texts: Can't see scopes, "Waveform, Histogram" no graphs there

texts: I must be doing something wrong, but by no means I´m able to se the scopes “histogram, waveform, etc…” They are blank, clear. Using the 2.8 Beta, any ideas?


texts:
I installed Blender for the first time and when I tried to open it a blank CMD opened, a white Blender window popped up and everything closed immediately.

I checked almost every problem on this site and developer site but nothing solved my problem.

My drivers are updated (also have the C++ redistributable 2013)
Strangely, when I installed Blender, it didn't create a folder in %appdata%/Roaming (only in Program Files).
I tried to install it using both the .msi and .zip with no success. And have uninstalled it three times.

I don't know what to do I have no further details about the program or the error I'm a newbie.

Here's My Pc Specs:

                 BIOS: BIOS Date: 03/27/18 16:06:01 Ver: 05.0000C (type: BIOS)
            Processor: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 CPUs), ~2.8GHz
               Memory: 8192MB RAM
  Available OS Memory: 8078MB RAM
      DirectX Version: DirectX 12
      Microsoft Graphics Hybrid: Supported
      DxDiag Version: 10.00.17134.0001 64bit Unicode

                  Card name: Intel(R) HD Graphics 630
    Manufacturer: Intel Corporation
       Chip type: Intel(R) HD Graphics Family
        DAC type: Internal
  Display Memory: 4166 MB
Dedicated Memory: 128 MB
   Shared Memory: 4038 MB
    Current Mode: 1920 x 1080 (32 bit) (60Hz)

                  Card name: NVIDIA GeForce GTX 1050
    Manufacturer: NVIDIA
       Chip type: GeForce GTX 1050
        DAC type: Integrated RAMDAC
     Device Type: Full Device
  Display Memory: 8057 MB
Dedicated Memory: 4019 MB
   Shared Memory: 4038 MB


texts: Trying to place an object from cordinates on txt file

texts: I am trying to place an object to coordinates on textfile using blender python. How do I do this?


texts: So I was watching this tutorial on how to make a lightsaber (https://www.youtube.com/watch?v=xxMI4aT4FQQ), and at time 16:12, he asks to parent the bone and the mesh, like he says, I hold shift and then I select the mesh, then the bone, and then press ctrl+p to parent, I then press parent with envelope weights, like he said... I do that, then i play it,and then only the bottom is moving and pivoting and following with the motion tracking... Could someone help please?


texts:
So guys here is the problem. I add a material to a mesh, then I feel like I don't want that. How can I delete it? Even when I am deleting it, it's still there after reopening in the drop down list of materials. Now the thing is it says that it has 3 users although i can't see any. Please do help me I am attaching the file as well.

Link to file : https://gofile.io/?c=VltNPo


texts: Where did newtonian size setting go in 2.79a

texts:
I am sure that beside Mass there used to be a particle size and size random setting here in previous versions of blender, but on 2.79a, I can't seem to find it?

Did I accidentally change a setting somewhere that turned it off  or did they remove it?

I know that I can use the Normal setting under velocity to control the size, but I am not sure how I can make the size random without randomizing the rotation also.


texts: How to get indicative value of the brightness of an image in python?

texts:
Is there a way to obtain an indicative value of the brightness of an image?
I am aware that I can get all the pixels of that image with:

myImage = bpy.data.images['My_image']
pxl = (myImage.pixels)

I get a list that should contain the above values (I hope I am not wrong about this):

pxl[0]# is a R value
pxl[1]# is a G value
pxl[2]# is a B value
pxl[3]# is a Alpha value
pxl[4]# is a R value
... etc.

I was thinking that I could average between r, g, b to get a value consistent with brightness, where (theoretically but I'm not sure) the higher than average value should equal a brighter image.

Now the problems are 2:

Traveling to a list of pixels of a 4K image is truly an operation
that takes too long in a for loop.
I don't really know how to approach this and the PIL / Image module
does not exist in the default blender and I'm not going to install
it.

Would anyone know how to direct me to a trick to get a reliable value to average the brightness of an image?

I was also thinking of traveling or taking only a certain portion of the image, in order to speed up the process, I could also think of taking 1 pixel every 4 or even just an area of 1024x1024 that is 1/4 of an image.
But I have no idea how to do it

Edit:

So I managed to make an approximate average of the RGB pixels:

img =bpy.data.images['My image']
result = (mean(img.pixels[:][0::4]) + mean(img.pixels[:][1::4]) + mean(img.pixels[:][2::4]))/3

Even if I don't know the order of these pixels, if they start at the top left or bottom

This seems to work well and the time is around 4 seconds on a 4K image, but I have ryzen 7 3700x in use and this processor is quite fast, so I think this is still slow.
So I'm thinking, in what order are the pixels in the list, I would like to analyze the image in portions. For example:

How to analyze only portion 1 (or 2) of an image?

Edit 2:
So, i found out and if i'm not mistaken, this: img.pixels[len(img.pixels)//2:] returns part 1 of the second image and this: img.pixels[:len(img.pixels)//2] part 2 of the second image

I did a test with an image as top black and bottom white and the order seems to match


texts: Render result does not appear when file is reopened

texts: I can't find the rendered image result. The render work perfectly but when I reopen the file there is only a blank grey screen. This has not happended before.Please help.


texts: How to translate objects away from an empty?

texts:
Is there a way to simultaneously translate objects away from predefined object, so basically all objects will move away from it in radial fashion?

So, let's say we have an empty in the middle, and some cubes around it. I would like to move the cubes away from the empty, just like in an explosion. I don't want to use particles and force field, but controlled, keyframed animation.

I tried to parent all cubes to the empty, but the only thing I can do is to scale or rotate the objects.


texts: Struggling to rotate in the correct axis It seems simple but gets strange when I keyframe

texts:
I bought a model and I have separated the blade and now I wish to animate it! Problem is when I set it to median point it's sky high. I played around with a few different settings and eventually settled on using the 3D cursor as the point of rotation. When I grab the Gizmo on the Y and rotate it it looks like it's doing exactly what I ned to do however when I Add key frames to this rotation the whole set of blades rotates up into the sky.
Very new to blender so go easy on me if it's obvious!
Appreciate any help!
Thank you


texts: I want to make animation on blender but first i need to see how speed my models in animation. Render is taking very long time and i can't use timeline because fps is very low. this mean i can't understand my models fast moving or slow moving. I want to take o video without render. How can do this?


texts: Blender Rigid Body Simulation freezing in the air

texts: Im working on a lego animation, and in one scene a castle gets broken into lots of peices. when i run the simulation instead of the bricks landing on the ground, they pretend they have a different floor. Does anyone know whats wrong?


texts: Could I make little 'doors' in the water wheel that rotate with the wheel itself, but can also rotate around their own hinge?


texts: Getting an object lined up with the x, y, or z axis again

texts:
I got a model from SketchUp, and imported it into Blender to modify it. It was just half the figure, meant in the end to be mirrored to have it be completed, and when I initially imported it into Blender it was lined up perfectly so that both the nose and tail were nicely aligned at x axis 0.

Through the course of working on it however I must have accidentally rotated it off center. I want to duplicate the left side so that I can mirror it and then merge these two halves, but I need to have that center loop of the figure uniformly on x axis 0. How do I get it squared up again?! See how it's been tilted off center?


texts: I want to put a procedural texture in the background of my image. I set the "World" color to a texture I like, and I would like to change the angle of this texture. How can I do this?


texts: How do I link constraint data between objects?

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

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

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


texts:
First off, I'm a beginner, and started yesterday at the time of writing this. I was working on a project (the donut) and when it was time to switch rendering engines, I switched to Cycles and it worked at first, but when I tried to switch to GPU rendering on my RTX 2070 Super, it reverted back to the look of Evee, but it still said Cycles. I switched back and forth a few times but it was identical no matter what engine I used. I restarted Blender, my PC, and I tried seeing if cycles would work in a fresh project (the cube only), but the same thing happened. I might try a reinstall, but I dont know if it'll work properly if I store the .Blender file elsewhere and reinstall then. Thanks to anyone that can help!
 - A confused beginner


texts:
I want to use Blender for a specific task where the user (not me) is just presented with a limited set of tools and nothing else.

Using the usual possibilities configuring the GUI lead my quite close to my target.

Beside that I want the toolbar only contain my tools/buttons. Editing space_view3d_toolbar.py gave me an empty toolbar which I then populate with my own tools.

However I would like to NOT alter Blenders core files and just use a script registered in my startup.blend which does the cleaning.

So my question is:

How to iterate through the existing Panels (for all modes) on the toolbar and remove them?


texts: how to split a mesh into two and duplicate common faces?

texts: I have this funnel intersecting a cylinder. what is the easiest way to separate the funnel and the cylinder into two meshes keeping the lower half common?


texts:
While trying to render some fire simulation, I noticed my domain's volume is semi-visible.

Does anyone know how I can remove this shadow-like box?

Edit:

Due to the request on trying to add more information on this question, here is my best explanation.

I followed a tutorial on youtube on how to create fire.
When I render the scene, that blackbox appears and I assume it has the dimensions that the smoke takes due to settings, but I might be wrong.

These are the nodes he used (25:25)

My outliner looks like this

And these are the dimensions of my domain

Hope I made myself a bit clearer


texts:
Whenever I try to even open Cycles in Viewport, my Blender program crashes. I currently use the version of the 2. June and it hadnt been working in the versions before.

http://pasteall.org/blend/index.php?id=51882


texts:
Im making bird beak. The head is different and the beak is made with mirror modifier and subsurf modifier. I want to stick the beak to the head. I have used srinkwrap modifier make the vertex group of the corner edges. But did not work. Its having some gap between the beak and the head. Any suggestion or other modifier will work.

