texts: In blender 2.8 how do I make a scene-local instance of a collection after creating a linked scene?

texts:
I first discovered some workflow shortcomings of blender 2.8 when I asked "
In blender 2.8 how do you make a local instance of an object in use by multiple scenes? "

Now that I understand collections a little bit more, I can describe what is going on.

When you use New Scene>Linked Copy you end up with linked instances of all your objects, but for objects inside a collection (which is the case for the camera, cube, and light in the default scene) you do not have access to a "make local" button in the object panel.  That is because there is only one User of the object:  Its Collection.

The collection has been linked to both scenes and that is the "problem".

I can not find a way to make a scene-local copy of that collection.

Right-clicking on the collection in the outliner brings up a menu with no obvious solutions
I have not found a tab to manage the properties of a Collection (which would be the natural place for a Make Local button.)  This makes collections like second-class citizens compared to objects, meshes, materials, etc.

When I imagine a Make Local operation for collections the obvious (to me) functionality would

create a new collection which has links to every object in the original collection (objects, subcollections, other things I have not yet realized can belong to collections)
link this newly created collection to the same container of the original collection (which might be the scene, or might be a parent collection)
unlink the original collection from its parent in this context, leaving the fresh copy as its replacement.

A complication that I only realized while creating the list above: if the collection is a subcollection (its parent is a collection instead of a scene), it won't immediately become scene-local, because the scene still has the shared parent collection.  (maybe another operator we need for this is "make local recurse up")

What am I overlooking?  Where is the button/menu that will let me make a scene-local copy of a collection?


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I'm very new to Blender and have entered into the 3D world to mix it with my photography. I have made the following glowing torus and would like to import it as it looks on Blender into Photoshop.

Any clues on how to do it? Right now, whenever I click on 'New 3D Layer from File' in Photoshop, I'm getting just the Polygons and that is not what I want.

Also, is there a way to make the torus smoother? Zooming in, I can see that the edges look more like tangents rather than a smooth curve and I would like to eliminate that.

This is probably a basic question but since I'm still getting the grips with the fundamentals of 3D, doing an internet search while lacking the technical jargon has been difficult. :(

How I'd like my render to be imported in Photoshop (I'm importing an .obj file)

What I'm getting right now on Photoshop (just polygons)


texts: How to use unwrapped mesh on different images at different locations?

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I am a beginner, and I tried searching a lot for the solution to my problem but couldn't find it. I hope you guys have been through it and understand it.

So I unwrapped my mesh, and scaled the mesh on an image texture, and it got applied, simple. Now, I want to use another image texture for the details.

But if I move my unwrapped mesh on the second image, the mesh on the first image moves too, disturbing my first image texture. I want to give a separate location and scale to my unwrapped mesh for different images, and not let the positioning of my mesh on one of the image affects its position on another.

I would be very grateful if someone can help me with this.

Thanks a lot.


texts: How to let a cable hang so that it look realistic

texts: i just have made a lamp on a cable hanging from a beam, but i doesnt look realistic. How can I animate the cable so that it hangs from the bean like a cable would?


texts: How to make better quality 1080p videos in the video editor?

texts:
I am trying to use Blender to edit game play videos that I capture with Nvidia's Shadowplay.  I have learned what I know so far by watching these Blender tutorials which will be linked below.

My problem is that the original video source is 1080p at 60fps.  When I finish editing and attempt to save the video as 1080p at 60fps, the quality to bad. The video is grainy and blurry.  Nothing like the source video which is clear.

So my question is what can I do to improve the quality of the video the way a 1080p video should be?

This is to the tutorials I mentioned before.  https://www.youtube.com/playlist?annotation_id=annotation_4173738165&feature=iv&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&src_vid=xSGIPmQdV6M


texts:
I am using states to set the speed output of different truck upgrade levels and engine upgrade levels. Everything is working fine, except that I need five states just like this one with slightly different values for the motion actuators. Is there any way to copy all the logic bricks from one state into a different state?

( Ctrl+C and Ctrl+V doesn't work.)


texts: Use less memory in for faster rendering (32GRAM)

texts: In better way to explain it. I have a project with a lot of details but also a lot of duplicated objects. It took a lot of time just to calculate for rendering and in some computers it showed me 'out of memory' message in 32GB RAM computer. I used CPU render method and all duplicated objects was using 'Alt + D' so it should use same source to avoid wasting memory. I don't know if it would help to append objects all to make groups? any other ideas to handel projects like that?


texts: How to make a transparent object invisible inside a transparent object?

texts:
I was trying to recreate this Instagram post by NVIDIA in blender :
Post
The upper and lower cubes are instances on vertices of two different planes, which are moving randomly (animation), they are translucent. But the upper small cubes are intersecting with the lower big cubes. I tried using [Light Path node -> Is Singular ray] but it doesn't affect all the instances.
Here is my version :
Here is blend file : blend file
Please help me if anyone has an idea.
Blender ver. 2.91


texts:
I need your support to build a waterproof manifold solid in Blender 3D. I have attached a .stl file showing outer and inner surfaces of a gear, developed and exported by a 3rd Party software.
The Model isn't waterproof because the top and bottom surface is not part of the .stl Model.
I know that Blender has the capability to 'repair'Non-waterproof .stl files.
Do you know which modifier has to be used to create a 3d solid for 3d printing.
I am a blender beginner and familiar with All Modules...
Best regards and thanks in advance!


texts: How to get rid of white edge artifacts when using alpha texture?

texts:
I would like to understand methods to solve this issue; in the next picture the grass has white color around the edges, I would like to create a billboard grass with the foliage technique with alpha-planes.

However, in gimp this issues does not exist , I think this problem is from blender and the alpha channel.


texts: Shape keys: Reset part of the model or only use specific faces possible?

texts:
I am currently trying to apply shape keys to a high poly model, which has got a mirror edge, but that modifier has been applied to properly apply textures on its surface.  Somehow, due to little differences on the x-axis, I got a kind of unexpected result as I copied a shape key from a topologicial mirrored shape key.  In this, I only want parts of the horse's mouth to change so that it can take the bit of its bridle properly. I don't need the rest of the unwanted changes. Is there any way I can reset or unshow those parts of the shape key results that I don't want (don't affect all the object's faces by the shape key)? If there is anyone out there having figured out a solution, who might tell me, I'd be very happy for the help.
Pictures for explaination below.
 (Basic mesh)


texts: Inconsistent material effect with metalness

texts:
I created two objects, the first [a pipe] started life as a curve and then I "beveled" it using a disk and converted to mesh. The other [a sensor] started life as a disk and then I extruded it with a few times. Then I applied metalness workflow to each. When I render, the pipe looks lovely, but the sensor is completely "flat". What am I missing?
[Edit] I deleted the material and reapplied, and now rendering in Cycles. Somehow the pipe is showing..... Almost like my sensor is inside out or something?
I'm happy to upload blender file but I dont know how to....
[Edit/Edit] Ok, so I trashed that model and started again. This time I drew it in the xz plane and used screw to rotate. And cool. The normals are now where they are supposed to be... I did have trouble filling in the "hole" in the middle. What I have below is a solid cylinder in the middle of a rotated curve and you can see that the screw modifier has lots of artifacts along the top, whereas the cylinder is just fine. Is there an easy way to fix that. [Or maybe this is a separate question]


texts: bridge edge loops making a weird angle between two cylinder

texts: Tried bridging two cylinders with bridge edge loops and with addon loop tools: bridge both ways still makes this weird shape?


texts: Where is build version info in 2.90, if not on the Splash Screen?

texts:
Earlier, I used to click on the Blender icon > Splash screen to get build info, build times, hash etc.
It is not on the splash screen anymore. It only shows major version.
Where can I find the info ?


texts: I have a area lamp pointing front side with emission of 100 in cycles. Why the shadow or glow on the floor. As show in the image below. I want to have a a glow as seen below but there should be no glow on the floor. Any way for the solution.


texts:
I have just updated to Blender 2.79 and was playing around with the updated ANT landscape add-on when I noticed a new option called Landscape Eroder, this has the potential to be really cool but I can't seem to get it to erode the landscape mesh. All it does is sit for a while processing and before spiting out vertex groups.

What do I with these? They are vertex groups so I can't use them in materials and their doesn't seem to be another part of the add-on that can use them.

Edit: Here is some extra information. All I did was add a landscape with the ANT add-on, the only thing I changed from the default vales is the x and y subdivisions, which I changed to 256 by 256. Then I ran the landscape eroder tool from the landscape tools section of tools panel, leaving it on the default values. It then proceeds to hang for a few seconds, apparently processing, as blender's CPU usage jumps. Afterward the only change is the addition of 10 new vertex groups and the model being triangulated. I am using Blender 2.79 on a mid 2015 Retina Display iMac running OS X 10.11.6.


texts: Practicality of fade-in/out transforms in Blender

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My knowledge for doing fade-in/fade-out transforms in Blender's Video Sequence Editor is based on the answer to the following question:

https://blender.stackexchange.com/a/2104/6335

What is described is a multi-step process which struck me as rather cumbersome for a simple transformation such as a fade-out to black (add a color strip, add a cross-effect, etc).  Is this how power-users do this activity in Blender?  Or do they use a plug-in that I may not be aware of?  Or, is it just the case that Blender is really not used for such simple transforms and instead, some other tool (such as After Effects) is used?

Blender is plenty powerful in other tasks, and I am not knocking Blender's overall capabilities. Rather, I would like to know the usage in real-world workflows for this specific, rather rudimentary task.  (Even in Microsoft's brain-dead Movie Maker, what is involved is more straightforward.)

(I am reminded of the various attachments you can get for KitchenAid.  Yes, it is possible to juice with a KitchenAid, but why? It is not what is was built for in the first place.)


texts: Shrink/Fatten, weird edges. How to get uniform scale?

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I want to scale outwards, which scale does not do... it is biased with the faces on the left/right sides the mesh is wide / not perfectly square.
This is my mesh before doing anything.

This is after scaling with S. It is not 100% uniform, but the corner edges are perfect.

