texts:
I have created collections with characters that I'm using with particle emitters and I have questions about optimizing workflow.
My first question is there possibility(or what Im doing wrong) to use collection instance as particle? I mean I have 62 collections, I'm creating 62 instances and use the as particles - at the moment if I use them they are not working as particles.
Second question - if above is not possible - all the problem with so many collections is that I need to use "whole collection" because without that particle emitter showing is only character and not attached "child of" to it armour/weapons, and If I use whole collection on absolute collection it place all 62 collections in one spot.


texts: Blender Game Engine - Load Scene Similar To Linked

texts:
Lets say have have two files a.blend and b.blend. Inside both blends are two different game engine scenes. Both have animations, objects, logic, scripts, constrained objects and armatures.

From b.blend, I wan't to dynamically load the scene into a.blend, and switch two it.

For reference, this could be done statically by linking the scene in, and then using scene.replace("sceneB")

By the way, Start Game From File is not an option


texts: How can i put a Force Field between two items for Keyed particles?

texts:
I made two objects and a controler using Keyed particles on Blender Cycles, and it works fine, because i wanted to make the particles going into another object so i don't want to change this.
What i want to know (and need) is to put a force field (for example a Curve Guide) between them to make a distortion on the ''Line'' of particles made by the keyed items, because it's still to static.
How can i activate it? Since i already added a force field, isn't working for me..

Please help!
Thanks in regard :)


texts: How to turn on vertex display while in edge/face selection mode?

texts: How to always turn on vertex display in edit mode ? even if in face /edge selection mode, i want to see the vertex . is it possible ?


texts: IS this what we could expect best for 200 samples?

texts:
I wonder if I'm going to land into the right part of the forum for this thread, appologies if I didn't.

This scene is meant for an eventual animations. I tweaked some parameters to reduce the noise as much as I could and render this view with 200 samples. It took 3:12min. This is the best so far I came up with 5 months of experience with modeling and blender.

I know it's not a regular question for this type of forum but I hope I can count onto your experience to get your point of view. (no pun)

-The main Light is coming though the windows. These are configured in order to avoid caustics.

-I used portals in front of these areas

-Currently using 2 Max bounces

-The exterior light comes from a HDRI with a ''sun'' area cranked up and a Sun lamp that definitely need some tweaks yet.

Question 1:At this point, I'm only wondering if I just have to crank up the samples or if I'm missing something important before boosting render times?

Question 2: Should I consider getting a better HDRI texture or tweaking something about the exterior light to help reducing noises?

Thanks for your input!

Charles


texts:
I have 2 identical islands stacked together. Blender doesn't merge the vertices that are in the exact same position when I use Remove Doubles or Weld. It only works when the vertices are NOT in the same exact position.

Here's a GIF:


texts: How do I make material textures visible in the Render window?

texts:
Okay so I've made a blender model, added textures and recently I've started adding materials but now the textures aren't showing up the same as what I'm seeing in the 3D window.

Blender Default Window:

Rendered:

Comparison:

I know that I need to assign a texture to a material, which I have done but it's still not showing up how I want it to.

I'm not a pro at Blender but I wouldn't consider myself a beginner, so if anyone can provide screenshots with their instructions(such as checking boxes or settings) I would greatly appreciate it :)

Does anyone know what I'm doing wrong here?

Also by request, I cannot upload or share this model, sorry :(

@Dimali I believe so, here's a screenshot of it:

@Dimali And here's a screenshot of the settings:


texts: My mirror ball is not shading correctly - it looks too flat

texts:
I have a 32x32 UV sphere in blender. I have it set to "shade flat".

What I want is each square face to be clearly defined and visible (like shading flat normally does).

It looks basically correct in Look Dev mode:

However, even though it looks correct in Look Dev mode, when I render it looks like this:

I am pointing a square area light right at the object and that is all I see.

The white part of the material is glossy so ideally it would create a mirror look (where each face would reflect its background).

The holes are created by an alpha map, ideally the white parts around them would be glossy.

How can I get the "look dev" look, in my render?


texts: Micro displacement not rendering with motion blur. (Blender 2.79 )

texts:
Most of the bee is animated, specifically the wings, each flap is around 3 frames so there should motion blur happening at least with the wings.

I've attached the pertinent screen shots of settings as reference.

I've also tried rigging a primitive object with bones and animating it next to the bee with the same settings which does render with motion blur.


texts: How do I create a fluid vortex/whirlpool?

texts:
This questions has been asked before but never satisfactorily answered...
I'm looking to create something like this...

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

As you can see, its liquid so I don't want to use particles.

I've tried spinning an object as in the youtube. Not great results... any help would be much appreciated.

Thanks


texts:
I've got this old blender scene, last worked on it in 7.78 and I've opened it in 2.8 now to try and clean it up a bit. Basically, I've deleted most of the objects, as there were loads of instances and kept just one of each object.

After doing this the scene file size increased instead of dropping and I can't see any other objects in the scene, apart for the ones I kept. I've unhidden everything, all the collections (former layers).

The problem is, if I want to append objects from this scene into another, I see a huge list of objects and instances. I can also see them in Orphan Data or Blender File data, in the original scene, but I can't seem to be able to select and delete them. I'm getting a 'Not Yet Implemented' error.

Does anyone have an idea of why this happens?
Thanks!


texts: So I've already rendered an animation as an .avi file, is there some way to change the file to .mp4 without rendering the animation again?


texts: Question about particle systems ("static particles")

texts:
I just started looking into particles with Blender.

I'm familiar with the concept (I also work with particles inside Unreal Engine), and experimented already with force fields.

What I'd like to do is some kind of "static particle system", where I just need to render one image that later I will simply put over a photo with Gimp.

Basically I'm looking for something like this: http://www.4rand.com/TEST/Krakatoa/TurbSpawn/furball100m4k.png

Is it possible to achieve a similar result with Blender? Any suggestions?

Thank you very much.


texts: Why doesn't updating a particle settings object `frame_start` field work? (in Blender 2.8)

texts:
I am creating a ParticleSettings object from python (Blender 2.8). All of the properties are set correctly but for frame_start, which does not change. Any ideas of why?

ps = modifier.particle_system.settings
ps.count = num_particles
ps.frame_start = explosion_frame
ps.frame_end = explosion_frame + 2
ps.lifetime = FPS * 3
ps.emit_from = 'VOLUME'
ps.normal_factor = 3
ps.tangent_phase = 0.5
ps.tangent_factor = 3
print(ps.count, ps.frame_start, ps.frame_end, ps.lifetime, ps.emit_from, ps.normal_factor, ps.tangent_phase, ps.tangent_factor)


texts:
I'm perfectly willing to entertain answers like, "You shouldn't, do it like this instead," so I'll explain my ultimate goal.

I've been working on a model in Blender, including materials, and I'd like to prepare textures for use in a different, much more primitive engine.  Because I've been building for Blender appearance, I would like to use renders from orthographic cameras (starting with 6, but we'll see) to build a texture up on an unwrapped UV.

My problem is concavity.  Some areas of the model will be occluded from any given camera-- from all cameras.  I can manage that by separating these faces out, but I'll need to know which ones.  The ideal way for me to know would be to have a texture on my unwrapped UV that represented whether a given pixel was visible to the camera (or any proxy for it), in a black-or-white fashion, no grayscale, so that I could feed that into a nodes setup to integrate all of my renders into a final image.

Is there some way that I can create a material that returns white if and only if it is visible from a given position with an orthographic perspective?  Obviously, I can do this just fine for the render-- everything that renders is visible and everything that doesn't, isn't-- but I need it mapped to my model's unwrapped UV coordinates, like a bake.


texts: Chart Graphics Generator Add-On: AttributeError: '_RestrictContext' object has no attribute 'scene'

texts:
I'm new to Blender, and I'm finding that it's a very powerful tool so far. At the moment, I'm trying to enable an add-on called Chart Graphics Generator. However, it produces this error whenever I try to enable it:

  AttributeError: '_RestrictContext' object has no attribute 'scene'

Source:
http://blenderartists.org/forum/showthread.php?230533-Bar-Graph-O-Matic-piechart-help-please/page2
(The attached blend file in the very last post on the thread linked)

I've updated the Add-on: Precise-Align, but the error still persists. I found out that's it's due to an intentional deprecation from Blender with certain restrictions on context.

The Traceback says the problem is on line 44, in the globals section.

pid2 = pi * 0.5
sce = bpy.context.scene
obj = bpy.context.object
boo = bpy.ops.object
bot = bpy.ops.transform
suma = 0

chartType = '' #not yet used
negativValueSeen = False
sizesCVSfile = None
colnrPKHG = '-1'
cvs_colums = 0

What I've tried:

I've tried just running the script in a text box, without trying to use it as an add-on.

This partially works. However, it only shows the data labels of the imported CSV file, without any line charts relating to the values of my own CSV file.

The line charts that appear on start up relate to the default CSV file the developer wrote the path to.

I've also tried following the vimeo tutorial video with instructions on how to use it, but the method script just seems to have deprecated methods:

http://vimeo.com/43432482

Being relatively new, I don't know how to go about solving this error. I know there must be a new way to write it, but I'm not sure where to start. Can someone please assist me in resolving this error?


texts: Weight painting is causing weird extrusions

texts:
Just wanna give a heads up that I'm new to this
So I'm attempting to rig a mesh, however every time I attempt to weight paint it, it causes weird extrusions.
What the model should look like

What happens when I try to weight paint it

I have tried every possible option with the brush, stroke, falloff, etc. that I know of. If anyone knows what is causing this I would be very thankful. Also happy holidays.
Edit: So I apparently did not give enough info originally. I have been recommended to use blend exchange, which I now have. Yet again thank you for taking your time to help.


texts: Blender Importing . How to reapply all textures and maps to Luxox18 import models?

texts:
Im looking for help to reapply textures and maps to models from r6 siege game  in Cycles Render.
I downloaded his imported models from his Devian (link below) and i imported .obj file , but i have no idea how to reapply specular,normal and detailed normal maps. Only what i've got is diffuse texture but no clue how to reapply other textures :

Here's the link to the character im trying to use:
http://luxox18.deviantart.com/art/Rainbow-Six-Siege-Tachanka-650518471

I hope someone can help me with this , because node setting is a painful and hard thing in blender :(

(ps): if someone had time to make whole node tree for this model i would be so glad for it , cause i want to use other models too :)


texts: Unable to zoom or pan away from a certain point

texts:
I am using Blender 2.91, and have found that there seems to be some "point" unrelated to the selected object, that I simply can't zoom away from. How can I fix this?
I have seen a lot of similar questions that deal with being unable to zoom closer to a selected object, but this issue is not that. There is just some arbitrary point that I can not zoom more than a certain distance away from in any direction, regardless of what I might have selected.
If I go into Top or Front view, I can move just fine, but when I go back to User Perspective, wherever I was when I left Top View seems to become my new "prison".


texts:
I can't seem to get the shading on this model correct.

