texts: Automatic division of a Bezier curve with a given ratios

texts:
I use a curve that serves as the cross section of a ring. Since I want to make not only solid coloured rings, but also 2 and 3 color rings, I want to divide the curve. However, I currently do this manually (ratios: 3: 1; 1: 4: 1; 1: 2: 1; etc., taking care of the dimensions). But with different types of cross sections, I would have to create it quite often and in several ways, which is a time consuming process.
E.g The following image shows what I would like to achieve.

So to do this, I want to ask for help on how to speed up creation instead of manual splitting.
Thank you in advance for your help!


texts:
I'm using a volume scatter shader to render an atmosphere for a planet. To save on time I used a spherical gradient and ran it through a color ramp to get white only on the rims of the sphere. This was then fed into the density value of the volume scatter. When rendered it is behaving as if there are more, smaller spheres of volume inside of it. I'll attach images of my nodes and the results.
Note: The atmosphere and planet are on separate render layers so I can apply a blur to the atmosphere without affecting the planet.

here is the artifact across the entire planet

here is the artifact up close

here is the artifact without the planet

here is the node setup for my atmosphere

here is my compositor node setup

Solution found: Including my directional light in my atmosphere render layer fixed the issue, although I still don't know why. Does anyone know why having them separate would result in that artifact?


texts: How can I get rid of a Blender element I cannot select?

texts: In object mode there is a blender element attached to a particular object which appears to be a vertex, though I'm working in a large scale, so it could be a small edge or face. I don't want it there, but I cannot seem to select the item in object mode, and it disappears in edit mode.


texts:
I'm new to Blender. I've watched some tutorials on adding an image as a plane, but it is not working for me. Not sure what I'm doing wrong.

I have activated the add-on. I select "add image as plane" from the file menu. I select the file I want to import. These are the settings I'm using:

When I hit the button to import the image it goes back to the project, but there is no plane, no image. I doesn't change anything. I've tried looking in all views, top, front, etc. I've tried in both ortho and perspective views. There's nothing there.

What am I doing wrong?

I'm using version 2.79b on windows 10. The file I'm trying to import is a .jpg, 207kb, I've tried it as a .bmp also.


texts:
Select the object, select the bone in pose mode, Ctrl-P, bone, right? So what's the problem?
https://files.fm/f/2d3vnr3q


texts: How to fill the selected UV island with colour when texture painting?

texts:
I am trying to color parts of the UV map below with the paint function.

My problem is that I don't know how to select the square in the UVeditor so to be able to fill it simply with the desired color instead of having to paint it by hand as you can see here:

My goal is once again to have the upper left square in the UVeditor, which corresponds to a face of the cube, completely colored.
How can I tell blender to fill with a desired color a part of the UV mapped mesh? I need to have a clear distinction between the colors of the faces and with the coloring procedure by hand this is quite impossible, especially for more complicated meshes...


texts:
I have many objects in scene, script should add new UVMap to each object, make it "smart project" and select previous UVMap (so, 2 UVMaps for each object). But it add a few UVMaps to one object - as much UVMaps as objects in scene. How to fix it? Thank you.

import bpy

for ob in bpy.context.visible_objects:
    ob.select = True
    bpy.ops.mesh.uv_texture_add()
    bpy.ops.object.editmode_toggle()
    bpy.ops.uv.smart_project()
    bpy.ops.object.editmode_toggle()
    bpy.context.object.data.uv_textures['UVMap'].active = True
    ob.select = False


texts: part of material not showing up in render

texts:
I'm pretty new to blender.

I want to make a silver ring with the "925" stamp inside. I realized the stamp via a bump map (black and white image from Photoshop). That map drives the darker color as well.

It looks nice enough in the viewport (Cycles), but in the final render the stamp is somehow there but not really.

The ring has a diameter of approx 20 mm. I have a feeling that the stamp is somehow too small for the path tracing engine. Does that even make sense?

Any help is appreciated.


texts: Missing elements while rendering an image in Blender

texts:
I am totally new to Blender and I came upon an issue I can't solve by myself. I tried some solutions for a similar problem but seems not to work in my case. I was following a blender tutorial and everything was good until the last step when I wanted to render my last view. In my object mode, I have all elements but while rendering an image some of them are missing. Do you have any idea what is happening here because I am lost? I am using Blender Version 2.81 on Macbook Pro.

Here is a view from my Object Mode

and here is rendered result ...

Would really appreciate advise how to fix this problem ;))


texts: When I create a curve and add 'Curve Guide' Force field, at one end there is a dotted circle and the other end a solid circle. As far as I have understood, the solid circle is for particle start and the dotted one is the end points. But I whenever I create the curve guide force field it automatically sets a start and end point. is there a way to reverse it ? Like interchange the solid and dotted circles keeping the curve as it is ?


texts: no shadows where mesh intersect, weird glow instead,

texts: Hey I am getting these weird glow instead of shadows near the edges or where the mesh intersects, I am rendering in Eevee and have AO turned on.


texts: Python: how to get edge’s index when indexes of two vertices are given?

texts: How do I get index of an edge when indexes of two vertices which making the edge are given? (By index I mean the number you put in the [] to access specific edge among list of edges a mesh contains)


texts:
I´m trying to model a race track using a bezier curve, but, when I add modifiers -> array -> curve I get this :

What should I check for to get the mesh following the curve correctly ?
Thankyou


texts:
I did a werewolf transformation using the shape key. Human to werewolf. So I rigged the human form, but as I feared, when I switched to werewolf form, everything is messed up. Is there a way to fix this and the vertices continue to follow the weight paint?

Sorry if I asked a stupid question or if I did it in the wrong place.
Thx in advance.


texts: How do I scale a skeleton down with out affecting the animation time + the location of the skeleton

texts:
Basically what I want to do is scale a skeleton down. The reason for this is that I'm ripping a model from another game and I want to use it in Unity. When the model is ripped from the other game, it is way too big for unity and has to be scaled down in order for it to even show up on the screen.

This is my model. It has a walking animation.

Now I want to scale the model down from it's original scale to 0.2 by 0.2 by 0.2, I scale the skeleton down so that the mesh goes with it.

Now I'll have to apply the scaling, so that it's the smaller scale is the default one, instead of the big one.

As soon as I apply it, the model moves away from it's original location, and the animation is all messed up, it goes much faster to it's walking destination because he's smaller.

How do I avoid the skeleton, and most importantly, the animation from messing all up?


texts: i want to add thickness to my model of a helmet, but i only want it to change the inside

texts:
I have a model of a helmet which I intend to 3d print, however it is too thin. how to I add a thickness to the inside of the helmet without changing the look of the outside?

this is the inside of the helmet


texts: Convert polygons or ngons to quads using bmesh

texts:
I have imported an SVG keyboard layout into Blender (2.83), which arrives as filled curves in the XY plane.

For each key, after converting the curve to mesh, I have managed to dissolve some edges with bmesh.
    # tris to ngons, separating the bottom from the top
    edges = [e for e in bm.edges if e.verts[0].co.y != e.verts[1].co.y]
    bmesh.ops.dissolve_edges(bm, edges=edges)

This leaves each key with a quad and a polygon, or ngon, with either 5 or 6 vertices/edges.

I want to subdivide the ngons "vertically" using the existing vertices to make quads (2 quads if 5 verts, 3 quads if 6 verts).
I have worked out how to find them, or delete the ngon and keep the edges but am no closer to a solution.
    for f in bm.faces:
        if len(f.verts) > 4:
            bmesh.ops.delete(bm, geom=[f], context='FACES_ONLY')

In one version of the SVG I manually added extra vertices at the bottom to help create the required edges, but wonder if this useful or pointless (bad pun).
How do I convert these polygons (ngons) with more than 4 sides to quads, adding only vertical edges?


texts: I've got a cube and I want to transform it into the object shown in this picture:


texts: Render Layer showing through other Layers

texts:
I have a question about render layers.
When I use the compositor to connect the layers together my first layer is always seen-through. For instance I can still see it in rendering even if the object is behind a wall and such. I'm pretty sure it is something simple that I'm missing so any help would be well appreciated

Screenshot of compositor:

I've tried fiddling around with different nodes but nothing seems to work

Screenshot showing issue:


texts: How to select a face created with edges?

texts:
I created a mesh with Cell Fractured. I then cleaned it up adding \ removing edges , vertices, faces. But now I have these black lines when I'm out of edit mode. What does it mean and how come I don't see the black edges across the entire mesh?

Also when I try to select each individual "triangle" I can't .. it selects the entire face. I tried removing doubles, but it doesn't fix it.


texts: Where is particle edit radius in Blender 2.8?

texts: Ok Im trying to do hair here in latest 2.8 and can't figure out how to change radius/strength. Where are these tools?


texts: Multiple particle systems are glitching all over the place?

texts:
Ok, Im in Blender 2.8 if that makes a difference but the main issue is getting multiple smoke simulations to work in the same scene. Since this is 2.8 Ive looked at past questions like Is it possible to have more than one smoke simulation in the same scene? , however some settings are different and I dont think I set up my smoke in the same way.

This came from an example project, but each smoke sim is just a plane that is an emitter, with a metaball as the emission object.

One was completely fine, and Ive tried sticking the 3 different emitters in different Collections (because the SO answers say to separate layers), but even when I turn off visibility on 2/3 emitters, the one remaining glitches out.

By glitching out I mean that it runs, but the smoke glitches locations like this:

I had a domain originally, but even setting to scale around all emitters, and even deleting it, does nothing. I just have the particle emitter and the domain cube, and Im not sure they're interacting.

What am I doing wrong? If these are just emitters, why are they glitching locations?

The metaballs themselves are moving locations.


texts: I want to play a music strip with a video in the video editor but the video has no music when I play it.  I've rendered it but it still doesn't have sound.  How can I render and play the video with the sound track.


texts: Unable to make holes using boolean modifier

texts:
I am pulling teeth trying to get these cylinders to create holes in my movie reel object. Not sure what I'm doing wrong or what settings I should have...can't seem to get to work with any tutorial.

