texts: Problem with an UV map (doubled mesh) and texture painting

texts:
I sculpted this head myself, I did retopology of it and I marked seams to make a nice and readable UV map. Then I subdivided it, because I want to keep it detailed.

When I unwrap the mesh, I get a UV map with my mesh, but doubled. It could be harmless, but it gives me a lot of problems while trying to texture paint, since it looks like I need to paint on two layers of the same mesh (if that makes sense), if i don't, it will leave marks.

Here when I try to paint directly on my mesh. It's leaving the marks.

Here when I paint on the UV map. One eye layer is painted.

And here, when both eye layers are painted.

I've tried to Remove Doubles (Merge by Distance) and then unwrap again, it's still doubled but messier.

I'm new to 3D design so I will appreciate any help. Thanks!


texts: PNG with alpha casting strange shadows depending on viewing angle (Blender 2.91.0)

texts:
I have a RGBA png and i want to render it infront of a plane, but when i do, it casts weird shadows on the plane, the strange part is that the shadows only exist and change under certain viewing angles. video below for reference
I have tried changing shadow setting but so far i really dont know how to fix this problem
im renering in cycles
Reference YT Video Here


texts: I have RTX 2070 videocard and when i enable OptiX dnoiser i got black screen (check screenshot)


texts:
I have an error with UV mapping where it looks fine until I actually render it or throw it into a program that renders it. I'm not sure what the issue is because I hardly ever use blender.

What it should look like: (the mapped image is for testing)

What it actually renders like:


texts: Shortcut to quickly add texture in the shader editor doesn't work?

texts:
I am trying to add textures in the Shader Editor using the shortcut Ctrl+Shift+T, but nothing happens.
When I first came across this shortcut watching a tutorial, it worked perfectly fine but the next day I opened the same project it didn't work anymore. And since then, still doesn't work.
I have updated Blender to 2.91.2 in order to see if that would fix the problem but nothing changed.
Would you know what's the problem or where I could find that shortcut in the preferences in order to see what's wrong or just add the shortcut if it doesn't exist?


texts: How to model a turtle's shell starting from a circle/ using a circle?

texts: I'm trying to model a turtle's shell. I wonder how I can start with a Circle and create the shell?


texts: How can I use a sequence of images as a texture within a render scene?

texts:
My scene contains a 'projector screen', and I wish to animate some other items, while changing the image that is shown on the screen. Currently, I'm using a plane with the image(s) used as an image texture. I am then manually rendering each frame individually and changing the image. Obviously this is a huge waste of time, so I was wondering how I could perform this in a more sensible manner?

Thanks!


texts: Is it possible to change Blender's rotation axis?

texts:
In my quest to customize Blender so that it better fits my Source Filmmaker ass, I've gotten almost everything down except for the axis. X and Y are swapped between Blender and Source, however, the Z-axis being up is still consistent. The rotation axis however is not at all consistent, except for Flexion and Extention, which is Rotation X in both Blender and Source.
In Blender, Flexion and Extention (Rotating forward and backward like you're shaking your head yes) are on Rotation X, while they're rotation X in Source.
Abduction and Adduction (Rotating your arm to the side) are Rotation Y in Blender. Abduction and Adduction in Source however are Rotation Z.
Medial and Lateral Rotation (like shaking your head no) in Blender are Rotation Z, while in Source, it's Rotation Y.
I was wondering if the actual axis can be customized just like the controls. This would really help me out in the future, as SFM is my home pretty much with how comfortable I am with the controls.


texts: Why do curves get thinner at 90° angles?

texts:
Why do vector curves get smaller at corners?

In image, the width of the curve at point B (where it turns 90° to the left) is smaller than at point A. This only occurs when cyclic is enabled.

How do I get both points to be the same width without disabling cyclic?


texts: I want to make animation of wind that blows text in particles from top to bottom, but the wind blows the whole text. I think wind applies everywhere. How to control its area to blow specific things?


texts: Texture baking in Blender 2.79 resulting in scanline effect

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I'm currently working on a commission in Blender 2.79 and trying to bake the final diffuse texture, and every time I hit bake, Blender gives me an end result with a sort of scanline effect. The entire texture will have straight, horizontal lines of pure transparency covering the entire image, resulting in it looking like this:

Here's the bake settings and the node setup on the main material, the rest of the materials are just diffuse shaders with the target texture disconnected in the setup. Baking at 50 samples.

Does anyone know what might be causing this/how to solve it? Thank you in advance, let me know if you need any more details/screenshots.


texts: What lighting settings would be used to achieve colored and soft directional light

texts:
In reference to this video: https://www.youtube.com/watch?v=SbCJKfol-WQ and here's a screenshot of the result:

The person that made the video said they didn't use any materials, it's just Blenders default diffuse and that all the color comes from the lighting. What lighting would be used to achieve this white paper effect?


texts: How to difference a cylinder from the car body using Boolean modifier?

texts:
I have created a basic car body. Now, I'm trying to get the tires in place. What I am trying to do is to use a cylinder of 10 vertices with an Array modifier at Count: 1 and Relative Offset set to mimic the cylinder on the other side. Then, I am using the Boolean modifier to subtract the cylinder from the car body. However, it produces strange results when I drag my cylinder out after applying.

Car Cube Modifiers:
Mirror
Subsurf
Boolean

Cylinder Modifiers:
Array

Car body before applying the Boolean modifier:

.blend file from before applying the Boolean:


texts: Strange results with hinge and rigid bodies

texts: Can anyone explain me the reason for the strange animation I get with the Blender file you can retrieve here?


texts: Translation is stuck in increments, how do I set back to free movement?

texts:
I am a beginner.

I am trying to translate in the Z axis, the problem is that I only want to translate less than a square but when I move the mouse, it translate 1 full square.

How I can deactivate the option, to move the object free?


texts: Can't switch to edit mode for some objects, but can for others

texts:
(like others asking similarly to myself) I'm just getting started with Blender.
I'm following a tutorial series on YouTube and thought to give myself something more interesting than creating a single donut, why not three donuts?
I'm trying to switch to edit mode for my frosting on my donuts to pull down and create the drizzle, but I can only go into edit mode for a single frosting object.
Frosting.002 (selected in the scene collection) is allowing me to enter edit mode:

But I cannot enter edit mode for the other two, even though I have them selected in the scene collection (as pictured below)

I'm not sure what I'm not doing correctly, as it seems this is usually remedied by selecting the appropriate object first (which I thought I did) or restarting Blender. Neither have worked for me, unfortunately. This leads me to believe I've set my objects into a state that needs to be un-done, but I'm not sure what that would be or how to go about fixing it.


texts: Shadows/lighting not working with image texture

texts: I've been trying to texture a planet with a spherical image that I have. I did a UV unwrap of the sphere and created a new material, then created a new image texture and selected a UV map using map I just created. However, the backside of the planet still seems to be lit when I run the game with the textures turned on, even though without textures, the shading seems to work. These two images are from the same view. Any ideas?


texts: How can I call a specific keymap to draw within my AddonPreferences?

texts:
The add-on I've written defines several custom hotkeys, allowing the user to call custom menus created by the add-on. To be more user-friendly, I'd like to make it easy for the user to change the hotkeys for these menus without needing to dig through the massive keymap list under User Preferences > Input.

And so I have created AddonPreferences, in which the user can adjust settings for the add-on.

Is there a way to pull in, and draw the specific keymap item (from Input) within the AddonPreferences?


texts: How do I flip an animation pose without having my character walk backwards?

texts:
I have been making a walking animation. It went pretty well up to this point where I'm halfway done:

https://gyazo.com/118b8e402ea4f2aa2d89e217e1be474b

I watched a tutorial where he copied his animation and ctrl+shift+V'ed it to get the other half. I tried to do the same, but although it's close, it's not exactly what I wanted:

https://gyazo.com/89c10c29c4e68e2edb23f1bb187d0b74

The only problem is that the two halves are walking in opposite directions now. So my question is: What are my options? Do I have to manually make the poses for the other half, or can I somehow make it work with what I have here? Thank you!

Edit with link to file:

Edit 2: I ended up manually creating the second half of my animation. Below you can see the result. My question now is if I could have achieved this without having to manually animating the 2nd half?


texts: How to apply rigid body animation to frame 1 in Blender 2.81

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I am trying to create a Pool Game animation. I have managed to create this so far - Animation
I am using rigid body physics to simulate the game and animating the cue ball. I has worked well, but after I try to animate the cue ball for the 3rd time, the entire set of balls is messed up and rigid body simulation does not give the same result as the last frame of my finished animation.

Is there a way to reset the world, apply the transforms to all the balls from simulation at frame 1 and start animating the cue ball for every shot?

Is there any other way to finish this animation and pot all the balls?


texts: Union partially overlapping cubes without boolean modifier

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My goal is to generate a model composed of many partially overlapping cubes. But I need to get rid of the parts where they overlap, so I have a single mesh without any intersections. One of the purposes is 3D printing. With the boolean modifier I can make it work sometimes, but often the resulting model is totally corrupt (missing parts, weird geometry, non-manifold). BMesh and Carve both have issues. I've had the same experience with the boolean modifier in e.g. Sketchup.

So my question here is how would I manually connect these cubes and remove the overlap? Eventually I will have to do this in Python, but I can't program it if I don't know how to do it to begin with...

Image of example model with partially overlapping cubes:

Image showing inside of example model with internal geometry removed:

Rules:

Each cube has the same height (Z scale)
Each cube belongs to a certain 'floor'
Therefore each 'floor' has the same height
The difference in Z location between two following floors is the same (floors are distributed evenly)
Every cube on a higher floor is supported by at least one cube from the floor directly below it (meaning no cube will float in the air, except for cubes on floor 0)
Cubes on the same floor may intersect each other (I didn't show this in the example images)

Basically it's a tower of cubes with dedicated 'floors', like a building. But each floor is pushed down a little to overlap the floor below it.

