texts: Matching animation/frames from different scenes in VSE

texts:
This question is a bit difficult to explain, bear with me :-)

First thing, let's say I have a cube. I'll call this scene A.
Then duplicate the scene and boolean subtract another mesh from the cube. Call this scene B.
Scene A and B share the same camera flight.
Lets also assume there are other animations going on, like particles flying around, which are also linked. Being synchronous here is essential.

I want to have a crossover from scene A to B. Scene A is covering frames 984-1890, scene B is going from 1870 to 1940 - in their own timelines, that is.

I know basically how to arrange that in the VSE.
Now the problem is, there are a lot of things going on before all that, so the scene frame numbers don't match with the frame numbers in the VSE. It seems hard to adjust the strips in the VSE, including the cross strip, to really match what I have planned.

What I would really like to have is: Set a scene specific marker in Scene A where the transition should start. This should show up in the VSE strip, relative to the specific start of the strip, and other strips can snap to that.

Is there an easy way to do this?


texts:
I have an image linked, and I have the right brush selected, but I still can't paint on the object. I tried on another image on the same object just to test and it worked, so I tried deleting and making a new image but it still doesn't work.

While I'm at it I might as well knock two birds with one stone. With the head I'm working on all the hair particles I have added shows up ridiculously bright and really shiny every time I go to render, which is strange because I was following a tutorial and theirs seemed perfectly fine.


texts: How can I have a smooth transition between colors on a low poly model?

texts:
I don't know what to call it but I have a low poly landscape right here, but my problem is its color.

I want it to have like some sort of gradient effect using different materials. If you don't understand, take a look at the islands in this picture.

It has a kind of gradienty thing with the islands. Basically the transformation of the color from green and brown on this color is seamless, and I don't want a sudden change of color in mine. I know it's impossible to make it follow my landscape with just one material, but I just wanna see if there's a simpler method like using random on object index or a color ramp, and I really don't wanna make this manually.


texts: My blender is so laggy that its unusable, any suggestions

texts:
So, two days ago I shut down my computer for a few hours. When I turned it back on and opened Blender, it was extremely slow and still is. (I've tested Unreal Engine and it runs smoothly). All the solutions I found involve Nvidia processors but I use Intel and I've had no luck finding issues.

Processor: Intel(R) Core(TM) i3-8130
Laptop: LENOVO
OS: Windows 10

Any suggestions would be appreciated.


texts: Print all frames in between set key frames?

texts:
How could i have blender print all frames in between a set of key frames? For example, one is at 0, then another at 10. So it would print all 10 frames.

Code:

import bpy
import math

selection = bpy.context.selected_objects

def get_keyframes(obj_list):
    keyframes = []
    for obj in obj_list:
        anim = obj.animation_data
        if anim is not None and anim.action is not None:
            for fcu in anim.action.fcurves:
                for keyframe in fcu.keyframe_points:
                    x, y = keyframe.co
                    if x not in keyframes:
                        keyframes.append(math.ceil(x)) #(math.ceil(x)))
    return keyframes

def print_details(obj_list):
    XRot = round(obj_list.rotation_euler.x, 2)
    ZRot = round(obj_list.rotation_euler.z, 2)
    YRot = round(obj_list.rotation_euler.y, 2)
    xloc = round(obj_list.location.x, 2)
    yloc = round(obj_list.location.y, 2)
    zloc = round(obj_list.location.z, 2)
    print(obj_list.name)
    print("X Rot : ", XRot, '\t'*2, "Y Rot : ", YRot, '\t'*2, "Z Rot : ", ZRot)
    print("X Loc : ", xloc, '\t'*2, "Y Loc : ", yloc, '\t'*2, "Z Loc : ", zloc)

print("-"*25, "starting","-"*25)
for keys in range of (get_keyframes(selection)): #This part needs to be in range of keyframes. Gives list' object cannot be interpreted as an integer error
    bpy.context.scene.frame_set(key)
    print("key : ", key)
    for obj in selection:
        print_details(obj)
print("-"*25, "ending","-"*25)

The issue with this, the way keyframes are defined i cannot do a range of them.


texts: One object having two different colors and distortions

texts: So my question is how do I fix an object that was made by joining two separate objects together. Specifically what I want to fix is the color issue, I need it to be one color and without any distortions.(greyish black parts) Would be glad if anyone can provide feed some back.


texts: What is the difference between matrix_basis and matrix_world?

texts:
I know it is a bad question sorry but I haven't found any information about these matrices expect in the blender documentations.

The docs say that matrix_basis is:

  Matrix access to location, rotation and scale (including deltas),
  before constraints and parenting are applied.

So if not related to any parent, is it the same as matrix_world ?


texts: Is it possible to hide curve handles behind other objects?

texts:
I'm working on a scene with a lot of curves and I was wondering if it's possible to hide the curve handles behind other objects in the scene? so just obscuring the curve handles behind other objects. You can see in the GIF how all these handles can be quite annoying and witch handles I want to be obscured by the basic face object.
I hope this is possible, thanks in advance


texts: How to create a 3D model of an object and then put it on the Internet in a 3D viewer

texts:
With my startup team-members, we're looking to build a 3D model of our product, to put it on our website, and then be able to move it 360°, is it possible to do this?

Does it cost a lot?

Thank you for your Help.


texts: When I try to duplicate an object with shift + d it doesn't work cause the controls change inmediately to the timeline

texts:
So after trying to dupicate an object with shift + d, when you scroll, for example, instead of zoom it changes the timeline.
Has anyone an idea of why is this happening? and how can I fix this to be able to duplicate objects with shift + d?
Thanks.


texts: Difficulties in creating a box around an object with a python script

texts:
I would like to create a box around an object with a python script !
So I write the script which is in this topic :
Create and export bounding boxes for objects

However here's what I get with my object:

I was expecting something more like this:

I don't know how to modify the script to get what I want

Have you guys any ideas on this ?


texts:
So i made an object that is 2 meter wide and placed it 2m high on the z axis,
but compared to the grid in the background it is twice as long as the height of it.
What am i missing here?


texts: how do I keep my videos from speeding up?

texts: When I am saving videos in the Video Editing part the video itself is going at twice the speed while the audio stays the same. I  can't seem to fix it and have no idea what to do.


texts:
I'm trying to find a less techy alternative to render water splashes in a river than the smoke simulation.

All what i've found is tutorials to make waterfalls that have been done with the smoke simulation, where the results are awesome.

But i can't go that way, basically because i'm not Pixar and i need to have the final render (wich will be a 1 min. long animation) whitin a reasonable amount of time.

I'm trying to figure out the way it was done before simulations...I don't need it to look realistic at all.

Thanks in advance!

PD: this is totally related to this question


texts:
In the mesh on the picture of a rear wheel I have weird spots and I don't tear them off.
It's not a light trap and when I add texture it gets worse.
Does anyone know what to do?
I work with Blender 2.83


texts:
I made a vector image in Adobe Illustrator and exported it into a svg file.(I did my best to make the lines closed but please still check if there's any problem with the vector image.)
But when I import it in blender, nothing comes out. I also zoomed in but there was absolutely nothing on the editor. Neither scale didn't work. Weird thing is I can still see the list of curves of svg file in outliner.

I've even tried with simple circle shape but the result was same. Please give a help.


texts: I have set up an animation of a quite large particle system (over 50,000 particles). The Rendered Shade Mode is quite heavy so I prefer to use Render > OpenGL Render Animation. Camera animation is out of question in such a scenario. However, I am in need of showing around the object emitting the particles and the only solution, in this case, is to rotate the object itself. The problem is that the physics animation doesn't keep track of the rotation of the emitter. Once the emitter is rotated, the physics animation continues as if the object was in its initial position.


texts:
How can I get this glow like effect?
This is my model with two reference images. I wanted to recreate some bright touch keys like the ones with a soft glowing led that seems to pass through the material with a sort of transparency, but I can't get a realistic effect. I'm using just an emission node but it is not enough to achive that sort of subscattered appearance. Can someone help?

Thanks


texts:
As far as I know  Blender uses OpenGL. OpenGL provides an option to mirror repeat a texture beyond its bound. (UV coordinates outside the range 0-1)

Is there a way to mirror a texture that way in Blender?

I've seen in a similar question that in pre-2.8 versions there was a tab named 'Image scroll mapping' where you were able to mirror the texture. Seems like this feature is gone? In 2.8+ there is a way to repeat the texture in the 'Image texture' node but not mirrored. But in the textures tab on the right you can mirror it under 'Mappings'. However I'm not able to use textures of the texture tab in my image texture node. Just as a brush.

I know that I could create the mirror effect with different math nodes... just wonder if there is a more simply way? If not maybe they could bring this feature from pre-2.8 versions back?

Thanks for help.

sorry about my bad (?) english :)


texts:
So I've created a path, and used a circle as the bevel object to create a pipe like structure (as seen in the picture below). I often use this to create arms and legs for characters. However, I can't figure out how to make the ends rounded (like a capsule)

Is that even possible? And if so, what's the best way of going about it. I know I could probably join a sphere to the end, but I feel like there must be an easier way to do it.
Any help would be appreciated!


texts:
So i have a character with just 3 bones going through the middle of his body. The eyes (separate objects from the body) also have bones as shown in the picture. The bigger middle bones control the smaller ones for moving the eyelids and the eyeball.
The only thing i don't understand is how to get the eyes to move with the body but still be able to move the eyelids and eyeball. I tried parenting the eyeball to the body but then the eye moves inside the body and still doesn't do anything in pose mode. The picture shows the character with the top eyelid on the right eyeball and the bottom eyelid on the left eyeball. It's in X-ray view.
The armature for the body and eyes are separate armatures.
What i tried so far:

joining the eyeball and body. This stops the eyeball from moving individually though.
Parenting the eyeball bones to the body. This moves the eyes to a really weird spot and doesn't make them move with the body. When placed back at their original spots, the eyeball bones don't function properly anymore.


texts: Blender render extremely slow on Linux (+ crashes)

texts:
I have a Lenovo Yoga laptop with AMD Ryzen 4700U and integrated graphics. On Ubuntu 20.04 (with mainline kernel 5.8), blender randomly crashes on render about 2/3 times (before it actually starts rendering, during the synchronizing bit mostly) and when it doesn't, the render is ridiculously slow, especially in CPU. I installed the Radeon drivers (20.20) for OpenCL and GPU is a little better, but I need CPU as I have some larger scenes that overload my card's memory.
I thought it might just be that my scenes were too large, but I went to check on Window that I still have as a dual-boot and the same mid-size scene, same render settings took 15 minutes to render in CPU, as opposed to almost two hours on Ubuntu, so clearly there's something wrong, but I don't understand what. Any idea?


texts:
I am using blender to triangulate a mesh that I want to use for a physics simulation (outside blender). For that, I want to randomly remesh it. The triangulate modifier is not enough, as there is a preferent edge direction, which I want to avoid.

