texts: Blender as Python module; link to the correct pythonXX.dll?

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I am the maintainer of a blender as a python module 'bpy' on pip and github.

https://github.com/TylerGubala/blenderpy

I am able to build blender pretty successfully. I have wheels for multiple python versions created. This allows extension authors to install the module bpy into a venv for unit testing of their extension, without comprimising their Blender environment.

Currently though, it only works in Python 3.6 (the current version of Python that Blender supports).

I would argue that it could be useful for such extension authors to test their extensions against upcoming versions of Python as they come out.

Would it be possible to link blender against the new python37.dll?

Currently what I am doing is I install bpy into the python 3.7 venv:

pip install bpy

Then, I start a new Python session and attempt to import the package:

import bpy

  ImportError: DLL load failed: The specified module could not be found

Then, after copying and pasting python37.dll and renaming the copy to python36.dll, my fears were confirmed, it is trying to use python36.dll:

import bpy

  ImportError: Module use of python36.dll conflicts with this version of Python

Is there a way to, intuitively, tell blender when its building to target a certain version of Python?

EDIT:

The build scripts can be found in ./vscode/tasks/build_all.bat

EDIT 2:

Here is an image of the PYTHON variables from CMAKE; I don't see PYTHON_LIBRARY, though

Here is a picture with the grouped variables:


texts:
So through all of the little issues I've been able to find and fix online, this one has be stuck....

????Where are these extra shapes coming from and why can I only see them when I texture paint???? I can't select them through the uv panel or in edit mode. I've searched my mesh for double verts and such...the only thing I can think of was sometime in the past I may have made the faces double sided, the sleeves I think. But why can't I edit the uvs if that is the problem.

Please help I've been stuck on this one all day.

Link to blender file:


texts: (VSE) How do I speed up audio by more than 10 times?

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I'm trying to speed up some video by a factor of 20, audio included. The video strip is easy: I just add a speed control transform strip. The audio part isn't as easy. Transform strips don't work on sound strips, so normally I use the Pitch Control feature on the audio strip. Unfortunately, it looks like there's a hard-coded limit of 10 on this:
  prop = RNA_def_property(srna, "pitch", PROP_FLOAT, PROP_NONE);
  RNA_def_property_float_sdna(prop, NULL, "pitch");
  RNA_def_property_range(prop, 0.1f, 10.0f);
  RNA_def_property_ui_text(prop, "Pitch", "Playback pitch of the sound");

Can this limit be overridden somehow (without recompiling Blender)? Is there any other way of changing the audio speed more than a factor of 10?


texts: I am using Blender version 2.81a, my Modifiers icon (the little wrench) disappeared on my tab. How do I get it back?


texts: Making Background Images Invisible in Blender 2.8 and Up

texts: In Blender 2.8 onward, there is a way to make background images visible on on the aligned axis. The problem is that every time you rotate the view, you can still see the black outline of the background image. I was wondering if there was a way to make the whole object invisible when you rotate the view. My best guess would be to use whatever property is setting the image invisible and then use that to make the whole object invisible. I don't know a lot of scripting stuff, so if anyone had any suggestions, it would be appreciated.


texts: How to mix 2 textures using different UV maps on one object

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I have a model: tree with few branches. The main tree trunk is laid on one UV map, and all branches laid on the second uv map. I have a textures ready for both of them, but i'm having trouble mixing them.

Here is a little picture to illustrate:

I want to mix those 2 textures and see them both on the same object. I have tried using "Mix Shader", and it works, but it only lets me see one of my textures at a time. Or if i put mix slider on 0.5, i can see both of them half muted. I also tried using "Add Shader" to mix my textures, and for some reason it produces something that also looks like a half muted combination of my 2 textures. And i would like to see them both simultaneously at the full power.

I also have searched the solution, but was unable to find anything that handled my situation. All tutorials that i found handled the case where few UV sets was identical and textures was laid on each other just by using "Factor" attribute. In my case UV are radically different and textures do not lay on each other, so i was unable to use anything i learned from those tutorials i found.


texts:
Eevee has introduced a new node, the Shader-to-RGB node. I find this quite useful for using the outputs of shaders in, say, the factor of a mix node or other such things.
Unfortunately Cycles does not seem to support this node. This is most unfortunate.

How might I replicate this feature in Cycles (at least to support my presented use case)?

(This question involves v2.80)


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2.76b   using the default cube I subdivide edges with 10 cuts. Unselect all. Rotate the cube and box select only 1 side. P to separate by selection.
Now in sculpt mode, all sculpting is mirrored about the center of the plane I separated.


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I´ve been working on a car from Rocket League. First, I decided to design the "basic shape" of the body and when I added the Subdivision Surface modifier I had the problem you can see in the photos. By the way, the car I´m trying to make is the one in the upper right corner of the screen.

BEFORE SUBSURF:

AFTER SUBSURF:

As you can see, the front grille has some curves in front of it and I can´t fix the problem either with Ctrl+Ctrl or Ctrl+B or Shift+E

Why does the bevel tool create faces of different sizes?

You can find the blender file and the photos here
THANKS!!!!


texts: How to create correct tetrahedron (platonic shape) in blender 2.8?

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Following instruction on this post on stack, I managed to turn on add-on, but I can't find it in add function.
So, where should I look after it or how to even create tetrahedron on blender 2.8 (if its version related)?


texts: Texture changes in edit mode and object mode

texts: I made a simple rooftop model and i wanted to apply a texture to the walls, but when i unwrap and edit the uv and exit to the object mode the texture looks completely different. I feel like it has something to do with uniform scaling but it still occurs after setting the scale. Please help me out!


texts: Adding multiple shape keys with python and bmesh while creating a mesh

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I'm using a python script to generate mesh geometry and to add multiple shape keys in Blender using bmesh. The goal is to have 10 shape keys and each generated vertex is modified by just one of those shape keys.

My first attempt was as follows:

import bpy
import bmesh

# Create mesh.
me = bpy.data.meshes.new('TestMesh')

# Create object.
ob = bpy.data.objects.new('TestObject',me)

# Bmesh.
bm = bmesh.new()

# Add default shape key.
ob.shape_key_add('Basis')

# List of shape keys to loop through after creation.
ShapeKeys = []

# Base name for shape keys.
KeyBaseStr = 'Shape'

# Create 20 vertices.
for iVert in range(1,21):

    # Index of shape key to add the vertex to.
    iGroup = (iVert-1) % 10

    # Check if group shape key has already been created.
    if len(ShapeKeys) < (iGroup + 1):

        # Name of new shape key.
        SetName = KeyBaseStr + '_Set_' + str(iVert)

        # Create shape key and append to list.
        ShapeKeys.append(bm.verts.layers.shape.new(SetName))

        # Shorthand for new key.
        sk = ShapeKeys[-1]

        print('created shape key #',len(ShapeKeys))
    else:
        # Select existing shape key.
        sk = ShapeKeys[iGroup]

        print('using existing shape key #',iGroup+1)

    # Add vertex.
    bv = bm.verts.new(tuple([iVert, 0, 1]))

    # Assign vertex coordinates in selected shape key.
    bv[sk] = tuple([0, iVert, 2])

# Bind bmesh to mesh.
bm.to_mesh(me)

# Link object to scene.
scene = bpy.context.scene
scene.objects.link(ob)

# Set as active and selected.
scene.objects.active = ob
ob.select = True

However, running the code results in an object with just one shape key rather than 10. All ten still appear to be created according to what gets printed and the ShapeKey list indeed seems to hold 10 BMLayerItem objects, but seem to not get binded to the mesh or the object. I also tried the same approach but created all of the shape keys layers before any vertices, but it made no difference.

The question is simple, how to add multiple shape keys while also generating geometry one vertex at a time, preferably using bmesh?

Also asked this question on BlenderArtists but received no answers so far:

https://blenderartists.org/t/problem-adding-multiple-shape-keys-with-bmesh/1122506


texts: Why do I get this message "baking map saved to internal image, save it externally or pack it" when baking textures?

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I made this rock model in Blender and now I want to import it into UE4. When I try to bake the normal map, I get an empty purple map and the message "baking map saved to internal image, save it externally or pack it". I'm having the same problem when I try to bake other maps as well. Does anyone know How can I solve this problem ? I want to add more details to my material but with this problem I can't do anything.
your help would be appreciated.


texts:
I keep getting cant reconstruct error every time I solve, it keeps jumping from different scenes with that error.
When I first done a motion tracking before it was on the the clear, now its not.
I have read about better shots and clearer and such, though the clips i can't redone do to the time I made it. These scenes are in the woods also.

How to fix it?


texts:
I am using Blender 2.80 beta. In Object Mode Scaling and Rotating objects stopped working.

How do I enable rotating and scaling again?

The button that is referenced in Blender 2.7x does not exist in Blender 2.80.
The odd thing is if I create a new model everything works fine...it just stopped working on my original model and still isnt working.

???


texts: How to Link/Append a data-block using the Python API?

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I'm searching a way to append a group in Python.

It should behave exactly like the Append function (ShiftF1) works, all objects should be local and editable. The idea is to append a character (with rig etc.) via Python and not Link it (to be able to modify it without making everything local one by one).

Thanks


texts:
I'm new to blender and have been really interested in sculpting and have now decided to try out rigging a sculpt! The problem I have is the bones/metarig or armature are not showing up at all when I try to add any kind of armature.
I do have added the Rigify add-on in preferences and checked the little box next to it. I'm also using the recent version of Blender on steam if that's any help. I have watched YouTube tutorials and I just don't understand why mine wont work and also tried googling but couldn't find any help.


texts: Remove selection overlays when Editing UVs?

texts: How can I view my meshes UV's in Edit Mode without a selection overlay? I want to be able to view my object with its texture map (and edit it) without having highlighted vertices/edges/faces obscuring my view.


texts:
I have a custom shape and i want to project honeycomb shape inside the custom shape. I tried with tissue addon. But did not get good result.
Tissue addon result

Looking for this result

Is there any otherway or will tissue addon can fix my issue. Thanks


texts: I have a question about image texture. If I add my image and play around with mapping, something like this happens.There are small darker lines. The lines are not in the image itself. Can anybody help me,what can I do?


texts: How can I add a texture with an alpha channel without affecting the base materials opacity?

texts:
I'm trying to make this handle look dirty by using a texture with an alpha channel. It's actually adding some transparency to the base material which I want to look solid.

