texts: Object visible in render mode, but not when rendering animation (with alpha values)

texts: Hi –– I know this is a frequent question, but when I try to render my animation (cycles render), the viewport, and the files it outputs (I've tried PNGs and movies), are blank (transparent, as I'm using alpha background). I've gone through every tip I can find: the camera icon is enabled, the object is within distance of camera, I have a ton of lights, I restarted my computer, I'm rendering the correct scene and layer, I'm compositing correctly. I've also rendered this correctly in the past, but can't remember how I got it to work. Link to file here:


texts: Having trouble with blender 2.8's eevee renderer

texts:
i am having trouble with a barrel-model that i have made using blender 2.8

For some reason, the lower half of my mesh is slightly lighter in color and i can't find the reason why.

This only happens when using the new eevee renderer.

I have tried a couple of things to fix the issue but none of these have worked:

recalculated normals
reassigning the texture to faces of the lower half
played around with the lighting and the HDRI
removed the bottom half and used a mirror-modifier
made modifications in the node editor
removed doubles and looked for issues in the topology.

I am a newbie at blender and the solution might be obvious. But i have searched the internet for an answer and found none. Do some of you guys have any suggestions to how i fix this?

Here's a picture:


texts: How to model the curly cable part of the phone

texts: Hello. I am a beginner in Blender. I started modeling this phone and when I got to the curly cable part it was a real challenge. Could someone guide me on this.


texts: Need help with texture bake and consolidating meshes for UNITY engine

texts:
My friend is making a hobby game in Unity game engine and asked me to help with 3d models/animations.
I have zero experience except for this week of work and have made cups and clocks and hats etc (easy stuff).

I understand the modeling parts pretty ok, texturing somewhat ok, but baking not so ok.

Issues:

My friend wants NO SHADOWS OR LIGHTING (or just a single light) in my end products, but I don't know how to bake without the lights and get a clear texture bake.
I found some sites, but the options in properties and in materials they had I don't have in my blender v2.75 and so I'm lost.
He griped or I should say unity engine griped at my end products because they are in too many parts. Even after I use CtrlJ to add them together.  Unity says: too many mesh parts, it wants them all into 1.  So I'm very lost on this.

I Need help with:
Texture baking with out shadows and possible no lighting, but want clear textures.
How to consolidate/condense meshes into 1 file for unity.


texts: Is the Texture Coordinate node currently broken for vector displacement?

texts:
I have added a brief addendum to the end.
I have been getting into procedural vector displacement with shader nodes in Cycles.  The other day I created a model and tried to animate it rotating through space (not using any vector transformations in the shader itself) only to find that it messed with the texture coordinates I was using.  This is odd to me since I was using generated coordinates transformed to match object coordinates.  I figured the generated coordinates were in local space and should allow me to rotate the source mesh however I want, applying that transformation to the displacement.  Well, for some reason the global transformation changed the shape of the local displacement and distorted the object.
After trying a few things like using object coordinates and not finding any change to the results whatsoever, I did some research and found absolutely nothing relating to this issue at all.  I thought that maybe I had just messed up my math and was referencing global coordinates somewhere and I just happened to make that mistake in all three of my experimenting projects.  To be sure, I copied CGMatter's asteroid tutorial exactly as he had done it in as close to the same build of Blender as I could.  Same problem.  The product looked good, but simply rotating the model upside down turned it back into the shape of the source mesh (The project starts with a subdivided cube and ends with a very different-looking asteroid).
Next, I tried completely reinstalling Blender.  This was after updating a few days before, so I wanted to really make sure nothing was broken on my end.  That didn't work either.  This means it's either a bug or I'm dumb, at this point.  I don't have the confidence to say it's a bug, so I would appreciate it if someone could look over a quick project I created with the same problem and educate me in the ways of the Texture Coordinate node.  If I did correctly interpret its function, and this is a bug, I will actually submit a report.
In this project, I'm doing the old cube-squeezed-into-a-pyramid displacement.  If the source mesh is rotated about X or Y, it seems to invert some or all of the local coordinates (if the object is upside down, yes it should invert observed coordinates, but local should not change!).  If the source is rotated about Z, the base rotates in the opposite direction from the top.  The strangest part to me is that if you look at the coordinates being used by applying them to the output of the shader, they are mapped correctly, but the math being done appears not to be using this transformation in the same way.
Here is an image of the node setup:

Again, I could be missing something obvious, but I feel like this should work in local object space no matter the orientation of the source mesh since the transformation to local space will always give back the same position vectors.  The top of the cube should always be squished even if it's facing downwards because it's always locally the top.
Anyways, sorry for the VERY long post, I just have no clue what is going on and wanted to add as much context as possible.  Here is a brief video of me messing with the object and the exact project file from the video:
YouTube Video
Download Project
One last time, thank you to anyone who made it through this!
QUICK ADDENDUM: So I wasn't very clear about which part of this is the problem.  It's not how I have to cycle through render modes in the editor to get things to update to a global transform.  I wouldn't have any problems at all, but when I go to do the final render, it updates every frame and turns the local displacement into the weird half local-half global displacement.  My first inclination is that there is a bug in the way Blender is handling the vector displacement.


texts: I feel as if someone had messed with auto-correct on my phone, and now I can't do anything. Basically, I don't know how this happened, but the left click button only adds mirror modifiers to objects. It does not move the 3d cursor. Every time I click to the left it says "Add Modifier" and it has the mirror as the selected one. Can anyone help me with this?


texts: Duplication not getting in shape its in reverse direction

texts: Im making duplication. Problem is the shape is getting duplication but the shape is reverse as its getting to the other end. Another problem is that its not going flat way. At the end its getting tilted one side. I have applied scale+rotation+location to both curve and the mesh. Whats going wrong.


texts: Need advice on turning a 2D image into a 3D model

texts:
As promised post #2 for today, all about a particular piece of furniture that i am struggling with.

as you can see from the following picture there is a sign in on the back wall of the club that reads "Fatal Addictions"

At present that is just a flat image texture on a plane.

What I am TRYING (and failing) to create is the blood spatter in 3D.  not terribly prominent, but the idea is that the blood is a molded plastic relief which is maybe 6 inches deep in the real world with a backing box behind it, which would contain a light which would illuminate the blood spatter from behind (the blood being made of a plastic or glass type material).

I want it to look exactly like the original logo which I made in Photoshop for the original second life version, just all swanky and 3D and pretty

I have images of all the components  (The lettering and syringe are going to be modeled separately and the whole thing put together in layers)

here is the .png file of the blood spatter behind it.  I am sure there must be a way to turn something 2D into something 3D in blender, but I have yet to either find a video tutorial, or stumble across how to do it myself and it is getting quite frustrating.

Anyone with ideas or offers of help please get in touch. it would be greatly appreciated.


texts: Any way to copy texture coordinates like UVW Map in 3ds max?

texts:
I'm quite new to blender and I am trying to build a simple room with a repeating texture on all walls. In 3ds Max, this can be done quite simply by applying the UVW Map, setting the required size and copying this modifier to other objects.

And I spent half a day trying to do the same in Blender.

Is there any simple way to do the same in blender?
I would be grateful for any answers!


texts:
I would like my character to stand on one leg.

On pose one it would be standing on the ground:

And on pose two it would be standing on its left leg kind of like this:

but when I select all the bones except the leg and then rotate the whole shape rotates and the leg doesn't seem grounded on the floor anymore:

I believe it has to do with parenting the bones? It's hard for me to know what to look for to solve this and I'm just a beginner with rigging. I've tried all sorts of things in the Bone Constraints panel but couldn't find one that did this. I also tried playing with weight painting but I think it messed things up more than anything else.


texts:
If I make something in Blender with Filmic Blender. Save as asset, import it to Unity Game Engine... Wonder if the asset looks the same in Unity (with Filmic settings).

In other words, is Filmic only for Blender rendering?

Thanks,
Ondra


texts:
(Solved) I am relatively new to blender and I am trying to make a concave disk (or really short cylinder) and I can't find any tutorials on how to do this. Could somebody please point me in the direction of a tutorial or tell me how? The shape I am trying to get is below. Thanks.

(source: ingersolltillage.com)


texts: Hide/Show Shortcut For Panel Containing Collections/Properties

texts: Is there a shortcut or workaround to quickly hide/show the right panel in Blender 2.8? I know it's possible to drag in and out with the mouse but this is not quick, I'm looking for a fast way because sometimes I need to do this many times every few seconds.


texts: Combining image texture and brick texture

texts:
I am trying to combine a BRICK TEXTURE and some IMAGE TEXTURE but without a great success.

I would like that stone textures fit perfectly inside each paving slabs.

I found this exercises very challenging, it will be wonderful if anyone can be any advice or explaining how these kind of nodes are working together.

the image below is what i am trying to avoid

Yorkstone T4 642 x 427 Px RGB 250kB

Yorkstone T5 700 x 396 Px RGB 62kB

Test 1 made with Gimp


texts: Full animation 2D/ How to change colours

texts:
I am trying to draw on top of the 3D models. When opening 3d model and then selecting " 2D Full Canvas" I can draw well but I can not find how to change colours.

So my question how to change colours in "2D full Canvas mode" ?

Or how to get same template as you get when opening 2D animation from file menu ?


texts: I am not able to move lights in Blender 2.8 in my MacOS. I place the light but I can't move it around, I've tried every key I could find.


texts: How to Separate Mesh by "Loose Parts" through Python API?

texts:
I would like to automate the process of modifying a .fbx file but I'm not quite sure why my code isn't working. All I'm doing is importing a .fbx file, separating the mesh by "Loose Parts", and then exporting it back out. Any thoughts?
import bpy

bpy.ops.import_scene.fbx(filepath="C:/Users/'user'/Downloads/Futuristic_ghetto_building/Futuristic ghetto building_one_Mesh_fbx.fbx")
bpy.ops.object.select_all(action='DESELECT')

buildings = bpy.data.objects['Plane']
buildings.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.separate(type='LOOSE')

Note: The code isn't exporting anything right now for testing purposes


texts: How to get 'Keep UV and edit mode mesh in sync' UV vertices

texts:
I'm trying to switch from Keep UV and edit mode mesh in sync, but keep the UV selection. After switching sync off, I also trigger mesh.select_all to make it visible from UV editor, but there are two different selections for both non sync and sync mode.