Here's the .blend file:

http://www.pasteall.org/blend/39092


texts: realtime uv unwrapping from view with moving or rotating of unwrapped mesh

texts:
How do I make the object vertices move or animate in the uv editor when they are moving or animating in the 3d view from a specified view in real time, such as camera view or from the top of the object in z-coordinates for example?
How can I apply this to only the faces and vertices facing the specified view?
I don't mind using Python if there are no other solutions


texts: Batch exporting scene collections or selected objects using glTF-Blender-IO

texts:
I'm still new with python and scripting. I tried editing the obj exporter that I found. Since I'm exporting tons of object groups, I need each of scene collection or selected objects to be exported as an individual gtlf file:

import bpy
import os

# get the path where the blend file is located
basedir = bpy.path.abspath('//')

# deselect all objects
# bpy.ops.object.select_all(action='DESELECT')

# loop through all the objects in the scene
scene = bpy.context.scene
for ob in scene.objects:
    # make the current object active and select it
    scene.objects.active = ob
    ob.select = True

    # make sure that we only export meshes
    if ob.type == 'MESH':
        # export the currently selected object to its own file based on its name
        bpy.ops.export_scene.gltf(
                filepath=os.path.join(basedir+'gltf-individual', ob.name + '.gltf'),
                use_selection=True,
                )
    # deselect the object and move on to another if any more are left
    ob.select = False

Q: Can someone help me with this?


texts: Not sure why split normals remain in the same position after smooth shading applied

texts:
In this image you can see that I have two connected planes and I am showing the vertex normal and the split normals. I do not have smooth shading or auto smooth on.

This is how the last image displays with a hard edge in object mode

I now enable auto smooth and the edge is smoothed. Note that the vertex and split normals remain the same as they were when auto smooth was not turned on. I would have expected that the split normals change to be the same as the vertex normal.

I then turn on auto smooth at 30 degrees. The smoothing result remains the same but the split normals move to the vertex normal position.

Is there are reason why when I put smoothing on the split normals remained in the same position?

thank you


texts: Blender crashed computer while baking cloth animation

texts:
So I'm following this Tutorial: https://www.youtube.com/watch?v=gFOJ7ul19AE&ab_channel=Ducky3D
I'm following exactly as the video, the only difference is that I'm using an Skull instead of the ball.  The animation is supposed to only be of 20 frames n the video at 2:50 he bakes the clothing animation, when I do that, the program bakes normally, but always, the bake stops suddenly, and the % of the baking wont go up, and the computer gets incredibly slow, bordering crash, (although it always goes kind of slow and stutters a lot)

that's the only picture i could get because the program crashed after only adjusting the pressure as seen in the video. hope you guy cqan help me out.
The specs are:
Graphics: Geforce RTX 3060ti
Ram: 16Gb
motherboard: MSI x571-A pro
Processor: AMD Ryzen 5 3600TX 6-core 3.8GHz
windows 64bits


texts: Weird and unwanted noise from lighting in interior setup

texts:
I am following the blender guru 15 minute kitchen tutorial, and I have been doing good so far, but I noticed when I did a test render, that my scene was VERY noisy, as most interiors usually are at first.

So I thought the solution was to just, turn on Denoising and everything would be fine again.  but as we all know, blender is never that nice to you.  Instead, when I turned on Denoising, I got this weird stuff:

I'm sure it's something to do with my lighting and my glass shader setup, I just don't know how I would go about fixing this.  Here is my glass node setup:

And for my lighting, it's simply just a background node with a blue color and a strength of 20:

Does anyone know why this weird background noise is happening?  And better yet, how to fix it?


texts: Is it possible to work on the same blender file at the same time on 2 computers?

texts: I want to make car with a friend who is much more experienced than I am and it would help a lot if I could work and he could correct me and help within the same blender file. Thank you in advance.


texts: Particle Nodes Documentation (2.90 beta)

texts:
I have been experimenting with the new particle nodes experimental feature set in the Blender 2.90 beta, but as there don't seem to be any tutorials out yet I'm having some difficulty getting into them. What few videos that do seem to exist seem to reference certain attributes and such that are not immediately obvious in the node editor, suggesting the presence of documentation or something like it. (I've not been able to find this, however.) Many things seem to work very differently from the other node editors, and new node input/output types abound.
I know the feature is currently a work in progress and incomplete. However, would somebody mind sharing the basics of how to use particle nodes? How does it function? What are the new node types? Preexisting attributes? How does the connection system work? What are events, forces, and the like? Is the functionality between 2.90 and 2.91 currently the same? etc.
Thanks in advance!
(A link to documentation would also be nice, if it exists, though that is somewhat tangential for this question.)


texts:
Also cant edit even though I've been editing in the same object. I needed to redo a torso and separated the arms and head but now that I have brought them back I cannot edit the existing meshes, only the torso I've been working on. Edges and faces are selectable...but will not move, it's like the vertex data is gone.
I've had this happen when I join objects as well, actually never had a successful join with a mesh I couldn't edit anymore, hence the headline. But now I stayed only in edit mode (same object) and the existing mesh is doing the same thing. You can see in the photo how there are no vertex points to even select

I've only had this happen since 2.83 and 2.9 (current). Removing modifiers, applying modifiers same result (obviously I am trying to reapply mirror here), overlay and viewport data unchanged, xray makes no difference, even tried dumb stuff, tried removing dupe verts, duping mesh, etc, nothing gets the mesh back...


texts: Is a "Blender Game Engine" game built into native code or something higher level like python?

texts: When building a game made with the Blender Game Engine, is the resulting program native? If not what is it compiled into?


texts: How do you script batch changes to bone constraints

texts:
I need to understand how to script a batch change to bone constraints like copy location, limit distance etc.

I have a couple of hundred bones, with a set of constraints on them. It took forever to set up and I need to tweak them.

A friend who has written scripts for me before gave me a solution to one problem. I've tried adjusting the code he wrote to do something else but I've written something wrong. I don't know the syntax and proper context.

I tried changing my friend's code in the text editor:

import bpy

armature = "Armature.001"

arm = bpy.data.armatures[armature]

for bone in bpy.context.object.pose.bones:
    bpy.ops.pose.select_all(action='DESELECT')
    bone.bone.select = True
    arm.bones.active = bone.bone

for constraint in bpy.context.active_pose_bone.constraints:
    print (constraint)
   if "Copy YZ only" in constraint.name:
        CopyLocationConstraint.use_y = True

bpy.ops.pose.select_all(action='SELECT')

I understand what this SHOULD do but don't see the relevance of some of these lines of code. I need some assistance to find what I am missing.

The next bit I need to change is a distance value on transformation constraints (to_max_y = 2cm?). I guess the solution is similar but I need to learn how to word changes like this correctly.

I've spent hours reading examples online but still need help.


texts: Animated robot without bones behaves strangely when exported to Unity

texts:
I am trying to export an animated robot for use in Unity. In blender the animation looks fine, but when I open it up in Unity it gets really loose and weird. First I thougt the problem was caused by me not applying the rotation and scale. However, when I did apply it, the copied and mirrored leg and arm of the robot get their normals flipped. When I flipped the normals again it looked fine, but when I went to the next frame of the animation, the mesh suddenly turned very small.

I don't know what is causing this, and I hope some will be able to help me.


texts: Is it possible to bevel vertices in a plane?

texts:
I am making a victorian style chair, and am now working on the upholstery, and am trying to get the classic attachment button depression shape. I have the basic shape blocked out, but I can't figure out how to make the shape on it.

Here is what I want:

I have just the vertice now, I want to do something like a bevel and end up with the square. It seems there should be an easy way to do this, does anybody know one?


texts: Why is one face in my mesh not being rounded by the subsurf modifier?

texts: Why is one rectangle being the same fixed point and not being rounded?


texts:
I want to make some physics visualisations with module Rigid Body. I started with a simply simulation of sliding box across  slope to check how this module works.
Using Python I create plane and box as in the picture.
When I set friction below tilt angle, the box shouldn't move, but it's still sliding.
What did I wrong?
I expect sth like:
https://www.youtube.com/watch?v=mCrKNItiBZE&ab_channel=tbns05[![enter image description here]1]1
import bpy
from math import atan, tan, cos
tarcie = 0.01

bpy.ops.mesh.primitive_plane_add(size=40, location=(0,0, 0))
bpy.ops.transform.rotate(value=atan(1/20), orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = 'PASSIVE'
bpy.context.object.rigid_body.collision_shape = 'MESH'
bpy.context.object.rigid_body.friction = tarcie
bpy.context.object.rigid_body.restitution = 0
bpy.context.object.rigid_body.collision_margin = 0

bpy.ops.mesh.primitive_cube_add(size=2, location=(0,0,0), scale=(1, 1, 1))
bpy.ops.transform.rotate(value=atan(1/20), orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
bpy.ops.transform.translate(value=(0, 0, 1/cos(atan(1/20))), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.mass = 20
bpy.context.object.rigid_body.collision_shape = 'BOX'
bpy.context.object.rigid_body.friction = tarcie
bpy.context.object.rigid_body.use_margin = 0
bpy.context.object.rigid_body.collision_margin = 0
bpy.context.object.rigid_body.angular_damping = 0
bpy.context.object.rigid_body.linear_damping = 0


texts: How to enable animation for Eevee at this early stage on Mac

texts: I heard that Modifier is supported on Eevee via --enable-copy-on-write but then when running on Mac, I am not sure how to execute this on the command line? Any clue?


texts: How to use multiple shape keys to modify the same value(like rotation on x-axis) but in multiple ways?

texts:
I have been trying to find a way to use multiple shape keys to modify the same value(like rotation on x-axis) but in multiple ways to make my workflow better as I can already use hook object for that so if any of you know of a way please answer it will be a better way for me to set up animations than the clumsy hook objects.

  And I would like to mention it works fine for scaling but in case of
  rotation there are some problems.

See:


texts: What is causing this artifact, when exporting from blender to ue4 as fbx?

texts: Im new to blender and i literally have no clue, what is causing this problem :c


texts: Where is the default text object font (Bfont)?

texts:
I've found bmonofont-i18n.ttf.gz and droidsans.ttf.gz in the datafiles/fonts directory, but neither seems to be the default font that's actually used for Text objects.

