texts: Array + Curve modifier deformation in blender 2.81

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In blender 2.81 the array + curve technique does not work as expected

i've got a hedge with an array modifier and a curve modifier, to make it follow the path i want. It is working just fine in 2.80, but in 2.81 the mesh is completely flat with the exact same settings and when i try to ajust the settings, i just cant achieve the same effect than in 2.80

I hope that there is a way to solve this because i love the new features of 2.81 but with this problem i just cannot use it


texts: How to delete bone driver fmodifiergenerator

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my problem started when i tried to add a driver to a single bone in pose mode. That part is already solved and it was successful. The problem is 'that' script added an Fmodifiergenerator, i need your help to remove this generator with python in blender 2.74. I have seen another answers on this site on this subject. I tried it all and it doesnt work on my problem. I'm not looking for a fancy solution that will removed it from every bone in the armature, i'm just looking for a simple solution that will remove it from the specific bone that had been added with the driver_add script.
This is the script that i used to add the driver

#add driver
driver = bpy.context.object.pose.bones['Bone.001'].driver_add('rotation_euler', 2).driver

driver.type = "SCRIPTED"
#add variable
var = driver.variables.get("var", driver.variables.new())

var.name ='var'

Var.type = 'TRANSFORMS'

#add target

target = var.targets[0]

target.id = bpy.data.objects.get('armature.001')

target.bone_target = "bonectrl"

target.transform_space = 'TRANSFORM_SPACE'

target.transform_type = 'LOC_Z'

#add expression = "var*50"

Please help me.


texts:
I've asked a very similar question yesterday, but I have a more concrete example here. I'm using the template "Operator Modal View3d Raycast" with some modifications:
class ViewOperatorRayCast(bpy.types.Operator):

    bl_idname = "view3d.modal_operator_raycast"
    bl_label = "RayCast View Operator"

    def modal(self, context, event):

        if context.space_data.type != 'VIEW_3D': # This doesn't work
            return {'PASS_THROUGH'} # This doesn't work

        if event.type == 'RIGHTMOUSE' and event.value == 'PRESS': # The operator only does any thing for RMB
            main(context, event) # This is where the raycasting goes on. See the template
            return {'RUNNING_MODAL'}

        elif event.type in {'ESC'}:
            return {'CANCELLED'}

        return {'PASS_THROUGH'} # I want the operator to keep going

    def invoke(self, context, event):
        if context.space_data.type == 'VIEW_3D':
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "Active space must be a View3d")
            return {'CANCELLED'}

    def Execute(self, context)
        return {'RUNNING_MODAL'}

I can start the operator fine by pressing F3:

But I would like to start the operator from python. I have tried by adding the execute method, but this doesn't work since the context is either the text editor or console (not the view3d). I got the idea of using execute here (top link), but he just mentions the problem with context and not the resolution - if any:
https://www.youtube.com/watch?v=A8S-s7tuTdY    (about 15:30)
Constantly running modal operator (also have some of what I seek)
Is it possible to trick Blender to think that I called the operator from view3d or something like that?


texts: How to keep UV set position while moving an object?

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I would like to keep a UVset position in the world coordinates while moving my object.

So the texture have to stay in place in the world while the model moves.

How do I make this?

Thank you
Chris


texts:
I want to draw black and thin line on cube like this building.

I tryed loop cut, but I don't know how to add color on loop cut line.

How should I do?


texts: how can I make this tree shape revolve 360 degrees around the curve object axis using bevel from bject data properties?


texts:
I really hope someone can answer this because I've looked all over and cannot seem to find the answer/solution that fits my problem; or maybe I just don't understand how "baking" works.

I created a model in blender, unwrapped it, exported it as .fbx into Substance Painter and added my textures there. I then exported those textures to Blender and applied them using the node setup pictured.

My texture is visible in render and fits the object correctly. All textures: image, normal map, reflection map, etc. work correctly and render properly.

My problem? I'm building models to export to Unity for a game and I don't want the game engine rendering everything so I want to save time by baking my textures onto the object. If I just connect a single image texture node to the material output it will render and I get a usable baked texture. But with the node setup pictured it just renders black to the image I'm baking to.(pictured)

My question: Am I trying to hard? What all do I actually need to bake onto an object to be helpful in Unity? Can I bake normals, reflection map, etc. onto a single image texture in the first place? Should they all be baked separately and attached to the object in Unity? Can my above node setup be solved in order to render everything onto a single image texture?

I know it's a lot and I have looked at "workflow" guides but I do not understand where I'm going wrong here. Any help is appreciated.


texts: İn which situtations is necessary to retopologize?

texts: İn which situtaions should ı retopologize my model?I saw people retopologizing their models just for their character models in the youtube.why?I retopolgize my decorative models too.I'm planning to use these models in a game why others not doing this.İs there a easier way for these models?


texts: hardops addon in blender 2.69 ubuntu 14.04

texts:
enabled hardops 007 addon just fine when my imac was running osx Yosemite
i try to install it now here on ubuntu and i keep getting these errors... all of my other plugins work just fine.

why ubuntu why!!!!!


texts: Clipping end and incorrect view in edit mode

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When I increase clipping to a large value (more then 4m), the model in edit mode is displayed with a little transparency.

Can I fix it?

Environment:

Blender 2.79 on GNU/Linux


texts:
I accidentally closed my default and compositing screen layouts
could someone help me to get them back?


texts: Is it possible to add weight to a new object once I have added weight?

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I have an arm and gun rig with the hands already rigged and weighted, but I have not added weight to my gun, magazine, and charge handle.

I edited the bones to line up with the bones etc., but I want to be able to add weight to those objects without using add automatic weights.

Is it possible to add weight to an object (separate) even once I've added weight to an object?


texts: IK - can you prioritise position targeting over rotation?

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I have an IK constraint with a target at the hand, the problem is that the IK solver will prioritise getting the hands rotation right over getting the arms position right.
For example if it is impossible with the constraints to have the hand at the desired location and rotation, it will move the hand in other ways to get the rotation right. I would prefer it get the rotation as accurate as it can after getting the position perfect first.
So if I enable the IK for targeting position it will work, if I then enable rotation too, it will only work in very few cases - where it can acheive both rotation and position accurately. A huge majority of the time though the movement will break and the resulting position will be random to get the IK rotation to work. I want it the other way around, get the position right always and rotation if it can.

Thanks!


texts: What's better: adding new primitives or extrude from existing?

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This is a very general question. I wanted to know what the advantages and disadvantages of extruding from an existing primitive be over adding a new primitive. To give an example, I have started modeling a hammer. The head is cube primitive. Should I extrude the handle from that cube primitive or should I add a cylinder primitive?

Can a new primitive make it more difficult to put a texture on it? Can a new primitive increase the processing that goes into using the model? Can a new primitive cause problems when rigging?

Please keep in mind that I am asking in general, not only for that hammer example. I am looking for answers that I can apply to all future models I can possibly create.

Thank you!


texts: So, I'm trying to play an MP4 on a big plane in Eevee, but it doesn't work. It does work in Cycles, but I can't render a 4400 frame animation in Cycles. When in Eevee, the MP4 won't play and the only way to see a frame from it is to jump to that frame in Cycles, pre-render that and go back to Eevee. Is there anything I can do to make it work in Eevee as well?


texts:
I'm new to Blender and am working through a few tutorials via YouTube, but have encountered a problem that isn't shown in the video. When I loop cut then extrude a 2D plane using E then X, it creates extra faces to make the extruded section 3D (as shown in image). Am I doing something wrong or is there an option somewhere I need to change?

Thanks in advance.
Andrew.


texts: Alt + left-click not working anymore in Blender 2.8?

texts: I don't know why but it seems Alt+LMB is not working for edge loop selection in blender 2.80. Is it a bug? Or is there's a new shortcut for that?


texts: Particle velocities not working as expected

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I'm trying to create a foam based on particles velocity.

Here is a folder with some tests of the problem.

Cycles particle info node implement colour of velocity to a instanced spheres very... wrong (opposite to the display of velocity inside particle system), but if connect output of velocity to normal channel of material it seemes to display colours right. But it is not a solution...
How to use this node to proper colour of material?


texts: Can't get power button symbol right. Need help cutting letter 'O' and filling gaps

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I'm having trouble making a 3d power button symbol. I want it to look similar to this one. Here is the .blend file I'm working with, if this helps anyone understand what I'm trying to do.
Using the cuboid that's over the letter 'o', I can cut out the portion of the letter 'o' that the cuboid occupies, however, the remaining ends of the letter 'o' are left open.
I can't find a way to fill the ends, and preferably round the ends. If anyone can show me how to do this, that would be a great help!


texts: How can I drive the Switch nodes True/False value?

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In the compositor I would like to add a driver to the Switch Node. I want to watch a frame value from a VSE strip.
When the current frame count equals the Strip start frame I want to switch the node.

Here is an example of what I hope to achieve:

When current frame is less than abs(var)+var_001 then pass no picture,
if current frame is greater than abs(var)+var_001 then switch source through.

Of course what I have entered is unformatted nonsense. And the switch node expects to return a true or false, not a value.

*nb: abs(var) changes negative number to integer.

Can I define the abs(var)+var_001 (it is the VSE strip trimmed start time) as a function of some sort to call elsewhere? It's a pain to define it all the time.


texts: Fix overlaps on a bent mesh - any automatic method?

texts:
I use Array & Curve modifiers to create roads & surrounding terrain for my racing tracks.

This is the model that gets instantiated (horizontally) along a curve:

Because the instantiated object is quite wide, I get a lot of overlapping geometry in every sharp turn (especially in so called "hairpins", where the road turns at 180 angle), like in this example:

I can deal with this manually by selecting & removing the superfluous polygons, merging vertices (using vertex slide + automerge, merge by distance etc.), cutting new topology etc. And after some hours I finally get some usable mesh like this:

As you can imagine, this workflow isn't especially effective and the results are also far from being perfect, so I would like to ask - does anyone have an idea how to automatize this tedious fixing process? Any addon, modifier that could be useful?