The selection I did before entering sync mode is still there after making a different selection and then exiting sync mode.

How could I access the sync mode vertices to get the selection and make it the same in non sync mode?


texts: Why doesn't my unwrapped model appear in the UV Editor?

texts:
I'm trying to unwrap a cube (I know, super complicated). I've got the seams marked, the UV editor open in a 2nd window, and all the geo highlighted. When I tell the cube to unwrap nothing happens. That's pretty much the long and short of the problem. Now I've been working off this one file for a couple weeks now, saving it off the original file and continuously cloning geometry. It's entirely possible I did something, pressed a button, something.

Any thoughts.


texts: Why do some values on nodes lack an input socket?

texts:
Why do some nodes have values without input sockets?

E.g. The glare node:

This may not be the most useful example, but there are instances where a plug might be useful, e.g. the dimensions of a blur node.

This can be easily worked around with a driver, proving that there is no technical limitation:

Is there any reason for certain values not having a node input?


texts: When I enter sculpt mode my model's hair looks deformed

texts:
I have tried making a choppy haircut for my character, so that the hair ends flat (like a cartoon character) rather than at a point.

I started out with a cube, made it thinner and curved it to fix onto the head of my model. I was happy with the shape but I wanted to give it a little texture with the sculpt tool.

However, when I changed it to sculpt tool mode this happened:

I don't know what to do or how to fix this. I just want my characters hair to look like this:


texts: Cycles Baking to .EXR - Workflow questions!

texts:
I baked lightmaps for several objects for my archviz Scene into .exr and now i want to tonemap the maps and save them as 16bit-.png for final use in my shaders.

The tonemapping with Reinhard in the Compositor gives me a good result, Problem is that if I run the Operator with the same Settings, the resulting maps do not look coherent (difference in brightness/contrast).

I think this is to be expected, because every object captures different luminance values and there is no reference to the value range of the whole Scene. I definetly would like to generate maps with value range from 0-1 as 16bit-.pngs (to avoid banding), because we will afterwards render texture-overlay and reflections on top in Cycles and if I take underlying .exrs I think I will need more samples for final Rendering to clean up noise. (render time is critical, 5min Animation / 360°- pano-movie / 8K).

Thank you all in advance for every idea or answer regarding this Topic!


texts: Is it possible to use loop statement via --python-expr in command line?

texts:
I have several scenes in a blend file.
Sometimes I want to render all scenes with lower resolution, or mute some of the input nodes in the compositor of all the scenes.

I can accomplish the above by using --python-text and loop statement, but I want to use --python-expr, which can be edited immediately in Notepad because I want to modify variables frequently.

But I don't know how to use loop statement in python-expr.
As far as I know expression should be a single line, but loop statements should be newline and indented.

Q: Is there a way to use loops for --python-expr?


texts:
I do not understand why the finger deforms very little with respect to the su bone.
has the maximum weight, it should move along with your bone.


texts: How to control which edge loop is selected?

texts:
Sometimes when I'm in edit mode, there will be maybe 3 or 4 possible edge loops I can select. About 95% of the time it selects the edge loop which I don't want.

Is there anyway to control which edge loop gets selected when I right click on the same vertex?


texts: I have an idea of blender plugin where can i post it

texts: I have an idea of blender plugin [in details] where can i post this idea hope some one make it real


texts: MBLab 1.7.4 add on refuses to install in Blender 2.8 Beta?

texts:
I'm trying to install MBLab 1.7.4b in Blender 2.8 (64-bit, May 24th release.)

I've tried using the standard install from file function, and it doesn't show up in the installed plugins list despite reporting it this summer. I tried the rename step listed here and got nowhere.

Finally I copied an unzipped, renamed copy direct into Blender's addon folder. It showed up in the list of installed addons but it threw the following error when attempting to enable.

Any idea what the problem is?


texts: "Use UV for mapping" on curve object in Blender 2.82

texts:
I'm trying to use this option to uv map a curve, but i can't found it anymore in Blender 2.82. I'm using cycles.

has it been removed?

Thank you.

Regards.


texts:
The mesh itself is straight, but when viewed in texture mode it looks quite bumpy (renders this particular area in game as very bumpy and undrivable).
How do I fix this?
Note: array and curve modifiers used on mesh

Set 2:

Problem is, it renders as the bumpy road, not the smooth wireframe, and thus it is undriveable in-game.

-------------UPDATE-----------------------------------------------------------------------------------------------------------
I have found somewhat a solution to this (in Nurbs curve data), it involves changing the twisting From Z-up to minimal or tangent, then playing with the resolution and turn on bounds-clamp (for mesh to hug the wireframe). It is not a perfect solution because now I need to re-do all control point tilts and locations for this 9km track. If anyone has a better solution, please share.

UPDATE 2: Even with twisting to minimal or even tangent, still getting weird artifacts in road mesh. Problem persists.


texts: add custom texts(labels or annotations) which are always upright to user in view port

texts:
I would like to put some user defined texts(labels) besides bodies as annotations, those texts(labels) are always perpendicular to user, which means whenever I rotate or scale the object, those text's size are always the same and there orientation are always upright to the user, just like the "x,y,z" in the left bottom corner of the 3D view, see the screen shot below(pointed by red arrows).

If you use the "Ruler/Protractor" tool, you will see same kinds of texts(lables) can be added by those tools.

Any ideas about this kind of text, I need such kind of text to demonstrate the models when teaching. Thanks.

EDIT: Looks like this post https://blender.stackexchange.com/a/1606/2722 give me some ways to workaround this issue, but I definitely need a clean way.

EDIT2: Now I can correctly display a text attachment to an object in the view port. But the text is not user defined, I means I can show a matrix or a object's name, but is it possible to show a customized annotation text strings?


texts:
I am using the current version (2.8) blender.
No matter what I try, fluid stimulation is not working. Initially it would not bake the simulation. Now even though it bakes, there is no output. Domain is still visible and there is no fluid animation.
Have gone through many tutorials but no solution.

[https://drive.google.com/file/d/1FmkKvXrzben85DPn_cwTA0Y9hQr72OZt/view?usp=sharing][1]

this is a file i have been practicing with.


texts: I made three bones for a roof so i can move it. simple. I did automatic weight. worked perfect as i wanted. but the next day they just stopped working. I was in pose, not reset mode, tried to move it. Nothing. its like i never made them have automatic  weights. so I put automatic weights again. nothing. I have no separate parts. Please help?


texts:
I'm trying to create something similar to this image's sky-box.

I tried cutting holes into a plane and shining a spotlight through. My attempts end up with the light hitting the ground (which I don't want to happen in the majority of the time, nor where the "god rays" visible in my render image (beginner with volume settings)


texts: I recently watched a BlenderGuru tutorial on baking textures. However it requires to unwrap an object to create a new UV map. Is  there a way for me to bake it to the original UV map without making a new one?


texts: Stall code execution until modal operator is finished

texts:
I am trying to use an external addon and its operator which runs in modal mode. The solution that I would like to achieve is to stall the execution of my initial script that calls the operator until the modal operator is done. I found a solution about how to wrap the modal operator with a callback function described here and here. Which I've tried to adapt for my use case as seen below:
import bpy

from quad_remesher_1_1 import QREMESHER_OT_remesh as op

def _cleanup():
    """ Cleanup the scene by removing the hidden objects"""
    _remove_hidden_objects()

def _remove_hidden_objects():
    """ Removes all objects of the current scene """
    # Select all
    bpy.ops.object.select_all(action='DESELECT')
    for obj in bpy.context.scene.objects:
        if obj.hide_get() == True:
            obj.hide_set(False)
            obj.select_set(True)
            # Delete selection
            bpy.ops.object.delete()

def remesh_object(obs):
    if obs:
        ob = obs.pop(0)
        bpy.ops.object.select_all(action='DESELECT') # Deselect all objects
        #Set active object to variable
        bpy.context.view_layer.objects.active = ob
        if ob: ob.select_set(True)

        print("Object: {}".format(ob.name))

        # remesh object!!!!!
        bpy.ops.qremesher.remesh()

# some callback function - here we put what shall be run after the modal is finished
def callback(ret):
    print('Callback triggered: {} !!'.format(ret))

    remesh_object(obs)

def modal_wrap(modal_func, callback):

    def wrap(self, context, event):
        ret, = retset = modal_func(self, context, event)
        if ret in {'FINISHED'}: # my plugin emits the FINISHED event on finish - yours might do FINISH or CANCELED, you might have to look it up in the source code, __init__.py , there look at the modal() function for things like return {'FINISHED'} or function calls that return things alike.
            print(f"{self.bl_idname} returned {ret}")
            callback(ret)
        return retset
    return wrap

op._modal_org = op.modal
op.modal = modal_wrap(op.modal, callback)

# set quadremesher parameters
bpy.context.scene.qremesher.use_materials = True
bpy.context.scene.qremesher.adaptive_size = 100
bpy.context.scene.qremesher.target_count = 5000
bpy.context.scene.qremesher.adapt_quad_count = True
bpy.context.scene.qremesher.autodetect_hard_edges = True

obs = [o for o in bpy.data.objects
        if o.type == 'MESH']

remesh_object(obs)

############### <------------------TODO: WAIT HERE UNTILL ALL OBJECTS HAVE BEEN REMESHED

# clean scene collection
_cleanup()

This worked quite nicely for addressing my multi-call to the operator. However, the script continues to the _cleanup() function without waiting all the calls to the operator to be done. Searching around I've seen quite a few threads (some quite old) wanting to achieve something similar but their solution does not seem to be applicable in my case or to be honest I do not really understand what they do. Thus, I would appreciated any help about how to solve this somehow since I am stuck on this issue quite some time now.
Here are some other threads, in case they help somehow:
Wait until the action is done (in script)
How to wait for an operation - to another operator - to complete within an operator (import_scene)
https://stackoverflow.com/questions/58054792/about-modal-operators-in-blender-python
Running code after a modal operator finished its job
Thanks.


texts: How can I make a hollow cylinder faces to be smooth but not rounded just smooth?

texts:
When I click on the left menu on Faces > Smooth it's making smooth but kind of rounded:

I want to keep it sharp as it was in the first screenshot but smooth.


texts: Normals different from their intended direction

texts:
I have some mesh who's normals don't seem to correspond to their indicated normal direction:It is just all over the place, and does not change when I recalculate normals. I intended to have the normals calculated inside, to "see" the opposite face when viewed from one side.
Here is what the normals look like:
I happened upon something like this in the past, but redoing the mesh from scratch seemed the only way to deal with the problem. Am I missing something, is there some hidden value that causes this?


texts:
I have a question ragarding cycles. I want to render images with different settings (materials, sampling, etc.),
so I can compare differences afterwards.