Model settings:

Edge Split
Subdivision surface- 3 subdivisions
Of course smooth shading ON
Model was based on circle with 120 vertices.

My question is how can I get a better result?

Here you can see the shading is not right.


texts: Blender animate grease pencil layers separately

texts:
Is it possible to have different layers within the same grease pencil stoke object, animated separately? I would like to animate the grease pencil stroke as an object so that the whole thing is animated together, while different layers within the grease pencil stroke object are animated separately.
Or, if not possible, what is the best way of achieving that in Blender?


texts: Python: Conditional to stop the execution of a script

texts:
I'm writing a script that accesses the vertex groups of a mesh object. I want the script to stop executing under certain conditions, like if the active object is not a mesh, or if it has no vertex groups.
I tried import sys paired with sys.exit(0) but that closes Blender.
I tried quit() but that crashed Blender.
How can I build stopping safeguards into my code? Thanks.
For reference, here is my code so far (which crashes Blender):
import bpy
from mathutils import Vector
import bmesh

context = bpy.context
scene = context.scene

act_obj = context.active_object # get active object

# make sure active object is a mesh
print('Active object\'s type is: ' + act_obj.type)
if act_obj.type is not "MESH":
    print('Active object\'s type is not MESH. Aborting.')
    quit()

# make sure the mesh has vertex groups
if not act_obj.vertex_groups[0]:
    print('Active object has no vertex groups. Aborting')
    quit()

v_grps = act_obj.vertex_groups
print(v_grps[0])


texts:
I've created a plane that emits soft-body object, but particles seems copying form of deforming plane object.

How to create soft-body emitter, where each particle behave as soft-body plane?

Help, please.


texts: Blender 2.8.2a "No active image found in material "material_name" for object "object_name" when baking

texts:
After going through various forums, with the same question. The answers that I found were

The object has an empty material slot attached to it and you have to remove it
"Use nodes" needs to be ticked

Any type of Bake Type used will result in this error.

The following images below show, at least to my understanding, that I do have Use nodes ticked as well as that I have no empty material slots attached to my objects.

So I'd be grateful for any help that anyone could give me

Thanks

]2


texts:
I want to set a temporary script path for an instance of blender that will bet set from a python script. That script will be launched with the execution of the blender exe.

It needs to be temporary as I do not want user to have access to certain tools when they are using the exe outside of the project's art pipeline.

I'm having trouble finding a way to set pref automatically using python. On top of that, having that setting being volatile during this instance only.

Any help is welcome! thank you!


texts: Materials and properties, color changes react differently

texts:
in my game I have a ray sensor in my player-object searching for the property "block".

If the "block" property is found in a target-object, it changes the color of the target-object from [ 0.0, 1.0, 0.0, 1.0] to [ 0.0, 1.0, 0.0, 0.2] (so it changes the alpha). These target-objects have the same material, let's call it target-material.

If I use a logic brick actuator to replace the mesh of the target-object with the mesh of another object, the following things happen:

a)If the material of the new mesh is a different one or non-existent the color does not change when hit by the ray.

b)If the material of the new mesh is the target-material then everything works as intented.

So my question is, since the property "block" still exists in the object, why does it not change the color of the new mesh's material? I understand that if there is no material in the new mesh then the color won't change cause it needs one. Am I wrong there?

And my 2nd question is this.

Why when I add more target-objects in the scene (I noticed it happens if I add more >2 but it might be random) does the color differ? Check the 2 pictures below.

To be honest the 2nd image feels more right since I only messed with the alpha so it should only make it more transparent and not darker, but still why does this happen? Nothing else was changed. Just another cube like the rest was added.


texts: as says the title: is it possible to use normal mapping in Multitexture mode, if yes how ?


texts:
It seems shape keys can't manually be set to a negative number or a number larger than 1. I've even tried using a driver to drive the value of the shape key beyond either of these extremes with no luck.

What I am trying to accomplish is a single shape key of an object bending forward, with the hopes that a -1 value of the shape key will bend it backwards as well, so that I can drive it with a sin function so that the bend oscillates back and forth without having to animate and synchronize two separate shape keys.

Is there a way to push a shape key into the negative? (And as a secondary question, can it be pushed past 1?


texts: How can I use Filter nodes from Compositor in Material Editor?

texts:
I want to use the filter nodes from Compositor in Material editor. For example, I want to apply a dilate filter to a noise texture.  Is it possible? If not, is there a easy way to achieve this?

Thanks for any help?


texts:
I am trying to render a waterfall-esque thing. As you can see in the render:

The waterfall and its particles get cut off about 4/6 ways through. (I should note that I am using the Viewport render mode, not actually rendering just yet.)
However, the exact same shot in wireframe and solid shows that everything is fine:


texts: Run Blender on Azure Windows virtual machine

texts: I wanted to setup Azure's virtual machine to run Blender on remote desktop. My PC is lagging even in preview, I need to see what Im doing on my virtual machine, but I can't use GPU with Windows remote desktop. While playing animation, VM's CPU usage increases to 100% and FPS drop down to 0.4. I can't see my GPU in Task Meneger, but it's visible in Device Meneger. I updated the Group Policy to use GPU but I still can't use it. How can I force RDP or blender to use GPU? I have Nvidia Tesla K80 and the latest drivers.


texts: How can I know the data paths of certain point of bezier curve?

texts: I´m trying to do some nodes animation and I don´t know how find the data paths of the points that define a bezier curve.


texts: Whole curve twisting when moving it's extremity

texts: Is there a way to improve on this kind of curve behavior? I'm making a belt, and it's driving me crazy how the whole curve go nuts when you tweak the starting point position. You would think changing the twist method under the curve parameter would work, as well as the twist smoothing, but none of the options feels like a good one in my case.


texts: Blender python array modifier transforms

texts:
Can one get (in python) transform properties (location, rotation ect.) of the objects created by the array modifier?
(while the array modifier is active, without applying it)

I need to be able to snap some other object to one of the array duplicates

thanx


texts: How do I bring this face up and snap to another face?

texts:
How do I move this selected faces up along the Z axis and snap it to the unselected faces? They were originally connected together, but I cut them out initially thinking I didn't need them. The vertices that are supposed to be connected together are on the same Z axis. I tried different settings in snapping but the selected faces seem to just jump all over the place. I need to keep the sizes of the selected faces the same, so I can't just select vertices and snap them up. I need to move everything up together.

Thank you.


texts: How to render displacement of cycles material output into normal map?

texts:
I'm using blender to render sprites to 2d game. I'm using render layers to separate output into different layers my game engine requires, including normal map:

However, when using a texture with displacement:

...it just doesn't show up on the normal output:

I suppose normal output has only geometry in it? How would I go about adding this texture to normal map?

Please note that I'm not baking sprites, I'm using full render output separated into layers. This is to enable animated normal map output.

EDIT:

This actually seems to work as expected in Blender 2.78a:

This seems to be a bug in Blender 2.79.


texts:
I have a simple 2D Rig created with Grease Pencil and deformed by weights/lattices, this is what it looks like:

But when I try to append it to another scene it looks like this:

I'm not sure why this is happening, the only way I have found to take it to another file is by importing the scene instead of the collection, this doesn't solve my problem though as the rig is in another scene
My guess is that it has to do something with strokes that are scene dependent and for some reason aren't dragged in along the rest of the rig while appending.
Does anyone have a clue why this happens?


texts: Texture Image Material is flipping the PNG file I Input

texts:
Here is an image of my Blender workspace:

As you can see, the image of the Spanish flag is flipped state on my plane.

Have I missed something here? All I did was add an image to the plane.

Is there a way to add another image on the opposite of the flag too?


texts: When I use x axis mirrors while setting mech bones once I begin to draw the bone before I move the cursor, The right bone apear and the left not, This lead at the end that each right bone is bigger than the left one!


texts: I have a problem left clicking the x,y, z axis

texts: I can't get my objects... which at the moment is the cube to move along the x,y, z axis using my mouse. If I left click, all I seem to do is move the crosshairs.   I am using Blender 2.72.  The only way I can move along those axis' is if I click "G" for grab then which ever I would like either x,y, or z.  if I try to get the trackball to move... I cant do anything with it.  IS this a bug?  Ive been looking for answers on youtube in tutorals but, everyone just left clicks and moves along the choice axis... I feel like im lost until I can get this working.   HELP!


texts: Object not outlined in Viewport despite Outline Selected enabled

texts:
I'm working on some models someone else made as part of a project. The .blend files they've given me have several objects that get no selection outline in the viewport despite Outline Selected being checked. Other objects work normally. I assume there must be something else that can cause an object to not be outlined, on a per object basis.

Can anyone tell me what this might be? I cannot find any differences between the settings of objects that do and don't have selection outlines.


texts:
I have done a locrot on a sphere and also has pressed i on a value in the node editor. I have tested it in a blank location and the keyframes for my fac value definitely places and animates properly but I cannot select it. It seems to unify as part of the sphere animation. Is there a way to seperate the keyframes or at least select them individually, i.e. where is the "fac" keyframe for the value I set?

As you can see, the mix shader has got a frame assigned to it and acts accordingly when sliding the timeline, and in the final render but I see only 1 key.

To demonstrate,

And after putting the frame in it registers on my fac value and places 2 keyframes in the dope sheet and clouds section. I was hoping to isolate these frames at frame 0

Note that these 2 frames aren't in the file I upload I just added it for reference purpose. They are set however for frame 0 but I cannot select them as they seem hidden.


texts: I have a file created in Delftship that I want to import into Sketchup. I exported it to a 3DS file but the file (3.27mb) crashes Sketchup every time. This has happened before and there is a part of the file that Sketchup does not like. I tried exporting to OBJ but the entire file takes forever and never loads into Sketchup. In the past I've been able to export to OBJ in pieces and that loads fine into Sketchup but I can't see how to explode this file. Selecting the model selects the entire model.


texts: How do I lock editing the position of faces?

texts:
I have a large model -- I am going through it and selecting out faces in order to break a large, messy model into smaller sub-parts, so that painting it is hopefully easier

I've locked the position on the object level, but that doesn't seem to translate to the faces, apparently-- it just locks the overall object position.  When I'm in edit mode, right-clicking away on faces, the faces still move around.