Thank you


texts: AMD Radeon RX 5700 XT OpenCL Cycles Render 2.91

texts: this is my first time using an AMD card with Blender and I was wondering how I get it to work. When I switch the rendering device to GPU compute and to OpenCL, in blender 2.91, it just crashes. The CPU rending works fine but whenever I try to use the GPU for rendering Blender just stops responding. Am I doing something wrong?


texts: Mesh silhouette as a polygon or pixels surrounded by the silhouette on the rendered image?

texts:
Here is my target application. The rendered image with rendered meshes is used in an interactive application. A user may click or point the cursor to an object on the image. Information related to that object appears. So I need to know either

1) the coordinates of the polygon of the mesh silhouette on the rendered image

OR

2) pixels on the rendered image surrounded by the silhouette.

I noticed the mesh silhouette is drawn by default in the object mode. But how to find its coordinates from python for the rendered image?

For the 1) my idea was to use bpy_extras.object_utils.world_to_camera_view(..) to find image coordinates of each vertex of the mesh. Then somehow compute the silhouette. For the sake of simplicity, let's neglect transparency and consider that the mesh doesn't have holes. If you can propose a solution for a general case for a mesh with holes (e.g. a torus), that would be great!

Any hint is appreciated


texts:
Is there a way to bake an explosion in blender as a 3D texture with each slice of the volume rendered to a texture sheet? Here is an example done with Unreal 4.

If there is no default way, I made a grid of planes stacked onto each other with their UVs lined up exactly like the example above but I don't know how to do projection rendering for fluid renders onto textures.


texts: "CUDA error at cuCtxCreate: Out of memory" Nothing has been changed since the last time I used blender

texts:
I'm getting the error in the title even when trying to render just the plain starting cube.  I haven't changed anything in blender since the last time I used it a few months ago when it worked fine.  I have a 1060 6gb and a 770 4gb graphics cards installed.  Won't work in preview or actual render. I started a new blender file; reset factory settings, appended the scene objects to the new file and it worked fine; but if I go into User Preferences and switch to CUDA under the "Cycles Compute Device", it doesn't work again.  Happens on 2.79 and 2.79b  It's faster rendering with CPU than GPU without CUDA enabled. Windows 8.1 Thanks!

-If I uncheck either one of the cards under Cycles Compute device it works.


texts: Can't find how to enable IK on another user's rigged model, what's the catch?

texts:
I'm trying to help a user in this question , but he's using a complex posed human-body, and rigify. He posted the model here: http://pasteall.org/blend/index.php?id=43931

I would like to check how to solve his problems, but I need to change the model pose, it seems locked, there should be a sort of IK switch for the rig but I can't find where it is. I'm quite a rigging noob, sadly.

He told me hs's using rigify, but even after enabling it, I can't still pose this model... I'm using Blender 2.78, but could try older versions too.


texts:
In Cycles I'm getting this mysterious light that doesn't have a apparent source. In Eevee it doesn't happen, but in Cycles it does. There is one, and only one, small lamp at the head of a bed. That's the ONLY light source. But even the exterior of this room is brightly lit.
Here's the ONLY light source in this scene.

But here's a shot from farther away lit only by dim starlight.

And here's what it looks like in Eevee

Now in Eevee you can't even see the light from the small lamp, and that makes sense. Eevee doesn't do light from things like a small lamp in a room without a lot of fiddling around with light probes.
But in Cycles there's no reason I can fathom for the outside of a room to be lit up like that. I even tried this with a plain black background, and that blasted mystery light is still there. That one small lamp really is the ONLY source of light. There are no other lights of any kind anywhere in the file. No hidden "sun" lights, nada. I checked to make sure that blue material isn't emitting light. It isn't. Emission is set to zero.  And the strength of the stars in the background can be set to zero with no effect at all on that bizarre exterior "light from nowhere".
Any ideas on where the mystery light is coming from and how to get rid of it? Anyone?


texts: Why doesn't one of my objects appear in my render?

texts:
I've been following BlenderGuru's beginner tutorial for 2.8 and I just finished the texture painting on my donut.
In my viewport, everything is there and is rendering correctly,

but when I render the image, my donut is missing it's icing. It keeps everything, including the particles on top of the icing, but the icing itself.

I've looked around for similar questions, but none of the ones I've seen has the same problem(I.E. it either is a different problem entirely or has a different solution.)
Does anybody have any idea how I can fix this?


texts: How to get the grid size in a Python script?

texts:
I'm trying to find a way to get the grid size so I can align some vertices to it in a script.  Frustratingly, bpy.context.space_data.overlay.grid_scale allows you to set the grid size but not get it.  The overlays tooltip suggests using bpy.data.screens["Scripting"].overlay.grid_scale, but this causes an error:
>>> bpy.data.screens["Scripting"].overlay.grid_scale
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Screen' object has no attribute 'overlay'

What's a good way to try to get the grid size for my script?


texts: I'm experiencing an issue when applying a boolean modifier to my mesh. I've tried subdividing, I've tried checking the normals of everything and they all are facing outward (verified by the blue shading when in edit mode), and i tried removing doubles, but I'm not sure what to do. Does anyone have an idea as to what I might have done wrong? You can see the issue with the attached screenshot, or you can download the file via a blend-exchange link provided. This file doesn't have the applied modifiers however so you can view topology and wire frames of the model. Thank you in advance!


texts: Why don't Python tooltips appear for the 'Median' transform values in Edit mode?

texts:
How can I activate Python tooltips in the transform section in edit mode? For other parts of the UI it's is enabled but it isn't in this part:

In 2.91 version there are not python tooltip too.


texts: BGE mouse over doesn't work. How to fix it?

texts:
My Mouse Over sensor doesn't work when I try to use it for a cube, although it works very good when used for other objects.
First I wasn't sure if it maybe was due to the fact that I changed the Physics settings to "No Collision" in the physics tab, but after changing it back to "Static" it didn't work either. What can I do? Do you need the file?


texts: Sticky Selection Mode has no effect on random proportional editing in UV Editor

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After UV mapping the default cube, I have

I keep the Sticky Selection Mode setting in the UV Editor header on Shared Location and enable proportional editing with Proportional Editing Falloff set to Random.

Then, if I move the selected vertex with G, all the other vertices come apart.

Is there any way to keep the vertices together?


texts: How to make edges of adjacent objects be visible?

texts:
On the picture below I have planes inside of the other plane, but borders of all these planes disappear visually in Look Dev mode. But I need separate planes to be distinct.
I'm not talking about Blender view settings, but about shaders, materials...
I need borders of planes be darker. Like they were in Solid mode.


texts: Why could a material look different in rendered result and in viewport Rendered shading mode?

texts:
This is my first node group and I can't figure out why the material showing up in the viewport looks different than what is rendering. Please, can someone help?

Rendered material:

Viewport material:

Here is the .blend file:
https://www.dropbox.com/s/psnl2vj0j4vvc4s/blenderMetal_mat.blend?dl=0


texts: Saving multiple animations in the same action

texts:
My problem is very basic, that's why I can't find a solution on the internet.
I'm making a 2D animation in Blender. My character consists of various sprites like a thigh, calf,head, body etc. So when I animate I have to change the rotation of each sprite separately. I wanted it all to be saved under the same Action (like on YT tutorials, but they always animated only one sprite) but apparently an Action can store only one value of a transform, meaning that if I rotate the thigh at 20 degrees, the rest of the sprites would have to be rotating at 20 degrees as well to be saved under the same Action. Is there a way to save a whole animation under a specific name to be easily discerned among others in future? Thanks in advance!


texts: How to use masks on video so that some elements appear in the foreground and others in the back in VSE

texts:
I have two people in my video - one in the foreground and the other in the background. I want to place an image of a cage over the person in the background of the video, but the issue I have is the person in the foreground would then be covered with the image also. How do I place this image behind the person in the foreground to make the scene realistic?
(I'm using the video editor workspace).


texts:
I'm trying to map smudges onto a material but it's only mapping on one surface of the object.

For clarity I've shown it here as a checker pattern. The cube is fine, but the image texture is not mapping correctly to the bottom left object.

Screenshot showing the material nodes editor.


texts: Scaling keeps resetting after set keyframe in Blender action

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I'm new to Blender animation. I'm working on an action for my animation. In this action, I scaled a bone like the photos below. But when I play action, it keeps the same scale and the values didn't interpolate. When I move the cursor between frames, it also doesn't make any action.

What did I miss here guys ?


texts: Video preview disappears after adding a color balance node

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I was trying to color grade a video in the "composite" mode, then I selected "use nodes". I could see 2 nodes in the compositor. No probs.
 But when I tryed to add between these nodes a color balance node, my video preview disappeared as you can see in pictures I sent.

Somebody could Help me?


texts: child mesh jumps and scales when reparenting

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I have to first un-parent (clear parent) and then again re-parent sub-objects otherwise they get scaled and moved.   Is there a sensible use for this unexpected reaction or something I'm missing when I want to change the parent hierarchy of several objects?
I will attach an example file.


texts: Anyone know how I can rotate or flip the wings down?


texts: Increasing compression in animations over time?

texts:
iMac High Sierra

I've tried a few different containers (some fail) and
a few different quality settings and the animations always
look worse frame by frame.

Frames look fine when rendered alone.


texts: How to activate a node only on certain frames?

texts:
My video clip is 60 frames long and I want a node to be active only on the last 50 frames.
How can I do that?


texts: Why do creases appear when I turn on subdivision divider?

texts:
So I'm mid-way through modelling a head, and so I decided to turn on subdivision surface modifier to see what it would look like with smoother geometry, but it created some weird creasing effects (not sure what else to call it) on the head, and I have no clue why.

This is without the modifier on:

Does anyone know how I can fix this?


texts: What is a good way to get rid of fireflies in renders? (cycles render)

texts:
I was rendering some scenes and the little white dots just don't go away. I find they are primarily there when i have some light shining on glass or even just a normal diffuse. Lots of people say different things. BlenderGuru says put the 'Indirect Clamp' up, but that doesn't seem to work.

