texts:
I've been struggling all day to add icon with action from loop tools (circularize selection). Firstly I've added a hotkey into my keymap:

Then I looked into it's structure and tried to make it happen with ui_tool_simple template in scripting tab.

I came up with something like this:

# This example adds an object mode tool to the toolbar.
# This is just the circle-select and lasso tools tool.
import bpy
from bpy.types import WorkSpaceTool

class MyTool(WorkSpaceTool):
    bl_space_type='VIEW_3D'
    bl_context_mode='EDIT_MESH'

    # The prefix of the idname should be your add-on name.
    bl_idname = "ui_plus.circularize"
    bl_label = "Circularize"
    bl_options = {'REGISTER', 'UNDO'}
    bl_description = (
    "Move selected vertices into a circle shape"
    )
    bl_icon = "ops.generic.select_circle"
    bl_widget = None
    bl_keymap = (
        ("mesh.looptools_circle", {"type": 'LEFTMOUSE', "value": 'PRESS'},
        {"properties": [False, "best", True, 100, False, False, False, 1, True]})
    )

    # bpy.ops.mesh.looptools_circle(custom_radius=False, fit='best', flatten=True, influence=100, lock_x=False, lock_y=False, lock_z=False, radius=1, regular=True)

    def draw_settings(context, layout, tool):
        props = tool.operator_properties("mesh.looptools_circle")
        layout.prop(props, "custom_radius")
        layout.prop(props, "fit")
        layout.prop(props, "flatten")
        layout.prop(props, "influence")
        layout.prop(props, "lock_x")
        layout.prop(props, "lock_y")
        layout.prop(props, "lock_z")
        layout.prop(props, "radius")
        layout.prop(props, "regular")

def register():
    bpy.utils.register_tool(MyTool, after={"builtin.scale_cage"}, separator=True, group=True)

def unregister():
    bpy.utils.unregister_tool(MyTool)

if __name__ == "__main__":
    register()

Although it just gives bunch of errors.

Traceback (most recent call last):
  File "\ui_tool_simple.py", line 45, in <module>
  File "\ui_tool_simple.py", line 39, in register
  File "2.80\scripts\modules\bpy\utils\__init__.py", line 795, in register_tool
    tool_converted = tool_from_class(tool_cls)
  File "2.80\scripts\modules\bpy\utils\__init__.py", line 792, in tool_from_class
    cls._km_action_simple(kc, context_descr, tool_def.label, keymap_data)
  File "2.80\scripts\startup\bl_ui\space_toolsystem_common.py", line 317, in _km_action_simple
    keymap_fn[0](km)
  File "2.80\scripts\startup\bl_ui\space_toolsystem_common.py", line 52, in keymap_fn
    keymap_init_from_data(km, keymap_fn.keymap_data)
  File "2.80\scripts\modules\bl_keymap_utils\io.py", line 231, in keymap_init_from_data
    for (kmi_idname, kmi_args, kmi_data) in km_items:
ValueError: too many values to unpack (expected 3)
Error: Python script failed, check the message in the system console

If I delete draw_settings, it will let go - no errors, but when I press newly created button nothing happens. When I hold mouse and drag it only moves selected faces.

PS. Commented line meaning:

    # bpy.ops.mesh.looptools_circle(custom_radius=False, fit='best', flatten=True, influence=100, lock_x=False, lock_y=False, lock_z=False, radius=1, regular=True)

Is what python console says is being done when pressing shift + ctrl + c (as a hotkey from keymap)


texts: Windows 10 with Blender won't change gpu percentage during rendering

texts:
I have built a new Desktop PC with an unactivated version of Windows 10 to run with Blender and haven't gotten it to fully work yet. I've downloaded the latest Nvidia drivers from Nvidia's GeForce Experience and updated Blender with CUDA and GPU Compute. I've even added Blender to Nvidia's Control Panel to make sure it was working there. I also have the OpenGL file in the Blender directory to make sure that I have OpenGL.

When I first open Blender and try to render out the basic scene with the generic cube with lighting and the camera, Blender works fine. As soon as I go back to Blender from the UI window Blender is slow as can be and is lagging for seconds just to change from the top view to the front view. This is not even close to what I want to do with Blender.

I've tested the rendering scene with the task manager to make sure that the CPU isn't rendering the scene and that the GPU is rendering it with GPU Compute but there's no percentage change for the GPU during the rendering phase that the task manager can tell. The CPU is still going up in percentage like it's still taking the full load. I'm not even sure what's up with Blender. I know for a fact it's running the GPU during the rendering scene for all the tiny rendering squares but something else is not working and I can't seem to find out why.

Does anybody know what would cause Blender to be so slow and lagging after a rendering scene like this?? Also does anyone else notice if their GPU percentage goes up during their rendering phases?

I'm at a stand still and don't know what to do next. The components I'm using on my PC are: Intel core i5, ASUS PRIME Z270-A, a ASUS Dual Series GEFORCE GTX 1050 and two 4GB Kingston HyperFury DDR4 Memory cards.


texts:
With bpy.props I can assign bool, int, float and string to a custom property. But how can I assign a datablock (bpy.types.ID) object (lets say a material bpy.types.material) to a custom property?
Background
I create >1000 curve objects with a python script. For each curve I would like to store a list of materials (from other objects that these curve interacted with during creation). Later on  I want to manipulate the curves depending on those materials with a script running on bpy.app.handler.frame_change_pre.


texts: Need help flipping multiple objects in a collection as a whole

texts:
Hi guys, i'm still new in blender and i'm currently trying Hard-Ops non destructive modeling, i have an issue on mirroring a collection as a whole, if i try "right click -> mirror" it will mirror based on each of the objects individual origins (which is a mess).

I also tried putting the origins to the head and ctrl+m to mirror it but it still ends up super messy

Below is an attempt to mirror the objects by 3D cursor as a pivot point

How do i mirror them as a one whole object? i've been scratching my head this whole day haha, any insight will be much appreciated :)


texts: Different Z Pass values given by Eevee and Cycles

texts:
Problem

I've been reconstructing point clouds from blender's Z-pass outputs; saving to .exr to capture the full detail. I've noticed that when I use the EEVEE engine flat surfaces are reconstructed flat - but using cycles the same captured Z pass includes radial distortion even when accounting for the camera intrinsics.

Linked Images

Cycles Z pass to point cloud Eevee Z pass to point cloud

At this point I'd be assuming that Eevee is taking Z distance from the camera, whereas Cycles is calculating the length of the path before intersection, but I can't find any confirmation of these different behaviours.


texts: How to properly set up physics with door hinge?

texts: I am a newbie with blender trying to create a simple animation where a safe falls on the floor, making its door open when it lands. I tried to set this up by making the cube and the door active rigid and the small rectangle that should serve as a hinge, passive. Then i connected the "hinge" with the "door" and gave a Hinge type body constraint to the rectangle. When i play the animation the objects will not fall, only move away from each other as seen on the picture. What did i do wrong? (i also changed their shapes to "mesh") Thank you all for your answers!


texts: How to position a GreasePencil Stroke via scripting?

texts: I am trying to automate blinking animation via scripting. I can move grease pencil objects, but I need to move a stroke inside a layer (I am using masking, so I can't convert the strokes into individual objects). I couldn't find a way to position a stroke in the GPencilStroke docs. Is there a way to transform strokes with bpy?


texts:
How do you select an entire UV island on a mesh by selecting a piece of the desired island?  Similar to the Ctrl+L for selecting all connecting geometry, only selecting all geometry within seams.

I.E. select a vertex within an island.

And hit some hot-key to extend the selection to the marked seams.

I use this feature all the time in 3ds Max, so I can unwrap a piece at a time. It would be a huge timesaver to be able to do this in Blender as well.


texts: How to make a charachter and/or car move on button press

texts: i would like to know how to get a object to move when you press a key, such as getting a car to move when the up arrow is pressed. I am relatively new to blender, but i hope to get into the animation/ game engine side of things soon.


texts:
I'm new to blender and I am having a hard time setting up my mouse camera controls properly.

I have set:

Selection to left mouse button.
Set 3d cursor to middle mouse button.
Rotate view to right mouse button.
Move view (panning the camera) to button five.

Now everything works in object and edit mode, but as soon as I use the scale or grab (translate) tool I can no longer rotate or pan the camera. Right click actually cancels the tool. In knife mode I found a setting to disable right click cancel (which allows me to rotate), but I still cannot pan the camera.

Does anyone know how I can fix these? Its making it rally hard to practice.


texts:
I'm trying to model a 'super egg' in Blender. https://en.wikipedia.org/wiki/Superegg

When sweeping the curve, the formulas for X and Y should be

X = abs(cos(t)**(2/2.5)) * sign(cos(t))
Y = abs(sin(t)**(2/2.5)) * sign(sin(t))

I'm having trouble translating those into the format that Blender wants.

I assume that it's Python syntax, so first I tried to solve that there doesn't seem to be a 'sign' function.
So I added this in the 'A helper function'

0 if cos(u) == 0 else -1 if cos(u) < 0 else 1

When I then put abs(cos(u))**0.8*a into the formula for X, Blender gives me the error message TypeError: 'NoneType' object is not subscriptable which I can't make sense of.

Any help will be appreciated :)


texts:
I want to define two different UV maps for one object.  One will have the nodes pushed around to match features in an image for dents and scratches, intended to affect the displacement of the material.  The other provides color, a pigmentation pattern, and mapped in a way unrelated to the scratches/dents.

I found how to create multiple UV maps by going into the mesh properties, UV Maps, and click the + button.  I have pushed nodes and am convinced I have two separate UV maps, named ScratchyUV and PigmUV, each arranged on its appropriate image in the UV/Image Editor as I like.

For the material, I have two Texture Coordinate nodes. One feeds an Image Texture for the scratch/dent image, which feeds the Material displacement input.  It actually works!  Yay.   The other Texture Coordinate node goes to a Diffuse Shader and that goes to Material surface.

Where I am stuck: How do I choose which UV map gets used for which Texture Coordinate?  What would make sense to me is the Texture Coordinate having a list or something to choose a UV map.  This is probably all wrong, but I have nothing better than guesses!   What is the trick to choose UV maps in this kind of setup?