I have tried changing the order of where I plug nodes into the sockets which only makes it worse.

Render

Seeing back edges

Nodes

Texture


texts: How to create Curve Networks / Coons Patch

texts:
I am missing an option that is great for working with complex surfaces namely Coons Patches.

The wikipedia article shows an example of how this looks for four curves that create a surface. In best cases the tools like coons mesh for Cin4D offer interpolating multiple curves as can be seen in the link to labs.maxon below.

https://en.wikipedia.org/wiki/Coons_patch

Other 3D software offers this function in vaious names:

Cin4D -> Coons Mesh (https://labs.maxon.net/?p=2968)
Rhino -> Curve Network
Maya -> Surface Boundry

Are there add-ons available that add this feature to blender or is there a workflow that lets me work closely to this process?

I tried to use NURBS-Surfaces but they don't interpolate from start to end point unless of course I use a linear base function with order 2 which would defeat the purpose of using curves.


texts: Object in texture mode looks like solid mode

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When I am in texture mode one of my objects looks like it is in solid mode. The model is textured like all other models in the scene, but it doesn't look like it is in texture mode.

Screenshot will explain better:

What this model looks like.
What all models should look like in texture mode.


texts:
I am trying to bevel selected faces as shown below:

The problem is too many overlapping faces are created (example below) and clamp overlap creates too small bevel. Is there a better way to bevel in this situation or is there an efficient way to clean overlapped faces?
What I have tried: Remove doubles just merges vertices randomly and overall shape is broken.

.blend file


texts:
I'm trying to make a stress ball (an elastic balloon type material filled with a gel).
So then when you compress it; the ball maintains similar total volume but its shape is deformed/displaced.
I've tried using the Cloth physics modifier with internal pressure (with tons of different density and tension/compression settings etc...) and I've tried using the Soft Body physics modifier, but I just can't seem to get the correct result.
The closest I can get is more like silly putty when compressed the ball just gets squished smaller and flatter.
If I use a Soft Body modifier with a Force Field that simultaneously inflates the ball while compressing; it kind of looks a bit like a stress ball, but not quite and it's so difficult trying to tune 2 different active forces at the same time.
How could I achieve this effect?


texts:
I'm trying to figure out the best way to rig this setup. I have several pipes arranged vertically, right next to each other. I want a rig where I can use a single controller to have them spread out at the base, similar to opening an umbrella.

Here's an example object showing how it should look when opened:

I want the rig to work by scaling a controller at the base of the pipes (like the circle in the image.) I also want to be able to translate the controller, and have the individual pipes stay locked to it, but not have their lengths change.

I know I can do the rotation by putting a bone down every pipe, then using constraints to have them rotate on their local axis based on the scale of the controller. But this doesn't handle the translation. I could also do it by IKing each one to a point on the circle, but then it starts getting very complicated and can have Roll problems.

The actual object I'm trying to rig will have a lot more pieces than this example, so I'm trying to find a way to NOT need to make and position a ton of bones or constraints.

Is there any simpler way to solve this problem?


texts: Straightening out ALL uneven UVmap vertices in unison w/o overlapping?

texts: Instead of tediously straightening all the edges to align perfectly vertical one by one by one, is there some way to straighten out ALL the UVmap vertices ALL at once (like on the left side all nice nice vertical) without having them mashup and overlap into one --as with happens when I select them all and type S + X + 0?


texts: How do I extrude inwards instead of outwards?

texts: How do I extrude something inwards instead of extruding it outwards?


texts: Insert mutiple rigged characters as a crowd

texts: I have a soccer stadium and id like to insert a crowd. I have rigged maximo assets. Theres 45k seats lol whats the best quickest way to insert? So far i can only add via duplicate onto an empty and continually doing so. With 45k seats that wud take me years


texts: Blender: How do I unpack a linked instance to make changes to it?

texts:
Sorry, but I'm not too sure what the process is called. I basically created an exterior scene full of linked instances by going to:
File>Link>Selecting Blend File>Collections>Selecting the Collection
So basically I'm linking collections from another blend file that I use as a library of models I'm using for this project.
I copied that scene which will be for an interior shot. Now what I want to do is tell Blender, to unpack one or two of those linked collections back into the current scene, so I can edit them for that scene only.
I need to make changes to the glass shader of the windows for example, and delete parts of the land that isn't going to be seen out the window.
How do I do that?
I've tried a few things. First thought, was to right click the object and select "unlink" but that deletes the object from the scene. Looking online, I thought I had it figured out and that the process was to make it local. So I've tried going to Object>Relations>Make Local, but it doesn't seem to do anything.
Any help is appreciated! I've been working on this project for so long, didn't realize it would get so tricky!
Thanks!


texts:
I have never used Archipack add-on before. When ever I try to add any element (window, door, stair, fence..) aside from wall, from the add mesh menu. A blank window appears on the screen and I can not add anything from the addon apart from a wall.

I am doing something wrong? How can I add element from the free Archipack add-on for Blender?


texts: Default Shape key ID in Keying Set export files broken

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I've found that the default Keying set that Blender exports from the Keying Set Panel, when you have shape keys added to the keyset - then it will pull the following error:

TypeError: 'builtin_function_or_method' object is not subscriptable
Error: Python script fail, look in the console for now...

The solution is changing the shape key ID to the correct one:

# Keying Set: KeyingSet
import bpy

scene = bpy.context.scene

# Keying Set Level declarations
ks = scene.keying_sets.new(idname="KeyingSet", name="Keyset_Name")
ks.bl_description = ""

ks.use_insertkey_needed = False
ks.use_insertkey_visual = False
ks.use_insertkey_xyz_to_rgb = True

# ID's that are commonly used

## This is the default in blender, and it is broken.
#id_0 = bpy.types.key["Key"]

### Use this instead:
id_0 = bpy.context.object.data.shape_keys

# Path Definitions
ksp = ks.paths.add(id_0, 'key_blocks["Shape_Name"].value', index=-1)


texts: What is this hierarchy of an empty and a collection, and how do I get to the mesh inside?

texts:
I got some plants from here and they are gorgeous. However, I ended up moving some files and the textures broke, so I diligently went back and fixed them one by one. The last bit was doing the stems and leaves of this plant here:

Now, the screenshot is what I see when I click-select the leaves. An empty at the bottom (see the stems, I think that's an empty, at least…) and a dark-orange selection border around the leaves. I figured the empty and the leaves mesh were parented so I looked into the side-thingy and this is what it looks like:

Now, that orange icon is one I'm not familiar with, and I can't find anything in the docs. I can't go into edit mode: no matter I many times I press TAB, the mode never changes, and in fact nothing other than Object mode is available in the top-left drop-down control in the viewport.

Suffice to say, this isn't giving me access to the material, so I can't fix the texture. I'm genuinely stumped. Any pointers?


texts: Blender import has armature without bones

texts: I'm new to blender and imported this mesh of a monitor and wall mount. The monitor appears to have an armature attached to it but bone as far as I can tell no bones. It does have these blue lines around the mesh in edit mode. Can someone tell me what these are? Are they a part of the armature? I should be able to swivel the monitor in the obvious points. I know this exact model was used to swivel the monitor before in a different program but how can I make it work here? Also, side question, In object mode this mesh has a light blue color and the screen has a light orange color. Some other objects I imported have seemingly random colors. Can someone tell me what these are?


texts: Group of objects appear blurry and distorted after render?

texts:
I am making a bar music visualizer in cycles with a group of bars. When I render out a single frame, the visualizer appears blurry and distorted around the edges. This happens after compositing. I'm thinking it has something to do with the objects themselves.. Kindly advise me on this. (I have attached my blend file to this) Here is the blend file

I am trying to achieve the second one, however the background image in the render result is always blurry.


texts: Is it possible to add to a pre-existing rig? I'd like to add a facial rig to either the Unreal Mannequin or the Mixamo rig. But when I set it up and parent the new bones to the mesh the rig stays put and the mesh scales up by 100. Is there something simple I'm missing or is this just not possible to do this?


texts:
On the picture bellow there's a model i've been working on. At first, the mesh was pretty clean and optimized, with just enough vertices as it needed, but that was before i used the Subdivision Modifier. The mesh itself looks good after the modifier was applied, but in edit mode, the topology got pretty cluttered and hard to work with. The pill shaped cutout you see on the picture is something i want to extrude and then bevel, but the topology screws it up and i end up getting a deformed mesh. Here's the picture:

What i want, is to "simplify" those strange shapes and make them like the rest of the topology; quads with no triangles or god forbid N-gons.
Using dissolve makes n-gons and manually fixing the topology is going to be longer than the project itself.


texts: Animating object's transparency in NLA editor

texts:
I would like to animate a short promo for a game I am making. I have various objects with different animations all set up nicely in the NLA editor. I would like to have some of those objects appear right before their animation. I have managed to keyframe the materials' transparency and see the keyframes on the timeline, but those animations don't appear as actions in the NLA editor and therefore I can't place them or move them around . Does anyone have any suggestions/workarounds?

Thanks in advance


texts: How to make an object (triangle) transparent inside leaving angles highlighted?

texts: I am new to Blender but have done a couple of tutorials already. Now I wonder how can I select the angles of a triangle and fill the content of a triangle with black. Or maybe there is an option to clear this content and leave it fully transparent? I have attached a screenshot to get a better understanding of what I want. Thanks in Advance! :)


texts:
animation nodes can`t work with object that has a modifiers?
create spline from object node and use spline that has a shrink wrap modifief and subdivision modifier and I get a target curve object output that cant recognized modifiers on based curve.


texts: How do I export items from Blender to Tinkercad

texts: Is there a way I can create a design in blender and then open it in tinkercad. I am doing this for a school class and this will help get me into college.


texts: How To Animate Sheathed Weapon. Sheathe, Player And Weapon Are All Seperate Objects

texts:
I have a character that i can animate properly. I'm still new to blender but know basic animations, basic modeling, texturing and weight painting.