Gap between beak and head

When shrink modifier added i cant get the corner edge clean

Reference image sharp edge need this way


texts: Checking if a vertex belongs to a vertex group in python

texts:
I'm trying to check whether or not a vertex belongs to a particular group, I've seen a couple methods, I'm wondering why the following does not move any vertices.

for v in ob.data.vertices:
  if v.groups.find("Group") >= 0:
     v.co[0]=5 + offset

Just to be clear, There is a vertex group with the given name with vertices assigned, but nothing is moved.  Am I using the find method wrong?  Or totally misunderstanding what it's supposed to do?


texts: how can, I make this hole with array modifier?

texts: How can I make this hole shape like this image?


texts: Importing .obj, normals appear randomly flipped

texts:
I am trying to import a .obj model in Blender. The .obj in question can be downloaded from https://poly.google.com/view/9pffFcv7LSm.

When I import the model in Blender, most of its faces look inside out. It's as if normals were randomly flipped. However, when I display the normals overlay, they all point properly outwards.

I've tried triangulating the mesh and/or recalculating normals, but so far nothing has worked.

I've attached a few pictures of the result I'm getting, but you should be able to reproduce with the link above.


texts: I can't understand how to tell geo-nodes to face these bolts outwards. They are propagated on cylinder vertexes, which have no info about vectors (unlike faces).


texts:
the noob I am recently tried to make a tree, and to make the branches, I decided to make a particle system with my leaves on my branch mesh. But I noticed that some of the leaves were floating out of the mesh. After playing around with the particle settings (enabling rotation, setting inittial rotation to global z and phase to -0.480) I realised that the disposition of the floating leaves was absolutely not random, but in fact a duplicate of the shape of my branch :

But I don't know what I'm supposed to do to correct that.
Any help would be very appreciated :)

Here is my blender file


texts:
I've imported my texture onto my mesh which is UV unwrapped (Lots of Booleans were used) the text appears on the UV, but it wont appear in the viewports. What am I doing wrong?

Thank you.


texts: Emission Material adding Noise to Otherwise Clean Render

texts:
I am facing issue with emission material.
As soon I add an emission material to a render it becomes noisy. Even if the emission material is added to a small portion of the object the entire object becomes noisy in rendering.

Please see the images below for your reference

I have added a curve to increase the brightness - this makes the noise more evident

Could anyone suggest why it's happening and if there is any solution to address such emission noise issue?

I posted the blender file if anyone wants it for inspection.


texts: Sorry this is a noob question but I'm just stuck. So I am trying to reorient the local axis of an object after I change it's global position. So say there is a cube and I rotate it on it's z axis 45° now it's x and y are pointing off all crazy. I want to change the local axis to line up with the global axis again. How can I do this?


texts: Is it possible to setup eyelashes with uv texture without using shaders nor hair particle?

texts:
I tried setup eyelashes with uv texture without using shaders nor hair particle system, because hair particle system is a bit naughty and I'm going to use it later on in three.js, which doesn't welcome complex shaders.
What I tried is assigning a transparent material then map the eyelashes to uv texture, but I can't get it working correctly. As you can see the eyelashes still has a bit translucent surface around. Also when I turn on 'receive transparent shadows' on face mesh, it somehow still receives a complete solid shadow. The light in scene is lamp-spot light. .

Update: drop the specular-intensity value & transparency alpha value to 0 will remove the translucent surface around.


texts: Snap to mesh issues with Z and X axis constraints

texts:
I have two meshes that I've joined to a single object.  I'm attempting to use the snap to mesh feature for each of the 6 vertices on the face of mesh 1 to snap them to different faces/edges on mesh 2.

I select the vertex I want to move, press Y to constrain movement to only the Y-axis, and then it slides smoothly along the Y, not snapping to the face.  Is this behavior intentional?  Is there a better way to do what I'm doing while maintaining precision?

I'm using Blender 2.6.


texts: How do I mask areas in the texture paint window to only paint certain faces similarly to the paint mask feature in the viewport?

texts: I want to only texture paint certain faces but do it on the 2D image instead of the 3D model from the viewport.  Currently, it goes outside of the face and bleeds to the next face.


texts:
I used a plane to start to make a character. When I started to convert it into 3d the I can move any of the vertices on the global x or z directions, but I cannot move any of the vertices on the global y axis, even when the Transformation orientation is switched to global.

A copy of the blend file can be found at:

https://www.mediafire.com/?2b7jks1q6dqy1bu

and here is a screenshot illustrating the issue.


texts: Could someone find any logic in the rigid body world and rigid body constraints behavior?

texts:
I have a scene where I'm trying to find a logic for better understanding of rigid body world and rigid body constraints regularity.

The setup seems work as I expected, but when I move the "Vert" object to the negative X direction or to negative Z the constraint on "Empty.007" doesn't move the "Circle" object and the "Circle" doesn't fall. I guess that happens when the "Vert" object gets out of the limits of the constraint. But I'm not sure because when I try to expand the limits it doesn't help.
Also I completely don't understand why the disabling the collision of the constrained objects (by "Disable Collisions" checkbox) in "Empty.007" makes the Circle object stay still.
And as you see I made a weird "Vert" object. That's because I didn't find a working way to bind the "Circle" object to Empty by a Rigid Body Constraint. Is it even exists or I must have a manifold Rigid Body for that?


texts: Snap vertices to nearest face along normals

texts:
Do I have to use the shrinkwrap modifier to achieve this? I have two objects, an ornament which goes on a basin. There is only a very narrow gap between them, but visible if you zoom close enough. I would like to make one object out of both, without gaps in between them.
Edit: Added picture and description.

As seen in the picture, the gaps are encircled red. The basin goes down to the violet line where the ornament overlaps it.


texts: Is it possible to get a wide camera shot without warping?

texts:
This may just be impossible but I am wondering if it is possible to get a wide angle shot without strange perspective and warping of the image, or is there a way to adjust the way a wide shot warps?  I am just learning about the camera and perhaps there is a setting/technique that I do not know about?

Thank you!


texts: Get lattice points' positions at specific frame when animated by another object (through hook modifiers)

texts:
I am currently developing an exporter for FFDs (Lattice).
I currently have support for FFDs animated through shape keys but now I have encountered a lattice whose points are driven by another object, rather than being animated itself, e.g. the lattice points’ positions are being driven by hooks (through the hook modifier). These hooks are defined as empty-objects, one for every point in the lattice that should be animated. And the empty-objects are animated by an Armature.
With this setup, how can I get the position of a specific lattice point at a specific frame in python?

So far I have found that I’m able to get the target object of a hook modifier through "lattice.modifiers[n].object".
Within the object I have also seen that the local and world matrices update with the animation. However I’m not sure how I would know which empty object affects which lattice point. I suppose the empty object’s position and the lattice point are supposed to be at the exact same position, but is that a guarantee? I have been trying to multiply a hook’s local position with its world matrix, but it doesn’t seem match the position I get when de-parenting it from the armature (which it should right?). I have seen that you are able to use "Assign" to assign the hook modifier to specific vertices in Edit Mode, but I don't know how to get this information.

Any comment that can get me in the right direction is greatly appreciated!

Thanks


texts: Material Properties-Material Preview doesnt show anything ( totally black)

texts:
I start to use blender for a month so i am a beginner. If its a bad question i'm sorry but i couldnt figure out the trouble.
I'm using 2.83a
In Tabs&Panes - Material Properties -the material preview doesnt show any material , its totaly black for everything.
However in rendering everything is working normally.

If someone has any idea how to fix it i will be very happy.

Thanks a lot.


texts: Creating displacement maps from 3D geometry?

texts:
I'm working on a pair of drumsticks for an up-close, photorealistic image. I tried making the normal map with some degree of success, but now I'm thinking that a displacement map might be better. However, every video I've seen shows someone making a displacement map from a plane, or from something using a multi-res modifier.
I went and modeled a low-poly drumstick, duplicated it, and sculpted in details with DynTopo, so no multi-res modifier. Is it possible to turn my sculpted details into a displacement map?
My blend file is in the link above, if anyone wants to poke around.
Thanks!


texts: Video editing, source from same camera with wrong FPS. Some 120fps some 30fps

texts:
I made a videos (using my honor view 20). All with the same settings on the phone (30FPS), just different shots.
Then when I add them inside the video editor, some videos are said to be 120fps while others are said to be 30FPS.
Now if they were all imported as 120fps that would not be a problem. But because some are randomly 30fps and some 120fps, after importing a first one which is recognized as 30fps, then when I import one recognized as 120fps it has 4 times more video than audio.
I tried to use speed control to fix that, by increasing video speed but the exported video is very poor, it's stuttering on those sped up 120fps parts.
I doubled checked on VLC each videos and confirm they are all 30fps. So there's some bug which makes Blender recognizing some videos as 120fps.
Is that well known? Is there a work around?
Thanks


texts: How to create a mesh imprint of one object onto another?

texts: I have a mesh of an ocean wave which I am trying to create as a base for a model ship so I tried using the Boolean modifier to bisect the shape of the ship's hull from the ocean base. It seems to work for a solid cube mesh but for more complex meshes like the ocean wave it does not seem to be bisecting any part of the model. The aim is to 3D print out the base so that the ship fits into the ocean base. The first base on the left is a Benchy Wave not the imprint of the ship I want.


texts:
I try to flip a uv map in uv editor mode. I read that S, X, -1 should do the trick but I don't have a numpad and it doesn't work even with the emulate numpad option switched on.

Any idea?


texts: Why parented to bone object has offset in local space?

texts:
Sphere empty is a bone's Сhild (origin is not cleared for it).
Cube empty has CopyLocation constraint set to local space of Sphere empty.

Now Cube has some offset, it is equal to bone's length. But why is it here, if Sphere empty stays right in the world origin


texts: How to manipulate individual median points in edit mode?

texts: Let's say I have some faces on the same plane that are part of a larger object and I only want to scale their individual median points outwards without deforming them. How do I achieve that? I noticed that there is the option "manipulate center points" but unfortunately that only exists in object mode.


texts: How can I add a second layer to a video?

texts: I want to add an object to a video. I tried to set transparent background, but it doesn't work. In VSE preview is want I want, and render result is what I get.


texts:
When I try to render my scene, there are no Lights at Final Render.

But if I use Shift+Z shortcut to see a preview, all works fine.