I could show a screenshot my nodes setup, but there's a lot of extra stuff for tweaking the details, and it's not as I described.  What I described should be enough for the purpose of the question, though.


texts: Freestyle Line Style noise modifier not working

texts:
Solved. I recently started learning Blender and I was playing with the Freestyle option with Suzanne. I would like to achieve a "hand-drawn" effect, so I added a 2D offset type modifier to Freestyle Line Style and a noise modifier to each of its parameters. The idea is that the lines should change a little over time. The problem is that the parameters are not affected by the noise and I cannot find the error. The rendered images are always the same, am i forgetting something?

My file: https://drive.google.com/file/d/1bS_uk2HDjP6GwhqvwVlYHEG8E4wmzQq1/view?usp=sharing


texts:
I'm trying to add a bump map with logo to noise texture Bump map.

I have a bump map created with Noise texture and then on top of that I want to add my bump logo (which also has it's own color on it.)

Is it possible within one material?


texts: Change value of material emission strength from Python console or script

texts:
I need to programatically modify the value of Material > Surface(Emission) > Strength

When I change this value manually the output is: bpy.context.space_data.context = 'DATA'
bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 1.2

But this command produces an error on the console:

>>> bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 2
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'

I also tried accessing a surface attribute of the material but this doesn't work either:

>>> bpy.data.materials['light_emit.002'].surface
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Material' object has no attribute 'surface'

Besides, where can I find the api reference to try solve these problems by myself in the future?


texts:
A search for this question does yield results, but nothing seems to answer my immediate question
I'm attempting to create an unrolling paper effect. https://photos.google.com/share/AF1QipOJLQwJKl5kPz_u32ITar5pH1fHledZwGiK-zAFVxAMh1iVTyR0ySe7qrJobsRBuA/photo/AF1QipNTPhU6WZPO_v3jr_KiiOGUayLtaYkls4HfZjPz?key=VHV2WER5bm5mUkhneHVpemNUeWRSaUZFZWFLMTJn
(ignore the video quality. no time to locate a decent screen capture program--I can do that later)
I've found a couple of tutorials, but the ones I can easily follow don't quite give the effect I need, and the ones that do what I want have no audio or are very tough to understand and move too quickly--one was from 2008.
This tutorial is the old one. It does what I want, but I can't get mine to act the same. https://www.youtube.com/watch?v=s5TJEyHcB_E
This one is a good tutorial and easy enough to follow, but I don't want the wooden handles. It nearly does what I need. https://www.youtube.com/watch?v=Aes92iyzFWA
And this guy also does basically what I want, but he moves too fast and doesn't explain anything. Difficult for me to follow at this time. He goes into drivers or something. https://www.youtube.com/watch?v=e428c7Jg96U
I've (hopefully) attached a quick clip (first link above) of what I'm trying to do; I've got the scene set up with an Archimedean spiral, and moving the spiral along the X axis the paper rolls up and unrolls.
I set the spiral location for key frame 1 and 100 and when animating the spiral moves accordingly, but the roll of paper either just sits in place, or mysteriously starts crumpling in place.
I'm likely missing something. Thanks in advance.
I'm running Blender version 2.81.16, Windows 10 64 bit
Please be simple with your answers, I'm still learning. Yes, I'm a noob ~ but hey, we all start at the bottom. ;)


texts:
I imported a model from a game that already has it's own weighted armature.

I was wondering if there is away to use that armature to rig the model to use in Blender.

I've spent quite a long time looking up how to do but, I haven't been able to find a answer.


texts: I accidentally open the second timeline widow. What's worst it is moving simultaneously with the properties tab. My question is - does anyone know how can I close this window. Here you is what my problem looks like


texts: Relationship Between Rigid Body Colliisons and Animation Keyframes

texts:
I am working on an animation consisting of a pool ball being struck by
a cue stick and then picked up by a mechanical mechanism. I get can the
sequence of the collision and the animation of the crane to work. However,
when I change the LOC/ROT of the crane keyframes, the cue ball jumps up and the
collision no longer works. Not sure how they are related to fix. Thank You.


texts: Is there a way to solidify model only when it explodes to pieces?

texts: If I apply Solidify modifier it changes the model look in general, I only want it to have volumetric pieces when exploded.


texts: Using the knife tool on a plane (mesh) makes the cut incorrectly connect to the vertices irregularly

texts: I am a blender newbie and have been trying to figure out how to correctly cut a plane so I can mask a foreground object in my project. Whenever I use the knife tool to make a cut into the plane, points connect with the top vertices of the entire plane which messes up my cut. Even if you don’t understand my specific problem, walking through how to cut this step-by-step would be greatly appreciated!


texts: Shrinkwrap Modifier Doesn't Conform After Having Geometry Follow Profile

texts: I'm trying to retopologize a flower stem that I sculpted.  I am applying a shrinkwrap modifier to a circle where I close follow the geometry and then as I understand it, the shrinkwrap modifier should conform to the original mesh.  It seems to be conforming decently but it is super blocky and isn't smooth.  I thought it might have to do with the fact that the sculpting underneath isn't smooth enough.  What're your guys thoughts?  I'd be curious to understand what is going on "under the hood" with the modifier and triangles (and their normals) from a mesh sculpt.  Here are the images, the first one shows the blockiness of the wrap and the 2nd one shows my sculpt:


texts: Is it possible to change sharp edges beeing displayed over seams, like in the 2.79? Right now in 2.8 seams are on the top of the sharps.


texts: cannot see the geometry of the imported stl file

texts: I am a newcomer to blender and this is my first question. When I tried to import an stl file into blender using the import function it takes some time to load the file and then shows me only the default cube only (but it displays the number of triangles and vertices in the top right corner) . I have even tried to change the scaling but there is no use. can somone please help me?I am not sure of whats going on.


texts: Several add-ons throw error "DLL load failed. %1 is not a valid Win32 application."

texts:
Known add-ons with this issue are Tissue, RetopoFlow, and XNALara/XPS Import/Export.  I am running Blender 2.79 on Windows 10 64-bit.  I have also experienced this issue in 2.78, but not in 2.77.

Edit: This also occurs when I try to switch themes.


texts: How to apply transformations to empties?

texts:
In Blender 2.81, I have a linked collection, and I want to apply a transformation over it. In the UI I just select the empty , so when I scale, translate or rotate the empty the liked data experiences the transformations too.

By the other hand, to do it with bpy, for objects is:

# object.type = 'MESH'
object.data.transform(transformMatrix)

But when I try to do it over an empty type:

# empty.type = 'EMPTY'
empty.data.transform(transformMatrix)

I get the error: 'NoneType' object has no attribute 'transform' because the empty's data property is None.

Is there a way to apply the transformations over empties? If there isn't how can I archive the same results?

  I need to keep the collection linked because the source file changes quite often.

Thank you.


texts: Getting really fine details without taxing too much VRAM?

texts:
Alright, so I've used Photoshop to create a displacement map for some tire tracks going off trail (A crashed truck)

Blender registers this fine using this node setup:

I also have Displacement set to "True" in the material settings (So it actually displaces the geometry of the mesh, not just a bump map).

Now I am trying to figure out how I should SubSurf it. I've watched BlenderGuru's video on using Adaptive SubSurf modifiers, which seems like a really convenient way of achieving what I'm going for. Using the following settings produces the following results:

From what I know, having the dicing scale set to 1px should subdivide the mesh again every pixel, correct? That should mean a perfect output, right? So why does the one simply using a SubSurf of 5 look better?

Right now it almost looks like something out of the Lego Movie. I guess it could be the displacement map, but I don't think that's the case because the displacement map is 4096x4096, and I blurred the displacement map to avoid jagged edges this seems to produce.

I've hit a wall. I have 6GB of VRAM (GTX 1060) and 8GB of RAM, so I need to be conservative with my geometry. If anyone want's to look around and see if they can find a solution, I've included the .BLEND:


texts:
Tutorials for simple objects like Railway wagons etc
Further to above thread. I have downloaded Blender 2.92.   Instruction readme says to right click the executable file.
What is this file called and what extension ?  on Linux Mint 17.       Should I be using 2.80 instead? Where is 2.80 to download (comes up with 2.92 when searching.
Thanks


texts:
I want to draw parking space as shown below

for me, perhaps there is two ways for doing this, one way is to draw a very big plane for the parking lot, and then draw the smaller plane as the individual parking space, however in this way, how to make the white parking lines or just use the texture ?

another way is just to draw a big parking lot and draw the lines on the parking lot plane.

as a beginner, i don't know Which way is the better way.


texts:
I'm trying to do a led panel in Cycles. The "leds" have a Image displaced by object position.

I would like to filter te color of the led if in the object-material is more or less white region, to get the pixel effect.
The mask-image is a black and white jpg.

Any idea?
Thank you!


texts: I have a 39 frame walking cycle from Mixamo and I want to keep looping it through but not where he keeps going back into his first position. I am very new to character animation in Blender so I really can't find how to do it. Thanks!


texts: Rendering shadows on transparent background / converting model from cycles to internal render

texts:
I'm trying to render a model over existing video footage. So I need to render the shadows on a transparent background so it can be superimposed on the footage. I know there is a way to do this in the blender render and not cycles but I'm getting stuck with this file. I can't get the model of the building to show up in the render, I think it has something to do with me converting this from cycles. And I can't get any shadows to be cast at all. I've attached a link to the .blend any help would be greatly appreciated, thanks.

Blender File


texts: Parenting problem on front axle: need too many parents

texts:
The important parts here are the large middle piece, the axle, the two pivots that allow the wheels to steer, between the axle and the tires, and the tie rod between the two pivots. The pivots are children of the axle. Here's the hard part: the tie rod needs to be the parent of both the pivots to keep the tie rod in place, and to cause both pivots to move together.
One parent can have many children, but one object can only have one parent.
So, how does the tie rod keep both pivots together?
This is all in Logic Bricks, without python or animation, please.


texts: How to get Unity3D to work with curve on tank track? (unapplied)

texts:
I have this belt

and it rotates by translating the object on the y axis, but that doesn't work in Unity. In Unity, since the curve is unapplied, it translates instead? also it is below the ground as well.


texts: How to accomplish realistic piles of dirt in Blender?

texts:
Got a question about how to accomplish realistic piles of dirt in Blender. Look at the design sketch below. See the dirt falling from between the cracks of the fingers?
I remember seeing this add-on a year or so ago but I forgot the name and couldn't figure out the right keywords to search. It did something like randomly drop particles where you wanted them. In the demo they were dropping fruit in a bowl I believe.
My main questions.