Ideally, adding random vertices inside the quad and force a remeshing algorithm to use this points would work, but I have no idea how to do it or if it is even possible in blender.


texts: Large scale objects - wiggling vertices (Blender 2.79b)

texts:
I am working on this large landscape scene and I noticed an issue with objects vertices. When I move around the scene the vertices wobble and the edges are never straight. The problem isn't so much with the scale of the objects but where the origin  is.
Because I imported the objects from Autocad, the orgin is something like 400km away from the actual object.
When I move the origin to centre of mass, the vertices stop wobbling, but the edges freeze in the deformed positions (not straight)
Does anyone have a solution to this please?


texts: I have problems assigning different materials to different faces

texts:
One plane with one subdivision= 4 faces.
In the material properties, I color with say, blue.  Then in edit mode,  I assign 1 or 2 faces to say, yellow.  Then blue faces become transparent.  If blue is at the top of the stack, then blues are visible but yellow becomes invisible.  If yellow is at the top of the stack, yellow becomes visible but blues, are invisible.  Each material is linked to object.
I tried resetting to factory defaults, and started a new blend file, same result.
Using EVEE. In cycles renders well, but the only viewport shading that shows correctly is rendered.
Had no problems when using 2.79.
Laptop computer with 4 gigs ram, no GPU’s, Windows 7. 2.83 (released June 3, 2020). NVIDIA GeForce GT 330M.  I just found at https://developer.blender.org/T71576 that the problem apparently is older graphics cards.  If this be so, when might the developers have a solution that we can use?
Noticed similar problem in can't use different materials in one object (blender 2.82a). But the answer (Go out of edit, then back in) did not solve the problem.


texts: Heightmap-based displacement with 90-degree corners

texts:
I'd like to generate simple rectangular geometry based on a heightmap such that all corners of the resulting mesh have an angle of 90 degrees and the overall mesh topology is "clean".
For example, given this 16x16 heightmap (enlarged for clarity):

I'd like to generate a mesh that looks like this:

Here's what I've tried:

Create a grid with 100 subdivisions along both the X and Y axes and a side length of 16 units
Add a Displace modifier to it

Set Coordinates to UV
Set Strength to 16.0
Set Midlevel to 0.0

Set the texture of the Displace modifier to the 16x16 heightmap image

In the texture settings, under Sampling, uncheck Interpolation

Apply the Displace modifier
Enter edit mode
Perform a Limited Dissolve using a small angle (e.g., 1 degree; must be greater than 0 or no edges are dissolved)

That process yields this result:

This is close to what I want, but the topology is poor; in particular, the long, thin, triangular faces at corners and intersections are undesirable. I've tried merging vertices by distance and performing some of the clean-up operations, but doing so only degraded the topology further.
Is there a better approach that would obtain the desired result? Any suggestions would be appreciated, including plugins.
Here's the actual 16x16 heightmap for reference:


texts: Mesh deforming when weight paint is at zero

texts: When I rotate the neck bone, some of the buttons on my character's dress rotate too . . . even though the weight paint is blue. I have gone over the buttons several times to make sure that there is no low value weight paint there. I have also tried going into edit mode, selecting the neck bone under vertex groups and clicking remove. It should not be moving but it still does! Please help ASAP!


texts: Problem Re-baking from Voxel model to generic model

texts:
I made a voxel model from Magika voxel and I tried to remake the model because the way Magika voxel exporting is simply shrunk uv maps to small pieces of color boxes texture. This makes hard to bake extra effects such as Ambient Occlusion, shadows, ETC.

So I found the solution on YouTube(https://youtu.be/5MY3rsq5JGw) and it quite worked well until I baked more complex model.
I copied mesh and made new material and uvmap. After I bake the new model, it seems the blender bakes some faces reflective.

This is the work space when I baked


texts: Particles generated by fluid sim flickering when rendered

texts:
Generated foam, spray and bubbles using fluid sim in Blender 2.90 and also tried with 2.91 Alpha.
Using default fluid settings and 256 Resolution Divisions.
All cached with VDB, no compression at 'Full' 32 bit.
When rendered the particles flicker even though they are fine in preview.
Using cube as particle object. Compositing OFF
I have tried all the render options I can think of that might affect the particles rendering.

Resolution
Render samples
CPU / GPU
and a few others

Here is an example generated with 2.9
https://vimeo.com/461765142
As a side note: Do you know how to get rid of the animated pattern that shows in the particles?


texts: How to distribute objects in a circular pattern on a surface (Radial Array, Polar Array)

texts:
I'm modeling a bathroom interior, and I was wondering if there were any nice ways to distribute the little water spouts in their pattern along the black plastic for this shower head.  Here is my reference image (sorry for the low quality) :

Thanks.


texts: How to mix destructive and non-destructive modifiers to maintain vertex order for mesh-cache?

texts:
Say I have an instanced model (duplicated with alt+D) and I add a meshcache modifier with a .mdd or .pc2 file loading a different version of the model. Will this break the instancing and cause it to count as a different model for memory usage in rendering?

How about different shapekeys on instanced models?

How about modifiers that actually change the number of verts, like boolean or solidify?


texts: Need help with manipulating center points!

texts: I have an object which is formed of different layers of mesh. I want to show it open up , with smooth animation, and then close again. I have tried what some people suggested on here before, which was to use manipulate center points and scale. However i get a little problem with this, which you can see in the image. If anyone knows how to fix this, i'd be really happy :)


texts: Should I use Reflection Cubemaps in Eevee (to achieve realistic lighting)?

texts: Should I use Reflection Cubemaps in Eevee? I've seen a lot of tutorials about achieving realistic lighting in Eevee using Reflection Cubemaps and Irradiance Volumes. However, in the Blender manual it says: "Screen Space Reflections are much more precise than reflection cubemaps. If enabled, they have priority and cubemaps are used as a fall back if a ray misses." So, from my understanding, enabling Screen Space Reflections in the render settings gives more realistic reflections, and therefore Reflection Cubemaps are not necessary? Correct? Or is it best to use both?


texts:
I have a .STL file and all of the faces have been converted to triangles so there are hundreds of long thin triangles.

Is there a effective way to select all of the faces in a small area? Something like a circle and when you click every face under that circle is selected.


texts: Blender Python Data (equality works between instances, identity not)

texts:
In the first example, a is b returns True as it should. In the second, it is False. (assume Blender is just opened and the default cube is present and selected).  I thought I was starting to understand until I got False.  This is copied form the Python console.

>>> a = [1, 2, 3]
>>> b = a
>>> a == b
True

>>> a is b
True

>>> a = bpy.context.active_object.data
>>> b = bpy.data.meshes[bpy.context.active_object.name]
>>> a
bpy.data.meshes['Cube']

>>> b
bpy.data.meshes['Cube']

>>> type(a)
<class 'bpy_types.Mesh'>

>>> type(b)
<class 'bpy_types.Mesh'>

>>> a == b
True

>>> a is b
False   # WHY?

Another example based on @ideasman42 explanation...

>>> a = bpy.context.object
>>> b = bpy.context.object
>>> a is b
False


texts: Making indented panel lines for 3d printing

texts:
I'm quite new to Blender but planning to use it for 3D printing, so I'm looking for a solution which will actually modify the geometry. I have created a couple of aircraft. I need to detail them with some panel lines but I don't know how to easily make an indented straight line.

existing model - https://www.shapeways.com/model/1051048/d21-drone.html?li=my-models&materialId=6


texts: How to copy key frames from one clip to another in video editor

texts:
I have a series of similar text video clips in the video editor in which I would like to implement the same animated opacity...for uniformity.
I have defined the keyframes in the first clip and would like to copy them to additional clips.
I have tried the following from a previous post...with no joy.
Select the non-animated object, Hold down Shift And select the animated one, then Ctrl + L >>
I have also tried to COPY from the animated clip and PASTE into the non-animated clip, I receive the following message...which I don't understand: No related F-curve to paste into.
Thanks for any suggestions.


texts: How to render separately multiple objects on the same scene, without using multiple render layers?

texts:
So I know the beautiful feature in Blender. I can place an object in the separate layer, exclude all other layers (to remove shadows from other objects for example) and render it. The result will be a render of object like no other objects are on the scene:

But it looks like 20 layers is not enough for my scene. What will I do to solve this problem? Since tweak the layers is too boring may be exists some script to render with this scheme automatically?


texts:
I have a couple brushes that I got off of BlenderKit. The link for the brush is this: asset_base_id:66dcf513-f78f-4030-a07a-fcfe9c6a1448 asset_type:brush. I have a cube as a test that has 49152 triangles, and  24576 faces. The end result of the brush looks like this:

If I smooth out the cube, this is what it looks like:

Do I just need to increase the geometry, or is there a way to optimize the results so that it looks closer to the brush image?


texts: everytime i render my computer permenantly freezes

texts:
I have recently started using blender and have done a few small projects which have rendered well. however, now that i have done a bigger project (a scene with 3 donuts and a cup of coffee) every time i try to render the project my computer freezes and the only way to unfreeze the computer is to unplug it and reboot it. I have looked at other threads, forums and have watched videos to try and solve my problem but i want to try not to loose too much quality (if possible)

(i am using the cycles rendering engine and i am rendering through my GPU)

thanks in advance


texts: Cant get Fine, crisp displacements using displace modifier in 2.8

texts:
I am trying everything in my power to get super sharp displacement maps without having my subdivision modifier at a crazy computer locking up level like subdivision level 8,9. My mesh comes out very pixellated.