I really don't understand what is going on... Can you guys help this newbie? I installed Filmic Renderer that BlenderGuru recommended. Other than that, everyting are default, I think.


texts: How to lock visibility of scene panel elements?

texts:
When switching between Layout, Modeling or Shading panels, the scene panel elements like Select and Disable in Viewport (the eye icon) aren't consistent. Is there a way to always show all of the parameters? I'd like all of them to be visible always.

Attached is the same scene, switching from Layout to Shading tabs.


texts: mesh=obj.data error when no object is present

texts:
I experience the following error when no object is present on the layer:

Traceback (most recent call last):
  File "C:\Users\info\Desktop\untitled.blend\studioTools_Shelf_Beta v2.py", line 352, in draw
AttributeError: 'NoneType' object has no attribute 'data'

location: <unknown location>:-1

This is part of the object shading class I wrote.

class ObjectShading(bpy.types.Panel):
    bl_label = "Viewport Shading"
    bl_idname = "ObjectShading"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Shading Toolbox"

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

        mesh = obj.data

        row = layout.row()
        row.prop(mesh, "use_auto_smooth", text="Break Edges")

Do I have to build in a switch that in case no object is present on the layer this class is ignored meaning the object shading tab is not evaluated? Similar to the switch here:
Ray visibility panel

Here is what I learned and this approach works - I am just curious if this is the way one should do it or if in this case a better idea should be used.

class ObjectShading(bpy.types.Panel):
    bl_label = "Viewport Shading"
    bl_idname = "ObjectShading"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Modeling Toolbox"

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

        mesh = obj.data


texts: Boolean difference not carving correctly

texts:
After applying a boolean modifier there is no surface on the area that was carved by the cylinder. It's kind of hard to explain in words. I have a before and after picture. In the after you can see there is no surface on the first part of the hole that was created. Wondering what is causing this...

before

after


texts: Lego Water with Dupliverts doesn't work!

texts: I made a fluid object, I made a brick object.  I set the fluid object to dupliverts in the object panel and added a remesh modifier set to blocks.  I selected the brick, held shift and selected the fluid object   and...   the bricks are placed incorrectly and there is a mass of oddly shaped doubles! How do I fix it?


texts: Action Editor bug or am I doing something wrong?

texts:
Watch the first 20 seconds of this video.
https://www.youtube.com/watch?v=V7FZ_O1IkxE&list=LLkDggPQwOzAPYvEEcePK50A&index=4&t=0s
I am trying to do that exact same thing. The only difference is that I am taking the Mixamo animation, importing it into blender, then exporting it before I follow the tutorial. However, whenever I select the animation that I want my armature to copy, this happens:

As you can see, it slightly copies the animation but my armature's arms go into a T-pose position. Does anyone know why this might be happening? The tutorial works completely fine if I use the fbx file downloaded straight from the mixamo website, but if I open the fbx in blender and export it as an fbx without changing anything, this happens...


texts: I need to access the Z-Buffer contained in an Image, as well as all RGBA channels. The channels are acessible through image.pixels, but hot to get the Z-Buffer?


texts:
I´m trying to make a conveyor belt, but haven't found any useful guide so far.

So.. is there a way to first make an array for the wood plank and then make all the planks follow a path?
I don't want to parent 100 different objects just to make this animation.

I would prefer to be able to use a path rather then a bezier curve since I want to be able to have different elevation in different sections of the conveyor belt and find it hard to edit a bezier curve. And I also don't want the planks to deform as they reach the edges between sections of the loop.

Thanks in advance!

Best regards
/John


texts: Damped track : is this behavior expected?

texts:
A camera following a nurbs path and a damped track constraint :

At several locations of the curve, the camera rotates curiously.

But the tool tip of the constaint indicates "points toward a target performing the smallest rotation necessary".

Is the behavior shown in the gif above expected ?


texts:
At its simplest, I have two objects. The first is a modified block. Then I add a cylinder, shaped like I want. This is to be joined to one end of the block.

If I move the cylinder into the position that I want, it seems I am getting an automatic union of the two objects. If I select the block to begin the Boolean union sequence, I find that both objects are selected. I cannot separate the two objects to try again.

I have to be doing something wrong, but I’m stuck. Any suggestions?

Oh yes, sorry. I’m using Blender 2.81a.

Regards.


texts: Sorry if this question has already been asked, but I just started using Cycles after using internal for a while now and it's kind of confusing. So I was wondering how I can apply normal maps. But for me it's not just normal maps. Usually in internal when I'd download a model it'd come with a normal map, occlusion map, specular map, and displacement map, and since i have no idea how to apply these I'd just go to the textures box, import all those maps, and under influence uncheck color and check normal. But in Cycles everything is different. How would I apply multiple maps as normals to a model in Cycles? Thanks so much!


texts: Is there a way to turn the FBX exporter's "add leaf bones" off by default?

texts: im not sure why it's enabled by default but it's consistently been a pain to remember to turn off, and as far as I'm aware there's no way to turn this option off as a default. Is there a plugin or some solution for this (instead of having to create a separate preset i have to switch to every time), or do I just have to deal with it?


texts:
I am exporting my animation as single frames (.png) I need the contents of the exported frame to only be of the animated object. I am using Render Regions in conjunction with the Crop to Render Region checkbox checked.

This works great but as my object animates it moves outside the region of my Render Region.
Is there a way to get the Render Region to follow the animation? Or is there an alternative way to only render a particular area of your scene and keep it in sync with your object's movement during animation?
Here is an example of my current output where my cube leaves the Render Region:

I would like to see the cube in each frame exported.


texts:
I'm trying to render an animation frame by frame in EEVEE for a personal project, this is the third shot so it has the exact same render settings as the previous 2 shots but when I hit render animation, blender either struggles to render the first frame or renders a black, empty frame. every frame. The scene has is the smallest of the three shots I've rendered so I doubt it'll be due to an image texture/ model overload, but I could be wrong!
I've searched online and tried what I could find but nothing seems to be working. TIA for any help
Here is the blender file for reference.


texts:
I am trying to model this axe and I don't know how to do it properly. I've highlighted the part I'm trying to make here:

I tried two different main approaches so far:

Start off from a plane and extrude its edges so I could cover the entire body, then extrude/solidify the surface to add some thickness to the mesh. What I don't like about this method is the mesh shape. That part of the weapon has clear, smooth curves and it is something I can't seem to achieve by just modeling a plane. This is a quick example of what I'm trying to do here:

 .
Bézier curves. I can recreate a cool shape with this method, but once the curve is converted to a mesh and then extruded or solidified, I don't have vertex but a huge face on the front part. This leads to a very weird mesh, also some curves still have a way too high vertex density which makes bevel and subsurf impossible.

What would be the correct approach here?


texts:
Just a quick little question, in this video

https://www.youtube.com/watch?v=CVPcT0dJmoY

At around 41:20 he someone makes it so he can edit the vertices on the circle, but he never says what button he hits to do it, and I've been googling and I can't find it.


texts: I am trying to split a cylinder in two parts with a plane being the cutting object but for some reason it doesn't work. Intersect works, and applying Difference on the plane works too but applying Difference on the cylinder to end up with half a cylinder doesn't do anything. I tried flipping normals and Moving the cutting plane in Z just in case it sat on cylinder vertices but it just doesnt work. Any idea why ?


texts: How can I create a automatic render setup, for example, I need to render with the same settings to an mp4, from the 001 to 10 one file, than from the 011 to 021 another and a few others.


texts:
My task is to make character out of water. The goal is to make it look like its emiting very little fluid and slowly drip to the ground while running. To do that I need to emit fluid from an animated by armature mesh. I know it is possible to fluid sim follow animated mesh via Export Animated Mesh option however when I tick that fluid starts to emit like crazy instead of gently dripping from the mesh. This is very annoying. Does anybody knows any workaround or way to fix that?

this is what I want to achieve (on animated mesh)

This is what I really get

The first one was non-deformed mesh with Inflow Local Coordinates

The second one was deformed mesh with Export Animated Mesh

Thanks for any help!


texts: Is there a way to get all shortcuts of 2.79 back?

texts:
I have a lot of trouble transitioning from 2.79 to 2.8 because I was so used to hotkeys in older versions. Is there a way I can recover all 2.79 shortcuts for blender 2.8x? I mean  all, really...

Things like:

ShiftZ for rendered mode
CtrlTab in edit mode for switching between vertex, edge and face selection
ShiftF for camera fly mode
Spacebar for searching
...

Q: How can I recover all 2.79 hotkeys?


texts: the fastest way to hole curved side of a cylinder?

texts: Does anyone knows the fastest and easiest way to hole the curved side of a cylinder in blender 2.8? thanks!


texts: Tapering screw threads: are there any alternatives besides writing a python script (screenshots included)?

texts:
Hello all,

In this stage of my project, I need to "taper" the "endings" of the screw threads, one of which is shown in my screenshot. I intend on doing so by taking that group of vertices 'A' and, across many iterations, bring it progressively close and closer to the vertex 'C.' As you might be able to tell, getting 'A' closer to 'C' should be ideally done across the axis formed between 'A' and 'C.' Beyond that, the only other morphological feature of the threads that would be changing is the angle 'B,' which is going to become progressively smaller as the screw threads get more tapered.

Is there any other way of going about doing this without python scripting?

Thank you.


texts: How to create a material which lets light pass through unaffected?

texts:
Ok, so im looking to make a material which;

allows 100% of light to pass through unaffected. As if the surface was never there.
allows normal textures to be applied as usual whilst looking as it should ( diffuse,normals,roughness, etc)

Blender 2.80, using cycles.

I made a mini demonstration which kinda shows what im trying to do. Say for example i want to have the light travel through the square hole like the cube on the right whilst also having the green square at there at the same time.

I hope this makes it easier to understand what im trying to do.

Im not even sure if such a thing can be done at all which is why im asking to see if its possible. I seen in one of blender guru's videos he managed to make glass which was able to do this but im not very knowledgeable with the node editor so i wasn't able to modify node setup to meet my requirements.