(My worry is that when I'm doing a lot of right-clicking to select faces, some small bit is going to get moved without me noticing, and I want to lock face positions for that reason.)

Thanks.


texts:
I am starting on a animation and every time I click something it waits and  says at the top of the window "Blender (Not Responding)".

I know what it means but is there a way to stop it from doing this? Its very annoying having to wait 7 seconds to select a bone. I don't know what to do I have tried turning of grid and outline selected and it still is slow.

Also, I am on a gaming laptop with a I7 and a gtx 960 so there should be no problems like with old computers.


texts: Cutting out logo shape (using Boolean, or knife on a 2D plane) ruins edges when shaded smooth

texts:
Hy, sorry if there is simmilar question as mine, I tried to find answer but couldn't.

This is a model of a redbull can and the detail you see is the can opener that has that little bull cutted out.

I tried to cut out the logo from the can opener and just dont know how to do it right so the edges stay smooth when shade smooth is activated.
  First I cutted out the shape using boolean tool, either on a 2d plane(and then solidify it) or on a already 3D shape. No good result.
  Then I have drawn a shape with knife tool in a mesh, same result. Dont know what else to do.

On the first image you can see shade smooth activated.
  On the second, shade flat.
  On third, its in edit mode so you can see the mesh.

Can someone give me a hint how to do job properly? It would mean a lot to me. Im new at blender still.

Thanks a lot!!


texts: Automatic mesh fill generation as two edges bend away from each other

texts:
While animating two cube primatives bending away from each other I'd like Blender to fill in the gap with a neat curved mesh? Is this possible?

Hopefully the images convey better what I'm trying to achieve:

and so on...

Thoughts?

Thanks
Jacques


texts: How do I save my undo history as well to my blender file?

texts:
I want to get my entire session's undo history back when I load a Blender file.
This would allow me to undo as far as would have been possible, had I not closed Blender.

Can any in-built feature or plugin support this?


texts: Rigging a complex character with clothes

texts:
My workflow is as follows:

I created a low poly character. Each part of the body is a separate object. I also created joints.
Then I created underwear so that it could hide the joints and so that it was clothes at the same time. Here are socks, pants and a jacket.
Next, on top of the underwear, I created armor and armature.

It's time to move the character. The fact is that thanks to the individual parts of the body, I can make them bones and the character moves perfectly.
I went to YouTube to find out how to solve the problem with clothes. However, I found only lessons where people create a character from one object, and the clothes that should move are just part of the form.
Then I found a lesson where they work with the weight of an object:

A. Join the body of the character (Ctrl + J) and set parent to the armature with automatic weights

B. Joning all parts of the armor (Ctrl + J and set parent to the armature with empty groups

C. Select a character, then armor and go into weight mode

D. Apply the settings.
Yes, the armor began to move with the body, but they literally became one object when moving. If I tilt my body stronger, the armor inside the body will be very ugly.

My question is: Can I make some (metal) armor really hard so that they do not deform when moving and hook them on a bone or joint?

Perhaps I created a problem by creating such a complex character, I'm new in the Blender.


texts: Clean topology with holes in a mesh with bevel modifier?

texts:
So this question today is not just how to make a hole, but I'd like to know what's the correct way of making a number of holes on a mesh having a clean topology.

I have seen numerous tutorials with lots of methods how to make a hole, and the topology result is nice and clean but it's demonstrated on a single cube. (I know if I add a subdivision modifier ill get better looking circular holes on my mesh).

But for this purpose I added a bevel modifier so the edges on these models are more natural and smooth. One problem I'm getting is, when I make holes in the mesh, the bevel seems to be affected. The edges become less smooth and become sharp. And on some of the mesh in the example, depending on the method I use, the mesh looks unclean, the holes need more loop cuts to clean up. In order to preserve the bevel on one model in the example, I added the bevel modifier and then stared making holes on the mesh so I can keep the smooth edges.

So what method would be appropriate to have smooth edges on a model, but also be able to make holes which would leave a cleaner topology.

Thank you.


texts:
I just made this spider model and I rigged it, but unfortunately my model is not reacting to any rotation I make in pose mode...I parented the mesh to the armature with automatic weights. If I parent the armature to anything else, it does work.
But not with the spider. Feels weird... any idea to solve this problem?

Here's my .blend file if you need more details!
Wetransfer download: https://wetransfer.com/downloads/2841c52e73fd2e324d646a220362d12020200720142114/7e9643


texts:
I have a cycles world setup with 2 textures rendering out as equilateral (for 360 deg video). I would like to use either a mask shape or an object from the filed of view as a mask between the 2 textures.

I can use the dot product of a Normal node but its to hard to handle in multiples to create a square or other shape.


texts: Can the temperature of the domain in a smoke simulation vary based on height?

texts:
I am trying to simulate physically accurate cumulus clouds for a still render and to do so, the temperature of the domain must decrease with height.

I have been told that this may be possible using force fields, but I don't have much experience with them.


texts: How to place an overlay video with a transparent background upon another video/image?

texts:
First off, I'm a novice to node compositing, so I might not understand some jargons.

Below is the original video.

Next photo: the white background is removed (my first time with invert node). The background is turned transparent. Now how do I lay this overlay upon another video or image with any different colour?
I'd like to try medium brown ground or yellow for the lower ground.


texts: Is it possible to de-bevel all or parts of a mesh?

texts:
Is there an easy way to un-bevel parts of a mesh that have been beveled?
e.g. Convert this:

into a normal cube?
Edit:
Is this possible with perhaps some trick of calculating where the original edge was and collapsing all the selected edges to that point? (python?)


texts: I know how to move the curve with the hooks, but is there a way that hooks that are assigned to the curve , are moved by the curve.


texts: How do I hide wireframes of other objects, showing the wireframe of only one?

texts:
As pictured:
What setting did he toggle and how do I do it so it looks like his layout too?
Edit: My current layout is to the right, his is to the left


texts:
I am using blender version 2.70.
I'm trying to mirror another side of the hair but I keep getting a backward mirrored mesh,
I have tried using the SHIFT + D and OBJECT > MIRROR > X GLOBAL or any axis but still getting the same result.

I also tried using mirror modifier but I can't move or separate the "mirrored object", it only show a single vertex.

Below is another example of what I want vs what I got:

How can I achieve the desired result?


texts:
There was a shortcut for seperating a vertex without "P".
You selected the vertex and when you , it got loose, seperating one face from another.

What is this operation is called, what is it's shortcut?


texts: I can't find out, why EEVEE won't render my textures (third image). I created the UV map and assigned the material to the Object. Render Preview (first image) shows the texture, but final rendering with F12 doesn't. When rendering with cycles (second image) it is rendering the texture, but it still looks wrong.


texts: How do you store the edge locations of a cube with python?

texts:
Basically I want to find the edges for the default cube, so I can store their location, then use the locations to draw grease pencil strokes. I have been successful at figuring out how to print out the 12 edges with bmesh, but I don't know how to read the data format that bmesh has created to store the location data.

<BMEdge(0x00000263C41B0BB0), index=3, verts=(0x00000263C155E0B8/3, 0x00000263C155E080/2)>

Here is my simple script below.

import bpy, bmesh

# Store object data
me = bpy.context.object.data

# Create a new empty bmesh object
bm = bmesh.new()
# Use the method from_mesh to fill in the mesh
# with the active mesh.
bm.from_mesh(me)

# Create new grease pencil frame
# gp_layer = init_grease_pencil()
# gp_frame = gp_layer.frames.new(0)

edgeList = []
# Loop edges
for edge in bm.edges:
    print(edge)
    # prints 12 edges in the following format
    # <BMEdge(0x00000263C41B0BB0), index=3, verts=(0x00000263C155E0B8/3, 0x00000263C155E080/2)>

    # Store the edge coordinates here.
    # E.g edgeList.append([p1, p2]) where p1 and p2 are the corner vertices.

bm.to_mesh(me)
bm.free()

# TODO
# Create new grease pencil stroke.
# Loop edgeList.
# Draw stroke base on the save coordinates.


texts: IK constraint rotates the wrong direction

texts:
As can be seen in the picture below ~~

What should I do to fix this? ~~
Tried setting Pole Target. The angle got right but the mesh looks wrong when deformed

blend file:


texts: How do I make weight painting not a living torment?

texts:
So I got a pretty high res mesh that I've managed to get down to around 600k verts. But I still have extreme low performance in weight paint mode in the viewport which makes it so much harder to work. I get like a 3 second delay after each stroke and it doesn't help that this is my first time rigging a character and I have barely any idea if I'm doing it correctly. Any tips or is this just the sad reality?

EDIT: here's a screenshot:


texts: Make an array/ animation node with adjustable angle and size for instances

texts:
I struggle with something might be a simple question. I was trying to make an adjustable array. The array element align the curve that need some loose part and tihgt part for further modifier. And the element I want it to be adjustable can change the angle and change the size.

also the array I'll need to attach it on the surface.


texts: When rendering, the first tile gets stuck, however other tiles complete the scene

texts: Im rendering in cycles with GPU, 128px tiles, and square samples off. Its a simple animation and when a new frame starts all the tiles complete relatively fast except one, sometimes two. They are always in the same spot and take double the time as needed even when they are complete, or at least look it. I was just wondering why it might be getting stuck on these tiles and if i can do anything to fix it.


texts: What ever I export my modeled weapon to UE4 or Unity I look around and loses edges to another

texts:
I have problem where I export my gun models into Unreal engine or Unity, as I look around my gun model it loses edges to another (what ever I look to the other side it loses an edge, but when I look to the other side, the other side I just looked at before gets back, and the other side gets lost). This does not happen in blender but in Unreal engine and Unity it does that glitch.
Any ways to try to fix that? I left down images so you know what I mean.


texts: how to change grease pencil radius using brackets []

texts: brackets not working for changing the brush radius like it does for sculpting/texture painting. Is there a a keymap to get this to work similarly?


texts: How can I keep low resolution textures pixelated?

texts:
I have a problem. I am going to make a minecraft animation in blender. But when I put a minecraft texture on a 3d cube that is 16x16x16 it is very low resolution is there a way to get the texture in a better resolution or is there a way to make blender make the texture better?