Im using the displace modifier along with 4k displacement png maps.  I need to know how to get super sharp and clean displacements in 2.8 at a level i can still render. Im looking for the adaptive subdivision option in 2.8 and i don't see it even when using cycles experimental, so im wondering if there is some other way to do this.


texts: Images as Planes, can not see the image on the plane

texts: How do I import a *.gif though gimp, onto a plane, in blender. Once I import the image file onto a plane, how do see the image on the plane.


texts: CPU and OpenCL gives 2 different rendering result?

texts: the 1st pic is made by cpu, the 2nd opencl. How do I make OPENCL work the same as CPU?


texts:
I've played around with the Bool Tools, but when I remove the created modifier from the stack, my object mesh is gone. Not really gone, I see Cube.002's edges there in Edit mode, but I cannot get it to display again. Also there still is this cube around my mesh, left over from Bool Tools.
How can I completely undo a not-yet-applied Bool Tool operation?

Link to Blend File


texts:
Hello I have an image I am trying to use as a reference, but it only appears as a solid color in solid mode and only shows the actual image in render or lookdev. How do I make the image visible in solid mode where I do all of the modeling?

I already have it in front and have tried dragging the clip threshold up and down to no avail so I'm stuck.


texts:
my camera won't stay exactly on the nurbs path (there's a small space between them) and then it randomly jumps onto it near the end. I've checked for any rogue keyframes, cleaned keyframes and made sure the camera starts exactly on the path using alt G.  Not sure what else to do..
Can anyone help with this?
Best, Dan


texts:
Is there a clean way to get the absolute path to the scripts folder for the currently running version of Blender?

The following code works (on Windows) but it feels a bit hackish.

from os.path import dirname, join, normpath
from bpy.app import binary_path_python
normpath(join(dirname(binary_path_python), '..', '..', 'scripts'))

Results in C:\\Program Files\\Blender Foundation\\Blender\\2.77\\python\\scripts.


texts:
I am new to Blender and i am currently modeling a pirate ship and i would like to make folded sails like the one in the picture.

Thanks in advance.


texts: Black artifacts in Cycles fire animation

texts:
as shown in the attached images I have black (shadow?) artifacts in my fire animation. Some frames are fine, like the left one. Some frames have these black patches. The patches move and appear on the walls of the chimney.

The fire is build with a smoke domain, a particle and smoke emitter, and the woodlogs. The upper woodlog is set to smoke collision. I also put a yellow lamp between the woodlogs to increase the fire glow and set the woodlogs as well as the particles to throw no shadows. The animation of the fire .blend file is fine. But when I link the fire .blend file to the chimney .blend file, these black patches appear.

Thank you in advance for any hints on how to solve this.

Best
Chris


texts: FLIP Fluids - How to include foam & bubbles when exporting the geometry?

texts:
I am using the FLIP Fluid add-on to generate a water simulation. I managed to export the animation into .obj sequence but here is the problem now.
The Foam & Bubbles particles generated from FLIP Fluid are not included after exporting the animation into .obj sequence. Only the main fluid got exported.
Q: How to include foam & bubbles during the .obj sequence export?


texts: Blender gpu renders turn completely gray

texts:
Whenever i try to render with gpu in blender it all turns completly gray, i have no idea why, but with cpu, it turns out just fine

Im using: AMD Radeon 200 series. Blender 2.78

The exact same renders but with cpu and gpu.

(CPU)

(GPU)


texts: Why is this black line appearing on my mesh when I render?

texts: I am new in Blender and  I can't understand why rendering goes wrong?


texts: Automatic weights are not being computed as intended (Topology issue?)

texts:
I have the following model, and skeleton

I'd say the topology is good enough, so I wanted to use the auto-weights feature to get a quick "draft" for the weights. I know this feature can be a bit rough sometimes, but what I'm seeing in this case is way worse than what I'm used to:

As you can see here, after parenting with auto-weights, the arm deforms both the head and the upper body. You can also see the generated weights for the left leg, which seem to be even higher for the right side than the left side.

I'm thinking there may be something fundamentally wrong with either my topology or my approach. Is such a bad auto-weighting normal for Blender? I certainly remember it performing way better in my previous attempts.

I thought this may be due to a low poly count, so I've tried subdividing the mesh (2x) and applying the modifier. No luck so far.

Any ideas?


texts: How to determine right vertex count for mesh?

texts:
So i'm back with another stupid question about low-level 3d :D
I'm writing addon that will count the number of vertices that is needed to render the mesh say in Unity.

For now i've decided to first count how much normals re there on every visible vertex, so this unique normals would be the number i need.

But UVs add verts too, so i decided to count all the UV verts, subtract number of visible verts and add this number to total count (normals).

That worked fine for simple and complex meshes and i was happy. But now i've created another model and addon failed to count right number.

After investigation a narrowed the issue down to that thingy (see below). It is mesh with smooth shading. Blue - hard edge, orange - uv seam.

My addon shows 13 verts for it and it is right according to its algorythm. But there are 14 verts, because 4 separate polygons would be drawn.

So i'm stuck because i totaly do not know how to get such information from blender api (and actually i don't know what information i need). Anyone familiar with this can advice me something useful?

link to full addon code: https://github.com/curly-brace/Blender-Vertex-Counter

The strange hexagon:


texts: Object Joined in Edit Mode Doesn't Look the Same In Object Mode

texts: I am having the problem where I snapped two meshes together in edit mode but it doesn't show up in object mode.  Anyone know why this is happening.  I thought it might be because I duplicated something that has a displace modifier on it and then tried to join those two together.  The draw type isn't set to bounds by the way.  Thanks!


texts:
I created this Eevee Environment Design using ducky 3d's Tutorial (https://www.youtube.com/watch?v=-h6JLUctbYs) 5 months ago.
I reopened it today and the textures for the pyramid arent showing up.


texts: Missing body parts when importing mhx in blender

texts:
I have a problem when importing an mhx file to blender. Some body parts are missing after importing the model.

But when i import it to a new blender file it works fine.


texts: How to append parent object from an external file including all the children?

texts:
I would like to append a very complicated hierarchy tree from another file. The file has multi-level parent-children relations and I'd like to append the whole structure just by appending it's main parent object. The hierarchy should be maintained after appending.

I don't want to manually select among the hundreds of objects those belonging to the hierarchy tree and I don't want to use Groups. Is there a way to do it?


texts: Makehuman pose broken between 2.69 and 2.7x

texts:
I just upgraded from Blender 2.69 to 2.71. I loaded my previous save file and found, to my dismay, that my pose no longer displayed properly. I'm using Makehuman version 1.0.0. It appears that FK still functions as expected, but IK does not. IK hand and foot targets do not affect arm and leg placement. The root bone appeared to work.

Any ideas how I can (preferably) revive my save files with the new version? Alternatively, is there a way I can export the pose from 2.69, save in the neutral position, then re-import the pose in 2.71? I don't see any export options for poses in 2.69.


texts:
I am relatively new to blender and am trying to wrap some text around a hair spray bottle that I made.  I have watched many tutorials on how to do it, but it never seems to work.  I am trying to wrap my text around the cylindrical part of the bottle with the curve modifier, but am running into troubles.  When I select the bottle with the selection within the curve modifier, I get a "failed to set value" message at the top of my screen.  And then, when I try to apply it, I get the message "modifier is disabled, skipping applied."  Does any one know if there is a setting that I need to change to enable this curve modifier?

Here is a screen shot of my project if it helps:


texts: I'm importing a mesh i made into unity before exporting I always rotate it by -90 degrees in the X axis, then set the orientation to Y forward and Z up so when the object is imported to unity the object's orientation will fit into unity's native orientation, However whenever I do this after being importing to Unity the mesh is inside out or transparent but When I don't do the rotation of -90 on the X axis the mesh loads correctly aside from the orientation of the mesh being incorrect and it doesn't match unity's native orientation, i really can't figure it out this is the first time I'm having this problem My setup usually works in the meshes i import to unity but this time i got this problem.


texts: How to change 3D Viewport Color in Blender 2.49b?

texts:
I need to change the 3D viewport background color from the default gray to a higher-contrast color like white, but I can't seem to find an option to do so. This question has been asked and answered for other versions of Blender, but apparently not for 2.49b (i.e. the steps given don't match my interface, so I assume they're for different versions). How do I change the 3D viewport color in 2.49b?

Bonus question: how can I change the grid line color?


texts:
I try to apply these effects shown in this screen. But I couldn't complete it. As far as I can see, Wintermute hooks the Empty to the Plane and do some scale changes on it.

Original article - Bar graph transition
Video tutorial
I tried lots of options to hook and try to change its scale like him but I failed. The closest result I get it with is the Stretch to option of Object Constraints. How can set it properly?


texts: Mesh is invisible and only shows in edit mode

texts:
I'm pretty new to blender and I've been trying to put a Mesh onto a skeleton with animations (keyframes) but I've ran into the issue of my Mesh disappearing after adding it to the skeleton with animations.

I can see the mesh perfectly fine in edit mode but I can't play the animation with the mesh attached. I've tried a couple of solutions but none have worked (Auto run python scripts is on,Went into pose mode and applied pose as rest shape,and a couple of other things).