Here's how the default font looks:

Here's bmonofont-i18n.ttf:

droidsans.ttf:

Clearly, the fonts I've found are not the same as the actual default.

I want to find the actual default.


texts:
I've been using Blender 2.8 for a few months now and I really like it! However, an issue came up that I just can't figure out. The wireframe overlay around my meshes won't go away!  Here's a screenshot of the file, with in solid view mode, with all wireframe setting that I can find turned off:

And here's how it looks when I turn wireframe on in the overlay pulldown:

I copied my objects to a new file, and the wireframe went away:

I remapped my alt-Z to switch wireframe, on and off and while I was working on this I was pressing ctrl z and alt z a lot and I think I pressed the wrong key combo, because now I can't get rid of it!
Please help, I'm sure there is a simple setting that I missed.  I really don't want to have to copy all my objects to a new file, that might mess up the animations and simulations I also have in the scene.  This is a real problem since I need to be able to preview it without the wires!
Please and thank you!


texts: How to animate cubes coming out of a mesh - like fire?

texts:
Ok, I dont know how to describe this other than a low poly fire sort of deal - imagine this

but animated, so with a particle system of the cubes constantly separating/floating out of the big mesh: https://www.youtube.com/watch?v=ypRlkByjSbA

Normally what I would do is just animate like 3 cubes as separate objects moving in a loop "out" of the base object, but I have a transparent material and need to make it look like parts of the base are ripping away:

How can I do this? Im in cycles


texts: Emissive material not visible through glass on Eevee?

texts:
Hi there i’ve been playing around in eevee with frosted glass and diffusers for lights. I seem to be running into an issue whereby the emissive material is being occluded by the glass shader at a certain point.
I’m not sure if this is a limitation of rasterization over ray tracing but it just seems to cutoff when the camera gets to a particular point (see cycles render fot the result I am after).
i’ve tried adjusting the refraction settings and adding in reflection cubemap but doesn’t seem to help, has anyone run into similar issues?

any help would be greatly appreciated, thank you


texts: How can I rig mesh (from particle) on armature?

texts:
I got some mesh by particle.

(particle > Render > Dupi Object > 'ctrl+shift+A')

And I make a Armature, and parent meshes on that.
But..

I want to attach each vertex (in mesh) on each bones.
(so I used 'Set Parent to - with Automatic Weights')

But They moved like they were one object.

I want to treat them like normal polygon mesh, but they still have particle properties I think.
And I can't remove that properties.......
(because I don't know what is that)

Please help me.
How can I attach them on armature with Automatic Weights
like normal polygon mesh?


texts:
I'm new to blender's animation thing, and I made an animation for my ship, it simply goes up and down slowly. However, whenever I export it to unity and start to use it, my ship teleports itself to a different position and starts animating from there. I want this animation to stand wherever it is and just do the up and down, how can I do that?

Thanks in advance.


texts:
I imported an obj file that is inside a folder with all the materials including the mtl file. In the import box I unmarked the "split by object". the transform box is on 0.
I cant see nothing in the scene. I switched throwout the viewports.


texts: Multiple similar functions mapped to one hotkey?

texts:
First time posting to these forums. I am in the process of trying to learn Blender having come from a Max, then Maya centric workflow. I was wondering how difficult it would be to map a series of similar functions to a single key that can then cycle through them?
I tend to want to have as few hotkeys to remember as possible and have found that this was a good way to go about it. As an example, in Maya, I have one hotkey that cycles through transform modes, and another that handles axis constraints. In theory, I could also create one that cycles through subobject modes.
Thanks.


texts:
So, when I try to export to some obj files in blender the file name shows up red, and when I try to export it nothing shows up.

Carlo i tried renaming it but it still shows red

I've even tried remaking my obj again, but it still shows red on the file


texts:
Im having issue with the back long bottles. When the back bottles are hidden i cant see the green bottle shade

When the bottle are visible i can see the green bottle through the seeds or the pulses. As the pulses or seed are fully covered till top. Why some top part having issue. Any suggestion or help whats going wrong. Im using cycles render.

I have attach the Bottle model. If download you can see the nodes of the bottle.
In the bottle file you can find the nodes.


texts: Need easy method to make SciPy available in my scripts

texts:
Thanks for taking notice, but in my original question I stated (I have put the operative part in bold font):
"I would like to use SciPy special functions in Blender scripts, e.g:

from scipy import special as spe

I am running Blender 2.70a in OSX 10.8 on a MacBook Air, and making meshes from mathematical expressions. I have looked here and here but I am not experienced enough to do this yet. Is it possible to have an answer of the format "download X file from Y site and put it in Z folder (for example /Applications/BlenderApplication/blender.app/Contents/MacOS/2.70/python/lib...), and possibly use the Blender User Preference/file tab to link to what I have downloaded?"

But my question was removed. I see the file scipy-0.14.0-py2.7-python.org-macosx10.6.dmg on sorcefogrge.net and I have downloaded it, but I need to understand exactly how so use this file to "install" it into the blender.app/Contents/MacOS/2.70/python/lib/python3.3 folder safely. If I do something wrong I am not in a position to know how to repair the damage. Is it really OK to install scipy for python 2.7 inside the 3.3 folder?

Besides the scipy.special submodule, another submodule would be helpful, so I need to use much of the python 2.7 scipy:
"Being able to use:

from scipy import fsolve

would also help me here."


texts: What is this line that is created after creating a bevel on a cube and how do I get rid of it in the rendered image?

texts:
I have everything to learn about Blender as I'm just starting out with it. I am finding Blender very difficult to get to grips with!
I created a simple square with some depth and then added a bevel with a radius. After doing so, a diagonal line appeared from the top left to bottom right corner. I can see it faintly in the viewport:

But it appears as a very bright line when I render the image:

What I do know is: the line is not an edge and the two adjacent triangles are not faces. Neither the line nor triangles can be selected.
To give you another rendered angle, the viewport render is thus:

If someone could please tell me what is going on here and how to get rid of this line in my final render? I would very much appreciate it :)
Many thanks in advance.


texts: Shortcut for "disable object in the viewport" (DOV) Blender 2.8

texts:
I'd like to use the Collections like layers early versions of Blender. It is working well. But.
I use procedural boolean objects and need to hide the boolean parts. I created a part in a collection. But when I switch to another collection and back then all hidden elements are visible again.
I use the disable object in the viewport (DOV) and it's great.
BUT
There is a shortcut for hide (H, ALT H) and I can work fast, but I can't figure out: HOW I SWITCH DOV WITH SHORTCUT for fast developing.

Need a shortcut for DOV.
Please help...
Gabor


texts:
I am wondering how the proxy system is working. I have few questions:

A) If I have a riged model and make proxy in other blend file the controllers. Then I update the rig and adding controllers - the linked file will be updated with new controllers ? Even the old-one are proxies?

B) Is there some possibility to change the linked blend file from example from Rig_version_01 to Rig_version_02 without damage the completed animation ?

C) Can I freely changing and animating the textures if they are driven by custom property trough proxy ? (like changing mix node fac)

Thank you very much


texts: How to put all armature bones under 1 root bone

texts:
i have downloaded many arm rigs for my first person project in UE4. UE4 only allows for one root bone when importing. All of the arm rigs i have downloaded have many bones, rather than being children of 1 root bone. I have tried making a new bone, then setting it to the parent but the animation randomly flails and rotates when i try and move the IK handles. I was wondering if anyone knew how i could edit these to allow for 1 parent bone whilst not affecting the other child bones. I will not be moving the root bone at all if that matters.

Bone is the 'root' bone i added

When i try to move any of the IK handles, this happens, after i have added the root:
https://gyazo.com/202c9159a6b2081acb82beb3b39c03f1

When i move the IK handles before the root is added, they work fine and adjust properly.

can anybody tell me why this does not work and/or how i can fix it.

Note: i made the bone a parent by selecting all of them, the bone last then pressing CTRL+P and hitting keep offset. Here's a gif of what happens when i dont have a root bone:


texts: Using UVWarp modifier to position part of an image on an object

texts:
I have been attempting to use the uvwarp modifier to position parts of an image on an object. More specifically, the image is a subdivided plane composed of a number of mouths (to choose from) with which I would like to be able to use a bone to move from one mouth to another. The chosen mouth will then be displayed on another plane (a display plane - which has a uvwarp modifier and has been edited in the uv editor to display one mouth at a time). However, when moving the bone along the image's subdivided grid, intending to choose a mouth, the snapping alignment and the mouth display do not stay consistent. For instance, if I move the bone an arbitrary snapping unit and then move it back to its original position, at a later point in time (whether in pose or object mode), the mouth that was originally position with the bone's original position has changed. Furthermore, if I move the bone anywhere else along the image's grid, the mouths, which should match the position of the bone, do not stay aligned to where the bone is positioned.

The file works fine when snapping is turned off. However, when snapping is turned on, these issues arise. Therefore, I have been trying to figure out why this is occurring because I need to have snapping enabled in order to position the mouth accurately for various keyframes.

This question appears to be similar to another question posted, but was not answered.
UVWarp modifier scales the UV image

Does anyone have any suggestions as how to fix this?

Thanks


texts: What is the easiest method for making an image plane half-transparent?

texts: I'm just setting up an image and I have to use units, so I want to see the grid when looking from top. Currently the image blocks the grid. Just want to make the image a little transparent. Must I use shader properties etc?? I'm new to blender sorry


texts: How can I render something made in blender in maxwell

texts: Is it possible to make a whole scene in blender and after it's all done to just import it somehow in maxwell and render it there?


texts: Way to print the keyboard shortcut to the screen if I use the manual way to perform an action instead of the keyboard shortcut.?

texts:
I decided to learn all blender keyboard shortcut and I wondered wether are there a way to print the keyboard shortcut to the screen if I use the manual way to perform an action.

So for example if I switch to edit mode using the header it will print TAB or something like that.