I tried making a seperate bone for the weapon and add both the weapon's bone and character's bones in the action editor with I but then the character moved to the weapon. I used LocRotScale.

I want to later on use the model and animations in Unity. I've done my other characters without weapons fine with action editor with multiple animations.


texts: If I combine two objects by pressing Control + J, one side becomes strange

texts:
If I select two objects at the same time and press Control + J,

one side turns strange. Why is this happening?

Here is my .blender file: https://drive.google.com/open?id=1krNaVE55Fo-GmDQxwTKkPm0460x-lxL4


texts: How can I determine/calculate a circumcenter with 3 points

texts:
I wanted to calculate the circumcenter of an object (for example of an cylinder).

For this purpose I use Z-mode to see the grid of an object and mark three points that are on the same circle. After this I calculate the circumcenter on paper and set my 3D cursor to those values.

Is there an addon/widget/plugin/script that I can add to Blender to archive the same without the hassle of manually calculating or can Blender do that by itself?

The main goal I have is to get the midpoint of a circle object in Blender. If the calculation with 3 points is unneeded and over complicating things tell me so please.

Furthermore sadly I do not find calculators online who support 3D vectors for this calculation. So If you can link me a calculator for tempory usage would be great too.


texts: Combining vector displacement and standard black and white displacement nodes

texts:
I am currently working on an ocean scene. The water uses a subdivided plane with waves that are displaced via the vector displacement node in the material.
I would like to add another whirlpool effect displacement on top of this, using a black and white image I have created in photoshop.

What is the best way to mix these two displacements together, with the whirlpool jpeg displacement added onto the existing vector displacement?
Thanks in advance!


texts: Faces become distorted, strange and look glitchy when looking through camera view

texts:
Whenever I attempt to create a test render (F12) or when I switch to camera view (Numb 0) my models faces look distorted.  When I'm not looking through camera view, everything is smooth and normal, regardless of how close I am to the objects.  When I switch to these modes the faces become distorted, strange and look glitchy.  I've tried a couple things and have no clue what is causing this or what I can do to fix it.

One possible explanation I came up with is that the models have too much information inside of them, and the render isn't sure what to display.  To solve this, I figured I could delete all of the vertices, faces, etc. inside of the model, but I found no way to do this.  I'm at a loss.

Below is a screenshot from the work window in object mode followed by a screenshot of the camera viewpoint.


texts: How to place automatically a bone/vertex/object or a group of them in the center of the screen and zoom in them

texts:
I would like to know if you know how to place automatically a bone/vertex/object or a group of them in the center of the screen as soon as I click over it / them with the right mouse button or if there is some addon that already does it. I'm realizing that it would be very useful because the movements that I do to with the mouse wheel are always the same and if a script does them for me,I will save a lot of time. Plus,I would like to zoom in the object,so that I can see it better.

So,What the script should do ? Every time I click with the right mouse button on a bone or a group of bones,automatically it should press the dot and it should zoom in the selected object.

Each time I click on a bone I need to place it on the center of the screen and I need to zoom in. So,why I need to press the dot and the mouse wheel manually each time ? They are extra steps that I don't need.

I imagine that adding the zoom feature is a little more complicated than pressing automatically the dot because it depends about how the objects are big...thanks.


texts: I'm trying to create a scene with marbles falling down on a plane, I want to loop this like a long gif to where it seams like infinite marbles falling.  The problem I am having in getting it to loop well.  if I do a rigid body simulation, the marbles fall then roll off the plane.  The problem is having the animation loop.  I do not want it to be packets of marbles falling then off screen and only the plane showing.  I want it to look continuous falling marbles with no brakes.  I cant think of how to loop this. any help is greatly appreciated!


texts: ArchViz Glass for quick renders in Cycles?

texts:
I have seen a number of different opinions on what light paths should be sent to the mix shader for doing archviz glass for quick renders. I've always used either just the shadow ray, or the shadow ray and the reflection. Some suggest using a combination of shadow, diffuse and glossy and I've even seen some including more beyond that.

What is the correct way and more equally important, why?

I'm putting together a general tutorial on Glass and I really want to ensure I'm giving out the optimal method here to the viewers.


texts: How do I fix camera weird mapping quirk?

texts:
I've run into a bit of a problem when trying to do some camera mapping.
This is what happened:

As you can see, the mapping is not working well. As far as I know, when you project to view, it should work every time, is there something that I'm missing? I have tried remaking the plane, and resizing it, it seems that the bigger it is, the less accurate it is. Please help me, I want to finish this.


texts: All objects behind the camera dissapeared

texts:
I'm fairly new to blender and mostly use it for quick mock-ups and angles for illustrations.
I modeled the other week a fairly complete girl room. Took a screen through the camera, saved and then quit.
Today I revisited the file to grab some of the objects for another scene, only to discover that all objects behind the camera have disappeared.
I checked for backup files and other temps but it seems like the only ones that I have all do the same thing, objects are missing behind the camera.
Tried to unhide, toggled the local view on and off etc. They don't seem to appear in the outliner either.
Is there anything I can do to recover those objects?
The blue outline is where my objects were just before saving. :(


texts: How to limit the frequency of pushing of keys in the BGE?

texts: I want to limit frequency of possible pushing of keyboard buttons in a game so that the player would not be able to push a button more often than two times a second. Pulse modes seem not to work, because they deal with constant signals, and pushing a button several times is not a constant signal, so I don't know what to use here.


texts: Is it possible to select the objects by dragging left mouse button like in other CAD or 3D softwares. If i change the keyboard shortcuts to Maya in the settings I could do that. But I dont know which key is mapped to that. This could be done with box select but i want to achieve something by clicking on blank screen and dragging the mouse.


texts: Is there a more efficient way to edit actions alread used in NLA?

texts:
When not happy with the results in an animation the action can be edited again (Tab in NLA-editor). After that the action is displayed with a snowflake indicating that it needs to be freezed again.

After editing

After adding the updated action (Shift-A Add Action Strip)  shown as Walk.001

Do I really need to replace all occurences of the edited action in the NLA-editor or is there a another way to apply changes (in place) ?


texts: Pasting long strings into the script parameters for Add 3D Function Surface?

texts:
I'm trying to use the script Add 3D Function Surface (specifically the Add X,Y,Z Function Surface feature) to produce some mathematical models for 3d printing.  The formulas for my paraemtrized surfaces are very long --- one of the simpler ones has over 4,000 characters.  Unfortunately, it appears that I can only paste 400 characters into each of the script parameter boxes.

Is there a way to get Blender to accept longer strings for each formula parameter?  I'd be willing to run the script from the command line, but I haven't figured out how to do this.

I'm running Blender 2.70 on a mac.  I'm also completely new to Blender, so let me know if there's additional information I can provide that will help.  Thanks in advance :-)

Bug report: https://developer.blender.org/T39924


texts: My scene has multiple cameras. Is there a way to cycle through camera views with a hot key, or a script?


texts: Where to put external Python Blender scripts when Blender was installed from Snap?

texts:
I wrote a Python script which uses Blender API and outputs render scene frame range. I want to execute it over a few files with no GUI/in the background. I found this thread which explains that I can put my script in path_to_blender/version/scripts/addons and later execute using blender.exe --background myFile.blend --python ./version/scripts/addons/superScript.py
The issue I'm having is that I don't know where to put my script as I installed Blender from Snap and so the file structure looks different. I found /snap/blender/current/2.83/scripts/addons but when trying to copy anything into it, it returns cp: cannot create regular file './get_scene_framerange.py': Read-only file system I also checked the following directories:

/var/snap/
/var/lib/snapd/
/home/username/snap/

but only /snap/ has dir called addons/
Ideas?


texts: "Blend from shape" What does this do? how can I use it?

texts:
I can't find info in the manual or google. I want to learn about this option and what it does to shape keys? How can I use it?
https://docs.blender.org/manual/uk/dev/modeling/meshes/editing/vertex/blend_shape.html


texts: How to create custom editors with Python?

texts: In some addons, for example Animation Nodes, there is a custom editors which is not in default Blender. How could i use scripting to create a custom editor?


texts: Want to render animation nodes text animation on sheepit

texts: I have a blender animation where I have used the trim text feature of the animation nodes add-on of blender. However, when I upload it to the render farm, those parts don't render out. I've been told, on blender stack exchange, that it's because the render farm does not have the animation nodes add-on installed. I would however appreciate it if someone suggested a workaround to this.


texts: How to make subdivision modifier unaffected by a vertice on an edge

texts:
So I did a loop cut on an edge on a mesh, that has the subdivision surface modifier turned on. I want the vertice that was created, to not affect the subsurf modifier. Now, the modifier takes the edge all the way to the vertice, and not making it curve as I would hope.
It's worth noticing, that I creased the edge to 1.00.

Here's some screenshots, so you better can understand my problem:

This is the mesh seen from the side.

This is the mesh seen from the top. I have selected the problem causing vertice.

Here, I have selected the vertice.

I want the edge to curve like this one.

Let me know, if I can provide any more information!

Basically, if possible, the vertice should not affect the subsurf modifier as it does. It should just be there and act like it wasn't there.

Hope some of you want to take your time answering my question!


texts: Is there a hotkey modifier for G that sets rather than moves the coordinate?

texts:
Is there a modifier for the G hotkey that sets the vertex global X/Y/Z location, rather than moves it relative to the current location?  (Something like GG X 12.5 to directly set the global X coord to 12.5).

I'm using blender to render a number of simple 2d textured shapes (orthographic projection) that directly face the camera.

I add many shapes to a single blend file so I can position them relative to each other and then render them using a script.

At present I have to position vertices by clicking on the Info panel, Transform section, X,Y,Z coordinate textboxes and manually typing.

I find this quite slow when I have to do this 20 plus times.

I can use vertex snapping (to other objects) sometimes, but this is no use for vertex locations that are not identical (ie offset).

This would be also useful in the UV Editor.  I would like to be able to select a vertex and simply set it's U or V in a similar way (ie to line the vertex up with the edge corners of a simple quad texture).