Now after that didn't do what I wanted, I found out about Alt+S, which almost did what I want, it made scaling 100% uniform for all the faces:

But on closer inspection, you can see the edges are completely messed up! as seen in this picture:

How do I get the uniform scaling of Alt+S Shrink/Fatten but the correct edges of S Scale?


texts: Just wondering if there is any add on, feature, tool or third party software to set an object too rotate at a certain speed during animations such as making a wheel rotate at 1000 rpm or something like a drill drilling at 150 rpm. Any answer is appreciated. Thanks.


texts:
I'm fairly new to Blender 3D and I'm making a model.
After applying smooth shading to my character's face, I get weird lighting.

Things that I've tried to resolve this problem:

Recalculate normals ( all normals are facing the right way )
Use Auto smooth
Apply edge split modifier


texts: How to play a sound after script finishes?

texts: Is there a way to play a sound after a script finishes ? For scripts taking between 30min and many hours (like the delaunay triangulation one from doomlysz), it's good to not have to check every 10 min if the job is done or not.


texts: BGE python: accessing Edge information in a mesh made of polylines (not polygons)

texts: In the Blender Game Engine I need to know if two vertexes are connected by and edge. However, the mesh is made of polylines (segments), not polygons, thus I can not use KX_MeshProxy.getPolygon(index). How can I access this information? The mesh in the picture is not the one I use, it is just an example.


texts:
So it's my first time modelling a character and I have a pretty dense mesh (suprised that my Laptop can still handle it). When should you retopologize a character? Before Hair and clothes so just the body or after?
Thank you!


texts: Black column of pixels when rendering in HDRI pranorama

texts: Was rendering some HDRIs to use in other scenes as lighting when I noticed the very last column of pixels on the image to the left was not rendering and came out as black. Since this is a 32-bit image it's a bit of a pain to fix in PS, does anyone know a fix? Also, it should be mentioned I am using Blender 2.8.


texts: Blender Materials When Using .blend file in Unity

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not sure if this should be here or in the Unity section of SE but here is my problem.

When importing an .blend file into Unity my material is the default grey one. When I look at what has been saved from Blender there is a material folder but they are all the grey one. I have only once been able to save a material correctly and I'm not sure how I did it, so I believe there is a way to save a .blend and export the material information as well?

Thanks in advanced for the help :)

edit: Just to add, the materials are saved in a folder called Materials in the same directory as the .blend files.


texts:
Objects are invisible in Object/Sculpt mode, but not in the Edit mode - mesh is still here.
I have been using Blender before, but this glitch only appeared now
Thanks in advance


texts:
I'm doing a small video in which I want a gradient as background. I'm doing it with a plane, with a gradient texture (with the ramp and type "blend"). Everything is well rendered with the UV/Image Editor, but when i'm rendering my video (with H.264 lossless codec), the gradient gets full of stripes of irregular width, I can't get it smooth.

I tried to change the lightning, used a picture of that gradient instead of the precalculate one, tried to "smooth" the plane structure, to modify anti-aliasing display, but nothing work.

Does anyone had this problem and know what to do ?

Thank you guys !


texts: How do I remove parts from my 3d printing file?

texts:
I have purchased a 3d model online in the form of stl files.
It all printed really well apart from one part. The hook shaped part at the front of the image.

I can't work out how to delete the other three objects from the file so I can print out only the part I need.
I've tried selecting in edit and deleting but it seems to leave a cloud of undeleted bits.
Any help would be much appreciated!
Rob


texts: Triangle to Quad produces disconnected triangles

texts:
Using the Triangle To Quad option on this mesh produces a bunch of disconnected triangles, like in the photo.

What is the easiest way to remove these so that they are replaced by quads?


texts: How to preload a python module into blender console on startup

texts: I have a set of tools that I use with blender and wanted to know how can I pre-import this module into blender's python console and have it accessible all the time. Just like how bpy works and I don't need to import every time I'm opening the program.


texts:
I'm using blender 2.82 and the rigify add on.
I tried to do a dragon rig and even though its not perfect it works for now. At least in blender... when i try to export it the spine causes some weird twitching.
i already read tons of threads but no solution worked for me.
like the gamefriendl script by paolo https://developer.blender.org/p/pkrime/
or the shear patch
i alredy checked for non uniform scales but havent found any
(in the fbx there are some but even putting everything back to 1 doesnt help...)
the only thing that kind of worked was usind the origional bones instead of the def bones, but hat causes new problems.

does anyone have an idea what im missing here?


texts:
I want the controller to be more aligned with the hand.
Anyone know how to fix it?

here is a

using the cutting edge software update


texts: Why when importing an obj file nothing appears even when zooming?

texts:
I have opened a new blender file and deleted the default cube, then imported an obj file . I did not see any thing so i selected it and i zoomed ,nothing appears.In the outliner i saw the object name ,But in the info panel i see that there isn't any verts/faces/edges.

When i opened the obj file in a text editor i found Mesh data in it. I tired this in all blender versions (2.78c/2.78.5/7.9). Can any one help how to view the mesh?


texts:
https://youtu.be/raWx4MYjq-4
^^^^^^ Example ^^^^^^^
Hi. Is it possible to make precise bisect cuts in Blender? I can only make them manually, by hand, and imprecisely.
For example, like in the video, say I wanted to bisect the object exactly on one of the 3 lines that you see there. I did it by hand in the example.
I know there are numbers in the Bisect window, but I'm not sure how to operate them. There's no "angle" or anything (which would be helpful, because in this case I could set the bisect to 72 degrees for example (but unfortunately it's not angle based)).
Is this possible?


texts: Imported an FBX model, why does it look different in the 3D Viewport and in render?

texts:
I downloaded an FBX file from here (Needs a free account to download the file). In the ZIP file, it had two directories: "source" and "textures". After some trial and error, I have found that I must place all the files in the same directory to make Blender to import the model correctly.

So, now I have imported the FBX model, and it looks correctly in the Viewport like the first image below. But when I render the model, it looks like the second image below. Why is that? I have tried changing the visibilities of various parts (by clicking the eye icons), but none of them worked.

What should I do to make the render look like the Viewport? If you need to see my Blender project file to answer the question, please tell me so; I will upload the file and share the link. It is just that last time I asked a question here, I shared the link to my Blender project file, none of those who answered seemed to have downloaded the file, so this time I am not uploading the file as of now.

PS: After following the comment, I could it now looks like these below. I tried disable everything I could think of, but the log-like things did not go away in render.


texts: Blender is still running in task manager after I close it and using many system resources

texts: I was using cycles in the blender viewport, and after I closed it I noticed that my computer was running slowly, when I opened task manager I say multiple instances of blender using almost all of my CPU and memory resources. I have no addons that would provoke this, and in my experience blender does not stay open in the background. Does anybody know what this is? Obviously I can just end the task but I am also worried something is wrong with blender or that maybe it is a computer virus imitating blender.


texts:
I created some UV spheres and my work progressed nicely. At some point I inadvertently must have pressed some button and I see only flat black circles instead of spheres. Also the sidebar shows that the Dimension setting for the z-Axis is 0. Any other value I enter here is ignored.

I have chosen top orthographic view on purpose. Changing to user perspective does not solve the problem. Tilted user perspective looks like this


texts:
I'm still learning how to do video tracking and getting my character to walk within a video scene. I'm having a few problems that are giving me mixed results. For one, whenever I select three of my trackers and select Floor, the camera tilts upside down and goes under the grid, so I can't seem to get my markers to appear in the right place when looking through the camera.

Second, there's an object within the video that's in the foreground. I'm not sure how to get my character to walk behind it without him walking over it during playback.

Thirdly - and this has been giving me issues for a while now - I can't seem to hit a perfect balance on my character's walk speed. I keep messing with Scale, Repeat and the Path's Walk Animation under Data, but can't get a satisfying result. My character either animates too slowly and finishes before the video ends or he reaches the end before the video finishes.

And finally, I've noticed the playback of the video is causing some weird blur/artefacts. I'm guessing this is related to the trackers...? This happens at the top and left side of the video, as though it's being stretched.

I'm at a bit of a loss with this. Can someone help me?

Thank you


texts: How to color (a different color) duplicated items in blender 2.91?

texts: I know in the previous versions we there is a number 2 (at the red arrow shown in the picture) so that we can color the duplicated object another color. But how to do it in blender 2.91? I tried pressing the button shown in the picture but the duplicated object's color is still linked to the original object.


texts: How to script a command to make a single-user copy of a Texture (withoug pressing the correspoinding button)

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If I have many objects with the same texture and I would like to make a single-user copy for every object, it would be very tedious to do it by hand, clicking the button next to the texture's name, thus I would like to script this.

I know of the command

bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True)

It can be used to copy materials, actions and other things, but I didn't achieve an application to textures, I don't know if this is possible.

Maybe it would be possible to make a copy of a texture from a previous object but I don't know how to script this.


texts:
When I add bones to my mixamo armature (which may not be the problem) the mesh of the body either flies of or sinks to the ground when I add the automatic weights.
What I am trying to do is add wiggle bones to the buttocks area. I have been trying to conquer this for a month but to no avail. Could someone please let me know what I am doing wrong.
In edit mode the whole character mesh and bones included starts on the floor,  could this be the problem?


texts: How should I weight paint for shoulder Region?

texts:
I was trying to make my character do wave in air but the mesh seems to fall off everytime.
I cannot identify the problem. See the images.


texts: Blender UV unwrapping causes texture to repeat in UDK material

texts:
I've made pillow kinda thing and unwrapped In blender and I imported my mesh to UDK,applied a material:

The material splits, but I don't want that to happen, I want to cover the mesh with only big texture, like this one for example:

How do I that?


texts:
How would I be able to make the the sling ring portal. The best I have been able to  to looks quite bad and I don't know what else to do.