Sorry if the terms I'm using are wrong I'm still very new to blender and anything related to it.  Here's the file   Stalker Animation and Mesh    (The model and skeleton are .nif files I took from falloutnv and the animation i'm trying to use is a .kf file,I've used the other version of blender with the nif attachment to send them over to the most current version of blender)

If someone can give me instructions on how to fix this issue I would be grateful,I want to import other animations but I want to make sure I'm doing it right.


texts: My trouble areas are highlighted in red [pic included]. First off what are these extra edges there for?, what did i do and how do i get rid of them [should i wait to cut the holes out until i'm positive i'm done with that section of the model?. And second the overhang roof sections are not present in UE4 they're gone from the mesh. And any tips for creating a model for ue4 any links or info you can direct me to?.


texts: How to update the connection shortest line between the vertice of a cube and an Ico sphere?

texts:
I have a cube and an icosphere and the cube inside the icosphere is rotating.
The vertices of the cube will connect to the vertices on the icosphere by its shortest distance which I use KD tree to implement. But when the cube is rotating, the shortest connection line will not update. Below is the code I use:
bpy.ops.mesh.primitive_cube_add(size=0.51,location=(0,0,0))
mycube = bpy.context.object
bpy.ops.mesh.primitive_ico_sphere_add(radius=3,location=(0,0,0))
mysphere = bpy.context.object
mymodifier = mysphere.modifiers.new(name="wire", type='WIREFRAME')

degp = bpy.context.evaluated_depsgraph_get()
cube_eval = mycube.evaluated_get(degp)
cube_mesh_eval = cube_eval.data

sphere_eval = mysphere.evaluated_get(degp)
sphere_mesh_eval = sphere_eval.data
spheresize=len(sphere_mesh_eval.vertices)
kd = mathutils.kdtree.KDTree(spheresize)

for i, v in enumerate(sphere_mesh_eval.vertices):
    kd.insert(v.co, i)

kd.balance()

for v in  cube_mesh_eval.vertices:
    print(v.co)
    #co_find = (0.0, 0.0, 0.0)
    co, index, dist = kd.find(v.co)
    print("Close to center:",v.index, co, index, dist)
    #add line
    bm = bmesh.new()
    v1 = bm.verts.new(v.co)
    v2 = bm.verts.new(co)
    bm.edges.new((v1, v2))
    me = bpy.data.meshes.new("Mesh")
    bm.to_mesh(me)
    bm.free()
    # Add the mesh to the scene
    obj = bpy.data.objects.new("line"+str(v.index), me)
    bpy.context.collection.objects.link(obj)

mycube.rotation_euler.z =0
mycube.keyframe_insert("rotation_euler", frame=0)
mycube.rotation_euler.z =30
mycube.keyframe_insert("rotation_euler", frame=totalmoves)
degp.update


texts: Multiple textures on a surface - transparency problems

texts:
I'm trying to mix two textures for a large environment scene. The base texture is a JPEG (opaque), seamless and tiled. The second texture is a PNG with transparency (using it to give variety to the background hills). I've mixed the PNG over the tiled JPEG texture using the PNG alpha as the factor.. but the rendered result has problems (when I add a black background layer in photoshop it appears correctly)

This is the node setup.

EDIT: This node setup is actually correct... problem arose from having a second incorrect material on the same surface.


texts: Making a panel show up when a rig or duplicate of rig is selected

texts:
I want to script a rig and I want to make a panel for it. Is there a way for this panel to only show up when this rig or duplicates of this rig are selected?

Thanks in advance


texts: How to change color of the currently active window in Blender?

texts:
I would love to change the highlight color of the window being used when working in Blender. Now, when I hover over it, it highlights just a tiny bit. Is it possible to highlight it with different color or at lest more of the white highlight that it currently uses? I wasnt able to find the proper setting for it in Settings - Themes..

Thank you!
Martin


texts:
I've got an object which I've segmented into sets of identical UV islands (using seams of course). I want to apply a custom texture, and to streamline the process and allow for a smaller texture image, I want to be able to apply the same UV island to multiple identical segments in the object.

I've tried this multiple ways but have had little success:

Manually moving each vertex: The vertices aren't merged with each other, and selecting a single vertex will select multiple vertices in the UV if it runs along a seam.
Magic UV add-on copy/paste UV: Doesn't preserve the relative locations of the vertices or seams, and doesn't actually join the vertices.
Splicing vertices: Only seems to splice vertices based on the 3d model itself.
Welding vertices: Selecting a single vertex will select multiple vertices in the UV if it runs along a seam.

I would prefer if I didn't have to split the object into multiple objects. Thanks.


texts: How to install Blender sub-process modules to run Blender in background?

texts:
Does anyone know how to install BlenderAsPyModule on a Linux machine?

As a beginner, I don't understand how to do it.

Is there a simplified guide?


texts:
Scene was made with Daz3D, but I'm sure that lightning will work the same way in any 3D-rendering program.

1-st render is made with all the meshes:

2-nd render was made only with object on the floor and HDRI background of the same room(spherical camera setting was used to render seven frames with different exposures and glue it together into HDRI-image with Photoshop. I used 7 exposure values: 1/15,30,50,125,250,500,1000)

As you can see there is something wrong with lighting(object on the floor is lighted very differently)
I'm looking for the cause of this issue, but lacking experience in HDRI-lightning.

P.S. Another angle in the same scene and all objects are present:

Another angle in the same scene with only HDRI background and prop on the floor is used as mesh:


texts: Can addons be written in C to modify parts of Blender inaccessible through Python?

texts:
My experience with and understanding of coding is currently limited to three college courses on programming for business with Java, but I'm trying to learn how to code stuff for Blender.
I want to write some addons for new modifiers and texture nodes (like real texture nodes that would be listed along with Image, Noise, Musgrave, etc, not just "custom" nodes).  I've read that modifiers are written deep in the guts of Blender's C-based files, and are inaccessible through the Python interface; I figure the same would go for textures.  Are these files accessible, (if so, what/where are they), and can addons be written in C that would interact with them and expand on them?


texts: How do I perform operations using units?

texts: For example, if my document is set to metric units, and I want to extrude something by 4mm, is there a way I can just type "4mm" instead of having to multiply it in my head to "0.04"? For example, maybe there's an addon that lets me do this?


texts:
I have a a problem with the Blender 3D Beveling Tool. I have it set up to bevel any edge with a weight of 1. This way I can select the specific edges I want beveled on my project. However I'm unable to Bevel the bottom edge and I'm not sure why.

When I select the bottom edge and move its weight to 1, I end up with this

So I'm not sure what I'm doing wrong. I started this object out as several Planes that I connected together. Does anyone see something I'm just failing to take into account? Here is a screenshot of the Bevel Settings

Any advice would be greatly appreciated. Just can't figure out why its working on the side as shown in the first picture and not the bottom. The Screenshot shows the profile as 1.0 however its actually .99

Additionally I am using Blender 2.75a. for whatever reason I cannot mark it as a tag.


texts: Object Rotation with polar angles python

texts: I would like to know how to rotate an object around its center point,that the angle from the z axis is theta and the XY plane rotates in angle phi via python scripting.


texts: Is there a way to control where the displacement bump map does and does not affect. Would using the weight paint brush be good? The displacement bump map is made procedurally generated with texture coordinates, noise texture and a displacement map. I followed this tutorial made by Blender Guru. https://www.youtube.com/watch?v=Rh5gAQLtOls&t=456s


texts:
I'm keeping up with a tutorial but when creating the water it has a boxy shape to it. Almost like pixelated art, and this is not the result I'm looking for. The subdivision modifier is not helping, nor the fluid resolution as it keeps its shape.
 As shown above, from the side.
I would need help making this fluid look more like fluid, less boxy so to say.


texts: In this image, especially on wings, there are many bumps, holes, etc., How to make them, average normal map is not doing it properly. Help.


texts: Baking - UV's Outside UV Window Don't Bake

texts:
I want to bake an unwrapped mesh using a texture image.

It seems that the only part of the mesh being baked is the part inside the UV window.

I can't scale the UV's down because the texture will be too large for the final object.

It's a table made of wood planks - if I scale the UV's down, they're going to look huge.

Can I scale the image instead of the UV's, or is there a setting to allow baking outside the UV window with a repeated texture?

It's an 8k image.

Here's the result of my diffuse bake:


texts: Trying to extrude bottom wall layout to build a house?

texts:
I can't get the entire base of the walls to extrude upwards in order to finish modeling this house. Additionally, the areas that are already extruded are areas that I did not wish to be extruded and I can't figure out how to reverse it.

House Layout:

Blend file:


texts:
I have a model of piano that I would like to 3D print.
The model comes as one part like in a picture below:

I would like to print it in different parts like this:

Is there a way in Blender (plugin maybe) to create sort of joints (in a parts marked as red) so I can easily attach them after printing or this is something that needs to be done manually?


texts: When applying Rotation & Scale to an object the mesh seems to invert. What is happening here and how can I prevent / correct it?


texts: Z-depth of Microdisplacements and Adaptive Subdivision Surface

texts:
In Blender 2.78, there are two very cool features called Adaptive Subdivision surface and Microdisplacements. BlenderGuru has a great video on it.
If you don't have time to watch the video, here is a summary in lamens terms (written by me; just wanted the quote format to emphasize it):

Both of these features are Experimental features for Cycles render.
Adaptive Subdivision surface is an extension of the Subdivision surface modifier that calculates decreasing levels of subsurf the farther away the object is. It can even change the level across an object.

Image by BlenderGuru.
Microdisplacements uses the Displacement input of the Material Output node. It generates extra geometry at the time of the render. It's like a Displace modifier that only displaces during the render and uses any combination of Cycles material nodes.

However, when I try to use these features on a plane and use a Separate XYZ > Z node in my node setup, it doesn't work. I am theorizing that this is because the plane does not have any Z depth before the render. Is there a way around this?


texts: Is there any way to exclude data.scene variables from the undo stack?

texts:
I am registering a global variable and I need it to be ignored by UNDO and I need functionality like:

do some operators

get some information from the operations

add the information to the variable

undo to before the operators

keep the information in the variable

import bpy

class test_vars(bpy.types.PropertyGroup):
    val_1 = bpy.props.StringProperty(
        name = "val_1",
        description = "1",
        default = "")

class DoSomethingWithVal(bpy.types.Operator):
    bl_idname = "test.dosomethingwithval"
    bl_label = "test"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        # do something
        pass

        return {'FINISHED'}

def register():
    bpy.utils.register_class(DoSomethingWithVal)
    bpy.utils.register_class(test_vars)
    bpy.types.Scene.do_something_vars = bpy.props.PointerProperty(type = test_vars)

def unregister():
    bpy.utils.unregister_class(DoSomethingWithVal)
    del bpy.types.Scene.do_something_vars

if __name__ == "__main__":
    register()

is it possible?


texts: Texture won't appear except for when I press shift + z

texts:
I'm extremely new to Blender and I'm starting out simple, just making a box and texturing it. I'm following along with the video "TEXTURE MAPPING For Absolute Beginners - Blender Tutorial" by Surfaced Studio on YouTube, and did everything exact (or at least thought I did?) but I can't seem to get my texture to appear normally on my box.

When I press Shift + Z I can see it. After some googling I found that someone had the same issue, which was remedied by setting "Minimum Draw Type" to Texture instead of Solid. I don't seem have this option and can only find "Maximum Draw Type" (other people have had this problem too)

I know the answer here might be to download the latest version, but I'd first like to know if there's something I've done wrong, or if there's something I can do to fix this.

I'm using v2.78 and Cycles Render.


texts:
I have a problem with texture and material rotation.
I am building a structure and I must "split" it in more mesh because I need to upload it in a online game with certain size/texture limits.