I've read the online documents for the Transform keyboard shortcuts and nothing like this is mentioned.


texts: Does Eevee in 2.82 work on MacBookPro / Intel Integrated Graphics Cards?

texts:
I can't find a definite answer, as a lot about Eevee seems to be in development from what I can see (but it seems like probably not). I have tried on two different MacBookPros OSX 10.14, one older model (2015) with the Intel Iris card, and another newer (2018) with an Intel UHD graphics card. In both cases the render completes and flashes on the screen for about a second and then goes grey. It's the oddest thing because it is completing the render just not allowing me to export the image.

Also likely related, when the builds get more complex 100+ objects or so, especially with Bump and Transmission values etc. Material Preview / Look Dev (Eevee engine I understand) becomes unusably laggy, and render attempts crash Blender.

I can stick to Cycles for now until I upgrade machines but there are some effects I want to recreate with Eevee that I'm struggling to imitate in Cycles.

So just curious really. Thanks for anything you can share.


texts: Moving armature using as pivot a bone from other armature

texts: Is it possible to move a bone from one armature using the movement of other bone in another armature?


texts: How to simulate keyboard ESC command using Python builtin modules?

texts:
For my addon I need a function that simulates just a single ESC button event from the keyboard, using Python. I've tried many things and this seems to be the only way left to abort

bpy.ops.render.render('INVOKE_DEFAULT')

operator without killing the whole Blender.

I've found this Ctypes method. This is builtin module unlike win32api or Pynput, so it can be imported without install right from inside the Blender. It seems to be exactly what I need. But importing the whole module and writing all those classes is obviously way too much for just a single ESC keyboard command, and unfortunately my current programming skills don't allow me to get through the whole module to find what I need. Please, can anyone help me with this?


texts: How to make the Wireframes for these lights?

texts:
I am trying to reproduce on my CNC a wireframe skull that was etched on acrylic and put into an LED base. It is made by a company called Bulbing; I found it on Youtube. I was hoping that some one might be able help me with this project.
Useful article about these lamps.

-from Google Images.

Edit: To clarify what the original asker is looking for, How do you take a 3d model and give it a wireframe appearance then output it as a 2d image (preferably vector)?  The objects in the picture are flat pieces of clear acrylic with LEDs at the bottom.  The light reflects off the engraved areas, and if a 2d view of a 3d wireframe is engraved it has the 3d effect shown in the image.


texts: Set material strength and keyframes in Cycles with Python

texts:
I am making a piano song animation in cycles where in exact places (if a piano button was hit) the piano string lights up (Emission shader Strength = 5) then fades away (so go back to 0 Strength in 100 frames).

Until now I did this manually. So I checked the frame number where it should be lighten up let's say frame 2345, went back two frames (to 2343) set a keyframe (if this string was hit within 100 frames back its higher than 0) go back to original frame (2345) set the material strength to 5 and keyframe it then go forward a hundred frames (to 2445) set the Emission shader's Strength to 0 and made it keyframe. This is a really time consuming work especially now where there is 3-4 key is hit in the same time...

I need a really simple script to speed things up a little bit. My plan is to do the following workflow. I just check the frame number where the string should lighten up go to that frame in editor, select the string object what is should be lighten up, then hit "Run Script" and the script makes all this for me on the actual frame number on the selected object's material.

I want something like this:

import everything what is needed for this script

curMat = get active object's (what is actually selected in 3d editor) material
curFrame = get the current frame which is shown in the timeline editor

keyframe_insert(curMat.Strength, curFrame-2)

for (curFrame-1 to curFrame+100)
{

check for keyframes in material strength and if there is

delete_keyframes

}

set strength(curMat, value = 5, curFrame)

keyframe_insert(curMat.Strength, curFrame)

set strenght(curMat, value = 0, curFrame+100)

keyframe_insert(curMat.Strength, curFrame+100)

I hope one of you can understand what I want to achieve and help me out with a few lines of code, I would really appreciate your help!


texts:
I am new to Blender. I want to make Minecraft animations. I have been taking a 5-episode tutorial on how to do that by BlackPlasmaStudios.

I am using their custom-made easy-to-use MineCraft character model, but I can't figure out how to have two of them in the scene. When I have two, I can't delete the second one, I can't move it, and I can't switch modes with it. And when I have it selected, it has no X-Y-Z axis to move it, and the outline is blue.

I cannot figure it out. Also, when I go to delete it, it just says, Cannot Delete. Indirectly used objects need at least one user.

It is disabled rendering for itself, selecting for itself, and viewing for itself. I just can't figure it out.
Tell me if you need a screenshot of it.


texts: How to set a principal point for a camera

texts:
Pinhole camera model includes a principal point (just to be clear, it appears here: http://en.wikipedia.org/wiki/Pinhole_camera_model)

Is there a way to set these camera param s.t. it will be used for rendering an image?

Thanks,
Alex


texts: How can I use my Intel HD Graphics 6000 for Cycles render?

texts: I'm new to the community and I have no clue about where to look for an answer to this question. I'm also new in Blender. I have a MacBook Air (2017) with a 1,8 GHz Intel i5 and an Intel HD Graphics 6000. My issue is the following: I can't use GPU compute because in the system preferences under system, my graphics card isn't displayed.


texts: The rendered image looks clipped, but in the viewport the clip distance seems OK

texts:
I am rendering a scene, and the plane in the scene is being clipped for no apparent reason.  The near and far clip of the camera seems ok, but I extended it to 300 from 100, just in case, and no dice.

The following two images shows how it looks in blender, and the render result:

enter link description here

3:

EDIT: Links to blend file added
https://dl.dropboxusercontent.com/u/44179449/jeemoneygrungebrickangled.blend

https://dl.dropboxusercontent.com/u/44179449/jeemoneygrungebrickangled.blend1

EDIT 2:

I moved the camera back away from the plane, and this is WEIRD!  Why is it not a rectangular plane?  (Note: I moved the JeeMoney text over, so that didn't automatically change position because of the new camera distance)

EDIT 3:
After 2 hours of fiddling around, I found out that I had a subsurf & displacement modifer that was messing everything up.  I fixed it.  Thanks all!


texts: I have downloaded a BGE fire emitter file online. Now I would like to know if I could use this emitter to attach it to a vehicle and trigger the animation when the vehicle is collided. Is it possible?


texts: make a hotkey to determine the orientation and the pivot point?

texts:
Is there a way to make a hotkey on the orientation and the pivot point? when you defined the workpiece of the two data: Global - active element, Norman - individual origins, view - 3D mouse ... etc.

like in MODO ...


texts:
-New to Blender, this seems like an easy fix I just don't know where to go.

-I hit something to lock the z axis and now I cannot extrude properly.

-I select faces, go to front view, when I try to extrude a guide line pops up and puts my extrusion on an unintended angle. I don't think it's normals... it seems to be some sort of guide lock along an arbitrary axis that I accidentally set?

-all work has come to a halt so any help with this would be great.

Images show my situation.


texts: Blender command line - Change input image when rendering?

texts:
I'm rendering an image from the command line using this command:

blender "file.blend"  --background  --render-output "output name" --engine CYCLES --render-format PNG --use-extension 1 --render-frame 1

However, I'd also like to set the image path for an image node named "Target Node" in one of the materials as well as the world material.

How can I do this? Do I need a python script? If so, how do I pass the value to it from the command line.


texts: Is there a way to "shift click" to select several vertex groups at once and then click "select" just once?

texts:
So I have a model with about a hundred vertex groups. If I want to select the vertices of multiple vertex groups I have to click on the vertex group, then move my mouse over to "select" to click it, and then move my mouse back to the list of vertex groups to click on the next group and so forth.

Is there a way I can select multiple vertex groups at once such as shift-clicking vertex groups to select all of the groups in a certain range? (the same way you can easily select multiple things in the Outliner).

That way I only have to press "select" once instead of dozens of times. If there is no built in solution I'm open to scripts or add ons as well.

Here is a picture of the process I must repeat dozens of times for reference:


texts:
so my aim is to imitate a radial engine.

this is what I have done so far

On the left its already working. The big cylinder moves only on the Z axes based on the location of the small cylinder below who follows the cycle path on and on again. I did this by giving the upper cylinder the "Child of" constraint.

Unfortunately this is not working when I start to rotate the whole construction like on the right.

My question is. how can I parent the small cylinder to the big one and let the small one move on the circle while the big cylinder can only follow the linear path which he is putted on?

I would try to parent the small cylinder to the big one and then make a follow path for the big cylinder on the line. but this is not working properly, maybe I did something wrong.


texts: Can You Edit a Mixamo Animation In Blender?

texts:
Can you edit a Mixamo animation in Blender? If so, are there any tutorials on the internet or YouTube over it? I could not find any.

I am using the low crawl animation where my character crawls straight up and I would like to edit that so I can have two animations of him crawling diagonally to the right and left.

I am using it in Unity 5.2.3 by the way.


texts: Empty mesh after "Mesh from Curve" (Alt+C)

texts:
Solution

Thanks to moonboots for pointing out my mistake. I forgot to fill the curve before converting it to a mesh. You can see the solution in the screenshot below:

Problem

I have created a (closed) bezier curve. After that I changed the mode from "Edit Mode" to "Object Mode". Finally, I selected the whole curve and hit "Alt+C" to convert it to a mesh.

However, all of a sudden now it does create a mesh but it seems to be empty. You can see the background grid through the mesh because there does not seem to be the default blueish grey color on it.

I have successfully used this method before to convert a curve into a mesh and I can't find what I have done wrong/ different now.

I have already used Google to find a solution but looking for the term "Empty mesh after mesh from curve" has not given me any results.
And looking for tutorials for creating a mesh from a bezier always give me the same error.

There is also a screenshot attached. I can also upload the project file to Dropbox if wanted.

As you can see the selected object is a mesh since it has the triangle icon.

Thanks for any answers. I have already spent quite some time to find a solution but nothing helped me to solve the problem.


texts: Why Do My Normals Get Deformed When I Apply Bevel?

texts:
The normals get deformed when I apply bevel.
Is this supposed to be like this?
If not what can I do about it?
I post a video here to demonstrate the problem:
https://youtu.be/gdx2oekJz78
Also here  is a screen shot with the wireframe:


texts: Setting to brush texture follow the path of drawing?

texts:
iam currently using sculpt brush of a animal fur, but iam not happy with how it works. All the settings make it like the stencil that the texture is in one direction and it doesn't look natural. Is there a setting that tilt the pattern as Iam dragging the mouse so the pattern is created naturally with the movement and it will tilt when the brush change direction.