The way I think I should tackle this is as follows:

Place all the cubes in correct position, but without pushing down each floor (so no overlap, only touching)
Calculate the places where the faces touch using the Shapely for Blender Python module (using 2D boolean operations)
Cut a hole with the Knife project for each of these parts where the faces touch
Somehow merge/connect the vertices which surround the newly cut hole - this should connect the previously separate floors
Continue with 2, 3 and 4 until finished
Select the faces that face down (except for the faces of floor 0) and pull them down a bit to create the overlap which we didn't make at step 1

I hope I'm on the right track here. I can do step 1 and 2 but from step 3 I don't know how. It sure would have been nice if the Bool Tool Auto Boolean Union would have worked for me but unfortunately that's not the case. I've included a simple example Blend file, as well as a complex one where the Bool Tool fails.

I'm using Blender Version 2.78c.


texts: Can I use a Max model with V-ray materials in Blender without too much trouble?

texts:
and sorry for the ultra noobie question but just learning to use Blender (or better said...a computer ) and I'm about to spend a rather steep amount of $ on a Max V-ray model from TurboSquid for my animations so I just want to know if I can actually use it in Blender?
(I'd love to make it myself but my modelling skillset is currently at Toddler level)
I just need this model bad. Haha.
I'm already totally in love with Blender...I don't know 3DMax but I've heard it's pricey.
Any help is seriously appreciated. Greetings.


texts: Cause of large delay occurring before rendering of each frame?

texts:
I'm trying to do background CYCLES rendering on a multi-gpu server using NUMA.  However, adding any gpu's beyond 2 offers no speeds up as a unstated delay occurs before each keyframe.  The more gpus I add the larger this delay gets.  The renderer takes this delay into account but doesn't display where it is coming from, see the terminal output below.
Fra:0 Mem:32.61M (0.00M, Peak 44.36M) | Time:00:02.25 | Remaining:00:00.00 | Mem:1.82M, Peak:1.82M | Scene, View Layer | Rendered 2/4 Tiles
Fra:0 Mem:28.61M (0.00M, Peak 44.36M) | Time:00:02.27 | Remaining:00:00.00 | Mem:1.82M, Peak:1.82M | Scene, View Layer | Rendered 3/4 Tiles
Fra:0 Mem:24.61M (0.00M, Peak 44.36M) | Time:00:02.28 | Mem:1.82M, Peak:1.82M | Scene, View Layer | Rendered 4/4 Tiles
Fra:0 Mem:24.61M (0.00M, Peak 44.36M) | Time:00:02.30 | Mem:1.82M, Peak:1.82M | Scene, View Layer | Finished
Fra:0 Mem:22.55M (0.00M, Peak 44.36M) | Time:00:02.63 | Compositing
Fra:0 Mem:22.55M (0.00M, Peak 44.36M) | Time:00:02.63 | Compositing | Determining resolution
Fra:0 Mem:22.55M (0.00M, Peak 44.36M) | Time:00:02.63 | Compositing | Initializing execution
Fra:0 Mem:46.61M (0.00M, Peak 46.61M) | Time:00:02.71 | Compositing | Tile 1-4
Fra:0 Mem:46.61M (0.00M, Peak 46.61M) | Time:00:02.72 | Compositing | Tile 2-4
Fra:0 Mem:46.61M (0.00M, Peak 46.61M) | Time:00:02.72 | Compositing | Tile 3-4
Fra:0 Mem:46.61M (0.00M, Peak 46.61M) | Time:00:02.72 | Compositing | Tile 4-4
Fra:0 Mem:46.55M (0.00M, Peak 46.61M) | Time:00:02.72 | Compositing | De-initializing execution
Fra:0 Mem:27.55M (0.00M, Peak 46.61M) | Time:00:02.72 | Sce: Scene Ve:0 Fa:0 La:0
Saved: '/dev/shm/blender_proc_33f1cc3d05404208b75dd9758392d710/rgb_0000.png'
 Time: 00:02.95 (Saving: 00:00.23)

Fra:1 Mem:23.23M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Suzanne
Fra:1 Mem:23.36M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Icosphere.002
Fra:1 Mem:23.37M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Icosphere.001
Fra:1 Mem:23.38M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Icosphere
Fra:1 Mem:23.40M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cylinder.002
Fra:1 Mem:23.41M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cylinder.001
Fra:1 Mem:23.42M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cylinder
Fra:1 Mem:23.44M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cube.002
Fra:1 Mem:23.44M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cube.001
Fra:1 Mem:23.44M (0.00M, Peak 46.61M) | Time:00:01.55 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Initializing

The above shows one of the delays happening between frames 0 and 1.  As you can see over 50% of rendering is spent in this unmarked state (assumed both frames take similar time to render).  What could be a possible cause for this?  Is this something wrong with blender or a potential configuration fix and is there any way for me to log what blender is doing in the time period?
This render is being done with the BlenderProc which is based on blender.  I've also made a small script to render an object using blender alone and the problem still occurs.


texts: Video codec/video file format confusion in Blender

texts:
Having used other Video Editors it seems like the options Blender offers for selecting what container format and what codec format you want to use for your video is confusing.

The above screenshot shows there are 3 Buttons to choose your container and codec, which are two things, which begs the question, what is the difference between 1 and 2? Is 2 the encoder to use? Then why is Blender saying "file format" for the hint boxes of each?

This causes some confusion in practice as well. As an example, Youtube needs a video using the H264 codec and MP4 container for best quality results after it will convert it.

If you choose "H.264" for 1, ...

... "MPEG-4" for 2 and "H.264" for 3 you get a file with the .mp4 extension.
... "H.264" for 2, then the codec selection box 3 is completely hidden and the extension is then .avi. How does that make sense? And why is 3 hidden?
... "Quicktime" for 2 and "H.264" for 3 you get a file with the .mov extension.


texts: Why isn't this object becoming transparent in the render?

texts:
I'm new to Blender and trying to make an image. I'm almost there but something is confusing me. Right now, I have this blue rectangle that I want in the same plane as the other objects. For example, here it is from a couple angles:

and rendered:

Now, I want that blue rectangle to be mostly transparent, so you can see the rest of the shape that it coincides with very clearly. So, I went to the materials tab with that object selected, clicked the transparency box, and messed with the alpha parameter, making it very low:

Now, when I render it, it does look different...but isn't actually transparent:

what am I missing here? How can I achieve this?


texts: Need help troubleshooting a lighting change in EEVEE from an unknown source

texts:
I have an animation that I'm working on and mid scene there is a lighting change that happens which brightens the scene.

I think it is the sun lamp that I have in the scene because when I disable it the lighting stays consistent.  I have narrowed down the exact frame where it happens but there are no keyframes tied to any lighting elements that would change the lighting in the scene. I have deleted the sun lamp and added a new one, same problem.

I copied a sun lamp from the next scene where there are no issues and as soon as its pasted into the scene I get the same lighting change at the same frame.  I need the lighting so match the next scene perfectly so its seamless when edited together and have put a lot of time into it so far and don't want to have to recreate any lighting changes in the following scenes.

What am I not seeing/checking?

You don't see the lighting change when looking at the scene through the full viewport. It is only seen when looking through the camera or once rendering frames.


texts: What is the easiest way to simulate trampoline?

texts:
I've been fiddling with physics for about three hours now, I'm trying to create a trampoline physics scenario, or a stretched cloth with a pinned diameter catching a falling object.

My falling objects react with cloth, but keep falling through. Is this only possible via manual animation?


texts: Mesh objects take the color of World (Blender 2.81a)

texts:
In my Blender project, there is a two-dimensional mesh object. It has the color white. In the "solid" view it indeed shows up white. However, when rendering a video or picture ("rendered" view), it takes the color of the "world" (which is blue). So it only becomes visible (in blue) when there are other objects in the background.

How can I make this object show its intended color (white) in "rendered" view (and therefore in any baked picture or video)?

PS: I have tried giving the object other colors than white, and then there is no problem. So only when it is white it takes the color of "world", whatever that color is.

PICTURE: the temple is the object. It hovers in front of the dark blue rectangle. The left picture is in "material" view, the right is in "rendered" view. In de rendered view it has somehow taken the color of the "world" (the lighter blue). So if I change the color of the world to e.g. red, then the temple turns red as well.


texts: should the size of polygons of a 3d model be the same?

texts:
I recently learned from my previous question, that it's better make faces with 4 verts.
It really helped me with lots of things, unwraping, texturing, etc.
To reduce the poly counts of my models, I tried removing the unnecassary verts without turning any 4 vert face to n-gone.
But I don't know if it's OK from a professional perspective.
Please take a look at the image below.

M question is, can the polygons of a 3d model have different sizes? not slightly different, the difference between the size of the faces of my model is huge. i personally thought it's cool and fine but wanted to know some professionals opinion.
Thanks for reading my question,
Best regards.


texts: Using knife project method to make a shape into the mesh

texts: I’m practising some modelling methods, although I know knife project method is not the best because it can make a mess of the topology, I couldn’t figure out another approach to achieve this particular shape modelled in the middle of the main mesh. I’d like some feedback what other way could I had approached to get that shape made within the main mesh.


texts: Is there a mouselook script that's exactly the same as the classic one except it moves left and right, not up and down. If there isn't one then can you show a property hook script that enables/disables up and down rotation.


texts: How to apply physics on instances of group?

texts: I have a group of multiple objects. I make a couple of instances via Shift + A and shift them along Z. Then I try to drop them using game engine and I have Record Animation turned on. While in play mode, everything looks like it should. But when I stop it and move animation crusor, for some reason only one instance is at its position, others are shifted. E.g. if I shift them 60 units upwards from original group before playmode, then all instances except one are 120 units upper than original group after I quit playmode. How do I do it correctly?


texts: Lock a character or object in one location

texts: Is it possible to lock one character in a specific location? I have a character, I am doing jumping jacks with a motion capture suit, but since I kind of move around, my character also moves. Is it possible to lock the character to one location while I am doing the jumping jack so it looks like I am staying in the same place? Please name the steps if you explain this process. Thanks


texts:
How can I create an array with the distances between the objects increasing exponentially? I want something like this:
[].[]..[]...[]....[].....[]
The distance between the objects should increase.

Thx reply ok I made this but only scale object change not distance


texts: Stencil Mask to render only part of a model

texts:
I have a stencil mask shader that I use in Unity3D that I would like to reproduce the effect of in Blender.