So I would like to limit the render time to a fixed time for each render (f.ex, 10 minutes for each file) - but I cannot find where to set render time anywhere. Where can I set a limit to rendering time?


texts: Best video format to use for multiple resavings

texts: Okay, I'm making a video heavy on special effects and each clip will probably be run through Blender at least four times.  Once for de-interlacing and setting the frame rate to 30 (I might use HandBrake for that part) once for editing, once for special effects, and once for color correction and other compositing tricks.  If I converted each of these clips to an PNG image sequence, the project would probably be a couple hundred Gigabytes.  What video format retains the most quality for this sort of thing?


texts:
I have just started working with Blender and have run into a problem:
I'd like to add a plane to a side of an object, but I don't know how to do it since it has curved edges, is there any way to add a plane based on the nodes I have selected, or do I have to do something else?
Grateful for any help!


texts: Appended Meshes Not Getting Textured with UV Unwrap

texts:
I am new to Blender and after going through all the standard blender tutorials on youtube I set out to make my first character. All has been going well up to the UV unwrap where I've found both the ears and teeth, which are the only appended meshes on my character, will not get textured despite showing up on the smart uv unwraps that I do.
I have gotten my character in a standard T-Pose and have joined all the meshes together but it would seem the appended meshes are still being considered separate to my main body mesh. I take it I am missing a step but after days of searching my lack of understanding of the methods in Blender have lead me to a dead end.
Below are a few images of my issue:

Please let me know what else I can provide to help diagnose my issue. The model itself can be uploaded, though it it's file size is 680 MB.


texts: Objects appear transparent when rendering

texts: When I render in version 2.91 it looks transparent like this.


texts: Universal joint not parenting to bone correctly

texts:
I've been having troubles getting this universal joint rigged. It's mostly alright except for when I move the entire arm. The one piece of the joint will not go along with it no matter what I do. Parenting it to either bone messes up it's location (keeping transform doesn't work).

I know there is another way to do this that involves using bones, however, I would rather not have to convert this joint. If there is not alternative, then I guess I will.


texts: Does anyone know how to make that liquid in Blender 2.8 ? Link provided

texts:
https://youtu.be/04v4qWVtdPs?t=134
I might have some ideas on how to make it, but honestly, I am not sure if it's going to work, I am not that experienced with simulation. If you guys got anything to offer would help me tons really.
You see how it splashes and it suddenly gets this into these spikes. I will try some ways to do the splash, but how do I get the splash after that to change its form into them smooth spikes.
There is this Flip Fluid addon I saw, do you think to have that would help in any way?
Thank you beforehand


texts: Applying a polygonal (hexagonal) grid to a surface

texts:
I'm playing around with an idea about applying a hexagonal grid to an (as yet undefined) irregular geometry. I want to be able to easily adjust the density of the polygonal grid, within a range.
The grid is an array of circles, but I'm representing them here as hexagons. My poor little laptop can't cope otherwise!
Presently I'm using Sverchok, but happy to explore other node-based solutions.

The key parameters are as follows:

The circles are uniform and can range in Radius from 1 unit to 4.5
The space between circles must be no less than 1 unit (currently I've defined a minimum size ('Centers') of 5 but really the minimum size should be 1 unit larger than the Radius - couldn't figure out how to do this either!)
While the circles cannot change radius (other than by manual input), and the spaces between them cannot be less than 1 unit, they can be further apart, in order to make as even arrangement as possible on the irregular surface.
The finished part should be printable.

So, question one is how might I apply this polygonal grid to a surface, and scale it within the rules specified?
(and is this a sensible way to construct a polygonal grid?)
By way of analogy, if I was doing this along a line, I might look at using Sverchok's Duplicate Objects Along Edge node, but I can't think how to make this work across a surface (regular or otherwise).


texts: Changing cache type for Mantaflow in 2.9

texts:
I am trying out some particle fx with smoke simulations and I didn‘t find a bake button.
I heard that I had to change the cache type from replay to modular. But there is no „type“ menu under cache!
I‘m using blender 2.9 with no add-ons. Thank‘s in advance for your help!!


texts:
2 models having their own armature,i wish to link both armatures into one ,creating a bone linking both Root bones,making it one armature.

I tried few things,it's ends up messing the mesh.

PS: No constraint.


texts: Button callback based on the objects particle system?

texts:
I have button in my panel, that button switch emitter/hair in particle system
it works, but the problem is i have many object, and if i change object selected, button not update.I'm looking for a correct method. This sctipt is simplified
for explain:

import bpy
from bpy.props import  BoolProperty
from bpy.types import PropertyGroup, Panel, Scene

def UpdateMitter(self,context):

    toogle = bpy.context.scene.my_prop_grp.emitter_hair
    obj = bpy.context.active_object
    part = obj.particle_systems[0]
    settings = part.settings

    if toogle is True:
        settings.type = 'EMITTER'
    else:
        settings.type = 'HAIR'

class PropGroup(bpy.types.PropertyGroup):
    emitter_hair: BoolProperty(update = UpdateMitter)

class MyPanel(bpy.types.Panel):
    bl_label = "My Panel"
    bl_idname = "test_toogle"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"

    def draw(self, context):
        layout = self.layout
        layout.label(text="My problem:")
        scene = bpy.context.scene
        layout.prop(scene.my_prop_grp, 'emitter_hair',  text="Toggle")

classes = (PropGroup, Panel)

def register():

    bpy.utils.register_class(PropGroup)
    bpy.utils.register_class(MyPanel)

    Scene.my_prop_grp = bpy.props.PointerProperty(type=PropGroup)

def unregister():

    bpy.utils.register_class(PropGroup)
    bpy.utils.register_class(MyPanel)

if __name__ == "__main__":
    register()


texts: Force scientific notation in Blender GUI

texts:
I have an addon in development, and create various meshes in it. I have several physically based parameters, that are often extremely small, but make sense in the context they are. I have in my GUI class, for example:
poly_0: FloatProperty(
        name="POLY_0",
        description="Some description...",
        default=1.26587922531743e-16,
        min=-1000.0,
        max=+1000.0,
        )

In the GUI, I would like to force this Float member to always be displayed in scientific notation, and always with some set precision (number of digits). Looking in the API docs, I cant seem to find this option.


texts: HDRI loads in Blender, but doesn't shade or change my buildings

texts: So I'm a begginer so maybe I'm missing something but in the tutorials I've watched they load in the HDRI and the creation gets shaded and has reflections. When I do it the HDRI loads in and shows on screen around my building, but it doesnt directly affect the building at all. Why is that happeneing?


texts: How can I block in colors quickly with grease pencil tool?

texts:
https://youtu.be/SqyThycbqYg?t=76

In this video you see the artist blocks in color very quickly with grease pencil, how can I do that? I would like to do this as well, create a virtual 3D set and blocking the shapes very quickly for rapid prototyping animation.


texts: deforming meshes, clipping unseen geometry, creating faces

texts:
1, is there any way to grab a vertex/edge/face, and pull them to warp a mesh like in #1?

2, i think read somewhere, that blender knows if an object is completely connected with no gaps in the faces (like a sphere),  and that if any other mesh clips within it, theres an option to delete all the vertices/edges/faces that cannot be seen. i cannot find this information again so maybe im wrong but if you can do that, how?

3, one thing that might be useful for me, for building complex geometry, is generating circles, selecting the edges, and using 'f' to generate faces, but doing it one at a time would be agony. if i select all the circles and press 'f', it just makes one face within each circle. is there any way to select multiple edges/vertices of 2 or more circles and get blender to make faces between them, or do i have to do it one face at a time?


texts: Controling and getting feedback for robots in Blender

texts:
Is it possible to control, and get feedback for robots in Blender using the python API?

I'd like to have proxy objects in Blender, that I can control, that will control my reallife robot, but also will mirror the actions of the real life robots. I would like to use wifi to send the information, and the robot would use either an Arduino or Raspberry Pi.

Is it possible to do this in Blender using Python, and if so, how would I go about doing it?


texts: Scritping: rename while using bpy.ops.mesh.separate(type='MATERIAL')

texts:
I'm not much into scripting nor fit in the blender API, so I don't know how bpy.ops.mesh.separate(type='MATERIAL') behaves, What I need for my script is to rename the separated parts as the material they have been separated by, but this should be done in a for loop in the function separate() and I don't know how to access it.

Someone knows how to rename by material in this API function? Or how to edit temporarily the function so that it works in the script?


texts: Multiple object animations not exporting to GLB

texts:
New to GLB export.
I am trying to export multiple objects, each of which is animated separately.
Currently both the objects export but only one animation.
I am already aware of this:

glTF allows multiple animations per file, with animations targeted to
particular objects at time of export. To ensure that an animation is
included, either (a) make it the active Action on the object, (b)
create a single-strip NLA track, or (c) stash the action.

I have already tried pushing the actions down in the NLA editor (and importantly naming them the same) and also stashing them.