As you can see f I made 3 objects .

Mesh 1 is rotated on Z at 180° - Mesh 3 is rotaded on Z at 240°. If you look at object 1 and 2 the textures are ok.

Problem is with object 3 rotated Z at 240°.

I can unwrap the material only in "Project from View (Bounds)" mode. (because of the above mentioned limitations)

I unwrapped object 1 at 180° in top view . I used a image mapped X1 - Y5.
I copied object 1 and rotated it to 240° (and I made a "single" user).
But material/texture does not match.

There is a way to rotate the marble image?
I know that it is possible in Blender Cycles but I am using Blender render.

Thank you very much and advance :-)


texts: Automatically change the properties of multiple materials

texts:
I'm importing a FBX sequence from Anima Pro with several animated characters but all materials are interpreted as metallic. Every time I import a new fbx I have to manually change hundreds of materials and setting the metallic property to 0.
Is there a way to automatically change the properties of multiple materials on multiple objects?
Can this be done in a script?


texts:
So I created a body mesh and head mesh, but they look separate even I join them together.
Anyone know why the head is darker than the body and how can I fix it?


texts: Keyframing some object properties doesn't work

texts:
I made a smoke simulation, and wanted to deactivate the "Use Flow" property of the flow object during the animation to stop smoke generation.
So I select frame 90, add a keyframe by clicking on the dot on the right of the "Use Flow" property while it is checked. Then I go to frame 91, uncheck "Use Flow" and add a new keyframe the same way. That way, it generates smoke and at frame 91, it stops.
Problem is, it doesn't. Actually if I click on any other frame, "Use Flow" is checked, even when I select frame 91 again.
I did the same thing in another file and it works perfectly. I don't get it, is it a bug ?


texts: Why are some of these vertices being ignored by edge loop selection?

texts: I have a mesh which has quad vertices but when I try to click to select the edges of the mesh, it stops where the red circles are. But as you can see around the edge of the mesh, the rest is selected. Shouldn't it be able to select the edges since its all quad faces, there are no Ngons or triangles.


texts: Can not edit object after failed Normal Map Bake

texts:
Using Blender 2.79 I am attempting to create a ferret to animate.  The body has been created in two versions. Both low poly and high ply objects which are located in the same space.  The low poly has been UV unwrapped.  I was trying to follow https://www.youtube.com/watch?v=BOYRCI-dtjU to bake a normal map of the high poly object to apply to the low poly version.  I selected the high poly and low poly objects, set up the bake controls as instructed and hit BAKE.  This came back with an error saying NO VALID SELECTED OBJECTS.  I went back and fiddled with various controls for a while with the same results before giving up for the night and closed Blender without saving.

When I opened it today to try again I found the hi poly version can not be opened in edit mode or seen in the 3Dview. Cycles Render shows it just fine.

Any ideas what might have gone wrong and how to get back into the hi poly model?

The file can be found at WeTransfer


texts:
After ending the modeling process, I wanted to 3D print my model, I apply the solodify modifier, and whater I solidify or not, the resulting stl won't slice properly.

I have 468 non-mainford verts (don't know it it matters.)

If I add smooth modifier, I get weird results.

If I try to slice the .blend I shared on this post (exported as stl) I shared here, holes can be seen.


texts:
I use Blender 2.83. For a addon (accessible from the 3D-View) I want to bake texture maps. I am perfectly able to do it without scripting. But with python I was not sucessful sofar.
To reduce my problem to the barest minumum I start with a selected object with valid UV. I then execute the following python script:
import bpy

obj = bpy.context.active_object

# Creating a texture node, linked with a new image
mat = obj.data.materials[0]
mat.use_nodes = True
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
img = bpy.ops.image.new(name= obj.name + '_BakedTexture')
texImage = img

# !!! No image is linked to the texture node !!!

# Baking to the newly created image
# The following part works if I create the texture node and the assigning of the image by hand
bpy.context.view_layer.objects.active = obj
bpy.ops.object.bake(type='DIFFUSE', save_mode='EXTERNAL', filepath='C:\\TEMP\\baked.png', use_automatic_name=True, width=512, height=512)

I think what I am missing is the correct linking of the image to the texture node. I consulted similar questions such as
Set active image node with python
but their answers did not help (code for Blender 2.7 that is not compatible anymore, i guess).


texts: Transfer settings to new version of Blender

texts:
I use Mac OSX 10.9.5. A year ago, I downloaded 2.75a, and today, I downloaded version 2.77a. I downloaded both via .zip file from blender.org and dragged each into the Applications folder of my Mac.

In 2.75a, I had done some painstaking remapping to accommodate my Magic Mouse and Apple Wireless Keyboard, in addition to a pretty shiny custom theme. I didn't want to redo these settings.

How could I transfer my old settings into the new version? Apparently due to my method of download, "Copy Previous Settings" did not show on the splash screen. I searched "Copy Previous Settings" in the new version via the spacebar, and it returned an error: "Users/aubrie/Library/Application Support/Blender/2.76 does not exist". From this, I figured how to copy my old preferences.


texts:
Is there any way to mark seams to not be cut by Smart UV? I know you can mark seams by hand and they'll be considered by the Smart UV, but I can't seem to find a way to do the opposite.

I'm trying to use Smart UV to unwrap my edges and then manually edit the seams to hide the cuts behind geometry, but I can't seem to find a way to do that.

A way to mark seams based on edge angles would suit me too, since Smart UV doesn't marks them, it unwraps directly. Then I would be able to unmark seams manually.

Thanks in advance for the help.


texts: What's wrong with my fluid simulation...?

texts:
I've been following this Blender Guru tutorial - https://www.blenderguru.com/tutorials/introduction-to-the-fluid-simulator - however, mine doesn't appear to be working properly. I'm not sure if there are Domain settings I need to adjust first, though I suspect it's more to do with the fluid itself. So far I've tried increasing the resolution, scaling the fluid object to make it smaller, decreasing the size of the Domain cube...

This is what happens when I bake it:

https://imgur.com/banSaLG


texts:
i want to create a sirene with 'iron bars' around it. Something like this:
Now, when i try to extrude the faces around the sirene, i get this:

The faces are getting smaller around the top of the sphere, as expected
But how can i make these faces the same width all over the sirene?

Thanks


texts: Is it possible to check to see if a certain node exists on a material from within Python, for example a diffuse node? I am using Cycles Material Nodes, not Blender Internal or Post-Processing.


texts:
Is it possible to select all edges with a specific length?

I have a very exotic problem. In a computer game model, there is audience projected on several billboards, and depending on a billboards width, I know the number of characters seen in that billboard.

I want to find out the approximate complete count of characters in the audience.

The problem is, that there are 4146 billboards, which I can't count by hand, but classify by their length at least, and then calculate it up:

Any way to select, for example, all the widest audience billboard edges seen on the terrace?


texts: How dissolve all faces from certain mesh via script?

texts: Hi i'm making a addon to export my project data into a file, I want know if I can dissolve all faces from a certain mesh via script before export, without apply dissolve in blender project.


texts: Blender Game Engine: Added objects from actuater are invisible.

texts: I was adding an object with multiple child objects from a different layer. It was working fine in testing, but then I tested it again after making changes and all the objects appeared invisible. This is the same for any added object whether it has child objects or not. I have been unable to get the added objects visible again. Does anyone know why this is happening?


texts:
I'm want to make resolution scale to my width and height standlone player. It is possible? I can set the width and height by bge.render but can I change the resolution scale like other games?
I searched in google and I didn't found anything about this.
Thank You!


texts: How to reduce texture sizes in the most efficient way in a complex scene for lower gpu vram usage?

texts:
After being a blender user for the past 8 years, this is the first time i am producing such a complex scene.

I am working on it for about a month. I have nvidia related errors the last days. I am trying to render with cycles a complex scene animation with my GPU. ( GeForce 730GT) The CUDA errors I receive vary from OUTofMemory to cuCtxSynchronize. Now i am trying to reduce the memory usage of my blend file.

The scene i am trying to render, is an architectural one. Something like a forest in the city, with many trees and grass simulations. The objects related to architecture are simple objects without many subsurf modifiers.

I have a blend file with all the objects linked from other blend files to reduce memory usage. The tutorial i followed is this one

The textures i use are all of them 2048x2048 size. My scene has 22 trees linked from another blend file. The leaves have the same texture size.

So, the scene is ready for rendering, except from the fact that my card and a card of a friend ( 1060GTx) cannot render a single frame.

Is there any way to reduce every texture size of the scene without having to re-map the UVs of each individual object? The scene is splitted into several blend files.

I am very frustrated with the errors i receive. I have to deliver this animation in 10 days from now. I can render it in 3-4 computers but the scene is not rendered.

I would kindly ask for anybody's help or advice on this matter.


texts:
i've been searching for the perfect machine for blender.. the highest rated production level machine,that break up mentioned on blender site.

I cant go so much in to technical depth of pc components. in some parts something is lacking and something is up to the mark . its difficult to chose. So my question is very simple.

If i buy Apple MacBook Pro – MJLT2 would that be the perfect machine for blender in all aspects.Would i be able to do every ting from sculpting to rendering pretty easily on that machine? Specs for the mac book are below.

• 2.5GHz Quad-core Intel Core i7, Turbo Boost up to 3.7GHz
• 16GB DDR3 RAM - 1600
• 512GB SSD Flash Storage
• Intel Iris Pro Graphics + AMD Radeon R9 M370X with 2GB GDDR5 memory


texts:
I often run into a situation where I create Image Maps in Illustrator, export them as PNG, and when I apply them into my mesh and zoom in, pixelation from the PNG appears. This annoys me a lot in 3D and games (see this model imported from a Wii U game, which gets pixelated as soon as you zoom in)

Wouldn't it make more sense to be able to import an image map as a vector format, since Blender accepts (in some instances) SVG files?

I haven't been able to do this...

EDIT: There are a lot of great answers which are also very tedious and can't really be incorporated in a regular workflow. The question was more about mapping SVG like this one on a cup object like this one to show a client an idea quickly, etc.


texts:
I'm watching different tutorials and making with them different models. And in one of those videos an author used keys Shift + GRLESS.
I've never found such key name before, so I'm wondering now, what is it and where is it?


texts: "Search for unknown operator" On Start-Up After Removing Module and Shortcuts

texts:
For lack of a less drastic alternative, I created a whole module just for setting bpy.context.window.screen to a specific screen, since bpy.ops.screen.screen_set is relative.