(P.S. I would like to have the same effect as well for texture painting, if there is the same setting)


texts: Rendering Blender animations on a server: more RAM or faster CPU or both?

texts:
For my project Blender is used to take .STL files, and render a GIF animation (first - several jpg are created and then merged together in an animation).
This is all done using a server cron (daily). Obviously, I can't use GPU that can speed up things a lot.

I'm thinking about moving this blender-specific task out of the main server (so it won't make CPU nearly 100% while blender is working), so the application will work independently.

I'm using DigitalOcean for hosting, and it has standard droplets (like, containers or virtual machines) and optimized. Optimized has better CPUs (they are faster). But for the same price Standard droplet has more RAM.

So the question is: what is better for blender to work faster - to have more RAM with ordinary 2 or 4 vCPU (they have slower speed) and 4 or 8 Gb RAM, or better speed but for 2 vCPU and perhaps less amount of RAM (4 Gb)?

And how to optimize the server for blender speed? Any tips that can be applied in my server-related use case?


texts:
I currently find the ends of my freestyle lines to be a flat shape when I want a triangle like shape:

I want the lines to vary in thickness when arriving at a "dead-end", and to fade out to a single point, instead of two that create the flat square shape.

Where can I adjust the end-line thickness of a freestlye line?

This is in Blender  v2.79b.


texts: How to scale a side of already subdivided prism?

texts:
How can I go from this:

To this?

How can I shrink one side of the prism and/or enlarge the other side after a subdivision?
So is there a way of proportional scaling the edges?

I didn't apply sub mod, what I mean is I just added a bunch of edges by using subdivision


texts: One light for object shadow and another light for ground shadow

texts:
i want to have a toon effect on the objects and for the ground shadow i need a different lighting angle, otherwise i have too long shadows... i work for this in cycles render mode.

have one SUN at the moment, and it casts a hard shadow on the objects.
how do i get the second SUN to just cast the ground shadow on the ground plate?

thanks in advance


texts: Cycles. Box on font line unable to delete

texts: I have a box on the font line of my text crawl that also appears to be a point of axis for the crawl. I cannot remove it without deleting the text. I am pretty new to blender so still learning, below is the link to my blend http://www.filedropper.com/attempt1_1 . can you look over it to see what I am doing wrong?


texts: How to apply the effects of weight painting instantly?

texts:
I am having problems when I weight paint. I can paint and the color shows as expected, but the corresponding mesh movement only happens after click on an item in the tool shelf,  eg. belly How can I apply the movement instantly?

cheers jan


texts: Simple deform - Twist based on weight painted vertex group is not working as expected

texts: Let's say I have a cylinder. I weight paint it using VertexWeightEdit, so I have nice gradient from top to bottom. Then I apply SimpleDeform modifier set to twist, and restrictions are set to vertex group. Sure, it does the twist, however I notice that certain vertices are pushed inwards. What does that happen? I can't figure it out. I guess I'm missing something important. I will appreciate any help.


texts: Is there a way to store a workspace with a scene & auto-recall it when changing to that scene?

texts:
In my .blend file i have one scene called Master, which has a VSE containing other scenes in the file as strips.

While editing the other scenes i need to be working in a 3dview panel. While editing the Master scene i need to be in the VSE panel.

Is there a way to specify that a workspace with a big VSE panel 'belongs' with the Master scene, and a workspace with big 3d view panel belongs with all others, so that the appropriate layout is loaded when the corresponding scene is made active. I’d like to not need to manually change the workspace each time I switch between the Master scene and the others in the project.

(I don’t mind using scripting if it’s necessary, but i couldn’t find an ‘active scene changed’ callback in the API so far)

Thanks!


texts: Creating normal map for games, getting weird seams

texts:
I've been struggling with this for many days now but couldn't seem to find a solution for it. Tried all methods possible from Smooth shading to displacement but nothing seems to work.
Please let me summarize my problem:
I'm trying to create normal maps for clothing to be used in games, the normal maps are generated from high to low poly, the result when used as a non-color image is as below;

It is quite obvious that the seems are visible. Attached is the normal map used for the object:

I understand that normal maps are supposed to be "smoothed" in this scenario, however the smoothed shaded normal map that I've generated does nothing much to the object when used. Refer below:

Please can anyone offer some advise as to what I should do? Thanks in advance!


texts: Instancing not working the way I want it to

texts:
I am studying blender and I am at the instancing part and I am literally following the instructions on how to instance step by step and it is not working for me. These are the steps on the documentation

I created a cube and scaled it and then I added an icosphere and then made the ico-sphere the parent of the cube

And then I instanced it and this is what I got[![enter image description here][3]][3]

I don't understand what I am doing wrong i followed everything the way they did it on the docs what's the matter?

When I put the cube in the center same position as the icosphere I get this. FYI I want to create a ball with tentacles just like they did on the docs

[3]: https://i.stack.imgur.com/HPqgn.jpg


texts: How to remove texture from selected faces?

texts:
I have a roof. But I accidentally assigned the parts under the roof also. Now I am trying to remove texture from it. (See picture) I already tried U and then "reset" but it made my UV background white for some reason.

How does one go about it?


texts: How do I fix the two black lines on my mesh?

texts: I pressed F to connect an edge between vertices in order to create a straight line where I could mark a crease. But The new lines created by pressing F are behaving weirdly. Here's a blend file https://drive.google.com/file/d/1l4dyZFzKD4OYRlZNAnEdIrgnLw0WsxTN/view


texts: How do I texture paint into a UV-unwrapped model?

texts:
I was learning about UV-unwrapping the other day, and I have successfully unwrapped and applied a UV texture to my model. Now the problem is that, for some strange reason a certain part of my model remains un-textured.

To fix that, I was thinking about texture painting (with stencil) over that UV map on the untextured region, but I have to create a new image for that, and consequently lose my previous texture. Is there any other way, to paint that region?

A detailed view of the model:

I want to apply a texture paint in the white region


texts: Bezier Curve for some reason seriously messing up

texts: The bezier curve has been rotated so that's the problem(most probably), but how do I fix it?


texts: How can I change the movement to Linear?

texts:
I want that the animation always move linear how can I change that?
Thx for our help.


texts: Depth of field is not being rendered in Blender Internal

texts:
I have quite an annoying thing, that I don't know how to do.
I'm about to render a small clip, but I don't know how to enable Depth of Field in animations render to make it visible in the final product. It is visible in 3D view, but not in the render. Any help will be appreciated.

Edit: I use the in-built renderer, nothing special. I'm not using compositor.


texts: Mapping option disappeared in Blender 2.79

texts: I'm perfectly aware of how to scale texture images, however my question is more referred to the layout of the change in the texture menu in the properties panel. In previous version of Blender, it was possible to do the mapping just by accessing Texture from the properties panel. However, in Blender 2.79 this is no longer possible and the only way to scale image textures is to manually add a mapping node in the node editor. Is it possible to get that feature back in the Texture panel? Thank you!


texts: I'm making a simple gun model made of mostly cubes but the reference image contains a lot of "screw" extrusions that makes my model look incomplete. Is it possible to do it without individually modelling the screws and placing? If so, how? I cant provide image of my model but imagine it as the reference without the screws.


texts: I don't understand what the volume socket of the shader output (in Cycles) does. Just for experimentation, I tried plugging an emit shader into the volume and a glass shader into the surface to create a light coming out of a glass ball, but all I got was the glass. What is the use of the Volume socket and when should you use it?


texts: I used to be able to change the count - which I set to 30 - and I wanted to change it to 12, but I don't see an option for it anymore:


texts: How can I paint an object in Vertex paint and then export it to Unity, keeping it's colour?


texts: why is my rigging making my model bigger?

texts: i'm trying to make a rig for a model but when i set parent with automatic weights is scales the actual model to the point i cant zoom out enough to see above the knees. I really need help with this.


texts: 3D Viewport artifacts. Geometry looks teared

texts: I am modeling this object, and all of a sudden this started to happen, all edges and geometry looks teared, but geometry it self is ok.


texts: How could I make an old TV material? I've tried some nodes, but I don't get the dessired result


texts: How to import a pose from a different file?

texts:
I have a rigged "house cat" model created for me by an actual 3D artist, and sent to me as an .fbx.  It contains the mesh and the armature in a rest pose (A).  Later, the artist sent me a second .fbx containing the same armature, but in a different rest pose (B).  I need to import pose B from the second file into the first file for armature A.
I have appended the second file to the first (so it now has both armatures), gone into pose mode for B, selected all bones, pressed Ctrl-C, chosen "copy pose", gone into pose mode for A, and pressed Ctrl-V.  Nothing happened.  Just for good measure I selected all bones and tried Ctrl-V again, but with the same results.
I have linked the animation data between the two armatures, and attempted to use B's animations, actions, pose libraries, and poses on A, also to no effect.  I have attempted to use a "Copy Transforms" constraint, but end up with the entire armature A constrained to the size of B's hip bone, and still in the wrong pose.
I am using Blender 2.90.1 on Windows.  I have spent four days searching blender.stackexchange.com and the web in general looking for a way to do this, but cannot find a method that works.  I could use any hints, tips, suggestions, pointers, or anything at all that could help me get this to work.  There shall be many more poses over time for amature A, so I'm really hoping there's a solution easier than trying to manually position A overtop B, especially since I, myself, don't have an artistic bone in my body (horrible pun intended and regretted).
Thank you,
Bryon M. Elliott


texts: Installing Free Blender Resin Shader for Cycles

texts:
I have signed up to Blender Cookie and got an download link for the above mentioned file.
But when I try to install it with the addon function in Blender it won't install. Does anybody know this file and can tell me how to use it?