Neither of these solutions worked.
Any further suggestions or help would be massively appreciated.
Thanks in advance,
LJ


texts: What does that mean? I don't know what keying sets are for, so please do explain.


texts: Access Viewport Overlay options using Python API

texts:
I am trying to access and change the viewport overlay panel options in Object Mode using python.
Specifically, I want to toggle the "Face Orientation" checkbox with python:

I thought I am able to access it using:

    bpy.data.screens["Scripting"].overlay.show_face_orientation

Turns out this does not work and raises an AttributeError.

What do I have to do?


texts: Resetting Transforms of an Object Changes Pivot of Object

texts:
Simple question, why is it that when I go to Object --> Apply --> Location to clear the location transform (or, reset it), that the pivot of the object then gets moved to the center of the grid in my scene?  And then when I set the pivot point back to it's origin by doing this: Object --> Set Origin --> Origin to Geometry, the pivot moves back to the center of the object but the location values that I cleared come back.  This is so annoying because when clearing the transforms, the pivot SHOULD NOT be moving back.

That's why some of you might recommend this: Object --> Apply --> All Transforms to Deltas.  But the problem with this is that when it moves all the transforms to the detla transforms, it messes up the rotation when you later go to rotate the object.  This is ridiculous.. it's like there's no way to reset transforms without there being some kind of a problem.

Does anyone have a solution?  Thanks!


texts: How to animate a closed string as in string theory

texts: How would I get a circle string to wiggle, as in the attached link? https://www.dailymotion.com/video/x7tvtxv


texts:
Does anyone know how to create a light streak(trail) in Blender 2.8?  this following tutorial shows how to do it in an earlier version of Blender, but I could not make the smooth light streaks in the 2.8 version.  The light streaks came out as a bunch of particles, not smooth.  Thank you.

https://www.bing.com/videos/search?q=how+to+create+a+light+streak+in+blender&docid=608041268300154275&mid=3CBA7361FBC00C4E69C43CBA7361FBC00C4E69C4&view=detail&FORM=VIREHT


texts:
I have a laptop with old gcn 1 amd gpu

on windows, it says Radeon R5 M330, it's not R5, just a rebranded ATI card

on linux,

$ sudo lspci -v
01:00.0 Display controller: Advanced Micro Devices, Inc. [AMD/ATI] Sun XT [Radeon HD 8670A/8670M/8690M / R5 M330 / M430 / R7 M520] (rev 83)

basically, a hainan card

these penny pinchers at hp have given me a "mobile" card rebranded more than 6 times !!! , they also did this with the wifi card btw, I mean yeah what should I expect at this price ?

so, my question is can I use this card with blender (for cycles rendering)? I know blender has dropped support for old cards, but I think there is still some alt render engine that supports this card, or perhaps an old version of blender ...

any help is appreciated...

sys info,

i3-duo (latest drivers with support from blender)
6gb ram

windows:

win 10 pro licenced
intel 520 hd integrated gpu (latest drivers with support from blender)
amd r5 m330 dedicated gpu (latest adrenalin drivers, ? from blender)

linux:

zorin 15.2 ultimate
intel 520 hd integrated gpu (old drivers, got it running after some fiddling)
amd hainan dedicated gpu (amdgpu, ? from blender)


texts:
I have a corrupt object in my master scene. It can't be seen anywhere else than in the outliner. I can select it (in the outliner) but I can't delete it.

It happen to be so that this corrupt/lost object is in all my blender files because they where based on the same blender file.

I know I can Append/Link all objects into a new blender file, but the problem is that I have quite some node setups in the compositor. The only way to append them is to append the scene itself but that will also include my corrupted object.

I tried to copy/paste the nodes into the new blend file, but all my node groups complained about an empty datablock, so that didn't work either.

Any ideas?

I'm using Blender 2.68a with Cycles.


texts:
I have previously used the following to sucessfully duplicate Mesh objects:
name = "Sphere"
new_name = name + "_1"
template_object = bpy.data.objects[name]
new_object = bpy.data.objects.new(new_name, bpy.data.objects[name].data)

However this fails when the object type is 'EMPTY'. I get RuntimeError: Error: ID type 'IMAGE' is not valid for an object.
How do I perform the equivalent operation for EMPTY objects?


texts: When to texture paint to paint on Mesh and when to use Photoshop to paint on 2D Texture

texts:
I recently found two workflows for texturing, painting directly on the model and painting over a 2d texture file. In what situations are you supposed to use which? I have noticed that it is hard to texture seamlessly with PS when there is a cylinder with a wood texture. In this case it feels like texture painting is the way to go. Is this correct?

Or is texture painting the newer way of doing things? And 2d texturing is outdated?


texts: is there a method in nodes to convert vertex color space to linear?

texts:
I need linear color space for comparisons in the viewport,

is there a method for this using nodeS?

currently the output of
[vertex col] is rgb?


texts: How do I create grooves which have a certain shape and follow a round edge? In this example I draw a handle of a coffee mug, and I want the yellow area of the handle to be scooped out of the cylindrical handle, while following the direction of the handle. I am in cycles render.


texts: Any way to "thicken" my model without scaling it?

texts:
I've created the model below for 3D printing, but when printed at my desired size, each piece is too thin and flimsy. I was expecting it to be larger when I modeled it. Is there any quick and easy way to "bulk up" all parts of the model at once without scaling it? This is hard to explain, but hopefully it's making sense. I'd like the overall width of the piece to remain the same, (or very close to it) while each of the long, thin sections gets thicker. It would be a major pain to do by manually moving or scaling individual sections, and it seemed to me like the kind of thing that there might be a modifier or sculpt tool for. (I'm not very experienced, in case that isn't clear, so I think there's a good chance I just don't know about a tool that would be perfect for this)
(If someone understands what I'm getting at and can offer a better way to explain it, I'll happily update my question)


texts: Can't attach clothes and hair to body (bones)

texts:
As you can imagine I am a beginner with Blender.

I am modelling a character for a game and I can't attach the hair (full geometry, no particles), and the clothes to the character, and as a result, when I animate, the body moves, but the clothes remain in the middle of the scene.

I saw a lot of people having this problem, but mine is a little bit different, I joined all the hair curves together, transformed them into a mesh, and joined the resulting mesh with the body. Same with the clothes and items. And now, if I select let's say the skirt, it selects everything with a green outline.

I mention that I imported the human (with eyes and eyelashes) from MakeHuman as a .mhx2 with the Default pose.

I am really confused right now, and that's because I tried all the methods I found, and none of them worked for me, except for one, but I can't remember what I did and what hotkeys I pressed, and what actually happened, and it only worked for 95% of the hair.

If anyone can help me, I would greatly appreciate it. I would also really appreciate if you clean up my model a little bit, cause I was quite disorganized.

My model: https://www.mediafire.com/?jbb8qcmizbq8o34


texts: Colour shift car paint / Chameleon car paint

texts:
How would I achieve a material effect like this ? Colour changes depending on the angle from Purple, Blue and orange.
I have no idea how to approach this since I am not familiar with materials. I would also like the material to have a very subtle shimmer to it / Glitter effect. No fussed about what renderer is used.
Thanks
Etienne


texts: Why does the simple deform modifier not bend when created or strechted on the Y axis?

texts:
When I create a simple cube and stretch (or create other cubes as one object) along the x or Z coordinate it and then add lots of loops cuts it seems to bend just fine. However, if I did all of this along the Y coordinate it messes up really bad.
Above I create a simple cube and stretched it along the X coordinate and add lots of loop cuts. I added the modifier and went to bend and it seems to bend fine.

Above I did the same thing however I did this along the Y coordinate and as you can see they both have very different results. I also selected X, Y, and Z-axis on the modifier itself still looks bad. I also tried adding an empty but the results still don't improve it. Is there a fix for this? or do I have to create everything on the X-axis? I am relatively new to Blender. Thanks.


texts:
Is re-instancing a game object´s physics mesh possible after moving a vertex in the game engine using python? And how? And if it doesn't work why doesn't it work?

EDIT:

Ok, so I move a vertex in an in-game level editor to sculpt the landscape. My brush is moving to the hit position of the mouse. And when I move a vertex the brush stays where it is and does not move to the new vertex position because the physics mesh does not update. I have got a plane for example. I click with my brush on it. Now there´s a big bubble in the middle of the plane. Normally the brush should go to updated surface but it 'thinks' that there´s just the plane from before and nothing has changed. I tried obj.reinstancePhysicsMesh() already.

EDIT:

I took some screenshots:

Before moving the vertices. As you can see the physics mesh is still as it´s supposed to be. The red thing is the brush ^^

After moving the vertices. As you can see the visual mesh changed but not the physical mesh => The brush stays were it is.


texts:
I currently trying to join two rigged (and animated) models, which both has separate meshes, separate bones and separate animations. The first mesh is the horse while the second mesh is human:

So I am interested to join human model onto horse model to make a rider:

I think the best way would be to make horse as a parent and human as a child during the join process. In that case I would like that all horse animations (there are 3 of them - idle, walk and run) would remain as they are, while I can lose human animations, as I will need different ones for it. I was also thinking to make human root bone as a child of one horse back bones, that when horse moves up and down it would move entire human mesh together. It would be also good to keep the same weights that human bones would not start deforming horse mesh and vice versa.

I tried to use Ctrl+J by selecting various combinations between bones and meshes in object mode, however, I noticed that it messes up scaling and rotation of the child object. So I was wondering how it would be possible to properly join these models to create a rider?


texts: Boolean modifier - Difference, doesn't cut both sides of a cylinder

texts:
Create two cylinders and difference the smaller one from the larger cylinder. Then construct rectangular cubes to cut across diameter of the hollow cylinder created above.  The cubes only cut at one intersection for each difference.
Is this a feature or a bug? It wasn't what I was expecting.
Blender 2.79
Quartering a tall donut


texts: Why does geometry deform in unexpected ways when using IK?

texts:
I'm currently setting up the armature for a character for my college project. However, I don't quite understand why the foot does this. If I set the leg's rotation to 90 degrees, it corrects it, but is there something else I could fix instead? I know that it's the leg's pole that's affecting it, but I don't know why. From what I can gather, everything is lined up correctly. I haven't had to set the rotation for the other bones with IK, either.