Thank You


texts: Symmetry issue of the rigging and driver

texts:
I copied and pasted the weight and driver of The rigt side to The left side
The bone axis is same, driver setting is same except the inner setting is L to R
The one of difference is, the left side slowly follow the right side
The left side is much natural than The right side
I'd like to make the right side as same as the left side


texts:
Hey is it possible to change redo_last options during modal?
This script adds a plane in edit mode and then obviously adds
a new plane every time it loops, is there a way to make the plane and then toggle through the rotation without repeating the add plane operator?

bl_info = {
    "name": "test_modal",
    "author": "test",
    "version": (1, 0),
    "blender": (2, 79, 0),
    "description": "test",
    "category": "3D View"}

import bpy
import blf
import bgl

def draw_callback_px(self, context):
    screen_x = bpy.context.region.width / 2
    font_id = 0
    blf.size(font_id, 32, 72)

    # X
    if self.axis == 'X':
        bgl.glColor4f(1, 0, 0, 1)
        blf.position(font_id, screen_x, 7, 0)
        blf.draw(font_id, "Axis: X")
    # Y
    if self.axis == 'Y':
        bgl.glColor4f(0, 1, 0, 1)
        blf.position(font_id, screen_x, 7, 0)
        blf.draw(font_id, "Axis: Y")
    # Z
    if self.axis == 'Z':
        bgl.glColor4f(0, 0, 1, 1)
        blf.position(font_id, screen_x, 7, 0)
        blf.draw(font_id, "Axis: Z")

class TestModal(bpy.types.Operator):
    bl_idname = "test.test_modal"
    bl_label = "test"
    bl_options = {'REGISTER', 'GRAB_CURSOR', 'BLOCKING'}

    def execute(self, context):
        if self.axis == 'X':
            bpy.ops.mesh.primitive_plane_add(radius = 10, rotation = (1.5708, 0, 0))
        elif self.axis == 'Y':
            bpy.ops.mesh.primitive_plane_add(radius = 10, rotation = (0, 1.5708, 0))
        elif self.axis == 'Z':
            bpy.ops.mesh.primitive_plane_add(radius = 10, rotation = (0, 0, 1.5708))
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'Z' and event.value == 'PRESS':
            self.axis = "Z"
            self.execute(context)
        if event.type == 'X' and event.value == 'PRESS':
            self.axis = "X"
            self.execute(context)
        if event.type == 'Y' and event.value == 'PRESS':
            self.axis = "Y"
            self.execute(context)

        elif event.type == 'LEFTMOUSE':
            self.report({'INFO'}, 'Completed')
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'FINISHED'}

        elif event.type in ('RIGHTMOUSE', 'ESC'):
            bpy.ops.mesh.delete(type = 'VERT')
            self.report({'INFO'}, 'Cancelled')
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        args = (self, context)
        self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
        # store vars
        self.axis = "X"
        # deselect all
        bpy.ops.mesh.select_all(action = 'DESELECT')
        self.execute(context)
        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(TestModal)

def unregister():
    bpy.utils.unregister_class(TestModal)

if __name__ == "__main__":
    register()


texts: How can I remove these "steps" between faces from the mesh?

texts:
I'm having some troubles with this mesh in a project I've been assigned to. What can I do to make it smoother between these faces?

Object mode view:

Edit mode view:

Thanks!


texts: Hard color changes in baking result. Looking for the cause

texts:
I have this cycles scene

but when I bake the couch using the settings shown in the screenshot, I get this bake result, and this is what it looks like when applied to the mesh

What happened? Have I stumbled upon a bug, or is it a misconfiguration? Blend is too big to upload here, but I can try to pare it down to fit blend-exchange if required.

I was expecting that horizontal line that splits light with dark red to not be there (in fact I expect the whole couch to be of a uniform color closer to the light part)


texts: How to model 4 camera automatically in python

texts:
import bpy
import numpy
import math
import os
from mathutils import Euler
from bpy import context, data, ops

scene = bpy.context.scene
bpy.ops.object.select_all(action = 'SELECT')
bpy.ops.object.delete(use_global = False, confirm = False)

#***********************Camera parameters**********************************
focal    = 3.04  #focal lenght (mm)
sw       = 3.68  #sensor width (mm)
sh       = 2.76  #sensor height (mm)
eul_mode ='XYZ'

number_cam = 4
count      = 1

location = [(0, 0, 3), (3, 0, 3), (0, 3, 3), (0, -3, 3)]
rotation = [(math.radians(0), math.radians(0), math.radians(0)), (math.radians(45), math.radians(0), math.radians(90)), (math.radians(45), math.radians(0), math.radians(180)), (math.radians(45), math.radians(0), math.radians(0))]

if count <= number_cam:
    for cam in scene.objects:
        cam_name = 'Camera' + str(count)
        cam      = bpy.data.cameras.new(name = cam_name)
        cam.lens = focal
        cam.sensor_width  = sw
        cam.sensor_height = sh

        cam_obj                = bpy.data.objects.new(cam_name, [cam + str(count)])
        cam_obj.rotation_mode  = eul_mode
        cam_obj.location       = location[count]
        cam_obj.rotation_euler = math.radians(rotation[count])
        scn.collection.objects.link(cam_obj)

count = count + 1

I am a beginner in python with Blender.
I would like to create 4 cameras automatically with Python but I have an error in this code.
Can you tell me what this error is and if what I want to do is possible?
Thanks a lot


texts: How can I properly form text from particles?

texts:
I'm using cycles and particles that form text. I've got every letter separated, and while the particles form the shape, it doesn't properly 'fit' the shape or cover all of the surface of the object, so it doesn't work properly for me.

I've already tried making another particle system on the same object, with more particles, but it looks weird...is there any solution to this?

Thanks in regard, I'll be waiting for a response.


texts: Blender Bevel can not bevel a simple all-quad geometry!

texts: Bevel modifier has no problem giving a beautiful result for a mesh with a bunch of N-gons (The outer mesh) but cannot properly bevel a simple all-quad mesh (The inner mesh)?!


texts: Importing a material from blender to unity

texts:
I made a low poly tree model that doesn't use textures and instead uses 2 colors and i imported it into unity 5.3.4 and the tree model imports itself without the colors. What i want to know is how to import the colors or how to get those colors that i have in blender to unity or if i have to make a texture has just those colors. I use cycles render and to import my models i save the .blend file in the assets folder in unity.

Thanks in advance.


texts: How to make an animation / armature remember poses?

texts:
I rigged a character and I can render stills, but I can't make an animation. How to make Blender "know" that I want the arm - as an example - go from up to down?

I tried to move my character arms down, than changed the current frame to 1 and moved it up a little. Than I went to frame 2 and moved it up a bit more and repeated this until frame 20. When I went back to frame 0, it stayed as I left it in frame 20, so I guess I'm not doing it right.

How to "remember" the poses?


texts: Star Trek: Impulse Engine Material in Blender

texts:
For those of you who are not familiar with which part of the Enterprise is the Impulse Engines, it's the red parts:

Google Images

The photo doesn't display it great, but it should help get the point across. The Impulse Engines are a multiple squat little hexagons separated by thin strips silverish, hull-colored strips. Each hexagon emits light and is a slightly different Saturation (think HSV color definition) of red. If this were a gif, you would see that the Saturation changes overtime for each hexagon, so it appears that they twinkle.

Seeing as I would love to not have to model each little hexagon and add a different material for each, I would love if someone could figure out a material that looks similar to these.

A .blend for you to play with:


texts:
Can someone please help me figure out why this happens?
I merged every single vertice on that edge, Now the automatic weights, when applied don't apply correctly to that hand as it does on the right hand.


texts:
Is there a way to hide/unhide objects that are part of a group without effecting anything else?

I'm animating a scene (to see what's involved in animation) and since its to heavy to work with I have a low-poly version of it for real-time purposes (with the same armatures for characters and stuff). They are all grouped ("low-poly" group and "high-poly" group) and I want to be able to switch between them as I work.

The problem is that when I hit Alt+H (to unhide objects), both the "High-poly" and "Low-poly" groups are shown.

Is there a way to make it group specific?


texts:
Greeting fellow Artist.
i'm having trouble with automatic weight rigging. the mesh is a simple humanoid character. the bone is overweighted and effecting the vertex i don't want to(like shown in image).

i know i can always manually weight paint it or re-assign the vertex group. but that defeat the purpose of "automatic" rigging don't you think??

what i wanted to ask is : is there someway so that my device can understand what i needed just by clicking the "set parent with automatic weight" without further weight painting.
like any parameter i should change before assigning parent or any other way?

thanks in advance. sorry for bad english


texts: How can I rotate this noise texture and disrupt its ideal pattern?

texts:
How can I rotate this noise pattern (achieved by setting 0 to Scale X value) as illustrated by the red lines without rotateing the plane? I tried tweaking Rotation settings in the Mapping nodes but it doesn't change the direction of the lines.

Also, how can I create a pattern with parallel lines of  random lengths from it?

My Blend File: Stretching Noise Texture

Update:
 Ahh I figured out how to rotate it. It's embarassing that it's as simple as setting the Y value to 0. Yet there's one question that remains.

Thank you for your time!


texts: How to get x, y, z texture coordinates in LuxCore?

texts: I do a lot of math-based procedural texturing, and have been considering switching a few of my scenes to LuxCoreRender instead of Cycles since it seems to do a better job with reducing noise from emission materials. However, I can't seem to figure out how to get the local coordinates as values to use as the starting point for my textures. In Cycles I would've just used the "texture coordinate: object" input and then plugged it into "SplitXYZ," but I'm having trouble understanding how to do that with LuxCore nodes. What should I do?


texts: Linux KDE Debian 10 Buster Install - Blender 2.80 Exec Format Error

texts:
I just installed Debian 10. I've downloaded Blender 2.80 64-bit from the official site. When I double click the "blender" executable nothing happens. When I open a terminal in the same folder and run ./blender, I get the following error ./blender: cannot execute binary file: Exec format error. I've got a 64-bit installation.

How can I fix this error?
Thanks


texts: How do you add multiple colors to one object

texts:
I was trying to create a mug where the outside is one solid color and the inside is the color of the drink. I found this which said I just needed to go into edit mode and select the faces I wanted for color 1 and click assign and do the same for color 2. But whenever I try this my entire object becomes the new color.