Basically I have a smaller box in a larger room environment. The smaller box has a Mask shader and masks out the larger room except with the smaller box but I can see the larger room through all sides of the smaller room.
Where would I start ?
I am hoping to EXPORT this out as fbx or gltf - is that impossible?
Thanks!
~be


texts:
Is there a simple way to undo split normals? It seems that it can be done with Python code like described in Clear Custom Split Normals Data on all objects but how to do this for one object using the normal Blender user interface?
Steps to reproduce the problem I'm having (Blender version 2.90.1):

Create a new Blender file.
Delete default cube.
Add new mesh: Monkey
Right click (or any other way to open the Object context menu) the Monkey (Suzanne) and select "Shade smooth".
In Properties view: Object data properties, check Auto smooth and set angle to 50.

The top of the Monkey is now smooth but ears still have sharp edges. Adjusting the Auto Smooth angle results in live update to smoothing of the Monkey.

While Monkey is selected press TAB to enter Edit Mode
Select Mesh - Normals - Split from 3D Viewport menu.

Auto smooth is now broken. How to undo the split normals so that Auto Smooth angle setting of Monkey still works as between the steps 5 and 6? (Obviously I'm not asking how to press Ctrl+Z, imagine that there has been lots of edits to scene after the step 7.)
It seems that at least Mesh - Normals - Merge is not the correct answer. I would have expected merge to be opposite of split but this doesn't seem to be true here.


texts:
I highlight an object in Object Mode but when I click TAB to go into Edit mode, the selected object always disappears. However when nothing is selected, the middle tracks disappears after TAB. What have I done wrong?

I created two railway tracks with one Mirroring the other.
However the origin point is not in the middle of the two rails. Could you please explain:
- why this is the case, and how it ended up there?
- where the origin point ought to be and how can it be corrected?

I am assuming the origin points of all the objects in the scene are out of whack with each other? Is there anyway to clean up the whole mess?

I am a beginner and I am extremely confused with origin points - I have played around with "origin to geometry" and other "fixes" but I always end up with objects getting displaced or creating more mess. Or when I switch betw object and edit modes, I get objects moving or disappearing. Any advice to a noob would be much appreciated.

Please find attached Blend file.


texts:
How to get cursor position in clip editor?
I've been searching in context.space_data attributes, and in region, and region_data attributes, no success.


texts: How to stack multiple objects into a shape of another one?

texts:
is there possibly a addon or a modifier that allows you to stack multiple objects into a shape of another?, if you do not understand what i am saying here is a example of what i want :

Then you apply the modifier/addon, and this would be the result.
Please help,
Thank you :D


texts: When i try to make my intro, my blender keeps on rendering and then when it's done, it starts all over repeatedly. I waited a while and it keeps on doing the same thing for like an hour.


texts: How to rotate bezier circle with an object following its path?

texts: I have an object that flies in circles using Bezier Circle curve modifier. I would like to add rotation to the Bezier Circle itself. But once I'm trying to animate the Bezier Circle spin, the object doesn't follow the circle's path, but it just flies away.


texts: How do I get the selected object's distance from the camera?

texts: I need to precisely visualize one object's distance in order to properly tune 3D sound properties. How can I measure the distance between me (the camera) and said object?


texts: Mesh distorted/stretched out with Array along curve

texts:
I have tried all the solutions on stackexchange for this issue, but I still cant get it to work. I have a wire segment that I am trying to duplicate along a curve with the Fit curve option. The wire segment has 2 lights bulbs. The wire array ends up looking very distorted and does not fit the work. I tried it with a simple sphere and it works. Turn on sphere and related modifier visibility to see results. Link to my blend file with the wire segment, sphere and curve.

Image of what the distortion looks like, curve is highlighted in orange.


texts: How to make a cast iron shader that has scrapes?

texts: Attached is an image of my project so far. How could I make this have a scratched texture across the hull and up structure to make it realistic.


texts: imported object loses Textures when I change to Cycles

texts: Well I read the other topics similar to this but would like a fuller explanation on how to fix this problem if there is one. I have figured out how to load static Daz objects into Blender with the texture maps applied. Now that is good news.  But when I change from Blender Render to Cycles some of my excitement is gone as the textures disappear and the object turns white. With the new Blender 7.9 is there an easy way to fix this. I really don't want to unwrap ever model I bring into Blender so I can re-texture it.  How can I keep my materials from the Blender Render to Cycles?


texts: blender 2.79 : Even after fresh install, no filmic color management options present

texts:
Unfortunately I do not have the new option in the "Color Management" section of the "Scene" tab.
- The "Look" dropdown shows None only
- The "View" dropdown shows Default only

I chose Cycles as the renderer and tried both, CPU and CUDA.
I tried also the supported and experimental.
I wiped off all blender installs of my computer and did a fresh install.
No success.

Is there any hidden switch that enables these options?
Does anyone else have this issue?
Any hints on how to troubleshoot this?

System details:
 Windows 10 Pro (10.0.15063)
 Core i7 5820K,
 16GB RAM
 nvidia GeForce GTX 760


texts: Color is not applied when drawing fonts in BGE with blf and bgl

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I am trying to get fonts rendered with different colors, but bgl.glColor4f (or any other variant of glColor) doesn't apply the color that I set with it. Please see https://github.com/eugenschindler/blender-examples/tree/master/HUDText for a reproduction of the problem (Blend file, Python script, and font).
According to other resources I found online, this example code should work, but I can't get it to work.
I've used Blender 2.73 and 2.75 and in both it doesn't work.
Does anybody have an idea what's going wrong?


texts: Python how to detect mouse click on 3D view

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I Want to simulate pressure sensitivity based on mouse speed, but need a way to detect a mouse event and call a method to change the brush strength.

something like this:

import bpy

last_mouse_pos

def on_left_mouse_hold ():

    if mode = sculpt
        mouse_pos = bpy.something.mouse_position
        mouse_speed = (mouse_pos - last_mouse_pos) ** 2
        bpy.something.sculpt.brush_strength = 1 / mousespeed
        last_mouse_pos = mouse_pos


texts: Why doesn't blender use my graphics card?

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Before installing a graphics card, I was working on a very weak intel card. I tried to render a scene but the quality of the image was poor and it took 1 minute to render.

After buying and installing Nvidia GT 710, I tried to render the same scene and I was expecting to get better results but I got the same results.

It seems that blender doesn't use my new graphics card. How do I know which card does blender use? How to switch between them?

Edit:

I like the answer but I only have the CPU option. Version: 2.73a linux 64-bit.


texts: why does the shortcut for "image.open" not work ? (ALT + O)

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i use this "open image" button a lot , so i decided to use a shortcut for it on my MacBook Pro.
 i put my mouse on the link to see the python code. "image.open"
 i searched it up in the prefs.
there it says the shortcut is:  ALT + O  .
i tried it , but it is not working.
i changed the shortcut into: shift + O  .
 that didn't work either.
 what am i missing here ?


texts: How to get the object created by bpy.ops.object.duplicate()?

texts: How can I get a reference to the object created by bpy.ops.object.duplicate()? It seems that bpy.context.object used to have it, but not anymore.


texts: How to resolve stepped effect with 8-bit displacement map

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I currently have an 8-bit .tif and .png that I am using both with a displacement modifier, and a displacement map (to recover detail without needing more subdivisions). However, I am getting a "stepped" effect seen here:

I cannot get hold of a 16-bit version of the texture, and I have tried converting it to 16-bit and then appyling blur in GIMP, but I don't know how to only smooth the harsh stepped effect.
I have also tried setting it to use smart interpolation in the shader editor, but this made no visible change (I am using non-colour data already).
Is there anything I can do in Blender, or another piece of software, to smooth these harsh transitions?


texts:
I'm working with blender 2.8. I'm learning how baking textures of a sculpting model. I succeed baking, normals and ambient occlusion maps, but I don't succeed baking cavity map.
I watched several tutorials, and I think I did the steps, but it doesn't work, so maybe I did something wrong.

I created a new texture: WOODPLANKcavity

Here is the HIGH POLY woodplank

I went to edit mode and selected HIGH POLY first, then LOW POLY. I Did what I circled in the screenshot.

Finally, the error message

I hope, I gave enough informations. If anybody needs more details, please let me know, I'll answer. I'm waiting for help, I'm really gonna giving up this project if I don't find solution...thanks


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I'm testing soft body animation with simple cylinders. I cut the top of a cylinder (a circle) so that it deals with all the physics stuffs, and let the rest of the cylinder linked to the top part using 'child of' constraint. When I move the top part, the bottom part follows it well. However, it doesn't follow the parent when I apply soft body physics to the parent and it consequently falls down to the plane.

Am I missing something or the constraint is not working with soft body animation?

p.s: those two parts are intentionally separated. Thus, a comment like merge those two and apply physics is sadly not helpful.


texts: Particles are not being killed by collision object when interacting with sides of object

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See this video for example: VIDEO EXAMPLE

When particles fall directly down, the collision object will kill all particles as intended. But, when I direct the emitter to give the particles an x or y velocity, the particles pass through the sides of the collision object as if it isn't there. None of the particles get killed by the collision object when they should be. I've tried this with multiple objects as the collision/killer object: cubes, spheres, tubes (made from cylinder and solidify modifier), darn near everything.

What's worse, is that it only seems to be with one particular .blend file (which so happens to be my work project file). Creating a new .blend file and setting this up doesn't seem to produce this error.

Can any offer a fix or solution to this? Is there a configuration setting that would make the particles pass through the emitter sides?


texts: How can I enable in 2.8 an overlay of an object's local coordinate system?

texts: I would like the local coordinate system of an object to be drawn on the object, just like with empties. Is there a way to enable this?


texts: How do I render in blender 2.8 to get the same result as I see in viewport?

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I set up my HDRI light image as a viewport shading.
Unchecked the scene lights and scene world.
I fiddled a lot with rotation to get the reflections I wanted.
When I render it i have no lights at all.
I understand that's because viewport shading is separate but how I can setup my render to look the same?

When I add the same image as world>background>environment texture:

First I don't have any easy way to control rotation.