The file


texts: Problems with fluid simulation not rendering

texts: I have been trying for the past few days to render my fluid simulation. Everything is perfect and I love what it will be but when I render out the animation the animation is just the floating liquid domain and no motion. Could someone help?


texts: How does Blender take advantage of normal RAM vs GPU VRAM?

texts:
I tried searching but could not find a definitive answer on blender stackexchange.
I'm looking to upgrade a rendering Rig, and the RAM is a bit old... I know for most of my work I use cycles which relies on the GPU for rendering.
My question is that, Is there any benefit to upgrading the normal RAM i use? e.g. If I have 16 GB of 2000 mhz ram, is it worth to go to 32 GB of 4000 mhz ram?  Does blender only care about amount (GB) or does it take advantage of the Mhz as well?  I've read the Mhz are useful for high intensity gaming, but what about blender usage?
Does it make sense to leave normal RAM by the wayside and focus all cash towards buying an expensive and powerful GPU with the most VRAM ?


texts: How can I see the normal data of a face in Blender 2.9?

texts:
I'm looking for a way to see the normal data of a face, represented as x, y and z in Blender 2.9x. Sounds simple, but I can't find the option anywhere. I seem to remember having the option in 2.79.
Just to clarify: I don't want to see the normal. I want the data.


texts: Not understanding how message sensor works

texts:
i having a bit of trouble understanding how the signals to a message sensor works, it seems like when it gets turned on it does not stay on for very long.

I'm trying to make simple system to display the winners on the screen, out of four players the last one that's standing will get there text written in the center, in a few second before the game will reset.

Here i have 2 sensors connected, they work if they happen at the same time but not if they are delayed a second from each other.

I feel like I'm misunderstanding how the timings work of the sensor.

Thanks you very much for taking you the time to help me :)


texts: Partial shape subtracting using the Boolean modifier

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I want to subtract the upper cylinder from object below.

Using the Boolean modifier in difference-mode, the complete object disappears.

Here is the Blender-File

PS. I am new and almost always objects react weird when i am following a tutorial (like Array around an object).


texts: Why is part of a mesh a different color on the viewport?

texts:
I would like to know if the color of a mesh means something special. Is it because these two triangles are deep grey that something is wrong with them?
Thanks everyone.


texts: Round of a half cut cylinder with subsurf

texts:
im trying to model a half cut cylinder with an axial cut section. The Cylinder has a subsurf modifier. As long as the cylinder is cylindrical, it is perfectly round (Type A). If i remove the half of the cylinder using a boolean operation, it stays round (B). But if i remove the verts in edit mode, the shape is no longer round (C ):

Is there a way to model a shape like C without a boolean modifier? The problem is that the cylinder i part of a larger model, and if i cut it, the topology gets destroyed:

Using the Boolean Modifier alone is not a solution as the model should be low poly and be exported into another application.

Thank you for help!


texts:
I am a newbie with Python scripting in Blender.  Lately, I have been browsing the Blender API documentation to figure out how to incorporate certain features into my scripts for Python.  However, I am confused because I feel as though the documentation fails to provide the examples necessary to understand how the methods provided in the library would actually be used in a script.

For example, I am interested in (as part of a "poll" function in an operator) determining whether a object has been modified.  I found the method bpy.types.Object.is_modified.  Unfortunately, I can't make heads or tails of the information provided, as I know I can't just type in bpy.types.Object.is_modified to determine whether an object has been modified.  It throws an exception in the Python console, even when I type in "scene" and "settings" for the parameters for the function (the parameters are listed as "scene" and "settings" in the library's function definition).  I have tried leaving in "Object" in the command, and have also tried replacing "Object" with either the name of the object or a variable being used to represent the object.  Similarly, I am not really sure how any methods in bpy.types.Object are normally called, because, although I do not really know, I get the impression that they are normally called using prefixes other than "bpy.types".  Can someone please help me?

EDIT: Here is a picture showing what I have tried and the exceptions that I have received:


texts: Weight paint mode wont paint on the mesh

texts:
So i downloaded this fully rigged model from blendswap,

and i made adjustments to the model in edit mode, i using the knife too made some cut to imitate that of a shoe to the model and thought that i would weightpaint on manually if the weights are not applied to the new vertices.

back in pose mode.. i pose the rig and confirm that the new vetrices did not get the corresponding weight of their neighboring verteces automatically, so i enter the weight paint mode to fix it and

the weight paint wont draw anything, none of the brushes work, i cant get to fix it!!
here is how it looks

here is the .blend


texts: What are the implications for having Python scripts or add-ons licensed GPL incompatible?

texts:
If someone writes an add-on and choose a license which is GNU GPL incompatible,

For arguments sake, by adding the clause:

  The Software shall be used for Good, not Evil.

Which is GPL incompatible.

For reference, see: jsmin and some of the problems this caused (wikipedia, hackernews).

For the purpose of this question,  it might as well be any kind of incompatibility.

While the Blender FAQ states:

  Python scripts – if they use the Blender API calls – have to be
  compliant to the GNU GPL as well. We are currently reviewing this with
  Free Software Foundation though.

My understanding is this only applies when you distribute the script with Blender, not to scripts you write yourself and distribute on their own.

Simply having a file which imports and calls some API's Blender happens to define - doesn't automatically make it a derived work of Blender (as far as I know), Since there could be multiple implementations of the Blender Python API, with different licenses.

So my question is:

What are the implications exactly for using a GPL incompatible license for Python scripts that use Blender's Python API?

Notes:

This question was raised because of comments on: https://blender.stackexchange.com/a/47622/55
Legal questions are admittedly tricky to handle here... its possible this should be moved to opensource.stackexchange.com


texts: Bake multiple Armature animations within one file with IK

texts:
I am just working on a small WebGl project based on the three.js framework and I am just trying to switch between several animations I made in blender. I know therefore I need to bake my animations since they have inverse kinematics.

Let's say I have two animations in my blend.file, a walk cycle and a run cycle. Now I want to bake both of these animations and export it into one collada file. How do I do that?

The problem is, when I bake my first animation, I lose my IK for the second one and can't bake it.

Help is much appreciated!

Thanks so far!
Marten


texts: How do hdri light don‘t to through wall to ground in eevee

texts: How to make HDRI lights not go through wall to ground in EEVEE?


texts: Shortcut key/mouse to set specific shape key to 0?

texts:
Is there a way to click a shape key and set it to zero? Like Ctrl + Click or something I think I did it by mistake one time, but can't figure out how.

I can't click and drag the number, since I have negative minimum range.

Now I need to click, type [0], and press Enter. It would be great to set it to 0 with one action, either keyboard and/or mouse.

It's the same action as "Reset to default value" which I can reach by right click and click in the menu. Maybe there is a way to bind that?

Thanks!


texts: Access custom attribute on each object to assign color

texts:
So I am trying to color the spheres on my animation by using the custom attribute I assigned as obj["my_data"]["color"] and by using the value node on the material window. However I could not figure out how to create one material that would take this attribute and color ALL my spheres. I tried to add self["my_data"]["color"] on the value field of the value node but it does not seem to work. However, when I set the value to a driver and I set the driver as shown below it works. But the material is ONLY referring the attribute of ONE OF THE SPHERES
is there a way to set the prop argument of the driver window to self?
def new_sphere(r, x, y, z=None, id=""):
    if z is None:
        z = r/2
    obj = bpy.ops.mesh.primitive_uv_sphere_add(
              radius=r,
              enter_editmode=False,
              align='WORLD',
              location=(x, y, z),
              scale=(1, 1, 1))
    obj = bpy.context.active_object
    obj.name = "sphere %s [%3.3f, %3.3f]" % (id, x, y)
    tmp_color = position_to_color_math(x, y)
    obj["my_data"] = {"x": x, "y": y, "z": z, "id": id, "color": tmp_color}
    return obj.name


texts:
I'm not a beginner to 3d. However, the node editor seems confusing when creating materials. I like the way I can make materials in c4d.

My question is simple. What is the difference let's say between the way materials are created in blender vs other non-node based methods?

Also, am I overthinking that the node system is that hard to learn?  Can someone post a video or article which explains how to for example create a plastic or glass or chrome etc., which shows the workflow?

By the way, I think Blender is a great piece of software. The only thing stopping me from switching to it completely is just that, nodes.


texts: How do you use Blender to make Pokemon attacks like hyper beam and solar beam?

texts:
I can't figure out how to use Blender to make beam moves, like an energy beam. Any tutorials or advice?

From the Title:

Solar beam

Hyper beam


texts: I also checked the add-on list for the bisect tool figuring it was probably unincluded but found no add-on as well so I am confused.


texts:
EDIT: Here's the project file:

I followed Blender Guru's tutorial for making an animated flag, and everything seemed like it was working fine. I even walked away from the render last night seeing each frame rendering with all the materials intact.

I wake up to this:

In 3D view, when I go to rendered shading mode, it looks correct:

But if I actually render it, the materials disappear:

Why is this??

I used the Import Images as Planes add-on for the flag texture, so I'm under the impression from the tutorial that UV mapping is not necessary, but anyway, the regular glossy textures of the metal flagpole and Suzanne head are also disappearing.

I googled and searched, but this doesn't seem to be the same as any problem I've seen anyone else post about. What am I doing wrong?