Regards, Pingponguin


texts: Why is my object disappearing unless is close?

texts: I don't know why, its been a while since I've been on blender but I've opened my project and everything in rendered is blue unless this object (that gray guy, he shouldnt be gray) is close I can not see it and it sinks behind the blue. I might just have a box checked somewhere or it might be something dumb. I am using version 2.7.7


texts: Translucent plastic film wrapping object

texts:
I created a coil,

I want to add a layer of plastic packaging to it.

I just started learning blender,

I don't know how to implement it, please help me!

This is my model.

I want to achieve this effect.

How do I achieve it?


texts: Having more than more animation on one rig

texts:
On this video https://www.youtube.com/watch?v=VyI1zfvUjeM at 0:28 the guy starts to explain that he has 3 different animations as seen on the dopesheet. How can I have the animations cut into 3 different animations?

EDIT: I found a way to do what I want. No more help needed.


texts: Video Editor Rendering - 7 hours to render 22 mins of video / audio

texts:
I've got what I think is a rendering issue and despite reading and watching many things on here and the internet in general, I can't fathom it out.

Firstly, I'm quite new to blender video editor and have only been using it for about 3 or 4 months now but am really enjoying using it.  I've rendered several videos on it all and from what I can remember, all seemed to go fine.

However, the last few videos I've edited and rendered (all circa 20 mins) have taken between 6 and 7 hours.  I have no idea if this is considered good or bad, but no mater what changes in blender I make, nothing changes regarding the render time and was wondering if the fine people on here could assist me please.

The last video I created in there was a combination of 2 video + audio files and 1 audio file.

Video 1 is a 22 min long game footage capture from my xbox one via an el gato HD60 capture device.  This video and audio is then soft cut into smaller sections in BVE with the audio being lowered on some of the cuts.

Video 2 is an 8 second long intro video + its audio with no adjustments.

Both of these videos are setup on the same strips while the 3rd file (audio only MP3) is setup on it's own strip.

The specs for each file and my hardware are as follows....

Video / audio 1:
22 mins long
.M4V
1920 x 1080
59.94 FPS
Stereo
48 kHz

Video / audio 2:
8 secs long
.MOV
1920 x 1080
59.94 FPS
Stereo
48 kHz

Audio file :
22 mins long
.MP3
Stereo
44.1 khz

Blender settings / output details:
Memory Cache Limit - 4gb on the laptop / 32gb on the PC
Interestingly, no mater what I set it to, BVE only seems to use half of it, however, again, no mater what I set it to in terms of size, it doesn't make any difference to the render time.

Dimensions:
1920 x 1080 (100% scaling)
59.94 FPS

Anti -Aliasing, Sampled Motion Blur, Shading:
All off

Performance:
Threads auto detect

Output:
H.264 RGB

Encoding:
MPEG4 H.264
Bitrate 6000

GOP size 30

Audio codec MP3
Bitrate 384

Hardware details:
PC -
Dell Precision T7400
Windows 10
56GB RAM
2.5ghz Xeon Quad Core CPU
AMD Radeon HD 6000 series (I think) (1gb)

Laptop -
Macbook Pro Early 2013
OSx 10.10.3
8GB RAM
2.4ghz i7
Geforce GT 650M 1gb
SSD

Something to note is that everything is being done from / to a WD Elements USB HDD (IE all blender and original video / audio files are on the drive + rendering to the drive), but this has always been the case, including on the earlier videos which seemed to render fine.
I've also tried rendering from the USB HDD to the PC SSD but there is no difference in time to render.

Hopefully there is enough info in here, but if anyone requires any more info, please just ask. :)
I Really want to keep using BVE for now as I've only been video editing for a short time and can't afford the bigger / more professional packages out there. :(


texts: How can I delete the same animation/curve channel from all selected objects?

texts:
I'm trying to delete some specific channels from many objects. I select them but the dope sheet requires me to expand the Action and Transform menus from each object, then selecting each curve and delete. For example, I'd like to delete specifically the "X Location" channel from all selected objects, but from the UI I could only delete all axes from the location or delete a single channel from only one of the objects.
This is really boring, so I thought I'd use Blender's Python API to automate it. However, I'm very new to it and couldn't find how to show the channel's name to the user.
I'm starting with an operator that would scan all selected items' channels and present a list to the user to select which channel to delete from all selected objects. However, the furthest I got was to list those channels by their data_path and array_index. I have this so far:
for ob in bpy.context.selected_objects:
    anim = ob.animation_data
    for group in anim.action.groups:
        for channel in group.channels:
            print("Channel:", channel)
            print("data_path:", channel.data_path, "   array_index:", channel.array_index)
            print(ob.path_resolve(channel.data_path))

However, the array_index is not really user-readable. So, here are two-questions-in-one:
Can I delete a single channel from all selected objects?
and
How can I present an FCurve's user-readable name to the user, if it is possible without hard-coding?
By the way, I remember that Blender is now translatable, and it seems the path should be in that direction, but I couldn't find it yet.


texts: How to control Global transform orientation with F-curves?

texts: As I can see whenever I edit F-curves of the bone it moves along its local axis. Is it possible to switch to global or are there any ways to edit curves in global? I found its difficult to edit my character movements when all of its bones are somewhat rotated and I need to precisely edit its global position change.


texts: Graphics Card Not Avalible in Blender Internal

texts:
For some reason Blender does not use my GPU when rendering, even though I have my card selected in the user preferences

When I render, my CPU usage goes up to 100% and MSI Afterburner shows no increase of GPU usage. It also doesn't show an option to change my compute device in the system area or whatever

However, when I switch to Cycles Render, it gives me the option to use my GPU, but not when I am in normal Blender Render. Is there a way to fix this or is it set like this for some reason?


texts: The rendered images differ from the images in the toggle camera view

texts:
I am using an orthographic camera. Why do the rendered images differ from the toggle camera view? Please refer to the attachment. My images appear distorted. How can I make my rendered images the same as the toggle camera view? Thanks in advance.
Chen


texts: Curve modifier not working, Can only deform along z axis

texts:
I am working with the curve modifier for the face of a character I'm making. I'd like to be able to curve the mouth to make facial expressions. But I can't get the sides of the mouth to come inwards, it just acts like the curve vertex has moved vertically. I can get the lips to move up and down, but not sideways.

this works (moving on z as expected):

this doesn't (moving on z, but should move on x):

Any help appreciated. Thx.

Update:
Lets suppose I wanted to be able to make a face like the one made below. This is what i mean by I want the sides of the mouth to come inwards. By making the sides of the mouth closer to one another, with the curve. (I did not use the curve in this example)


texts: Can I export Quick Favorites from 2.82 to 2.83

texts: With all the back and forth between 2.82 and 2.83 daily releases, I was wondering if there was a way to export your 2.82 quick favorites menus to use them in the 2.83 beta?


texts: Is it possible to turn on Auto Normals by default when creating new objects in Blender? Now you need to apply it manually for each new object in the scene when switching to Smooth Shading and it's not very convenient. Maybe there are some ways to do this by default?


texts: Strange subdivision in Multires modifier

texts:
I want to create simple character in Blender using Sculpt. When I add Multiresolution modifier on object and click Subdivide, it will generate unsymmetric figure.

How it looks before subdivision:

How it looks after subdivision:


texts: How to configure blender so that it uses only 50% of total CPU when rendering?

texts:
I need to render a very computer-intensive scene using cycles and for some reasons, I decided to use my home computer (i5 3.30 Ghz, 10 GB RAM, 2TB Hard Drive) to render it. However, the problem is that many people needs to use this computer. So, being generous and feeling responsible, I want to know whether there is a way to configure blender so that it uses only half of the total CPU. (Currently, it is using 100% all the time).

Thanks!


texts: RTX 2080 graphics card is not recognized as Optix compatible on Debian 10

texts:
I have the same issue as Timothy Tinsman on Debian 10 up to date: Blender 2.83 / 2.83.5 and 2.90 don't recognize my RTX 2080 graphics card as compatible with Optix.

CUDA, on the other hand, is functional.
The NVidia driver installed is the one offered by Debian in the non-free repository: 418.152.00 stable.
As suggested by Timothy Tinsman and in this post on blenderartists.org, I checked the packages libnvoptix1, libnvidia-rtcore and libnvidia-cbl. They're all installed.
Another leads?
Thanks!


texts: How can I use vector mapping to control the Anisotropic shader?

texts:
Is it possible to use the Anisotropic shader with texture vector mapping, as with the other nodes? I don't see the "vector" input in that node...

So there seems to be no way to plug the UV (or anything else) from the texture coordinates node to the anisotropic node. And by default, of course it uses the generated input.

So for example, there is no simple method to create the following image  (I cheated to make it look this way)? By "simple method" I mean manipulating texture coordinates as we usually do.

As you can see, in this (cheated) image, the texture looks like it's been moved away from the center of the mesh. It may look weird, but how can I do this?

I'm using the latest version of Blender with Cycles.


texts: Control MixShader value by shape key value

texts:
I have a Mix Shader mixing two textures and one shape key applied to an object.

I want to control the mix shader value from the shape key slider.

I think this is achievable by using drivers but i don't know how to do it.


texts: Why am I missing nodes in the 'Add node' menu?

texts: I have the problem that my blender hasn't updated correctly and is stuck on version 2.78 while it says that it has version 2.79, the issue is that I'm missing nodes like image textures and diffuse BSDF and the whole shaders option in the 'Add node' menu.


texts: What are the limits on the number of vertex groups that can be assigned in an object?

texts: A question about the maximum number of characters that can be used in a name led me to wonder about limits on other things in Blender. So, what is the maximum number of vertex groups that can be applied to a single object?


texts: mesh doesn't follow armature correctly - bones outside the mesh

texts:
I set up the armature and weight painted every bone and everything seemed to be fine but the mesh doesn't follow correctly. it moves, but not as expected. (it seems to move too little)

I tried to fix vertex groups manually. There  is just one Armature Modifier.
I really don't get it :(

here is my blend file: http://sta.sh/0edcqulrf04


texts: Why is there slowdown on a high poly mesh in edit mode when all faces are hidden?

texts: I've been wondering this for years now, so I'm working on a high poly mesh and I've hidden all but 50,000 vertices, there's a fair bit of slowdown and I kind of get that but even if you hide everything it's all still so slow. Why is this and what can be done to help it? Do I need more RAM or just a quadro card?


texts:
I got something rigged with the .L side of the armature and tried applying a mirror modifier in hopes that the weights would mirror and be controlled by the .R side. I've done this before in this project and it worked fine.
This time, however, I got this:

After some digging, I found out the following:

The selected bone has no control of the mesh whatsoever. The mesh doesn't even have any weights assigned for it.
The part of the mesh that is messed up has weights assigned to other bones that it doesn't need
Trying to add the weights manually doesn't make things better. In fact, it makes it get further away from the bone.
The bones are symmetrical and have the correct names and endings (.L and .R)

I can't seem to find any hint of this problem anywhere. Does anyone know what's going on and how I can fix it?


texts: Can custom properties be allowed to go to infinity?

texts:
Is it possible to allow a custom property value to go as high or low as needed?