Thanks!


texts: Have object and its shadow behind object appear in front

texts:
I have an images as planes in my scene that I am adding on to. I lines up a plane with the floor in the image, and want to add assets to make it seem as if they are on the floor. The plane is blocking the object (as anything normally does) but I want objects behind it (and their shadows) to be visible
I want the car to go behind the plane and appear in front, so that  it looks like it is on the ground in the picture. I also want it to have its shadow to add realism. Any way to do this?

I want it to act like the behind option that you have with reference images, where you can have it so that the object always appears in front of the reference image. However, I want the image to render as well so I do not have that option.

I want it to act like this, where the cube is behind the image but appears in front. (Excuse the randomness of the example, I am on a different computer.)


texts: Exporting armature animation using gtlf exporter for blender 2.82 error

texts:
I have been spending days now trying to export a GLTF file, but each time I export, an error occurs while viewing different animations in the GLTF online viewer.

For Example, if I export two rigged objects with animation, in the GLTF viewer the Object 1 will play both its own animation and the other object animation.

Object 2 will remain static like it has no animation. I have tried to fix it but it seems there is no solution.


texts: Is there a way to make a mesh cube match the size of another object's bounding box, and have it updates as that size changes?


texts: Left-click selection stopped working in 3D-Editor

texts:
Something happened this morning; I couldn't select (or deselect) any objects in the 3d editor viewport using left-click.  I could do other things with left-click, e.g., move or rotate an object, just not select or deselect by clicking an object.
In user preferences/keymap/outliner I clicked restore; now I CAN select an object with a left-click on an object.
But NOW I can't select objects with a left-click-hold to "box-select" one or more objects, nor can I left-click-hold to box-select multiple vertices, etc., in Edit mode.  My arrow cursor is set to Box Select.
I tried uninstalling and reinstalling blender.  No change.  I can't use left-click-hold to box-select multiple objects, vertices, etc. in the 3D Editor.
I also notice that NOW, when I select an object with a left-click, Blender has me in MOVE mode and the object moves if I move the mouse.  This is also new.
I am able to use the hotkey "B" to bring up box select and draw a box, but I can't hold the left mouse button to draw a selection box.
Please help.


texts:
I need to set the armature of the plant so I can move all of it from the head. I already made an IK that works fine to move the body of the plant the way it is intended. However the head doesnt move, except for some of the teeth of the plant (deforming the mesh in a weird way). I also need to set the armature to open or close the head of the plant but I dont know if it is possible to make all of this in the same armature.
Here is the file: https://drive.google.com/file/d/1whUS_-gnd5Oj7HQHEhdVyNwGl4vWdlXm/view?usp=sharing
It would really help me if someone could do this for me, I already searched everywhere and cant find a solution. This piece is a part of a much bigger project and it has been paused due to this issue.


texts: How to make topology smooth in Blender for rounded object (helmet modeling)

texts:
I have managed to make a relatively spherical object using plane extrude technique. I use Blender 2.9. Just to be more specific, I use Schuberth RF1 helmet model as a refernce. So far, this is what I have come up with.

However, since modeled using this technique, I have struggled to smoothen the surface of the helmet I modeled to appear in a uniform flat surface of a sphere. You can see on the below pictures that the top part of the helmet is a bit uneven.

Do we have an option in blender to smoothen the top part so it looks really even?


texts:
I exported an .abc file from Marvelous Designer which doesn't show any keyframes of the animation in blender, but in the 3D view it animates.

However when I click the play button it shows the dimensions changing, indicating an animation is present, and I was wondering if there is a way to add keyframes as I am looking at exporting a USDz file with animation.


texts: Arc miter bevel creates miters on straight edges

texts:
I came across strange artifacts after adding a bevel modifier to a keycap model. When I set the inner miter type to 'Arc,' some vertices have a miter applied despite the adjacent edges meeting in a straight line. This seems counter to the Blender manual:

A miter is formed when two beveled edges meet at an angle.

I found it very easy to reproduce this issue without any manual modeling:

Start with a cube
Add a subdivision surface modifier set to 'Simple' and increase the subdivisions to 3
Add a bevel modifier with limit method set to 'Angle' and inner miter type set to 'Arc'

The model I originally encountered the problem on is a deformed subdivided cube. The same problem occurs regardless of whether I use modifiers or tools to create the subdivisions and bevels. I can understand why Blender might add a miter to a curved edge like the top of the keycap, but it ignored that edge. It seems to add them totally at random.
I have tested from scratch on Blender 2.82 and 2.90. Why is this happening? Is there anything I can do to mitigate it, besides applying the modifier and cleaning up?


texts:
I was in edit mode on a sculpt & ran into an issue where many faces turned dark. Only happens in Sculpting mode. Object, Edit, & Render mode are all fine. It doesn't seem like a normals issue, since I have back faces off.
The issue disappears & resolves itself on it's own if I enable Dynamic Topology & draw (warning that it discarded data).
Things I checked:

Normals are all correct. Flipping the affected faces makes it worse, & Recalculate Outside changes nothing.
Merge vertices by distance made no noticeable change.
I have not created any materials. I'm only in shading view.
Masking is already off (Alt M I think).
Object Data > Geometry Data shows I dont have custom split data. Toggling it on & off does nothing.

I'm not satisfied forgetting about it, since it took me like a day to resolve by accident.
Was this a bug? or some "feature" to sculpting mode that got cleared when I used Dyntopo?
Blender: 2.90.0
--


texts: Why is my vault's bevel unevenly applied?

texts:
I don't quite get what's going on. I tried everything: applied rotation, scale, tried re-making the geometry, and nothing works. Could it be that a slight misplacement of a vertex causes such a dramatic change in bevel? It makes no sense. This was created from being mirrored, but it won't apply right. I tried all modes, which I will show below. There is only one that works, but since it doesn't apply it evenly to the bottom portion, I cannot use it as it destroys the top. I need this in order to get the profiling right (otherwise it shows an ugly, impartial application which I demonstrate below as well).

Here are the different types of modes of bevel that I tried (note that they're exaggerated to show how they are unevenly applied).

Offset (note the twisting of one side and another side's disproportionate look):

Width (it looks OK, but it's not when the bevel is applied in excess because it shows that not everything is scaling in the same amount):

Depth (really weird--should not be such a dramatic difference!):

Percent (this is the only one that works relatively better, but it applies most heavily at top, whereas I need it to be applied to the bottom evenly, too):

Here's the reason for why I need the bevel:

Here's what happens when bevel is applied:

Any advice is greatly appreciated!

Note that the file is found here:


texts: Liquid goes THROUGH rigid body with effector. Mantaflow (Blender 2.82)

texts:
I will start by showing the issue so it's super clear what the problem is:

Alright. So the cup has fluid type effector, with Effector type Collision.

The cup is parented to the plate so they will act as one.

The plate then has a rigid body so it will fall and is also an effector so the liquid should interact with it once it spills over (that was the idea xD). Here are the settings for the plate.

Then we have the domain which is baked and then the meshes are baked with rather ok settings I guess (I followed a bunch of tutorials and draw some conclusions myself).

And that's all the info I think should be needed. So, how come the liquid is still just falling down through the cup?


texts: Chroma Key Render isn't the same as viewer

texts:
Please take a look at my node setup, viewer output, and then render.

I used the viewer node at two points so that I could make sure my color correction nodes were not the problem and even if I take the output straight from the keying node, the viewer shows the keyed scene over an alpha layer but then the rendered output puts the green screen and background all back in again.

I have been ripping the hair out of my head trying to figure out why this is happening. Several tutorials I've watched on Youtube show that if you take the output straight from a keying node into the compositing node and you composite using a format that has an alpha layer you are supposed to get just your keyed actor over a transparent alpha layer.

You can clearly see that on the top the viewer node has exactly what I want, but when I click render, the output on the bottom is completely wrong.

What am I doing wrong?


texts:
I was following a tutorial on YouTube beginner, and when I added quick smoke and hit play, nothing showed up.
I tried a bunch of different things but still cannot see smoke.
If its not showing do you think that means my laptop isn't able to support it, or is there something else going on that I'm not doing.


texts: Creating a resizable selection cursor in Python

texts:
I'm writing a tool that would allow me to modify meshes within a circle of certain radius. I'd like to be able to change this radius with a mouse wheel, just like with proportional editing tool:

Here's the relevant part of my code. It blocks zooming by mouse wheel and use it to change the radius instead. Circle selection is called in the cursor position in order to select faces I want to modify.

import bpy

class ModalWheelTest(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_wheel_test"
    bl_label = "Test mouse wheel"

    _timer = None
    _radius = 10

    def set_wheel_zoom_state(self, state):
        """
        Disable or enable zooming by mouse wheel
        """
        for key_map_item in bpy.context.window_manager.keyconfigs.default.keymaps["3D View"].keymap_items:
            if key_map_item.name == 'Zoom View' and key_map_item.type in {'WHEELINMOUSE', 'WHEELOUTMOUSE'}:
                key_map_item.active = state

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'MOUSEMOVE':
            for area in bpy.context.screen.areas:
                if area.type == 'VIEW_3D':

                    override = bpy.context.copy()
                    override['area'] = area
                    override['region'] = area.regions[4]

                    bpy.ops.view3d.select_circle(
                        override,
                        x=event.mouse_region_x,
                        y=event.mouse_region_y,
                        radius=self._radius,
                        gesture_mode = 3
                    )
                    break

        if event.type in {'WHEELUPMOUSE'}:
            self._radius = min(20, self._radius+1)
            print("radius: {}".format(self._radius))

        if event.type in {'WHEELDOWNMOUSE'}:
            self._radius = max(5, self._radius-1)
            print("radius: {}".format(self._radius))

        return {'PASS_THROUGH'}

    def execute(self, context):
        if context.area.type != 'VIEW_3D':
            print("Must use in a 3d region")
            return {'CANCELLED'}

        self.set_wheel_zoom_state(False)

        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        self.set_wheel_zoom_state(True)
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

My question is: how can I draw a white circle in the 3D view window so I can actually see what I am selecting? I'm expecting that I'd clear it on every modal method call and then redraw it with actualized radius and cursor position.


texts: How to parent a grease pencil with armature?

texts: How to parent a grease pencil stroke with armature for a 2d animation. Please try to post a detailed answer.


texts: Blender export.FBX "action" attribute is read only?

texts:
I'm trying to export my model and armature with the several animations I made to Unity but for some reason I'm getting an error I never got before.