Thanks in advance!


texts: All Reflections in Blender are Completely Black in look dev mode

texts: This is might be a mistake on my end since I am a near complete beginner at blender. I am trying to experiment with nodes, but all the reflections on the default hdri in look-dev mode show up completely black. Thanks in advance for any help.


texts: How to make a glass material having a dotted design and lines?

texts: I am new to blender so I don't know much procedural materials. Recently, I started to create a model of my own house in blender and I don't know how to make a glass material look like my window's material. I tried to add roughness to glass but it still having a nice and smooth surface. Rather I want a dotted glass material and with some designing lines. I am sharing an image too.   Please refer picture and help me.


texts: How many objects touch one chosen object?

texts: I am making a simulation using Blender physics. I pour many objects in cube-shaped box. I need amount of objects which touch one particular object. I know one way: at first I return location of each vertex of each object and then for one object I compare its vertices coordinates to possible touching object's vertices. If distance between two vertices is less than constant number (that constant depends on distance between two neighbor vertices of one mesh) this means that this is touch point. Then I count this touch points. But this algorithm needs lot operation ((amount of objects)(amount of vertices on each object)(amount of possible neighbors)) and lot time to be completed. I wonder if there is any script or option in Blender which returns how many other objects touch each object. P.S. Perhaps it is possible if we add collision sensor from Game Engine but I don't need this.


texts:
I'm Modelling a car in which i'm getting a black shading while in rendered mode.
i've tried deleting the faces but still im getting those black shades.


texts: how to get the tooltip information of whatever UI element the mouse is over when I run my operator from a shortcut?

texts:
I'm writing an addon which needs to ascertain the function of the UI element the mouse is over when one of the addon's operators is executed.
For general information I can use:
print('ui area is', bpy.context.area.ui_type)
        print('space type is', context.space_data.type)
        print('workspace is',context.window.screen.name)
        try:

            spaceproperties = context.space_data.context
            print('properties tab is',spaceproperties)

        except:
            print('no space data context')
        #print('mode is',context.workspace.object_mode) not sure what this was
        print('mode is',context.mode)

For some operators and properties I can use:

        #try to copy the button data path, this will work if it's a property
        try:
            bpy.ops.ui.copy_data_path_button(full_path=False)
            print('copy data path:',bpy.context.window_manager.clipboard)

        except Exception as e:
            print('could not copy the button data path\n',e,'\n')

            #try to copy the python command
        try:
            bpy.ops.ui.copy_python_command_button()
            print('copy python command button:',bpy.context.window_manager.clipboard)
        except Exception as e:
            print('could not get python command to clipboard\n',e, '\n')

But the real issue is that a lot of elements don't work with the copy commands, for example if it's a UI element which only has a description, or a menu item.
In other scenarios running the copy commands from the addon will return an incorrect context error message, whereas using ctrl C directly will successfully copy the command.  For example pressing ctrl C whilst hovered over the 3d viewports object menu will return:
bpy.ops.wm.call_menu(name="VIEW3D_MT_object")

but running the copy command from the addon will return:
could not copy the button data path
 Operator bpy.ops.ui.copy_data_path_button.poll() failed, context is incorrect

could not get python command to clipboard
 Operator bpy.ops.ui.copy_python_command_button.poll() failed, context is incorrect

So what I think I need to do is somehow gather all of the tooltip information from the item under the mouse when my operator is executed (description, shortcut, and python command).
Does anyone know how to do this, or perhaps have an alternative approach for finding the function of the UI element the mouse is over when the operator is executed?
I did start brushing up my C++ skills which have been out of service for 20 odd years (and weren't that great to begin with), so that I could try and create an API function to return the info I need, but it was taking too much time to try and figure out what exactly was going on under the hood.  Perhaps if anyone could help with that?


texts: How to get index or location of point selected in edit mode using python API?

texts:
If I have selected a vertex in edit mode, how can I get its index in the on the list of vertices or its vertex location using python?
For example, this is my selection.

WHat I am looking for is to print to console the index of that vertex (107) or its location ([0.19,1.23, -0.5]).


texts: Texture painting on an object also adds paint on the back of another

texts:
As you can see from the gif below, while trying to paint the shoulders object some paint also reaches the back of the character model, which is a separate object. Both objects have separate materials and textures.

https://imgur.com/a/hrwxnLG

Blend file:

http://www.mediafire.com/file/la5qv22pnbmb28h/male_character_2.blend/file

(sorry, I couldn't get blend-exchange to work)


texts:
so I have a pattern as a PNG. I was wondering if Blender had a way of turning the PNG into a mesh. It's kinda like how if you put a transparent shader on a plane with an image texture you get a 2d picture/sprite thing. I was wondering if I could do something like that but extrude it so it's a 3d mesh. If any of that made sense, how could I do this/is there a way to do this without modelling it all over?

Thanks in advance


texts: Is it possible to combine 2 or more textures VIA - BelnderKit add-on

texts:
I am trying to make a grassy landscape with a dirt path through it using two different textures found through the BlenderKit add-on. [It's an add-on that lets you search and quickly import assets, materials and brushes into your project]
How would I go about doing this? Example of a 'grass' texture and 'clay dirt'

Is it possible to paint one onto another where the edges of the 'path' would blend in with the grass?
The closest I have gotten is:
which gets me this result:


texts: Circuit board (technical elements) with particles

texts:
So I was watching this video the other day: https://youtu.be/-pH48mSEH0M?t=243 and at one stage they show off how they made some of the technical elements of their VFX's. 3DS was being used for this, although they were using particles; therefore, making me believe that a similar effect might be achievable in Blender.

I have minimal knowledge over how 3DS works but after a quick search, I believe this add-on was being utilised https://vimeo.com/81328417 (the functionality of the add-on is shown at 1:30)

Essentially, the main components that I want to try and replicate are:

Restrict particles from moving on the z-axis (restrict movement on any single axis)
Limit the particle direction to multiples of 45°
(Potentially the most important aspect) Have the particles leave a mesh trail behind it

I have a theory for how to achieve the 3rd step, but unsure how it could be done. If the path of the particles could be transformed into a bezier curve, then the effect of the wires could be created by using a bevel object and then animating the start and end resolutions. That's how I believe it could be achieved, although unsure whether that'd be possible and or how to even pull that off.

Additionally, I feel as if this could be achieved through the use of animation nodes. I have not tried to do this using animation nodes due to my lack of knowledge over how to use them (I do not mind of the solution requires the use of animation nodes, just wanted to clarify why I hadn't attempted to use them to solve the problem)


texts: Is it possible to composite a scene without rendering from the command line?

texts:
There are options to enable or disable the compositor, but is it possible to composite without rendering ?

./blender --background my_file.blend --composite-only \
    --render-result-from-file my_render_result.exr \
    --render-output my_file_output.exr

Setting bpy.context.scene.render.use_compositing allows us to enable or disable the compositor but I cannot find a good way to skip rendering.

The best workaround I have found is finding the layer with the least objects and only enabling that layer for each render layer in order to get the quickest render and then using a script like:  https://github.com/armadillica/flamenco/blob/master/flamenco/manager/application/task_compilers/tiled_blender_render_simple_mix.template to add image nodes to simulate the render result.

Is there a better way to do this ?


texts: Can't get my model out of wireframe mode in blender 2.59 after saved the blender file in newer version (blender 2.79)

texts:
I'm new to Blender and this site, so I apologize in advance if I'm not following any of the proper etiquette. I'm no artist, but I'm trying to learn Blender so that I can mod a skin to GTA:SA.

I need older version of blender to make my downloaded dff import/export add-on compatible, but I need newer version of blender too to be able to transfer weights between 2 objects.

The problem is even though the Object->Display->Maximum Draw is set to Textured in 2.79, there's no Maximum Draw dropdown in 2.59, and so the object is set to Wire with no way to change it in 2.59.

How can I solve this problem?

Blender 2.79:

Blender 2.59:


texts: Audio in Video Editor but not in rendered output

texts:
I'm editing a video with a separate MP3 audio track. Everything works fine when I preview playback within the video editor, but the rendered videos have no audio. They have an audio track with the proper settings, but no actual audio.
My render settings are configured for "FFmpeg Video", with h.264 video and AAC audio. These same settings worked with another video I rendered recently, but not for this one.
If I try to use Render > Render Audio..., Blender seems to work on it for a few seconds and then crashes. The output audio file ends up 0-bytes, no matter the container.

I tried dropping in a random OGG audio file, but to no avail. I don't know what I'm doing wrong.


texts:
I've done some searching and didn't turn up an appropriate answer (I could have missed it) to my problem.

This is for a game, so the ingame mesh must be a low poly model, but I'm trying to make it look like the high poly model via normal maps.

The issue I'm having is that ingame the mesh has all the qualities of the high poly, but you also get the edges and faces of the low poly, which makes it look terrible.

Is there any way to remove or smooth those edges without destroying the shape of the low poly so that I can achieve a high quality ingame mesh without having to have a million edges?


texts: Animation node - circle generator inside loop

texts: Anyone know why these shapes all have the same diameter - I was expecting them to get bigger for each iteration...


texts: I'm trying to copy the pose of the right arm to the left arm, but when I try copy and pasting it does this, does anyone know what is going on? I'm new to rigging so if you have any other tips they would be much appreciated.


texts: AA issue toon shading blender internal render

texts: Hi i'm trying to create a toon effect using the blender internal render. But  not matter what AA settings i use it comes with jagged edges like in the image. Do i miss a setting?


texts: I have a walk cycle at place, how to make it move foward?

texts:
How to do this?
If I move the root bone of my human rig, it will destroy all the poses of the walk cycle.


texts: Assign Particle System to parts of a mesh

texts:
In the materials slot their is an "assign" button, is there anything like this for particle systems? But more specifically is there a way to assign a different material to a different part of a mesh. Now finally how do I keep a particle system off part of my mesh entirely? For example:

I want the blue and black to be the same particle system, but different colors, the orange to be a different particle system and no system on the legs.


texts:
I've been compiling Blender for a short time now and use the scripts make update and make.
In one of the recent updates, it seems the python dependency changed to Python 3.9

CMake Error at CMakeLists.txt:842 (message):   At least Python 3.9 is
required to build

So of I installed Python 3.9. on my system. I then used
# update-alternatives

I now have:
# python --version
Python 3.9.2

But when I run make, I still see the original error.
# make

Configuring Blender in "/xxx/yyy/3D/Blender/blender-git/build_linux" ...
CMake Error at CMakeLists.txt:842 (message):
  At least Python 3.9 is required to build

I haven't been able to discern anything in the error logs that can help me out.
Does anybody have ideas how to fix this?


texts: Better way of marking a location for an object to copy

texts:
In the picture you can see LH and RH these two circles mark where the IK markers(you can see the Right hand IK it is a sphere) for my hands and arms go. These circles are put exactly where they need to go for the hand with the pose I have saved to hold everything without clipping.

Problem is I can not align the hands to the markers because the loc rot data seems to be different. It seems like the bones have some sort of local loc rot data. I tried putting the markers on the rig instead but I used a child of constraint and it maid my object hierarchy way too messy because with 20 of these guys it is confusing. Also that did not solve the issue with my left hand

I currently think I could make a pose to get everything set up then apply my child of constraints so that everything is working. That goes like this

rifle use child constraint to the right wrist.
left wrist is child constraint to the LH circle.