I originally named the module's operator class SCREEN_OT_set_screen and operator screen.set_screen, played with setting the shortcuts both in the user preferences menu and in code, then changed the name to SCREEN_OT_set and the operator screen.set.

Despite wiping any references to it in User Preferences->Input and double-checking by looping through all items of all keymaps of all keyconfigs, I still get this twice on Blender startup:

  search for unknown operator 'SCREEN_OT_set_screen',
  'SCREEN_OT_set_screen'search for unknown operator
  'SCREEN_OT_set_screen', 'SCREEN_OT_set_screen'

I make sure to set the shortcut key after registering the operator class, and it persists when I rename the module class back to the SCREEN_OT_set_screen that it's looking for, or even remove the file from scripts/addons entirely.

Where in Blender's start-up process is it likely still looking for this and failing?


texts: How to convert HSV to RGB using shader nodes?

texts:
I am trying to implement the following function that converts HSV to RGB:
HSVtoRGB= function(color) {
    var i;
    var h,s,v,r,g,b;
    h= color[0];
    s= color[1];
    v= color[2];
    if(s === 0 ) {
        // achromatic (grey)
        r = g = b = v;
        return [r,g,b];
    }
    h /= 60;            // sector 0 to 5
    i = Math.floor( h );
    f = h - i;          // factorial part of h
    p = v * ( 1 - s );
    q = v * ( 1 - s * f );
    t = v * ( 1 - s * ( 1 - f ) );
    switch( i ) {
        case 0:
            r = v;
            g = t;
            b = p;
            break;
        case 1:
            r = q;
            g = v;
            b = p;
            break;
        case 2:
            r = p;
            g = v;
            b = t;
            break;
        case 3:
            r = p;
            g = q;
            b = v;
            break;
        case 4:
            r = t;
            g = p;
            b = v;
            break;
        default:        // case 5:
            r = v;
            g = p;
            b = q;
            break;
    }
    return [r,g,b];
}

I'm completely fine up until the large switch/case structure. I have no idea how to implement this without creating a huge mess. It would be fine if each case was changing the same value, but each case has different variable assignments than others.
Here's my current nodegroup:

If someone could guide me to a working solution here, it would very much appreciated!


texts:
I have tried everything to fill an invisible container with particles but the particles just seems to sinks to the bottom and they don't fill the container. I am trying to create something like in the video below how balls take the shape and fill up the space i want to create something like this. Please help.

Edit : have also tried the molecular script but that doesn't seem to work as well.

https://www.youtube.com/watch?v=QgUipRRin0k&t=16s


texts: Using Compositing for Semi-transparent object effect

texts:
I am new to compositing and find the whole thing thoroughly confusing.

I wanted to create the animation of a planetary gear mechanism and make the outer rings semi-transparent so that the inner workings would be better visible. As you can see from the following image I have been partially successful:

I placed the inner gears on physical layer 1 and the outer rings on physical later 2, then created two render layers: RenderLayer1 incorporates physical layer 1 and RenderLayer2 physical layer 2. The image above was rendered while both layer 1 and layer 2 were highlighted. The compositing layout is as follows:

Frankly I don't fully understand this layout myself, it was created through trial and error. As you can see, the inner and outer wheels are rendered as a single scene: they cast shadows on each other. This is apparently because I have highlighted both layers. I would prefer, however, that each layer be rendered independently and and then combined but in such a way that the Z-index is taken into account, just like it is now.

Any hints how to do it?

Thanks in advance.

-- Peter


texts:
I am using Blender 2.7.8 on MacOS 10.12.3.

According to the wiki blender can export VRML2. And that's what I want to do.

I created an empty Blender file, imported an STL, applied a material and searched for the VRML2 entry in the "File -> Export" menu:

As you can see it's not there. But the (as far as I understand) responsible scripts are existing (location: /Applications/blender.app/Contents/Resources/2.78/scripts/addons/io_scene_vrml2).

Can you please tell me why the export vrml option is missing?


texts: How would you approach disembodied eyebrows?

texts: I recently started to dig deeper into animation and modeling of Nintendo's characters and I was wondering how they animated the disembodied eyebrows of Toon Link. What would your approach be? Did they change the texture of the whole head or maybe used simples planes that change with the facial expression?


texts: Objects appear textureless/invisible in EEVEE viewport (Blender 2.91)

texts:
Whenever I try to view my scene in EEVEE via the viewport, my model's textures all of a sudden. I tried reverting back to the factory settings but to no avail. It seems to also be a problem in the material preview viewport.

I can't show it due to an NDA but the texture works fine in the Cycles render viewport.
My specs are:
CPU: Intel Core i5 4590
GPU: AMD Radeon RX 560
8GB DDR3 Ram
All stored in an SSD


texts: Transfer animation between two armatures that have the same structure and naming conventions but differing rest poses?

texts:
I have a skinned armature in a T-pose as its rest pose that is not animated and a second separate armature that has an animation I would like to transfer to the first skinned mesh. The only problem is that the armature I want to transfer the animation from is in a diffrerent rest pose than the target armature, and since the animation is done relative to the bones' local positions and not global space, the animation just copied and pasted to the first armature looks very wrong. EDIT: I also cannot change the skinned armature's rest pose as it needs to be that way for a specific program I'm importing it into.

Is there a way to convert the animation such that the bone offsets can be changed to the skinned armature? Something I thought of would be that empties would be made in global space that would align in their transforms with the bones of the animated armature, and the skinned armatures bones would be posed to match the positions of the empties for every frame of animation, but this seems very tedious and I can't think of anything else.

Thanks to whoever in advance.


texts: How to fix when faces points on a disc are out of sync?

texts: I have a disc where all the black dot points for every slice are in sync, except the one circled in red in the picture above. How can I get that one back into sync where it should be on the face of that slice?


texts: Is there a way to make an object crack apart when its hit with a falling object but not explode like cell fracture?

texts:
Well I've been playing with cell fracture and procedural methods to try to make an object crack apart, but being so new I can't figure out how to get what it is I'm looking for.
Basically, Im trying to create a scene of a slab of stone/concrete. Then from behind the camera a Logo "falls/flies" into the slab and it cracks apart in a pattern similar to the shape of the logo.  The slab is sitting on a solid plane so there is something for the pieces to be on.  With the procedural method I key framed a mix shader to make the cracks appear on the correct frame.  This doesn't give the right shaped cracks.  The cell fracture method gets hit by the logo and explodes in all directions, and any pices that remain on the plane vibrate, again not what I'm looking for.  With the cell fracture I've played with friction and weight of all the objects involved to no avail.  I would appreciate any suggestions or being pointed in the right direction to a demo or video that might help.
Im using blender 2.91.2 on mac Big Sur.


texts: Setting materials correctly after importing from Daz3D

texts:
As following pictures shown, I imported Daz3D scene in Blender and found that textures of parts are messed up in Blender 2.8.2. From the rendered image (Cycles), I can see following:

In Blender (Cycles), some parts rendered were washed up while the other parts (e.g., wall color) are darker.
Hair is not glossy, translucent, nor reflective.
pool water is not blue although its texture looks variant.

I tried various material properties and node parameters in vain. So my question as a novice is simple one: Can the rendered image from Daz3D Iray be achieved in Blender Cycles?

Iray from Daz3D

Cycle from Blender


texts: Continuous walk animation - Mixamo to Blender 2.8x

texts: I have an .fbx imported into Blender with animation from Mixamo and I want my character to walk a longer distance, however it keeps walking in a loop (I duplicated keyframes) starting at the same point after the duplication begins and it does not continue his walk. How can I fix this? Thanks.


texts:
Is there a way to move a keyframe using Python (change the frame at which the keyframe is set)?

The keyframe already exists. I need to access it and move it, with the script.


texts:
I am trying to rig a flower which has multiple pedals. In order to save time, I want to rig and weight paint for only one pedal and duplicate those pedals.

The constraint I have is that I want the armature to be one armature, instead of having multiple armatures. This is because I am using this rig, outside of blender. Additionally, (although not required) I want to have the flower as one mesh.

The main problem I have with this is either

When creating pedals in a different object then joining it together, since the vertex group names are the same when duplicating, the pedals just end up following the original bones that I have created
When creating pedals in edit mode, I can't manipulate the armature in edit mode so I end up having to duplicate the pedals first, then going to armature and duplicating bones, and weight painting for each pedal, which is a very long process.


texts: Blender 2.78 not using filmic color management on MacOS Sierra

texts:
I have already installed Filmic Blender in the Application (ShowPackageContents>>Resources>>2.78>>datafiles). I have renamed default colormangement to colomanagement_old. However, Blender still does not use filmic blender. How do I get blender to use filmic colormanagent.

Edit:
I attempted using a recent daily build of blender and am still unable to use filmic blender. Furthermore, I checked to see whether filmic was installed under the colormanagement settings, and it was there. But, it says that I am missing the add_mesh_ant_landscape files. I don't know if that has anything to do with it, but I thought I'd include it. Any ideas on why I don't have the options? Futhermore, if I try clicking on the filmic blender install, I get this error:

Traceback (most recent call last):
  File "/Users/adchinnasami/Library/Application Support/Blender/2.78/scripts/addons/filmic_blender.py", line 57, in execute
    os.rename(cmpath, opath)
OSError: [Errno 30] Read-only file system: '/private/var/folders/nh/tc37x77n3933f4mxk74njl6r0000gn/T/AppTranslocation/216BC7FE-9956-42E3-AC0E-8EF0B854241A/d/blender.app/Contents/Resources/2.78/datafiles/colormanagement' -> '/private/var/folders/nh/tc37x77n3933f4mxk74njl6r0000gn/T/AppTranslocation/216BC7FE-9956-42E3-AC0E-8EF0B854241A/d/blender.app/Contents/Resources/2.78/datafiles/colormanagement_old'

location: :-1


texts: How to tilt the edges to a particular angle

texts:
Hi, can anybody help me to fulfill my requirement.
I want to move the arms a bit down if you see the man sculpture then it seems that angle of arms with body's side portion is somewhat 90deg but I want to the arms a bit down so that they make angle around 60deg. I tried the Rotation but it is rotating the complete arms.


texts:
I am trying to delete properties which some plugin messed up.