In other words, is it possible to make a custom property without clamping it with a min and a max?


texts: Blender crashing when texture painting in Cycles

texts: Currently using Blender 2.78 I'm attempting to texture an image created within Blender that is being mix with another image texture using the mix RGB node which is routed into the shader it won't let me paint on the image despite having the paint slot selected once I have my nodes set up and try to save the file Blender just closes


texts: Parts of my model are a different color to the rest

texts:
I have a Problem with my first Blender model. As you can see in the images, the color of the legs are different to the rest of the model:

I haven't applied any modifiers besides the Subdivision Surface and Mirror.

Can anybody tell why it looks like that and how I can change it to the normal solid look?


texts: You can see how the vertices are right now, but the red line is what I am trying to achieve. How do do I do this?


texts: How do I export a render as a PNG with a color depth of 32 bit?

texts:
I can only see two options: 8 bit and 16 bit. Saving it as 16 bit turns smooth gradients into ugly steps, so I would like to save it with a 32 (or 24, I don't really need the alpha) bit depth. How do I do this? I know that the information is in the render, as the render window shows no such step artifacts.

Image for clarity:


texts:
I have been struggling for a while to try to solve this problem.

I need to make a POV camera, it needs to simulate a walking person going up on a hill. I need the camera to move up&down as loop (simulate walking) but also to slowly move its Z values to a fixed value

I tried with Cycle modifier to the F-Curve of Z-location, to repeat the same movement (up and down, as walking, shown below). The problem is, it only allows me to do the "walking loop" on an horizontal Z-location line! I need the curve below to be like this, but rotating 45° from the horizontal!

Then I tried Bake Action to apply it to the curve, so I can soft-modify the curve. The problem is, Bake Action acts on all the F-Curves in the specified frame range (It acts on X-location, Y-location, Z-location, even if I need to apply it only to Z-location curve)

Do you guys know how I can solve the first or the second problem?
Thanks a lot for your help!

Fed


texts: Cycles option to merge multiple renders instead of one big render?

texts:
From this answer: Why do fireflies increase with number of samples when using a hdri light source?

It seems like you can get much nicer, faster rendering with low samples, image merging. However, I'm rendering an animation and compositing each of the 250 frames 20 times simply isn't a realistic option.

Is there a way to do this automatically for animations?


texts: How to call original operator from operator's override?

texts:
I would like to amend functionality of an existing operator with a condition check and then "proceed" with the original operator (if condition check allows it).
It is essentially what is done in answer to this question, however I would like to avoid writing the operator's code from scratch (as that answer does in main() ).
I know I can write a new operator and call the original from there but I don't want to add another operator, I want to replace (override) the original one.
So, is there a way to get to the "base" operator's methods from the override operator?
(In that example I managed to get the "OK?" prompt by adding invoke() and calling context.window_manager.popup_menu(). So that sort of solves my initial need, however, some operators are too complex to be rewritten from scratch and the need for calling the "base" operator still stands.)


texts:
I am new to blender but I spent hours watching tutorials online on baking. I created myself a donut and textured it however, when I press A to select all, it only selects the icing which is a separate mesh from the donut itself. How do I bake the entire donut and not just the icing? PROBLEM: When I try to select the entire donut in edit mode, it only selects the icing.

Donut:

https://imgur.com/a/0RCtRlP

Blender:

 https://imgur.com/a/ySSqfwv


texts: How would I make a cloudy backdrop in cycles?

texts:
I'm attempting to recreate a scene with a cloudy backdrop from blender render to cycles.

I have a metaball which I've applied the cloud tool on to make good looking clouds and have set a plane with transparency and a cloud texture, on top of that the world color is a color which compliments the other colors in the scene.

I am unsure as to how I would go about converting this to cycles.


texts: How to create this type of icing and bite mark?

texts:
I made the donut already with Array and Simple Deform modifier. The file is 2.4M, somehow it can not be uploaded to blender-exchange.
Thanks for your time!


texts: In blender you can use shift when moving something, this will reduce the amount it is moved giving you finer control. Is there a way to make the shift drag slower than it already is?


texts: Sculpting Issue: Mesh disappears into another one

texts:
I was doing the Andrew Price tutorial (doughnut) and i am stuck in the sculpting phase. I was doing just fine but I think I messed up in the modifier section of the icing. For some reason, when I get to sculpting the icing (with the inflate brush), the icing just disappears into the donut. I donnt know what I did but I do know I tried undoing it (Ctrl+Z) and it did not work, just as Andrew Price said it would. The icing seems to disappear into the donut whenever im in SCULPTING. The dribbles peak out the donut but that is it, the rest of the icing is somehow gone. Any help is appreciated guys. Ill leave the link for the video here if its of any help. Thanks!
https://www.youtube.com/watch?v=6OTX3ZdYvEA


texts:
One of the new Cycles features in 2.78 is Multiscatter GGX.

When should I use it instead of the default? (Bonus question: and when sould I use the other possibilities in the Glossy, Glass and Anisotropic BSDFs?)

So far I found only the following

  Essentially, the improvement is that unlike classical GGX, which only models single scattering and sets
  the contribution of multiple bounces to zero, this new model performs a random walk on the microsurface until
  the ray leaves it again, which ensures perfect energy conservation.
  In practice, this means that the "darkening problem" - GGX materials becoming darker with increasing
  roughness - is solved in a physically correct and efficient way.

  The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
  evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
  balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

This sounds too technical to me. I understand the not-darkening part, but that's all...


texts: High sample renders appear transparent / blank

texts:
So this is my scene :

When I render it using 128 samples or less, the final image is visible:

However, when I  increase the samples greater than that, the image is visible while rendering and then disappears after the composition is finished.After seeing a few posts on here, I found that turning off the sequencer allows it to render. But, the result was the same:

This is my compositor node setup:

I'm using Blender 2.79, could this be a bug?

Edit: Ok, so when I tried to render the scene again, it seemed to be successful to the 99% mark but then fails and becomes blank or black when it completes.

Compositor nodes :

Update: I tested the scene further and apparently it's the cloud layer under the islands that has been causing all the problems. I rendered each layer separately, and they rendered fine, except for the cloud object layer, which initially showed signs of rendering and then disappeared as soon as it finished.

This is the object's shader:

It is just a simple plane with these modifiers:

Any ideas what could be causing this and how I could fix it?

PS: When I say "cloud layer" I mean the cloud object, not any render layer.


texts: How to move baked curves in graph editior?

texts:
I just baked sound to the animation which works fine. What I want to know if there is a way for me to move the curve of the sound I just made backwards (to - frames) so it will start half way through the sound. So I basically need to move the curve or baked sound backwards so that it will start where I want it to. I've tried using some modifiers and pressing G etc. but none of that works.

Here's a screenshot:

So I'm baking the sound to animate the speed of the rigidbodies as a test. I want to put the baked sound backwards so the speed will start changing in time of later on in the song, instead of the beginning.

Is this possible or if not, is there an alternative?


texts: How to make mesh lights work in Blender Eevee?

texts:
The closest I can get to making mesh lights affect their environment in Blender Eevee is giving them an Emission material and turning on "Bloom". But this isn't emitting proper light, it just looks like it is, but it doesn't light the surroundings whatsoever.

I would like to be able to light a scene with meshes without having to put point lamps everywhere just to make them emit light.


texts: Why is my armature not showing in animation layout, but it shows in the default layout?

texts:
How can i solve the problem caused by switching from default layout to animation layout?

Here you can see my default screen, where the armature is showing along with the sculpture of a human body.

And Here you can see my animation layout, but the armature is not showing.

Is there a setting I need to change to make it visible? if I try to unhide the pose mode, in the right side of my screen, blender tell me not yet implemented what do I have to do to solve this?


texts: Automatic weights not working with rigify (auto- python checked)

texts:
Hello great blender masters.
i have made a human mesh, added a rigify rig, lined everything up, clicked generate. But when i click parent with automatic weight, it parents with empty weight groups... the strange thing is when i parent with auto weight to the meta rig it works fine but to the "rig" it wont work.

here is a blend file from a few steps back; metarig bones are in place and no parenting.
https://drive.google.com/file/d/0B8BJwZspK8hzc2EzdmowSzN0ME0/view?usp=sharing


texts:
I used the video-sequence-editor and after I rendered, all the render info was left on the video. Such as:

  The file location, Date, Render time and time code

The output file format I used was H.264
How do I remove this?


texts:
I would like to animate an object using vertices as anchors. Blender 2.70a implements the Laplacian deformation method for methods. I have the following code to familiarise myself with hooks. As a trial, I create a for loop to increment the frame number and set the hook location in that frame to a position chosen from a list of coordinates. However, when I scroll back through the frames, the hook location is always in the same place. So the following code is setting the hook location for the entire timeline, not frame-by-frame.

import bpy

# use default cube
ob = bpy.data.objects['Cube']
obdata = bpy.data.meshes['Cube']

# make sure everything is deselected before selecting vertex for hook
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.select_all(action="DESELECT")
bpy.context.tool_settings.mesh_select_mode = [True, False, False] # (Vertex,Edge,Face)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

# select vertex, add hook, rename to Hook1
obdata.vertices[0].select=True
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.object.hook_add_newob()
bpy.data.objects['Empty'].name = "Hook1"

# create a list of positions to move the hook through
positions = [(0,0,-2),(0,1,-2),(3,2,-1),(3,4,-1),(1,2,-1)]

scene = bpy.context.scene

frame=0

for position in positions:
  scene.frame_set(frame)
  bpy.data.objects['Hook1'].location = position
  print( bpy.data.objects['Hook1'].location )
  bpy.data.objects['Hook1'].keyframe_insert(data_path="location", frame=frame, index=-1)
  frame+=10

UPDATE: Added keyframe insertion.


texts: The render result is just the transparent texture?

texts:
I rendered a 1200x800 image, but it's just the transparent texture thing:

I used Cycles for this image. In a test in Blender Render, it worked perfectly, although the materials were made in Cycles so you obviously couldn't see them as you were supposed to.


texts: Write the Rotation Matrix Values of an Object by XYZ individually?

texts:
So I've got the matrix values in a row format like this.

