselecting "remove occluded polygons" in separate exports, however, both options did not make a difference to the result. As the title says, I have also tried flipping normals by selecting all the faces of the model and using the hotkey "SHIFT + CTRL + N" which did nothing.
I have included multiple images showing what the model looks like in both edit and render mode in Blender as well what the model looks like in Fuse.

Thanks in advance. If you require any additional information such as settings, please let me know! I am not very experienced with Blender so you may need to help me navigate to show you the settings you are after.


texts:
I am continuously trying to install FSPY, but according to the instructions on the Github, it is clearly mentioned that not to unzip it.
 I tried it to import it as File>Import>fspy, but there is no option for FSPY...
I also tried to install the zip file from Blender(Install Addon)

Then how can I install it?
Any advice will be really appreciated!


texts: Keeping array objects straight when duplicated along a 3D twisted curve in Blender 2.8

texts:
i have defined a 3d NURBS curve and want many copies of an object to be laid on the the 3D curve, but without any deformation or rotation on the object.

I've tried using a curve + array modifier on the object, but that both rotates and deforms the object.

I've then tried using the above solution and manually adjusting the twist of each of the nodes of the curve, it works when the curve is not too tight, but requires tremendous work and is not a practical solution for the many 300+ control point curves that I am using.

Then I've identified a potential solution (available here) that uses dupliframes, and this works for blender 2.79 but not for 2.80 (beta, as of June/19)

What I am trying to replicate is exemplified on this picture - note that the boxes do not change orientation/rotation when places on the curve (copied from another question on SO)

I am now building python code to make this operation, but I am taping on this community to know if there is a faster/easier way for doing this.


texts: How to make a lightning trail like The Flash?

texts:
I want to make a lightning trail from The Flash where it automatically curves and moves with the character without setting up a bezier-curve
For Example:
https://youtu.be/HDiN4uMDG4Y
https://imgur.com/a/7idrQSz


texts:
I am having a bit of trouble setting up this rig to the mesh. I have fiddled with the Vertex groups and weights to make the sleeve cuff not deform except inline with the sleeve but for some reason is continues to deform. The Cuff seems to deform with the hand rotation but it shouldn't. The sleeve has no vertex' in the hand deform or any of the finger bone deforms but still it deforms.

Any Ideas?
These are the vertex groups for the sleeve. the Weights at this point are set to max in attempt to figure out what is going on.


texts: I'm very new to blender and are using it to edit videos. I slapped 2 osu clips and a end card together but for some reason it only wants to save as a .blend file.


texts: Is there still the material override feature within render layers in Blender 2.8?

texts: I could not find this feature in the alpha version of Blender 2.8, nor could I find any information on whether the feature will still be available with the release. I only found a hint in Where is the Layers panel in Blender 2.8? where a responder said the interface for the layers is not yet fully implemented. Does anyone know if this feature will still be available with the new release? Thank you.


texts:
I've been trawling through the web for 2+ hours on this issue, determined to find the answer instead of creating a new thread - but I can't seem to find a solution that will work for me at all.

I've applied a normal map to the plane that acts as a table, but no matter what I do I cannot get it to raise up or down. I've attached both a screenshot from the 3d viewport + node view, and the final render as well.

Any help would be greatly appreciated!!

P.S I've been following this guide: https://www.youtube.com/watch?v=izqZe8s_Jmw


texts:
I'm  new to blender, just trying to understand some basic tools on blender.
So I tried converting a cube
to container that the water will be on and adding a sphere which will drop on the container make splash.
But I got stock onhowvto make the water to splash.


texts:
i have a bulb with filament inside. Bulb is glass material and filanment emission. When i bake the bulb, it bakes with filament and its gloss/shine(don't know how you call it. That gloss coming from IOR of glass material.) So Is it possible to ignore filment but its gloss created inside the bulb on baked texture ?

Rendered view;

Baked texture(it is the yellow part i want to get rid of and orange part is what i want to say);


texts:
I imported one voxel model from another program. When I tried to parent the armature, it showed error so I remove doubles from the model.
After removing doubles from the model, parent error was gone. But strange triangles appeared on my model. Shape of mesh didn't changed.
I searched the internet to fix this problem then recalculated normals, but nothing has changed.

This is how my model looks like after removing double.