Does anyone knows an addon or an option for this?


texts: Why does my material panel look different?

texts:
Complete beginner here.  I'm trying to follow this tutorial on Anisotropic shaders, but my property panel looks nothing like the property panel in the tutorial.  For example, when creating a material, this is what his property panel looks like:

But this is what mine looks like, if I follow the same path:

I'm sure I'm missing something obvious.  How can I see the property panel shown in the tutorial?


texts: Problems with scale, location and rotation

texts:
I have a circle mesh and am trying to shear it in a y axis but when I do that my circle here's deformed to a another shape.
I don't know if I messed up with applying scale, rotation and location please help out.


texts: Why does my extruded text go wonky like this? Why does my text go weird when I convert it to a curve?

texts:
I am making a 3D logo.

When I create a text object and use solidify mod to make it thicker it does this:

When I don't use the solid mod, and instead convert it to a curve to do a curve extrusion it does this:

Why is it doing this?


texts: Anti Aliasing Issue with Wireframe modifier

texts:
New blender user here - loving it so far. I'm running into an anti aliasing issue on a wireframe modifier object during render. Here is a breakdown and what’s happening:

I added a wireframe modifier to a tetrahedron. I'm using Eevee and added bloom & motion blur. I was initially getting some serious antialiasing that would show up in some frames (particularly frames within a shrinkwrap animation of the tetrahedron morphing into another shape—see pic).

I played around with upping the Sampling but the thing that seemed to solve the issue was a. changing the Motion Blur to "Start on Frame" instead of "Center on Frame" and b. decreasing the Motion Blue shutter from .5 to .1

But I'm still noticing this sort of vibrating anti aliasing, particularly on the center line (it almost vibrates when animated—it's a 360 rotate animation):

Any thoughts on how to reduce this if possible would be hugely appreciated!


texts: Why procedural musgrave texture gives different results when rendered and when baked?

texts:
I have created a nice procedural wood material for cycles (Blender 2.72).

The problem is that it looks very different when rendered and when baked. The baked result is very grainy and rough (invariant to number of samples which i keep the same for both render and bake).

It seems the problem comes from Musgrave Texture generator, which i use to generate the wood grain and vessels. I tested it alone, and the baked result contains much more grain and it misses many shades of grey compared to rendered result (note that the num. of samples is the same and all viewed 1:1).

I would like to ask if there is any trick how to get the baked result looking more similar to rendered result. Or is there any hidden sampling option which affects procedural generators while baking? Thank you


texts: Parts of mesh go invisible when parenting with automatic weights

texts:
I'm having an issue parenting a mesh to the armature with automatic weights, where upon my attempts of doing so causes parts of the mesh to go completely invisible despite there being bones at those locations as well.

Any idea what can be causing this to occur?


texts: I'm messing around with physics simulation (it is so frustrating) and I have a question. I have a flag waving around (baked) and I want to duplicate that flag, so I can have different country flags waving around in the same way as each other, but I still haven't figured out how to do that. Is there a way to save the baked simulation as some kind of file and import it to other meshes?


texts:
Hey guys. Hoping you can help me out. I've got a section of pipes that was poorly modeled to start and I am trying to see if blender has any tools to help smooth these out for rendering. I am just trying to render this model and the rest of the objects look good except for this. I am fairly new to blender, sorry.

I have already tried the subdivision surface and smooth modifiers. Any other ideas?


texts: I am really new to Blender, and by the title I mean that when importing/creating a new texture, blender always says that there are missing textures, I have succeeded in painting/importing textures on this same file before, but now it's not working anymore. I have tried the report and find missing files feature, but that does nothing. Any help would be appreciated.


texts: context.material.node_tree - context has no attribute to material?

texts:
I am trying to write an addon, I am making a node group that will be created with a single button however I have run into issues with these final lines:

    custom_node_name = "dust"
    my_group = create_dust_group(self, context, custom_node_name)
    dust_node = context.material.node_tree.nodes.new('ShaderNodeGroup')
    dust_node.node_tree = bpy.data.node_groups[my_group.name]
    dust_node.use_custom_color = True
    dust_node.color = (0.5, 0.3, 0.9)

the problem I'm having is with the line

dust_node = context.material.node_tree.nodes.new('ShaderNodeGroup')

I don't know how to get it to work for creating a material

any help or suggestions would be greatly appreciated

thank you


texts: How to know the name of the an active preset dropdown?

texts:
Hello i created a custom operator preset system.

i'd like to know how to have acces to the name of an active preset. i think an example from any preset in blender could help me in my research.

There's no info about this anywhere.

Here is my set up

This is the code i was able to collect so far

#this is the correct code mut within blender ! no with my addon
bpy.data.window_managers["WinMan"].preset_name = "New Preset"
#call preset menu of nlender ! not my addon
bpy.ops.wm.call_panel(name="CYCLES_PT_sampling_presets")

#add a new preset
bpy.ops.scatter.custom_slot_preset_add_operator(name="Wow", remove_name=False, remove_active=False)
#execute a preset from my addon
bpy.ops.script.execute_preset(filepath="filepathofthepreset", menu_idname="Scatter_MT_C_Slots_PresetMenu")
#call preset menu
bpy.ops.wm.call_menu(name="Scatter_MT_C_Slots_PresetMenu")

i need to find the
bpy.data.window_managers["WinMan"].preset_name = "New Preset"
for my addon menu. i don't know how this is possible ?


texts:
I have 3 edge loops like so:

I can loft between 2 of them using Bridge Edge Loops or Loft from LoopTools

I'd like to use the third edge as a guide for the loft, like in most CAD programs. So the end of the loft that not connected to the first 2 edge loops is "guided" along the third edge controlling the shape of the loft.
How can I achieve this?


texts: How can I avoid this camera tracking error? "Some data failed to reconstruct (see console for details)"

texts:
I'm currently following Sebastien Konig's Match Track Blend DVD and have encountered a problem where despite matching camera type, lens type and trying to solve for distortion, I'm getting the following console messages when I try to Solve Camera Motion:

bpy.ops.clip.solve_camera()
Some data failed to reconstruct (see console for details)

And I'm getting an average Solve Error of 0.9561, where I'm used to getting .4 and below. So what's going on?

The related files can be found here.

This may be related to another question I've asked on the site - Why can I not select camera trackers in the graph view of the Movie Clip Editor?
I figured that the issues were different enough that I should give them different questions.

Many thanks to everyone who built and everyone who visits this site. StackExchange/Answers style-sites are very useful to me and I appreciate any time spent trying to answer the questions people ask here. (Thus ends that digression!)


texts: Trouble with __init__.py loading addon with multple files

texts:
I've written a custom addon for a few Pie menus but can't figure out how to load them together from a __init.py
Currently they are all split into these four files:
PIE_context.py, PIE_mode.py, PIE_uvcontext.py, PIE_uvmode.py
They all work when installed on their own, register shortcuts and everything. Despite reading around I can't figure out how to import them together from the __init__.py file below.
The shortest of the four PIE_uvcontext.pyis below that:
bl_info = {
    "name": "Context Pie",
    "blender": (2, 80, 0),
    "category": "User Interface",
    "version": (0, 1, 0, 0),
    "location": "UV Editor, View3D, Mesh, Curve",
}

# Blender imports
import bpy

#from bpy.props import *
from . import PIE_context
from . import PIE_mode
from . import PIE_uvcontext
from . import PIE_uvmode

addon_keymaps = []

def register():

    PIE_context.register()
    PIE_mode.register()
    PIE_uvcontext.register()
    PIE_uvmode.register()

def unregister():

    PIE_context.unregister()
    PIE_mode.unregister()
    PIE_uvcontext.unregister()
    PIE_uvmode.unregister()

if __name__ == "__main__":
    register()

bl_info = {
    "name": "UV Pie: 'Shift + Right Mouse'",
    "description": "UV Pie Menu",
    "version": (0, 1, 2),
    "blender": (2, 80, 0),
    "location": "UV Editor",
    "category": "Pie Menu"}

import bpy
from bpy.types import (
    Header,
    Menu,
    Panel,
)
from bpy.app.translations import contexts as i18n_contexts

# Reference context menu: IMAGE_MT_uvs_context_menu
class IMAGE_PIE_MT_uvContext(Menu):
    bl_label    = ""

    def draw(self, context):
        layout = self.layout
        layout.operator_context = 'INVOKE_REGION_WIN'
        pie = layout.menu_pie()

        # WEST
        pie.operator("uv.pin").clear = False
        # EAST
        pie.operator("uv.pin", text='Unpin').clear = True
        # SOUTH
        pie.operator("uv.minimize_stretch")
        # NORTH
        pie.operator("uv.unwrap")
        # NORTH-WEST
        pie.operator("uv.pack_islands")
        # NORTH-EAST
        pie.operator("uv.average_islands_scale")
        # SOUTH-WEST
        pie.operator("mesh.mark_seam", text='Mark Seam').clear = False
        # SOUTH-EAST
        pie.operator("mesh.mark_seam", text='Clear Seam').clear = True

        # Static face menu
        pie.separator()
        pie.separator()

        dropdown = pie.column()
        gap = dropdown.column()
        gap.separator()
        gap.scale_y = 8

        dropdown_menu = dropdown.box().column()
        dropdown_menu.scale_y=1

        dropdown_menu.operator("uv.stitch")
        dropdown_menu.operator("uv.weld")
        dropdown_menu.operator("uv.remove_doubles")

classes = [
    IMAGE_PIE_MT_uvContext]

addon_keymaps = []

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    wm = bpy.context.window_manager
    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='UV Editor')
        kmi = km.keymap_items.new('wm.call_menu_pie', 'RIGHTMOUSE', 'PRESS', shift=True)
        kmi.properties.name = "IMAGE_PIE_MT_uvContext"
        addon_keymaps.append((km, kmi))

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        for km, kmi in addon_keymaps:
            km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

Thanks!


texts:
I am trying to carve out some wear lines on a bullet, from where the barrel of a gun would cut into the metal. I am using a boolean modifier on the bullet, set to difference.

It cuts into the object ok, with the striations / wear lines in the right place, but the bullet is now hollow inside. Is there a better method to achieve something like this?