All of my animations are on the armature, not on the mesh.

I click export in .FBX, then select armature and mesh but I get the error "action" attribute in AnimData is read-only. I can export only the mesh to Unity without problems (but then of course i have no skeleton and no animations so the problem has to come from the armature).

Does anyone know why that happens and how I can fix it please ?


texts: The pixels are tearing after rendering. What to do?


texts: Turn weight paint(vertex groups) into vertex paint?

texts: Can I turn weight paint(vertex group data) into vertex paint? I would like to take the weight paint value and convert it into a black and white grey scale vertex paint map.


texts: Eevee: Light sources appear as bright orbs in reflections

texts: Whenever a light source is directly seen in a reflection, it gets rendered as a bright white orb. This happens with both Point and Spot and Area lamps, sun lights seem to be the only ones not affected. Is there no way to get rid of this render breaking artifact? I'm assuming this must be a known bug with Eevee / Screen Space Reflection as it's been around for many Blender versions.


texts: I made something on blender and pressed something and now I don’t know how to get back to what I was doing please help!

texts: I was working on a 3d character and I accidentally pressed something and idk what it was but now all it shows is this and idk how to get out of it and I worked on this for a long time and I would hate to have to delete it


texts: Blender Hair Dynamic not working with both force field and collision

texts:
I am new to blender Hair Dynamic, and I am trying to create a hair that would react with the world.
I have made the sample file and it does not work.
I tried all tutorials I can find, and I don't know what I have missed.
Please help me with this and tell me what's going on.
Here is the link to my file:
https://drive.google.com/open?id=1H7VsX17Ny1vikSTvEBbntGN6-iNDRAwS


texts:
I try to import an obj file and make a rendered image, by a python script.
How to center the view to the mesh?

I've tried bpy.ops.view3d.view_selected() but i get this error:

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "<string>", line 43, in <module>
  File "J:\Programmi\blender-2.75a-windows32\2.75\scripts\modules\bpy\ops.py", l
ine 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.action.view_selected.poll() failed, context is in
correct


texts:
Viewer node in compositing doesn't show anything, I've rendered the image, unplugged and replugged the nodes, but it never displays anything for some reason.
uploaded the blender file here


texts: Audio and video segments are not the same length

texts:
I have a bunch of videos recorded from a Samsung Galaxy S6. They all have a resolution of 3840x2160 and are supposed to be at 30fps. The weird thing is, some of the clips have video segments twice the length of the audio. In Blender my project's framerate is set to 30fps.

Looking at the source files in VLC, all the video framerates are about 30fps. Why is it that some of the files imported have video segments twice the length they should? For example, the video segment will be 400 frames, and the audio will be 200. I can set Blender's expected frame-rate to 60, which causes the a/v to line up. But then the video plays back poorly (since it was not 60fps to begin with, something is messed up).

Note the following information reported by VLC.

Codec: H264 - MPEG-4 AVC (part 10) (avc1)
Resolution: 3840x2178
Display resolution: 3840x2160
Frame rate: 29.981651
Decoded format: Planar 4:2:0 YUV


texts: How do you keep simulation bake data in different scenes?

texts:
I have a cloth simulation that I want to render in Eevee to achieve a certain NPR look, but also render a shadow on a shadow-catcher in Cycles.

I've done this kind of thing in the past without any simulations, just straight keyframe animation and I do it by copying the scene either linked or not, and then putting the output back together in Compositor.

But when I try to do it with the simulation, the bake data doesn't go into the new copied scene.
I've tried to pin the object from the original scene with no luck, the bake data shows but has no effect on the mesh.

I've tried to convert the simulation to ShapeKeys by exporting as an .mmd and reimporting, but that opened up a whole other can of headaches.

Can baked data be shared over multiple scenes?

Blender 2.82a
OS X 10.13 High Sierra


texts:
I have a rigged character. And like most character models, I have modeled it in the "T-pose". Now I want to create an idle animation, so the arms need to be resting by the character's side. I selected both the upper arms and tried to rotate the arms simultaneously. This causes the one arm to lift and the other one to rest

Like so:

I was wondering if there's a way to mirror the rotation? Most of the material I could find regarding this simply "Flips" the armature.

Thanks in advance.


texts: Grease Pencil lags while drawing? I only have an Intel HD GPU and 8GB RAM. Which should I upgrade?

texts:
unfortunately Grease Pencil lags when I'm drawing. I think my Intel HD GPU or my 8GB Ram are the reason for this. Which should I upgrade? Is Grease Pencil more dependent on GPU o Ram?
Greetings and thank you!


texts: I have everything set up, my rigging is ready, but I cannot add the keyframes. Whether I'm on keyframe 0 or keyframe 80, when I press the 'i' button, a notice says 'keying failed to insert any keyframes'. The menu doesn't come up either. What do I do to fix it?


texts: Render depth map to image with python script

texts:
I'm trying to render an object from different views using blender. While I worked out how this can be achieved by the means of a python script, I'm stuck on my next task: I also want to dump the depthmap for every rendered image. What I've found so far is this link, so I assume that I need to somehow disable render passes to get my desired result? How would I do that through the python interface? Or is there an easier way?

Edit: I found another reference how to do this in the GUI: http://www.cs.tut.fi/kurssit/SGN-5406/vrlab2012/blender-manual.pdf. How could I automate this with a python script?


texts: How to animate fire without the fire freezing

texts: I want to animate my fire effect and for some reason when i get it clipped into the scene it just freezes and does not flow like a fire should.


texts: I am beginner at Blender and have been having this issue in the viewport shading mode. For some reason it gives me these funny shading problems which as far as I have found don't seem to be caused by anything like an extra face sitting in the same place or anything it might be some setting problem.


texts:
I make a terrain (ground + vegetation mesh) for an old game engine which needs all the geometry to be separated into chunks consisting of ~ 25k vertices max.

So far I use my "separate by radius" script which enters Edit mode, select faces in a given radius, separate using bpy.ops.mesh.separate(type='SELECTED') and continues until it is separated completely.

This is the original script:

import bpy
import bmesh
import time

class SeparateByRadius(bpy.types.Operator):
    bl_idname = "object.separate_by_radius"
    bl_label = "Separate by Radius"
    bl_options = {'REGISTER', 'UNDO'}

    max_diameter = bpy.props.IntProperty(name="Radius", default=0)

    def execute(self, context):

        if self.max_diameter == 0:
             return {'FINISHED'}

        context = bpy.context
        scene = context.scene

        bpy.ops.object.mode_set(mode="EDIT")

        obj = bpy.context.edit_object
        me = obj.data

        bm = bmesh.from_edit_mesh(me)

        time_start_updating = time.time()

        def separateNextChunk():

            bm.faces.ensure_lookup_table()

            if len(bm.faces) == 0:
                bpy.ops.object.mode_set(mode="OBJECT")
                bpy.ops.object.select_all(action='DESELECT')
                context.active_object.select = True
                bpy.ops.object.delete()
            else:
                active_median = bm.faces[-1].calc_center_median()

                continue_next = False

                for f in bm.faces:
                    f.select = False
                    if (f.calc_center_median()-active_median).length <= self.max_diameter / 2:
                        f.select = True
                        continue_next = True

                bpy.ops.mesh.separate(type='SELECTED')
                # Show the updates in the viewport
                # and recalculate n-gon tessellation.
                bmesh.update_edit_mesh(me, True)

                if continue_next == True:
                    separateNextChunk()

        separateNextChunk()

        print("Separated in " + str(time.time() - time_start_updating))

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

While it does the job, it is EXTREMELY slow - the splitting often results into ~2000 objects and this take hours to separate using this method. I suspect the reason is that we are doing modifications of the original (large) mesh by the each single separation.

I have tried to find some alternative methods that would generate the chunks without modifying the original mesh, but as I am not a Python programmer, it started to be too complex for me.

I would appreciate so much if anyone can share some specific ideas how to enhance the script to get it work noticeably faster with the same output, the requirements are:

separating into chunks of a given max vertex count or given area
splitting must use the existing mesh (no cutting)
UVs, materials and vertex colors must be preserved perfectly

A .blend with the resulted mesh, just Join all the pieces to single mesh for the purpose of a script testing.


texts: Disable IK effect for a model's certain animations (and keep for the rest)

texts: I have a question set in the title - I have a model where I use an IK structure to affect maniopulation with 2 handed weapon, it works the way to match the top hand of an imitated weapon in the secondary hand, I like the results but the thing is I export-read(fbx) the model at c++ code for further development and I found out IK effect applies to all the animations created for the model, where I absolutely dont need it. Is there way in Blender to isolate IK effect only for requested animations? I played a bit with channel settings for the bone affected by IK but it did nothing :( Thank you :)


texts:
I'm super new to blender and wanted to make some simple heart shaped object.
I've created this, but adding a solidify modifier makes a gap, which obviously I want to fill. I got no idea how to do this, due to my lack of experience.. Any ideas?


texts: Shrinkwrap an image onto a corner of a cube (so on 3 sides at the same time)

texts:
I know how to shrinkwrap an image onto a curved or flat surface but when trying to get good results by shrinkwrapping onto the corner of a cube I have problems. I want the image to be on 3 sides: on the front, on the top and on the side of the cube. However the shrinkwrap modifier is probably not the correct solution for this or I am missing something.
How can I map the image onto the surface?


texts:
help I cant export this into a FBX file, an advance thank you to all who tried to help

This is just a model, no Animations or Armatures.


texts: Can I modify a rigify rig to add a head after generating it?