Second the background lights are visible on the render - I want single color/transparent background.


texts: Blender Game Engine Edit Object: can't use "add object" to spawn a character object

texts: I want to use "Edit Object, Add Object" to spawn a character object, but nothing happens. It seems to be that blender refuses to add character objects since anything else I do works fine. Is there a way to spawn my object and keep it as a character?


texts: How to add keyframes for multiple objects at once

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I've got about 200 objects for which I want to insert location/rotation keyframes.

Is there a way to add a keyframe for all of the selected objects?


texts: Issues installing Blender Animation Nodes on v2.79 on my mac

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I downloaded the zip file for the latest version of Blender Animation Nodes. I then went to Blender's "file -> "user preferences" menu, pressed "install add-on from file" and selected the unopened zip file. I can't seem to find the addon on the list now, and the addon is not showing up in the node editor. Did I do something wrong here?

Thanks in advance.


texts: Modeling a smooth curve in hard surface object

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How would I go about changing the first object shape in to the second? At the moment I just seem to be going around in circles with subdivide and smooth but not actually achieving the desired result.

This is Blender 2.76 on Windows


texts: How do I make Python in Blender move 100 bones simutaniously?

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I'm creating a human baby AI in Blender, and am going to have it randomly generate actions and simultaneously move all its body motors.

Will python in Blender allow parallel programming?


texts: How to add an animation fcurve to a custom property in python?

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I'm creating Blender scenes from scratch in a python script. In my script, I'm adding a custom property to cameras, like this:
  # Create a custom property "cp_zoom" on the Camera type (inherited by all camera objects)
  bpy.types.Camera.cp_zoom = bpy.props.FloatProperty(name="cp_zoom", default=1.0, description="Zoom from dsscene")
  print('Custom zoom:', camera.cp_zoom) # test that it's there on the actual camera

that works OK. I can see the cp_zoom custom prop in my camera props. But now I want to animate that custom property. Something like this pseudocode:
    camera.animation_data_create()
    if not camera.animation_data.action:
      camera.animation_data.action = bpy.data.actions.new(name=f'camera animation')
    fcurve = camera.animation_data.action.fcurves.new(data_path='cp_zoom', index=0)
    # Create the keyframes
    fcurve.keyframe_points.insert(frame=0, value=1)
    fcurve.keyframe_points.insert(frame=10, value=2)

I don't get any error, and I can see camera.animation_data.action.fcurves[0].data_path as cp_zoom, but the custom property doesn't get any animation in the resulting scene, and doesn't show up as animated in the blender UI. What am I missing?


texts: Active Gizmo show all even when axis locked

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Just a general question, which has puzzled me. The 2.81 active gizmo whether in Move, Rotate or Scale always shows everything. Previously it would only show the axis which were unlocked. When locking, as in the photo, only the Z arrow would appear in previous versions.
Am I missing something, can this be changed?


texts: How do I apply maps to a retopologized low poly model?

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I have a series of maps created in Substance designer. I wish to apply them to a model. I can apply the maps correctly after uv unwrapping the model.
I need to apply the displacement map directly (without using nodes) to generate a new mesh. This works great using the displace and subdivision surface modifiers, however it leaves me with a very high poly model. I plan on using this in a game, so the poly count needs to be much lower.
I figured I could retopologise the model… but here are my questions:

After retopology, how do I apply the other maps to the low poly model? e.g. normal, gloss, colour etc.

Surely there is a better way to do this if I have all the maps?

Note: I don’t want to apply the displacement map through the nodes because I want the model to contain the height information. The height information is not very complicated either, it’s mainly a bunch of shapes with gradients (not heaps of little details, as that’s what the normal map contains).


texts: Face loop select options. Selecting faces between two faces

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When I clicked Alt and select the face its select all the faces in the horizontal direction , which is not not what I required I want to select the faces in the vertical direction. Is there anyway to do it. In other software I can shift select two faces and the faces in between automatically gets selected.
How can it be done in Blender?


texts: So I've been making a a character and I've fully sculpted, retopologized, and baked normals with this character. I then went to work on making an eye, and when i finished i tried to move the eye inside the head of the mesh, and for some reason it refuses to go inside. Every time i think i've successfully transformed it inside the eye socket, it ends up on the other side of the head altogether. It's like every time i move the eye, it's only sliding along the surface of the mesh rather than intersecting it. I don't understand what happened.


texts:
Recently I've been trying to import into my game the mesh of a terrain that I have in Blender. I chose to use a model other than a heightmap because it's needed the maximum accuracy possible. Unfortunately the model, once highly detailed, has 263,169 verts and this exceeds the maximum limit that a mesh can hold into the engine I use (the limit is normally 65,536 verts).

As a solution I read that the engine can manage without problem models with more than limit if the model is "subgrouped" in meshs with at maximum 65,536 verts. There comes the problem for me. Until now I've been trying to do this in Blender, that is, to "subgroup" my mesh, but, sadly enough, entirely unsuccessfully. I've never used Blender before and, although all my research, I still don't have even the slightest idea about how to do such thing.

I found this link, but I don't know if this is exactly what I need... I also achieved to create "groups of vertices", but only through a very manual process.

This is the image of the terrain, if it helps:

My working vacation is near, then I'll have time to study Blender a lot more. I would be very grateful having some tips about where to start in the case of the described problem.


texts: Another holographic hot stamping material

texts:
holographic hot stamping on packaging

Hi, How do I get the holographic hot stamping effect like this?

I've tried few setup but non of them look a like.
Please help....


texts: Can't seem to get dynamic paint waves to behave correctly

texts:
I'm trying to create the waves made by a ship as is sails. I've had success doing this with vertex displacement, but as I'm going to use it in a large body of water and from a distance I can't subdivide the surface enough to keep everything running smoothly.

This why I'm trying to do this with dynamic paint and using the output image sequence in the displacement node of of a glossy texture which acts as the water surface.

While I get some result in the wake, I don't get the V shaped bow wave normally found in a wake. See my test scene below:

The settings I used:

The displacement map that resulted:

This is an example I found online of what it should look like:

Can anyone help me get this right?


texts: How can I make the materials for this toon fluid simulation?

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While browsing through toon style shaders on youtube, I came across this cartoon fluid test. I am pretty sure it is an emission shader, but I don't know exactly how to make it. This was originally made in Blender. I could not find any tutorials on it, so I came here. I just want to know the material; I can make the fluid simulation.

Original Video: https://youtu.be/fzB70vwoJoM

Answers with an image of the node setup would be highly appreciated. Thx!


texts: Getting the actual (not default) input value of a node group for a specific user

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I've spent far too long googling for this answer. :)

I have a Cycles shader node group called ProteinVR that I created using the node editor. It has two inputs:

This same node group is used by multiple users (i.e., different objects in the scene use the same node group to generate their materials), but with different inputs. So a different object might look like this:

I then load the scene from the command line like this:

/my/blender/exec/blender -b /my/blender/file.blend -P /my/blender/script.py

Within the /my/blender/script.py file, I want to be able to determine the input values (color or glossiness) of the node group for each user (object). I've found how to access the node group itself and explore its structure and default values programmatically, but I can't get the specific values being used for each user/object.

Any help you could offer would be most appreciated! First question on stack exchange... hope it goes well. :)

P.S. Blender 2.78, in case it's helpful.


texts: Generation of a height map of a non-flat part

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i want to generate a height map of a object that is curved.

In the end I want to to create a map of the THICKNESS of this part.
My idea is to create a height map that shows the height of the pink surface over the blue surface.
The blue surface of the part is pretty smooth, but not cylindrical.
The pink surface shows some heights and/or steps. --> I want to measure the height of these over the blue surface
Is this possible?
Can someone guide me to a tutorial how to do this?
I find many tutorials, but most of the usefull ones are of flat surfaces.
Thanks for the help


texts: How do I fix these strange glass lighting artifacts?

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I am a beginner.
How should I go about fixing this peculiar lighting inside my glass cube in this instance. I just used a normal glass cube and applied cycles to render glass materials to it.


texts: I am looking for a way to convert mesh object to an empty object. I need to keep all the game variables, assigned logic, but remove the visual mesh data. How do I do it?


texts: Why won't my object follow the path I give it?

texts: When I apply the curve modifier to my fence that I have it put it somewhere totally random on the screen and doesn't follow the curve at all?


texts:
How can I make a Bézier curve into a 3D-noodle-like structure (like a tube)?
When I try, it keeps turning out like a rectangle with corners.


texts:
I wanted to know, how I can install blend4web in version 2.76?

Thanks for your help.


texts: Creating static condensation trails in Cycles

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I am making a scene of a few F/A-18s launching off of an aircraft carrier, and I was wondering how I would set some condensation/vapor trails from the wing tips of the jets. I am only making a static scene, not an animation. I'm on Blender 2.73. If anyone can show me how I would do this, I would be very grateful.

edit: image for clarification on vapor trails

I would like to make the same effect as you see in the image


texts: Animation of the fabric stops and "freezes" earlier than I need to

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Animation of the fabric (object with cloth  modifier) stops and "freezes" earlier than I need to.

Why is this happening and how to fix it?

On the timeline is correct range, 1-300, in cash 1-300 too, but animation of the fabric ends at 84 frame. If I Bake animation, it also ends at 84 frame.


texts: Everything has disappeared in the viewport

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When I opened the render window, it was empty even though the camera was pointing at the object and all the objects were set to be visible in viewport and in render

Thinking a restart would help, I restarted blender and now blender does not even show the objects in the viewport

The file is uploaded here : blend file

Thanks in advance for the help!


texts: How do I draw a circle in a location in my video

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I'm new to Blender and am looking for guidance on how to do a simple task for a research study that I will be running.

Basically, I have a short video (<5 seconds long) of a dog barking. I wish to insert a small, flashing white dot (appears for 500ms) onto the video as a location and time that I choose. (This sounds random, but it's important.)

Could someone please talk me through the steps to do this? Or point me to a tutorial about something similar?

Thanks :)


texts: the sunlight doesn't bounce like expected, don't matter what I do, false-color don't get that red to make it look like day, and the light lose strength fast, the room dont look like its geting light, light path is set do defout bounces, like 4 4 8 12 0


texts: Blender rendering black screen when light out of interior

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I'm pretty new to blender and for starting wanted to create my room. I just wanted to make render in middle of work to see how is it look like without noise and all that laggy stuff.