EDIT: Hollow effect appears when boolean object is close to flat end of bullet.


texts: how to use simultaneously one modifier to 2 objects

texts: I want to smooth 2 different objects which are made from one bigger therefore they have some touching points. When I use the modifier one by one, they both change shapes that are not touching themselves. So my idea is how can I use the modifier simultaneously on 2 objects that modifier will treat them as one?


texts:
I am trying to make a kitchen table/island which looks like the one in the reference image.
I already put light inside the table, but I only want the yellow light to shine through the white parts of the marble texture. The black veines are supposed to block the light.

Is this somehow possible? If yes, can someone help?

Thanks in advance. If you need more screenshots let me know.

Greetings

Kara


texts: Material color is darker in Kd in .mtl file than it is in blender

texts:
I'm using Cycles Render and exporting my model as .obj and .mtl files. I have a simple green diffuse material, but in the .mtl file, the color becomes a much darker green. The viewport color and the material color are the same (I know that the wavefront obj/mtl files use the viewport color).

It SHOULD be Kd 0.121568 0.364705 0.149019 (hex #1F5D26)

but it's exporting as Kd 0.010962 0.087569 0.015506 (hex #031604  )

Why is this happening?

.mtl file:

newmtl PineTree.001
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.010962 0.087569 0.015506
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

Blender material:


texts: Is there a way to make edges of a mesh invisible

texts:
In 3ds max, it's possible to make edges of a mesh invisible, so when exporting DXF into another program (e.g. Revit), The mesh surface shows up without the edges.

Note that this is different than hiding the edges using "H", since the faces in 3ds Max Still Show up. Here is how it works in 3ds Max:


texts: How to get hard edges when using subsurf modifier?

texts: I am rather new at modeling but I am working on a nicer Porsche 944 model. I have a solid looking hood but there is a part of the hood where it drops a little and with the sub surf modifier I am having issues modeling it. I have tried extruding and then re-merging half the hood as well as just putting a loop cut in and moving half the hood down. Both of these are not producing crisp edges like seen in the photograph. Any ideas?


texts: Blender material preview and rendered view aren't working anymore

texts:
So for some reason material preview and rendere view aren't working anymore. Everything is dark and glitchy and adding any light does nothing. I tried everything, i reinstalled blender, I have reset all settings, i updated my graphics Card drivers (amd radeon r7 m340) I tried older versions of blender but nothing works.
I can render stuff in cycle but not on evee.
Here are some screenshots:


texts: Snapping edges to surface not working in blender 2.8

texts: I'm trying to snap the bottom extruded edges to the helper mesh but it doesn't work. How can you do that in blender 2.8?


texts: The material look odd with the change of Lamp shadow

texts:
The material or the texture look odd, it change with the Lamp.
The first three pictures below show the changes in blender render.

And I also write the script to change texture to cycle, but when i change to cycle render,  some objects look odd, like the picture 4.
I use more picture to show another object.
The order is blender render with Lamp withou shadow, the second one is with Lamp shadow, and the last one is cycle render

blender render without light shadow

blender render and the light chose ray shadow

Cycler

The order is blender render with Lamp withou shadow, the second one is with Lamp shadow, and the last one is cycle render


texts: Can I transpose along a single axis and have the other frames in between move accordingly without damaging the animation

texts: If I have already set up a walk animation, is there a way to advance the total distance move without editing each frame's position, i.e. can I move all the bones along the Y axis at frame 40, and have the frames 5, 9, 15, 20, 24 and 35 all move accordingly without having to individually select all the bones at each frame and move them forward more? I would also like to know if I can copy the first 2 cycles and have them repeat or duplicated but have them, still moving forward instead of resetting position each loop. Here is the file if someone can help please.  He is for an animation in the scene not game so he needs to advance.


texts: Splitting geometry of two models which are merged together

texts:
I have a obj file which contains a basic model with two various versions of it you can see here:

.

This model contains a grey/teal/blue model (Darkwitch) with their textures and a purple/orange one (Kuralak). Unfortunately both versions have different geometry like the horns and shoulder which only belong to the Darkwitch. Looking through the texture files you can see that there are several materials for this model:

Even though I know that it really depends on the model/file itself I would like to know how I can have a look at the different geometries trying to separate them? Or is it somehow possible to make all other textures transparent so only the Kuralak model becomes visible?


texts:
I tried to UV wrap a label to a bottle, but weird white lines appear on the UV wrap (lines in blue circles below). Original image does not have the white lines :

original image (cut):

UV Wrap printscreen:

weird polygon loops appear at upper and lower area:

Anyone can tell me what is the issue and how to fix it?

I am using Blender 2.81a, cycle.

Thanks!


texts: a part of the icing on my donut looks strange

texts:
I have been following Blender guru's donut tutorial But after sculpting, in Cycles render view mode, the left part of the icing looks quite strange and has orange colour. The problem only appeared after sculpting but if I change subsurface value into 0, the orange part on the icing is gone and my donut look fine. I have attached the image of my donut
 .
Could anyone point out what is wrong in my settings?


texts: the axis of measurement of angle using measuring tool

texts: I am trying to measure the bowing of the femur using the measure tool. I drop the line from the top of the femur and when I click in the line to activate the angle measure, it reads 147 degrees . I need to reset it to 180 degrees to measure the angle accurately. How do I do this


texts: Blender closes with no error message 1-2 minutes after launching

texts: I don't remember when this started but now its gotten to the point where Blender will close 30 seconds to 3 minutes after launching it. It requires no input from me, I could be alt-tabbed doing something else and it will close by itself. There's no error message, no spike in my task manager, nothing. I reinstalled it twice (2.79) and I don't know what else to do.


texts: Prevent meshes from clipping into each other

texts:
There are two meshes that are clipping into each other.

I used the boolean modifier to subtract the cylinder from the wall object. How do I fix this problem?

.blend file


texts:
Okay, i have a really wierd problem. I am totally new to blender, and i have just bought a 3D model of a present, to play a little around with.

The 3D model looks very nice, and in Rendered, Material and texture mode are all the materials showing perfectly fine (not in Solid though, the present is just gray here).

So... Now i want to make this file into a .dae-file, so that i can use it in Xcode. And here comes the problem. "The model export, but not the texture." And i dont want a totally gray present in my app. ;)

I have nothing done with the present (nothing else than pay $ for it). I go into: Export -> Collada (.dae) and have the Texture options like this:

(I have also tried the other options)

The blender file looks like this in blender.

But the .dae-file look like this.

Can anyone tell me what i am doing wrong?


texts: How can I modify the Default Blender Keymap within my Add-on module registration code?

texts:
Consider the following script block:
import bpy
wm = bpy.context.window_manager    # get window manager
_defaultkm = wm.keyconfigs.default.keymaps    # get default keymap

# try retrieving the keymap_item for the view3d.move operator
# unfortunately, keymap_items at register() time is always empty
_move = _defaultkm['3D View'].keymap_items.get('view3d.move')
_move.active = False    # disable that item

It's purpose is to disable a specific shortcut which is shipped with Blender. If you run this in the Text Editor within a Blender session, it works as I wished and disables one of the standard keymap items.
However, my issue is that I'd like to run that code within the register() function of an Add-on. Within that function, _defaultkm will hold a valid Python object, but keymap_items contains no items at all and get() always returns None, causing the last line of the code to fail. It's worth noting that this fails on all different tricks of retrieving keymaps (such as the one mentioned here), it seems as if I can only access my own Add-on keymaps from within the module registration code.
Is there a way to circumvent this?
Edit
I tried a solution using a persistent frame change handler, hooked up to the load_post event. Still, I was unable to access and change the keymap from there, the issue is the same.


texts: how to make one object not pass through another in blender

texts: I am relatively new to blender. I am making a model of a crate that is going to contain some fruits. I don't want the fruits to pass through the crates nor the fruits to pass through/overlap each other. Is there a way to do so?


texts:
I have a huge issue with topology that is really holding me back. When edges are close to eachother you get shading issues with subsurface divisions. I dont know if it is the way i model or something else, but i allways get this issue while modeling. No tutorial that i have found deals with this.
You can see there appears to be an edge on my meshes surface. Whats causing this is that there is a slight curve on the mesh (it doesnt appear on meshes that is symmetrical like a cube), and three edgeloops close together. The edgeloops creates a sharp curve on the top, whcih i want. I know i can slide the verticies away at the bottom, but when i say this is an issue i have often it is clear that i dont allways have that option.
If you have a sugestion on how to fix it, or you can direct me to a video, blog or some other learning resource i would appriciate it.


texts:
in my blender i created a character and his armature with bones assigning with automathic weights to the body, dont ask me hard questions cause im newbie, i got some problems with my character first i tryed to assign evertying to 1 object so i can move the entire object in animation, not working cause i did part of my character without scalling, so when i move all the body the other part stays there, second when i try to move a leg the other leg moves to and it becomes kinda buggy, i already tryed to create the bones again and again but nothing works, and i need to end this really fast if i can get some help i put the file in upload and send the link here

  Here is the blend file that i uploaded in the website


texts: How to create triangle/jagged edges on a cylinder (e.g. for a lamp shade)

texts:
I'm looking for a good practice method of creating a triangle/jagged cylinder. My intention is to create a lamp shade with this zig-zag edges like the following. Basic stuff but I don't get it done.

example image http://www.shapes.info/s/cc_images/teaserbox_2450143432.png?t=1421415920

So, I played around with circles and paths in combination with the (array) modifier(s) but didn't accomplish the desired result. I tried with the modifiers because I like the handy way to adjust the outcome.

TIA.


texts:
I've looked at the other questions similar to mine but they all talk about the normals. After displaying the normals, it seems my normals are fine - yet my object still can be seen through.

Here is the blend file:
http://www.pasteall.org/blend/36891


texts: Subdivision surface - dealing with edge support loops (pinching)

texts:
I'm trying to learn subdiv modelling, but now I'm facing with some issues.
That is clear, when I want to sharpen an edge or a corner I have to use support loops. My issue is: when I do that, support loops also running over areas where I would like to have smooth surface. Tried to even out edges, but the distortions are still visible on the smooth surface.

Is there a way to fix this without using edge creasing or bevel?
(producing unnatural results or too sharp edges,but maybe I'm doing it wrong)

Thank you!