texts: So a while back I rigged a model using rigify in blender 2.8, and deleted the face bones, as it was way too complex for what I wanted to do with the character. Flashback to now, and I've spent hours making animations for the model, but would now like to add facial animations to go along with the body one's I made. Is there anything I can do to add a face rig, because it doesen't seem like I can modify the rig in edit mode, the new bones I make do nothing? I'm ok with rigging a new character but I would like to be able to save the animations I made with this rig? Thanks so much I would apricate any advice.


texts: In my model I use a couple of difference modifiers for some meshes to achieve complex surfaces or simple holes, the problem I have is Blender becomes stressed about it very quickly. Every change to the mesh results in complex recalculations. However I absolutely understand of course it is not easy to recalculate the surface with multiple modifiers. But I am wondering if I am doing something wrong or could it do better. I want to keep the flexibility of being able to remove or change the modifiers. So is there a better approach for this?


texts: Is Blender appropriate for making high quality and detailed architectural models. If no then please suggest alternatives

texts: I am an aspiring civil engineer and thinking to make some structural models and even tried to make some but Blender is not upto my expectations, are there any alternatives ?


texts: Nothing is unwraping in the UV window. As you can see below, i have everything selected and when i then select "unwrap" nothing happens

texts:
I dont know what´s happening. When i did it a cupple of minutes ago i at least got a map. (it was wrong and wierd looking though). Im following a tutorial (https://www.youtube.com/watch?v=xPoxqOcUzNQ) and i marked the exact seams they did and it looked sooo wrong. idk, everyting layed on top of eatchother and i couldn´t see what whas what. Then i deselected everyting and started ofer and now nothing works.
please help!
!!Update!!
It was the "show overlay" that was the problem. However it stil looks wierd to me. Why does it look like this? (it didn´t in the tutorial)


texts: I can't select a single bone in object mode

texts:
I have been trying to attach the hat to the head bone for almost over 3 hours now and i just can't get it to work.

When i look up tutorials on youtube their bones are grey and available to click on a single bone in object mode, when i click on a bone it selects every bone and the bones are as in the picture (They are not selected in the picture). I think that has something with my problem but i have no idea how to solve it.


texts: Collada Export Options Panel Not Showing in 2.82

texts:
Just started using 2.82.

When I try to export a model as Collada in File > Export > Collada/Dafault (.dae) I no longer see the Export Collada panel with Operator Presets show up.

Am I missing a preference config or an Add-On?


texts:
Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a "Displace" modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the "Decimate" modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?

From this

To this

Or to this (if I want the geometry to be to the very limits and worrying only about the shape)


texts: Texture painting on an existing material

texts: Is it possible to texture paint on a material that has been already assigned to an object?


texts: Control emission shader's falloff using an RGB curve

texts: I have an image light whom I wish to rapidly decay. So I'm trying to mess with it using the curves like on the screenshot I posted. I'm trying with the curve here but to no avail. Could someone guide me towards my goal; to have a light with rapid decay rate?


texts: Problem with extrude along the local axis hotkeys

texts: tell me, I'm going through the lesson, the teacher at 2.82 turns out to extrude two faces symmetrically along the local Z axis through E-S-Z-Z, and for some reason, in my case, in 2.92, E-S-Z-Z extrudes along the normals, why, and how to fix it?


texts:
I have tracked and stabilized footage.
I used 2D Stabilization with Autoscale, then turned on Display Stabilization in the Display options. So far, so good.
Then created a mask on undistorted footage (Display Stabilization turned off - only then can see and edit the mask) and parented it to the tracked point used for stabilization (whole mask to single tracker point).

When I use this mask in compositing through the nodes, it is of course undistorted and since Stabilize 2D node info has no outputs, I can't pass Location influence and Autoscale values.
I can make the mask follow my tracker with the Track position node and some math nodes, but the Location influence and Autoscale is still a problem.

Is there any way to simply transform a mask to fit the Stabilize 2D distortion?


texts: How to set the bone origin of rotation from picture 1 to picture 2? The origin of bone is set to the Grid Axis' root, not the root of the bone itself


texts: Temporaly set an Armature to Rest Position

texts:
i need to do some calculations which only work in Rest pose. So i tried to do:

pose_position = arm.data.pose_position
arm.data.pose_position='REST'

# Do some calculations on the mesh objects bound to the armature

arm.data.pose_position=pose_position

But this simple idea does not work.

However, when i select Rest Position from the Blender User Interface before i call my script, then the script creates correct results. So the question is what does pressing the Rest Position Button in addition and how can i do that from Python as well?


texts:
Blender version 2.72 in the .zip downloaded from blender.org there is a new file called
blender-app.exe in addition to blender.exe. What is blender-app.exe for? Which file should I use to open blender?


texts: How to subdivide mesh with Python and Blender 2.8?

texts:
I am trying to find code for subdividing a plane in Blender 2.8, but I don't find it.

I have just created this code but it doesn't work:

import bpy
import bmesh

plane = bpy.data.objects.get("Plane").select_set(True)

bpy.ops.mesh.subdivide(number_cuts = 1)

Can you help me?


texts: Ways to animate edge loops sliding along a torus knot

texts:
I'd like to animate a torus knot, making the edge loops (selected below) move forward along the knot:

The method I'm currently trying is edge sliding all of the loops forward as a shape key, then animating the shape key. After the slide, the mesh should look unchanged, however the edge loops are on top of where their neighbour used to be.

A simple edge slide on the loops doesn't slide them all in the same direction; some loops slide forward, and the others backward.

Is there a way to slide all of the loops in the same direction? Is there a better approach to achieving this animation effect?


texts: Cursor to selected not working while an armature is applied

texts: I have a rigged/posed mesh and I want to parent something to one of its vertices. When I go into edit mode on the mesh and select a vertex and use Cursor to Selected, it doesn't move the cursor to selected for seemingly 0 reason.


texts: There seem to be a lot of tutorials on creating camera shake within blender but I can't find any about creating slow camera sway, as if someone is holding the camera. Is there a way to do this in blender without animating every move or is there a tutorial or addon someone can point me towards? Thanks!


texts: How can I add thickness to a polygonal chain?

texts:
I'm really new to blender and I'm trying to add thickness to a fairly complex polygonal chain. I've seen a lot on how to do it with Bezier curves but nothing on how to do it with polygonal chains. Does anybody know how to?

That orange dot in the middle is what I'm talking about the big mess on the left is my polygonal chain getting sucked towards it:

UPDATE: My problem was fixed thanks to this question and answer - line segments with edges into a curve


texts: I have a simple face object. And when rendered it appears black. Textures work in view port textured mode. I've tried recalculating normals. I'm Using Cycles. Uv map is turned on.


texts: I have uvwrap the face with the normal unrwap option pressing u and on the projection the image is turn down side and the original image is correct. When i rotate in uv applied and render it still the same. How can i fix it. Any suggestion or help. Thanks


texts: Shading artifacts in cycles displacement

texts: I'm trying to make stylized topographic maps in cycles using displacement with 10m resolution hight maps. An early issue I have is getting clean edges. Adding more geometry to the plane does not seem to help. I suspect my image may be too low resolution, but that's the best I can find. Does anyone have a workaround suggestion to clean this up a bit? Many thanks.


texts:
When I use my bones in pose mode to move mesh, they don't move in edit mode.
Also how do I use my bones and mesh at the same time?


texts: Why does part of this mesh "shrink" in Edit mode even after applying transforms?

texts:
The left hand of this 2dcharacter_mesh shrinks in Edit Mode .
Following steps have been taken to resolve the issue (but no solution) -
1.All mesh transforms have been applied in Object Mode.
2.All modifiers(including applied armature),shape keys,subsurf,vertex groups have been removed.
3.Snapping and proportional edit is disabled.
How to resolve this ?


texts: Final render doesn't look the same as it does in the preview (2.8)

texts:
I'm trying to make a synthwave landscape sort of thing, but when I try to render it, all the textures look wrong. The textures look correct in preview mode:

But when I render it:

How do I fix this? I'm using Eevee.
EDIT: Here are my render settings:

Everything except for these 3 settings is turned off. I've tried to turn them off, but to no avail.


texts:
Suppose I'm trying to model a curved surface: the roof of a car is a perfect example. Many tutorials suggest creating a plane mesh, which I should subdivide via loop cuts, and then proceed to model the mesh in two dimensions (say from the top, so X and Y). After that, I switch to a front or side view and I move the outer vertices along Z.

Here comes the tricky part: I end up with two "edge curves", two outer profiles of my surface. Say we're looking at a side view, so the Y axis is along the horizontal axis of the screen. How can I move a "row" of vertices (vertices that share their X coordinate) or multiple rows so that they fit the smooth transition from the "back" profile to the "front" profile?

I know in a sense this sounds like lofting - it probably does, but I'm not sure I get the concept fully. However, I'm looking for something that I can apply at will, not only when creating and developing a surface. In other words, if I move a vertex of one of the "profiles", I want to be able to reposition the inner vertices smoothly based on the new position of the outer vertices.

EDIT

Here are some screenshots to help you understand what I mean.

Here's a plane mesh, with subdivisions in (supposed) key points. I move the outer vertices to match the surface I'm modeling. This is still a flat surface, but you can already see what I mean: I want the inner vertices (those still lying on the square grid) to be moved so that the rows transition smoothly from the curve of the top row to the curve of the bottom row. The "columns" should do the same.

In this second screenshots, the outer vertices have also been moved along the Z axis. You can see what I mean by "smoothing the surface": the inner vertices should follow a curve so that the surface is smooth.


texts: How do I bake a bone animation that has a constraint?

texts:
I have a BVH where the leg has a wobble in the x rotation so I added a limit rotation constraint to remove the wobble.

How do I convert the bone's pose with the constraint to just keyframes of its position but without the constraint?


texts: Is there a way to set Blender to start rendering an animation at a specific hour?

texts:
I am rendering a massive animation by doing a short segment every night. However, my computer is very loud when rendering and it disturbs others working in my office. Is there a way, with python maybe, to leave Blender open with the scene and have it automatically start rendering the set frame range at a time in the evening when I know everyone has left the office, say 8 p.m?