How do I get only certain faces to change color?


texts: How can I change the centre of rotation of objects during an animation?

texts:
I have developed several puzzles in Blender, and to test them I wanted to animate them.   The first problem I encountered was the rotation of an object around a central hub.   Between keyframes the object would cut across rather than follow the circular path.   To solve this I moved the origins to the centre of rotation, and that worked fine.   The next problem was to move the rotation of one or more of the objects to another hub.   This is where it gets a bit tricky!   It's not practical to have to keep changing individual origins for every keyframe.   I've tried parenting to the hubs but this doesn't make it any easier.   Perhaps there is a way with armatures?   Maybe I've missed something very basic.

I made a small demo to illustrate the kind of rotation I mean:

Keyframe 1.

Keyframe 2.

Keyframe 3.

At this stage there are three answers to my question, and all of them require constraint influences to be turned on or off for each object that needs to change its centre of rotation. Multiply this several times and it becomes a bit of a nightmare!

I'm thinking that to position the 3d cursor at the centre of the wheel and then select all the objects required to turn for each rotation might be easier than the answers so far, but I was hoping for something more straight forward than that.

Don't get me wrong, I do appreciate the effort you guys have put in so far, thanks. :)


texts:
I have a fcurve assigned to a material, but for some reason it neither influences the Offset, which it should be, nor shows up in the Dope Sheet or NLA Editor. And actually, the X-Offset is only greeen because I readded a keyframe - it was somehow gone. Now what I want is to simply select the action. But it never shows up ANYWHERE...

Edit: I can select it in the NLA Editor now, but I need it to show up in the graph editor, which it doesn't, neither is it present in the Dope Sheet


texts:
I can't tell why though...

I tried to select all the edges and dissolve them but to no avail.

I tried with only one edge selected but i wont do it...

Can someone help me?


texts: I have a walk cycle that consists of 6 animations forward, back, turn left, turn right, Run and jump. I have 6 seperate animations for when a weapon is equipped. How do I switch between the 2 sets of animations with the push of a button?


texts: Bridging edge loops causes unwanted criss cross result

texts:
I am trying to bridge two edge loops shown here:

In order to make a looped face between them. When I use the bridge tool, the result ends up as this:

Does anyone know why this is happening? And is there an easier way to achieve a face between the two edge loops shown?


texts: Best Way to Combine 9 sided NGon in Scooter Model

texts:
I need to fix the topology on the seat piece of the scooter here so that there isn't any pinching, but still maintains a somewhat square shape. How would you go about fixing the massive 10 sided (I think) NGon in the screenshot?

The Blend File


texts: Why does davinci resolve only display my AO passes on a wxr from blender?

texts:
I had made an EXR with the hopes of compositing it in Davinci Resolve, but the passes aren't displayed correctly. Even in the channels it displays the AO passes rather than the combined passes by default.
.


texts: I can do this easy on Blender 2.79 I just hold Ctrl and drag the mouse to select some vertices and Ctrl + Shift to deselect. How can ahieve this in Blender 2.8?


texts: I'm working on an Earth model and when I apply its textures I get them repeating instead of being applied only once. Im still new to Blender, I would appreciate some help


texts: Background image doesn't show up in rendered view

texts: I have added a background image using a tutorial on YouTube. it shows up just fine in my camera view but does not show up when I render the animation or render my viewport. The entire viewport shows up as white


texts: Can I use Blender on Intel HD 530 dedicating an Nvidia GPU to Cycles?

texts:
I'm trying to specify the build for a new PC, my current one is 5 years old and starting to show its age. It's going to be a multi-use machine for Gaming, Virtualisation, Coding, Blender and possibly even VR (Rift). Because of the shift to the cycles renderer I was thinking of going SLI (for the first time) so that I could dedicate one GPU to Cycles and leave the other for X. This would still give me an excellent gaming rig if I used, for example, 2x Geforce GTX 960 (4GB).

Now that I've started to look into the build, I see that the Intel Skylake CPU's also include an OpenGL capable GPU, e.g. the Intel HD 530, in the Core i5-6600, which is OpenGL 4.4, HLSL 5.1 and DX12 compatible.

My question is whether I could run Blender (on Linux) using just the Intel HD graphics for the X session (with OpenGL for Blender) and then dedicate a single Nvidia GPU for Cuda (for Cycles rendering). The Blender system requirements only state a need for OpenGL 3.2 [OK], but the Intel specs don't specify how much VRAM is available - Blender requires between 512M and 4G. The Intel spec sheets are very vague about Video Memory, a couple of sources quote 64MB or 128MB eDRAM so I assume the actual VRAM is borrowed from system memory but I can't find a solid figure for how much is available.

Does anyone have an Intel Skylake Core i5-6600 processor running Blender without a dedicated GPU? Or better with a GPU that is dedicated to Cuda/Cycles?


texts: How do I create transparent, 8bit shadows for further use in Photoshop?

texts:
I'm struggling with a problem. I created a simple scene in Blender:

As you probably guess, I want to use that scene to create a mockup in Photoshop. The goal is to have a separate shadow that will blend with the background in Photoshop. However, after exporting different layers in PNG format, I get this ugly result:

Shadows are denser and have those ugly highlights in some areas. I've spent a lot of time figuring out what's the problem: 32bit linear color mode in Blender vs. 8bit Photoshop. After changing color mode to 32bit in Photoshop, it looks better, but still not perfect. Also, 32bit mode makes the image almost impossible to edit since PS has a limited set of tools that are working in that mode. Multilayer EXR also fails (it still operates in 32 bit mode).
Do you know how to solve this problem? Almost 99% percent of mockups on the market have separate shadows, so I guess it can be achieved:


texts:
I had an unwrapped model, so i imported it to blender. But no seams are visible. But model is still unwrapped and unwrapped island are visible in image editor
Image for reference. https://drive.google.com/file/d/132FCa4OlEHIK8n1LIrpiDTE2OwzDSNHQ/view?usp=drivesdk


texts: Rotoscope mask has different shape after rendering

texts:
I am rotoscoping a scene and it looks fine in the compositor: the mask is bordering all the figure as in the picture 1
But when I render it the mask appears in a different location as shown in picture 2 (look left hand, up)

Can somebody please tell me what am I doing wrong? Node in picture 3

Thanks in advance.
Here is the file


texts:
I'm making a small animation and when i was rendering i notice this awful render and i don´t know why.
It's Render in Cycles, motion blur, 1920x1080 and at 1500 samples(even when i push the samples to 5000, still gets that image)
The only thing i have in composition is the denoiser.
I use Blender 2.83.
Can anyone help and thanks!
Here is a image:


texts: UV Image Editor Display "Repeat Image" Zoom Problem

texts:
Working with the UV Editor, I have a UV map that is scaled much larger than the source texture. The intent is that it should repeat, and it does. The problem is that I can't see the image in the editor window to place UVs. I've checked the "Repeat Image" box in the Display tool window and it works... until I zoom out past about 3 or 4 levels. Then the window increasingly fails to repeat until it's just a sliver in the lower left corner.

Am I doing something wrong, or is this a bug?

This is in Blender 2.82a, Windows 10


texts: Distorted generated texture coordinates on extruded surface

texts: I have an extruded surface, but its generated texture coordinates are distorted as shown. If I choose UV coordinates, the mapping is correct. However, what do I need to reset so that the generated coordinates will work as usual?


texts: How to set snapping hotkeys in blender 2.8

texts: I am trying to set up a few custom hotkeys for ease of access. I want to set up v to be point snap and x to be grid snap. So far if I hover to the snapping menu and try to bind the hotkey there it hotkeys the menu. I did a bit of digging around and found out that I can use the following way. Except when I try it in this new version of blender I get some errors. Just wondering if anyone can tell me the proper way to access these commands without having to make an operator for it.


texts:
I am trying to convert a particle system using an object into a mesh, but am running into some issues.  When I hit convert under the modifiers tab, it adds the same object to all of the objects in the particle system.

It looks like I want it to with the parent and the objects coming from it before I hit convert, but when I do it adds the particle system to each object in the original system.

To make it more clear, I have a half UV sphere as the parent and a branch object that I made as the particle.  When I hit convert it adds branches to each branch particle.

Please help ):


texts:
In follow up to this problem, I am having an issue. Look over that question, and the correct .blend file is included there. I replicated the logic there to have everything the same. An empty is supposed to be in the center of my screen when it collides with certain objects. For my .blend, when I move my mouse over an object it is supposed to track to, it tracks to it. There is an issue though: if I keep my mouse in that object and keep moving, the empty will not track again. In other words, the first time I look over an object, the empty will track there and will not continue tracking unless I go to another object. If you look at the .blend in the other question, and add a cube ontop of the empty that is a child of the empty just to see where the empty is, everything is flawless. If you look over an object, it tracks there. If you keep looking around within the object, it keeps updating. I tried to explain this the best I can, and I hope you understand. How can I have it constantly updating its position rather than every time I look over a new object? Thanks!

EDIT: Just to avoid confusion and the fact that my other question's .blend is old, both .blends [good and bad] will be below, and you can see for youselves:

The incorrectly working .blend.

The working .blend.

Take a look at both .blends, they both generally have the same concept. If you still do not understand, the best way to understand is to do the following: download both .blends, and move your mouse over a wall or a cube in the game; keep your mouse on the object and move around still within the object. For the working .blend, drag your mouse across the floor and notice how it updates quickly. For the incorrectly working one, drag your mouse across a cube and notice how it tracks once and only once unless you go over another object.


texts:
I want to close all useless areas in my blender window. How command I could use?

To sum up, I need the command of "Close area":

for area in bpy.context.screen.areas:
    if area.type != 'IMAGE_EDITOR':
        #Close area


texts: How to scale an object relative to a moving Empty's coordinate system?

texts:
I'm trying scale an object relative to a moving Empty's coordinate system.

I tried applying the "child of"-constraint to the object and scaling the Empty.

If I tick both the scaling and location options, the scaling happens as desired but when I move the Empty, the object moves along with it. I want the object to stay in place.