EDIT:
Tried to crease, it does not work :<


texts: Can a displacement texture be unwrapped independent from the image texture?

texts:
Say I have a wall with 16 equal faces. 4*4
i have unwrapped this and has an image texture.
Now if I want a lot of displacement detail on just 1 face of the wall (damage)
I would like it to be much bigger than the others.
how do I do it without having to scale up the whole disp.map?


texts:
How can I separate or split a single mesh into two meshes? Once I have two separate meshes would it be possible to make one be “shade smooth” and the other “shade flat”?
I am modeling a vehicle in blender using one mesh to make the shape of the car as a whole, however I find that the back of the car looks better when shaded flat as opposed to the front which looks better shaded smooth. Therefore I want to have the back as shaded flat and the front shaded smooth. My idea was to split the mesh in two and adjust each mesh in the way I wanted. If so how would I do this, and if this isn’t the way then how could I achieve the end goal I have in mind. Two parts of the single mesh shaded differently (flat and smooth).


texts: Emission light in shader node - Blender 2.8B

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In render preview, the item seems to work. But when hitting F12 to render, the particles are black and no emission is on picture for the particles.

on rendering output


texts: how do I get the 'tool' back to my selection?

texts:
I can't figure out how on earth I get the tool back to normal mode..... right now it's stuck at whereever my cursor-thing is located.

I can switch between 4 modes, but none of them get's me back at how it was.

I tried deleting the program and reinstalling because I can't figure it out and it seems like such a small thing, probably some hotkey I miss-clicked. Anyways, after deleting and reinstalling it just starts up with the same UI :(

such a small thing can be so god damn annoying!


texts: Why when I render an image does it work, but a weird render result comes up?

texts: So I made my monkey, added a ground plane, and rendered. Then when it finished rendering, it shows this weird final image that I used as a texture before. The first image shows it in the middle of rendering, the second image shows the render result.


texts: I'm completely new to designing and blending. I've got a some .blend model I downloaded which contains textures. In 3ds max there's that way to add 1 image texture onto the model and it's automatically assigns it. Question is if it's possible to export all the .blend file textures into 1 image as a whole? If it is and you're willing to explain, please be very much specific what to do since I'm not familiar with almost anything. Thanks!! stay safe.


texts: Which normal input socket should I use when I have a mix between shaders?

texts:
Since we have the option to use normal maps in Cycles via the normal input socket, this question frequently pops in my head:

In the simplest mix, diffuse and glossy, should I connect the normal map to the diffuse or the glossy shader?

What about other shader mixes?


texts: Object offset of array modifier acting weird

texts: When I am adding object offset to an array modifier he is not using original sizes instead he is transform my object and then add it.


texts: The Multiresolution modifier doesn't work as expected

texts: So when I'm sculpting with the multi-resolution modifier, the changes I make change when I'm scrolling through to look at it from a better perspective (the middle mouse button and rotating it).  The tutorial I was following didn't have such a case. Is that expected?


texts: Cycles Render without Shading (only texture and albedo)

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I have a Cycles scene with textures and diffuse materials. Now, I want to render images without any "shading." So, the pixel values of the images will be just the texture and diffuse value of the surface.

How can this be achieved?

Thanks in advance!


texts:
Is there any possibility to adding a value beside expression in driven property? Formulas would be only in drivers window or not?

If I need add expression like:

self.location[0]+object.location[1]

< both value dependant


texts: Properly Using Generated Texture Mapping for Walls

texts:
Sorry for stupid question, I knew the solution to this once, but either something got updated since the last time I used this, or I've simply forgotten it...

I'm trying to apply a seamless wall texture for the bedrooms using generated texture mapping along with the repeat turned on.

My problem is that walls that follow the Y axis have really stretched textures, and the walls along the X axis are stretched along the Z axis. So neither direction of my walls display the texture correctly.

Example of what I'm struggling with:

This will later be used in a game I'm working on, so I'm trying to pack objects together (instead of "Walls Bedroom_1", "Walls Bedroom_2" and so on, I simply have "Walls Bedroom" to make later edits easier and to prevent having too many separate objects.

(Bedrooms are the rooms with the blue walls)

As far as I've understood it, I've got the settings correct:

(Note I've tried messing around with pretty much every setting shown above. I've even tried to use UV maps, although I don't really want to, but the UVs are all stretched out, even though I've unwrapped using "Follow Active Quads")

And yes, all faces are quads, I haven't triangulated anything yet.

What am I doing wrong here? This has probably been asked before, but I couldn't find any solutions that worked for me, and manually UV mapping all the walls is too much of a bother this early in the makings, where I mainly want to implement features and add new objects to the level(s)... There has to be an easier solution to this than to manually UV map the entire thing... (Not that I don't like UVs, I usually prefer them, but I think that for walls, there should be an easier approach as it's simple connected faces following two axis (X & Y).

Stripped down version (containing only the walls, material and texture) available below.


texts: How to select all objects from different Collections or Hierarchies?

texts:
I can not believe this is so hard to do in Blender..
I just want to select objects from different Hierarchies or Collections..I just came to Blender from C4D for about a week...But I loved Blender quickly.. till today...
Middle mouse click on parent object in C4D, will select all hierarchy objs included parent obj..With holding Ctrl/Command, I can select several Hierarchies' objs easily.
I found "select hierarchy" command in Blender in right click menu, But it dose not work with multi Parents or Collections selected..
What should I do ? Or some add-on will help ?
Is this the basic objects management in a Basic 3D software?


texts: I downloaded a blend file with a car mesh that had textures on it online. I opened it, deleted a few meshes, then exported as .obj. But when i imported it as an .obj into another project it didn't import the textures from the .mtl file it generated when it was exported. Why is that? Did I do something wrong when I exported it?


texts:
Is it possible to animate the process of wood peeling with a knife and curling its chips in Blender? If yes, do you know with which modules or functions of Blender it can be simulated?
For example, animating the zoom-in of the process that a sharp knife removes layer by layer of wood and the chips curls.
For example in the following movie, in 4:22 time frame, it shows from the backside and not the real peeling process, but it shows the overview of the peeling:
https://youtu.be/aqz-KE-bpKQ?t=259
or in the picture 1 from the above movie, you can understand what I meant.
Thanks for any hints on how to do the zoom-in of the process of the peeling with a knife or any tutorial close to that or name of any option which may help.
In this Blender file , you can find out what I tried and it did not work out:
Kind regards

The second round of the question:
Dear @lemon, thanks so much for your great help. I tried to replicate what you guided me, but I have some challenges. I would be grateful if you once more have a look to this new file [link] (https://blend-exchange.giantcowfilms.com/b/QQpq3s8k/) . I do apologize for my basic questions. If I have to read some parts of the documentation, please also inform me. Here I explain what I did. May be I do not see some points:
1- for the drawing of the main rod the wood, I use (Add, Mesh, Cylender) then because the automatic cylinder is in z direction I have no way except rotating in x and z, 90 degree. I use also “cap fill type” of “Ngon”. I used also 50 Vertices to have a fine surface.
The first question: When I look at your model, you have different type of “Cap Fill Type”. One side is open, one side has rounded edges, and in the center a rounded shape. Did you use “”Bevel” for making the round edges and deletes one face of the cap? Is it important for this simulation?
2-I also used “loop cut”, to partion it to make fine chip, is it necessary?
3-I did not understand how to position “empty”and the “cube” of the cutter on the same coordinate system. I moved the “empty” by hand and also on the menue of “transformation” to give the approximate coordinate and positioned it somewhere on the edge similar to yours. Did I do a mistake?
4- is the size of the empty important? (its scale?)
5-my main question is how did you manage it that the form of the curled chip does not become weird after cutting? In my model it changes and becomes thick after separating
Thanks so much for your time and help


texts: Blender not responding while running my script

texts:
When running my script, it can take up to a few hours depending on how detailed my object is.

While blender is running my script, blender changes its status "no response" (not sure if it's the correct translated word, since I only know the german term for it which is "Keine Rückmeldung") meaning I cannot do or click anything on blender while it's running.

So my question is, is there a way to have a remaining-process-time-ish-pop-up or just a script-is-running-do-not-turn-off-blender-pop-up?


texts: Export simple .fbx animation to Destinations VR

texts:
I imported a .obj from a CAD software,built a keyframe based translation animation, then exported the .fbx file.

When importing the mesh in Destinations Workshop tool. with de model tool, there is no problem getting the object mesh.

But when I want to import the animation, I'm not able to make it work
 - without bones it just crash
 - with bones (limp attached to the obj) it doesn't animate

My "not working" model is available here

Do you have any idea how to manage an animation export to Destinations VR ?

What I'd really like is a simple working animation .blend that I can extrapolate from.


texts: My solve error is only .6 yet stil the 3d markers are all over the place in the reprojection

texts:
I have picked some quality trackers that stay in point for all of the shot. When I solved the camera motion it said the solve error was as low as 0.6. The reprojected markers are all over the place regardless. As far as I know the value 0.6 is supposed to mean that the solve is really good(less than a pixel of average error)
To clarify: I do know how to lower the solve error but 0.6 means that it is already good, still the solve doesn't line up at all.
Can someone please help me?


texts: In the picture I have extruded the left cube. How can I extrude the right cube to exactly the same height as the left cube? I could copy the coordinates of the left one to the right one, but that is far too tedious ...


texts: How do I create a single object with two different texture and UV maps?

texts:
I've been trying to add some "fringe" to a coyote I've been modeling. I have the planes all where I want them, and made the original coyote one object, while the extra panels I'll be using for fringe are a separate object. Both objects have their own UV map and their own texture, the Fringe Object's texture having some transparency.

When I apply the Fringe Texture to the Fringe Object, however, the transparent sections don't work the way I expected them to. I wanted the transparent sections to reveal the texture beneath the fringe, but instead, they make the entire coyote transparent in those sections. Or they turn white.

I haven't finished tweaking the texture in Photoshop yet, but I thought I should get this problem figured out before doing anything else.

Note: The tail has the fringe effect that I was going for on the rest of the body, but it is not part of the Fringe Object. The left side of the tail seems to work perfectly, but the right side of the tail has the same problem: the transparent parts of the texture make anything beneath it transparent as well, instead of just allowing the next layer of texture to show through. Ideally, I would have included all of these "fringe" panels while I was modeling in the first place, but decided to add them later after I'd already made a texture for the coyote.