I started it and all I see is black screen(on preview it works fine). Render takes a while, so at start I thought that final result will show something else but still(rendered in cycles but EEVEE shows the same).

After some research and trying some stuff nothing helped. So I tried to put light inside of room and it worked, but light shouldn't be there.

Blend file


texts: Which algorithm does Blender use to bake normal maps?

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I am studying Computer Science and have to prepare a presentation about normal mapping in Blender.
While I can find a lot about how I can do it in blender, I could not find anything about which technic/ algorithm is used.
Does anyone know how Blender bakes the normal maps?
I found another link where the standard approach for normal mapping is explained, but I am not sure if this is used in Blender (Link below).
Thank you for the help in advance.

https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch22.html


texts: Imported PNG shows black instead of transparency in the background

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Importing a 'smoke' image as a plane shows no transparency.
Still have black background.

What other settings should I tweak?


texts:
I suck at programming but am trying to rotate an object a specific way. The line
own.localOrientation=mathutils.Matrix(x, y, z) is giving me an error:

TypeError: Matrix(): expects no args or a single arg containing 2-4 numeric sequences

The most likely problem is I'm formatting the matrix wrong when I go to add it but the error isn't really helping me figure out exactly what I've done wrong.


texts: When use remesh mesh does not follow bones

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I tried to use Remesh modifier to create a low poly object from a high poly object. But when I use Remesh modifier mesh does not follow bones. I tried Decimate modifier, so when I use that, everything works great. But I need to use Remesh modifier because Decimate modifier is worse than Remesh. Any help how to repair this or how to convert high poly mesh to low poly on another way. Thank you in advance!!!

I am new in Blender, so I don't know how to repair this.
The Mesh is static, but the bones move.
I make game in Unity, so I have to export this as .FBX, I tried your way, but I did something wrong and I have on the scene two meshes. Low poly one which is static and moving one which is high poly.


texts: Display Filter in 2.91 displaces name and "pin" icon from header, so they disappear when editor is scrolled

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Blender 2.91 introduced the new "Display Filter" field, aka Property Search, at the top of some editors such as the Outliner and Properties. The facility itself is great but the problem is that they've moved the previous object name and "pin" icon out of the header and down into the body of the editor area. In my opinion that's a really backwards step, because:

This takes up precious screen real-estate with an extra line, using the entire header for just one search field that may only be used occasionally.
Worse, it means that as soon as you scroll the properties area to see other fields, the object name and pinned status disappears. That's a massive nuisance because you have to remember which object it relates to or keep looking up to the outliner to be sure which object you're working on. Worse still is when you open multiple properties on different objects by pinning them - as soon as you scroll them you can no longer tell which is which, and to check or unpin them you have to tediously scroll to the top of each one again.

A possible solution would be to shrink the Display Filter field to just a small search icon at the righthand side, keeping the object name and pin icon in their original places in the non-scrolling header. That would be unobtrusive but could still could be easily opened into the full search field by clicking or Ctrl-F.
So, my questions are:
Has anyone else noticed this, or have I just got this wrong and is there a simple setting to solve this?
If not, what's the best way to pass on my feedback to the devs?
I know how to report bugs but I don't think this qualifies as such - I guess it was just not considered. The example video on the release notes shows a nice big properties editor where everything is visible and no scrolling required, but in practice you often need multiple properties open, e.g. to clear and rebuild a fluid cache while modifying an emitter, or when changing the parameters of multiple rigid body objects to balance a structure. If you're not lucky enough to have a huge screen and unlimited space, scrolling becomes unavoidable.
I've looked at the community forums and the "UI papercuts" discussion, but they don't seem suitable for reporting this.
Thanks for any advice folks!


texts:
I am trying to add materials via python (which I am new to) but I can not even get copy and pasted code from here to work. colorsys is imported and I'm using Blender 2.91.
    mat = bpy.data.materials.new(name='Material ({0:0>2d}, {1:0>2d})'.format(k, j))
    mat.diffuse_color = colorsys.hsv_to_rgb(normdist, 0.875, 1.0)
    current.data.materials.append(mat)

ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3.
I have tried:
mat.diffuse_color = colorsys.hsv_to_rgb(normdist, .5, 0.875, 1.0)

TypeError: hsv_to_rgb() takes 3 positional arguments but 4 were given

mat.diffuse_color = colorsys.hsv_to_rgb(.5, 0.875, 1.0)

ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

mat.diffuse_color = colorsys.hsv_to_rgb(.5, 0.875, 0.9, 1.0)

crashes Blender

mat.diffuse_color =  random(), random(), random()

NameError: name 'random' is not defined
nothing is working!


texts:
I made a light beam, very similar to this: https://cloud.blender.org/p/caminandes-3/56c6da5cc379cf0079716873, but for some reason I can't render it. If I switch to rendered view mode, I see everything in place, but when I render it, there's nothing in place of the beam, except for some lighter and yellower rain drops.
on the top half, you can see 3d rendered view mode, on the bottom half, you can see actual rendered image. I have checked in outliner, that everything should render (which is also visible from the image).
Here is my nodesetup:
I am using cycles render.


texts: How to use Animation nodes expression to call numpy.lcm?

texts:
I am trying to write a blender / Animation nodes to generate Epicycloid but I am getting an error message from the Expressions node.

The imports are math, numpy and the expression is lcm(a,b) but the error message is ufunc 'lcm' d..ype('float64').

I assume "d..ype" is dtype but since I have tried both ints and floats as input and there is no float64 how can I call the numpy function?.

I am on a Windows 10 machine running blender 2.8


texts: Why is my Blender UI glitchy when using rendered preview?

texts:
When I enter rendered preview with cycles, the UI keeps turning black. GIF showing the problem.

I noticed that the problem isn't occurring when I change the "Window Draw Method" from "Automatic" to "Full" in System settings. However, when it is set to "Full", Blender keeps crashing when I try to enter rendered preview.

I'm using GPU rendering with a GTX 1060 6GB with the latest drivers.

I have tried rolling back the GPU drivers, but didn't help. I have also tried older versions of Blender, which didn't help either.

Does anyone know why this is happening?

Edit: I just found this thread on reddit (https://www.reddit.com/r/blenderhelp/comments/6h7aoh/blender_constantly_crashing_and_freezing_on/), where somebody asked a similar question. And the answer was to turn off nvidia shadowplay, or instant replay or whatever it's called. And it worked!

Case closed!


texts:
I am still figuring out the basics here...
I can't figure out how to have my leaves come out from a vertex of my branch.  My leaf image is always centered to the branch, instead of the end of the leaf naturally coming out from the branch.  What am I missing here?

Thanks!

Blend file:


texts: How to fix gap between rigid body objects?

texts: I've having some trouble animating my donut. When it reaches the surface there's a gap between the objects, and sometimes the object jitters and bounces when it reaches the surface and I don't understand why that happens.


texts: mask not showing completely when rendering

texts:
I have created and animated a mask to add to a video clip in the compositor.
This is frame 147, looks as expected. The cropped image on the foreground and the window on the background.

The problem is in the next frame (148). It look like this

As you can see, it shows only a part of the window.
So, there is 179 frames in the video but one frame has a problem with the mask. It doesn't render completely.
I have deleted all the other masks in case is there a hidden duplicate but still no solution.
Please somebody help me to fix this. Thanks in advance.


texts: Modeling How to solidify or scale an irregular shape, maybe flip vertices?

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I'm trying to make an irregular shaped wall and the inside will be a flower bed.  I started with tracing shape as bezier then convert to mesh but it all got messy.
this time i started with plane, deleted all but one vertex then extruded and used proportional editing to get the shape.
however, i now need to solidify the shape so it's one brick thick and then i will extrude in z axis.
Solidify just went weird and twisted, i managed to flip the normals in z direction but that didn't help solidify as it was in the wrong orientation.
I tried to duplicate and scale hoping that all vertices would move out the same amount...but that didn't work. i'm thinking that it must be to do with normals, which you can see her point in weird directions (and also slightly elevated in z-direction)
ANy help would be great. Thanks
UPDATE: Gorgious method worked for the solidifying. thanks.
however, i'm still intrigued as to how you could have scaled the original shape to make a "larger" version of it. whenever i scaled it, it would scale disproportionately and in weird directions


texts: Linking cell fractured fragments together with Rigid Body Constraints set as 'breakable'

texts:
I am learning Cell Fracturing following this video.
But just like Mr Jee in the comments section, my model breaks as soon as I play the animation in Games Engine.

The author of the video talks in his answer about linking the fragments together with Rigid Body Constraints set as "breakable", but I am having a hard time understanding how to constrain objects together, I tried selecting one then the rest and looked for "copy from active" but didn't find it, or joining the blocks, that didn't work either.

Here's the setup in Game engine:

I know I could also just trick and use the shape that's on the right until the object touches the ground, but I'd like to do it in physics as much as I can.

I installed "Bullet Constraints Tool" and played around with it, but it didn't change anything.

The idea is to know what steps to follow to make an object shatter when it hits another object, ideally with Cell Fracture (comments about other ways to do this are also welcome).

.blend file


texts: How to change armature animation so it depends on rotation not translation

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I have a .bvh file of an armature with some bones; it has an animation but it's based on the translation of these bones not rotation. Is there a way I can make the same animation with rotations instead? As this armature is parented and weighted to a mesh.

The bvh data is of a facial animation. The final animation needs to be exported to an application that doesn't support bone translations.

If anyone could, please advise.


texts:
The image above is one of my previous renders and the one below is my recent render. As you can see, I applied a texture to each of the objects in the model, however the in the previous render the fog glow around the texture is superior to that of the image below. I am unable to recreate the same effect in the latest render and all attempt to do so result in the diffuse material also being affected by the Glare Filter. Can anyone help me out here?

This is my setup:

This is one of my references:


texts:
The palette is not shown at any brush i choose

Also i am not able to paint from any texture, and if i try for example using clone brush i would get just a black brush

If i try on another project these things it works, so, do you have any idea what may be wrong set up?