If I tick only the scaling option, it will no longer move with the Empty but now the scaling happens relative to the object's local coordinate system. Not what i want.


texts: How to fix polygons occupying the same space

texts:
I'm very new to Blender, coming from Lightwave and Modo. I have a hard time solving an issue, that I came across several times. It's multiple faces created in the same space and sharing vertex. I can't even select them as you will see in the video. And even then, how can i solve the problem.
Here is the video showing the issue:
https://youtu.be/K7_GI7R9Sn0
Thank you very much.


texts: Wrong camera pose with respect to scale of objects in the scene

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I am using the urban canyon Blender scene "Multi-FoV" Synthetic dataset from University of Zurich to create camera trajectories.
However, I see that the camera pose given by Blender doesn't match with the actual motion of the camera with respect to the scale and dimensions of the remaining objects in the scene.


texts: Is it possible to make VDB like the Bunny Cloud VDB example all in Blender 2.8?

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Is it possible to make VDB volumes such as in this Redshift tutorial in Blender 2.8 ?
https://vimeo.com/201028766

I tried the principled volume shader from this tutorial : https://www.youtube.com/watch?v=lPAYX8z9i8M
It works ok using primitives & even Suzanne,
but it doesn't takes the general shape of the mesh and turns it into a cloud / smoke : it just make the clouds "contained" in it, with boundaries clearly visible.
And strangely, on others meshes, the clouds aren't even displayed at all. I tried messing with applying all transforms, scaling the textures on the material, with no luck.
I'd like to play with this type of render on complex meshes.
I guess this can be done in Redshift and exported as this particular bunny model is available on Openvdb's site and opens up fine in Blender 2.83 but i'd like to do it in Blender.


texts: Painting one part of my model causes another part to get painted as well

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I have a problem here.
When i'm painting the foot of my character, the blur that appears on the foot is, somehow, mirrored on the leg too, and the same thing happens when i try the inverse. I didn't use any mirror property while working on the model, and none of axes symmetry is active.

What could possibly be causing this?


texts: Bevel not matching the curve object source

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I am trying to use the Bevel-Object field in the curve object. However the bevelled curve does not match the referenced curve in the X and Y direction (they do match in the Z direction).

The scales of both curve objects are at 1.00 for all axis. I think the problem might have something to do with the curve radius for bevelling but this is also set to 1.000 and I can only find a mean control value (not a value for the separate axis)

What is the best way to correct the difference accurately?

blend file


texts: Is there a way to add grass all over my plane without placing the grass manually?


texts: Forcefield as collider with dynamic hair

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Having a separate collision object works, but with fast movement I still get a lot penetration through the mesh.

Apparently it can be done better with a forcefield but I cannot get it to work like this
https://www.youtube.com/watch?v=OeFZbp_UC0o

or this
https://www.youtube.com/watch?v=ASFD9s0j6Ng

I have my emitter mesh with the hair particles and a second mesh that I set as force field with the same settings as in Video 1, but the force field has no effect on the dynamic hair. What am I missing? Maybe a setting in the particles system itself?


texts: How to change modifier after applying? And is it right to apply modifier before UV mapping?

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Sorry for my simple question first. I'm new to blender.  Now I encountered the problem that I want to delete the modifier after applying. I wonder if there are ways that can delete the modifier. Or after apply, the modifier can't change?

And I've learned that I should apply the modifier before UV mapping.  Is it right to apply modifier before UV mapping? If not, what is the necessary or best time to apply modifier?


texts: Centre every object in relation to each other

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For something so simple there are surprisingly little Google results, likely because I'm a noob and everyone already knows how to do this.

I have imported a Collada DAE 1.4 file, that I made in another 3D modeling tool, into Blender. In Blender, the model is shown very large, and it isn't centered at the origin. I want to start by moving the model to the centre of Blender's grid.

However, the model file contains multiple objects, and I'd like to keep it that way. I knew to centre an object, you can go Object>Geometry to Origin. The problem is that every selected object gets moved to the centre of the grid with total disregard for every other object around it.

I am aware there is some z-fighting going on, but I will fix that after my model is centered and scaled. Here's the model as it should appear. The 3D cursor is way off in the background behind the skydome, in its original position at the centre of Blender's grid, and I want the centre of this model to be there.

Here is how it looks when I select every object and do Object>Geometry To Origin.

Yes, everything is centered, but no longer is the model laid out the same way as before. Instead, every single object is now at the centre, instead of there being a sort of "bounding box" put around everything and centering the bounding box instead of each individual object. The wings, which were in its own object, are at the centre, and the tail, which was its own object as well, is now also in the centre - rather than remaining attached and being treated as if one object.

I could just combine every object using Ctrl+J. But I'd like to centre everything while keeping the objects separate.


texts: How do I make remove the "tufts" and get this to be better rounded?

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I have a model I'm making, with a mirror modifier and a subdivision surfaces modifier in use, where an ear has "tufts". How do I remove these "tufts" and make the edges connecting the ear to the head uniformly rounded, rather than hap-hardly rounded?

Here's an image of the ear's topology:

Here's the ear in object mode.

I've tried moving around the points manually, but that only makes it worse. I've tried scaling it on the y axis, but that doesn't help, either, because all the points, underneath the subdivision surfaces modifier, are in a line nice curved line, anyway. I've also tried subdividing the mesh then decimating it, but collapse, unsubdivide and planar ruin the mesh and planar makes a "tuft" worse.

Thank you.


texts: What piece of hardware handles keyframes (specifically AnimAll V-Col)

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I'm finding my current system is lacking (Trident 3 MSI) when it comes to doing V-Col masking keyframes for cell/toon shaded 3D animations.

Physically painting the masks in vertex color mode also is a bit laggy.

I'm aware when I ask Blender to keyframe vertex colors with the AnimAll addon it's taking a snap-shot of every single vertex of the selected model, which is why it takes a bit to do on higher poly models (which is super necessary if I want crisp shapes for the shading)

This isn't great for my work-flow, and want to know what I need to focus on hardware wise if I want a better performance.

Thanks ya'll!


texts: Cycles normal input relative to object's rotation

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In continuation to this questions:

Visualise texture based on direction a surface is pointing using Cycles

Mapping the XYZ colors to faces based on their normal orientation works great. But if I rotate the object, the normal values change. This is even the case when the object is parented to an empty.

Is there a way to lock the normals to the local rotation of the object? Or is this always calculated based on te global values?


texts: How can i make the track to constraint track on x axis using location transformation instead of rotation?

texts: When i move my bone that i assigned to the eyes of my character using track to constraint they will track up and down but only will track side to side when i rotate the bone. is there any way to make them both transformation in location?


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i already render my animation as still images i want now make a movie from them i went to video sequence editor and import my images that i already rendered and choose the video format that i want and go all over the settings and now as like a saw in tutorials i need press animation to make a movie from those images

but when i press animation its start rendering as video formart i mean its start the prosess that i already wait about 24 h
do i miss something here
please help


texts: Where is the UI menu option for "Separate by loose parts"?

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After APPLYing an array, P doesn't load it for me, rather in Object mode it brings up the "Set Parent To" menu, and in edit mode it brings up the "Make parent?" menu. I've tried to create my own hotkey using this function "bpy.ops.mesh.separate(type=loose)" or "bpy.ops.mesh.separate(loose)" but firstly, there's so many hotkeys I can't be sure whichever one I choose (Shift + 9) isn't being overridden by another one, and it won't show me any error if something isn't setup correctly either. Is there a UI or menu or button that can be accessed without hotkeys with "Separate by" options?

Preferred answer sequence:
1. Yes, the menu is here (no hotkey involved)...
2. You are doing it wrong. This is how...
3. Here is how to create your own hotkey to do it (that won't be overridden by another hotkey)...

Thanks guys!!


texts: Blender Game Engine, Falling Through Ground

texts: I'm making a first person view game, and I have a big low-poly hilly terrain.  Occasionally while testing, my character falls through the ground.  What is the best way to fix this?  I've heard that increasing the physics steps can help but I don't believe it has.


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I've installed my first addon, Bprojection.

When I tried testing it out on a copy of my original work it only had the option of add Bprojection plane?
I have a UV mesh of the object ready but I do not have a Multires Bake Displacement map because I do not have a multires modifier. How do I get a displacement map and how do I get Bprojection to work like this?

~the BProjection thing is at the bottom of the tool section in the bottom right corner:


texts: Why my object is not present in some of the frames I rendered?

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I am working on a project and it contains some animation. Issue is that my object is not present in all frames. For example, the object is visible or part of the rendering between frame 50-55 but somehow it's not rendering after frame 55 until frame 60.

What am I doing wrong? Thanks.


texts: I rendered a scene and an object was visible. Then I changed material's surface(maybe I accidentally changed something else) and an object became black. It's still fine in rendered viewport shading!


texts: Liquid / glass interface IOR and normals in Cycles

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When modelling / rendering a glass with liquid inside (in Cycles), which direction do the normals for the glass only surfaces, shared glass-liquid surfaces, and liquid only surfaces point? I have looked into this myself but seem to get conflicting answers from different sources. See here for an example.

Also, should each of the surface types mentioned above need a separate material / IOR?

Autodesk has information about these here, but I'm not sure it applies for Cycles / path tracing:
Autodesk, normals and IOR for glass-liquid interfaces

Note that Blender SE has some related questions:
How to illuminate the darkness inside glass objects in Cycles?


texts: Composite multiple render layers for multiple frames?

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Just a novice here.

I have a scene of a furnace with two separate smoke simulations. I have isolated one smoke simulation in it's own second layer (camera, sun lamp, mesh with smoke and smoke domain). I have managed to composite both together to create the image I want (2 x render layers going through an add node, into the composite node). However, they are part of a 150 frame animation. How do I do this so that I obtain all 150 frames without manually going through each.

I have tried running the animation normally with the composition option ticked in the post processing panel, but it just renders one of the 2 layers (does not seem to change anything).

I cannot simply render both layers simultaneously because the fire in layer one intersects with the smoke domain in layer 2 (which is much too big) and so I get a huge fire on top of the of the small fire I want.

I tried changing the reaction speed to 4, but the fire is still too much too big (4 is the maximum range I am allowed, from 0.01 to 4).