How should I approach the piles of dirt? I tried experimenting with a particle system and couldn't get the piling up effect. Should it just be one object with a dirt material? It needs to be quite realistic for my client.

Same question with the dirt in the hand. I imagine it could just be a textured object but I'm worried it will look bad towards the bottom as it becomes falling particles. However if I fill the hand with particles that's a LOT of data.

I think you get the point. I need help wrapping my head around how to best approach the dirt in this design where realism is the goal. Thank you!


texts: Is there a way to map the frame rate to keyframes?

texts:
Is there a way to change the frame rate during an animation, using keyframes?
i wanna try making certain actions with different frame rates (close ups with 24fps while more action heavy shots take 12fps) without having to render the animation multiple times then stitching footage together or making a different project entirely.


texts: Blender is undoing my progress for no reason and I don't know why

texts:
I'm sorry for all the questions I keep asking here but I don't often use it for what I'm doing...

I'm sculpting a figure right now and I notice blender keeps undoing my progress. And no, I am NOT hitting the undo button. I will reiterate again I don't really know what I'm doing, and if you tell me about a certain function, there's a good chance I'll have no idea what you're talking about or how to get to it, or do it.

I'm probably doing SOMETHING wrong, I'm sure. But I will go through what I have done exactly.

Recently it was just a simple issue with the head. I go to my sculpting brush. I turn on Dyntopo becuase idk why, it seems to help. For instance, I am trying to make ridges in a torus and as much as I try it seems like nothing happens until I use Dyntopo. I check off smooth shading. I have most of my stuff in smooth shading so I can see what it looks like. For the head it was simply using the subtract draw brush to put holes in ears. I would go back to smooth shading. I would finish what I was doing in smooth shading so I could see what I was doing. I would switch to another body part. They're all in pieces right now. It helps me. The head is fine, until I come back, and suddenly the ear holes are gone. No undoing. They're just gone and they're gone at random.

Now, it happened again only it set me back a lot farther. I did the same thing as above. I was using subtract draw on an object. It was fine, and all the other things I'd done the same on were fine too. When I copied it I suddenly realized it had erased all that progress. It was gone on both sides, not just the one I copied.

I don't know why this keeps happening. I read something about applying modifiers and how that causes issues but I haven't done that at all. I'm just sculpting, simply; that's it. So why does this keep happening?


texts: How to get random color variation on a single mesh?

texts: I am trying to get color variation and to bake it in a single mesh but the Object Info Random only works if i separate the meshes. Is there an alternative way to get the same result with the meshes combined, they aren't attached between them.


texts: What would be the proper lighting technique for my scene

texts:
I have created a scene in which a spaceship is under gunnery fire from laser bolts. The ship is surrounded by an energy shield which glows when the laser bolts impact it. The bolts are a particle systems. On eevee 2.81 render, the point light illuminated the glowing shield but the ship itself is quite dark. In fact, the shields glow too bright. What would be my next method to properly light up this scene? One which would brighten up the ship and shields without blowing out the shield glow? Thanks

OK I have answered my own question it would appear. I deleted the point light and added an area light instead and the details of the ship show up as in my 3rd image. I will play with the bloom settings in order to get the impacts bloom under control. All good here. Question can be closed.

Danny


texts: An easy way to remove all children in a parent-child relation?

texts: I have some parent-child relations with the Blender objects that I'm working with, to make the things cleaner. Now I have an object with all its children that I don't want any more, the object specifically is an empty and the children are some meshes, there are a bunch of them and I'm looking for an easy and fast way to delete them all to avoid select them one-by-one. Maybe some python script?


texts: Is there a generic way to lookup what a hotkey/shortcut does under current user prefs?

texts:
Example: today I worked through a tutorial where the person running the tutorial casually said "And now we'll double tap R..."

This is easy enough to follow, behaved as expected, and I can see that the behavior is different from just hitting R once and rotating normally. I am not sure what the nature of this difference is, though, and would like to be able to look up in my Blender interface: what action/behavior is currently mapped to the key combination "double-tap R"?

Is there a generic way of doing so?


texts:
I have this mesh(pic1) and i want give arc on sides(pic2) except bottom side. I tried bewel(CTRL+B) but some edges messed up(pic3). Then i added a line between edge lines and applied ALT+S but for sure it scales bottom too. So do you have any practic idea for it ?

pic1

pic2

pic3


texts:
I already have a dog texture image and is placed on the dog model but I want to color one of the eyelids of dog to greenish

what I want to achieve is this like one of the eyes should be green like that


texts: Can you make a node socket entirely transparent?

texts:
I know you can set a node socket's fill color to anything color, but can you also set the stroke color to any color too so that the socket is completely invisible?

The need for this feature is really prompted my need to use a "dummy" sockets to insert spacing between other sockets in a node in order to separate input sockets visually in a group of inputs belonging to a set. (see attachment). My node makes sure this dummy socket cannot be linked to other nodes, but it would be nice if I could make the socket nodule be completely transparent not just the fill. (in the attachment you can see the separator sockets show the outline of the socket nodule).

Note: of course if the node API would allow inserting separators between sockets such feature to make the nodule 100% transparent would not be of use in this case.


texts: Shapekeys - Meshes have same number of vertices but still get error "mesh must have same number of vertices"?

texts:
Alright, I had 2 identical meshes and slightly modified the vertices on one. I need to join the other as a shapekey on the first. So I decimated one so it has exactly the same number of faces as the other, as measured by decimate modifier.

Yet when I do the "Join as shapes" shapekey option, I get the same error  "mesh must have same number of vertices".

I have applied the decimate modifier. What is wrong here?


texts:
my drawing tablet's pen has two end - one works as a pen and the other one as eraser. thing is, Blender can't do anything with Eraser end - i've read it is supposed to work as Erase Alpha, but it does nothing but displaying red circle and a dotted line around it while attempting to draw. it also doesn't change anything about the brush settings.

so, is there a way to either prevent Blender from changing Eraser end's mode or select what mode will be used?

drawing with the "normal" drawing end:

drawing with the "eraser" end:

both screenshots were taken while pen was pressing on tablet


texts: Typing G+X or R+X is not working. Instead is asking me if I want to delete

texts:
When I hit GX I'm expecting movement along the $X$ axis by an amount I type in.
Similarly, I'd expect RX$90$ to rotate the selected object(s) about the $X$-axis $90$°. Instead, the $X$ is taken as a delete command and I get a dialog box asking if OK to delete.
Is this a change in Blender or am I doing something wrong? I'd really like to be able to type SZ and a number or RX and a number.


texts: What I should put on Sensor Width when I tracking the Camera?

texts: I am tracking the camera on a scene but I don't know which is the Sensor Width. I recorded the scene with a Xiaomi Redmi Note 9 Pro, but when I search about cellphone's sensor width; it give that the sensor size is 1/1.7. And I don't know what this mean, and what I should put in the Sensor Width.


texts: Mesh gets deformed after parenting with automatic weights

texts:
I've been trying to attach this character mesh to an armature using Armature Deform with Automatic Weights, but after setting the weights, the character gets its limbs shifted strangely (wrists turn up, feet come together) even though I haven't touched the pose. I'm new to character modeling and rigging, so I'm not sure if I'm missing something.
Mesh After Parenting

Original Mesh


texts: I am wondering if it is possible to have a bit of code run whenever an object is deleted. Looking around I haven't seen anything that really suggests that it is possible except for maybe a modal operator. Is it possible, and if so how would one go about doing it.


texts: Using Python to programmatically bend a box

texts:
I'm trying to write a script that uses bpy.ops.transform.bend and am running into context issues.

I'm just learning the api but it seems like the command requires some sort of UI interaction/context to be able to be performed.

I've read elsewhere that some of these operations can be overridden, and I'm wondering if it's possible to do so for the bend operation.

I'm trying to use this code:

bpy.ops.transform.bend(value=(1.10023,), mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

Result:

RuntimeError: Operator bpy.ops.transform.bend.poll() expected a view3d region


texts: How can I increase reference image quality?

texts: How can I increase the quality of reference images in Blender 2.8? The image I downloaded for reference is high quality, but after importing it as the reference image, it appears blurry when zoomed in. Is there any way to increase the image size in Blender?


texts: How do you merge two faces that are connected by two differently sized edges?

texts:
I am trying to merge/dissolve these two faces, but so far any option just removes the central vertex and dissolves it into an "average" face. How do I just merge them as if I removed the intersecting edge only?
Reference:


texts:
Autosave has been very reliable and saved my work many times but today I noticed that all autosaves are gone. All I have is quit.blend and copybuffer.blend. I haven't changed my settings.

I cheeked this question and everything seems to be setup correctly.
Autosave don’t work in 2.8

The only major thing I can think of is an Windows Update from yesterday.
After working some more with Blender today, it seems that autosaves are generated but then they disappear. So maybe it has something to do with Windows rather than Blender itself.

My system
Windows 10 x64 bit
Blender 2.82a


texts: I'd like to turn mesh like top one into somethine like bottom one. Is there any better way to do that than selecting edge loops and scaling them vertically/horizontally to 0? Something more automatic


texts:
I am trying to model this:

The part that is giving me trouble is the small bolt shaped safety valve on the bottom section.

It's a hexagon so I could model it alone by using a six sided cylinder mesh.
But I have no idea how to implement this with my existing mesh, which is below:


texts:
am trying to copy the cache sequence modifiers from one mesh to another.
The character with shaders and the character with the alembic sequence modifiers share parts of their names, example "BODY_GEO" and "AX_EP998_PUN02_ANIM_V010_ESC05_PL018_C01_ALUX_00_BODY_GEO".
my goal is for this python script to select everything with a 'for' that doesnt contain "AX_" in the name, that select all meshes from the shader character, and then i select the matching pair with a nested 'for'
like this:

bpy.ops.object.select_all(action='DESELECT')
for sel in bpy.context.visible_objects:
    if sel.type == 'MESH' and ('AX_' not in sel.name):
        for ob in bpy.context.visible_objects:
            if ob.type == 'MESH' and ('_'+sel.name in ob.name):
                print (sel, ob)
                sel.select_set(1)
                ob.select_set(1)
                bpy.ops.object.make_links_data(type='MODIFIERS')
            else:
                bpy.ops.object.select_all(action='DESELECT')

But that code seems to apply the same modifier to every mesh in the outliner.

if I do this:

bpy.data.objects['BODY_GEO'].select_set(1)
bpy.data.objects['AX_EP998_PUN02_ANIM_V010_ESC05_PL018_C01_ALUX_00_BODY_GEO'].select_set(1)
bpy.ops.object.make_links_data(type='MODIFIERS')

It works perfect, but the name of the mesh on the alembic will change with every shoot so it wont work that easy.