If it will help, here is the file I'm working from:
http://www.pasteall.org/blend/29395


texts: Mesh Bisect Algorithm: How does it actually work?

texts:
So Ive been writing some C# algorithms for bisecting a mesh in Unity but I had a hard time finding any information on the best way to do this.  I love blender's mesh bisect tool and this is basically exactly what I want to implement in C#.  Im wondering if anyone knows how blenders algorithm works in terms of performing the cut (projecting the vertices, reconnecting edges and rectifying the new triangle normals), filling in the created holes with new faces and preserving the UVs as well as mapping the newly created UVs.  Not sure if blender's script for this is available but if anyone can even outline the process in pseudocode id really really appreciate it!  Im particularly interested in how it handles concave meshes and how it deals with filling multiple holes (such as bisecting a torus) as my current algorithm can handle convex meshes only.

Thanks guys!


texts: Assigning Mesh into Pose Bone position not Rest Bone

texts:
I have this situation where I got BVH mocap animation that looks fine throughout the animation. Start pose bone is actually correct, but the Rest Bone is stupid as all the limbs etc are simply all over the place.

I have now needing to attach / assign 3D Mesh character that is already good in position and matching the first frame of the Pose Bone, but this does not work because the Rest Bone is out of whack...

Is there in anyway I could attach or match Rest Bone into Post Bone without changing the animation.

I thought that Apply Pose Bone into Rest Bone would do the job, but not...

I am using BVH of this Flamenco dance:
http://dancedb.eu/main/performances


texts: What causes the screw modifier to fail and create black 2d slice from a bezier curve?

texts:
I am trying to create a plate using a Bezier curve as the profile then use the screw modifier to create the full outline as in this video tutorial, when I apply the screw modifier to the curve that I have created it makes a black 2d horizontal slice instead of the full 3d plate outline.

This shows the bezier curve I have drawn

This shows what happens after the screw modifier is applied
I tried using a line drawn with Nurbs Curve and was able to apply the screw modifier to create a 3d object.

I am not sure what it is that I am doing wrong, any help that you can give will be greatly appreciated.
Edit -


texts: Shading Exported .OBJ Model in Element 3D

texts:
I am sure there is a simple answer to this question as I am just missing a step so kindly ask you to point out what that step is.
I've just created a simple TV model in blender, making sure to separate all its parts and putting them into different collections (Not sure if this is the right way to achieve the desired result) however, when I import the model into Element 3D and apply a shading colour to it, I cannot colour all the elements of the model separately. What do I need to do to be able to?


texts:
I am trying to figure out how to spin a rotor by using the force of water.

Now I am not coming to a good result or even close...

Please explain how to make a rotor spin by the force of the water as in the video.
https://www.youtube.com/watch?v=RVlXncgtQus

Thanks in advance!


texts: How to make that wheel follows road bumps

texts:
I'm working some simple project where I have a car which driving on road. Road has bumps. Of course, as rookie amateur :) , my wheels sinking into bumps. I tried various methods I found over internet, but had no success with any (rigid body, track to constarint, stretch to constarint, shrinkwrap constraint, etc. probably I don't know to use properly any of those).
I attaching simple example .blend with one non flat plane as ground and one cylinder as wheel, animated to roiling from one end of plane to another. Is there some simple basic method, where I can tell cylinder to follow bumps on ground when rolling? I would like to avoid some complex methods as rigging, etc. cause I'm beginner and I believe that solution could be simple.
Many thanks in advance.


texts: Im doing texture painting in Eevee, and I use lookdev mode. But i dont have a world shader and whenever i add any kind of light it doesn't make a change to my scene. What do i need to add / change in my world shader to be able to modify my lighting?


texts:
So the problem is that the sword has a texture that works for what I need in blender, but I can't find out how to get the texture.

All I have is a drawing of one side of the sword, but in blender it is applied to both sides. I need to convert how it is displayed in blender into a texture.


texts: Why does the texture appear like this after adding a planet map texture to a UV Sphere?

texts:
How do I get the proper earth texture wrapping around the solid? I am listing how I executed it. Please show me where I am going wrong.
Here is a link to how I did it: https://vid.me/WpjH

Created a UV Sphere

Adding Material

Adding Texture

After Render

How do I fix this. How do I get the earth texture like it should be?


texts: how to put ''bpy.context.space_data.show_only_render = False/True'' as a key binding? I tried digging the python's API for an operator or identifier but could not find it. I just need the operator/identifier line to put in the field.


texts: Geometry messed up after applying boolean modifier

texts:
I don't really know how to ask this question, so I'll illustrate with pics.  I'm trying to model a sphere with two legs, using as less polygons as possible since will need to make a massive array later.  It looks like the easiest way is to model three cubes, add booleans and a subsurf modifier to make it smooth.

These are the cubes with the subsurf before applying boolean.  I intend to merge all of the meshes in only one but without losing the sharp corners between the legs and the top sphere.  If I apply the boolean, I'm getting something like this

The reason why I'm joining the geometries is because I need to apply an array later and modifiy each molecule independently.

Any thoughts?
Thanks!


texts: I want to make an asteroid falling on earth.... something like that so I want to know how this is possible, because rigid body falls straight to earth, and asteroid falls diagonally.


texts: Why does object grab attach to another object

texts: I am creating a cup and a plate in blender 2.8, and I have such an issue. While I'm grabbing a face of a vertex of the plate it immediately attaches to the closest part of the cup from my vewpoint. The same happens when I'm moving the whole olate in Edit Mode. While being in Object mode, those two objects move together, although I triend to Unparent them and to separate from relation. I tried to demonstrate the issue below, thank you for help in advance!


texts: How to render depth pass with alpha channel transparency in cycles?

texts:
I have a 3D object in the empty scene. I can click on the "transparent" checkbox to make a render with a transparent background. How can I render depth (or any other) pass with transparent background the same way?

Maybe I can use the alpha channel as a mask in compositor? What is the best way to do it?


texts: Viewport in Material Preview mode getting *rendered* [AMD ProRender]

texts:
When I switch to AMD ProRender the "Material Preview" viewport mode behaves exactly like what one would expect from the "Rendered" mode: instead of showing the instant preview it starts rendering the scene. (I.e. no way one can navigate the viewport in this mode.)
When I switch to Cycles everything returns back to normal.
Have I clicked something somewhere or is this normal ProRender behavior?


texts: CUDA Devices not showing up in "Render" tab (v. 2.78)

texts:
I've gone into user settings > system and enabled both of my SLI GPUs for compute devices, however, as per the instructions, there is no "Device" drop-down to select a device in the render tab.

I have the newest version of CUDA as well as up-to-date GPU drivers. Do I need to install/configure blender for specific GPU support to enable this?


texts: How are blender UVs stored in relation to individual vertices?

texts:
I recently decided to make  a binary exporter to load into a game engine I am also writing, but I'm very much stuck on blender UVs. I understand that the UVs have to for loop indices because of hard edges, but I have no idea how to pair the UV up with their respective vertices.

What is the relationship between a UV coordinate and a vertex in blender? I would like to be able to remove the duplicate vertice/UV pairs to cut down on buffer data in my program (which I would imagine would save a LOT of data for a handful of complex models), but I can't seem to pair the two together.

I can see how loop indices pair with vertices in the polygons class and via the vertex_index property of loop indices, but I have no idea how to relate these to the appropriate uv_layers data. Any help would be greatly appreciated; thanks for your time!


texts: How to change a material texture per object?

texts:
A simple task. I have hundreds of objects with the same material, but they must have an individual image texture on each. What is a correct way to get it done? I know the "ObjectInfo" node's "ObjectId" property. But how can I use it for choosing an image texture?
There are properties "StartFrame", "Offset" in the "ImageTexture (image sequence)" node. But they have no inputs. And I cannot put drivers there. Maybe an object's driver can change the value by changing material's '''nodes["Image Texture.001"].image_user.frame_start''', but it seems to be very unreliable hack.
Another idea is to duplicate materials for each object, but for now it seems as a nightmare.
What do you think?
Also if there is a way to get the same in Blender render, I'd be glad to know it.


texts: Blender 2.83, was sculpting and suddenly my smoothing brush stopped working

texts:
I have no idea what happened, but when I try a stroke, a red line appears which hadn't appeared before and I'm still new to 2.8 so i have no idea what brush settings could have caused this.

This only affects the smooth brush.


texts:
I'm writing a Python script that is pretty sensitive to the x-size ("length") of text objects created with the function text_add(). (I'm also new to Blender and still very confused about where the standard output from the Text Editor goes; some people mention it should go to "the console", but it definitely doesn't go to my Python Console inside Blender - and I'm using version 2.79 - so the following code sample reflects this confusion).

Problem: a text object displaying 30 Is (capital I) is not six times longer than a similar text object displaying 5 Is - it's much longer. I'm running the script from the Text Editor, but it shows the same results from the Python Console. Since I don't know how to show these values in some Blender window (see above) I had to rig the example so it shows them in other text objects. The two text objects (the "short" and the "long" one) are renamed to T1/T2 after creation. Two "control" text objects (T1_Ctl/T2_Ctl) display the x-size ("length") of T1/T2. The following code could be run after loading the default blend file, deleting the cube, and opening a Text Editor window.

import bpy
# Set the scene units to millimeters and set the grid to a reasonable size
bpy.context.scene.unit_settings.system = 'METRIC'
bpy.context.scene.unit_settings.scale_length = 0.001
for area in bpy.context.screen.areas:
    if (area.type == 'VIEW_3D'):
        area.spaces.active.grid_scale = 0.01

# Add a "short" text object
bpy.ops.object.text_add(radius=7, location=(-60, 14, 0), rotation=(0, 0, 0))
obj = bpy.data.objects['Text']
obj.name = 'T1'
obj.data.body = 'IIIII'  # 5 Is
# Add a "long" text object (presumably 6 times longer)
bpy.ops.object.text_add(radius=7, location=(-60, 0, 0), rotation=(0, 0, 0))
obj = bpy.data.objects['Text']
obj.name = 'T2'
obj.data.body = 'IIIIIIIIIIIIIIIIIIIIIIIIIIIIII'  # 30 Is
# Control text object - shows the length of the "short" text object
bpy.ops.object.text_add(radius=7, location=(0, 14, 0), rotation=(0, 0, 0))
obj = bpy.data.objects['Text']
obj.name = 'T1_Ctl'
obj.data.body = str(bpy.data.objects['T1'].dimensions.x)
# Control text object - shows the length of the "long" text object
bpy.ops.object.text_add(radius=7, location=(0, 0, 0), rotation=(0, 0, 0))
obj = bpy.data.objects['Text']
obj.name = 'T2_Ctl'
obj.data.body = str(bpy.data.objects['T2'].dimensions.x)

After running the script, the length of the short text object is reported as 7.686, while the length of the long text object shows as 51.436 (6.7 times longer), which means the longer text is almost 7 times, not 6 times longer.