I wanted to delete a property PN781673099840471551 with

del bpy.data.scenes["Scene"].PN781673099840471551

but that does not work, (type : bpy_struct)

are these strange properties blender related, they got somehow generated from loading and unloading a plugin. And I am stuck with some values inside my blender file which crash the plugin when loading. Is there anykind of tool to remove unwanted properties?

(What I did: I added somewhere in an plugin (RIB Mosaic) related panel an illegal value, and saved the blend file, and now the value is somehow stuck inside my blend file, so when trying to use the plugin again the plugin raises an exception...)


texts: I am creating a map for a game I have been working on and I really like the Material I have made for it. I have learned about Cycles baking but the mesh is so large (5 miles x 5 miles) that it won't bake at a high enough resolution without crashing, it gets a blurry pixelated look to it. I know I can't import the nodes I used into Unity. I'm open to learning Unreal Engine 4 but so far I have heard it doesn't import nodes into it, but it does have a material editor that maybe someone would know how to recreate. Answering any of the following questions would help: Would it be possible to import the material I am using into Unity and keep the texture (without baking)?  Is it possible to import the material into Unreal Engine?  Is there a game engine that would work best with blender and imports all the materials (I know blender has a game engine but I haven't heard great things about it)?  Is there a way to recreate the same texture in Unity or Unreal Engine (it isn't too complicated of a material, picture of the nodes is below)?  Thanks very much for the help, I'm new to game development and I just can't seem to get past importing the meshes to a game engine.


texts:
Sometimes when i move objects around the attached bones displace the objects. Why does this happen.

Is it correct to assume that bones should NOT overlap with a model poly? Would this prevent object displacements upon object move?


texts: Problem with actual rendering and rendering view

texts:
So for the lecture im following(link below) i have to make a rabbit. I made the fur with seperate particle systems(for each part different particle system with different vertex group) like explained in the lecture. it looks good in rendered view like this:

But if i actually render the model with render image it looks like this:

It doesnt render the head fur and the eyes.
All models en meshes are enabled in rendered view, below are all my settings:

PARTICLESYSTEM:

VERTEX GROUPS:

OUTLINER

If you need any more details, tell me and i will provide.

Thanks in advance.

TUTORIAL IM FOLLOWING: https://www.udemy.com/blendertutorial/

BLENDERFILE : https://www.dropbox.com/s/g7voguv2d05979o/FluffyBunny.blend?dl=0


texts: How to select edge rings between two edges?

texts:
Holding Ctrl you can select the Shortest Path between two selected egdes.
This essentially allows you to select a range edgeloop.
Like so:

Ctrl+Alt+LMB will allow you to select and edge ring like so:

But how do I select the shortest path edge ring? Or rather, a range of edge rings between two selected edges.


texts: Remove/turn off default shader image in refracting object?

texts:
2.92 version.  New file.  Object in viewport.
Material Properties!Surface!Roughness = 0
Material Properties!Surface!Transmission = 1
Material Properties!Settings!Screen Space Refraction: ticked
Render Properties!Screen Space Reflections: ticked
Render Properties!Screen Space Reflections!Refraction: ticked
Object appears in Eevee Material Preview with viewport's dark void background with a Blender-default garden picture file that fills the object, and in 6 DOF the garden imagery fills all of it.
Now I drop a sky dome over it, and then orbit:

Where the sky dome appears behind the refracting object, the Blender-default garden file imagery disappears,...but then reappears, resolving into some kind of cube of its own in the refraction.  (The coral colored box is a separate entity.)
The garden file imagery is here, in a shader/texture provided as a default by Blender:

How can that garden image be turned off inside the refracting object (at the very least when the sky dome appears in the background behind the refracting object)?


texts: GSG Signal add-on alternative for Blender!

texts:
jut wondering if you guys know, if there is any add-on, like the Signal add-on from greycalegorilla (GSG), to make looping animation easier in blender.

Thank you.


texts:
Even though the 3D Viewport suggests that shadows should be visible (though they might be blurry), I don't get any shadows in the render:

As can be seen, some faint shadows are there, but none in the final render. (I notice that I have rotated the HDRI a bit so it does not match with the render, but that should not matter. I tried different angles.)


texts: How to export procedural material in gltf/glb format?

texts:
I am playing around procedural rust material in Blender and want to apply the material to my sword model so it looks rusty and old to further export it as glb or gltf
this is my node setup

The required result that I am looking for

The resulted gltf export

I have tried baking the material into a texture file and then exporting still same result.


texts: Eye colour from Adobe Fuse are almost washed out

texts:
]3

I'm very new to Blender and I just made my character in Adobe Fuse, and added some extra pieces of clothing in Blender. Whenever I go to the Material viewport shading as well as Rendered, the eye colour is heavily washed out. The eye colour in my UV map is much darker, so is there anything I might have missed? Do I have to make a separate UV map for the eyes?

EDIT: Added screenshots of nodes in the node editor. I'm using one UV map for the entire body, and separate ones for his coat and hat. I'm so sorry for any confusion I may cause, I'm very new to this

]5


texts: I don't really know how to explain it, but the image is self-explanatory. Feel free to ask for more details if needed


texts: Render pixel color information in the Image Editor

texts:
I'm fairly new to Blender and really like it's capabilities.
However, coming from Maya there's one thing i really miss, I can't seem to find a eyedropper tool that shows me the color values of my rendering in a stats bar for example.

In Maya, we had something like this.

It gives the information from the cursor location in the renderview for all the passes you need while shading ( RGB values, Z-depth values, object values, etc.).

Does anyone know if Blender got something like this or maybe a addon that gives such information?

I found the Historgram in the rendering tab but it's not that useful since you need to render the image first before you can use it.


texts: Can someone explain to me what this is, how it works, and some practical uses for it? I have looked everywhere online and haven't found anything useful. Just wanna know if it's useful or not.


texts: How can I make a low poly triangular pendentive?

texts:
I accidentally made this once, but I forgot how I did it. It's 3D, and it's the same dimension of a regular cube. I know how to make the arches, but I don't know how to fill it once the arches are in place.

Edit: I'd like an ability to see it as smooth while low-poly, if it's possible. I guess a triangular pendentive is a better way to explain it :)

Any help appreciated!


texts:
I am a complete noob to baking, and I started by selecting Smart UV project to unwrap a cube, then changing the base colour in the shading panel. After, adding an image texture and creating a new image 500px x 500px (The size SL uses). The lighting setup is interior.exr on both the world shading and viewport shading. When baking on any setting the result is always multiple colours with white speckles.

https://imgur.com/B8KNRf1

The setup (The image texture says "untitled" but there is usually an image in there.

https://imgur.com/uY3n0eO

Any help?


texts: Installing blender on another drive other than C:

texts: i just got a new pc and found out it has 2 hard drives. one with my windows 10 OS (C:)(size: 149GB) and the other virtually blank (D:)(size: 1.67TB) my question is, will blender work if i install it on my D: drive or do i need to install it on my C: drive that has my OS on it?


texts: Computer is laggy when editing with Multiresolution

texts: After sculpting my mesh with Multiresolution modifier it became incredibly laggy. I can't even start render because of this although my PC isn't so bad. How do you make it work?


texts: How can I use Edge Creasing with OpenSubdiv?

texts:
I see that OpenSubdiv has been integrated but could not find any material about using it for utilizing its edge creasing capability to create harder edges in subd-modeling instead of using support loops. Of course I fiddled around but could get no result, just strange shading as if it's not working properly.
It seems to makes subd and hard edges so much easier as shown here for example in 3ds Max (video by Arrimus 3D)
https://www.youtube.com/watch?v=QFckVSyvVy4


texts: I have a particle system set to render as collection, only rendering one object

texts:
I have a few different sprinkle particle systems for the donut tutorial because I was trying different things. The one in question contains different sized long sprinkles and the big round candies. No other system contains those objects. I have it set to render the collection and have weights for different sprinkles. The big round candies are the last object in the collection and have the smallest weight by far. In editor in render view it looks exactly how I want it to in terms of particle distribution, but when I render it for real it looks like it's making all 1000 particles be the large blue candy as if it was set to render as object. What could be going wrong?
Here is what I see in editor in render view:

Here is what I see when I actually render it using cyles:

Here are some particle system settings:

The 60 there refers to the longest bendy sprinkles. TO be sure if I turn off the other particle systems (which handled the tiny spherical rainbow sprinkles and the flat circle candles) this still occurs.


texts: Tracking: Object Solver not following tracks (with file)

texts:
I am working on a scene where I have to track the camera motion and the motion of a prop with markers. I get a good camera track and a decent enough object track
(It's just as a reference to the animators).

My tracking markers for the object track are being scaled so that they are exactly where I need them to be in space and the camera track is scaled to match real world units from the set.

Just judging from the markers, everything is exactly where it needs to be, moves exactly as I need it to. However I am completely at a loss why I can't just have an object follow the object trackers movement. The object solve just puts it in a weird place behind/above the camera, moving the object by hand doesn't do any good either. It can't be that hard, can it?

Just make the mesh follow the trackers (which already move fine in 3d space).
Even using the follow track constraint instead of an object solver (cue desperation) and selecting a specific track out of the object track (which highlights correctly!) it still puts it all in a completely wrong position with a wrong motion. I tried parenting something to the object with the solver, to extrapolate the motion to my scale, to no avail.

Can anyone help me figure out what I have to do differently?

EDIT:
Seems to be a scaling issue. Apparently Blender doesn't allow me to scale the camera track at all (for it to match real world units) without messing with my object track. Anyone has any idea how to avoid it? I fear it might be a bug?

Find the cleaned file here:
http://pasteall.org/blend/index.php?id=52941


texts:
I am still trying to get familiar with Blender's interface, to use it for video editing.

Now, when you press the home button, it shrinks the strips in order to see the whole timeline. I would like to know if there is any way to use this option but keeping the height of the strips that i set.


texts: How to approach the modeling of duct work, piping, wiring?

texts:
I'm wondering how to approach duct work, piping, and wiring?
In the past, I have used the spin tool to make corners, but I find it very cumbersome.
How do you do duct work and piping? I have seen people use curves, but I find it's hard to get straight 90 degree angles or just uniform angling across the whole model. It's also hard connecting piping together if they started from different locations.
Here's some reference:


texts:
Isn't it possible to unravel entangled mesh in the blender 2.8?