What em i doing wrong, i now that i may have to use a break to stop the second for once finds the pair but i get errors when i try.

Im very new to blender and i know that selecting things is terrible difficult, please help me with this.


texts: FBX files from 3D Studio Max imports with wrong transforms

texts:
Files (in my case sourced from CAD) look ok in 3d Studio Max and Unity, but in Blender, all transforms and origins are wrong (it looks exploded, basically).

I've found two people with the same problems here in the past, but no definitive answer:

Objects transformations wrong when importing from 3ds

FBX export from 3DS Max 2017

Edit: Found another similar question, which I'm guessing this is part of the same issue...

How do I successfully Import a humanik Maya character via FBX

Also, Blender is probably aware, since there's an import option labeled !EXPERIMENTAL! apply transforms, but it doesn't work on any file I tested.

And for the record, Unity imports all these FBX files just fine, and Autodesk's own FBX Converter tool also views these files just fine.


texts:
I would like to change all the normals of selected vertices in my scene to be (0,0,1). I am attempting to do this on a single mesh as a test scenario using the following code:
import bpy

mesh = bpy.context.object.data

selected_verts = [v for v in mesh.vertices if v.select]

for v in selected_verts:
    print(f"Before Vertex Normal: {v.normal}")
    v.normal = [0,0,1]
    print(f"After Vertex Normal: {v.normal}")

When doing this, the value appears to change but the normal in the scene remains unchanged. Using Blender 2.83LTS

EDIT - subbed out the averaging routine for a Vector(0,0,1) - this works for my needs since all my Vectors are either UP or DOWN -
#Evaluate face Normals - if negative - flip
for obj in selected:
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.editmode_toggle()

    bm = bmesh.from_edit_mesh( bpy.context.object.data )

    # Reference selected face indices
    bm.faces.ensure_lookup_table()
    selFaces = [ f.index for f in bm.faces if f.select ]

    # Positive vector
    up = Vector([0,0,1])

    # Calculate the dot products between the Up vector and each face normal
    dots = [ up.dot( bm.faces[i].normal ) for i in selFaces ]

    # Reversed faces have a negative dot product value
    reversedFaces = [ i for i, dot in zip( selFaces, dots ) if dot < 0 ]

    # Deselect all faces and (later) only select flipped faces as indication of change
    for f in bm.faces: f.select = False
    bm.select_flush( False )

    for i in reversedFaces:
        bm.faces[i].select = True
        bm.faces[i].normal_flip()  # Flip normal

    bm.select_flush( True )

    bpy.ops.object.editmode_toggle()

bpy.ops.object.select_all(action='DESELECT')


texts: Problem with 3D printing my blender mesh [Inverted Print]

texts:
So, I have a mesh that I've made in blender 2.8.
When I went to print it / send it to the slicing software, it showed up completely inverted. Inverted as in all the hollow spaces printed but nothing else. The following is the blender image (what it's supposed to look like) vs the slicer img (the inverted mesh). If anyone knows what this is happening / inverted it would be extremely helpful. This is for my school project which is due next week so I'm very rushed on time. Thank you!

(PS. I've checked all the problems that generally occur, even the ones that seemed unrelated but it still doesn't work. Normals are correct, it's a singular object, all modifiers have been applied, etc.)

This is the selected Non-Manifold faces

I've fixed this now, (also there were no interior faces) and I reloaded a fresh STL export into the slicer, and it still happens. Any ideas?


texts: Hi. I have square and ball. Square is Glossy BSDF material, and ball is only ball. I have no reflection in square and it is problem. I want reflection effect.


texts:
I have been using yeti and xgen for hair and fur and they allow users to add multiple scraggle or roughness to the hair.For example a less frequency scraggle to generate some randomness in the hair and a high frequency scraggle to make the hair slightly frizzy.
I know this is not possible with the current hair system in blender but is there any hack to do it??

I know this might sound silly but how difficult it is code to this? I mean can you not copy the code that is there for the roughness and kinda add one more on top of it?


texts: what happened to "import export: cdt total importer"?

texts:
I used to run v2.63 in order to convert .cdt to .stl files.  In the newest version, this add-on doesn't seem to exist.  Is there a way I can add on this add-on?

Thanks in advance!


texts:
I often use Blender to port models between game engines for personal-use game mods, which means I frequently have to rename the bones in accordance with the rules of different game engines.

I already have a script that works perfectly for renaming vertex groups (should I import a mesh without its skeleton)...

import bpy

name_list = [
# old name - new name
['Bip01 Head','Bip01_Head'],
['Bip01 Neck1','Bip01_Neck1'],
## Rest of the list
## Each version of the script has a different list, specific to the game engines I'm porting between.
['Bip01 Finger41.R', 'Bip01_R_Finger41'],
['Bip01 Finger42.R', 'Bip01_R_Finger42']
]

v_groups = bpy.context.active_object.vertex_groups
    for n in name_list:
        if n[0] in v_groups:
            v_groups[n[0]].name = n[1]

... select desired object, run script, all recognised vertex groups get renamed.

However, my attempts to adapt a version that will rename bones instead...

bone_list = bpy.context.visible_bones
    for n in name_list:
        if n[0] in bone_list:
            bone_list[n[0]].name = n[1]

... simply has no effect. (I have also tried with the bpy.context.editable_bones, bpy.context.selected_bones and bpy.context.selected_editable_bones contexts).

There's no errors on the console (although I can definitely provoke errors - by trying to run the script in the wrong 3D view mode, misspelling commands, etc - so it's not that the script isn't even trying to run), and the bone names in the armature definitely match the names in the script's list (I have now copy-pasted some names to check, but the Vertex group version of the script definitely works to rename the matched groups on the associated meshes).

I'm out of my element when it comes to Python in Blender, so I'm really quite stuck as to why this is simply failing to work. Words of wisdom would be appreciated.


texts: Why the knife tool can't be used on some of my faces?

texts:
The knife tool or knife project tool cannot be applied on the faces shown in the screenshot, but they worked on other faces. I've used 'remove doubles' and 'recalculate normals' on my model but that doesn't solve the problem. Any help is appreciated :)

Model Download Link : Here (A circle was placed in front of these faces for knife project tool testing)


texts: Displacement modifier texture not matching color texture

texts:
I'm trying out the displacement modifier for bump mapping, and I'm stuck with a problem. The displacement texture doesn't matches my color texture, and I can't find a way to resize it too.
Here's how it is looking like:

I'm having troubles resizing it too. I've tried resizing the UV Map, but it only changes the color texture:

Technically I could resize them with the mapping controls, but they use different units so I would have to tinker it by eye.

So how do I get the displacement texture to match the color texture position and size? They were generated on CrazyBump, by the way, so they're not different sizes or anything.


texts: Why are the python style modules of freestyle not working?

texts:
I downloaded and tested the example from several links, including the freestyle official page,

but it did not work at all.

official page of freestyle,
blendswap,
freestyleintegration

However, the examples written by dfelinto on this github worked.

github

What is the difference between the both? Did Blender lose compatibility with freestyle API while version up?


texts:
I want to make a procedural planet shader in cycles, and I want to for example have some poles at the z+/z- direction and some deserts in the middle (equator). Is there any way I can get the actual coordinates (esecially the Z- one) in the node setup.

Thank you


texts: Does anyone know of a way to set a smoke/fire's emitter be hair strands. The end goal of this is to have a horse's mane and tail to be on fire.


texts: How to render a background image correctly?

texts:
I have followed this tutorial:https://www.youtube.com/watch?v=ua7K4HvbfzA

And everything looks great in rendered view. But when I rendered image, it rendered the object first but put the background image in front of the object in the end. So what I could see after rendered image was the background image. Does anyone know what I ignored or what happened?


texts: So I accidentally deleted the Elysium theme with the minus button in blender preferences. Is there any way to recover it?


texts: Model faces seem to appear in a random area after extending

texts:
Sorry if this has been asked before.
When I extend a face or point, some of the pieces appear as if they have been ripped/removed from the model and randomly placed in the work area, but can't figure out what is causing it.


texts: Problem Trying to Bake a Normal Map To Access Blue Values of the Normal Map

texts:
I am trying to bake a normal map for this object but it isn't working.  I am basically trying to add dust to an object by just accessing the blue values (the values that are upward facing on the normal map so that I can add dust just to the top of the model) through a separate RGB node once I have a normal map as shown in this picture:

I am not trying bake from high poly, to low poly, rather just trying to create a normal map for the object itself.  I included the UV unwrap I did and the image that comes out after I bake is completely blue which would suggest that my model is at the same angle as the normal map that's trying to be created but that's impossible because of how spherical my object is.  Any thoughts?

Thanks!


texts: I'm following a tutorial to make fog in my scene. I've tried adding both the principle volume and Volume scatter node to the material output. neither generates fog in the render view or lookdev. It also appears that my volumetrics tab doesn't have a checkbox to turn it on or off like the tutorial says to click. Am I missing something here?


texts: How i will able to close these windows at right. please give me a answer.


texts: How do I give the 2D cursor specific coordinates in 2.8?

texts:
In the UV Editing Workspace in Blender 2.8, many of the features present in Blender 2.79's Image Editing Panel no longer seem present.

How do I type in specific coordinates I want the 2D cursor to be? How do I return the 2D cursor to the origin? How do I snap the 2D cursor to a specific vertex?


texts: Have rigid body animation only rotate and not translate

texts:
I am about to create an Animation of a cloth-hanger, which is meant to become a »real« one, because it should be a rigid body in a physic simulation. The cloth-hanger should hang a real one does and its behaviour should come relatively close to reality. Please see the image below, to get a better idea of the idea behind it.