EDIT: Even when applying weight paints, the geometry for the toe/foot ends up being slightly angled. It happens if I set the rotation to 0, 90 or 180 degrees.


texts: HDRI / Spherical Images display in view port?

texts:
I have seen a video where it look like you can take an HDRI spherical background and use it as the background in the view port. It even rotates with the camera.

The question is how do I set this up? I have even gone as far as pause the video but I do not seem to have the right "Nodes." Where is this world node? Where is this texture coordinates node? I am using cycles engine. Is there a step by step for version 2.73 that shows how to set this up and show in the view port?


texts: Can grease pencil be set to occlude freestyle lines?

texts: I'm trying to do a scene that mixes 2D and 3D together and uses Freestyle to give the 3D elements a little bit of line work. The problem I have is that the lines are showing through my grease pencil layers, including solid fills. Is there a way to get EEVEE and freestyle to respect GP as a solid object that would block freestyle lines? (I prefer to avoid rendering multiple passes and compositing together afterward.)


texts: Any idea why my model is getting squished?

texts:
It does this when i parent it to the bones with auto weights
or envelope

Before

After


texts: Need to add Shader node to this tree but it's not available

texts:
I'm trying to add the "Shader" node to this drop-down menu but it's not available and I truly don't know how to figure it out or even find it otherwise lmao.  I promise I tried Googling first for about an hour, then just clicking around for an hour, but I'm stuck because I'm super-new to using Blender (I've managed to do very little in the two weeks since I started trying to learn) and tbf my ADHD is bad and it's making me feel hella stupid so I just need a kind soul to tell me exactly what to do.
If it helps at all, I'm trying to make this object glossy and I'm following a Youtube tutorial to learn how to do that.  I had this problem with 2.70 and just updated to 2.80 because I figured some of you might tell me to update, but the issue persists!  And tbf (again), it seems that I might have trouble following tutorials now because 2.80 looks so different from 2.70!  Haha!
Here's a screengrab of what happened when I pressed Shift + A in 2.70 (very similar to 2.80).

Here's a screengrab of what happened when I tried to search for "Shader" within that search function in 2.70.

And here's what happens when I try to search for "shader" in the search bar in 2.80 (literally the same as in 2.70; I don't know why I thought updating would fix this.  I feel so stupid right now!)

Sorry & thanks in advance.  I'll answer whatever questions you have to the best of my ability, but I'm apparently an idiot so I may not know how to find what you're asking me for and anyway I'm assuming this'll be as simple as a few clicks or keystrokes.  I really appreciate it!!
EDIT:  Whoever closed this question, the link provided uses v2.70 and I'm using 2.80 so everything looks completely different and I'm a complete beginner so I don't know what they're telling me to click!  So it doesn't help me at all!  I'm really frustrated and would appreciate it if you'd tell me how to do that in 2.80!  :^)


texts: How to make cigar (not cigarette) texture?

texts:
I've finished couple of Blender tutorials and jumped into my own first project. Unfortunately I can't find any tutorial/post/guide on how to make a cigar texture. I downloaded some cigar material from net, UV unwrapped it on my cylinder and it looks super bad, anyone got an idea how to get the "desired look"?
My texture so far:

Desired look (right one):


texts: Setting exact scale/dimension on multiple objects as a whole

texts: Is it possible to select multiple objects and apply an exact uniform scaling on them using the Numbers panel? Alternatively, is it possible to set the transform location and dimensions of the selected objects as a whole without having to combine them?


texts: Lately, I've been doing a lot of animation with binary values: things such as changing the visibility of an object, changing the value of a constraint from 0 to 1, etc. The way I'm doing this currently is by, on one frame, keyframing it, then on the next frame, changing the value and adding a new keyframe. But, since there aren't actually any frames in between the keyframes, this seems like a weird way to do it. Is there any better way? Or is this how it's done? Are there any add-ons that make this more elegant?


texts: wrap unwrapped sphere back into a sphere

texts:
So I have this flat/unwrapped Vector print template for a custom soccer/football design.

I want to wrap it back into a sphere in order to preview the design as well as use texture paint on the sphere rather than working on the flat unwrap directly.

What's the best way to do this?

Blend and Vector files: download


texts: i don't even know how I activated this. It's not the circle selection tool "C". It's a circle that appears when im trying to scale de UV Maps.


texts: Can I merge multiple objects into one, while keeping the rig working?

texts:
So I was following this guide of creating a low poly person and rigging it, and as you can see he created a person from multiple cubes and spheres and connected them to one rig manually, by selecting each object and connecting it to a proper bone. That works beautifully and it's simple, intuitive, and fast to me.
Now I wanted to import my model with working rig to Unity, and he also has this guide. The first problem is that he uses a model that is a single object, so I just use Ctrl + J to merge all cubes and spheres into one object, but it breaks the rig completely. Here he uses automatic weights and weight paint, and both of these work terribly in my case. I wouldn't have such a big issue with facts like the forearm actually moving some bits of my legs as well if the weight paint tool wasn't so painful to use for me. I struggle so much to remove every bit of paint anywhere besides where it should be and, even if I succeed, I can never get it to work as it used to while using the first method (like forearm scaling down and leaving the bone while rotating for whatever reason).
Is there any way to somehow merge these objects and keep the skeleton working? I do realize that the rig breaks because references break when I merge the objects, but there's a couple of reasons why I wanted it to be a single object, like changing the center of the whole object to the bottom and make it work so I can animate it with Unity.


texts: How do I transfer grease pencil keyframes to the timeline?

texts:
Hi everyone,
I'm currently trying to make my grease pencil animation move at a constant interpolation on a fixed path. However I noticed that I need to individually keyframe the grease pencil keys onto the timeline for it to work.
Is there a way to automatically keyframe the grease pencil keys onto the timeline? Or have the keyframes built on the timeline automatically when I do my animation work?
Thanks!


texts: UV mapping - multi-texture material shared by multiple meshes

texts:
I am currently working on an import/export plugin for Blender. The problem I have is with UV mapping of textures. Lets say I have two objects using same material. This material has multiple textures. Also every object uses its own UV mapping for textures, so I need to create different UV mapping for every object sharing one material with multiple textures. I tried two ways, but each has some issues:

Creating UV layer for mesh, it works fine for materials with one texture - every objects is using its own UV mapping even when they are sharing single material. But when the material has multiple textures, then all textures for my mesh are using same UV map - which is definitely something I do not want - each texture has to have its own UV map. I can create multiple layers, but only one layer can be active at the time.
Creating UV mapping for every material texture. It works fine for materials used by single mesh - every texture of material has different UV mapping, which is fine. But when I have more meshes sharing single material, then all meshes are using same UV map - again, its something I do not want.

I also want to keep single material - do not want to duplicate it. Is there any way how to achieve this (like create multiple UV layers for every mesh, assign each layer to one texture and activate them all)?


texts: Started about 2 weeks ago with 3D modeling and just finished creating this spartan styled helmet for my characters in Unity. When imported and looking at the face of the helmet, you can see the sky from the backside of the helmet, making the helmet look like it has a hole on the backside. I took pictures of both to show there is no hole on the backside and to show the sky coming through the mask. If any additional information is needed to help answer the question, let me know.


texts: Why does rotating an object on its axes in a different order result in a different final rotation?

texts:
As in the first GIF below, the result of rotating X first and Y rotating is different from rotating Y first and rotating X.
And like the second GIF, the result of rotating the Z of two objects first, then rotating X first, then rotating Y, and rotating Y first and rotating X are different.
Obviously, although the X, Y, and Z values of the object are the same, what causes the rotation result to be different depending on the rotation order? Is there a workaround?


texts: Which video format should I use to render out 2d animation

texts:
Ok so I'm trying to make 2d animation, but when it comes to rendering I don't know what format should I use, it will be no longer than 5 minutes and probably will be distributed online let's say it will be youtube, resolution is 1920x1080, fps will probably be 25, but maybe it'll be lower.
So what format should I choose to get good looking colors and shapes that don't weights too much?
Is any detailed guide on this topic? Oh and yes it will contain music/sound.
P.S. yes i know about first rendering every frame as .png as I can pause rendering at any time and I don't have to go from start in case of crushing, I'll pass that since it may weight too much.


texts:
I recently had the problem of having to mask (rotoscope) some footage in the movie clip editor and render out some elements to put in there.
For rendering those 3D elements, I wanted to use the filmic preset, but this gave me the problem that my masks when used in the compositor via the Input - Mask node weren't #FFFFFF anymore (as set in the mask editor), but a darker shade of white, which makes them a tad transparent.
Is there a way to prevent this (except turning their brightness up again via more nodes)?


texts: How to make a race track join to terrain

texts:
I'm making a racing game. I am able to make a track with kerbs easily:

I can create this road with an array and curve modifer, however I'm struggling to join it flush with/add surrounding terrain so my car doesn't just drive off the edge. I dont just want the road to be perfectly flat, I want there to be hills and terrain etc.

I have tried just filling in the gaps but that takes ages and I cant do it in a nice way. I also tried cutting a track sized hole in a plane with boolean, but I cant get it to work. Any help or methods to do this would be great!


texts: Reset weight paint brushes to default values?

texts: Unknowingly I've been changing the default values of the Weight Painting brushes. I would like to restore the default values. Is there way to do this?


texts: Does PCIe speed and number of lanes affect render times?

texts:
For example:
Would a let's say 1080ti connected through a PCIe 2.0 x1 lane perform worse than a 1080ti connected to a PCIe 3.0 x8 lane? It's the same graphics card, it's just that the Bandwidth is smaller.
Or what would be the bare minimum bandwidth for a GPU to render at it's full potential?


texts: Why is my rendered animation different to what I see in the 3D view?

texts:
I’m fairly new to Blender, although I’ve managed to put together some simple animations.