This is my original model before removing double.


texts: How would I fix the shading under the nostrils without adding too many sub divisions? (my computer us quite old) This model will be for a game if that information helps.


texts: How to make glass reflect illuminated objects but glass itself doesn't reflect light source?

texts: I want to make heat distortion effect in Cycles, but it reflects light source. If move effect on another Render layer & exclude light, then it reflects objects behind without light. How to make that this material not reflect light source, but to reflect objects behind with light on them?


texts: I'm trying to fill a hole in a model I found online and I can't for the life of me figure out how to make it manifold. I'm using the F key to create a face around the edges of the hole. I tried to use the Solidify modifier, the merge by distance tool and to just extrude but nothing works. Probably a noobie question but I would be very grateful if you can answer me! Linked is a gif just so you can see the hole I'm trying to fill


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I'm not very good in the subject of addons, and when I wanted to be able to add a polysphere on blender, I googled around and found an "Add_mesh_round_cube" addon which I believe should be correct. It's on the blender developer website, so I think it's quite a legitimate source:

When I selected the addon on the list (as seen above) I came to this page:

Apparently this is the python text of the addon. But I don't know how to proceed from here. Can anyone help me out?

Thanks for reading!


texts: Shadeless node setup still making shades

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I am trying to make a shadeless material in cycles... I tried this setup which i read its supposed to make it shadeless, but still it is has some shades in it, do i need to do something else in order to make it shadeless?

I tried already this setup but it doesnt work.


texts: How can a single Curve Interpolation Mode set to Constant?

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In order to animate a character so that it grabs an object an throws it, I added a Child-Of constrained and keyframed its influence. In the F-curve Editor I can't set the curve which controls the influence to interpolation-mode Constant without changing the other curves (Which should be linear or bezier).

How can the interpolation mode of a curve changed independently?


texts: right now only there's the possibility of creating new view layers, but every time you create a view layer it defaults all layers to visible, and sometimes in the scene there are views that are too similar and when you got a lot of collections it gets painful to adjust the same over and over. Is there a way?


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I am using an HDR to light my world in a .blend file. It works fine normally, but when I pack it it mysteriously goes missing during render time. Why is this?

Here is a .blend file demonstrating it:
http://www.pasteall.org/blend/37691

Notice how you can unpack the HDR and it loads fine in the UV Editor, but rendering it's gone!


texts: Tell Blender to ignore tracker for camera solve

texts: I want to have blender ignore some markers during camera tracking. I have drone footage of someone running around on a rooftop and shooting at "things" to be added post.  I tracked his gun barrel before doing the camera solve. Naturally if that marker is included in the solve, I get a massive error.  If I delete that marker, I get a good solve. I spent a lot of time putting in that gun barrel track (frame by frame). Can I tell blender to ignore it (or more trackers) during the solve?


texts: How to make Filmic view transform to not affect the background image?

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When rendering 3d scenes, I use the default view transform Filmic, because it is said this gives the most photorealistic results.
But when I composit 3d elements over a background video, the Filmic view transform also affects the video footage. I don't want this, because it makes the colors in the video look less saturated.
What would be the easiest way to keep the original colors of the background video, while applying the Filmic view transform on the 3d elements?
Do I need to save the rendered 3d scene to a file before doing the compositing, or is there a way to do rendering and compositing in one go?


texts: How do you resume your editing if its saved as a .blend file, I tried editing a video sequence I saved it with .blend, now when I open it with blender its showing a blank output with strips, How do I resume my editing ?


texts: could you help me please to get rid of that shadows inside that appear if i bake it using glossy bake option.  I'm trying to get closer to a render result


texts: Checker Shader Node - strange distortion Blender 2.92.0

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I've been working on a long-term project and am in the process of unwrapping the objects.
One of the materials I'm using is created from Checker Shader Node. I tend to use this during unwrapping to help me determine if any major distortion is appearing during the unwrap process.
I've noticed recently that the Checker node seems to be distorting the check pattern on pipe objects. what's weird though is the distortion seems to be happening on any new objects I am unwrapping, older pipe object using the same material seem to be ok (using an earlier version of blender)
In comparison I also used a UV Grid BitMap Image . which does apply well to the pipe I have linked an example of the problem in pdf format and supplied an example .blend file

https://drive.google.com/drive/folders/1iXF1xu5QfLYeyFJDWpkGEXw6O1TUcZS0


texts: How can i model these grooves in my mesh correctly?

texts: I am fairly new to blender and have been trying to learn on my own with help from tutorials and such, so i still don't know a lot of what to do and how to properly do it. I've been modeling this Iron Man helmet for a cosplay project. I need help with these lines that go down the face plate. I have no idea how to do this without ruining the mesh. Suggestions? Please helpenter image description here