I hope you have an answer.
Thanks in advance


texts: Remove doubles distorts mesh aspect in object mode (still good in edit mode)

texts:
when i apply remove doubles there is a destroyed mesh aspect on object mode (pressing z) and the mesh is perfectly fine one i go in edit mode, is it a display issue or im i doing something wrong? its the same mesh on these pictures, left on object, right on edit mode

Edit: the mesh looks fine on object mode as well when if i save it to .obj and delete-reload it.  but the problem persists when i save the whole scene


texts:
I tried to make more sharp.. but it looks like that picture.
I put some subdivision surface.


texts: Boolean does not slice correctly using difference

texts: I have an oval I am trying to slice two sides from. I select the oval, I add boolean, I select the cube, I select difference and it slices the opposite of what I want leaving me 2 skinny strips and NOT the sliced oval. I've used boolean many times with correct results.. except this time!!


texts: How to make particle grains move across screen on render?

texts:
So for a video I'm working on, I'm trying to achieve an older film effect so I followed this tutorial:

https://youtu.be/-1zr1zFQawA

I worked out surprisingly well for the most part but I noticed that neither the vertical lines or grain move across the screen in the video like they're supposed to.


texts: My cursor doesn't stay in the window when scaling

texts: It used to be that my cursor would teleport to the other end of the window I was scaling or moving something. Is there a setting that I could have toggled that disabled this feature?


texts:
I'm a professional Maya user that switched to Blender less then a year ago.
The "only" thing I really struggle with is the command "edit edge flow" that most 3d software have.

Here's an expample in modo: https://www.youtube.com/watch?v=I-4_U8ceIqM

Essentially, I think the tool works by looking at the average of the normals and adapting the edges or vertices to the area flow.

Something similar is the smooth vertex, but it doesnt smooth the vertex, it pushes the vertices in a way that follow the area flow:

If we take this as an example, let's imagine we remove the 3rd dot. If we then add back a dot, its position would be changed and placed into a straight line, breaking the flow. With the command "edit edge flow" on that point, we would have the position back to normal. This would work both on an area or on a single point.


texts: move instanced objects relative to empty

texts: I'm trying to move [instanced] objects up when I move an empty beneath them. Picture a 10 x 10 array of spheres. I want it to look like something is moving below them pushing them up as it moves. I don't want to deform the spheres, just move them. I did this in Modo way back when, but want to try it in blender. Am I missing something obvious? ideas? Thanks!


texts: Enable Alpha & Specular Color for textures through python

texts:
how would I go about using the script below to enable specular color and Alpha to all textures in a scene? I've tried various bpy.data.THING none have worked. Below is just the last thing I've tried before asking this.

for mat in bpy.data.MaterialTextureSlots:

    mat.use_map_color_spec = True
    mat.use_map_alpha = True


texts: is it possible to create hooks on several vertices simultaneously?

texts:
I'm trying to create hooks on all randomly selected vertices, but I can't.
Is there a way to do this?
Explaining a little better...
I am studying the most effective way to animate realistic human models and change masses of human organs by parameters. For that, I need a method capable of associating human organs to the skin that is generated in the MB-LAB add-on. This way I hope that when changing the character's pose in the MB-LAB the human organs are also moved / animated and for that I thought of using the hooks, because after the change of pose in the MB-LAB the human organs must follow the movement.
Some observations:
1- I have already used the rigging and skinning process to do this, but it is not a very effective method, because the human model I am working with has 312 objects and adjusting the influence weights for so many objects is an unfeasible process.
2- I am trying to associate this animation method with MB-LAB, because I need the parametric modeling tools of the add-on, as I will need to create "fat" and "thin" humans.
3- Is there another method of associating parametric modeling and posture changes in anatomically correct models?


texts: I have a sword that currently rotates around a pivot point thats off of the actual object. Im new to blender and im not sure how i would go about changing it so that the sword rotates around the handle. Any help would be appreciated!


texts:
I try Blender first time. there a problem. Surface is not flat. Please view attached file for more details.

https://1drv.ms/u/s!AuAcyL2kNiCPg7Z-0B-W61UGxhWk6Q?e=rk2ILF


texts:
In the BGE I need - remember location after action. I have button - when I press - character do a step forward. I want make when the another press character begin step from a new position, after old step.

http://joxi.ru/KAxeW4jcW7qgr8

just remember this new position after step.


texts: Converting 3DS max camera parameters to blender

texts:
My current workflow on a couple of projects is

Creating a camera in 3DsMax using "Camera match" matching an existing 3D scanned model onto a photograph.
Creating an identical camera in Blender using the same parameters as the 3DSMAX camera.
Corporate 3D models into the 3D scanned model using Blender.

My problem is that for step 2, I need to do adjust some parameters (LENS and FOV values) manually using my eyes, since I don't know how to translate them into Blenders camera. Using the same Lens and Fov values that's in the 3DsMAX camera will yield a camera in Blender that's not matched to the model at all.
I would like to find a solution where the camera can be converted to Blender just using numbers. Does anyone know if there are some other parameters other than "Rotation", "position", "FOV" and "Lens" that needs to be involved for this task.
Thank you for any answer and have a great day!
The sensor size in blender (auto value = 32) is indeed affecting the camera match. But I have no idea on how to get info on the sensor size in the 3DS Max camera. Maybe it's hidden in some panel. I find nothing when looking through the manual.


texts:
I am working on a tutorial of a rocket, it is going well but I would like to modify it. I know that there are a lot of ways to approach it but I am looking for the best way to make the inside of the rocket hollow so eventually you will be able to see something in the window.
If I start by making a hollow cube will it remain hollow even after I put it through many modifications and scalings?
Boolians?


texts: Customizing Hair Vertex Group Data/Links

texts: Blender allows density and a few other properties (ex. clump) to be tied to vertex groups. However, I was wondering if there is a way to tie other properties such as the "roundness" property to a vertex group. (Ideal situation would be to control the "roundness" property in interpolation mode, while it only exists in simple children mode.) Would it be done through drivers, or datablocks somehow, or scripts?


texts: How do I render Big Buck Bunny in the year 2020?

texts:
I downloaded the .zip of project files for Big Buck Bunny (from http://distribution.bbb3d.renderfarming.net/blender/ ).  There are 3 directories: 2d, 3d, post.  I loaded up 2d/00_00.blend into blender 2.79 for linux-glibc219-x86_64 and tried to Render>Render Image , but I got a solid white image.  I tried to render a frame from 01_01.blend and got a solid black image.

The .zip file included zero instructions.  I can not see anything like a Makefile.  Is there a web site with instructions on how to render Big Buck Bunny from the project files?


texts: How do I rearrange the list of render layers?

texts:
This may seem like a strange question but I set up a space scene with stars and planets and etc and each had their own layer except the planets which I accidentally put on the same one as the stars. I create a layer for the planets but it's on the bottom of the stack and I'm not sure if it affects it, so here is my question:

How do I take the bottom layer and put it on the top?

Also due to copyright reasons I can't upload the file. Sorry guys :(


texts: Snapping to vertex when scaling (Blender 2.8)

texts:
Snapping to a vertex doesn't seem to work for me. The pivot point is set to median point, and I have enabled scaling under snapping options. I don't understand why blender doesn't scale the shape to exactly the size of the circle I've selected.

Note that the "circle" I am trying to scale is not a perfect circle, since I messed it up previously due to the mirror modifier. However, also note that this ellipse was previously scaled down from the circle I'm trying to snap to, which is why I'm trying to scale it back to its original size.


texts:
I am new to blender, so I watched a tutorial on youtube on creating some things with blender. (Love it!)
However I came across an issue with common shortcut keys.
Specifically alt + right/left click to select all the edges around an object.
I am on linux, and click alt + click at the same time moves my window, where as alt and then click doesn't do anything at all.
Can someone explain this to me?


texts: How to adjust height of sound strip in VSE?

texts:
I have one sound strip in my blender file. But it has a small height, so if I make the height of the Video Sequence Editor panel small, the waveform in the tiny sound strip is compressed vertically so much that it cannot be seen.

I want to make the VSE panel thin, but make the sound strip fill its height, so I can see the sound waveform.

The VSE is showing 6 channels, but I only need one. Can I remove the other channels from the VSE? Maybe that would expand my sound strip vertically?

How do I get the waveform to be visible in a VSE with small height? I've searched the Web; nothing found.


texts: Why Blender change the number of vertices when exporting .STL file

texts:
I am working on Blender and MakeHuman. I import on blender a *.mhx file generated by MakeHuman. I take the file and I change the pose of the human (from stand to walk, bend, etc) after that I export the file as.STL. I remark that the number of vertices changed from pose to an another. I am wondering that changing the pose will allow just the modification of some vertices coordinates. So, Why the number of vertices changed. I think that blender redo the triangulation  each time when I export a file as .STL? any comments and how to resolve this problem

make human file .mhx

File imported to Blender

File : pose changed

here the vertex number have been changed


texts: How to draw straight lines of a given length

texts:
I am trying to reproduce the following picture (white outline) in blender, so that I can use the loft command on it.

Is there any way to do that shape using straight lines and measuring distances and angles?

I have done it pressing ShiftA and inserting a Plane, from which I delete a vertex and with the use of E I extrude line by line until I get the shape I am looking for, but I would like to know if there is a more reliable and precise way to do it.


texts: In Blender 2.82a what is the shortcut to get out of loop cut state?

texts:
I am stuck with the loop cut tool enforcing me to click and by not vanishing when I use Esc key.
Could someone tell me what the shortcut is come out of this state.


texts: Playing Scale and Alpha Animations at the same time

texts:
I animate a sphere changing scale(frame 1 to 60)
And also his Alpha value(frame 1 to 60)

When playing booth through actions acutators(one for each, linked by an always sensos), just scale play. alpha dont change.

testing alpha alone, work well. Any thoughts?


texts:
Render overwritten issue
Hi
i do render in png pictures and later render in image sequence to get a video.
somehow an error occurred and i overwrote on my previous renders which took me days to render .
i have gone through a lot of  blender render issues on youtube i can't seem to find one with similar case .
please does anyone have an idea of how i can recover them.
i hope i was clear enough . i can try to explain better if needed.
Thanks


texts:
A visible seam is observable during SubD operations on a boolean cut.
Prior to applying the Boolean I created supporting edge loops which are not approximately* in line, they are exactly* in line, ie. mesh topology looks so good it brings a tear to the eye.
Despite this, for the past 2 weeks this issue persists. Weighted normals and proximity loops help the overall shape, but only minimize this particular effect. A blend file should be attached. Picture illustrates issues.