Does anybody know what's happening here? Where is this extra "padding" coming from? How can I get an accurate length of a text object?


texts:
I have a soccer ball of which I want to follow a path. I have entered a bezier curve, entered follow path constraint and yet the ball does not move, what am I doing wrong?

Just to update. I got everything set correctly but the ball still does not move, apologies, but what am I doing wrong


texts: How to make a single user copy of a group of nodes in matrial on python in Blender?

texts:
I have a material on one object and I need to copy it to another object.
I do ... material.copy () but the group node in the material copy does not become a single-user copy. How can this problem be solved?


texts:
I'm working on a papercraft project on Pepakura.
Valley folds show in light blue and Montain Folds in dark blue in this software.

I was wondering if there is a way to show the angle of the folding edges directly on Blender ?

Thanks :)


texts:
I am using Blender 2.91 and a Huion stylus. I set up a simple mesh, with a texture material, and switched to texture paint mode, using the default brush. Everything is working great when I use the mouse, but when I use the stylus it's behaving like an eraser and it's clearing whatever I touch to alpha 0. See video below.

Larger image. Left screenshot is what I get after left-clicking with the mouse and dragging; right screenshot is stylus-down and dragging.

What's going on?
Some ideas
Could it be a virtual/button/mapping issue of some sort? Under which condition the same thing would happen when using the mouse? Maybe if a modifier key is pressed?


texts: Strange deforming Hand with Subdivision Surface Modifier

texts:
i followed a Tutorial for a female Hand and everything worked well so far and helped me lot with Topology.
But now i try to make the third finger. Sadly no they deform in a way i dont expect. I tried to do the Steps again but nothing change the Deform on the fingers.
There u see how the fingers should look like :)

Now how they deform:

My first Idea was that some Faces are missing but no. They dont like so in this view but they are there.

This all appears if i activate my subdivision Surface Modifier
I checked for some crazy doubles but i dont found any doubles.
I hope u have a Idea whats going wrong here.
Gratz Shao


texts:
Will Blender work in sidecar? The idea of Sculpting in Blender with an iPad Pro and Apple Pencil sounds Amazing!

Cheers!


texts: how to set the alpha theme version in my new blender 2.8 version thanks

texts: i download the new version blender 2.8, but i need to change the interface or theme in my new blender 2.8. isit possible?


texts: Shadow Catcher is Lighter than Rest of Scene

texts:
In Blender 2.79b, I'm trying to render this motion tracked scene with a simple cube then a plane as a shadow catcher. But when I render it, the shadow catcher is invisible but seems to be brightening the area it is in. You can clearly see it with the bright square under the cube. I'm pretty new to Blender so all help is welcome.

I cannot figure out what's causing this.

The scene in 3D viewport:

Node tree:


texts: I have two files one .bvh and the other is .c3d and I want to convert them to .bvh files if anyone could please advise how to do this as I need to work on bvh only.


texts:
I model CAD on Autodesk software, only used Blender when I was younger.
I split two meshes and I need to Sculpt them, only the original mesh is sculpt-able.
The mesh is from an .stl, and was separated by selection and hotkey  P.
Should, I change the material of each selection, then re-combine them? How do I edit the separated mesh?
I can sculpt the light grey, but not the dark grey. I separated or split the dark grey, specifically by using a selection and the hot key  P.


texts: BGE - move (absolute) camera to static target

texts:
I want to move a camera to a specific target coordinate or object.
I tried the actuator "Motion" but i get just relative movements and no movement to a static object.

How can i realize this?

Thank's for your help


texts: In my game every level is a different scene and i want my character to be in all of them. Also is there a way to make changes that only affect my character in a particular scene?


texts:
I can't find my model. I don't know if it's Blender or where I'm saving it or if it's just what I'm trying to save.

I've been wanting to make some tweaks on a ROBLOX model for a while now, But the thing is whenever I save it as an OBJ. I can never find it in Blender, yet when I open my files (not in Blender)  It's there.

I'm new to Blender so it's probably obvious what I'm doing wrong anyways lol


texts: How to export a simple waves animation as FBX file?

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I want to export a little animated wave model I made in Blender, so I can upload it on my website as an animated interactive model. I am a beginner.

I added a 50x50 plane and then, used the subdivision surface modifier to divide it into the max number of squares as possible. Then I added two wave modifiers on the plane so they interfere. Then I just added the colours from the "shading" section. So the parts where the waves interfere is shown as red. That is everything I did.

I read this tutorial to export my model as an FBX

Select the object or objects you want to export.
Choose File > Export > FBX (.fbx).
From the Export window, expand the Export FBX panel on the left
side.
On the Main tab, check the box for Selected Objects.
On the Main tab, press the Mesh button.
Click the Geometries tab.
Check the box for Tangent Space.
Press the Export FBX button.

But when I view my 3D model with the build-in 3D model viewer in windows, all I see is this:

The animation (i.e if I play nothing happens) and the shading don't appear in the settings. All I see is a single frame and no colours, I can move the 3D model though. What should I do?
How do I export this as a proper animated 3D model FBX file?


texts: Linux Ubuntu 18.04 - Sculpting performance (dyntopo) is terrible in comparison to Windows

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OS: Ubuntu 18.04
CPU: i5-6600K
GPU: GTX 970
RAM: 32 GB

Sculpting on objects with more 100k polygons (dyntopo constant detail 50 px) lags blender, especially using Snake Hook brush and dragging freezes Blender.

For comparison - on Win10 I can handle 1.5m polygons with Snake Hook with similar performance.

I have Nvidia 396, Cuda and most likely other Nvidia stuff installed too.
I tried Blender 2.77, 2.79 from archive, from synaptic, on steam and 2.8 as well, all of them have the same terrible performance.

Since I was moving from Win to Ubuntu, I used Win startup.blend file so I have most of in-blender optimizations activated, Cuda, backface culling included.

Is this a normal occurrence and I should stay on Win10 or is there something wrong with my Ubuntu?


texts: How to properly riggify character`s face

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I"m trying to riggify my character's face after successfully riggifying the whole body, but it seems that it doesn't work out for me. Can I have some kind of guidance what to do.
In short, I've been trying this method with a tutorial of a guy on YouTube (It's called "Facial Rigging With Bendy Bones")and nothing happened.


texts: Rigid Body Simualation not working properly

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When I place a cube upon another object(the rigid body type of the cube is active and the other object is passive), and start the animation, pressing Alt+A, the cube gets displaced as opposed to resting on the other object. How to resolve this? I've attached images describing the problem.

The first image is the one before hitting the play button and the second one is after.


texts: I'm working my way through a Blender online course.  Sometimes the word material is used, other times it is a texture or a shader. I feel like all three of these words, while related, have a difference specific technical meaning.  Can someone explain what each means and how they are different?


texts: How to check how much GPU memory is used by object?

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I wonder if there is any way to determine how much memory object or group of objects is going to use while rendering.

I was trying to follow some of recent Blender Guru's tutorials but it seems like I have complex object (trees) which even if set alone on separate layer, take too much RAM.

Is there any alternative?

Trying to simplify object?
Is it possible to render part of scene on GPU and part on CPU?


texts: Boolean acting weird, only acts on inner flipped normals

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I've got two objects.

The first one is performed with Wall Factory add-on, and some other objects have been joined to it by boolean operator with "Union" mode.
The other one is just a cube exploded with Cell Fracture add-on, joined (Ctrl+J).

When I try to add a boolean modifier to try to subtract the cell fracture object to the wall factory one, something strange happens: nothing on the outside, something on the inside:

As you can see, both shapes have normals set ok (at least, I think so). All their external faces are in blue (Image A). However, when I perform the boolean operation, it seems that the action is being performed only in the inner faces of the first shape (Image C), while the external part remains untouched (Image B).
Image C is the same figure but looking from the inside of the mesh.
I've already applied (Ctrl+A) all transforms to both shapes, so this isn't the problem. I've also tried to use a Solidify modifier to try to give somehow volume to the whole mesh, but that didn't work either.
Why can this be happening? And how can I solve it?


texts: character movement does not work in blender game engine

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I want my character to walk, but my character does not move, why?

Here is my blend file.
Press P to play and you will see the problem.


texts: How do I do screen composition in Blender. Cinema 4d has buffers you can render out and replace the screen with images or videos in after effects. How do I go about placing moving pictures on the screen of a blender 3d iPhone model or an iMac.


texts: how do you render falling snow (particles) in cycles render?

texts: I can't get the snow I made to be visible in the final animation.


texts: I used the Import Images as Planes addon to import an image. It works fine but how do I change the transparency? I want to animate the plane so that it fades in and out. Here is my current node setup:


texts: Is there a path finding solution for dynamic maps?

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I need a reliable method for path finding characters in my rts-like game, but there seems to be no solution at all if there isn't a fixed nav-mesh... How can I make my characters move around newly generated buildings in the game? I can't find any sample scripts anywhere :/
I do not want to use the steering or path-following actuators, as their behaviour seems way too unreliable to me.


texts: How to acces all objects via Python in the Game Engine?

texts: I have different objects in a scene and I want to control them with python code. My question is? Do I have to create a script for every object or I can control all of them with only one python script? I've tried with only one script but then there is only one object as the controller... and I need to change the properties of an object that is not the "controller". I don't know if I explained this well.