I’ve made a simple ‘fruit machine’ with three wheels. Everything plays as expected in the 3D view, but when I render (whether to a sequence of .png images, or to a video) I’m getting a different result. The animation lasts for 600 frames. Everything starts off fine, but at frame 450 (for example) the rendered image is different (in the way that the second wheel is rotated) from what I see in the 3d view when I scrub the timeline.

In the 3d view, I have ‘render only’ set in the display menu.

Is there something obvious I should be checking? I can post the .blend, if someone would take a look.

(Cycles, in v2.77)


texts: trouble with adding a logo on a material

texts: I have issues to put a logo on a surface that already has a material and it make a pink color that blend with the transparency but on the right on the preview we can see the résulte that i want. It's only for one face of the 6 so i duplicate the material for one face and and the image on the new material, add the image on the uv editor and unwarp the face.


texts: I'm making a gun and one of the parts to it is not subsurf dividing correctly and creates this atrocity is there any way i can fix this? yes, i have tried loopcuts


texts: How to keep Workspaces in Blender 2.80 when opening previous version of blender's files?

texts:
i'd like to use the bmps file from previous version of blender, in blender 2.80 as latest version.

but, when it's opened, blender 2.80 lost every interface layout it usually has. especially those new workspaces as tabs on top of the screen.

is there a way to keep blender 2.80's interface layout -especially the workspaces- whenever we open previous version of blender files?


texts: Can object data be transfered or linked while maintaining the origin of the target object?

texts: I'm trying to copy or link object data from a source object to a target object but maintain the origin position of the target.  I can't figure it out...is this possible?


texts: How to subtract smaller face from a bigger face in edit mode?

texts: I want to have the middle circle empty. It should be as a bike wheel.


texts: What's the best way to make a long, hollow cylinder composed of filigree?

texts:
I'd like to make a pen composed of wavy filigree, similar to overlapping vines with hollow spaces between the "vines." The overlapping of vines holds the cylindrical shape. How would we go about making that?

I am new to Blender and don't know what Tags to add to this question.

Here is an example of filigree used on a ring:


texts: How to set different colors to each side of plane

texts:
I'm making an animation of origami.

animation test

It's not easy to understand overlapping portions.

I wanna set different colors to each side of paper.


texts: how to mix procedural textures for a natural waves of sand displacement effect?

texts:
I want to achieve a nice wave procedural texture in order to get a realistic sand displacement effect. here is my current set up

but I want to waves mix more randomly in order to give brunchy like look as shown below

I made two slightly different located wave texture and tried to mix them with a suitable mixRGB node, however I couldn't manage to find a correct solution, all I cannot get a good result but only like below

EDIT: I have played around a little bit more with the mixing option, I still couldn't figure out branching though

(thanks to for the video which made me started work on it )


texts: Sometimes Menu expansion for each tool in tool menu won't expand

texts: I'm trying to select other extrude tools but it won't open the sub menus even if I just spam left or right clicks.


texts: When moving a selected vertx the whole cube moves

texts: I'm trying to model a dino, but when I try to move a selected vertex the whole cube moves.


texts:
I was using Blender with Maya configuration preset and it worked great for me, but since in 99% of Blender tutorials people are teaching using default configuration preset I've decided to switch on it.

I've bumped into a few annoying things:

Using Maya preset I could press the F key to focus on the selected item/vertex/face and zoom, pan, rotate around it. In Blender preset it's almost the same with the Del key, but I can zoom only using mouse wheel (which is extremely uncomfortably for me), if I use Ctrl+MMB zoom, the focus resets.
Sometimes I can't even zoom or pan properly, it starts behaving very slow so I have to refocus with the F on the different objects to reset this bug or whatever this is.

Is there a preset or an addon to make Blender behave like Cinema 4D. In Cinema 4D the focused object/vertex/face is always the one mouse is pointed at.


texts:
I am trying to rename some actions in my scene, but the only way I have found is to go to the Blender file in the outliner and modify it there. This is unconvenience because if you have thousands of animations, its not clear to know which one is each.

If I select an object with an animation and I can see the action in the dopesheet or in the graph editor, what should I do to change the name of the action in Blender 2.8?


texts: I have an .obj I want to export as a .mesh to use in Ogre3D, but I can't find how to do it. I downloaded an addon to add an option for OGRE Exporter, but the final file doesn't work with Ogre. It's a .mesh.xml and I need a .mesh only. Of course renaming the file extension doesn't work.


texts: How to remove background on plane with PNG as texture

texts: In a simple sequence Im creating, the camera pans around a scene with St Basil's Cathedral in the center. i used a PNG of it to set everything up but i noticed that it wasn't there on the render. so i made a plane and added the PNG as as the texture in the shading menu. the problem is that now it isn't a PNG its a square with a black background. i have no idea how to get rid of it. i tried using the knife tool but when i connected the paths it just dissapeared and nothing happened. i really need help since i cant seem to find any solutions anywhere.


texts: Tie camera location/view to texture appearance?

texts:
my last question was too difficult so this hopefully this will be easier to answer :p
Is there a way to use a camera view or location data to determine whether or not a color/texture appears?

I plan to use a node equation that takes a blue color channel, and the higher the blue value, the easier the texture would show.

My end result would be looking like this, except the bright areas would be moved my the camera/view, rather than light rotation.
https://imgur.com/a/UL8ovqs
The setup is easy to replicate so I don't see the need for a .blend file, you could just texture paint certain parts of a sphere or cube blue to get the same result.
I hope this isn't too complicated since I have a tendency to ramble in my questions, I'd be grateful for any help!


texts: Combining Translucent and Volume Shaders

texts: I would just like to know why when using both a translucent shader and a volume absorption shader the volume absorption shader will darken and color the look of the translucent shader. I understand it has something to do with the way the translucent shader works, but I would really like to understand exactly why this happens.


texts:
In Sculpt mode, I need to fix Adding/Substracting of the object to a minimum/maximum depth, that I've predetermined. I need the whole mesh to be smooth, as if I used normal brush but with a Layer, prohibiting me from adding or substrancting furthermore.

I've tried to:

1) Use Layer Brush:
I've set the Persistent Base to the desired range, but it doesn't do the trick because a new stroke resets the depth and paints on top of the previous stroke. There are smoothing problems as well - at the edge of the brush, where Layer ends.

2) Use Mask Brush:

I've applied Solidify modifier (without the rim), then temporary hidden the outer shell and Masked the inner shell in Sculpt mode.

The Object (with revealed outer shell) can not be substract under the masked depth, but with the radius of the brush as a minimum depth level (outer shell still penetrates the mask).

Also, this method does not allow me to set a maximum depth level.

3) Is there a way to use a solidified mesh with Mesh Analysis to check dynamically if adding/substracting of the outer shell is out of a thickness range and then mask the vertices to lock them in position?

Any ideas how to improve the methods I used? A better method in mind?

Any help would be greatly appreciated.


texts: I want to know how the mix function works in the mix rgb code

texts:
void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
  fac = clamp(fac, 0.0, 1.0);
  outcol = **mix**(col1, col2, fac);
  outcol.a = col1.a;
}

I want to know how the mix works in the code above.
I think it's a function, but I can't find where it is.
I think blender is mixing by adjusting col1, col2, and fac value, but I want to know the detailed logic.
void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
  fac = **clamp**(fac, 0.0, 1.0);
  outcol = mix(col1, col1 * col2, fac);
  outcol.a = col1.a;
}

I want to know how the clamp function works in the code above.


texts: why doesnt my render look like my preview render

texts:
I want the left one as my final render.

The left render is how i see it in preview with scene world turned off, but the right is what i get on my final render and when i enable scene world, i know its about HDR but i don't know how to fix it.

My guess is that the final render has scene world active by default. And i don't know if i should change that or i just messed up in my scene.

I have a portal and a spot lamp, disabled the volume scatter in the world because i think it affected the HDR, so i don't know what to do now.

im really new to blender.

as requested:


texts: Normal map seams/blocky shadows in Cycles renders

texts:
So i was rendering models from games in Cycles and in some cases the shading looks terrible, shadows are very blocky and there are visible normal map seams. I increased the size of the lamp and tried different lamp types but it had no effect. Adding geometry isn't an option because a subsurf-modifier would cause undesirable deformations in some places. The model came with normal, specular, bump and glow maps which are currently plugged in the Principled shader; shading is set to smooth. Can this problem be fixed or is Cycles not suitable for assets like this?

Example:

Edit: node-setup:


texts:
I am trying to mirror a bezier using the mirror modifier. I would like to then make the original and mirrored bezier join/merge as one continuous curve with one direction. I then want to continue adding to the last control point of the mirrored (joined) curve.
Is this possible?

I have done the above in a different way, i.e not using the mirror modifier at all but duplicating the original Bezier, then flipping the duplicate, then joining, etc, but I wonder if I could do it more effectively using the mirror modifier.

Thanks.

Following from the above question, what I wanted to be able to do with the "mirror modifier" is shown in the sample below, i.e. just mirror parts of the curve, not all the curve.

I guess that for this purpose the quickest way is how I've done it, i.e. selecting the part of the curve that I want to mirror, in this sample, the top part, duplicate it, go to Curve--> Mirror and then Segments--> Switch direction, and then just continue adding to the end of the curve as normal.


texts:
I've applied smooth shading and auto smooth to this sphere shape, and when I apply the subsurface modifier I'm getting artefacts on top of the sphere. Ive tried adding loop cuts, and also deleted the top faces and did a grid fill but only made it worse. How can I fix the sphere not to have that weird pinching on the top?