Here are some details of the model:

Question:

I am trying to join the hook and the bar in such a way that the bar can rotate around the hook, but not translate. So my first question is: How can I establish such a joint?


texts: No sound after export blender game in .exe? How to export with sound?

texts: How to export blender game in .exe with game sound? I created a basic game but it exported with no sound.


texts: why the options to modify a primitive are grayed out in blender 2.75?

texts: In blender 2.74 I can add a circle in object mode and change the number of sides, but in 2.75 I can't. I have to add the circle,enter edit mode and delete it, add it again and then i can edit. I add objects every second, I feel like I waste a lot of time. Is there a way to go back to the old behaviour?.


texts:
Just wondering about Blender AN workflow. Normally I have original mesh and do something and output as NEW mesh.

Wondering, if I actually plugging in whatever process back to original mesh, is this actually possible?

Say, perhaps I am pushing the vector of Suzanne head... the output currently is the NEW Target object.

Is there a correct way to do this?


texts: Why are some materials not showing up in Solid view?

texts:
I have been having a lot of trouble getting materials to show up, not just in solid view, but at all. I have gone through a large number of versions of this file and thought maybe something got screwed up somewhere along the way, so I deleted all the materials and started rebuilding them. But the problem shows signs of returning, as now one material is visible in solid view, but as I create more they are only visible in material or render view. They are just basic flat colors.

I don't know a lot - I've been switching back and forth between Blender and Cycles Render as I've been building this. Could that be the issue?


texts: Cell fracture causing additional non desirable geometry. How to fix?

texts:
I'm trying to use Cell Fracture addon to 'break' simple building model but it causes additional geometry which makes model very ugly.
Original model:

After Cell Fracture:

I understand it is something wrong with my model because other models I tried works well. But what exactly wrong with it? I applyed location, rotation and scale but it not helps at all. I also tried to triangulate the model (previously it helped me to resolve UV unwrapping issues) but it also not helps. The .blend file is uploaded here.
Thanks in advance.


texts: Cloth simulation weird behaviour - Blender 2.8

texts:
im trying to do some cloth simulation in blender 2.8, and everytime i check self colision option my cloth automaticly deforms to extremly wrinkled something.

Note: It only happens when i use self colision, and everything works just fine in blender 2.79.


texts: blender 2.9 hide / reveal not working properly?

texts:
I have on various occasions using the latest 2.9.01 version of blender, hidden items in edit mode, then pressed alt + h, to reveal, and a strange thing happens.  The items do not always show again.  Instead when I leave edit mode, items are still hidden also as well as in edit mode, and even the other hidden items do not reveal.  Instead I have to press 1,2,3, to cycle through some sort of hierarchy group-hiding that seems to have occurred, then after this it seems to work again.
Am I pressing something "new" in blender that is different in 2.9 that causes this to happen or is this a bug?


texts: I have seen people do the way I'm doing the texturing in order to create a color for their model. It is where you insert a texture and create a UV on to the texture. An example is at link time 47:45. Why is mine not working?


texts: material issue - how to make blurry/emissive material?

texts:
Ok, I am creating tiny particles (there won't be a ton so doing it manually) to achieve a kind of effect like this per this question: Sun Glow Particles

However this, and in my situation, the transparent material Ive created (with just a transparent BDSF and emissive shader mixed) has a hard edge. This doesnt get the desired, soft particle effect I want:

I want something where the edges of the "particle" meshes are blurred in some places, like if you took a Photoshop brush and erased some parts. I tried volume scatter as suggested but Id like to just make particle meshes.

Is this SOFT bokeh material possible?

What I did:


texts:
I purchased decal machine recently and I've been playing around with this awesome tool. I'm a newbie and want to create small lights (for an instrument panel, like here: https://www.deviantart.com/futuro04/art/Star-Destroyer-Bridge-490010149).
How can I create a shader to make the inner part glow like in the high poly version?


texts:
I used to have a shortcut to toggle 'Display Only' option in 2.7 but in 2.8 that no longer works and I have to click the 'Display Overlays' button manually which is annoying.
Does anyone know how to setup a keyboard shortcut like that?


texts: Hi I'm following the blender guru intermediate tutorial series and am on part 8 where he textures the anvil i am doing everything that he does but the added detail like the bump map just is not showing up on my mesh


texts:
Blender freezes for minutes when i save a project , a render etc ... even if i try to save a simple box the issue is here .
i have a surface book 2 GTX 1060 and CPU I7 , blender was working nicely until recently .
Does anybody has an idea ?

thank you .


texts: How to delete the dot (face) in a middle 'blender guru anvil

texts: Dont know how to delete this thing, there's a face or dot showing in the middle and I think this is the reason why my model look like ugly when I turn submesh


texts: Why Florish animation in Animation Nodes doesn't work in this case？

texts:
I tried Florish animation with AnimationNodes.
I tried two methods and one succeeded and the other didn't work.
But I don't know what makes this difference.
I think it's in how to use Object Instancer, but I wasn't sure.
I want to study for the future.
I'll attach a .blend file, so if you notice anything, could you please let me know?


texts: How do I position my instance empty for collections?

texts:
So today I am working on a huge warehouse scene so I need to be very efficient with my geometry and obviously instancing will be a huge help.

I want to place the empty that represents the collection neatly over the instanced object, but instead that empty wants to be in a totally different location which does not look very clean.

I have tried applying the location, setting it from the world origin, resetting the origin point for the base object and I can't figure it out.

What I want is in the second image. (keep in mind the second image is just an empty I placed over the lockers to give you a visual for what I am trying to achieve )

Seems like there should be a simple way to place this thing.


texts: Pen pressure doesn't work in Blender on Ubuntu 18.04

texts:
I'm using a XP-PEN deco03 (awesome tablet by the way). It works perfectly in blender when i'm on windows but pressure sensivity isn't transmitted when I'm on Ubuntu.

I've confirmed that it works the way it should in Krita using Ubuntu 18.04 so I don't think it is HW, OS or Driver related.

Anybody got an Idea?

Thanks


texts: How can I make certain vertices unselectable?

texts:
I looked around and couldn't find any answers on this, so I'd figured I'd ask here.

I'm making clothes for my player model and I wanted to know if I can make certain vertices non-selectable, similar to how in object mode you can click on the eye icon and said object vanishes. Is there something similar to that but for vertices in edit mode? That way I can still see the vertices but they won't move if I accidentally click on them.

I read somewhere that pressing H can hide objects but the problem there is that it hides them(obviously) but then I can't get them back so I have to undo it.

This would definitely save a lot of work as I could just make the body vertices non-selectable and then adjust the clothes so it fits naturally on the model(again because I'm no pro and I'm working on a player model for my first video game)

If anyone knows how to do this or in general has any advice to help, it would be greatly appreciated :)

Also because this model is for a game, I cannot upload or share the file, sorry :(


texts: Merge Vertices By Distance causes weird shading

texts:
So I downloaded this Sonic Rush model from https://www.models-resource.com/ds_dsi/sonicrush/model/11250/ and it has some issues.

None of the vertices are connected, and the head has 4 faces for every face.

So I select the whole model in Edit Mode, go to Vertex> Merge Vertices> By Distance.
That fixed those issues, but now the shadows are all in weird places.

I've tried marking the edges as sharp (see Merge by distance messes up shading?) but that only makes it worse.

Q: What can I do?


texts: Shape key and driver Problems Blender 2.8

texts:
I'm rigging a character and I would like to fix spots that weight painting won't fix with shape keys.
But assigning bone as a driver doesn't do anything.
It's controlled by an IK bone and doesn't seem to have any rotation information of it's own.


texts:
So, I recently got into Blender and so far I'm having a lot of fun, even though it's really, really complicated. I've stumbled upon a few problems so far but most of them I have been able to solve. Expect for this one.

I'm testing my skills by trying to make a human, and right now I'm learning how to rig. I created the arm bones so far, but theres only one weird problem that I'm having. When I move the lower part of the arm, The whole human freaks out, as seen below:

Now first I though this had to do with the weight map, but after painting the body like this;

I still get a result that looks close to the previous image. As you can also see in the previous image is that it looks like as if the body exists of 2 inside each other (One part of the stomach stays still, the other one moves). However, when I look in edit mode there are no double edges, so im quite confused.

Does anyone know what causes this? Any help is much appreciated!

My .blend file can be found here:


texts: How to simulate sculpt layers in Blender?

texts:
I'm wondering if there is a way to sculpt some details on top of existing, already sculpted details, and then change the opacity of newly sculpted details? For example skin pores on top of a wrinkles geometry.

It's like working with layers, where you put a layer on top of the layer underneath and then set the opacity individually for each layer. This apporach is used eg. in Mudbox, please take a look at the following tutorial on 8:20 mark:

https://youtu.be/fh0mZcblVJ4?t=503

Does Blender support that approach or is there a clever way to simulate it?


texts: How to get the Controllpoints of the *hull* of a Bezier Curve?

texts:
I am currently trying to write a python script for getting the controllpoints of a Bezier curve. I want to use this points in a game, so I can reconstruct the curve there.

Getting points with a python script is easy, but the only thing I can get are two (or more) points on the curve itself - this is not what I want. A Bezier-curve is defined by controlpoints where only start- and endpoint lie on a curve, and at least one point should be outside of it. Those points also make up the convex hull of the curve.

So my main question is: How can I get the "real" controlpoints of the curve? (Not only the ones with the handles, which lie on a curve).

Additional question: I can get those points from a NURBS-Curve, but can I make a NURBS curve behave like a bezier curve? (When I click the "Bezier"-Checkbox in the "Active-Spline" panel, it doesn't look to me like a proper Bezier curve, as the endpoints don't lie on the curve.

Edit

For clarification, what I would prefer to use is a Bezier curve. What I want for that curve, is 4 control points like the NURBS curve has (= the 4 points of the orange bounding polygon as seen in the NURBS-picture).
(How) can I get those points for a Bezier-curve in blender?


texts: how to move the camera without making the reference background image disappear?

texts: I am modeling something off an image. But I don't know how to move the camera without making the image disappear. How do I do that?


texts: Python - How to Add a Text Field to the UI?

texts:
I'm trying to create a text field in the UI that will allow users to enter a directory path, then press a button to export an fbx file to that path.