When everything is aligned it works perfect but getting it aligned is irritating because I have to do it manually. now imagine doing reload animations and doping the gun and it is just a mess. So is there a good way to automatically do all of this?


texts: Clothing workflow: Kimono - symmetrical clothing, different positions on each side

texts:
NOTE: this is the "header" of a series of questions, so the beginning is the same for every question and all the others will link to that one as reference.

Another Blender newbie here, and in trouble.

I chose a samurai-like character as the final project of my Blender course, and went through almost every step: from sculpting to retopo, UV, materials, multires sculpt, baking, hair particles, etc, I went through almost every step, suffered a lot and learned even more, but on the clothing part I might be reaching my limit because I don't know the right order of doing what I need to.

In this case, the clothing is similar to an open robe or kimono tightened by a cloth belt.

More or less like this (the coat isn't a problem since it comes after the hard part),

or this sans the shoulder part (I hope)

Almost every guide on clothing simulator on youtube works with either clothing with only two pieces (front and back) or fully symmetrical.

I read most of the wiki, watched at least one hour of video guides, got the ideas behind basic material properties, adding collision, baking and applying the modifier in the right frame, etc. But some things are just hard for me to organize in the head.

Now to the question parts:

1 - How do I make the cloth fold asymmetrically (one side below and another above the other)? Do I manage each of the "halves" as a separate piece of clothing? can I make parts of the simulation move with different properties from the rest?


texts: How to undo the "join" command without pressing control or command Z?

texts: How can I "un-join" curve objects that were joined with the Join command without having to convert them to mesh objects? If this is not possible, why hasn't it been implemented?


texts: I have an idea about a faster way to render and i want know that this idea will work or not?

texts:
(i am not native english speaking, Sorry for bad english)

Let me explain that idea by an example
suppose i have a scene with some 3d modals and or may be some fixed lights or may be moving lights and moving camera.
i want to render each subsurface(square have only 4 subsurfaces) of each modal once after that i don't want to rerender those subsurfaces i just want to perspective transform those rendered subsurface according to camera that will going to be easy and takes very less time to render.

suppose i just calculated the ammount of light on those subsurfaces going to have in each frame and render a new version of that subsurface if it have different amount of light and store those values somewhere.

Now we have each rendered subsurfaces (only those whom are visble in any frame) with different-different ammounts of light.

Now just place those subsurfaces in each frame with perspective transform according to camera and according to ammount of light on that subsurface that we stored somewhere.

this is very usefull when we have to render a sence having only moving camera (most of the VFX videos are those types)

is that way can reduce rendering time or is that possible ?


texts: How to disable the automatic UV stretching after an image size is changed?

texts: I wanted to ask, if there is a way to disable the automatic UV stretching after an image size got changed?


texts: is it possible to render glossy direct + depth/mist pass?

texts:
I am working on a scene where the main object is a glass box with finger smudges around it. I want to be able to render a depth pass with the glossy direct pass info or the roughness map that can act as matte for a glossy direct pass. Here is a simulated example of what I want to achieve and a example of the outcome I should be able to do with it.
The reason for wanting to do this is I don't want to be locked down to what I can focus on when compositing in my main software and being able to focus on the highlighted smudges is a must for this project.


texts: Fire not showing up when I make the background transparent

texts: I cant figure out why the fire disappears when I switch to a transparent background with cycles.


texts: VSE won't decode full video width unless it's divisible by 8

texts:
It seems that my Blender reads/decodes videos in widths that are multiples of 8 – and any remaining pixels are left out. Is there a setting for this? A way to change it to multiples of 2?

I'm running Blender 2.76b on Windows 7 and I recently started using it, so far only as a video editor.

What happens when I for example import and preview an 854×480 MP4 is that only the leftmost 848×480 pixels are shown in the Video Sequence Editor. The rightmost 6×480 are invisible in the preview and they will be black when the video is rendered.

I've tested using a number of H.264 and H.263 MP4 and AVIs encoded with avc1, x264, Xvid. And the same thing happens with an 852×480 DivX: the video width is shown in multiples of 8 and the remaining pixels are left out.

HOWEVER, when using Uncompressed AVI, the entire 854×480 is previewed and can be perfectly rendered to an 854×480 H.264 AVI. (When importing the rendered H.264 back into Blender, though, I will only see 848×480 pixels.)

It seems that only the width is restricted as I can successfully preview a video with a height of 478 pixels (not a multiple of 16, 8 or 4).

I hope this is a silly newbie question with a simple answer...


texts:
I have this kind of weird scene I'm working on where I have a cube of water (principled shader with transmission set to one and IOR of 1.333). Inside of that cube is a plane where I'm using a gradient mask make the plane either fully transparent or just slightly.

With cycles this works like a charm

but in Eevee it doesn't. The plane dissappears.

Any sugestions how to accomplish this? I'm guession screen space reflections/refractions and alpha settings on the materials matters but I can't figure out how to set them

Blend file is attached but missing hdri.
download file

Regards,

Björn


texts:
I have completed a human head using sculpting. I smoothed the face. Now I have to put details like skin pores, blemishes, acne etc on top. I decided to use alpha map in sculpt mode. (I think height map is not that helpful and I have no knowledge on that. Bump map is not helpful because I can't create details on a particular place. So rejected the idea of bump map and height map. Sticking to alpha map)
My computer can't handle multiresolution at this stage. So I am using dyntopo and set the image of skin pore as texture to a sculpt brush.
But my problem is head is created. With each stroke it creates some geometry, I have to smooth it and this way the details of pore is getting vanished.
What is the solution?


texts: Object doesn't show vertices in edit mode - cant move faces either

texts:
Currently running into a very frustrating issue in 2.9.
I have an object which, if I go into edit mode, shows the wireframe and has selectable faces, BUT doesn't display any vertices. I've checked Shapekeys (don't have any), overlays, and I'm sure I'm selecting the right object.
Does anyone have any suggestions? The object on the right has the issue.
Thank you for the help
-> file: https://pasteall.org/blend/1da817aed69346ff92e10704e13c2eef


texts: How do I link Particle data between objects?

texts:
Normally if I have a material and want to put that material on say, 50 different objects, then I would select one object with that material, and then select the rest of the objects, hit Ctrl + L, and the material data would be copied to all the objects.

I have the exact situation I described above, except that I want to copy an object constraint from one object to all the other objects. Unfortunately the Ctrl + L menu doesn't have a "Particle" button.

How do I copy this Part to all the other objects?


texts: handle vertex property changes with msgbus.subscribe_rna

texts:
I want to trigger a function when any mesh vertex is selected. After alot of research, using msgbus.subscribe_rna seems to be the way to go, unfortunately even though i can use it to trigger a function when say, objects are selected, when i try the same for changes in vertex propterties it has no effect.

import bpy

handle = object()

#subscribe_to = bpy.types.MeshVertex, "select" # Doesn't do anything
subscribe_to = bpy.context.object.data.vertices[0].path_resolve("select", False) #Doesn't do anything
#subscribe_to = bpy.types.LayerObjects, "active" # Triggers when an object is made active
#subscribe_to = bpy.types.Object, "location" # Triggers when an objects location is changed in N panel

def notify_test(*args):
    print("Notify changed!", args)

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=handle,
    args=(),
    notify=notify_test,
)

bpy.msgbus.publish_rna(key=subscribe_to)


texts: Problem: Can Not Make Blur Affect Emission

texts:
So I have 2 emission materials (yellow and white). I want them to be blurry together, so they wouldn't be so distinct on 3rd image. I did as was said in some tutorials: I've put index 1 for both materials and activated index pass, I made the same nodes in compositor, but it still didn't have any effect on render. Both in 3D View and in Image Editor. enter image description here
enter image description here


texts:
Of course like half the internet-enabled planet I am thinking about writing a game :-)  specifically a 3d game using Blender, what a surprise.  My initial concept requires a lot (several hundred) of bricks (cubes) to be deployed in the scene, setting up the "game board".  I have actually managed to write my very first Python script today which generates the basic cubes in the correct locations.  (Well actually it's a hack of someone else's script, but it's running and I'm chuffed...) now I face the next decision.  Each cube will have a glyph on the bottom face -- think Mah-Jongg tiles -- so I need to know (a) how to distinguish the "bottom" from other faces of the cube and (b) the best way to decorate the cubes with glyphs -- letters, numbers, rebus symbols, etc.

I can imagine generating a glyph collection (flat mesh shapes) and on demand, copying one and parenting it to the target cube (but how to get it properly aligned with a certain face?).  I can imagine generating a png library (glyph images), with all the cubes sharing a standard uv map, and painting the glyphs onto the cubes right after creating them.  There are probably other ways, for example if I wanted my glyphs to look incised (haven't tried "engraving" yet).  My experience of Blender so far is that there are always several ways to do X, but some are better than others :-)

How would a smart Blenderista approach the problem of placing selected 2d glyphs onto just one face of say 400 cubes, via python scripting?  and making them pretty?  I'd rather not tackle this six stupid ways before stumbling on (or never stumbling on) the smart one.


texts: Is there a way to, while moving an object in edit mode, move at same time the 3DView camera? I don't mean a camera as an object, I mean the view in 3DView, I use this a lot in Unreal Engine, while moving an object with gizmo while pressing Shift, you can move the object and camera at same time.


texts: Blender scene animation exported to Three.js without bones or skinning?

texts:
I have a mountain range scene very similar to this:

The mesh is a simple plane extruded to form a low poly mountain range, the animation uses 3 shape keys, a base and 2 for random vertices displacement. This is then keyframed 7 times over 250 frames to make the surface look like it's continually subtly shifting.

My intent is to use the Three.js output to embed the 3D animation into a web browser. However, it seems the only examples I can find use "skinning" and "bones".

Is it possible to do without bones or is there an alternative that isn't embedding as a video?


texts: Blender crashes (gets stuck) on viewport render

texts:
I've been working on a project for some time. And I heavily used the rendered shader in the viewport for it.