I tried rendering both animations, and then compositing the image sequences, but the smoke from layer 2 appears in the very front of the image, even when a another object is in front (in 3d-space).

Of note: I have the same camera and sun lamp in both layers

I hope that was clear enough. Thank you so much to anyone that takes the time to answer, great community!


texts: What is the difference between blender render and blender game?

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I have to simulate rigid body physics simulation that is close to the real objects. Its about free fall of objects from initial random position onto a table.

I am new to blender so I started my project in blender render and have been working on it. But I see that in certain tutorials, they use blender engine. So I wasn't quite sure about the difference of these two modes.

When to use which? What is right setting for my project?


texts: How rely the orientation of an object facing the camera to the side it's looked at?

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Use case / goal

See the images below.
The green plane is attached to a target, the grey sphere, and is facing the camera, but its orientation change depending on witch side of the target the camera is looking at. The plane and target orientations are indicated by colored arrows.

The illustration below uses keyframes to switch the green plane orientation, the goal would be to completely automatize this reaction.
It would be implemented on top of a complex setup, and need to give correct result in any possible orientation context.

Tried setup

Whether the first part of the job (facing the camera) have been done, the problem is to define the right moment to switch from a side to another :

By using a constraint on the green plan, for example a Locked Track, the constraint axis need then to be switched (from "Z" to "-Z" for example) according to which side of the object is looked at.
By defining all the orientation of the green plane in a driver, by processing the two objects rotation values, the code need to switch its result according to which side of the object is looked at.

This right moment may be defined by an angular difference between the camera and the target. Given cam the value of the Z Rotation transform channel of the camera, and target the value of the Z Rotation transform channel of the target (both in World Space and in [-pi, pi]), a naive approach may define this moment by : cam < target. Thus, due to the angular system (0 to pi in a side, 0 to -pi in another) this approach do not work when the target may be oriented in any side, and the camera may cross the "pi zone".

Synthesized problem

How to define which side of the target the camera is looking at, in any possible orientation of the target and the camera ? Which formula would give the correct moment where the side is crossed, in any orientation context ?

Or what any other setup may reach the illustrated goal ?


texts: Faces Culled when using Screen Space Refraction - Eevee

texts: I am trying to look through a surface that has screen space refraction applied (in this case, a bubble around the ship), however many of the faces on the ship get deleted. I have tried flipping normals and this didn't function. Thank you for the assistance!


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How to make water flow from the certain areas of an object?

I am making an animated character, made of water.
I was going to make the illusion of water, with shaders and different deformations, but I also wanted to make that the water drains from the character to the ground, so I started thinking about the possibility of making some areas of the character as the source of water.


texts: Proper greasepencil animation workflow: How to manage "scenes"?

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What
I'm trying to figure out how to "correctly" manage multiple-scene grease pencil animations.
By multiple scene, I mean, maybe I drew an animated intro title, then I want cut to a street scene, then I want to cut to an indoor scene. Ideally I would like to be able to quickly preview and shift the cuts while animating, so I can fine-tune the cuts with the pacing of the animation.
The options I've considered so far:

Animate the visibility of all the grease pencil objects in the title to "hidden"

Awkward if there are lots of objects, clutters up timeline and makes it easy to accidentally miss an object when moving the keyframes later

Erase the strokes at the right time

Involves manually erasing every greasepencil object; also hard to edit after the fact?

Jump to a new camera somewhere else in 3D space

Seems like maybe the best option to me right now, but still feels "hackish", and could be awkward if working with large and 3D greasepencil scenes.

None of these really seem like the "right way" right? What am I missing?


texts: Is it possible to accomplish something like this or this in blender? In this video you can see some results in BI, but I can't (and many other people in comments) render it (you can download .blend in the description and try it yourself, result can be seen only in the viewport). Maybe somebody can show node setup (at least the base of it) for cycles?


texts: Changing a plane's material alpha from BGE python

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I want my scene to "fade in" from black when it starts up in the BGE.
For that reason I have created a plane (with shadeless, diffuse black material) in front of the camera that I want to make transparent by decreasing the alpha value.

(I connected a Python script to an Always sensor so I have a function that is called every frame; from there I set the alpha.)

However, setting the alpha does not have any effect.

plane = bge.logic.getCurrentScene().objects["blackScreen"]
plane.meshes[0].materials[0].alpha = 0.0 # just an example

The plane will always be rendered in the color (including alpha!) that was set in Blender.

Why does it not work?


texts:
I have a 3D model in Garry's Mod "addon" format.
The model is in a rar file which contains "*.mdl", "*.vtx" and "*.vvd" files (among others).

How can I import this model (and its textures) into Blender?


texts: Local rotation with array and curve modifiers

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Is it possible to get local rotations on objects generated with an array modifier that are deforming to a curve?

A picture will work better:

I'm trying to avoid having the "seams" line up for each array object. A random rotation would be ideal, but even a constant offset would do.

I've tried using an object offset in the array modifier, but that interacts poorly with the curve modifier.

Here's how I have the modifiers set up:


texts:
How can I animate a plane into a conical shape.
Here's an example of what I'm trying to get from a plane

I tried using the simple deform modifier using bend which gives me a cylinder

But when I try and bend it using the simple deform modifier for a conical shape it doesn't work how can I fix this?
The top portion doesn't close all the way.


texts: How can I trim this wall to the roofline? Thanks in advance.


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I recently made a video shot that I now need to motion track. However, due to motion blur at some points, as well as my limited experience and skills in this area, I am having some issues with setting it up to move right overall. There are some "blackspots" where I just can't get enough segments to track accurately. I am wondering if I can manually feed in approximate camera position and rotation for certain frames to help Blender solve motion track? Like give the rotations at different frames where I can make them out more or less certain and than let it calculate the rest. Or even better way would be - give it approximate movement of camera and let it sort out the details. Is this possible? And if it is, than - how?
Thanks!


texts: Equivalent of mesh.tessfaces.add, foreach_set in 2.8

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I have the following code in an addon:

mesh = bpy.data.meshes.new("test")
mesh.tessfaces.add(len(self.faces))
mesh.tessfaces.foreach_set("vertices_raw", unpack_face_list(self.faces))

However, it looks like the tessfaces API has been removed. I've found this forum thread which seems relevant to my issues, but I'm not exactly sure how the mentioned code snippet would be applied in my case.

For reference, self.faces is an array of an array of 3 vertices, eg

self.faces = [[1,2,3], [2,3,4]]


texts: Spiral array but with fibonacci sequence

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I am trying to make a sunflower.
The seeds in a flower grow in a spiral.
Whenever I add an array spiral and make it follow the curve, it doesn't seem to look quite right. This is because it doesn't follow a Fibonacci sequence. How can I fix this to look more like the real thing?
How can I make my array follow a Fibonacci spiral without running into spacing issues?

My current pattern with the array modifier following the spiral curve:

The pattern I am trying to create:

Pasting the following code will create vertices in the distinct pattern, however it will not place any specific objects instead of those vertices. How would I go about modifying the script so it will place down an object instead of a vertex?

import bpy
import bmesh
import math

n = 1000 # number of points
c = 0.1 # scale factor

mesh = bpy.data.meshes.new(name="Spiral")
bm = bmesh.new()

for i in range(0, n):
    theta = i * math.radians(137.5)
    r = c * math.sqrt(i)
    bm.verts.new((math.cos(theta) * r, math.sin(theta) * r, 0.0))

bm.to_mesh(mesh)
mesh.update()

from bpy_extras import object_utils
object_utils.object_data_add(bpy.context, mesh)


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Note:
Vader's solution set me on the right track, but I ended up using this, as it goes a bit faster with large numbers of objects.

Original question:
Is it possible to directly apply transforms on linked object data? Blender does not seem to let you do this. It results in an error: Cannot apply to a multiuser: object, object2, etc. aborting
That makes sense, but I should be able to apply the scale to all of the objects, right?
For instance, I have three cubes which are linked, but have different scales:

I realize that because the mesh data is linked, they all have to be the same size once the scale is applied.
I tried selecting them all with the smallest cube active, then applying the scale.

The expected result is that they all become the size of the smallest cube with scales of 1,1,1:

However, it just throws the same error instead:

Is there some way to do this without unlinking everything and then relinking?

Update: There seems to have been some confusion about if this was possible or not, so I'll quote my comment below to help clarify what I wanted:

I only want the active object to remain the same size, I realize the other objects will have to become the same size as the active object. I don't see why that would be impossible..


texts: My image look changes when i modify the render resolution

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If i render my scene in 1280x720 it looks ok but whe i increase the resolution to 2560x1440 the ground looks darker . I only changed the resolution,nothing more:

The first image was a test and the second a final render . I want the final render to look like the first image.What i should do ?
(THE UNFINISHED RENDER HAS 2560X1440 AND THE OTHER ONE 1280X720)

(


texts: Strange Ghosting Viewport Render issue? Materials don't show, renders show everything as alpha

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I do not know what's going on with the render viewport.
Materials don't show, renders show everything as alpha when I try to render a material, not sure what's going on.
Best way to show you is a video: Blender issue Video on Youtube
My Graphics card is a RX580, Processor Ryzen 5, so don't think it's anything with my PC? But it could be!
Thank you in advance!


texts: Scripting Scaling based on custom properties

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I am having an issue, and according to suggestion in my previous question PREVIOUS POST I am writing it as another question.
I have a small project where I have a cylinders with custom properties data about Z - Height value, and R - radius Value. I am also having a low poly tree.
I am aiming in CTRL+L copy object properties from tree to the cylinder and then accessing scaling with values Z & R from customs.

I guess that I have to create a simple script for that but I have no idea how to access data in Custom Propoerties of an object.
I feel that it will be something like that after selecting objects:
bpy.ops.object.make_links_data(type='OBDATA')
bpy.ops.transform.resize(value=(R, R, Z), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
I attach my blend file to show the project (part of it) BLEND FILE
The point is I want to easily update vegetation data for city landscape based on true GIS data for shadows and things like that.
If you can please help me write that script properly - will be very glad for help and effort!


texts: Can't bevel - Invalid boundary region to join faces - edge dissolve

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I have the tray model as shown below. [Image 1]

Here is the blender file: Trays

Which was created by boolean subtracting the spaces.