Is anyone able to identify this issue, and what the solution is?


texts: Are vertex groups that had Mask Modifiers applied to them gone forever?

texts:
I may have been using this wrong, but I've been applying materials to a complicated object, and using Mask Modifiers (and hitting apply) to hide the parts I was done with and didn't want in my way anymore. I wasn't using weights at all.

I've put a lot of work into this. I wanted to start bringing those "done" vertex groups back to see my finished work, but can't find any way to do this. I have a number of vertex groups under my object in the Outliner, but right-clicking on them and selecting "unhide" causes a "Not yet implemented" error.

Can I get these masked vertex groups back, or was I basically deleting my work as I went along?


texts: Make a Pie-Specials Menu, dependent on selection type

texts:
I want to do the following with Python:

I have 3 different menus, and I want them to appear, dependent on the selection mode.

So when I'm in faceselectmode, I want with the same button a different menu as if I'm in vertselectmode.

I think, with a for loop that could be possible, but I don't now how to set variables that makes sense and also the rest of that code could be complex.

So I just need a for loop which checks in which select mode I am in. Because it's possible that there could be more options chosen, I thought that the best solution would be to get only a special menu, when there is only one selection type.

So that's the code I have so far (doesn't work) the bool variables also could be one step too much.

import bpy
from bpy.types import Menu

select_vert=bool

select_edge=bool

select_face=bool

tool_settings.mesh_select_mode=tsm

for bpy.ops.mesh.select_mode in type #what?

    if  type ='VERT'
    select_vert=True
    select_edge=False
    select_face=False

    elif type ='EDGE'
    select_vert=False
    select_edge=True
    select_face=False

    elif type = 'FACE'
    select_vert=False
    select_edge=False
    select_face=True


texts: Why is my object offset from the Bezier curve?

texts:
I'm watching this tentacle tutorial video. Most of it is working fine; I have a Bezier curve, my tentacle follows it, and so on.

However, I have one problem.

In the video, the tentacle is "around" the curve, as shown. The tentacle exactly follows the curve.

When I do it, it looks like this:

My tentacle seems to be translated away from the curve. This probably isn't a huge problem, but I would like to know why this is happening.

To clarify, I want to understand why the video's tentacles fit around the Bezier, but my Bezier is outside of the tentacle.


texts: Parenting fails: with the error "can only make proxy for referenced object"

texts:
I am following the Blender fundamentals tutorial from the official Blender site. When I try to select the 3 cubes and do Ctrl+P, I get this error.

In fact I get that error even if I shut down Blender, restart and press Ctrl+P with just the basic cube after the startup and having done nothing else. Weirdly, after that selecting the objects doesn't work, pressing A to deselect starts the animation player. X doesn't work and a number of such things. This happens even after I reset to factory settings.

Also when I parent by setting the parent in the Object properties window it works without any issues.

I am running blender downloaded from the official site and installed in Ubuntu 18.04.

What is the problem? What can I do to fix this?


texts:
i've run into a problem here.

When i want to use mirror X topology option in edit mode - my mesh gets distorted in the middle and cannot find any options to fix that.

BLEND:


texts: How can I create pre-rendered animated sprites with Blender and use them in Godot game engine?

texts: How can I generate an animated pre-rendered sprite in Blender like in the 2000s games like Age of Empires, Commandos, StarCraft and then use them in Godot game engine? The animations played must change depending on the key inputs.


texts: How can I sculpt multiple objects to fit together?

texts:
I am attempting to create a model of the prostate as four different objects that can combine together to form the complete prostate. In the end, this model will be 3D printed and will be disassembled to show the parts of the prostate. The four parts of the prostate are color coded in the diagram below.

I have modeled the blue area already as the lower model in the image below. The object floating above it is going to be the green area from the diagram.

My question is this: how can I model the three other areas around this central one so that they can all fit together in the end? I have tried using the boolean modifier, but the route always ends in disaster. Recently, I tried using only sculpting tools, but getting the objects to have a tight fit with each other is nearly impossible. I'm convinced there must be some feature specifically intended for situations like this, but I have yet to find it.


texts: How to make an object change its color when it collides with another?

texts:
I think the title explains it well. I want to make two objects collide and change the color of one of them. How can I do this using physics, in cycles?

Thanks.


texts: Bge Python: Move objects along one axis using mouse movement

texts:
I don't have experience on python. I want move object and move something like this:

How to make it works like that ? I don't have much time to learn all python commands because i just want it simple. Thank you.


texts: I have a problem with my armature, so when I was trying doing a simple walk animation I did the first pose then I tried to copy the pose with control c and then on the other frame paste the pose with control shift v but it does not work. Please help me!


texts: Edit action scale and repeat of linked rig using library override

texts: I linked a character with a walk cycle as action and used library override. How do I repeat that action in NLA as the properties are disabled?


texts: How do I UV unwrap this shape in to one island?

texts: How would you unwrap this if you wish to keep the uv in one island, normally I would unwrap this as you see below, however if I wanted to have a texture without any seams this would not work due to the edges.


texts: 2.83 Volumetric Light flickers when camera moves

texts:
Volumetric light always flickers in Eevee when the camera is moving.
There's also DOF, but it flickers even when it's off.
In this particular video it does not seem that horrible of an issue, but in other instances it's quite bad.
Can anyone point me to a possible source of the problem?


texts: why is 'child of' modifier scaling my bone?

texts: I'm having so many issues with parenting bones. I'm trying to use the 'child of' modifier to parent a 'lightsaber bone' to a 'hand bone'. But when I apply the modifier, the lightsaber bone and its mesh is shrunk down to half it's size for some reason. How can I make it attach at the correct size?


texts:
I'm not an English speaker, sorry for mistakes.

I spend several weeks to create my first character, but few days ago i figured out that rig is set up incorrectly. Severals manipulator have wrong rotation. Look at the first screenshot.

It is the cause of wrong and unnatural arm movements and deformations. I can't fix rotation manually, because every time i try to do it, i get wrong deformations of my mesh and other troubles.
Do i have an ability to adjust rig after generation? What is the way to do it?

I tried to delete Armature modifiers, tried to clear parents and set it again - it isn't working.

After this, i decided to start from the very beginning and set up rig again. I did it correctly (as i think). Look at the second screen.

I set up bones exactly like they need to be set up. I mean that they follow my mesh and axis are correct. But after generation i get the same situation (1st screen). Why?
What am i doing wrong?

Yeah, maybe my rig isn't perfect, i can see that one bone have more length, but i think it isn't a case of my problem.


texts:
I have a model that uses indices to form the topology of the mesh. I'd like to split all triangles such that indices are not used, i.e. Each triangle has it's own 3 vertices. How can I do this in Blender? Note that the split modifier doesn't work, remember I need all indices to be gone.

Edit:
I've tried to use the split modifier with split angle at 0. That gives discontinuities when loaded as obj. I'm using an external library for the loading. Here's an example of how this looks when loaded:


texts: Separating and Attaching mesh, Discoloration UV Map

texts:
Guess I should have uploaded a picture of the main issue. The problem wasn't that the meshes were darker without materials. So since that wasn't the issue I've cleared up my question a bit.

So the coat was one big mesh, I separated it at the top of where it discolored now. It wasn't discolored prior to the separation, the coat looked fine all the way down. It happened after I had mirrored one side of the bottom and had reattached it to the coat again. The texture is fine, it just has a blue hue to it. And I don't know how how to fix it, even with the materials removed, it still has that blue hue to it.

I tried to recalculate outside and inside which had no effect, other than make it look like it should without material. Just like flipping normals did.
Any ideas? (Hopefully I explained it good enough)

I found the issue myself yesterday, it's a texture issue. After merging the vertices, the blue area appeared. It's drawing the material from the wrong place in the UV map. How do I go about changing this, in there a way to easily do this, or do I have to move and scale everything by hand?

In the picture, circled in red. It's supposed to be white, but it's blue since it's taking a texture from another part of the UV map, than the rest.


texts: HELP! I made a mistake when sculpting and when trying to fix it, it lead to a bigger problem

texts:
(Pictures included to help get my point across :) )

I was sculpting this character that I've been working on

and I made a classic blunder. When I was sculpting the ear i accidentally forgot to turn the symmetry on. Because it was almost finished and I hated sculpting ears, I decided to try to work around it

I used the Boolean Modifier to cut the sculpt in half and then mirrored it. Everything seemed fine until I realized that because of this, there was now a face/mesh in the middle inside of the sculpt

Now whenever i sculpt this happens.

I tried manually deleting the mesh inside using edit mode but because of the bad topology from 'dynamic topology', its nearly impossible.

I really need help! I want to finish this sculpt.

Here's the blender file: blender file

Thanks a lot guys!


texts: Can blender press 1, 2, and 3 to directly enter the point, line, and surface modes respectively

texts:
Can blender press 1, 2, and 3 to directly enter the point, line, and surface modes, and press tab to enter only the object mode?
It feels a bit troublesome to press a tab and then press 123 every time. 123 in object mode is not very useful.


texts: Rotating curve 90 or 270 degrees suddenly flips object with curve modifier

texts:
Rotating the curve along the Y axis results in a linear rotation of the object itself. But that can be counteracted by counterrotating the object.

This is the curve rotated 45° along the Y axis.

This is the curve rotated 90° along the Y axis. The rotation is linear so it can be easily counteracted.

Rotating the curve along the Z axis by 45° doesn't rotate the object.

Rotating past 85° along the Z axis however results in rotation of the object which turns upright at 90° (image) and past that it turns upside down which reverses when hitting 270°. The model itself (tank tracks) has to be able to rotate in all directions for animation purposes. Is this an improper way to animate tank tracks? What causes the issue and how can I fix it?
EDIT:

Here are my curve data settings


texts: Importing a mesh from Make Human to blender and now it doesn't have vertices when I go to edit mode

texts:
I used MakeHuman to quickly build a character and now going to fine tune some things in Blender but when I imported it and go to edit mode the mesh changes position 90 degrees and I can only select the bones of it not the actual mesh.