My code:

import bpy
obj = bpy.context.object

f.write(str(obj.matrix_world))

However I'm not quite sure how I can make this write for X, Y, and Z individually. Specifically I need the rotation values which are setup like this in the grid.

$$R_x=\begin{bmatrix}
1 & 0 & 0 & 0\\
0 & \cos\theta & -\sin\theta & 0\\
0 & \sin\theta & \cos\theta & 0\\
0 & 0 & 0 & 1
\end{bmatrix}$$

$$R_y=\begin{bmatrix}
\cos\theta & 0 & \sin\theta & 0\\
0 & 1 & 0 & 0\\
-\sin\theta & 0 & \cos\theta & 0\\
0 & 0 & 0 & 1
\end{bmatrix}$$

$$R_z=\begin{bmatrix}
\cos\theta & -\sin\theta & 0 & 0\\
\sin\theta & \cos\theta & 0 & 0\\
0 & 0 & 1 & 0\\
0 & 0 & 0 & 1
\end{bmatrix}$$


texts: How to parent an object to the tail of a bone in python (blender 2.90)

texts:
I'm trying to create a bone and parent an empty to its tail, and constrain the bone to point toward the camera.
See this pastebin.
I've figured out how to create the bone and even create the constraint, but don't know how to parent the focus object (the empty) to the bone's tail.
I've read the older SO question on this, but that code doesn't work anymore since it's 2.7-based.
Here's my code so far:
def link_object(object):
  view_layer = bpy.context.view_layer
  view_layer.active_layer_collection.collection.objects.link(object)

armature = bpy.data.armatures.new('Armature')
armature_object = bpy.data.objects.new('Armature', armature)
link_object(armature_object)
# Make it active
bpy.context.view_layer.objects.active = armature_object

# Enter edit mode
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
# Add a bone
bone = armature_object.data.edit_bones.new('focusBone')
bone.head=(0,0,0)
bone.tail=(0,0,1)
# ...
#Exit armature editing; this allows bones to be used in Pose/Object modes
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

# Create constraint: bone looks at camera
constraint = bpy.context.object.pose.bones['focusBone'].constraints.new('DAMPED_TRACK')
camera=bpy.data.objects['Camera']
constraint.target=camera

# Create the empty to serve as a focus target
focus_obj = bpy.data.objects.new('focusObj', None)
focus_obj.location=(0,0,1)
link_object(focus_obj)

# QUESTION: how to parent the focus_obj to the tail of the bone?


texts: Is there any down side to creating objects from reusable parts?

texts: Is there any downside to creating, for example, a structure, say a building from many objects and various textures? Like, create the roof, the walls, a pillar and combine those and export the model into my game engine? Or, for example, a pickaxe, created from different parts, so I can reuse those parts in other models.


texts: Importing fbx into blender causes object to be offset from bone, how to fix?

texts:
The linked fbx is a character model from a game which is available to download from their website as well.
Link to dragon_knight_econ.fbx:
https://drive.google.com/file/d/14tml7fK_Iurah91M8UR2vs97eytjVf0y/view?usp=sharing
When importing the fbx into maya, the shield and sword objects show up in the correct place - right next to the shield and weapon bones which are next to the character's hands.
However, when importing into blender, the same sword and shield show up between the character's feet at the 0,0,0 origin.
I would imagine there's some simple step to fix this but I'm very new to blender and stuck.
For reference, the object names are dragon_knight_shield and dragon_knight_weapon. They are supposed to be right next to the bones named shield_2 and sword_1.
Note: I'm very new to blender (and know even less in maya).
How it should be (this is taken from inside maya 2019)

How it is in blender 2.83 (at the wrong position)


texts:
I have a bezier curve with some bevel. In some places I need to have more than two outgoing lines from one vertex, so curve splitted for several segments. Is there any way to make connections looks better?

Currently it looks as you can seen:

But I need something like this:


texts: hello I was watching a tutorial on creating a city in Blender with the open street map website, but it seems that blender no longer has the importing .OSM addon.The tutorial:https://www.youtube.com/watch?v=i4ySFm4ey9U&t=223s


texts: I'm kinda new to blender and for some reason I'm having trouble weight painting my sculpted character. whenever I paint on it, it's as if I was still in sculpt mode and the mesh deforms. any tips?


texts: Upon scaling these car blueprints in all views it turns out a bit longer in side view. In front, back and top view everything is ok though. Do I have inacurate blueprints or am I doing this wrong? I have added images.


texts: Why my mesh isn't moving with my armature?

texts:
so, I am creating a cel-shaded RPG, and I created this low poly character for now so I can get the base animations and stuff done in unity.
I rigged the character following a tutorial by Royal skies LLC on youtube, and the armature does not move with the mesh. can someone please tell me how to fix this? also it is worth mentioning that I am new to blender but pretty comfortable with unity.


texts: 3D Connexion mouse not working in Blender

texts: The 3D mouse works fine in SketchUp but not at all in Blender 2.79. I can't find a good reference to fix this. I need an exact and complete step by step approach because I feel like an idiot after trying other suggestions. I am using Windows 10.


texts: view port edge deformation glitch in 2.9

texts:
just downloaded the 2.9 and started doing some stuff but i noticed that some wiggly zig zag glitch is happening with the viewport , all the meshes in the viewport are getting glitched in the edges , here see some pics

no such problem in wireframe


texts: Make UV map texture not follow mesh geometry?

texts:
I created a character that has anormal eyes eyelids, and i had to create this kind of mesh for the eyes to fit on him. I Added a uv warp modifier to control the uv texture, but due to the mesh geometry that are a bit curved in the top, the eye texture gets distorted as I move it. Is there a way to make the texture not be affected by the mesh geometry?

Blender 2.79


texts: Is there a plugin that records the entire build process?

texts:
I would like to know if such a feature/plugin exists:
Record the entire build process - added & deleted vertices/edges/faces/meshes (ie "objects"), moved &| rotated &| scaled objects, modifiers, keyframes, UVs, etc. into a file which can be shared & played back.
edit:
I found CommandRecorder (https://blender-addons.org/command-recorder-addon/)
it works so-so, kinda slow and I sometimes get different results than in their video. might end up patching this plugin.


texts:
In a recent question a user asks about setting relative / absolute paths from a subtype='DIR_PATH' string property.  Made me recall, (actually thought I had asked this, couldn't find)  re the ability to  glob a subtype='FILE_PATH' string property.
When the file / dir path  subtypes are set; to the layout is added a button to invoke the filebrowser.
layout.prop(ob, "file_path")

For the case of file path a button is added to open the filebrowser using bpy.ops.buttons.file_browse() This operator has all the "usual suspects" of an operator that invokes the file browser.  (Akin to using ImportHelper, ExportHelper)
For example, if this was a regular operator in layout could
op = layout.operator("buttons.file_browse")
op.filter_python = True
op.use_relative = True.

to glob python files and make a relative path.
and AFAIK there is no way to

When using subtype laid out as a property access and change the browse buttons operator properties

Or not using subtype pass the string property name to the operator to re-use the operator eg
row.prop(ob, "file_path") # without making it a file subtype
op = row.operator("buttons.browse_file")

and have the result populate the property.
Was hoping to "unlock" somehow using button context as shown here adding an operator to the context menu (right click)., by setting a context pointer to "button_prop", but alas found myself going in circles. Or using a hack like a depsgraph update handler or a callback on FILEBROWSER space to set the operator props if it active, kinda emulating somewhat  the check method in an ExportHelper operator
To paraphrase, is there a way to use the string property subtype FILE_PATH and glob the filebrowser invoked via the UI generated button?


texts: Why is Blender moving objects with locked locations on the Y axis after exporting to FBX?

texts:
I am exporting a model with two separate mesh objects, plus its armature to which it is rigged using Rigify. In addition, I have separate animation "clips" saved as Actions for the purpose of bringing them into Unity.

Unity import issues aside, I am having a strange problem where the rig is being translated to (0,-0.23194,0) upon completing the export. Furthermore, the rig's location is locked on all axes in the property bar.

I am guessing there is some animation data somewhere causing this, but after going through each action I couldn't find any unusual translations for the rig's root.

Is there something else I may be missing here?

For reference, I have attached an image of my FBX export settings.

Thanks in advance,
Matt


texts: I'm new here. For the past week I've been trying to replicate my town's fire engine in blender, and all is going well. When I finish I will import the model into a game called emergency 4. However, I had to make 2 UV maps for the model, one for the front half and one for the back half as I could not fit everything on one. The problem is that I don't know how to get both UV maps to show up in blender. If I select the first UV map then only the front half of the fire engine is textured, and if I select the second UV map then only the second half of the fire engine is textured. This is shown below. My question is how do I get both to be selected and show at the same time.


texts: I've been modeling a low poly tree and i was wondering if i could add a branch to the tree without having to subdivide the tree a lot of times, thanks in advance.


texts: extruded curves changing orientation on render

texts:
I've followed the usual steps to extrude a curve upon a path. All looks well in the viewport.

https://www.dropbox.com/s/h5iqnmbl5p0a87a/Screenshot%202015-12-14%2015.32.11.png?dl=0

Upon render, I find the orientation and position significantly changed. This mystifies me. What calculations change between preview and render? And what am I doing wrong?

https://www.dropbox.com/s/d49z5jx12vlmuub/Screenshot%202015-12-14%2015.32.33.png?dl=0

Any advice or suggestion appreciated.