The Button creation into the UI works great.  But I can't find information on setting up the text field for users to enter information. I took a try at it, but my setup isn't working for the String text input, only the button works.  What am I doing wrong?  (Page has been update to reflect comments below changes)

    import bpy

class WorthGroupToolsSettings(bpy.types.PropertyGroup):
    file_path: bpy.types.StringProperty(name="File path",
                                 description="Test",
                                 default="",
                                 maxlen=1024,
                                 subtype="FILE_PATH")

class WorthGroup_Panel(bpy.types.Panel):
    bl_idname = "WorthGroupTools_PT_Panel"
    bl_label = "WorthGroup Tools Panel"
    bl_category = "WorthGroup Tools Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        worth_group_tools = context.scene.worth_group_tools
        row.prop(worth_group_tools, "file_path")

        # This creates the button.  Works great!
        row.operator('view3d.export_fbx', text="Export Selected")

I modified my page, it should work but I get the following error message from this code:

class WorthGroupToolsSettings(bpy.types.PropertyGroup):
file_path: bpy.types.StringProperty(name="File path",
                             description="Test",
                             default="",
                             maxlen=1024,
                             subtype="FILE_PATH")

The error message is:

File "C:\Users\WG\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\Blender\WorthGroupTools_panel.py", line 4, in <module>
class WorthGroupToolsSettings(bpy.types.PropertyGroup):
  File "C:\Users\WG\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\Blender\WorthGroupTools_panel.py", line 9, in WorthGroupToolsSettings
    subtype="FILE_PATH")
TypeError: bpy_struct.__new__(type): expected a single argument

I also want to note I also have a __init__.py page and a operator page.  This is what the __init__.py page appears as:

    import bpy

from . WorthGroupTools_op import WorthGroupTools_Operator
from . WorthGroupTools_panel import WorthGroup_PT_Panel
from . WorthGroupTools_panel import WorthGroupToolsSettings

bl_info = {
    "name": "WorthGroup Tools",
    "author": "",
    "description": "",
    "blender": (2, 80, 0),
    "version": (0, 0, 1),
    "location": "View3D",
    "warning": "",
    "category": "Generic"
}

classes = (WorthGroupTools_Operator, WorthGroupToolsSettings, WorthGroup_Panel)

# register, unregister = bpy.utils.register_classes_factory(classes)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.worth_group_tools = bpy.props.PointerProperty(type=WorthGroupToolsSettings)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.worth_group_tools

if __name__ == "__main__":
    register()


texts: Create weight paint brush and selecting it, then adding or subtracting

texts:
How would I select a weight brush or create a new brush, name it " MyBrush", then I would like to ADD. The weight should always be kept at 1
Later I would like to select the "MyBrush", and be able to subtract.
bpy.data.brushes["MyBrush"].name = "MyBrush"
bpy.data.brushes["MyBrush"].blend'ADD'
bpy.context.scene.tool_settings.unified_paint_settings.weight = 1


texts: Good site for written blender tutorials?

texts: I cant listen where im at but im on a computer. Is there a site that is written? I look up on google and all the websites link to videos.


texts: Exporting a GLB file to share it on Facebook

texts:
I have tried "glTF Blender Exporter", "blendergltf" and "glTF 2" to try and export a Cycles model I made to .GLB format for Facebook upload, however nothing I tried worked.

Only "glTF Blender Exporter" seemed to add options in the "Export" menu, but even though I packed my textures, applied modifiers and followed the slim instructions given with it, I couldn't get it to export a model with the textures.

If anyone has made this work, I'd love to hear how they did it!


texts:
I'm new to Blender, using 2.78. I choose ALT + H because all my eye icons are mysteriously gone in my Outliner window, and that was supposed to be how you get everything visible again. But now I have all these little black wireframe globes and I don't know how to hide them (not even sure what they are for). How do I get rid of these in my view? Why did my eye icons disappear? My Outliner window does not have a filter button in its top bar, so I can't filter for the things I want to see. :(

See, no eye icons!


texts: Hotkey to set playhead to Left mouse click

texts:
In the Video Editor (Sequencer), left mouse anywhere used to move the playhead. Now one must click in the frame numbers (since left click now select, which I like) to achieve the same thing.
Is there a way to set SHIFT + left click anywhere moves/scrubs the playhead?
Some research shows change frame but I think that is now gone (can't find it in the hotkey list) How to map “CHANGE FRAME” to mouse right click in Blender 2.80 in the VSE.


texts: Why am I getting different shading on different faces when I merge the vertices?

texts:
I started with a bowl shaped geometry with no top and no bottom.

I wanted to add geometry to the top of this semi-sphere, so that I can use sculpting to mould it to a desired state. Does Sculpting create any new Geometry?.

On bottom side I followed How can I add vertices to intersection of two edges? to add geometry and on the top side I extruded the vertices and merged them to the centre.


texts: How can I set the material properties of a .wrl object exported from PyMol from inside Blender?

texts:
I am starting out with a simple scene involving an antibody in blender. The antibody has three separate segments, each represented as a separate object, each of which I want in a different color, as shown below in the 3D view.

I did this by setting up a simple material for each one using red, green, and blue. In the 3D view it looks fine. When rendered, they are all green. Why?

The protein model was exported from PyMol using a PDB file to generate the structure. From there it was exported to .wrl and imported into Blender using the PDB import plugin. In PyMol it is shown as being green. I have confirmed that the rendered color is set by the export from PyMol. How can the PyMol export settings be overridden from inside blender?


texts: How do I get indices of manually created vertex group via python?

texts: I manually created a vertex group with needed vertices in blender. How do I get indices of its vertices to then create a vertex group with this vertices via python?


texts: When rendering an animation, it only renders part of the animation

texts: When I tried rendering my animation, it rendered the first 50 frames or so, but when I came back to check on its progress, it was rendering and the frame count was going up, but nothing was appearing in the render screen. In the output folder for my render, about 50 images were there, and all of the others were black images.


texts: How to animate an image sequence texture?

texts:
I'm trying to create an animated texture, in this case a lava flowing look on a static mesh.
The 'lava' only consist of 10 frames atm, the texture animation would be looped.
However I have come across several problems.

the textures doesn't update/animate when the i press play?
how to keyframe this? can't seem to keyframe the nodes?
it's suppose to loop when I tick the cyclic option? Doesn't seem to loop.

here is a screenshot of the settings i used on the image node.


texts: Two objects have the same exact amount of vertices but blender says they don't?

texts:
I am trying to either copy vertices from one object to another or transfer weight.
When I do either, blender says the objects don't have the same amount of vertices and is unable to.
Object 1

Object 2

Copy vertex attempt

transfer weight attempt


texts:
I'm a newbie I'm a trying to generate a decent texture using shaders, but I can't make it work.
The rendered image is blurred, as it was in motion, but it obviously is not, it's a simple plane with an applied shaders and the camera if fixed over it.
I tried evee as well cycles, I used f 8.0 and the plane as focus object, but nothing.


texts: Blender crashes hard when I undo modal operations

texts:
I have an operator that when I execute it performs many tasks: It creates primative objects and curves, translates them, sets taper object and materials etc. etc. Some of the tasks are in seperate methods which are called in the execute. The neat thing is that I have set the options like so:
bl_options = {'REGISTER', 'UNDO'}

I can then undo ALL the stuff done by this operator and it works really well. BUT...
I recently changed the operator to a modal operator, so that all the tasks are now done when I click in the 3dview where I clicked and I don't have to go back to a panel-button to execute the operator each time. This works nicely, except that When I try to undo, Blender crashes hard with no warning or error message :-( This is regardless of whether or not the modal operator is still running.
But if I do this:

start the modal operator (this is done in the execute method of the operator)
perform the tasks (clicking in the 3dview)
Stop the modal operator (press 'ESC' or other stuff)
Do some other operation (like adding a mesh cube, moving an object ect)
UNDO (this undos the other operation)
UNDO again (this undos the tasks from the modal operator!!!)

So the undo kinda work, but not right after the modal operator :-| I know this is hard to help with without looking around all of my code, but maybe there is some general (maybe even simple crossing fingers) stuff I need to be aware of when undoing modal operators (is invoke necessary). Any help would be appreciated.
EDIT:
I trid to replace all the tasks with a  simple:
bpy.ops.mesh.primitive_cube_add()
and it still crashed. So it seems likely that it is my modal operator that is set up wrong somehow
EDIT2: I can clarify how the modal operator is set up. I starts with an execute method:
class MY_OPERATOR_OT_modal(bpy.types.Operator):

    bl_idname = "wm.my_modal"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        print("### MODAL STARTED ###")
        bpy.data.scenes['Scene'].modal_running = True #
        context.window_manager.modal_handler_add(self)
    return {'RUNNING_MODAL'}

This is called inside a StartModal() function. This function is set as an update when I change a custom enum in a sidebar panel (dropdown menu selector). This means that I need to override the context:
def StartFlowModal(self, context):

    for area in bpy.context.window.screen.areas:
            if area.type == 'VIEW_3D':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        override = bpy.context.copy()
                        override['area'] = area
                        override['region'] = region
                        override['scene'] = bpy.context.scene
                        bpy.ops.wm.my_modal(override) # THIS IS WHERE I STORED THE OPERATOR (SEE ABOVE)

def modal(self, context, event):

        if event.type == 'LEFTMOUSE' and event.value == 'PRESS':

            if(not modal_check(context, event)):
                print("### MODAL ABORTED ###")
                PostFlowModal()
                return {'CANCELLED'}

            bpy.ops.mesh.primitive_cube_add()

            return {'RUNNING_MODAL'}
        elif (event.type == 'ESC' or bpy.data.scenes['Scene'].modal_running == False):
            print("### MODAL CANCELED ###")
            PostFlowModal()
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

I might be a convoluted way to do modal operator. But it seems to work... except for undo...


texts:
I want to create an animation with a cup falling on a plate.
I encounter this error: https://drive.google.com/open?id=1HWPJKGIEsMbaL5WniwBCojy_XnwbjaAa

Here are my rigid body settings, for the cup and plate.