In wireframe I see it has many vertices and such but none are selectable. It is NOT hidden. I've tried hitting Alt+ H.


texts: simple python script giving unexpected results

texts:
I have 250 curves in my scene and I need to apply the same extrude and bevel geometry to all the them.
I am running this script
import bpy
for obj in bpy.context.selected_objects:
    if obj.type == 'CURVE':
        obj.data.extrude = 0.005
        obj.data.bevel_depth = -0.002
        obj.data.bevel_resolution = 4

but when I run it it results in a bevel of "0.197" and a depth of "-0.787"
the bevel resolution works correctly.
Can anyone explain why this might be happening? Thanks!


texts:
I'm new to the Blender Game Engine.

I have several floating static cube meshes. How do I make a cube fall once it collides with my character?


texts: Are there any non-standard meta objects available?

texts:
I recently started playing with Meta objects again after all these years of using Blender and largely ignoring them. However, I find the available types to be extremely limited.

Are there any others available as addons, similar to how there are addons that add various mesh primitives?


texts: How to edit textures with texture paint in Cycles like GLSL in Blender internal?

texts:
When I edit my textures (color, spec, normal etc.) in cycles I can only see the texture that I am currently editing.

Sometimes when I edit one specific texture, e.g. when I edit the bumpmap, I want to see all the other textures to get the best result.

In blender internal it is possible by using GLSL shading. Is there a way to do that in cycles as well?

All textures are mixed with mix nodes. The last mix node is connected to a Shader Output node. Cycles renders everything correctly, therefore the node setup is okay. However, I cannot see all textures together in 3D View.

Can you help me?


texts: Why doesn't my character animation script work?

texts:
I have tried in several ways that my character make the animation to move with python and sprites that I have, but at the time of running does absolutely nothing, the strange thing is that in my first test with another character with fewer sprites if he loaded the code

this is the code for anyone who wants to see it:

from bge import logic as GL
cont = GL.getCurrentController()
own = cont.owner

#The recomended max. speed is 0.10 and the min. is 0.009
mesh = own.meshes[0]
array = mesh.getVertexArrayLength(0)

####### SENSORES

sensor = cont.sensors["teclado"]
jump = cont.sensors["salto"]

# STATUS=1 JUST PRESSED
# STATUS=3 JUST RELEASED

# get status of the A key
AKEY= sensor.getKeyStatus(97)
SKEY= sensor.getKeyStatus(115)
DKEY= sensor.getKeyStatus(100)
WKEY= sensor.getKeyStatus(119)
SHIFTKEY= sensor.getKeyStatus(129)
SPACEKEY= sensor.getKeyStatus(32)
LEFTCTRLKEY = sensor.getKeyStatus(124)

animaciones = 12

frames=1 # por defecto la animacion de parado

if AKEY==2 or DKEY==2:  #andar
    own["animacion"]=1/animaciones
    frames=8

if AKEY==0 and DKEY==0: #parado
    own["animacion"]=0.0 / animaciones
    frames=1

if jump.positive==False : #saltando
    own["animacion"]=2/ animaciones
    frames=6

   # numero de animaciones de mi imagen
animacion = 1/animaciones      #animación que se ejecuta

# si la animacion es la de la primera linea animacion = 0/3 la de abajo es 1/3 y la de enmedio es 2/3
if own["n"]==0:
    for v in range(0,array):
        vert = mesh.getVertex(0,v)
        GL.matriz[v] = vert.getUV()
        GL.matriz0 = GL.matriz

for v in range(0,array):
    vert = mesh.getVertex(0,v)
    uv = vert.getUV()
    uv[0] += own["x"]
    vert.setUV(uv)

if own["n"]>frames or own["n"]==0:
    own["n"]= 1

    for v in range(0,array):
        vert = mesh.getVertex(0,v)
        uv[0] =GL.matriz0[v][0]
        uv[1] =GL.matriz0[v][1]
        uv[1] += own["animacion"]
        vert.setUV(uv)

own["n"]+= 1


texts: What is the key for the curve modifier to work properly?

texts:
I created a snail-shaped curve using Bezier curve, and a straight tube using BMesh. I hope to deform the shape of the tube, so that its long axis follows the path of the curve, but the modifer does not give me the right outcome, no matter which axis I chose (neither did the translation work). Is there anything I missed? What is the key for it to function properly?
The file is attached here:


texts: Why does Select-All in Face-Select mode also select isolated edges?

texts:
Blender v2.79.

Let's say I have to extrude all faces of this planar construction containing two edges not included in faces, and one isolated vertex:

In this object, there are not hidden vertices, edges or faces:

If I select all faces in Face-Select mode, the result (after extrusion of the selection) is this one:

The orphan edges have been selected, which isn't what I expected since it is not possible to select the edges manually (e.g. by using Border-Select) in this mode. Looks like a bug to me.

But if I select all edges in Edge-Select mode, then switch to Face-Select mode, the result is this one:

The edges are not kept selected. This behavior seems compliant to the documentation about Select modes:

  When switching modes in an “ascendant” way [...] the selected parts
  will still be selected if they form a complete element in the new
  mode.

Another strange result: Select All in Vertex-Select mode, switch to Face-Select and back to Vertex-Select:

Only one edge is kept selected as well as the isolated vertex. Seems completely buggy.

Anybody with a clear view of this? What is the correct way to select all complete faces for the extrusion?


texts: Liquid simulation simulates not all water

texts: I ve created a sphere and a cube (flow and domain). When i bake mesh it does not show the water under its surface! Whats the problem?


texts: How to generate fake Normal map from an image texture inside Blender Cycles?

texts: Back in a day when I worked with Blender Internal render exclusievely there was a slider called Normals, I simply cranked it up and the texture started to look voluminous. Struggled to find the same thing in Cycles.Any help? Thanks!


texts:
For whatever reason, the texture I have (It's just an image of a color for now, but I need to be able to add more detail later) won't show up on the mesh. It's completely black in all views except solid, and in that view it just takes the diffuse color, not the texture. I'm not one to often ask the internet for questions, so I'm really at my wits end here. I have no clue why it won't take the texture!
Here's the Blend file. I'm using v2.79 Blender, with Blender Render, not Cycles Render:
https://pasteall.org/blend/86d2d787ccd64cfa8a631ae5060b2bb7


texts: I've been testing with a ramp and attempting to make a pillar that holds up the ramp and want to add a boolean modifier to the ramp, that way the top of the ramp can be sectioned away but whenever I try to do so, it deleted the ramp entirely. NOTE: The ramp and pillar both have thickness.


texts: The floor mysteriously disappears in final render

texts: I have checked everything but it is only appeared in viewport render.


texts: Export add-on error: rna_uiItemO: operator missing srna 'x.y'

texts:
I have a Blender add-on working well to perform an export. I try to upgrade it to Blender 2.80. I fixed some problems (https://github.com/petitg1987/UrchinEngine/commit/a07e6390caa4b231a8c463fc6bb5661cd4f0e6a7#diff-54ba6c537268c77d122862a62df64238) but now I'm stuck on this error:

rna_uiItemO: operator missing srna 'export.urchin'
/home/greg/.config/blender/2.80/scripts/addons/io_export_urchin.py:741
Traceback (most recent call last):
  File "/usr/share/blender/scripts/modules/bpy_types.py", line 758, in draw_ls
    func(self, context)
  File "/home/greg/.config/blender/2.80/scripts/addons/io_export_urchin.py", line 741, in menuFunc
    self.layout.operator(ExportUrchin.bl_idname, text="Urchin Engine (.urchinMesh .urchinAnim)", icon='BLENDER').filepath = default_path
AttributeError: 'NoneType' object has no attribute 'filepath'

Here is the source code:

class ExportUrchin(bpy.types.Operator):
  """Export Urchin Engine (.urchinMesh .urchinAnim)"""
  bl_idname = "export.urchin"
  bl_label = 'Export Urchin Engine'

  exportModes = [("mesh & anim", "Mesh & Anim", "Export mesh and anim"),
                 ("anim only", "Anim only", "Export anim only"),
                 ("mesh only", "Mesh only", "Export mesh only")]

  filepath: bpy.props.StringProperty(subtype='FILE_PATH', name="File Path", description="File path for exporting", maxlen=1024, default="")
  exportMode: bpy.props.EnumProperty(name="Exports", items=exportModes, description="Choose export mode", default='mesh only')
  meshScale: bpy.props.FloatProperty(name="Scale", description="Scale all objects from world origin (0,0,0)", min=0.001, max=1000.0, default=1.0, precision=6)

  def execute(self, context):
    global scale
    scale = self.meshScale
    settings = urchinSettings(savePath=self.properties.filepath, exportMode=self.properties.exportMode)
    saveUrchin(settings)
    return {'FINISHED'}

  def invoke(self, context, event):
    context.window_manager.fileselect_add(self)
    return {"RUNNING_MODAL"}

def menuFunc(self, context):
  default_path = os.path.splitext(bpy.data.filepath)[0]
  self.layout.operator(ExportUrchin.bl_idname, text="Urchin Engine (.urchinMesh .urchinAnim)", icon='BLENDER').filepath = default_path #Line 741

Full source code: https://github.com/petitg1987/UrchinEngine/blob/master/3dEngine/io_export_urchin.py

Could you please help me to understand the error ?


texts: Why do my video and audio lenghts not match when I cut?

texts:
I love this program! But for some reason I keep having this problem! The video clip is not sped up, or altered in any way. It's just cut off.