Thank you.


texts: How to obtain a simple and effective rendering without having to create a complex material?

texts:
Here is my problem, I would like to be able to render a scene without having to tamper with the material nodes each time. These days, as I decided to focus only on learning modeling, when I create an object I don't necessarily think about the material in which it would be made. Suddenly, when the time comes to texture and adjust the parameters of the materials, I am completely lost. And in the end, I end up using a single solid material which does not necessarily highlight my model.
Maybe it is me who is wrong to neglect the stage of choosing the materials before I start modeling, but I have seen in many places that it is possible to do otherwise. You see, when a professional artist, or an experienced amateur artist just wants to share with his friends, his family, his viewers or other people are the latest project but this one is not finished, he publishes a WIP (Work in progress) .
What is interesting with some WIP renderings is that they may not be completely textured, for example because the model material (s) have not yet been created, but still look cool.
This is what I want to get, a WIP style rendering. Not only that, it keeps me from having to create a complex material without having a clear idea from the start. But also, I can enjoy the benefits of rendering, such as the effects created by normal or displacement maps, and the effects of all the maps that modify or deform the mesh. Not the one that affects the color of the object.
Basically, I wish I could do like when we learn the basics of drawing. First, the learning of perspective and the decomposition of complex forms into simple forms. Then learn to represent the values of a drawing. Finally learn how to use colors.
I would say that modeling would be comparable to learning perspective and all that is related, and by extension, to learning line drawing. And that learning values would be what I want to do, just rendering with grayscale shading. A black and white drawing.
I also wonder, if it would not be possible to do that with the workbench renderer and the light studio options? Now, is it possible to save on a support a rendering made with the rendering engine of the viewport 3D, that I don't know ?
Ah too, here are some 3D renderings from another artist that illustrates what I want to do, I only post the link as a credit, instead of downloading it to my computer and posting it :
https://skfb.ly/6TtNX
https://skfb.ly/6TCZD (It is the same model as the sketchfav viewer on above I put it here in case it would not work)

        Tim Curry WIP 9
        by mathewdc
        on Sketchfab

Edit : my problem does not only apply to a collection of objects but also to a single object. A clay style rendering would correspond a little better to what I am looking to do. As in traditional modeling, a model / object has not yet been painted. The matcap could also be interesting, provided you find a way to make it.


texts:
I am making a tutorial for billard and i am trying to make an animation showing the path a ball will take. Over my 3D model i have imported a picture of the line i want to animate. My question is, how do i efficiently draw and animate this line? I just want the line to be flat and smooth. Current attempts include making a path or Bezier curve and then use the bevel feature, but here I am not sure how to avoid the line curving because it automatically interpolates between points, and when i find a workaround the corners just looks odd. Also, the bevel feature does not seem to allow me to make a flat line, but instead a cylinder, which i then had to press flat, which might be why the corners look odd.

The lines i want to draw

The corners i think looks odd

How it looks currently


texts: How do you access the object that a PointerProperty points to?

texts:
I have created a PointerProperty so that I can specify a target object that I want a my script to act on, but I can't seem to find any information about how to actually use the pointer property once I have it.
I have created the property in the register() function:
bpy.types.Scene.targetObject = PointerProperty(type=bpy.types.Object)

And I'm drawing it successfully in my tool's control panel:

But how do I actually operate on the selected object? ie:
# throws error "AttributeError: 'tuple' object has no attribute 'name'
print(bpy.types.Scene.targetObject.name)


texts:
I have a pipe-like mesh that I need to unwrap so that it'll accept a brick texture. The sides of the pipe are easy. My problem is trying to figure out a way to unwrap the ends so that I can have a single row of brick texture continue around radially.

Okay, not an easy thing to say with words. How about a picture...

I used the grease pencil to give an idea of how the desired unwrap will look.

Thanks for any and all suggestions.


texts: How do I combine an animation with two different fps'?

texts:
I have two separate motion capture fbx's, one being the body which is 100 fps and the face being 24 fps. I just brought the both of them to blender 2.9 however since they both are two separate fps' and I'm trying to combine them to one character I don't know how to do so without one being faster or slower.
I did some research beforehand and was fiddling around with the time remapping but it didn't do any good since the body and head just animated at different fps. I wish to get my head motion capture data to be at the same speed as my body motion capture which is 100fps. Can somebody help?
Thank you.
Update: I did what was suggested by scaling the x axis of the face motion capture in the graph editor and reducing  it by 0.24. My results where that the face animation went faster when the fps was set to 100fps which is the opposite of what I need it to do. I'm going to test out the inverse of what I input and see if it will fix the issue
Update 2: I rescaled the body animation so that it is at the same speed as the face animation by reducing it by 0.24. When I change the overall animation fps to 24fps then both the animations move at the same speed. However since I want both the animations to be at 100 fps I switched the frame rate back to 100 fps and I am trying to figure out how to remap 24fps to 100 fps in the time remapping.


texts:
Good day to all. I use Blender 2.79, and I had just finished sculpting some details on a face. So, I decided to view how my (blender) face would look in rendered mode. But, when I switched to rendered mode, it only displayed a plain UV Sphere!

Sculpt Mode
Rendered Preview Mode

Thank you to all!!!


texts: Insert Animation Keyframe works, but messes up all other Actions

texts:
I've written a small script as follows:

Requirements

Manual Part:
I manually select a specific Action in Dopesheet -> Action Editor. (Note that these actions will have only two keyframes, at 1 and at 50, with identical poses).

After this I manually select specific bones to which the script below should apply.

Script Part:
Then run the script to do the following:

Loop through all keyframes and add small random rotations to all the
bones I've selected in the manual part.
Insert new keyframes which contain these random rotations

Actual Script:

import bpy
import random
import math

# User Settings
keyframe_insert_interval = 5
rand_rotation_deg_max = 0.25

# Get scene stuff
c = bpy.context
s = c.scene

# Get frames start and end
frame_start = s.frame_start
frame_end = s.frame_end
bones_to_rotate = c.selected_pose_bones

for i in range(frame_start + keyframe_insert_interval, frame_end, keyframe_insert_interval):
s.frame_current = i

    # Iterate through all bones
    for j in range(0, len(bones_to_rotate)):
        # Current Bone
        bone_curr = bones_to_rotate[j]

        # Set rotation mode
        bone_curr.rotation_mode = 'XYZ'

        # Get next random rotation add
        new_rand_x = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)
        new_rand_y = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)
        new_rand_z = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)

        # Placeholder - might want to add some other randomness ,so creating vars
        new_x = new_rand_x
        new_y = new_rand_y
        new_z = new_rand_z

        # Rotate
        bone_curr.rotation_euler.rotate_axis('X', math.radians(new_x))
        bone_curr.rotation_euler.rotate_axis('Y', math.radians(new_y))
        bone_curr.rotation_euler.rotate_axis('Z', math.radians(new_z))

        # Tried all of these, none seem to work correctly
        #bpy.data.actions[6].keyframe_insert(data_path="rotation_euler",frame=i)
        bone_curr.keyframe_insert(data_path="rotation_euler",frame=i)
        #bpy.ops.anim.keyframe_insert(type='LocRotScale')

Problem

The script works perfectly on the currently selected Action, but it messes up all the other actions. For some reason it applies the random rotations to all the other (unselected) Actions as well.

I'm sure I'm doing something systematically wrong, but cannot figure out what it is, and some help would be greatly appreciated!

Thanks very much,
staticvoidlol


texts: How to find an action that is visible in NLA editor but can't be found in Action Editor? Especiallly when Linked across files

texts:
I can find and access an action in the NLA editor but I can not find it in the Action Editor. My goal is to use the action in another file via linking but don't know how to.

The animation is basically keyed UV positions using AnimAll addon. Just a simple scrolling of UV's along X pos.

The first fishy thing is that I never could find it in the action editor, but I did use the dope sheet and graph editor on the keys.

In the NLA editor, the track shows up under the object's name (but I suspect the action is stored under the object's DATA, not the object directly, in this case?)

So I used the "Push Down" Arrows to use the action track, scale and repeat it as I wanted.

But when linking the whole mesh parented to an armature, as a group link (I also proxied the armature in the final file), the action is unsurprisingly invisible, and the NLA track is not showing the action too. I appended the action separately too.

If was able to add my object into the NLA editor, but it still isn't possible to access its NLA animation using shift+A in the NLA Editor... There's an error I don't know how to work around.

It exists in the outliner...
I just can not find it in any other window

This could possibly be a question completely about linking and appending, and also armatures and groups. Even though it's about an animation on a mesh's UV data...
Sorry, I just don't know what's causing the issue..


texts:
I know how it works in Autodesk Maya but I prefer Blender more. The problem is that in Graph Editor animations curves are not Bezier curves and it's not handy to use for animation. This way I can't handle the animation curves completely as in Maya. Here is example. https://www.youtube.com/watch?v=RGuHdP_b3sk
Can you add Bezier curves in Graph Editor?


texts: I saved a project, opened it later (solely using video editor, just compiling videos) and it does nothing. It plays, but no sound or video, but when I enter something new into it then it works. Also, how do I save my video as mp4?


texts: Let a gradient follow the topography of the mesh

texts:
I know how to apply a simple linear/radial gradient to a mesh but what if I want more control over the gradient, let's say I want it to follow certain regions of a mesh? I posted two examples of what I mean:

Here a linear/radial gradient probably won't give me the desired results. Can I somehow paint a gradient manually or is there a more convenient method?


texts: Problems with object orientation and angled array

texts:
I need my glass panels to stick to the metal frame of my building. The axes are set to global and I've tried CTRL+A and CTRL + ALT + SPACE but nothing works.

I need my Y arrow to be perpendicular with the object and the X arrow parallel so that the glass panels array in a straight line without having to change other values in the relative offset setting


texts:
I'm trying to make a long plane or similar to follow path, but the result does not look like I expected. Only the middle face is following path.

My idea is of course to have the full plane to follow the path. Any ideas from where I should try to looking for the solution? I wonder shall I try to use cloths modifier somehow.


texts: Detecting misconfigured rotation and scale parameters in textured meshes

texts:
I'll preface this by stating that I'm a developer and not a 3D artist, and am still getting my feet wet with 3D modeling, Blender, etc. I have written some software that generates textured mesh models (OBJ/MTL files) for me, and I can then import them into Blender and view them.