Any help is appreciated :)

Edit:
I realised that the problem is that some brushes miss, and i am still working so solve this
Some says that it s enough to open your project unchecking the load ui option, but for me it didn't work


texts: Cryptomatte - What Crypto00, Crypto01, Crypto02 means?

texts:
Why Render Layer node use several outputs, like for object pass

CryptoObject00
CryptoObject02
CryptoObject04

and Cryptomatte node several inputs

Crypto00
Crypto01
Crypto02

What I tried, connecting just the first one "00" does the job.
How the others are used?

I see some connection between "CryptoObject00, 02, 04, 06, ..." and "Levels" in "Passes" section of "Layer Properties" window. Levels are described as "Sets how many unique objects can be distinguished per pixel." I can imagine something in theory, but I'm not sure how these output sockets of levels? really works. Why there is not only one output with level set in properties?

Why level "2" use socket numbered "00" (level "4" = output "02" etc.)? Why it does not start "02" for level 2 if it folllows even numbering of distinguished pixels?

Similar for Cryptomatte node inputs (Crypto00, ...) - what kind of job they do and how can be color next to it useful?

(I saw several videos and I red wiki, forums ... but no one is explaining or asking for that. Sorry if it is so obvious, I didn't catch it.)


texts: How to register a collection property to a custom property group

texts:
I would like to register a collection property for a list to a property group that I have already created.
Unfortunately, this doesn't seem to work:
bpy.types.Scene.my_group = PointerProperty(type=MyGroupClass)
bpy.types.Scene.my_group.my_list = CollectionProperty(type=MyListClass)

This could help tidy up my code by simply accessing the list through the property group, rather than just from the scene like normal. Is this possible?


texts: Merging mesh parts that use the same texture and shader

texts:
I have created a model and imported it into Blender.

All parts of the mesh use one and the same texture image.

However, when load my blend file in Unity, each and every mesh part receives an individual shader / material slot:

My problem is

1) that I have to re-assign the material in Unity (well, I guess, I will sooner or later find out why Unity does not use the correct material right away)

2) that I would like to merge some parts into a single part (for example, "Face", "Legs", "Arms", etc. should be a single object called "Body" since they will use the same shader)

Can somebody tell me how I can do that?

Thank you!


texts:
I want to install blender on my old computer running Windows XP. I have installed the 2.76 version, but it did not install. I tried to remove it, but it is giving me an error again:

"The installer has encountered an unexpected error installing this package. this may indicate a problem with the package. the error code is 2753"

I have a PC Dual Core with 4 GB ram.  Which version can i install?  It must be near the latest and support Windows XP. Please have a link to download.


texts: If I press Shift + D to duplicate an object will it always be just one copy?

texts:
If I press Shift + D many times and then click the Right Mouse Button, will I have many duplicated objects in the same place, or will it be only one duplicated object?

I ask because if there are many duplicated objects in the same place, how can I then select each one of them?  In object mode I can select each object by right clicking on it.


texts: How to Keep Textures High-Res Without Scaling UVs Ridiculously

texts:
I have a recurring issue where my textures, although seemingly high enough quality, appear very grainy and low-res when applied to a model. However, I've found that scaling the UVs up excessively makes the texture appear way higher fidelity on the model, but I'm pretty confident this is a terrible way of doing this. Am I missing something obvious? For context, I have my Unit Scale on .01 (for exporting to UE4) and the barrel is currently a very large barrel coming in at about 2x2x3m, if that changes anything.

For comparison, it looks pretty bad to me when the UVs are scaled "appropriately":


texts:
I am progressing on my first Blender sculpt.  I am currently modeling a crown for a statue of a king lying on a marble slab.  Sculpting has progressed well so far as long as it consisted of a subdivided spheres.

For the crown, I decided to try modelling.  I used a cylinder and I am modeling it for the first time. I would like;

1st; to extrude 2 small points upwards at the side of the crown.  I extruded the vertices which I then connected.  How can I then add faces to the joined vertices? Or is there a better way to produce the wanted points?  the point you see in the photo was obtained withe the smoothing tool.

2nd; I would eventually like to sculpt some engravings in the crown.  To do this I added a multiresolution modifier in the layout, in the hopes of adding enough subdivisions to be able to sculpt but the result with the draw brush in sculpting mode is terrible and worst when I put dyntopo on.

multiresolution modifier applied.

Normal draw brush applied.

dyntopo draw brush applied

Thanks in advance for all the help you can give me.


texts:
I have a Blender file wih many scenes and I want to copy the node tree of one of them to the other scenes. From Blender interface it is a very simple task, in python I have tried using

bpy.ops.node.clipboard_copy()
and
bpy.ops.node.clipboard_paste()

with no success.

Is there any other method I can use?

Here is my code:

import sys
import bpy

def deleteNodeTree(scene, override):
    scene.node_tree.nodes.clear()

def copyNodeTree(scene, override):
    bpy.ops.node.select_all(override, action = 'DESELECT')
    bpy.ops.node.select_all(override, action = 'SELECT')
    bpy.ops.node.clipboard_copy(override)

def pasteNodeTree(scene, override):
    bpy.ops.node.select_all(override, action = 'DESELECT')
    bpy.ops.node.select_all(override, action = 'SELECT')
    bpy.ops.node.clipboard_paste(override)

def getOverride(type, regionType):
    Override = False
    for window in bpy.context.window_manager.windows:
        for area in window.screen.areas:
            if(area.type == type):
                Override = {"window": window, "screen": window.screen, "area": area, "scene" : bpy.context.scene}
                break
    if(not Override):
        bpy.context.window_manager.windows[0].screen.areas[0].type = type
        Override = {"window": bpy.context.window_manager.windows[0], "screen": bpy.context.window_manager.windows[0].screen, "area": bpy.context.window_manager.windows[0].screen.areas[0], "scene" : bpy.context.scene, "region" : bpy.context.region}
    if(regionType):
        for region in Override["area"].regions:
            if(region.type == regionType):
            Override["region"] = region
    return Override

if len(sys.argv) < 6:
    raise Exception("Usage:  blender -b blend_file --python script.py
target_scene_name")

blend_file        = sys.argv[2]
target_scene_name = sys.argv[5]

bpy.ops.wm.open_mainfile( filepath = blend_file )

#Copia su tutte le scene le impostazioni dei nodi di output prese dalla scena selezionata (target_scene_name)

bpy.context.screen.scene = bpy.data.scenes[target_scene_name]
override = getOverride('NODE_EDITOR', False)
copyNodeTree( bpy.context.screen.scene, override)

for scene in bpy.data.scenes:
    if scene.name != target_scene_name:
        bpy.context.screen.scene = bpy.data.scenes[scene.name]
        scene = bpy.context.screen.scene
        print("Deleting output options from scene: " +
bpy.context.screen.scene.name)
        deleteNodeTree(scene, override)
        print("Pasting output options to scene: " +
bpy.context.screen.scene.name)
        pasteNodeTree(scene, override)

bpy.ops.wm.save_as_mainfile(filepath = blend_file, compress=False)


texts:
I was excited about Blender 2.8 but was disappointed at the same time because I had to relearn the software. It seem everything is out of place.

Is 2.79 no longer an option? I mean, is it a bad investment to spend time in 2.79 now that 2.8beta is out? The process of relearning the UI is just frustrating for me. :(


texts: What image format encodes the fastest, or at least faster? PNG is too slow

texts:
When rendering [in 2.80], I have discovered that video streams save much faster than rendering to PNG files. This is frustrating to me because I have learned that the safety of image frame rendering then compiling them is well worth it. But the difference between maybe one hour and days in rendering time isn't worth it, even considering the problems that may be encountered.

Q: Is there a faster format to use than PNG?


texts:
I work in cancer research and I want to illustrate a multi-leaf collimator for a conference.

I was using loop cut and slide to create the independent slabs from a block, and they look good. But unfortunately they are not independent, so I can't move them. Watch 5 seconds of this video to get the idea of what a multi-leaf collimator is: https://youtu.be/eZS6DVGBx0k?t=115

Anybody can give some advice? The real challenge is to create them simultaneously so they are all of the same width.


texts:
How can I access the weight values of a polygon resp. it's vertices by the vertex group name?

ob = bpy.context.active_object
vertexGrp = ob.vertex_groups["Group1"]
for poly in ob.data.polygons:
  weight = 0
  for vert in poly.vertices:
      weight += ob.data.vertices[vert].groups[vertexGrp].weight

      # The commented lines didn't work either
      #weight += ob.data.vertices[vert].groups[1].weight
      #weight += ob.data.vertices[vert].groups["Group1"].weight

  #do something with the weight

It's about the last line, including the commented ones, that give me an error, it seems I don't use it right. Googled for hours, but didn't find an example I could understand. Please help.


texts: So I pressed on something by accident and this shows whenever I press on some vertice. It seems to be move option but I don't know how to turn it off.


texts: Get coordinates of object following curve using follow path constraint

texts: I have an empty and a curve with locations both set at the origin (0,0,0) of my scene. The empty precisely follows the curve using a "follow path" constraint with the curve having "Path Animation" checked and key frames set on the timeline. I would like to know the coordinates (global) of the empty as its position is modified by the curve along the timeline. As I scrub the timeline and visually watch the empty follow the curve path, I can't find anything in the properties panels to indicate the transformed coordinates of the empty, its location always reads (0,0,0). How would I find this info to use say in a driver?


texts: OBJ model barely rendering in Blender 2.78

texts:
I just made the following model in MakeHuman:

I export him as an OBJ file (which produces both an OBJ and an MTL file on my file system), then I open Blender and import the OBJ. I see:

When I click SHIFT+Z to render him (and apply textures, etc.), I see:

If you look close, you can kinda/sorta make out his eyes and a few other white blurbs. What's going on here?!? Is this a bug in MakeHuman, Blender, or me just not using the UI correctly? Why is this rendering so weird?!


texts: Subsurf modifier creating mesh irregularities

texts:
I'm working on an armchair, and I recently applied the Subsurf modifier to it. All was well until I noticed an irregularity that I simply cannot fix, here's a picture with and without the subsurf:

So I was wondering how I could take it away? Here's a link to the .blend file.


texts: How to apply the bending effect to objects that are already beveled

texts:
I'm going to make a shape that looks like speed bumps. Make sure that the edges of the object are rounded as shown in the following picture:

However, in order to bend an object using Simple deform, the object must be subdivided, which does not apply to the internal side, as shown in the following picture:

Is there a good way to bend these objects without loss of volume and corner vertex roundness?

blender 2.80, Used Solidify Modifier.


texts: Error extruding loop selection along individual face normals

texts:
How do I extrude a face loop selection along face normals?