However I enabled the option that saves all textures within the blend.ini file and since then my blender crashes whenever I try to enable the viewport rendered shader.

Even after disabling it again it still crashes.

Does anyone know what i'm dealing with?


texts:
I am trying to simulate a fuse burning up to a bomb then do an explosion with the bomb. But I can get only so far with the fuse. I am having brain freeze when it comes to getting the sparks off the fuse end to show along with the object used to simulate the fuse before burning to go away after it has been "burned".

I am thinking of using a curve type to have the fuse follow it (but have not implemented that yet. nor do I know if I really need to yet, I haven't gotten that far yet.)

I have the sparks set up and working but the object pieces being used to simulate the fuse are too big when the particle system explodes them.

Wondering how do I decrease the size of the object particles?

file included to give you a better idea of what I am talking about that I am in this post.

oh I had a baked cache on that particle system file so you might want to look at that before running it.

I've gotten this far so far, still trying to work out an longated object to look like a fuse then have it looking like it is actually burning away as the fuse sparks move down towards the bomb.

the cure does not allow keyframes on its x,y,z dimensions so I can srink it as it goes along the path . having given it a shape, or using the curve modifier.


texts:
I have decals on my mesh in Cycles by way of placing it over my original material with a mix shader.

How can I render my decals alone on a 2nd render pass?

Thank you!


texts:
i try to use renderpass normals but i never get the result i would like to see.
Does anyone know if its possible to get a normal render from the renderpass?
left, render bad
right, vieport matcap good

doing it over material is not an option, to much materials to change.
it should be render pass!
no difference with cycles or eevee
no difference with srgb or none
looks like range is just covering half of the sapce


texts:
How to show python information when Mouseover in Blender 2.8?
Blender 2.7x

Blender 2.8x


texts: animation nodes sorting object list by XYZ

texts:
I have a 3x3x3 grid of objects in a collection (intended to be used with non-duplicate objects), I want to sort them by x y and z and have them fed into a loop and animate transformations. I previously did this with index id keys and 3 sort list nodes; one for each axis fed through each other. but the sort list node has since been removed hence why I'm stuck.
I've tried separating the list vectors, running them each through an expression node with sorted(e) but but I'm stuck at how to take X list and sort it by Y, and then Y by Z. any solution or help is greatly appreciated :)
Download my .blend
this is all working except it lacks the control im looking for as to what axis and direction the process begins with

rather than it going from left to right, I want the control to set it so the order is back to front, and then upwards
EDIT: after many hours of tweaking i finally came to a solution using the expressions given to me by gorgious and some extra tweaks:

I used gorgious's method nearly exactly but before feeding the object list into the expression nodes, I created 3 sets of id keys for each axis, input them with object id key nodes, combined them into a vector list and output them into an object transforms output node. the result is full control over direction of animation.


texts: Since the Denoise feature was added to Blender I only use the default setting with it and it really does the work. But sometimes the denoise is noticable on some of my renders. How can I overcome the blurred effect? Denoising for me is a big help because my system is quite aged.


texts:
I have selected my mesh (repetier says it is not manifold) and try to active the 3Dprint analysis.

I tap space and type 3DPrint. I have tried using Check all, Check solid and Info area. Nothing happens. I'm not sure what should happen.


texts:
I have recently downloaded Blender. But because my laptop is old i'm thinking of buying this HP Laptop (Pavilion 17-e100sv) with these characteristics:

Intel Core i3-3110M Processor-2.40 GHz
RAM: 4 GB - DDR3 SDRAM
500 GB - Serial ATA - 5400 rpm
2GB AMD Radeon HD 8670M graphics card.

Can you please tell me if these technical characteristics are enough for Blender?
If not, what do you recommend in terms of RAM, etc?

Please help out, since I will only buy a new laptop for Blender and I don't want to pay for something and then realize that it will not perform when i render an animation.

Thanks a lot!


texts: why in my rendered image there are little white dots?

texts: Hi guys im just wondering why my viewport and rendered image are not same if you can see in my rendered image there little white dots and cand do same as viewport can someone show me some way to fix this


texts: What is a good tutorial series to learn Python for BGE?

texts:
I've learned a lot from searching for python related questions as they came up for me, but I still don't feel like I'm getting the overall grasp of python coding. Are there any good resources that you recommended for learning python from the ground up? If so, in what order?

Thank you in advance for your answers and suggestions,
Anthony


texts:
So I was finishing my model and I spotted this deformation.
I have bevel modifier applied, but turning it off doesn't fix it.
It also appears in rendered image


texts: how to move multiple objects into the centre of a circle

texts:
Hi. Is there anyway that you can move multiple objects in to the center of them in a proportional way but not using scaling up and down?

I want to make it like the below but maintaining their proportion. I tried grab each of edges of them toward inwards and hit "G" and moved but I doesn't work like "S" key and scaled down.

Same Problem with edge slide


texts: Blender crashes from replacing mesh data via script

texts:
I'm working on a script that will generate a mesh based on handles (empties) in the 3D interface. So when the user drags a handle it replaces the mesh data, but leaves the object intact. Here's part of the script:
try:
    obj = bpy.data.objects[name]
    old_mesh = obj.data

    # add  new mesh
    mesh = bpy.data.meshes.new(name)
    obj.data = mesh

    # remove old mesh
    removeMeshFromMemory(old_mesh)

except KeyError:
    # Create Object and link to scene
    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    scene = bpy.context.scene
    scene.collection.objects.link(obj)

mesh.from_pydata(verts, [], faces)

And the contents of the remove mesh function is here:
def removeMeshFromMemory(mesh):
    passedName = mesh.name
    print("removeMeshFromMemory:[%s]." % passedName)
    # Extra test because this can crash Blender if not done correctly.
    result = False
    #mesh = bpy.data.meshes.get(passedName)
    if mesh != None:
        if mesh.users == 0:
            try:
                mesh.user_clear()
                can_continue = True
            except:
                can_continue = False

            if can_continue == True:
                try:
                    bpy.data.meshes.remove(mesh)
                    result = True
                    print("removeMeshFromMemory: MESH [" + passedName + "] removed from memory.")
                except:
                    result = False
                    print("removeMeshFromMemory: FAILED to remove [" + passedName + "] from memory.")
            else:
                # Unable to clear users, something is holding a reference to it.
                # Can't risk removing. Favor leaving it in memory instead of risking a crash.
                print("removeMeshFromMemory: Unable to clear users for MESH, something is holding a reference to it.")
                result = False
        else:
            print ("removeMeshFromMemory: Unable to remove MESH because it still has [" + str(mesh.users) + "] users.")
    else:
        # We could not fetch it, it does not exist in memory, essentially removed.
        print("We could not fetch MESH [%s], it does not exist in memory, essentially removed." % passedName)
        result = True
    return result

When dragging the handle slowly for several seconds (replacing mesh 50+ times), Blender eventually crashes. It gives the following error:
Blender(61663,0x11de3cdc0) malloc: Incorrect checksum for freed object 0x7fc42fd82600: probably modified after being freed.
Corrupt value: 0xa80000026e
Blender(61663,0x11de3cdc0) malloc: *** set a breakpoint in malloc_error_break to debug

Is there a better way to replace the mesh data that's more efficient and won't cause crashes like this?


texts: Data Transfer modifier: can't get it to work

texts:
trying to make slightly smoothed corners with Data Transfer, but i accomplish nothing besides making two faces look more flat than they should be. several tutorials show how to do it (this one, for example) and i think i've set everything correctly, including Adding Custom Split Data, but i still can't get the right result.

here is .blend file.

and here's a screenshot of modifier settings:

extra info: i have latest stable version of Blender - 2.78c. tried some several years old plugins and they gave no results. also attempted to install blend4web's vertex normals editing tool, but i couldn't even see it in the plugins list. any help will be appreciated.


texts: How to fix Imported SVG from inkscape with wrong fill

texts: I have imported this image from inkscape SVG. One of the characters have wrong fill in the letter. I am fairly new to blender. Is it possible to fix it?


texts:
With objects, there you can add Custom Properties to an object, though it only seems to let you specify numeric values.

Is there any way that I can add a color value as a custom property, such as through Blender's python API?

EDIT: To clarify what I am doing: I am making a set of character models for use in a web comic I am making.  The character models will be "generic" ones for ordinary characters (ie: bystanders, pedestrians, etc.).  What I want to do is put some color field properties onto the armature (which is the parent of all the model pieces and clothing), and then use drivers in the model pieces so that they can pull the color data for the clothing, eyes, and skin.

I wish to use this method because I want to use models in a linked fashion, where I import one or more generic models and set the colors in the scene they are used in after importing, so that I don't fill up my hard drive (or my cloud drive) with dozens of .blend files for every color variation I use.

EDIT 2: To clarify further, I wish for a solution that can be applied on a per-model basis, rather than needing to create an addon that adds the same set of properties to all models.


texts: Why wont these seams tighten up/ make contact? No matter how big I make it, no matter what I set the collision to it still wont tighten

texts:
I've recently discovered that the ability to sew clothes exists in Blender. Really cool idea and I love it but I can't ever seem to get seams to completely pull together and am left with these unsightly spaces. Is there anything I can do as I'd like to move on to a more advanced article of clothing.
Thanks for reading!


texts: How to remove part of a model and create a handle?

texts:
I'm new to blender so sorry if I posted it in the wrong place or someone else has already answered this.

What i am trying to make is a bleach bottle something like this:

Right now i currently have a basic shape for the bottle:

but i want to know how i can remove a curve from the model and put in a curved handle.


texts: Background Color Mixing With Colors In Layers

texts: I have been using a colored background behind my drawing but now that I'm adding color to it, I'm assuming the color I'm using is being affected by the background since it is coming out differently. Is there a way I can stop the two from mixing?


texts: How can I set the render border from Python?

texts:
I'm trying to render 1px strips of images. Is there a way to set the render border in pixels?

I'm rendering a total image that is 1440x900 pixels. What I need to do is render it in vertical 1px strips. So 1440 images each 1x900 pixels.