One such model can be found here - if you're interested!.

The problem is, in each case, when I import the OBJ file into Blender, there's always two issues that require manual correcting:

The model is extremely tiny and I need to zoom way in on it; and
The model is never rotated/oriented right-side up, and I always need to play around with it so that I can have it oriented correctly (and by "correctly", I mean right-side up and front-facing)

For example, let's take the model I linked to just above. When I first import it into Blender, this is what I see:

But after zooming in on it and rotating it manually, it becomes:

So my theory (but please correct me if I'm wrong!!!) is that my software is either not configured right, or has a bug in it, and is not storing "orientation parameters" (scale, rotation, etc.) in the OBJ file (or any of its constituent files) correctly. And, because these parameters are incorrect, when Blender goes to import the model, it displays the model correctly - according to the incorrect parameters!

So, my question:

Is this theory plausible, and how could I tell? I'm not familiar with OBJ models/files, but perhaps there's a way to inspect their contents (in Blender or from some OBJ data reader/tool) and see what these 'orientation parameters' are incorrectly set to?

Perhaps I can import a model into Blender and see what its default 'orientation parameters' are, then manually correct them, view what its new 'orientation parameters' are, and then use their difference to figure out what needs to change in my software?

The desired end result would be able to run my software, generate a model (OBJ + MTL files, etc.), import them into Blender and have them displayed correctly (again, right-side up and front-facing) without the need for manual correction. And if my theory is correct then I need to tweak something in my software to write accurate 'orientation parameters' to one of these files. I'm just not sure which file nor which parameters. Can anyone help steer me in the right direction here?


texts:
I'm trying to make an object that would keep some of the edges sharp, but it's causing a weird shading on the corners. How do I fix that, if I want to keep the bottom, the top and the side sharp (they're all marked).

I'm using the bevel modifier with limit method selected as weight. I tried to increase the segment count, recalculate normals. When I put a ngon here the problem got solved though. How do I fix that if I don't want any ngons in the mesh?

Thanks!


texts: Texture based on height, how to unwrap properly?

texts:
I am trying to wrap a texture around a rock with many edges, and want it to look like you can see layers of rock. I get pretty close to what I want when I unwrap using cylindrical projection, but the UVs are very distorted. As you can see on the picture, it is very impractical to work with that.
Any tips on how to approach this? Thanks


texts: Resetting my transforms but I can't do an even bevel

texts:
I'm having some basic problems with bevels. Or rather with resetting the scale of my object.

To recreate my problem.

Create  abox
scale it in x:10, and z 0.1
ctrl+A choose apply scale to deltas
select long edge on the mesh and ctrl+b to bevel. Bevel is not even.

What am I doing wrong?


texts:
I'm trying to create this image in Blender:

My first thought was:

rotscale animation
adjust the curves in the graph editor (the rotation step is smaller at the outside vs )
dupliframe

I see dupliframe got dropped in 2.8 though. Is there an alternative that would work in Blender 2.8?

I've been trying to achieve it with an array modifier using object offset for rotation and scale. This doesn't work though because of the need to vary the rotation step

I've also been trying to adapt this answer, but so far unsuccessful.


texts: What is pin goal strength for Hair Dynamics?

texts: I thought for sure if I searched I'd see a description, but i don't see one so I thought i'd ask, for common answer vs a technical definition.  Thanks


texts: I have just a normal bezier curve. And i have sub divide once. I want to extrude the sub divide vertex. Like the branch. But when i extrude the handle is remove and when i extruded from the handle it is extruded good way. I just want to make the branch type.


texts: Align camera to view precisely and automatically, without manual fiddling

texts:
I know there is a ton of questions and answers about this topic, but none answers my question sufficiently.

Let's say I have a viewport view that I want to render in Cycles. Pressing ALT CTRL Numpad 0 aligns the camera to this view, but it does not solve the whole problem. The thing is, I want PRECISELY this view on the render, preferably in one click, without manually moving the camera back-and-forth, changing sensor sizes etc. fiddling that will remove the unwanted border that appears and blocks the viewport partially. This whole activity wastes a lot of precious time especially if you do this 10 times a day.

What this dream action should do:

match the render resolution (proportions) to the resolution of the current view (can the resolution of current view be read by a Python script?)
make the entire view the camera view, without any borders, passe-partout etc. by automatically maneuvering sensor sizes etc. whatever is necessary to make it exactly the same view, the same camera lens angle.

Is it possible to write such a script that would do it all in one click?


texts: Node Menu in Lamp Settings linking keyframes of multiple objects

texts:
I have a scene that has some lamps that are animated with keyframes they were each created individually and follow separate curves I was trying to save time when i decided to change the size of all 12 lamps at once so I selected them and linked Object Data and adjusted the lamp size i then made the lamps single user.

I've made local, I've made data single user, I've made object animation single user, I've tried everything

The objects are not linked. Changing the emission strength only affects the single selected lamp adding a keyframe to the emission strength however adds keyframes on 6 other lamps and they all snap to that brightness.

Weird thing to me is, i can individually keyframe other settings (such as transform) and it only adds keyframe to selected lamp, but when keyframing the emission strength or color it adds it to all of them, but only adds for the selected when adding keyframe to other settings like lamp size

So only the Node section of the lamp settings seemed to be linked, and nothing else


texts: Play a sound triggered from emitting a particle

texts:
I have a spaceship and it has a particle system for firing lasers. I am wondering if there is a way to play a sound when it emits a particle.

I have tried grouping the particle with the speaker and emitting the whole group but that doesn't work. I don't know if it should or if I am doing something wrong.


texts: I want to make animations, is Blender the right program for me?

texts:
I want to create a short 3D animation series. I found out about source filmmaker but as time goes on I am starting to look elsewhere.

It will be a simple male character, holding a monologue behind a desk. I would want to save certain gestures for use later — for example, once I get a few different goodbye waves, I might not need to create another and being able to recall or save old gestures would be great. It also would be the same scene (sitting behind a desk).

I started off with using source filmmaker, but as I learn more about it I realize I will be using custom stuff anyway and it might be smarter in the long run to start with something like Blender instead.

As you can tell I'm totally new and realize that it will take months before I am ready, but I figure I'll ask as I want to make sure I'm heading in the right direction.


texts: Because I wanted to know effect of options of world tab in properties editor, I set each color option as green, red, blue. Rendering image showed me only 'surface' option being meaningful. I want to know where I can see red(volume) and blue(viewport display) color.


texts:
The title may confuse some, but I ask, Do all the little parts of the mesh have to be linked? as in, my model consists of many shapes that would be a bit tedious/hard to connect. like multiple un-linked cubes that simply clip into each other. They're all the same object, but they're not Linked.

I ask this because A lot of the tutorials I find just give enough information on the modeling process to interest potential customers.

I also see a lot of other people make (presumably) rigged characters while doing this.

I plan on putting this character into the Unreal engine, so... anything?

down below is a better example.


texts: Issues with the Boolean Modifier on Blender 2.83

texts: I'm trying to make a window on a wall, and i choose the boolean mod, my window (cube) doesn't appear when i try to choose it in the Objects, to i use the copy tool next to where you choose the object, and i tap on my window cube, and it says "failed to set Value" The value is currently at Default (0.000001) any tips? Also I just stared Blender 2 days ago, so a bit of a Newbie, have been following video tutorials but none of them explain any issues like this.


texts: UV's Changing from square to rectangular texture

texts: I want to maintain the number of pixels the UV map covers. so I used smart project and unwrapped a 20 foot cube onto the default 256 space. Then I want to open a bigger rectangular texture and move the UV's to were I actually want them mapped, but I want the UV map to stay the same size (number of pixels) and not occupy the whole texture. Can I 'freeze' or 'lock' the map so it does not resize?


texts: How to modify mesh after import in Blender using Python?

texts:
I am using Python to import a specific mesh in Blender, mesh that I want to modify after import using some sliders I have defined. So I have the defined the following function for the import:

import bpy, math, bmesh

def addGlasses(context, r):
    # import glasses object
    bpy.ops.import_scene.obj(filepath="myMesh.obj", axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl")

    # select the imported object so it has a location
    ob = bpy.context.selected_objects[0]

    return ob

and then I have defined the user interface for the imported object:

#
#    User interface
#

from bpy.props import *

class MESH_OT_glasses_add(bpy.types.Operator):
   bl_idname = "mesh.glasses_add"
   bl_label = "Add glasses"
   bl_options = {'REGISTER', 'UNDO'}

   radius = FloatProperty(name="First parameter", default=1.0, min=0.01, max=100.0)

   location = FloatVectorProperty(name="Location")
   rotation = FloatVectorProperty(name="Rotation")
   # Note: rotation in radians!

   def execute(self, context):
      ob = addGlasses(context, self.radius)
      ob.location = self.location
      ob.rotation_euler = self.rotation

    return {'FINISHED'}

So I can move and rotate the object as I wish with the sliders "Location" and "Rotation" but I want also to modify some specific parts of my mesh. Practically, radius is a slider for my mesh that appears when the mesh is imported and I would like to use it's value to stretch some specific vertices for the mesh (I know which ones they are).
Is there a way to do that? Because I can't even select a single vertex after import.


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Let's say there's 2 rendering image A and B from same scene and same camera, how can I do this by compositor or script?

compare image A and B
turn the same part into an alpha and export to image C

I mark the boundary with a line for easy understanding, the real image don't have the boundary line.  Image C's boundary is same to the image B' (crop B's blank area)

It might be too complicated to understand, let me know if you had any question.


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I am currently trying to make VRChat models using MMD bases. I molded a shirt to the model and added a texture but whenever I open it up in my actual model file it has no textures, it just shows up as orange. Im using the "blender render" rending mode because thats how the mmd models seem to come. Any help is appreciated  thank you very much.

Also I know how to use the append feature but I am not sure if I am using it properly, is there a way to keep textures when appending one model into another?