My FPS does match my file, I checked and double checked! That was my problem before... Some of my videos work, while others are cut off. I use the same recording software and settings for both. This is crazy and I'm very upset. The video is not slow or glitchy at all! Just CUT OFF.


texts: Can't get transparency right for God Rays

texts:
I want to get a Hologram effect like in the image uploaded here:

I need to place the hologram over a real video clip, so lots of transparency. Works perfectly, following this guy's advice here.
Now I like to have some God Rays to it (realistic hologram needs a projection light cone). High-energy-spot with volumetric scattering (material node of a cone just outside the spot light cone).
So far, so good.
Now: whatever I try, I do not get the light rays' background transparent. Black works. Looks nice

But I need to place the whole thing on top of a real video clip and I do not get some black streaks out of the light rays - however I try and adjust any nodes with whatever Alpha effect.
And to make it worse, I had it all, five years ago, and just can't remember how I did it...
Could anyone just get me God Rays with a perfectly transparent background for me; to place them onto a video clip?


texts:
I have two objects, human and fridge. I want open the door of the fridge with my human's hand. So... I need to do two different animations, one for the human and one for the fridge. But i got a problem.
My right hand have a "child of" constraint and it's target is my fridge door. But in my game I need separate the fridge and the human. But when I delete the fridge from my scene in the Blender, I lose the target.
How can I keep target even it doesn't exists? Or how can I set target in Unity for Blender's constraints?


texts:
Following problem: I have a fluid animation which works after being baked. Now I  change some detail, the inflow velocity or the inflow type for example, but when I hit the bake button again the status bar runs from 0-100% really fast, but my fluid-animation does nothing at all afterwards. The "old animation" has gone, but no new one appeared.
The only solution I found so far is to completely delete the domain, add a new one, make all settings again and bake then...

Is anyone able to help me finding an easier solution?

Thanks a lot in advance!


texts: Blender 2.8 Making an object with exact dimensions

texts:
Modeling in 2.8 how can I create this object to the exact size I need.
I need an object with a base dimensions of 50 mm on the X axis and 28 mm on the Y axis. Then I need to raise the z axis to a total height of 14 mm from the bottom.  This is to be used for 3D printing.

In the image, I started with a cube. I entered the values in scale X = 50, Y = 28, Z=2(I need a small connecting plane), I added 2 loop cuts, then extruded the two faces along the edge as I need a small separation between the two (exact separation distance not important).

I can see where I can set the ground/grid to millimeters.  I can see where I turn on the edge dimensions overlay.

I remembered from 2.79 to press Ctrl-A in object mode, select scale then tab into edit mode to display scaled dimensions.

I just don't seem to be able to make sense of the actual dimensions.

If anyone could just describe the simple steps to create a scale object, that would be appreciated.


texts:
I am fairly new to blender and am using it to model things that I am loading into OpenGL. I am modeling this logo:

I am also animating the gears, which I have done already. I modeled the gears in Blender, which turned out awesome!

Now I am moving onto the chain... The chain is something that is going to be too hard to animate using OpenGL, and so I am hoping I can do something tricky in Blender. What I am hoping to accomplish is modeling the gear 4-5 times in Blender and then just showing different models at different times to make it look as if the gear is moving. So what I am hoping to do here is to model the gear once, export the obj file, move it a little, export the obj... ect.

Is it possible to do something like this in Blender?


texts: Making a hollow, 3-D pipe/duct: after joining two cubes, how can I delete the surface inside the pipe/duct to make it hollow?

texts:
What is the simplest possible method for making a 3-D hollow pipe/duct out of two cubes in Blender?  One example of what I'd like to achieve is shown above (I would like to do this many times and change the dimensions of the joined bodies).  This question has been asked before.  I have spent the last couple of days googling and trying to understand explanations, but either I get lost or nothing has worked for me.  It seems like many of the available explanations are designed for 2-D and I can't extend them to my setup.

More detail:
I have to use two cubes of different size to make a pipe/duct.  I will have to do this many, many times, so would prefer to find a fast method.  I can't eyeball/estimate anything about the fit or size or orientation of the cubes because I'm trying to make a geometry for use in a simulation.  My problem is that when I join the cubes, I have a surface crossing the pipe/duct at the join (in the figure below, this surface is oriented the same way as the grid).  I have tried using the "knife project" tool, but I don't have vertices in the right place to use it and can't figure out how to get them.  In one online resource, someone mentioned a "Union" addon, but it doesn't appear in my list of add-ons.

Is there a simple way to do this?  All I need to do is get rid of one surface of each cube and then join the cubes.


texts: Only render reflection of an object on an invisible object

texts:
I have cubes on a glossy plane so they reflect on that plane. Is there a way to only render the reflection of the cube without rendering the plane itself? So I can get my cubes + the reflection with alpha? I want to be able to put the cubes on different pictures in photoshop and have the matching reflection.
I'm using cycles
Thank you in advance.


texts: Why does my river change itself into a big, flat (with some bumps) square when i use the ocean modifier?

texts: I already tried to apply the scale, but unfortunately nothing's changed. How can i fix this problem?


texts: There are some details lost in my final render

texts:
I am at the very end of the doughnut tutorial and trying to render my image, but I am running into a problem. There are parts in my icing, towards the camera, that are awkwardly cut off.

But when I press shift+z, the render looks fine. Does anyone know how to fix this?

Final Render

Shift+Z

doughnut tutorial part 9


texts:
I am following this step from this link

https://docs.unity3d.com/Manual/BlenderAndRigify.html

I am using blender 2.79 and the current vertion of "Rigify addon" I am not big fan of Addon for RIgging, I prefer manual , however I am working on a project and someone recommend me this addon...

It was nice up to this lines :

and the previous line (in the manual) it says , must delete all the wtg WGT-Bone, however If I delete all the wgt... there are not bones convections...at least not "DEF" ... welll I can not see my "bones names" in my propieties display....I only see  "rig:shoulder.L" , that is the prefix and sufix for bones...but they not appears in the propieties...(when I start the this rigify process, WTG appears in the propieties) , but I am triying to use my model for Unity ,so I must deleate the WTG-Bones from the propiety.... should I am wrong?.


texts: "VERTEX" parent type in python not working

texts:
I am scripting a script that parents an empty to a vertex of a mesh. When I change the parent type to VERTEX, it gives me the error:

  enum 'VERTEX' not found in ('OBJECT')

Here is my code in context:

empt = bpy.data.objects.new("Empty", None)
empt.parent = meshobj
empt.parent_type = 'VERTEX'
empt.parent_vertices[0] = meshobj.data.vertices[1]


texts: This happens all of the time, even with other modeling programs (UModeller and Probuilder). I suspect it is a Unity problem, and I have asked there, as well. I have checked all seams, especially around inset windows, but they look to be tight. Any suggestions will be gratefully received.  I am a total rookie at modelling.


texts: Why are overlapping alpha textures cutting each other off?

texts: Hi I have a simple plane with a alpha texture of a chainlink as its material. I have set up the situation where two of the same planes are overlapping each other. However it appears that one of the plane is covering the other with its transparent part of the texture. I was able to fix this with the EEVE engine but I would like to use CYCLES for rendering. Is there a way to fix this?


texts: Boolean modifier not making new faces in mesh

texts:
So I'm trying to make a smooth spherical cut in my object, I'm using the same object (icosphere) to cut both my meshes and it's worked fine on the right (hammer spike) and made new faces where it's cut, but its not making new faces on the left mesh (hammer head).
If it matters I had used a different object (UV sphere) earlier on the same object but removed that side made with that boolean and duplicated the front, mirrored it, and joined the vertices to make edges and faces. Then I separated the left and right meshes into new groups as you can see in the outliner.
I removed duplicate vertices and the face normals are correct, I've also tried a solidify modifier like some other related problems prescribe but it just made it more wacky.
how do I make the boolean tool make the new faces like it has before?


texts: Photogrammetry retopology/projection like Zbrush

texts:
I am doing some photogrammetry scans using Agisoft Photoscan and importing the scans to Blender. The problem is that the UV maps are a mess, the meshes have too many polygons.

The most common workflow is to transform the untextured mesh from tris to quads using Zbrush, create a lower resolution clone, divide it in polygroups to get a better UV map and then generate displacement and normal maps by projecting the high-resolution mesh onto the lower resolution mesh.

What I want to do is to have this same workflow in Blender, but I haven't found any specific tutorial, especially for the latter of the mentioned steps.

Thank you in advance!


texts: Why does an object travelling on a path start rotating the wrong way half way through?

texts:
I am using blender recently, I created a scene where there is a toy car that goes around a path (a simple oval path).
The problem is that the halfway wheels turn in the opposite direction. When the car starts the wheels turn in the right direction, then during the journey they slow down and completely change direction by turning in the opposite direction and then turn again in the right direction, how can I rotate the wheels in the right direction along the entire path?
I'm new to blender, thank you so much if you can kindly explain it to me as simple as possible.


texts: How to remove the upper and lower checked box out of the render window

texts: I'm trying to understand how to remove the upper and lower checked box out of the render window. I tried to adjust several parameters,but I did not succeed...


texts: When rendering an image the output is grey

texts:
I've tried rendering an image using the Cycles render engine. here is the output:(everything looks good)

I tried rendering the same image, but using Radeon ProRender engine. This is how it looks at samples 28/128(not ready yet, it looks fine):

 And this is the output.. I don't understand why I get a grey image. Did I miss something ?

EDITHere are my blender preferences

 I have also installed this from their official website //// i do not know what other settings so show here

 My .blend file is this


texts: What is the problem with my bump mapping?

texts:
I am trying to map a high resolution bump map on a UV sphere, I am using a UV map, and I get this result:

What causes the renderer to make these huge blobs? This should be a moon, far away and big (distance is about 500, size is 300 blender units), my bump map is 3840 x 2160  Pixels TIF file (I got the same result with a half resolution bump map, too), UV-mapped to the sphere. Mesh is set to smooth, Subsurf is set to 4 subdivisions, and the node setup is as follows:

Mapping (if I map the bump map to the color of the diffuse shader, it does not get pixelated):

What am I doing wrong?

Thanks for the help.


texts: In v2.7 cannot repeat change to solid view-port shading default gray to shiny metalic option.

texts:
In v2.7 I, as complete newbie, I first attempted to use the materials menu (without reading a tutorial) and was offered, to my pleasurable surprise, a window with an array of selectable shiny materials, perfect for my model. These were applied in solid view-port shading for both edit and object modes, replacing the gray default material. I disabled this material becuse its brightness was occasionally obscuring the meshes during editing, and presumably having not saved this, it has been lost. I have been unable to repeat my actions despite having loaded all .blend files on my system to retry and having done endless web searches for information.
I would dearly like this option back, can anyone help please?


texts: How to fix Horizontal particles in plane?

texts: I have been following the BlenderGuru tutorial here on how to create a grassy meadow. Everything so far has worked pretty well okay but suddenly my grass particles have begun to appear horizontally. I've looked around a lot and I really haven't found a way to fix this. I'd like my particles to stick vertically out of the ground instead of staying on the side. Here is a link to my .BLEND file, just in case, but I can also provide more screenshots of my settings if you need it.


texts: Eevee to Cycles Render Issue: Some meshes render in a different location

texts:
Does anyone know why some meshes would render in a different location than it should when switching between render engines? (Specifically: Eevee to Cycles) When the overlays are toggled on, you can see that the mesh is still where it should be, and hasn't physically moved. Only where the mesh is rendered. (See pic.)