How to fix that?


texts: I'm still a beginner to 3D modeling. I made this gun and UV unwrapped it and exported it to substance painter. But after baking the textures this weird shading happens. This is my third gun model and this didn't happen before. Can anyone please tell me how to fix this?


texts:
I have been working on a plastic material for a while now.
And even though I seem to be close to what what I want, everytime I render,blender shows me clouds instead of reflectivity.Can anyone please help me out?
This is quite urgent please.
And it even doesn't matter if I change the seed  or the render samples,those clouds still appear no matter what.
Thank you


texts: Whole screen going black after rendering

texts: I'm using Cycles as render engine for rendering image and when I'm rendering it, my whole screen shuts down that I need to restart my computer. I have Radeon RX 480 8GB as my GPU, tried to use Radeon ProRender from plugin but it doesn't have somes functionalities. Is my GPU too weak ? Really don't want to use Eevee.


texts: Why my object looks like this in Object Mode?

texts:
When I am in edit mode it looks like this:

When I am in object mode it looks like this:

Why is this happening?


texts: I have object unwrapped to one uv, i want to preserve all island sizes and their shapes, but pack them separately. I am using UV Shotpacker. I've separated my model to two materials to use them in Substance Painter, but i want each material to be packed individually. Is there a way to separate them for quite a while, pack and get back together? Maybe there is an easier way?


texts:
How to use 3d LUT for strips in the video sequential editor?

I know that there is no such function. But I think it's possible to create an addon. How can this be done? I do not know the blender api well, so I will be grateful for the help.


texts: Is there a way to tilt all points on a curve torwards the center of the world?

texts:
I'm modelling a street around a planet with an increasingly complex Terrain. I used the Shrinkwrap modifier in the beginning which worked well as long as my planet was just a sphere.

By adding more points to the curve and adjusting hights and positions my curve starts to twist in strange ways.

Since I don't see a way to "lock" the tilt of the other points I'm re-tilting points over and over wich starts to drive me crazy.

Is there a way to select all points and tell their Up-Vector to look torwards the center of the worldspace? I know there is the "Track To Constraint" Feature wich does the trick for Objects. But its not working in the Edit Mode.

If anybody could point me in the right direction I'd be extremely thankfull!!


texts: Why does part of my scene get cut off when going into camera view?

texts: When I go into camera view, part of my scene gets cut off automatically. The render tab and shading tab also has part of my scene not visible but the scene is fine in all other modes.


texts: Rendering animation gets progressively slower

texts:
Setup: Blender 2.90, Gigabyte RTX 2060, AMD Ryzen5 2400G 24 GB ram
When I'm rendering an animation the render time per frame starts at about 15 seconds.
But the render time progressively gets slower. After a few hours it's two times slower.
There is very little change in the animation so the render time should be the same for each frame.
When I restart Blender and continue rendering the animation the render time gets fast again. So the same frames are now rendering at 15 seconds instead of 30 seconds.
The problem is that there is a delay before the actual rendering starts. During this delay nothing seems to be happening. Blender doesn't show anything in the status line on top of the render screen. This delay progressively gets longer. During this delay I can hear the CPU fan speeding up. Task manager shows a 10% CPU usage increase.
Memory usage is constant at about 30% for both CPU and GPU.
I had the same issue with Blender 2.83


texts: Line of Bones to Travel and Conform to Curve (Train or snake following path)

texts:
I've searched google extensively on this. Can't seem to find an answer.

I know about spline IK, which is wonderful for conforming a row of bones to a path. But combining the armature object with a follow path modifier causes the point of origin to move, but the bones themselves stick to the beginning of curve.

Ultimately my goal is to make a creature like a snake or centipede follow a curve path, thus animating it fairly realistically ...


texts: What is a best way to organize my own kitbash library?

texts:
I do have assets that I made over the years, and when I need them, I link or append them 'norma' Blender way. However while the list of assets grows it is becoming more and more cumbersome.

There is this awesome kitbash addon, but as my models are more organic, I do not think it is the right tool for the job.

How would you organize your collection of assets to be more productive in your designs?


texts: Objects are not retaining original location in animation?

texts:
I'm pretty new to animation in blender 2.8, as I have not used Blender for the past year or two. I am working on an animation that involves the text of a logo flying around in the air, rotating and changing position as they move around in the air. At the end of the animation, the texts are supposed to come together and form one cohesive word. So, I placed my objects at their final destination, at frame 120, and set a LocRot keyframe to each individual letter. Then, starting at frame 0, I put the letters in random locations with random rotations and put a LocRot keyframe. To see how it looked, I played the animation, however, when I did, all of the letters just moved to one spot, and clumped up on top of each other.  ]3]4]5]6

Here is a link to the original animation I did when the company had a different logo, and I am basically making this same animation for the new logo.
https://youtu.be/WjcO_cZPI3g
How do I fix this issue?


texts: Looking for a way to create details fabric texture(Normal Map)

texts:
This is a really amateurish question but I'm completely lost at the movement. I trying to create a cloth  with a wooly vest. However, no matter how I tried I cant seem to get the result I wanted. I've manage to sculpt and bake the fold to normal,  However, I fail to create the "wool texture/feeling". which lead to this post
How does artist usually create pattern and details such as leather, wool, etc on to the cloth other model?

I've try directly sculpting on high poly model (through stencil) however the details is not consistent.

I've tried merging two normal map together(the one I've bake which include the fold and a wool normal map from the internet), it  a didn't go so well as I've found it is best to bake your own normal then using other. The wool map does "join"  correctly as shown on the image

texture painting heavily rely on the artist skill (which embarrassingly, I'm not at the level on the model) and it is not suitable for the style I'm trying to pursuit. I would like the final to be something like this where at a glance a person could the pattern,texture and the details of the fabric.

Hence, I'm completely lost. Clearly there is way to do it as many have able to create. I just cant seem to figure it out.
The link to my blender file
it contain the mesh,3 normal maps and a node setup for merging N1 and N2 , the following are the name of the maps.
N1: the one with fold only(I acquire through baking from high to low poly) it
is intended to mix with N2.
N2: The normal I found on the internet , intended to mix with N1. If directly use
on mesh, it will not "join" together properly refer to the image above.
N3: I directly sculpt the "wool texture" on to the high poly and bake it to the
low poly, as you can see the details is not very consistent


texts: Why my rendering slows down and stops at an arbitrary frame?

texts:
When I’ve tried to render an animation, the first frame seems to take way longer than it usually does. Then, I return a few hours later, and it seems to have stopped at frame 26 or 31, when usually the render would’ve been finished under normal circumstances.
I’m using the EEVEE engine with all of the render settings how I usually have them, outputting to ffmpeg mp4, perceptually lossless, with the default sampling settings. The animation is 400 frames long and all the physics have been baked.
One thing to note, before rendering in EEVEE, I tried to render the animation in cycles before realizing it was taking too long, so I canceled the render and tried to render it again in EEVEE, changing all the appropriate output settings accordingly. In the past I’ve rendered a few animations in EEVEE without ever having this issue.


texts:
I have downloaded the newest version of Sheep It from the website, but when I launch the exe file (Im on Windows) it says "Extracting __%", and when it finishes extracting it closes and does not do anything. If I go into Task Manager, I see "SheepIt Renderfarm client wrapper" as a background process.
How do I fix this? I have a 64-bit OS.


texts: How to set cursor location, pivot_point in script?

texts:
I am trying to set a cursor location and pivot point with

bpy.types.SpaceView3D.pivot_point='CURSOR'
bpy.types.SpaceView3D.cursor_location = (0.0, 0.0, 0.0)

and I see I am not doing it right. How to do it correctly?


texts:
I have two nested circles which build a ring.

What I want to do is fill the ring and leave the inner circle transparent(I don't want to fill it with another color, I want background to become visible). But when I try to fill the ring, inner circle fills as well.

How can I make the inner circle transparent?


texts: So apparently the textures look weird on the phone model I'm trying to make. I just want it on the screen not on the whole phone. How do you make the image texture stay on one face but not on all faces? Its hard to fix it for me.


texts:
Does anyone know what might be causing this to happen with my renders? It's like part of the material doesn't want to show but I'm using a very basic setup.

It looks even worse with cycles:

My rock looks perfectly fine though on the viewport.

Here are the files for it rock zip


texts:
I rendered my object with a transparent background.

I now want to replace the transparency with a specific color for exporting.

How can I replace the alpha values (= the transparency) to a specific color using the composition node editor?


texts: Why are some items not showing up in my rendered animation?

texts:
I'm trying to make some graphics for a title sequence which involves some 'T's falling down. However when I render the animation the 'T's don't show up and I can't figure out why, can anybody help?

Here is my file http://www.pasteall.org/blend/28870

Thanks :)


texts: Blender 2.8 simple approach to overlaying dirt?

texts:
In Blender 2.8, within the boundaries of a big rectangle I have several overlapping objects (planes and text) to which I would like to overlay a semitransparent layer of dirt.

Will this work?
(a) Create a new plane that with the same dimensions as the big rectangle
(b) Assign a .png image of dirt to the new plane
(c) Position the new plane over the big rectangle
(d) Set the transparency of the new plane as desired

If so, I would appreciate suggestions on how to
(i) make the dirt.png image appear in the new plane and
(ii) set the transparency of the dirt

Thanks in advance!


texts: Where to get blender with the "New Particle System"

texts:
I was watching this video from Default Cube:
https://youtu.be/EnHdTPd0a4s?t=93
Where he is using the "New Particle System" that is using nodes.

I downloaded 2.92.0-alpha but it's not there:

Here is more info about it:
https://developer.blender.org/T73324
I did found this in the youtube comments:

Before anyone asks: https://developer.blender.org/rBM7254 removed simulation nodes (for now)

My question is, where can I download a branch that has the "New Particle System"?


texts:
I am making a tree, in which I have a texture for the central tree object or bark, and branches have a different texture.

I applied the branches on tree with particle system.  Till then the textures were fine.

Then I convert the particle system and delete the particle system.

Then ctrl+j join to the main bark texture with the branches, with the bark or central stem as parent.

Doing this, texture from my branch material disappears.

Please anyone help me out.  ASAP.! Thanks


texts: Game Engine not run action in sensor "always" after sensor "keyboard"

texts:
I´m sorry for my English, I´m Brazilian. I need help, please.

I am creating a game (only to study and learning about BGE), it has two animations ocioso and pulando.

I can run these animations correctly on BGE, but I wanna continue running the animation with sensor Always after the animation with sensor Keyboard is finished.