To grasp the problem, take a convex shape such as the back of a satellite dish.
If you would like to see in what direction that I would like this face loop to extrude then turn on Face Normals (Properties Panel>Mesh Display>Normals>Display Face Normals as Lines)

If I individually select each face and extrude it with the same value I can get the effect that I desire, but it then requires cleanup to delete all extraneous faces on the ends of each extrusion and then the vertices must all be selectively merged at center. This takes an unbelievable amount of time to do. I have not been able to find any combination of Transform Orientation or Extrusion settings (or using Alt+S) that will extrude a face loop in the direction of the individual face normals.

What options if any will perform this operation more quickly than what I am doing?


texts:
I am trying to make a material for the umbrella cloth. They have a specific sheen and reflective nature almost like silk and they tend to stand out from other type of clothes. I've been trying to achieve such a look but, I am not very good at materials and no matter what I tweak, it either looking rubbishly rubberish or not like an umbrella cloth material.

Here's one with general reflective surface which looks too smooth and not umbrella like:
I used IOR of .95 for this:

I searched up that umbrella was made of nylon and it's IOR was 1.5 so I put that and, well:

The first one obviously looks better, but not close to an umbrella material but unless we view it from a reflective angle:

Please provide me insight on creating this umbrella material which looks most realistic and physically correct.

I've attached the .blend file with the hdr.


texts:
I'm having issues with the corner of the mouth section of my rig. When I move the jaw up and down I get sharp deformations in the mesh that looks like this:

How do I fix this?
The file is located here: https://drive.google.com/file/d/1CRH3UKruwP-dywsDXeF-6dn-580X6jYG/view?usp=sharing
Any help would be greatly appreciated!


texts: Irregular mask size compositor vs movie clip editor

texts:
As you can see from the two images below, the mask comes out smaller in the compositor then what I did in the movie clip editor.
Why can I not see the whole dog in the compositor?


texts: Is there a way to display the framerate in the BGE standalone runtime/EXE?

texts: I'm going to be handing out the package/runtime for different people on differing hardware to test, and I'd like to be able to display a framerate counter in a corner during the running of the standalone runtime. I can do this in the 'standalone' player within Blender, but not the 'exported' runtime outside of Blender.


texts:
I'm trying to make a curved transition between some perpendicular planes (mocked up here with Photoshop):

What's the best way to go about this? Perhaps creating some kind of curved edge? I tried using a bevel, but nothing happened.

File here if it's useful: https://drive.google.com/file/d/0B3TF2HeeQRyWRlRyQUcyMjhtaHM/view?usp=sharing


texts: When dragging to re-parent in the Outliner, I'm not getting any visual feedback. How do I fix this?

texts:
In a video I just watched it looks like this:

But I never got this "Drop to Set Parent" overlay or anything like it.

I'm on 2.77a on Windows 10. Also never got this on 2.77.
What's wrong here and how do I fix it?

Thanks,

Chris


texts:
I'm trying to move between slow motion and normal motion on a video/audio strip smoothly, but am having problems animating this.  I've tried Individual objects and Entire scene and Time Remapper addon  but cannot get it to work.

When i try using the NLA editor for to control the speed of an individual video strip, i dont seem to find the check box Animated Strip Time

I would like to see a video screen cast of how one does this on a video strip.


texts: Disable Viewport center point, Navigation Guide

texts:
How disable the blue center point in 3D viewport?
It should be a simple option somewhere. I've been look around the settings and internet but still no answer.


texts: Is there a why to draw a straight rule line outside of object

texts: My object has different parts but overall when it is combine together it need to be specifically 64 cm, so I need to draw a specifically straight rule line to use it as a reference. Is there a way to draw a straight rule line or any better idea?


texts:
I want to do an animation of the motion of an horse. Now i moved single keyframes because i had some in wrong order. But now they arent evenly spaced, and it shows :)

If somone knows how i could achieve this automatically I would be extremely happy


texts: Internal "get/set" function of property?

texts:
Here is my test code and picture:

import bpy

# Simple property reading/writing from ID properties.
# This is what the RNA would do internally.
def get_float(self):
    return self["testprop"]

def set_float(self, value):
    self["testprop"] = value

#bpy.types.Scene.test_float = bpy.props.FloatProperty(get=get_float,set=set_float)
bpy.types.Scene.test_float = bpy.props.FloatProperty()

bpy.context.scene.test_float = 12.34

When I don't explicitly set the "get/set" function for my property, after assigning the value, I can get the property value by 'scene["test_float"]', but if I explicitly set the "get/set" function, then if I try to type in the same commands, I will receive a error "KeyError: 'bpy_struct[key]: key "test_float" not found'" . So what should I do to get the same results by using explicitly
"get/set" function?


texts: Advanced object instancing, to create a distributed network with specific rules... help

texts:
My project is simple - create a dynamic neural network, for a stellar animation.

Using the skin modifier on a simple wireframe, I created an armature inside a softbody mesh. Next I need to instance the mesh many times around the scene, however, since I plan to animate my camera right up to a synapse, I need each axon to reach right up to and almost touch each adjacent neuron's dendrite.

In the screenshots, I did this manually by duplicating the object, and moving the mesh around to get it just right, which is obviously not a technique that will scale. The challenge is to do this as procedurally as possible.

I'm thinking of a few methods to help achieve this, but I'm still new to blender, and not fully aware of all the tools available. One idea might be to add some kind of "magnetic" force at the terminating ends of each axon, to automatically attract to the nearest dendrite, however that could only work if each one is flexing the mesh in a proportional way. I'm not opposed to programming rules for mesh interaction if anyone could offer a starting point there.

Another curve ball here, is that I must maintain an armature, or some wireframe throughout the center of every mesh, as I am also animating a point light along the wireframe, to shine through the mesh material. I'm using a point light because, the whole thing must be done in Eevee.

This noob would much appreciate your wisdom and advice!


texts:
I am trying to render a blueprint of a model in Blender 2.74, I am facing an issue with some of the generated lines being non-continuos, this is the result:

I followed this tutorial: Tutorial: Blender 3D #4 - Blueprint (Freestyle).

How can I get rid of these gaps in the lines?


texts: how to create a single-direction IK leg with a direction controller?

texts:
One of the things i'd like to do is create an IK that only bends forward and backward on a single local axis. At the top, I want a control to change the direction of that axis.

so the ik goes only forward and back, no sideways movement. And I control which direction forward is.

I can't get this to work with Limit Location or constraint combination I've tried so far. It messes with the overall direction control or the placement of the foot after the chain :(

I'm rigging a robot, and due to the (very specific) placement of his parts, his legs only bend one way, with a rotater cup as a hip socket. I can't quite figure out how to do this. Any help would be much appreciated!!

Thank you in advance,

Allen


texts: Problem, when I redraw on a grease pencil layer new strokes doesn't appear above old stroke

texts: I'm trying to remake a grease pencil file and I forgot one little shading detail on the body part. I then went back to add the shading on said layer but it appears under it instead of over it. How can I fix this? See the images below. I'm 100% positive it is on the same layer.


texts: How to load correctly submodule into __init__.py Taking into account the use of bpy.ops.script.reload()?

texts:
I'm building a module that contains only functions, which I named functions.py, it's in the same directory as the addon's __init__.py file.
So I have various solutions:
Solution 1:
from . import functions

Now I can call the functions contained in functions.py module like so:
functions.my_function_one()
functions.my_function_two()
#Etc.

Solution 2:
from .functions import *

Now I can call functions like this:
my_function_one()
my_function_two()
#Etc.

I particularly like the use of the second solution (But I don't know which is the best idea)
Anyway the question is: when I run bpy.ops.script.reload()
Changes made inside functions.py module will not be reloaded, Only by restarting Blender will these take effect.
So I'd like to understand how to go about solving Solution 1 and 2
I want to clarify that I ask this, as it is quite frustrating to have to restart the blender at every minimum change of the modules.


texts: https://www.youtube.com/watch?v=Ml1Kic4VopA - I watched this video and wondered - why Composite node exists? What is it for and what does it do? After all, we can work through a viewer node and export the result.


texts:
Given: a mesh which forms one-n'th of a torus. I Alt-D-duplicate it, rotate the copy by 360°/n, and get the ends to meet up. Repeat n-1 times.

I have now a nicely symmetric object which I can edit further. This is not the problem.

The problem is that when I move a vertex at the border between copies, that nice alignment is destroyed. Obviously I cannot join the corresponding vertices; it's the same underlying mesh, after all..

Thus, how can I keep them in sync while editing? Repeating the edit steps on the "other" side is tedious, and snap-to-vertex doesn't help much either.

To clarify: I want to create a closed object with n-fold symmetry which stays closed and symmetric, no matter which vertex/edge/face I move. A normal torus will not stay symmetric. A 1/nth-torus with n-1 360°/n-rotated copies will not stay closed when I move a vertex/edge/face at the border.


texts: How do i play a video through an object on blender 2.8?

texts: does doing this work the same way as of in the stable version of blender 2.79? And another thing is that the video i am wanting to add to a plain is 2 minutes and 44 seconds long is there a duration limit on putting a video on an object?


texts: How to combine a blurred emit pass with rest of render?

texts:
I am compositing a candle and I want apply some effect to only the flame. So I activated the  Emit pass so it will only be affected, and I applied some glare effects to it.
My question is how can I combine this Emit pass with the rest of the image? Secondly what is the correct order of the glaring nodes I mean by types fog, ghosts, ect?


texts: How to make array of spheres float on a wave?

texts:
I need something like on this PS5 presentation
https://www.youtube.com/watch?v=RkC0l4iekYo
Array of spheres floating on a way. I'm actually using 3ds max, but couldn't find a respective site. But since all 3d software is somewhat similar, I hope I'll be able to replicate blender tutors in 3dsmax


texts: How to copy modifiers with attribute values from active object to selected objects with python scripting?

texts:
Is there a better way to copy a modifier with all attributes from active object to selected object through python scripting other than adding a modifier to selected and copy attributes one by one (with dictionary for example) from active?