I want to bevel the top edges, but the booleans left over extra edges [Image 2], so the top is not a 'single face', and this ruins the bevel (with 'Clamp Overlap' off). [Image 3]

I have tried Dissolve Edges, but blender says "Invalid boundary region to join faces". I have tried removing double vertices. And I have tried scaling in Z axis to 0 to ensure all vertices are on exactly the same plane, then Dissolve Edges - still doesn't work.

How do I make the entire top 'one face' so that my bevel will work? Or another solution?

Thanks!


texts: Blender alpha/transparent texture only works when selected

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I have a transparent bubble texture that I got from google and I placed it on a part. I set the alpha to 0, made sure my shading setting is on GLNL like a youtube video instructed me to, but I only get my desired result when its being selected. If anyone knows how to fix this please help as soon as possible.

The first picture is my desired result which is when its selected, the second picture is the result I get, and third picture is the texture I used.


texts: How to display an skeletal animation in WebGL on web browser

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I want to load and display this animation model in WebGL on web browser.

blender file

I exported a JSON file as skeletal animation with an addon for three.js, and loaded it in WebGL, but it wasn't success.
I uploaded my three.js code

I referenced this cite, but I couldn't understand well.


texts: I have a static object that flys through the air that needed collision. So i changed it to a ridged body but it still has physics and wont fly anymore. Is there a way to have a ridged body with collision with no physics?


texts: Blender Game Engine - Mouse Click Location

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Does anyone know an easy way to have blender spawn particles based on the mouse's location in 2D space on screen? I want to have the user click the mouse and create bubbles that float upwards from that spawn location.

Thanks.


texts: How do you use a multiple leaf texture file on a sapling curve tree?

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Textures.com offers leaf textures in a multiple-leaf-per file format. There are also six files for all the maps.

Is the expectation that I open these in gimp and make them into separate images (somehow keeping the edits identical across all six images/maps), or is there a way to use a file like this directly in Blender where you draw bounds around the individual leaves and it assigns one of the groups randomly to each leaf instance? This is for a sapling generated tree in 2.81a.


texts: Difficulty Exporting to OBJ - Texture Clamping

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I have a model that utilizes clamping for its textures. When I export to OBJ, these clamps are lost and the model looks terrible. Is there a way for me to have the OBJ save the clamping?

So here is an image of the problem

The one on the left, that's how it's supposed to look. You can see an obvious difference on legs and pelvis, I'm sure.

These issue is, it doesn't seem to export the clamping. Is this really something that cannot be exported? I did not even build this model in blender originally.

It just seems like there has to be an easy fix for this that I'm missing.

So to break down what happens. I import the model into blender originally, it looks fine. I make some minor tweaks to it, still looks fine. I then export the file to OBJ via blender's export feature and it loses all clamping for some reason.


texts:
Is it possible to simulate an egg?

Specifically, I was wondering how to handle simulating the yolk.

I was thinking fluid simulation, but it seems you can't a specify different viscosity for different parts of the fluid. (I'm not even sure if that would even be the way to go about it)

How can I achieve this?


texts: Cannot draw with Grease pencil, on tablet or with the mouse, it acts like an eraser

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SOLVED : so this morning, I started the computer and it worked. That's it!
I cannot draw with the grease pencil tool, it acts like an eraser, although the pencil mode is selected. I found this topic, Blender 2.8 Grease Pencil displays [Report ERROR: Nothing to erase or all layers locked] when trying to draw, but it did not solve my issue. I tried to change "windows ink" or "automatic" in Edit > Prefs > Input > Tablet API .
When I try to draw with my mouse, it only creates like an "arch", as you can see on the picture. it does not follow the movement of my mouse, it only draws a portion of an arch.

I'm using blender 2.9.
Thanks


texts: How do I convert an stl to an mdd file so that I can use the mesh cache modifier?

texts: I have multiple stl files that I am trying to show frame after frame so that it looks like the mesh is animated. I have tried to use the mesh cache modifier with stl's but it says "no such directory found" I believe this is because I am not using an mdd or pc2 file. How can I convert these stl's to mdd or pc2?


texts: Cannot install addon, even after manually moving file into the Addons folder

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Version 2.72. This addon: http://pasteall.org/56112/python

I coped the code and pasted it into a notepad doc, saved as a python file.

I have tried installing through the installer, then manually have moved the file into C:\Users*Username*\AppData\Roaming\Blender Foundation\Blender\2.79 and F:\Blender\2.72\scripts\addons

My Blender is in the F directory rather than C.. is this complicating something? Basically the file is not showing up for me to check the box to activate it.


texts:
I have already spent 2 hours figuring out how to position image correctly...
So here is the problem:

I would like to set background image in such way it fits to the real measure (doing iphone modeling tutorial,)

I set scale to metric and centimeters
During the process the grid is going crazy (super large etc)
I put image and it is has 10m size!
I change size of image so it ~fits to my needs
Then I just can't align the image properly as it jumps when using offset X or Y option (image does not moves smoothly and precisely)
Is there a bug or I am doing something wrong. It looks like image offset function is not scaled proportionally

I tried changing grid size, units etc etc but still nothing. I would appreciate your help. I guess it's a beginner problem:)
Thank You in advance


texts: Blender 2.82 Eevee smoke problem (density)

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I use Blender 2.82 for 2 days now. I have real problem to get nice results with smoke. I cannot generate dense smoke. I tried everything. Nothing helps. I had no such a problem with previous version (2.81).
The smoke is very weak, thin (not dense). Changing density in Principle Volume Shader DOES NOTHING. I tweak it from 1 up to even 1000000. The smoke is still weak and very transparent. I checked once more similar situation in earlier version and density (in volume matarial) changes a lot. Even with small values. I cannot make the visual change in 2.82

blend file


texts: How do I scale a letter how it should be?

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I would like to extrude & scale the outter edge of my letter like this :

but Actually it looks like this ...

I have no clue how to do it ...
Also  there is another problem,  if I scale a mesh is there a way to deactivate the z axis ?


texts: I got an animation with blinking lights, animated by an emission and transparent node connected to a mix shader. I want them to go on and off after eachother, instead of all together at one time. Is their a possibility to shear these keyframes in the Dope Sheet? If I use the Shear tool it will crash, so is there a specific way to do this for keyframes?


texts: Problems with compositing and Shading settings

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There is a problem setting up the shadow of my CGI model that I want to add to the camera image on the compositing screen. I can’t intervene in the shadows.
In the tutorial I watched (https://youtu.be/hymtATx1QXw 23:35) I make the node settings in the Compositing tab, but the image I get does not change the shadows and the reflected image is different.

Not: I uploaded the HDRI image but there was no shadow so I put a point light. But I did not remove the HDRI image. If you say it may be related, I will throw the screenshot.


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I concluded my final render for a project, which turned out pretty neat! Some time after that I went to check out the .blend file, and noticed that the subsurf modifier I was using was showing 3 subdivisions, but only rendering 2. With a palm to the face I realized where some of the sharp corners were coming from in my final render.

Anyway what I did was put the render subdivisions to 3 and make yet another final render (hopefully). I've let it render overnight and noticed that this new render was turning out much brighter than the one before it, which you can see here:

This isn't really that much of a problem, since I think I can fix it quickly, but I was just wondering if the subsurf subdivisions do normally affect the scene this way. Could it that the softer mesh reflects more light than the rougher? Is it just some setting I accidently set off? If you have any suggestions on ways to make the scene darker, I'd be gad if you'd share it here, since my own techniques are probably not the most effective...

Thanks for reading!


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I have a long curve of 425 vertices where there is two round parts :

I would like to unfold this curve to have a straight line where all edges length are the same than the initial curve.

Thanks !


texts: Blender 2.8+ Camera Tracking with variable Focal Length (zooming)?

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I've seen on a couple forums that camera tracking with variable focal length used to be planned for blender all the way back in 2013 (for example here).  Though all links I've found linking to the Todo ticket are broken.
Is track camera motion while also tracking changes in focal length still a planned feature?  In addition, being that this has been talked about since 2013 why hasn't it been added yet?


texts:
It's easy to paint with a guide line like that on the tutorial, but I can't.
I only get a guide line when I'm in edit mode.


texts: How do I specify the 3D Cartesian coordinates of each vertex in a plane?

texts: I have a specific system with a given origin. I want to make a plane with 3 vertices where each vertex has a specific position in 3D space relative to the global origin that I want to specify explicitly. I know that you can move vertices in each direction with your cursor but I want to set it in place the same way you specify the position of a UV sphere.


texts: Where to find deb file for Blender 2.78c

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I've been using the Blender PPA which recently updated to 2.79.  However, I want to remain with 2.78c for a while, but I'm not sure how to get it from the PPA (or even if I can, or find a deb file.  We're using Ubuntu 16.04.

I can get a zip file from Blender.org, but I'm managing a lab full of computers with puppet and I've got mass install of deb files figured out, but not from zip...

Is there a Blender 2.78c deb file somewhere for Xenial or Debian Stretch?

Edit, the closest I've found is 2.78a: https://debian.pkgs.org/9/debian-main-amd64/blender_2.78.a+dfsg0-4_amd64.deb.html


texts: How do I get rid of this weird pattern on my mesh?

texts: I imported a mesh from roblox studio into blender and weird shadow patterns appeared on it.


texts: How to mirror uv-island, and if doing so wouldn't cause problems with baking normal map?

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I'm modeling a gun for a game, and I need to mirror right side of it, yet when I place the uv-islands together, after using "Pack Islands" they're becoming separated again. Is it possible to permanently merge them together, making them act as a single uv-island ?
If the uv is mirrored, wouldn't it create errors when trying to bake normal map ? (Like, wouldn't blender try to push data from right side even tho mesh copies it from left side only ?)


texts: How to move a whole mechanical rig without selecting all the individual parts?

texts: Is there a way to move a mechanical rigid body made up of many parent child objects, constraints etc as a whole around the environment, without having to select all the individual parts?


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I'm new to blender and would like model a plastic food tray.
Which is the best way to model it ?