I have asked whoever leaves last to start it but they always forget :/


texts: I cant get back to edit my model, how do i do this?

texts: i am unable to get out of this to get back to my model


texts: Imagine a piece of paper and you fold it in half and then fold it again. that's what I am trying to do and cant. If I use bones the influence of the bones won't allow me to because I need 2 bones to control the same area. If I try shape keys it just deforms the mesh if I try to make it in multiple steps or does the wrong animation because it draws the shortest path instead of rotating from a point like a piece of paper would.


texts: Why do curves stop working entirely when I try to change the Spline Type?

texts:
Here is a video example of the issue
LINK:
https://streamable.com/q7089z
The same issues occurs when I change the spline type on every vertex.


texts: Fluid geometry not flowing when baked inside of domain

texts:
My goal was to have the head turn into fluid and fall down onto the floor of the domain. I have done a little with fluid sims in the past. I'll try to describe everything I did, but I think downloading the blend file will make the problem/solution clearer. I started by making a cube around the head, then designating it the domain. I then took the head(split into 2 parts from a previous animation, with the bowtie being the 3rd part) and designated all parts as a geometry. After baking the fluid, I played the animation, and it didn't flow. The domain cube didn't even disappear like it usually does. I made sure that mesh was checked in the domain, set viscosity to 0, looked inside the head to see if it was full of liquid, and there was nothing. I then set the initial velocity to see if the fluid would render, rebaked it, and got nothing again. I made sure the resolution and sampling steps were high, baked it, and still got nothing.
Why isn't the head-shaped fluid showing up or flowing and why is the domain not even disappearing? Do you think it's a cache issue?

Thanks!


texts: Materials do not show in material preview mode

texts:
I'm kinda new to blender so don't know a lot, but I apply a material to my object I can't see it in material preview mode. It seems to just show a grey highlight. I've done some searching and my driver is up to date and I have the latest version of blender. I have a Radeon RX 560 graphics card. I just have no idea why I can't see my materials. Any help is appreciated thanks.
This is what it looks like in material preview mode.


texts:
I'm trying to integrate a cutom dropdown in my panel that allows to change between different display types for the created proxy objects.

The script runs without error but the dropdown is not shown in the panel. Also, I get this message in the console pointing to a certain line but I can't figure out what's the problem.

D:\XXXXXXX\XXXXXXXX\XXXXXXXXXX\scripting 2_8 wip.blend\Create Proxy Tools:326 rna_uiItemR: property not found: PROPS_UL_ProxyToolDisplayTypes.DisplayType_List

Edit: Here's a .blend with the script
https://1drv.ms/u/s!BH2oRah8e0Ptg8QA9G_pwLDWGUt9ng?e=2yp3rI


texts: How can I get particles (confettis) to fall on a sphere, follow its surface without penetrating it and fall off when reaching the "equator"?

texts: I've set up the sphere as Collision with Stickiness 10 and Friction 1.0. When falling on the sphere the confettis follow its surface but stay horizontal, which means they penetrate the surface of the sphere when they should stay tangent, and then they continue to follow the surface down to the "South Pole" instead of falling off when they reach the equator of the sphere.


texts: How to see several texture slots at once? (cycles)

texts: I am trying to paint a model with the help of texture slots to layer the colors, problem is, the things I paint on the new, transparent texture slot won't appear and I have no idea why..?


texts: Going from an area of low information density to high density

texts:
Consider the following, I've got a mesh already that is in the general shape of my model. However I want to add detail like adding an eye to the general shape.

Example (attempt at modeling bullet bill)

What I'm attempting to do is keeping quads somehow split the edges around the eye area (marked red) and join the two seperate pieces of mesh.

How would I about attemting something like this. I assume I need to split the edges to add in poles at the front and back of the eye area. but then how do I insert quads so that they all match?

In this image its been brought a bit forward from the model just to show the example.

But in general how do I add detail to a portion of a model without adding loop cuts everywhere?


texts:
I have a model that appears to have fake depth, where objects in the geometry are smaller rather than further away. That said, the model looks fine in orthographic view (if you position the camera correctly) and appears there as it actually should appear in perspective view.

In perspective view, of course, the objects that are "further" away are smaller than they are supposed to be when you get close to them.

How could I transform the vertices of my mesh to appear in Perspective view, as it does in Orthographic view? As far as I know, it would involve:
1) translating each vert along the x and z world planes as they appear on the perspective screen coordinates to line up with the same vert on the orthographic screen coordinates.
2) scaling the mesh along the world y, eyeballing it until everything starts to look correct.

The first step is where I find myself rather stuck. Anyone got a way to tackle it?


texts: How do I stack triangles into a bigger triangle with array modifier?

texts:
I'm trying to make a big triangle made with smaller triangles with spaces in between (kinda like the triforce but with 9 triangles per side). Thing is the "triangles" have actually other stuff underneath, so I want to use array. How do I stack them without ending up with a parallelogram?
Sorry for the low quality picture but I can't upload from my computer right now. This is how the top should look like, but just half of it (so a triangle, not a parallelogram).


texts:
Given a pixel on the rendered image, is there any easy way to get the 3D location that the pixel corresponds to in the scene using python? i would really like to know before I go through trying to do the math to get it myself.

In case it makes a difference, I'm using an orthographic camera.


texts: Is there a way to set the maximum speed of particles?

texts: Using Newtonian physics I'm generally liking the way things are looking, however particles just keep on accelerating to undesirable speeds, even using "drag" and "damping" it starts off well but things ultimately get too fast.


texts: Texture issue in BGE (Transition from Multitexture to GLSL)

texts:
I am working on a game inspired of Jet Set Radio style wise, and for that reason i edited my models directly with a set of color to respect my game's color palette. However, when i switched to GLSL to have a preview of what the game's models will look like, no textures were showing up, they were just blank. I tried making materials with "Face texture" on, but that didn't work. I've also tried to bake my textures using Cycles Render but again, it didn't work either.

What it's supposed to look like :

And what i get in GLSL :

Thanks in advance.


texts:
I have done a reasonable amount of modeling in Blender, but am just starting to get into animation. In the past when I was modeling things I would tend to keep things as a lot of separate objects which makes editing different parts fairly easy. But getting into animation it seems that in order to use armatures you typically attach the armature to a single mesh. Assuming that is true my question is if I join a bunch of objects together are the ways of still being able to select the parts again in Edit mode?
I realize obviously that I can lasso the chunks and/or shift-select pieces. I am looking for whether or not are techniques that allow the merged parts to still maintain any of their original selectability. Is this something vertex groups can be used for? Some brilliant addon I haven't discovered?
I am using 2.91.


texts:
Limit selection to visible not working?
No matter if i tick it or not, I can't paint through my mesh. http://prntscr.com/muinpy As you can see in this pic, I have it ticked, and the same thing happens if I don't, The vertecies on his belt are still light blue after I try to paint them, since no matter what I do my weight paint won't go through the mesh.


texts:
I made the Armature Layout to mirror up to my mesh but I cannot get it to symmetrize.
The armature also will not connect to the mesh.
When I move it it doesn't grab the mesh, this is my first project, so I'm thinking its something simple that I just overlooked. Any help is greatly appreciated.


texts: F2 addon suddenly doesn't work properly anymore

texts: I was using the F2 addon, but all of the sudden, it just spit out an error, anytime I have two Edge loops, I want to connect with the F key. The error is the following:


texts: How can I mark the seams to UV unwrap a torus?

texts:
So, uh... I've been using blender for a couple months, and I'm still lost on how the heck texturing works. I would like unwrap this torus, the problem is, it has way too many vertices to for me to even try and mark seams.

I want to unwrap it properly, to where it doesn't appear like... this:

Texturing is the most difficult part for me.. I just recently learned (somewhat) proper rigging. I still have not been able to figure out textures though... I am only able to add them on simple things like that clock on the cylinder.

Thanks in advance. :)


texts: I have a scene setup with some objects which i want to be affected by the environment texture i have created and some which i dont (they are darker areas and are being lit up too much) - Is it possible to omit some objects in a scene from being affected by the environment texture lighting?


texts: How to make two objects acting like parenting to each ohter?

texts:
I understand parenting two objects
Circle A to B
Circle B to A
will result unwanted behavior.
But let's say I want when Circle A rotates, B will follow, and it should work the same when Circle B rotate, A should follow.
The rotation should be initiated from either A or B.
What would be the solution for this?


texts: Static particles freak out after certain amount of time?

texts:
Ok, I have been trying to maintain "static" particles, meaning they stay the same count and just vibrate in place (like atoms) - like this https://dribbble.com/shots/4936693-VR-Birds

I have achieved this by just having start and end frame be same -

My problem is clearly Im doing something wrong because maybe 5 seconds after the start/end frame, the particles freak out and move really fast away from the desired volume:

(where before they were in that box by the cursor)
How can I stop them from exploding? Is it something with the lifetime?