I'm currently setting the border min and border max with python as follows:

render.border_min_x = i/1440
render.border_max_x = (i+1)/1440
render.border_min_y = 1
render.border_max_y = 900

It works okay but I'm finding that the output files vary in dimensions some are 1px some 2px and others 0px (which makes the script crash)

Is python limiting the number of decimal places and that is why the 0.0 - 1.0 scale isn't as accurate as I need.

Any help or work-around?


texts: Closed mesh has weird artifacts (Blender Guru Anvil Tutorial)

texts:
I'm making an anvil and while the wireframe of the mesh looks fine, there are weird artifacts near the base of the anvil that I can't seem to get rid of (I tried recalculate normals and merge by distance).

The problem is exacerbated in lookDev, where I'm getting an odd, swirled stretching effect.


texts: How to populate UIList with all material slot in scene? 2.8

texts:
I make that script (Copy a piece from template UIList)
Now i can draw My box with inside the active object material but i want to populate that with all material in scene, i not undertand , how to.
Part of my script:

class MATERIAL_UL_extreme_matslot(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        ob = data
        slot = item
        ma = slot.material

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            if ma:
                layout.prop(ma, "name", text= "", emboss=False, icon_value=icon)
            else:
                layout.label(text="", translate=False, icon_value=icon)
                elif self.layout_type in {'GRID'}:

                    layout.alignment = 'CENTER'
                    layout.label(text="", icon_value=icon)

Then for draw in panel:

class MY_PT_Panel(bpy.types.Panel):

    bl_label = "My label"
    bl_idname = "MY_ID_NAME"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "My Category"
    def draw(self, context):

    def draw(self, context):

        obj = context.object
        layout = self.layout
        row = layout.row()
        row.template_list("MATERIAL_UL_extreme_matslot", "", obj, "material_slots", obj, "active_material_index")

Im not sure if that is the best solution because i want to select material slot from that UIList panel.


texts: Strange thing: The knife tool does not work in one scene (meaning I am not able to click anything, the knife just hovers over the mesh). But... it works fine if I am opening another scene and apply it there. Coming back to the scene in question once again nothing. Ideas? I am using Blender 2.83.4


texts:
I have a simple arrow like this:

I want to make it curved about the Z axis like this:

In this image it is a texture applied with transparent background to a plane. But I want to make it a 3D model and apply a special material.

I tried adding a curve modifier and ended up with this:

What is the best method to use?


texts: Segmentation Fault when calling bpy.ops.render.render (script using Blender as a Python Module on Mac)

texts:
I am using Blender as Python Module on Mac and now attempting to create a scene programmatically and take a screenshot of what the camera sees but I am getting a "Segmentation Fault: 11" when running the following script (on calling bpy.ops.render.render).

import bpy
import mathutils
import bmesh

scene = bpy.context.scene

# Create the cube
mesh = bpy.data.meshes.new('cube')
ob = bpy.data.objects.new('cube', mesh)
scene.collection.objects.link(ob)
bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0)
bm.to_mesh(mesh)
bm.free()

# Create a light
light_data = bpy.data.lights.new('light', type='POINT')
light = bpy.data.objects.new('light', light_data)
scene.collection.objects.link(light)
light.location = mathutils.Vector((3, -4.2, 5))

# Create the camera
cam_data = bpy.data.cameras.new('camera')
cam = bpy.data.objects.new('camera', cam_data)
scene.collection.objects.link(cam)
scene.camera = cam

cam.location = mathutils.Vector((6, -3, 5))
cam.rotation_euler = mathutils.Euler((0.9, 0.0, 1.1))

# Render settings
scene.render.image_settings.file_format = 'PNG'

filepath = "/tmp/image_blender.png"

# Segmentation fault caused by this line
bpy.ops.render.render(write_still = 1)

img = bpy.data.images['Render Result']
img.save_render(filepath, scene=scene)

I'd love to get some help and understand if there's an issue with the script or with the way I installed/configured Blender as a python module. Thanks in advance!

P.S.: Copy/Paste of Problem Detail and System Configuration


texts: 2.8 how to restore timeline cursor jump to left click

texts:
in older versions of blender you could just click anywhere in the timeline and the cursor would jump to where you clicked, instead now it defaults to box select.

how do I change it back so i can just click anywhere in the time line?


texts:
I'm trying to render this underwater scene, but somehow, I can only get this much to show:

Here is my suspect: I was following a part of this tutorial: 18 ways to speed up cycles rendering and I only reduced light bounces, changed tile size and used the denoiser.
However, I retraced all those steps but they don't seem to be the cause. I really try to not overlook anything, though.

So, I don't know exactly what I did wrong (otherwise, I wouldn't be asking for help). So I would really appreciate if you can suggest how I can solve this.

I also read other similar threads about rendering all black, but haven't found anything that could apply to my case.

Here is the blender file.

Appreciate any help, TIA!


texts:
I'm quite new with blender, so this might be a stupid question.
I want to model and render something like the attached image, but I'm not able to keep the light normal to the helix curve. It keeps twisting in a weird way.
I tried with the screw modifier and with the curve modifier and I was not able to model it.
And how would you add the straight end to the strip?
How would you do it?


texts: Animation Nodes : How to access object properties in the 3D viewport

texts:
I require some help please. Blender 2.8 Animation Node Addon. I am using the "Object Transforms Output". Here I can rotate and move objects, but in the 3d viewport I cannot do anything.
I would like to do both. Use the Node and also move the object in the 3d viewport and update the node automatically.
It needs to be the same as using the transforms in the property panel.
My goal is to have all objects listed with each of their transforms. Can this be done? Thanks in advance, if anyone can help.


texts: Paint an Object (I know this sounds ridiculous)

texts:
I honestly can't figure out how to paint the default cube in blender.  I can do alot.  I am comforable with adding textures.  But I just want to paint the cube.
I have watched numerous tutorials but none of them are working for me.
I gather that I need to click on the cube and then add material and go from there.
I have succesfully added textures to objects but can not for the life of me figure this out.
Every tutorial I watch has a completely different layout (older version) and it's not working.
Please help!!!!


texts:
Fill Bezier Curves

I've already checked this out, but it doesn't help, since I already applied the solution suggested.

Here's what I have; there's no fill despite it being constrained to 2d and the fill option being selected. Not sure if this is relevant, but it was originally modeled on the XZ axis, but I rotated it onto the XY one. I made sure the curve was closed as well (toggle cyclic doesn't solve the problem). Help would be appreciated.


texts: How to add "celestial objects" (extremely distant images) that behave correctly

texts:
I want to add a small moon and a few stars to the background - or at least behind everything, so that it behaves correctly for camera motion.

Camera rotates around its own axis:  moon and stars rotate about center of FOV
Camera pans (rotates around an axis perpendicular to its own axis):  moon and stars translate. (if you turn your head, the stars move)
Camera moves (translates in (x, y, z)):  moon and stars remain fixed. (if you walk, nearby objects move, but the stars don't)

My animation is technical (think satellite in low earth orbit) so it needs to be fairly accurate. Neil deGrasse Tyson is a major hero of mine. I'll use a normal camera, not orthographic, and I'll use cycles and nodes. I may translate up to 10 blender units and the moon and stars shouldn't move by more than a pixel.

I could make a very very big image and put it very very far away, but is there a better way? I can generate the stars algorithmically if necessary, so that when the camera pans they move correctly.

Can we define a background (e.g. a sky) at infinity? Can we paint (uv map) on to the "Celestial Sphere"? There is some work on Blendertarium (also here) but I'm not sure how to adapt that technique to handle a scene with nearby objects as well.

Edit: After reading @PGmath 's comment, I realized I should also mention that the moon appears to move relative to the stars over time - roughly it's own diameter every hour. So the moon's image would move relative to the point-like stars.


texts: Is there an established procedure for programmatically creating a Cycles material to match a physical one?

texts:
I've started building a procedure for systematically generating a Cycles material and it has evolved into a involved process; So, I wanted to query the community before putting too much effort into it.

My procedure involves taking two photos of a planar surface at two different angles using a flash (and no other external light) and derive a "hardness" value for each color band as well as a surface normal/bump map and a normalized image map.  The procedure is entirely programmatic and I use Python/Numpy/SciPy and PIL to output the property values automatically given two image files.

Googling doesn't find me much but it might be that my Blender vocabulary is not advanced enough.  I only just started using Blender but am fairly knowledgeable in the physics of radiant energy.


texts: Why very slow animation in viewport? Blender 2.8

texts:
I'm doing an EXPLODED VIEW/ANIM of a MID TOWER DESKTOP with all the components modeled.

In Blender 2.8, I was wondering why my project when in animation it is so slow. In fact, dragging and moving objects is lagging. My model is a DESKTOP build with all the pc parts in it ranging from mother board, gpu, cpu, fans, power etc. the full setup. Thing is, I cannot give a total number of POLYCOUNT because I do not know where to find it :wink:

The CPU utilization is not high, the GPU utilization is not high too. Even the RAM is okay but it’s really sluggish.

Here is my setup:

DESKTOP
Intel i7 8700K
nVIDIA GTX 1080ti


texts: How do I create an 8 sided die from one object?

texts:
Simply put, is there a way to make a cube balance solely on one point/vertex?

I'm struggling. I do not want to have to join two objects, nor have to extrude an object. I just want to have a simple eight-sided die created with one mesh.


texts:
Every clip added to the video Sequence editor (VSE) defaults to an MPEG Preseek of 0. Does anyone know of an addon or a way to have each clip inherit a user-defined preseek setting?

It would save a great deal of time with this project and future ones. Thanks in advance for your input.


texts:
I have a model with an armature rig to pose in different poses. I then have various items/clothing which can be equipped and they follow the mesh using an armature modifier/weight paints.

I am working a shape key to adjust the height of the model (shorter/taller). Since the actual armature is not changed, the items do not go to the correct location and the poses are deformed due to the change in vertex location to the bone.

I am including a screencap that has the working armature/pose and then the deformed one where I am attempting to use a shape key to change the size of the model.