The problem is some attributes are read-only (even if it makes no sense - like for example subdivision algorithm in Subsurf modifier) and i don't know how to set them through python script.
So i can't copy that subdivision algorithm value from one to another through scripting with method setting a value for an attribute:

bpy.data.objects[object_name].modifiers[modifier_name].attribute_name = attribute_value

So to reiterate my question: is there any other way to add a modifier to an object that would allow setting up values for all attributes?


texts: Why are the camera and lamp objects appearing in the OpenGL render?

texts:
I am new to blender. First time I tried rendering the animation using Cycles render it worked fine. After that I tried OpenGl render, and after that this problem has started. The objects including the camera and light(lamp) in the 3d viewport are being rendered in the images.
I don't know if its a feature or a bug. Please help.


texts: Imported short clip with obscenely high framecount

texts:
So I'm quite new to Blender, and I'm running into many problems importing my video.

When I first try to import it, I get the 2 channels for video and audio, which is expected, but the video channel has a framecount of 38562221 when the audio has 12859 (7:08 video at 30fps).

I have no idea what to do, and when I render the video nothing appears at all except the very first frame for 1/30 of a second. After this it's completely blank with the checkerboard pattern.

I'm so confused. Is there something Blender has against WMV files? I tried again with an MP4 also and it did the ridiculous framecount (note for both of these videos under properties it was specified to be at 30fps). So I'm completely stuck. Help!

Hopefully this is something simple i missed.


texts: I am having trouble with the Meadow scene tutorial on Blender guru

texts:
I got the grass essentials pack, and followed the tutorial, but every time I put the grass in as the tutorial shows, it is a grey color and does not change.  I also cannot change the density, it seems like there is very little grass there that is all grey.  Am I missing some button or something from the tutorial? The link for the tutorial in question is: http://www.blenderguru.com/tutorials/make-grassy-meadow-scene/

Please let me know if I have something wrong here. I have tried going through the tutorial several times and it continues putting the grass part in as grey.  If I just add the grass in to blender by itself, it appears as expected, and multi-green color.


texts: I've been trying to find an answer online but it seems like the problem only happens to me :) The fluid simulation works well up until i try to bake mesh. This never results in any mesh, it takes time to bake but nothing gets added. The only thing that changes is that the bounding box automatically changes size to surround the particles as they move. I hope someone know what I've done wrong. / Alex


texts: How to bend a 2D mesh with more than one armature bone?

texts:
As you can see I had no problems bending a 3d mesh with 2 bones, but I had no such luck with 2D animation I'm trying to do.

I'm trying to make a wing flap for my animation. I want the wing to bend in an up and down motion when I animate it, but first the mesh needs to be able to bend.

Or is it possible to bend a mesh with a single bone? or in other words can you bend an armature bone?

(ADDED) sorry you guys, normally when you want to bend an object you would need 2 or more armature bones.parent the bones to the mesh, then put weight on the mesh etc . I'm trying to do that with a 2D mesh but not having much success. p.s i'm using a computer that cant screenshot


texts: Recalculate bone roll without ruining the animation

texts:
I have (what I hope) is a simple question. A while ago I rigged a character up with an armature, and since then I've made quite a few animations for it. Since beginning my project, I learned about bone rolls, and found out that the ones I had been using weren't properly set, since I couldn't properly mirror poses along the X-axis:

I looked into it, and to fix it I need to Recalculate Rolls for bones. However, when I do so (recalculating with the Local +X Tangent), all of the animations I have made so far become distorted:

Now, I understand why this happens, but I don't know how to automatically recalculate my animations to adjust for this change. There really are too many animations for it to be viable to remake them, so is there anything that can be done?


texts:
The TextEditor comes with a feature to covert selected text in the editor to 3d_object.
TextEditor->Edit->Text to3d_object.

It's unfortunate that the api doesn't provide a way to directly input text as a string into the Operator

bpy.ops.text.to_3d_object(split_lines=False)

Since " manually selected text " from a text file is the only way to provide input to this operator,is there any way to get access to this selected text within a Python/Text file , before executing this operator so that it get's directly converted to 3d_object.


texts: How can I remesh a curve that has been converted to mesh?

texts:
Is it possible to somehow remesh plane?
I have a logo that needs to be curved along an object. So I import the SVG logo and convert it to the mesh. But the plane has a bad distribution of polygons and vertices so when I use the shrink wrap modifier it breaks in some of the parts.
The remesh modifier looks to work only on models with some thickness. I ended up manualy cleaning the mesh, but wanted to find a faster way.
Beautify faces helped in one of four cases.


texts: Why normalized EXR renderings of surface Normals look different than PNG renderings?

texts:
I render surface Normals using Cycles and store the results in EXR format. The values in the EXR format are within the range of [-1, 1] meaning that I cannot directly store the values in a PNG file. Here's how I read the .exr files and store store the values in a numpy array:

import OpenEXR, array, Imath
exrFile = OpenEXR.InputFile('normal.exr')
FLOAT = Imath.PixelType(Imath.PixelType.FLOAT)
(RGB) = [array.array('f', exrFile.channel(Chan, FLOAT)).tolist() for Chan in ("R", "G", "B") ]
normalNPArray = np.array(RGB)
normalNPArray = normalNPArray.reshape((3, resolution, resolution))

I normalize the values as follow and store the surface Normal as a PNG image:

normalNPArray += 1
normalNPArray /= 2
normalNPArray *= 255
normalNPArray = normalNPArray.astype(np.uint8)
im = Image.fromarray(normalNPArray.transpose(1, 2, 0), mode='RGB')
im.save('temp.png')

Here's what I get after opening the stored image:

If I simply ignore the values below zero (remove/comment the first two lines) I get the following:

However, if I directly store the surface Normal as a PNG image instead of EXR I get the following:

I wonder, how can I get a visualization that looks like the PNG rendering? How does Blender normalize the values?


texts: Retopology Newby - Used Shrinkwrap Modifier - Whats next?

texts:
Hellooo Everybody:),

could you help me with my little problem?
I'm pretty much a Blender newby, but for a project I needed to get my Retopology after Sculpting done.
So I've watched a view Youtube Videos and I did my Retopology with the Shrinkwrap Modifier.

But here's the Problem:
I have absolutely no idea what I have to do next. I now have 2 different models. One low Poly for the retopology and one High Poly with over 400k Vertices.
How do I bring them together? Or do I need to bring them together to one model? But if not, which one do I use for UV Mapping? I'm just so unexperienced :3..

All the Videos I've watched only show the process during the retopology. But they dont show what you need to do after you've done all.

And If I only Apply the Shrinkwrap Modifier, I still have two models ..

Please help :3.


texts: Bones in Pose-Mode lags when selecting them (blender 2.8+)

texts:
so recently I upgraded from a Laptop workstation to a RTX2070-Super + 3700x combo.
Blender 2.8+  has been acting really sluggishly. Here's a clip:
[img]https://i.imgur.com/F68q11d.mp4[/img]

This spike is particularly noticeable when I select bones in pose mode, you can clearly see a delay when selecting bones in pose  compared to object selection.
Anyone know why this happens?


texts: Bevel question: it is possible to bevel in different directions?

texts:
Here is a cube with the edge beveled and behind that is a normal cube to better explain.

1

My question is: is there a way to bevel an edge so that is not uniform as in picture 1?

In picture 2 I created the bevel I want, but I had to use a loop cut which is not what I'm looking for.

2

Thanks.


texts: I have been watching YouTube videos for 2.8 modeling and they are helpful but they are quick and assume I know stuff I don’t.  I can’t fine some of the menus etc. they quickly access, and I can’t fond the tools the access there.  I need documentation, the lists the menus and how to access them, and the tools they contain and what they do, and how to use them.  It has to be for 2.8 because so much has changed -for example, tracing images are now drag and drop.  I have a very old “For Dummies” book.  I downloaded the “Manual” but that is harder to follow than the program it is supposed to explain.  I am only doing modeling to make 3D stuff to export as .stl files to use with my CarveWright CNC.  I don’t need animation or staging.


texts:
Doing high quality renders requieres too much time, we all know that.

Up until now I have always been roughtly calculating when I have to start then next render and many times it has ment getting up in the middle of the night to start up the next one.

Is there anyway to track the progress, for example when a render is done to get an alarm on Windows or on my phone?


texts: How can I convert an image to JPEG from the active material node with Python?

texts:
I am adding to an add-on and I am trying to take the image in the active material node, make a backup of the original, and then with two different scripts, resize it, and convert it to JPEG.
Example:
In the active object's material, there is a 4k image attached to the diffuse, and a 4k image in the roughness input.
The user can select the diffuse image, click a button to resize it to 2k, then click on roughness image, click a button and resize it to 1024x1024 and then click another button to convert it to JPEG, automatically saving a backup, loading the new version and refreshing all modified images.
I was able to figure out how to resize, save and refresh all those images, but it overwrites the original, uses ops to save and I still don't know how to convert it to jpeg.
image = bpy.context.active_object.active_material.node_tree.nodes.active.image
image.scale(512,512)

bpy.ops.image.save_all_modified()

for image in bpy.data.images:
    image.reload()


texts: I want to create a game in unity and make my own water for it. I am having difficulty because Unity won't run waves or water simulations. I want to create a water ripple current effect type of thing. What would be the easiest way to do this? Should I use shaders?


texts: Width not divisible by 2 - Workbench Render

texts:
There are a number of threads on this, but they always mention dimensions where they have used custom dimensions that are not divisible by 2 to give an integer.
My situation is different in that the dimensions ARE factors of 2. 1998x1080 just the standard default setting yet rendering in command line is getting this error.
By playing around with the dimensions, I found one that did work...2000x1080.
This is a work around for now.
Has anyone else encountered this or can reproduce?
Is there something I have missed that causes this issue?


texts: I want to make an afro like in the picture. Unlike the ones you can see the fine strands of hair since this will be 3d printed. Is there a nice way to do it that isn’t sculpting mode and grabbing at every bump? Thank you.