EDIT:

2:


texts: automatic uv packing using uvpackmaster2

texts:
We want to use uvpackmaster2 to pack the uv maps of our meshes. The main goal is to bake all materials into one texture. When calling the uv-packing algorithm, i am getting an error that the mesh should be in edit mode but actually i set all meshes to editmode before. Here is my code:
#preprocessing
for object in bpy.data.objects:
    wm_copy = object.matrix_world.copy()
    object.parent = None
    object.matrix_world = wm_copy

for object in [object for object in bpy.data.objects if object.type!= "MESH"]:
    bpy.data.objects.remove(object)

#uv packing
for mesh in bpy.data.objects:
    mesh.data.uv_layers.active = mesh.data.uv_layers.new(name="bake")

bpy.context.scene.uvp2_props.margin = 0.005
bpy.context.scene.uvp2_props.precision = 500
bpy.context.scene.uvp2_props.pixel_margin = 10
bpy.context.scene.uvp2_props.pixel_margin_tex_size = 1024

bpy.context.area.type = 'VIEW_3D'
for object in bpy.data.objects: object.select_set(True)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uvpackmaster2.uv_pack()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()
for object in bpy.data.objects: object.select_set(False)

The operator does a few steps:
Topology Analysis

Packing Process

And all of this takes some time. And i guess the packing is done. But at the very end i get this error (and i do not get my desired new uv map):

I think my code works finde. I can, for example, replace the uvpackmaster method with bpy.ops.uv.smart_project() and the code does what it should do.
You may want to look at the uvpackmaster code.
TL;DR:
So i guess i have to questions:

Any experience with scripting uvpackmaster2 addon?
Any experience with this speciffic error?


texts: So, I made a geometric realistic house Buuuttttt, I didn't know importing to a game was going to be a NIGHTMARE! I have spots that appear to be missing, that is "invisible", and when I try to UV-map them automatically I get very bad results. How can I quickly remove the interior faces "that will never be seen by the player" and then UV-map this thing so I can go into Mudbox and make this puppy super texture realistic THEN import it into UDK without a hitch? In the future I might just make simple rooms and wood blocks that are pre UV mapped and then build the house from assets in UDK. But, so i don't feel this entire house project was a waste of 3 days of off-and-on work, how do I go about the easiest possible way of getting this bad boy ready for my game engine?


texts:
so this is really frustrating. Im not sure what is going on but on the left view windows you can only see the cushion, and on the right you can only see the chair. I dont know why they arent appearing in the same space. Ive already done alt H to unhide everything and they just dont appear in the same space anymore.

Any ideas?

This is after pressing the link button, just the chair appears still missing the cushion.


texts: How to export a single animation to Unity3D?

texts: I've created a character and 2 animations and copy pasted the save file into unity and everything works fine. Now I've created an extra animation but I'm not sure how to export it to the asset I already have in unity.


texts: This part of my model has bald patches. The hairs are facing inwards. I've looked up the issue and most people advised to try flipping/recalculating the normals, trying to apply all transforms to the mesh, or just add more hairs on top of the bald spot. I tried all of that, but nothing is working...


texts: Check if vertex lies within closed volume

texts: Is there a way to check if a vertex (or for that matter, any location) is inside the closed volume of some object?


texts:
I need to generate random integers in blender game engine using python. I don't want to use logic bricks for random generation. I just want plain python.
I'm using this to make something randomly select a sound to play.


texts: Grease Pencil and also curves don't appear

texts:
whenever i try to draw with the grease pencil or use a curve it doesn't show up in the view port, it dose shows up in the library.
I have tried restarting and still nothing works. I would love any help.
Thank you.


texts: How to make disappear object in animation without visibility for Game Engines?

texts:
Toggling "eye" icon in animation is not working in Unity. I found some alternative solutions such as scale down to super little or move it to very very far away.

Actually I already did second option in many models that I made before, however because of interpolation in Game Engine(Unity), I can clearly see the object moving a very little time.

Making disappearing object is really really useful technic for animations, especially making first person perspective animation, however I always faced this issue.

Is there an another way to hide object that I didn't tried? Or is there a way to hide the object even animation interpolated from another 3d prorgrams such as Unity Game Engine?


texts: How do I texture an ocean scene without using a background world image?

texts:
I am creating an animation for a black and white ocean scene for a cinemagraph to be assembled in After Affects. I've set up my ocean and a couple of light sources to get the look I want as shown below:

This is a rendered view of the scene:

I am unable to export this b/w ocean with a transparent background (either as a png or an AVI file) because every time try to remove the world background image (b/w sunset), the ocean becomes devoid of any color too. I just need the ocean to be b/w and the background to be empty. Tried messing around with nodes and background colors without any luck. 2nd day of trying out the software, so any help with this would be much appreciated.


texts:
I'm a developer that is doing a little mini VR game. I will buy all my assets since Im not a skilled artist. I bought a pistol on Unity Asset store.

Problem is the main mesh called G17 in the picture below contains both the Main body, the slide and the trigger, I need to seperate these 3 into 3 meshes. You can see that there are vertex vertex groups for Slide and trigger. Can I somehow use this to separate the mesh? I'm a complete noob at blender so please a step, by step, guide :D Thanks

update: Edit mode loooks like this, pressing ctrl+l does nothing as far as i can see


texts:
I've been using blender for quite sometime. But I have most my "Disabilities" in the NODE/Material/Lighting area.

I tried most REDUCE NOISE tutorials, tried TOP X Tricks to take out fireflies, but it seems that each case is a case and I cannot achieve approximate results to other people in the same sample size. For example, a person achieves a perfect render a 50 samples. I would have to put 500 samples to try achieve the same result... It's very frustrating.

The lighting inside the "DEN" seems too low, compared to the outside light intensity.

I have a Intel 2600K Processor, G.Skill.Sniper.8GB.1600Mhz RAM, GTX970 G1.Gigabyte Graphics card.

Blender File: http://www.mediafire.com/download/8gd70c8aonbr4ss/BEAR-Radio.blend
(might be missing one or two texture images for the Radio. Just delete that material and it should assume another Radio Material)


texts:
I have a ring of vertices, and I would like to connect them with another edge together quickly.
I tried bridging 4 vertices together, but that took too long and made faces. Extruding with 'E' would also take too long.
I couldn't find any way to do it before, but here is an example of what I would like to do: https://youtu.be/ENmN5PVMcQQ?t=1m41s
How do I do this?
I tried the bridge loop method, but it does all of the vertices at once, and it creates triangles, which I do not want either.


texts: How to set the Euler angles(XYZ) of an arrow, from its components?

texts: Given a vector(an arrow object) say $\vec A\,= \,P \hat{i} + Q \hat{j} + R \hat{k}$ , how to determine the corresponding Euler angles (XYZ) to be assigned to the vector so that it points in that specific direction. Or is there any another way to make that arrow point in that specific direction given by $\vec A$.


texts:
I recently am working on a scene in Blender Cycles which has a relatively great number of objects. Some are more detailed and need more subdivide but the small objects are all just subdivided once.
So the problem is that my blender gets slow when I move the camera in the viewport.
In 3ds Max you can choose objects that you dont need to look at right now and select "Show them as box", which will let them be displayed as a wireframe box and therefore wont stress the scene that much.

My question is if there is a function like that in Blender? (exept hiding objects)

And do you have tips on working on bigger scenes in blender too keep it fast? For example I have a lot of chopsticks in my scene. Should I merge them together to 1 object instead of individual objects and then just give them different materials?

thanks in advance :)


texts:
When I render, white like bricks come up in my scene and start to affect the sand textures.

I've researched I thought it was a noise particle from using something transparent like water but the noise particles are more like circles than bricks.


texts:
I am looking for a way to start rendering a .blend file the moment it is opened.
Doing this with a python script that is executed on load is not an option.

That setup will render the image before the interface is fully shown.
So basically you're looking at a grey screen until the image is fully rendered in the background.

What I want is that when the file is openend, it starts rendering and you can see the rendering process.
Ideally, Blender should quit when the render is completed.


texts: How to extract information about a frame that's being rendered for later use?

texts:
Is there a way to extract information (calculations) about a frame that's being rendered without rendering it? Namely, send all calculations that Blender is doing when rendering a frame, to an external text file that can be used later without having to run Blender?

This could make it easier for less powerful PCs to render heavy scenes as they wouldn't need to open the .blend file.


texts: How do I retexture two objects so they look like one?

texts:
I'm editing pants model with ivory/white .dds texture which consist of two overlapping objects: upper legs (selected with vertices) and groins. Problem is that because the texture is applied differently on these objects groins stand out - they look kind of like pampers.

I'd prefer the texture to be applied more smoothly like in the original version:

I tried googling but 3d modelling and actually any kind of graphical work is rather alien to me, I'm not even sure what's the industry name for this problem (seaming?), but I guess it's not uncommon so should be relatively easy to fix?
I'm using the newest stable Blender version (2.82) and .nif format.


texts: Why can't I save my rendered animation as video?

texts: I just finished rendering my first animation and I can't find it in a video format. I tried saving it and all but its in a blender file. How do I get it into a video file. I rendered it as AVI raw at 1080p 60fps.


texts: Sappling Addon:- Leaves and Tree branches separated in Particle System

texts:
Aim: - I want to create a forest with Sapling add-on and particle
system.

Problem:-
          Leaves are separated from branches

Achievement: -

Without Particle System: - I am able to render all the trees with leaves in object mode + rendering.

With Particle System: - I had created some different trees with sapling add-on.

Steps followed:-

I had created the different trees with sapling addon.
Created Group for trees with leaves selected.
Add Particle system

3.1 selected Hair option, used tree Group as particle
I am able to distribute the different trees with random size.
But some trees leaves are separated from branches..

I had tried the different options, but didn't succeed.

Tried to combine the leaves and branch/base.. but..it's not good option..

Kindly help me to solve the above problem or suggest to follow the different steps..


texts: Basic rigging - Bone heat weighting failed

texts:
Trying rigging for the first time and keep getting Bone heat weighting error even if I, Removed Doubles Recalculated Normals  Removed Subsurface Modifier, Ensured Positioning for the Mesh and Bones are all set to Zero and Scale to 1.

I obtained this golem by using a cell fracture quick effect which result I then joined in one object.

Here is are some photos of the rig I built for it which I obtained from a human rig.

Any ideas what could be causing the error.  Thanks.


texts: Redraw Texture Based Off Disfigured Mesh

texts:
I have a full mesh and texture of a dragon in blender, which both work fine.
I have to cut the dragon up into ~20 parts for what I need to do. I cut everything up correctly, but I can't figure out how to get a new texture based on the new object.
As you can see in the image, a small part of the texture is being used.

When the mesh is exported alone, it needs the same texture, but redrawn/created to fit.