In my mind there would ideally be a slider similar to shape keys which would allow me to shrink/stretch my armature to match what I am doing with my model. Or does anyone have a suggestion on how I can better implement this? Thank you for your time!


texts: How to locate animated UI parameter in Graph Editor?

texts:
Most of the time the Graph Editors "Show only selected" filter option is good enough to reduce the number of visible channels to a point animator can visually locate the relevant channel from the displayed list. With complex characters such as Blender Animation Studio Rain character, this approach doesn't seem to work anymore because in addition to selectable UI controllers you also animate parameters via the UI menu. In order to see the animated UI parameter in Graph Editor the "Show only selected" option must be disabled.
Currently, the best method I've come up with is to copy the datapath using the right click on the animated field and
use its value as an input for the Graph Editor filter. Although it works it's a tedious and cumbersome method to work with as the value of the data path must be cleaned before each usage e.g pose.bones["Properties_IKFK"]["ik_parents_arm_left"] -> ik_parents_arm_left


texts: Lightroom does not light evenly - Weird light reflections (Cycles) (.blend attached)

texts:
I am trying to light my car in a way that the background is quite dark and/but the car has some sharp reflections. I found a Lightroom that I really like because of it^s reflecting floor/walls. The problem is that the top of the car is still pitch black and is not affected by the lights, I can x10 the light emission and still get no difference in that part of the car. There are also some weird light reflections, but I don^t think there is a simple fix to them.

The .blend file (Scene 2) (pasteall did not work so i needed another host): https://www.sendspace.com/file/uhli8d


texts:
here´s the thing: I´m trying to give a more round like look to my model by modifying the lines in between the vertices, but I don´t know how. Below there´s a picture of what I want (took a snapshot of a video on youtube) I asked the artist how he does that but he doesn´t answer. I tried applying a curve modifier but it gives me a message of error that says "modifier disabled skipping apply". Is that how it´s done? by using the curve modifier? and if it is...how do I enable it?
Thanks in advance, I´d be really grateful for any help you might provide :)


texts: inconsistent AttributeError when modifying frame_current

texts:
I am using this script to render animations because of this issue. It was doing it's job in older blender but now it works well only until I switch viewport shade to rendered. Then after few frames saved I get:

  AttributeError: Writing to ID classes in this context is not allowed: Scene, Scene datablock, error setting Scene.frame_current

Btw I would like also to ask is there a way to capture viewport content or rendered border only?

render_time = 3
import bpy, os, time, threading
bpy.context.scene.frame_current=bpy.context.scene.frame_start
class ScriptThread (threading.Thread):
    def init(self, threadID, name):
        threading.Thread.init(self)
        self.threadID = threadID
        self.name = name
    def run(self):
        is_running = True
        tick = time.time()
        while is_running is True:
            if time.time() >= tick+render_time:
                tick = time.time()
                time.sleep(render_time)
                if bpy.context.scene.frame_current >= bpy.context.scene.frame_end:
                    is_running = False
                else:
                    os.system('mkdir render')
                    path='render/'+str(bpy.context.scene.frame_current)+'.jpg'
                    os.system('import -window root '+path)                      # linux
                    os.system('nircmd.exe savescreenshot '+path)                # win
                    bpy.context.scene.frame_current+=1
            else:
                continue

thread = ScriptThread(1, "thread")
thread.start()


texts: 25% Proxy on 2k video and 2fps, what did I do?

texts:
I am editing mostly 2k video footage in the vse (edited down to about 40 seconds or so). I have set 25% proxies and set the scene preview to 25%. This allowed me to preview at 24fps (the fps of the footage). However I added a new strip (that for some reason I can't get a properties window for - will be a separate question). Then I couldn't preview at 24 fps, so I removed the 4k video and none of the strips previews at higher than maybe 10 fps. I have tried deleting the proxies and rebuilding, with no change. Restarting didn't help either.

FYI this is on a PC in Windows with 2 X5650 processors (XEON 2.66ghz 6 core hyperthreading) and 24 gig ram and a 2T hdd.

What did I do and how can I fix it? 2fps makes editing pretty impossible.


texts: How can I colour / fill up an arc surface in 2D animation

texts:
I was using arc in draw mode to create a shape

For now, I only know how to fill up a flat surface, but not for when I make an arc surface like this one:


texts: File Search (File Browse) through all Sub-Folders

texts:
How can I Search Files through all Sub-Folders.

By default Blender only searches the root folder.

and I tried all given options, and couldn't see any icons that would allow me to search deeper.

I tried to find an addon that does that but couldn't find any.


texts: Dealing with Inverse Kinematics - End of "Leg" Moves the Entire Model

texts:
*3rd 'paragraph' is where I have stated my issue. Before is context/what I've done so far
I've been scouring forums for the past hour or so and haven't been able to come across a solution that seems to help my problem. Essentially what I'm trying to do is make the foot of an "ant" move only the leg. See images below. (I can only do two links so I figured the two attached were the more important ones)

The issue I'm having is that when I try to make the end of the leg an IK bone (SHIFT + I), it bounds to the tail-end of the ant. May help to note this is the bone I started my armature on. See second image for those bones.

So... context provided... Whenever I try to move this IK bone, the entire model moves, pivoting around the tail-end bone (circled above). I've tried reparenting the bone, disconnecting the armature, and a few other things that are workarounds of those. All I want it to move is the leg, circled in this image. Also note this was moved, pivoting around the tail-end bone as stated, from moving only the IK bone.

Any and all help is greatly appreciated, apologies if this has a simple solution I've overlooked. Perhaps I've simply messed up the armature.
Thanks in advance,
Mark


texts: Cycles - 2.79 vs 2.82 texture difference

texts: I have a simple example: image_textured cube. In v2.82 the cube is not textured if I choose cycles, however it works with Eevee. This worked in Blender v2.79. Am I missing something?


texts:
I made my own tab SV, but there are addons that I do not need, Oscurart Tools ,Contour Retopolgy and Object Tools. Why are they not in their own tabs?

green - my panels, red - not mine

If I activate new addons they appear here in my tab also. How to delete the other addons from my list, or how to move my own on top?


texts: How to set UV coordinates for a mesh in Blender 2.8x with script?

texts:
It's 1am, and I googled every outdated site on the net, I give up.

In 2.79 I had a code:

mesh = bpy.data.meshes.new(mesh_nev)
mesh.uv_textures.new()
...
mesh.uv_textures[0].data[i].image = meshhez_tartozo_texturak[textúraindex]
...
mesh.uv_layers[0].data[o * 3].uv = (u,v)

what is no longer working for me in 2.81 and I find no good info on the net how I can do this right now. Can someone please help me out?

Thank you!


texts: I've set a simple scene, big box containing everything set as domain, container inside the domain set as obstacle, icosphere at the center as inflow (shell, like the obstacle). What i got is this behaviour, the liquid floats mid air like there's some box obstacle


texts:
I was creating faces with the given vertices and noticed that some parts of my mesh have lighter color than the rest.

Can anyone help me with an explanation? Thank you so much!


texts: Texture Paint behaviour in regard to a Texture

texts:
If I have texture paint working, and add a new Texture then it stops working. Or it behaves weird.
It's a bit tough to explain in textual format for me so I made a video about it:
https://www.youtube.com/watch?v=ltLqniomK6U
To explain in short, when I add a texture here, then texture paint stops working or behaves weird:

Can someone explain why this is?


texts: Why does the view transformation controls become frozen sometimes?

texts:
Sometimes the view transformation controls become frozen and just won't let me move around the scene.
If I copy and paste my objects into a new scene, the problem goes away.
Why does a scene get locked up sometimes?


texts: I downloaded an intro for a project and now have the project based around it. However, whenever I render the animation all it plays is the intro and the rest is a screen saying," Goalartz and Roodified" This is the link: https://www.mediafire.com/?pk24ubp71hi8pug please post suggestions in the comments. Thanks!


texts: Imported fbx camera from NUKE is rotated the wrong way

texts: I tracked a scene in nuke and created geo for particles to interact with in blender. But when i import the .fbx generated from the write geo node into blender, the camera is rotated the wrong way. The translation of the camera is correct, but the direction it is facing is completley wrong. How can i fig this?


texts:
I'm trying to create a still render of a glass container with some honey in it. Thanks to 9th grade science class, I know that whenever a liquid is in a container, a miniscus is formed. I'm trying to create the same effect in blender by curving up the liquid towards the edges using a bevel:

The problem is, when rendered, the liquid material looks too dense. Normally, the density of the liquid fades towards the top of the edge, however I don't know how to recreate that so it ends up looking equally dense at the thinnest part and the thickest.

Honey:


texts:
I'm a beginner and can't seem to understand nor get rid of this shadow over the mesh... I'm guessing it has something to do with the faces behind the plane (extruded from an edge). No modifier besides mirror, and smooth shading is enabled.

It's my first modeling attempt, so I may have done a lot of things wrong. Any suggestions?


texts: Comparable systems between 3DS Max's Reactor physics system and Blender's physics system

texts:
I'm currently working on on a script to support exporting content for Halo 2 Vista in Blender. The original tools worked in 3DS Max with Reactor support. Reactor being a physics simulation setup using Havok in 3DS Max from around 2012 or 2013 and below.
https://github.com/Project-Cartographer/H2V-Blender-JMS-Exporter
I was wondering if Blender had any analogues to the following constraint types in 3DS Max Reactor.
Ragdoll Constraint        - Using generic constraint in Blender. Is this correct?
Hinge Constraint          - Using hinge constraint in Blender. Assuming correct.
Car Wheel Constraint      - Does Blender have something similar to this?
Point to Point Constraint - Using generic spring constraint in Blender. Is this correct?
Prismatic Constraint      - Does Blender have something similar to this?
I realize that the way objects will react won't be similar but I'm mostly looking to get a decent approximation to get something somewhat decent in Blender.


texts: why I am getting Black & White when I render

texts:
I use Movie Clip and Box Mask nodes to achieve a split screen effect.
When I render (but also in preview) the clips show in Black and White.
I am not sure why.
Can somebody help please?