Steps:

Press P, to start game.
The cat will look around itself (animation ocioso).
Press Spacebar (this call animation pulando).
When the animation pulando finishes, the animation ocioso does not
continue running. Why??

The download the .blend is at link below:

Thank´s for all.


texts: Minecraft world's specific object selection

texts:
Hi,
I am having a problem with selecting specific objects like grass or leaves or flowers. When I try to select a specific object the world gets selected. Can anyone tell me how to select a separate group of grasses of leaves?
Thank you!


texts: How can I set the focal length independent for x and y?

texts: Is this even possible? Or does blender only support one focal length for x and y? And is it possible to set the focal length in pixels instead of mm? Because to set it in mm I would need to know the width of the image sensor, which I don't have. I am trying to model a real camera which I calibrated and the calibration software gives me fx, fy and the principal point I could set the principal point, but I'm still stuck with the focal length.


texts: Determine if the cursor is over Tools shelf, Properties shelf or 3D content

texts:
I am developping a modal operator. How can I determine if the cursor is over the Tools shelf or Properties shelf or pure 3D content (don't know how to call the last one correctly)?

My idea is to block an event in modal(self, context, event) from passing it back to Blender if the cursor is over pure 3D content. In that case modal(..) returns {'RUNNING_MODAL'}. However if the cursor is over the Tools shelf or Properties shelf the event is passed back to Blender, so the user can change some parameters in GUI panels located in the Tools shelf or Properties shelf. In the latter case modal(..) returns {'PASS_THROUGH'}.


texts:
Although there's another question like this their solution isn't one I can use.
All blender files, new or otherwise are showing up with only one sculpt brush.
I can actually see all of the brushes in the orphaned data, but no idea how to reconnect them. Any ideas?


texts:
I'm new, and I'm texturing my first model following the very popular series on YouTube by BlenderGuru. The texture looks really nice, the only issue is that there's ugly seams where I don't want them, and as far as I know, that's from UV unwrapping. I have gone back and changed where seams were, and it's represented on the UV/Image editor, but when I go into cycles to look at it with the texture, the seam is still there. Am I misunderstanding how this all works?

enter image description here

The circled part is where there are no seams in the UV, but then in cycles it shows the seam. There WAS a seam there before I removed it.


texts: 3D print tools: how can "too thin" warning be only on 1 face?

texts:
Using 2.70a on Windows7. Got a nice Ultimaker 3D printer to play with

Editing my mesh of a cartoon character to print on the Ultimaker. Blenders 3D print toolbox mesh analysis looks really useful. I've watched the BF video course and that's excellent too. (Thanks Dolf!)

I find that the 'Thickness' overlay mysteriously colours isolated faces with red/green/etc to warn me they are too thin to print (e.g. less than 2mm) but many of these faces have lots of depth behind them, so this really doesn't make sense to me.

Stranger, I've seen tubular parts being given just one face with a colour warning, but the directly opposite side of that mesh remains uncoloured. Surely thickness is the distance between opposite faces, so these warning colours must go on opposing pairs of faces, right? How can only one show as a problem?

I've experimented with a simple cube by sliding just the top-front edge backwards (creating a wedge) until colour warnings appear on any faces. I find that the warning first appears only on the bottom face. As the edge advances towards the rear the bottom deepens in colour until the rear face triggers a warning too. Then later the sloped front face gets its own warning colour. For the life of me I can't work out its logic.

Understanding this tool's logic is important because the mesh edits we need to carry out to solve these thinness problems are governed by how it thinks!

Any ideas?

TIA,
Slim


texts:
We all know what Cycles is, at least to a first approximation: Cycles is

a path tracing engine [...] Specifically, cycles is a "backwards" path tracer, which means that it traces light rays by sending them from the camera instead of sending them from light source(s)

—from this community wiki

Understanding its implementation clearly requires some more technicalities, like the BVH, the specificity of volumetric shaders etc, but even without all those details it's pretty clear what's the "idea" behind it.
In short (Cycles): rays are traced back from the camera until they reach a source of light or the sky. Every time they "hit" something they have different possible routes -- each with its own probability, as described by the material settings: they can reflect at specular angle (specularity), bounce at random angle (rough diffuse), transmit through the surface (refraction), etc -- and during this route they accrue color, intensity etc. Since there are probabilistic choices along the route, multiple rays with different random seeds are cast and then averaged (samples) (1).
As for EEVEE, we know what it's for: it is a «modern, high-quality viewport that will perform better than the current Blender viewport» (link); we know what it is not for: it «uses approximations on the behavior of light and will not be as accurate» as Cycles (link). But I think it hasn't been written yet "what it does".
How would you shortly explain the workings of EEVEE to a friend (or to a class of non experts)? What are the main steps that go into the rendering process? Lit/shaded areas, occlusion, interaction with the materials, (possibly even subsurface scattering and volumetrics, that I guess must be somewhat tricky), etc...
My description of Cycles above (1) is the type of understanding I'd like to get about Eevee.
Thanks!


texts: How move polygons along the normals with Animation nodes?

texts: Im new in animation nodes. And maybe it is very easy question but I cant find solution by myself. I`m trying to make transformation animation and I handled with moving vertices on normals but as I understand polygons have a different approach.


texts: Color faces of a from_pydata mesh depending on face height

texts:
I have some scientific data that I am importing into blender for rendering. I'm trying to make a Surface plot plot with a color code.

Scavenging around I found a python script to produce the mesh. I just cannot figure out how to give every surface a different color depending on its height, or even a material.

Here is the code. Any help would be appreciated:

import bpy
import math
import numpy as np

x,y=np.meshgrid(np.arange(-100,100),np.arange(-100,100))
r=np.sqrt(x*x+y*y)
values=np.sin(r/10.)
# clear mesh and object
for item in bpy.context.scene.objects:
    if item.type == 'MESH':
        bpy.context.scene.objects.unlink(item)
for item in bpy.data.objects:
    if item.type == 'MESH':
        bpy.data.objects.remove(item)
for item in bpy.data.meshes:
    bpy.data.meshes.remove(item)
for item in bpy.data.materials:
    bpy.data.materials.remove(item)

# mesh arrays
verts = []
faces = []

# mesh variables
numX = np.shape(values)[0]
numY = np.shape(values)[1]
scale=2. #how large you want to make the field in x y
# fill verts array
for i in range (0, numX):
    for j in range(0,numY):
        # nomalize range
        x = 2*(i/numX-1/2)
        y = 2*(j/numY-1/2)

        z = values[i,j]

        vert = (x*scale,y*scale,z)
        verts.append(vert)

# fill faces array
count = 0
for i in range (0, numY *(numX-1)):
    if count < numY-1:
        A = i
        B = i+1
        C = (i+numY)+1
        D = (i+numY)
        face = (A,B,C,D)
        faces.append(face)
        count = count + 1
    else:
        count = 0

# create mesh and object
mesh = bpy.data.meshes.new("wave")
object = bpy.data.objects.new("wave",mesh)

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

# create mesh from python data
mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)


texts: How to create actions that animate texture uv offsets?

texts:
I'm trying to create a simple animation for water in a stream.  The idea is to have a repeating texture and then animate it's offset along the x so that over time the image scrolls to the right.

This partly works.  While I can set the animation keys and while it does show the correct results when I render the image, there is no visual feedback in the 3DView when I play the timeline which makes it very difficult to tweak the animation.

Even worse, if I try to encapsulate this in an action, none of the keys that I set on the image offset show up in the action editor.  I'd like to export this for a game which means that I need to have the keys in the action, but for some reason blender isn't doing this.  (I can set keys for location, rotation etc of the object just fine.  It's just the UV offset that isn't showing up there.)


texts: Is there a way to render to PNG as raw pixels / without converting color space to sRGB?

texts:
Sorry if this was asked before, I did find similar threads on other websites with a workaround, but it would be great if there was a way to do this without having to go through photoshop.

What I need:

https://i.imgur.com/qA6X4FL.png

I'm rendering normal maps for foliage textures. The background in that image is a plane with an Emission material with the color 128, 128, 255, and I would expect it to be that exact color when rendered out.

What I get:

https://i.imgur.com/siGUcG7.png
Instead, it renders out as 188, 188, 255, because it gets gamma corrected/converted to sRGB color space.

Workaround that I'm aware of:
Rendering to OpenEXR does not convert images to sRGB. That EXR can be taken into Photoshop and exported as .png, since Photoshop has a checkbox to convert to sRGB, which you can turn off. This works and it's how I got the first image, but I need to do this process dozens of times, and it's not convenient. Any tips?

Thanks in advance.


texts: Why doesn't the draw callback update with mousemove?

texts:
I've taken the "Operator Modal Draw" template example and edited it. I wanted to see if I could pass the modal "event" through "args" in the draw_handler_add function. It works and the draw_callback_px function updates and draws the event type every time I press a key or do something with the mouse except for when I move the mouse (never prints "MOUSEMOVE" like it would if I were printing "event.type" directly within the modal function).

Anyone know why this is? Would be great If I could pass "event" entirely through to the draw_callback_px (not that I would want to run it every time the mouse moved, I'd control it with a conditional, but would like to have full power of the modal event within my bgl,blf drawing). My knowledge is pretty limited about the draw_handler and callbacks.

import bpy
import bgl
import blf

def draw_callback_px(self, contex, event):

    font_id = 0
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 20, 72)
    blf.draw(font_id, event.type)

class ModalDrawOperator(bpy.types.Operator):
    """Draw a line with the mouse"""
    bl_idname = "view3d.modal_operator"
    bl_label = "Simple Modal View3D Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type in {'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):

        # the arguments we pass the the callback
        args = (self, context, event)
        # Add the region OpenGL drawing callback
        # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
        self._handle = bpy.types.SpaceView3D.draw_handler_add(
        draw_callback_px, args, 'WINDOW', 'POST_PIXEL')

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(ModalDrawOperator)
def unregister():
    bpy.utils.unregister_class(ModalDrawOperator)

if __name__ == "__main__":
    register()


texts:
sometimes when i work with tris or i change the flow of the topology on the z axe i encounter some shading issues with smooth shading, if i decrease the normal shading it gets fixed (10 degrees) but i need it higher.
i see it happening most of the times with tris even if i see some game models with tons of tris and no shading issues ( most of the times to make holes or circles.
i dont know if its a limitation of blender or something else, here an example:

shading

topology