I've tried copying the model and placing it into a different file. It still does the same thing.

I've also tried relocating the center point.


texts: Change the profile of the wireframe modifier?

texts:
I have a simple question.
Is it possible to change or define the profile of the wireframe modifier to a cylinder for example? I tried subdividing however it breaks the shape and it does not give me the desired effect.
Thank you in advance, I hope I was clear!
Regards


texts: I would like to know the method which I can know the number of objects I have selected in the viewport. Precisely in object mode. Thank you in advance (:.


texts: Weight transfer producing undesirable results for clothing(2.78c)

texts:
Following this guide I have used the Data Transfer modifier to transfer weights from a body mesh to an item of clothing.

The transfer was successful but the effectiveness was actually worse than just parenting the clothing with automatic weights.

I've seen weight transfer work better than either of these outcomes on other videos on older versions of blender but I can't figure out what the difference is which is causing my problems.
(If it works correctly it should require no manual weight painting


texts: Bone rotation behaviour based on hierarchy of individual bone axis like Maya

texts:
There's a feature in Maya which I don't know if Blender can do regarding bones.

In Maya you can select a Parent Joint (or bone in Blender), and afterwards if you select every child joint (bone) in order (from parent to child) and execute a simple rotation using the rotation gyzmo, the whole joint (bone) hierarchy rotates according to the axis of each individual joint which is a feature very useful when creating fingers, because you can understand how rotation is behaving.

Can Blender do something similar to understand how bones would be rotating depending on hierarchy (besides turning on "Axis" in bone parameters and assume what the rotation would behave like when exporting to other softwares like Unity)?

EDIT:
I'll provide more information since I believe I'm a bit unclear:

In Maya, if I select all bones individually (I used "select Hierarchy" for fast selection) and rotate them, they behave as expected given their individual bone axis.
But if I mess up one bone axis, the rotation misbehaves badly (which is to be expected)

In Blender, if I select all bones individually with individual selection, the rotation behaves similar to Maya, BUT, if I alter a bone axis with the roll and replicate the rotation, it behaves as if I hadn't altered any axis.

In Maya is pretty obvious to understand how a bone will roll, but I don't know if there's any way to visually understand this in Blender like in Maya (aside from watching the axis and assuming how the whole system will behave).

Thank you


texts: Cause of "curtain" when looking through camera

texts:
I used the OpenStreet Maps plugin to import automatically landscape. When I look at it in Layout mode, I see nothing that jumps out at me. But, when looking through the camera, a "curtain" that stays at the same distance from the lens stays there as I move through the scene.
I can guess this is an easy cutoff or other setting that I am overlooking as a noob.
Here is a link to a short clip if my description of the problem isn't clear enough.


texts: Shader receive light cast shadow with its color

texts:
I'm trying to create shader like this image of dice.

As you noticed, there is some shadow from dice which cast color of dice, how can i create something like that.


texts: Decimal places in RGBA values of Python-generated image?

texts:
I wrote a Python script to generate several image textures for use in Image Texture nodes. All the calculations yield values with many decimal places (some being on the order of 1e-7).

Printing the results of the calculations themselves to the console shows the values in full (or at least sufficient) precision. Printing the RGBA values of the generated image pixels for the image texture node, however, shows only one decimal place—with minuscule values being reduced to 0.0.

For this particular image texture node, this precision is not just a matter of display on the console. It really does seem that the RGBA values are 0.0. I say this because scaling the output of the Image Texture node by 1e7 has no effect (on color strength, which the node serves to control); yet, adding a 1e-7 to the output and then scaling suffices to get a nonzero color strength.

I figure that somewhere between the calculations themselves and the storing of the results in the generated image pixels, something is happening. This seems true: printing the RGBA values of the pixel entries in the generated image itself shows 0.0s instead of the small numbers I saw when printing the calculation results.

I'll post more detail if needed, but does anyone know why this might be happening? I should note that this kind of rounding doesn't seem to be happening for a different image texture file (whose values have many decimal places, though all are sizable fractions between 0 and 1, as opposed to being on the order of 1e-7).

Thanks in advance!


texts: Emitting particles based on volume shader

texts:
Is there a way to get a particle system to emit particles only from where the emitting mesh's volume shader has a high density value? Or, failing that, where the alpha channel of the mesh's surface shader is above a particular value?
I know particle emitting can be controlled via a legacy texture, but I need it to work with the shader system (or, alternatively, I'd need a way to get a legacy texture created for this purpose into the shader system).


texts: How to show transforms of Child Of or Copy Transforms constraint

texts:
I am trying to find a way to make the transforms from a Child Of or Copy Transforms constraint visible.

Let's say the bone is in its default position and with the constraint activated changes to a position.
I need to keyframe any transforms out of the default position.

How could one accomplish this? Child Of and Copy Transforms constraints don't change the transforms.


texts:
I went away and learned some OO in python, and now I will pick up where I left off - creating mesh objects from mathematical expressions. In the simple test below, I would like to cleanly trim the tops and bottoms of the surfaces where they would intersect planes at Z = +1 and Z = -1. So far I just append faces which have at least one vertex inside. (there are probably unused vertices which I should clean up at some point).

I am hoping there is a simple way to trim this (or future) object at Z = +/-1 within the script. There are probably a number of possible ways to do this - what would be most helpful is both a few lines of script and a pointer to the relevant documentation on mesh object methods so I can dig in and learn. Any other pointers/suggestions would be helpful. I hope to plot some pretty complicated stuff, so helping me starting off on the right track would be greatly appreciated!

Note: An alternative approach would be to calculate the exact intersections myself, but for math more complicated than just np.tan() I'd have to use something like

from scipy import fsolve

to find the intersection with the planes, and that's another issue.

import bpy
import numpy as np

pi = np.pi

nx, ny = 40, 21
x = pi * np.linspace(-0.475, 1.475, nx)
y = pi * np.linspace( 0.0,   2.0,   ny)
X, Y = np.meshgrid(x, y)
Z =  np.tan(X + Y)

verts = []
for iy in range(ny):
    for ix in range(nx):
        vert = (X[iy,ix], Y[iy,ix], Z[iy,ix])
        verts.append(vert)

lo, hi = -1.0, 1.0

faces = []
for iy in range(ny-1):
    for ix in range(nx-1):
        i = ix + nx*iy
        face = (int(i), int(i+1), int(i+nx+1), int(i+nx))
        highpoint = max([verts[iv][2] for iv in face])
        lowpoint  = min([verts[iv][2] for iv in face])
        # if face has at least one vertex inside hi-lo range,
        # but doesn't cross Z=0 (by more than a little)
        if (highpoint > lo and lowpoint < hi) and highpoint*lowpoint >= -0.1:
            faces.append(face)

# alternatively could I remove them later using some things such as
# faces.pop() and face.co[:][2]???

meshthing = bpy.data.meshes.new("Tan")
object = bpy.data.objects.new("Tan", meshthing)

object.location = (0,0,0)  #bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

meshthing.from_pydata(verts,[],faces)
#meshthing.update(calc_edges=True)

mat = bpy.data.materials.new("PKHG")
mat.diffuse_color = (float(1.5),0.0,1.0)
mat.specular_color = (200.0,1.0,100.0)
object.active_material = mat

mypolys = meshthing.polygons
for p in mypolys:
    p.use_smooth = True

# this helps ensure it's visible and selected
bpy.data.objects['Tan'].select = False
bpy.data.objects['Tan'].select = True

print_info = False
for item in bpy.data.objects:
    print(item.name)
    if item.type == 'MESH' and print_info:
        for vertex in item.data.vertices:
            print(vertex.co)
        # This doesn't work yet
        for face in item.data.tessfaces:
            print(face.co)


texts: Can I increase the number of frames in an rigid body simulation?

texts: Every time I am making a simulation it is stopping at 250. Why? I want to make it longer..like 400 or something. Can I even do that? I tried increasing the frames at the menu bar where object mode at all those are written...I don't know what it is called since I am a noob. I even changed frame rate and frame range. It didn't work.


texts: I have installed Blender 2.79b on Dell AMD laptop with Ubuntu 18.04. There is NO Alembic export available in the export menu. Then I installed same Blender on Macbook Pro with OSX and Alembic export is there?! I can't find anything about this issue anywhere on the net. Does anybody have a clue what's going on?


texts: How do I enable GPU rendering for Radeon 5870 in Linux?

texts:
I am running Ubuntu 18.04, I use blender 2.79, and my GPU is an ATI Radeon HD 5870.

I am really hoping someone here can help me with setting up GPU rendering. I have installed many different libraries, but I still cant get blender to recognize my GPU.

Can someone please help? I would really appreciate it. Thank you!


texts: Where is Grease Pencil stroke snap mode in UI?

texts:
I found this: gpencil_stroke_snap_mode

gpencil_stroke_snap_mode
NONE All points, No snap.
ENDS End points, Snap to first and last points and interpolate.
FIRST First point, Snap
to first point.

But i can't find this settings in user interface. Where is it?


texts: The pen/pencil tool is not aligning with my tablet and tablet pen in 2.91.0 2D Animation

texts:
I'm very new to Blender so I'll do my best to explain my problem.
When I draw on my Wacom Cintiq 16 tablet the drawing tool doesn't seem to be completely calibrated to my tablet pen. My tablet is connected to my HP Pavilion laptop. I'm seeing two different cursors when the tablet pen is hovering.
When the tablet pen makes contact I only see one of the cursors. But it's not where the pen is drawing. It's off by a millimeter or two.
I've already tried calibrating my tablet pen to the tablet. And that doesn't seem to be the issue.
Anyone able to help me out?


texts:
I'm currently designing a space window, shown in this picture

Currently I got this far:

So I have  problem with filling the smaller Windows,
I want to fill them em with these windows just like in the picture, but I cant really do it. How should I do this?