Is there any way to do this?


texts: Sculpting Shape Keys with Multires Modifier?

texts:
I’m modeling a character and doing expression tests with shape keys. She has a multires modifier and the sculpt mode changes I make to shape keys doesn’t seem to apply (or rather it messes up my base mesh). I looked up the topic and apparently multires is incompatible with shape keys, but this tutorial I’m following seems to do it just fine? (link should jump to the timecode)

https://youtu.be/f-mx-Jfx9lA?t=567

They also do some combo of multires and shrinkwrap earlier in the video, but their explanation is so fast I can't follow it. I don't know what they mean by "apply sculpt to base mesh instead multires layers". Does this have anything to do with my problem? (again, this link jumps to the timecode)

https://youtu.be/f-mx-Jfx9lA?t=576

Can someone shed some light on this? I’m still a beginner. Is there a way to use shape keys without applying the multires and losing the low poly mesh? Would a subdivision modifier be compatible? The subdivision modifier seems to make the toes and fingers really thin unless I make the geometry in the base mesh overlap.

Here is my model


texts:
I'm new to Blender (so hopefully this isn't too obvious) and I've recently been trying to import obj files but when I do, nothing shows up. I'm sure the object I'm importing is .obj, and when I import it, it shows up on the scene collection menu but I just can't see it...
I don't know if there's something that I'm missing here or something, but I just can't seem to see the object that I imported.
Here are the steps I followed:

Clicked "File"
Clicked "Import"
Clicked "Wavefront (.obj)"
Selected the file and imported

From there on I could see nothing. Help? (I'm using Blender 2.91.2 on Windows 10)


texts:
In the below picture I have drawn a selection box, highlighted in green, over the same area of a mesh.  The selection box was drawn while individually using the Edge (left) or Face (right) modes, giving the resulting highlighted mesh.
I want to draw attention to how, in edge mode, the selection box only highlights the edges that fall fully within the selection box.  However using the same selection box in face mode, the result highlights any face that is touched by the selection box, even if not fully within it.  This behavior is consistent across both the Lasso, and Circle selection tools.
Ultimately I am curious as to whether this behavior can be controlled and from where?


texts: How to create a trace outline animation of an object

texts:
I have a blender product animation, and I'd like to show animated tracing of the outline of an object, like this:
In the past I've seen this kinda stuff done in after effects. Can Blender 2.9 do this?


texts: How to pass color value from input to output in custom python node

texts:
I want to make custom node that can be used in compositing nodes. I stuck in part when I need to pass color value (and do some operation on that) from input to output socket.

def init(self, context):
    inp = self.inputs.new('NodeSocketColor', "Input 1")
    inp2 = self.inputs.new('NodeSocketColor', "Input 2")

    out = self.outputs.new('NodeSocketColor', "Out")
    out2 = self.outputs.new('NodeSocketColor', "Out 2")

I don't know how to set up links (inp -> out, inp2 -> out2). Outputs are always connected to the first input socket.
How to change value before outputting.


texts:
Is there a way of seeing which modified images are unsaved?
I modified one image, packed it and saved it, and it's still warning me about saving one modified image. I'd like to know which image is supposedly unsaved and if it's the one I packed (and which doesn't have an asterisk), then why is that?
Edit: I might have saved it and then packed it so that's my bad, but I'd still like to know whether I can see a list of unsaved images somewhere.


texts: Wait until the action is done (in script)

texts:
I'm writing a script to make playblast (animation preview) via OpenGL render. I want to start play back rendered frames right after rendering is done. How I can do it? For now my code looks like this =)

#start opengl render
bpy.ops.render.opengl(animation=True)

### TODO: WAIT UNTILL RENDERING IS DONE

#play rendered sequence
bpy.ops.render.play_rendered_anim()


texts:
I rendered this image in Blender 2.81 Alpha.

The helmet has a simple glossy shader with roughness set to 0.265. I'm rendering this in Eevee. The blue is coming from a spotlight in the back. What is causing the lines to appear in the glossy reflection and how can I remove it?

Things I have Tried

Cranking up the sampling numbers
Remeshing
Subdividing
Applying all modifiers I have in modifier stack

I would love to provide more details if you need it.


texts: How to Alpha matte an object with another?

texts:
Excuse me, I have two render layers, one for Suzan, the other is for a circle, and I want to set the circle to be the alpha matte for Suzan, like the image below:

I tried to do it, but the result was not that good, here is my nodes setup:

If there is a way to do it without separating each object in a render layer, this will be great.
Thanks every one :)
Stay safe :)


texts: When using the extra objects add on, I can create the shape (sine wave) I want by inputting the correct function.  Once I move onto another object, I can't reopen the options for changing the equation/size of the object.  I just want to add more periods to the sine wave but I can't get the original options for choosing the x and y size.


texts: I am new to blender, doing an exercise of modeling a donut. When it comes to adding sprinkles, I was trying to use particles to do that. But when I apply the particle effect on my "icing" layer, the sprinkles were all hiding inside the icing instead of on top of that. Any idea what happened and how to fix that?


texts: What is the purpose of the "active" toggle on fcurve modifiers?

texts:
What is the purpose of this toggle?

What can it be used for?
The manual page doesn't mention anything about it as far as I can see.


texts: How can I paint uniform sized textures on large surfaces?

texts:
I've just started discovering the paint tool, but no matter what I press in the brush options or size up and down, when I zoom out of the model in the 3d view and when I zoom in while painting, the textures are of different sizes. In Photoshop as an example no matter how much zoomed in or our you are, if the brush is set to 15 pixels, it will always paint in 15 pixels.

So what do I have to do (hopefully without the nodes) in order to paint in the same thickness, regardless of the level of zoom.

Btw. I spent the entire day trying to find an exact answer to this, so if there is one, please reply with an exact answer rather than ,,duplicate". I've had duplicated topics a few times and those duplicate threads were never the same thing I asked, slightly similar, but not the same thing and I still have no idea what the answers are to those topics that got duplicated..


texts: How can I stop the mesh from stretching when posing?

texts: I'm trying to rig a model starting from a rigify metarig and it's been going pretty well. It looks like, though, the mesh is morphed and stretched everytime i pose it, which is a problem mainly for the head and hands. Is there a way to make these parts rotate while keeping their shape and size? Am I doing something wrong? (probably but still)


texts: BGE- Prevent a custom mouse pointer from snapping to the center of the screen when mouse look is used

texts:
I am trying to create a rotation system around my character so that when i hold down right mouse button and move the mouse, the camera rotates round the character and when you let go of it, the view stays where it is. Once you let go, you can use the custom mouse pointer to click on items in the scene.

I have the problem that when you rotate the camera, the pointer snaps to the center of the screen (when i want it to stay in place) and jolts the camera. I am aiming for a way to have a similar system to the game Astroneer for reference. Any idea of how i could achieve this?


texts:
I was on wireframe view using the knife tool on a mesh and when I finished and went out of it I realized everything was semi-transparent and I don't know why. Here's a screenshot:

I want to know how I can turn everything back to normal


texts: I've changed position of vertices with python but nothing happened

texts:
I'm really newbie at blender. So I want to change an object from a python script.

If I create a new project (Ctrl+N) and open python console, I can changing position of vertices:

bpy.data.meshes['Cube'].vertices[0].co.z += 20

But if I'm using .blend file with mesh from here:
http://www.blender-models.com/model-downloads/humans/id/head-mesh/
I can changing vertices too

but I don't see anything new at 3D view window.

What I'm doing wrong.


texts: Cycles outlier removal for hot pixels - would that make it "biased"?

texts:
Even with setting my sampling numbers pretty high (256 diffuse and glossy samples times 16 render passes with branched path tracing) I'm still getting the very hot pixels.   I read that this is caused by out-of-range sample values which the render engine never really blends in with other render passes,  almost like the pixel has NaN (Not a Number) as a value.  Or maybe it's more like a pixel has a value of 400, and no matter how many passes you average it with, it's still going to be really hot.

It seems that an engine should be able to filter out these extreme values, (like a median filter?) but on the other hand I hate doing something like clamping my render values because I need to keep the engine non-biased.  (this will eventually be for a research project and it's vital that it be good math and a non-biased render engine.  So maybe I'll need to purchase a very good non-biased engine.)

Am I correct that any method for removing outliers would then make it a biased render engine?  Biased or not, numeric accuracy in the final image is the goal, so maybe even if it is technically biased with outlier removal, it might still be more accurate?

I'm not looking for techniques, such as "just blur it in Photoshop" but more theory of the rendering engine.    Thanks very much for your help.

=== Update:  I've found that the bright blue noise (from my emitter sky dome?) comes strictly from the Subsurface Indirect channel.  I'll have to read up on subsurface scattering to make sure I'm not doing something stupid, but as strongly as this noise comes through, it makes me wonder if it's a bug in Cycles.


texts:
I've been using Blender Internal (Blender Render) for the past years, and since that's not in the latest version of Blender, I wanted to ask if there was a way to render out my old models in Eevee without having to manually edit them to function properly. My biggest problem is that the textures don't show up (some of them were generated procedurally).

Thanks in advance!


texts: Problem with using multiple textures on a multi uv mapped object (cycles)

texts:
I'm trying the texture my character, but I'm having a lot of trouble mapping all of my textures together, I have been researching a lot but I couldnt find anything that could help me!

I have this character here, that I textured by creating uv maps for 5 body parts like head, body, arms and legs, and assigning materials to selected faces.
Like, If I made a UV map for the head, I made a material and assigned the material to the faces the UV map is created from.

And my character looks like that

Problem is, assigning the materials to the faces takes away my freedom to use the same faces again in case I want to texture parts of the body and parts of the legs on a different material (I want to paint around the legs and body to cover up the wierd thing going on if you pay enough attention to it)

So my idea is that instead of assigning materials to the faces, I could instead only assign the textures to their UV MAP.

My UV maps are set up like this:

Now after doing some research, people say its possible to achieve putting a bunch of textures doing it with this setup of nodes:

Unfortunately when I do that, that what happens in result:

Basically what you see here is both the head texture and the arms texture overlapping each other, and when I apply only one texture, lets say, the head, that what happens in exchange:

As the texture goes outside of the assigned UV map.

I tried using attribute instead, using texture coordinate, mapping node, using two materials for separate textures, seaming the head, nothing!

I hope you can help me with this! nothing I could find over the web!