My messy mesh is as follow:

I don't know where it went wrong. Can anyone give some tips for handling an issue like this? I don't even expect some magic tools for unraveling this situation but just some tips or knowhows for a situation like this.


texts: Some bones wont move when I'm in pose mode. For example the head, the neck and the upper spike move without a problem. But when I try to move the eyes and the other spikes only the bones move not the mech. I've parented them all to the head. And did the weight painting myself. Does anyone know what may be wrong?


texts:
Hi all,

I imported a .stl file into blender and at first the mesh was perfect, shadows were as expected but on the second time of importing the .stl file the shadows are as seen below. How can I fix this?


texts: Can I use array modifiers to create staggered rows of blocks in a dome?

texts:
I have built up a number of courses of blocks on a dome I'm building using array modifiers and NURBS circles. It works pretty well but each row of blocks starts at the same place, so the first several blocks are lined up on top of each other. That isn't how a real dome would be made and I'd like to fix it.

I haven't found a way to rotate the circles so the blocks rotate too without them spiraling outwards. How should I set this up?

Edit: I have set up the arrays as recommended in the linked answers from the comments here and here. However, this technique won't work for a dome. Successive rows of blocks need to be smaller along a curve, and this technique only allows linear scaling. I have been trying adding a deform modifier to the stack, but so far haven't found one that will create a dome without severely deforming the blocks. I am about to try the add-on recommended in sambler's answer, but it may not allow me to use the rounded blocks that would be correct.

The building technique being imitated is shown below. Usually the dome shape used is a beehive style, I couldn't find an illustration of a spherical dome.


texts: I've separated my front bumper and now put it in the same collection but both objects are giving different shading between them

texts: Objects are showing different shading even when I moved them to the same collection.


texts:
Ok, so I am still a bit of a noob, mostly just watched and followed some of the Blender Guru stuff on YouTube, but now I want to try and create something I really want.

The goal is to try and turn a 2d SVG image into something I could give to a CNC Router and have it carved for me. Rather ambitious maybe, but it is the whole point right now of trying to learn how to use blender.

So I imported the SVG, and I got a lot of curves, which using Alt + C I can turn into meshes (I also used Limited Dissolve to remove some of that mess).  Now my idea, was that I would use Insert Faces, to make the shapes smaller, and raise them up a little. A cross section would then be an arch like shape.  All falls apart though because the shapes are irregular, and as soon as something gets too narrow, it starts twisting in on itself.

Is there some easy way of doing this, or am I facing a lot of manually moving vertices around?


texts: How can I render a biscuit-like material as shown in this picture?(I'm using blender cycles)


texts: I am using windows 10 on an ASUS laptop and the sidebars are miniscule. Thanks for the help.


texts: Snap a selection to cursor when scaling or moving

texts:
Hi guys Blender noob here, I am creating some gears to 3D print for a project I'm working on. I am following the tutorial below and when I get to this part I am unable to figure out how to snap the current selection to the Z height of the cursor. Video below is at the correct time when he selects the bottom right selects the adjacent Vertice that the Extrude needs to be at and then it snaps for him but not for me hopefully it is just a shortcut key I'm missing. Any help is much appreciated, thanks

https://www.youtube.com/watch?v=zD4yi0KQbu8&t=1112s


texts: How can I create normal maps for my model without generating it from a model or texture?

texts:
I want to add detail to my model, which isn't present in the model or texture. Something to add detail to the face. My textures are flat shaded, so they wont be very helpful in generating anything, and the model is just a rounded sphere.

My texture is something like this:

And I want to create something like this, to add minor face details like mouth / eyes, without them being in the model.

Are there any methods to create this either in blender or another program?


texts: Camera coordinate appears to be left handed

texts:
It is weird that I have a camera that has a left-handed coordinate system.
All the other cameras are right handed.

Left handed camera:

Right handed camera (all others are right handed, too):

I can't tell what caused this.


texts:
With the new release, my Magic Mouse scroll direction has reversed. No setting in input or otherwise will reverse it.
Why did this happen? The settings seem to have no impact on the mouse behaviour.


texts: how can i create a grainy rough plastic material in blender, just like one on MI TV Remote

texts: I am creating a tv remote and for that, I am looking for material just like MI tv remote.


texts: Blender modeling: To sphere tool does not rounded the face of model

texts:
I am beginner of Blender.I faced some problem as I try to modeling the tongue. I am trying to make the face become rounded but when i use sphere tool there is nothing change neither using loopTools to circle the faces (the faces will deleted)I dont know why this happened.

Can anyone tell me how to solve this?
Thank you in advanced for those who reply.


texts:
can  you pls take a look at the blender glb export settings and tell me why it is when I reimport the animated glb inside blender it is not showing any animation?
Many thanks!


texts: I'm wondering if anyone's worked with the animal crossing models from the-models-resource? I am still new to blender. I know what to do with the alb and nrm maps but I'm wondering what I am supposed to do with the "mix" and "op" maps? Files are available here: https://we.tl/t-I0JONfJtY5


texts: Automatic Weights not recalculating after moving Bone

texts:
I am working with a fairly simple rig, as I'm pretty new to rigging/animation in general.

I created my bones, and later parented my mesh to the armature with automatic weights.

Later, I wasn't happy with some of the bone positions/sizes/orientations, so I moved them around in Edit mode.

I visited this question, in what I thought would be a simple way to recalculate the automatic weights. However, nothing appears to happen? Am I doing something incorrectly, or is there some type of problem keeping these weights from being regenerated.

In the provided gif, note that the weights stay the same after the bone is dragged way out of position.


texts: Detect and Track Features from Frame 1 using Python

texts:
I am trying to detect and track markers in a clip, from the first frame forwards.
I am using bpy.data.scenes["Scene"].frame_current = 1 to set the clip to the first frame, followed by detecting and tracking features using:
ctx = bpy.context.copy()
for area in bpy.context.screen.areas:
    if area.type == 'CLIP_EDITOR':
        ctx['area'] = area

bpy.ops.clip.select_all(ctx,action='DESELECT')
bpy.ops.clip.detect_features(ctx)
bpy.ops.clip.track_markers(ctx,backwards=False, sequence=True)

However, I am struggling to integrate the two components as detect and track runs from the current frame, not the first frame (i.e. if frame 48 is the current frame, the features will be detected and tracked from frame 48 to the final frame, not frame 1 to final frame).
Printing the current frame in the python console yields '1' after running bpy.data.scenes["Scene"].frame_current = 1.
I can't seem to work out what the issue is here and any help with this would be greatly appreciated! Thanks!(:


texts: How can i give a melting vibe to an object?

texts: King of like this, i tried to use the fluid simulation but it does not stick to que object like i want.


texts: I downloaded MMD models from a game and used the MMD addon to import them and a motion sequence into blender. When I rendered it out it has a weird visual issue which are these odd black shapes constantly moving all over the model.Its hard to see in just pictures because in the video these weird black shapes keep moving. Its the same issue for very imported model In my scene. Help?


texts:
What would be a way to create a glow in Blender. For that purpose I've been always using the compositor. However, that is pixels work, which means it is a 2d work. To make a 3d one, do I have to use particles, nodes or maybe some simulator? Because the compositor deals with images, which will make the glow to be out of perspective (flat). is there a way to make a glow with depth in Blender? Here is what I mean (If we assume that the blue color is a glow, it is clear that like other objects it is part of the perspective of the 3d view, which means that it has depth) -

And if possible, how to make one in cycles?


texts:
I have a script that updates a text object, using a frame_change_post handler. The scene is imported as a strip in the VSE (for subtitling). It works fine but when I render the animation, it crashes after an inconstant amount of frames.

Append frame 57 Time: 00:00.37 (Saving: 00:00.11)

Append frame 58 Time: 00:00.38 (Saving: 00:00.12)

Append frame 59 Time: 00:00.40 (Saving: 00:00.12)

Fatal Python error: GC object already tracked

Current thread 0x00007f80aeccf800 (most recent call first):
File "/usr/share/blender/2.74/scripts/modules/addon_utils.py", line 200 in <lambda>
File "/usr/share/blender/2.74/scripts/modules/addon_utils.py", line 199 in modules
File "/usr/share/blender/2.74/scripts/startup/bl_ui/__init__.py", line 111 in addon_filter_items
File "/usr/share/blender/2.74/scripts/startup/bl_ui/space_userpref.py", line 1237 in draw
Aborted

Looks like I am doing something wrong... here's the code and, in case it's relevant, the script in action


texts:
As you can see in the picture everytime I try to unwrap, blender says to put a modifier that is not there first. no object In any other collection is selected nor do they have said modifier.
I also deleted my UV's and created new ones.


texts: Using Boolean difference and a cube in cutting a plane

texts:
Due to (possibly) a misjudgement in using Archimesh to create a number of rooms in a house, given that the non-solid topology is pretty unfriendly if you want to work on the rooms created, I have created an outer wall, using extruded edges from a plane, to allow me to use materials on the outside of the house.
This meant I would now need to cut the appropriate holes for windows and doors in this outer wall. It seemed that creating a cube of the correct dimensions, intersecting with the wall and using Boolean difference, would allow the hole to be created. This is not the case and given my actions, I believe I do understand why. The wall simply added the cube shape to my wall. I expect at the point of intersection within this, there will be a hidden hole as I guess difference does mean that the solid vertices of the cube also count in the difference.
I saw someone used Rotation & Scale on the cube, before applying boolean difference, and clicking on the plane but this did not seem to work for me. Can I use the cube method or is there another way to do this accurately?
I have attached screenshots of one of my attempts.


texts: How do I make an automatic tail that is bone rigged?

texts:
I have character that has a bone rigged tail but how do I set up the bones to automatically behave like a real tail automatically.

For example:


texts: How to take an assest I made and group it together to Appended in another project?

texts:
all I am very new to blender. I have been googling but cannot seem to find anything. I made a dumpster for scenes to use in the future. I parented it to an empty, but I cannot figure out how to group it all with all my textures and multiple objects and bring it into another project. I understand you need to do in the new project append > objects (or collections?) but I do not know how to set it up for that. Any assistance would be greatly appreciated. As I stated I have looked through google but I must just not be using the proper terms for the info I need.
Best,
Jordan