texts: How do I extend the amount of frames on a 2d animation?

texts: I need to extend the amount of frames on the timeline, as you can see in the picture it ends around 1020 frames in the png. I havent tried anything yet to fix it myself but I was wondering if there was a way to go about fixing it before I do any unrepairable damage to the file. Thanks in advance


texts:
I am editing a video(MOV format) shot on Nikon coolpix. And i want same quality output, but an MP4. I tried with fallowing settings and curves modifier But it just darkens the image and not improves the colour saturation. In the screen shot i have overlaid with and without curves modifies and part of the source footage screenshot and my export settings.

How can i match source colours?

Source Video Details

Format                                   : MPEG-4
Format profile                           : QuickTime
Codec ID                                 : qt   2007.09 (qt  /niko)
Overall bit rate                         : 8 419 kb/s
NCDT                                     : NCTG

Video
ID                                       : 1
Format                                   : AVC
Format/Info                              : Advanced Video Codec
Format profile                           : Main@L4
Format settings, CABAC                   : Yes
Format settings, ReFrames                : 1 frame
Format settings, GOP                     : M=1, N=8
Codec ID                                 : avc1
Codec ID/Info                            : Advanced Video Coding
Bit rate                                 : 8 282 kb/s
Width                                    : 1 280 pixels
Height                                   : 720 pixels
Display aspect ratio                     : 16:9
Frame rate mode                          : Constant
Frame rate                               : 29.970 (30000/1001) FPS
Color space                              : YUV
Chroma subsampling                       : 4:2:0
Bit depth                                : 8 bits
Scan type                                : Progressive
Bits/(Pixel*Frame)                       : 0.300
Stream size                              : 315 MiB (98%)

Color range                              : Full
Color primaries                          : BT.709
Transfer characteristics                 : BT.709
Matrix coefficients                      : BT.709


texts:
I am modelling a wooden house and I'm having some trouble modeling the outside of the house which is covered in vertically aligned planks.
I have tried using the displacement map from a downloaded texture but it doesn't really work. I think the easiest way would be to model the mesh with loop cuts and then extrude every other surface to make a kind of plank texture.
But the problem here is the top of the house is a triangular prism and I can't figure out how to get the loop cuts to align vertically... Any thoughts and ideas?


texts: How can I stop filling an object with fluid when it is full?

texts:
I want to simulate some oil going from one tank 1 M^3 then down in a pipe and filling up a std 55 Gal barrel.

See image:

I've got several problems with this such as how to stop filling the barrel when it is full so it doesn't spill?

Also, if I use inflow it will overspill a lot! I could not get to do it with a very small pipe so is there a way to do it with a small pipe? Right now the pipe has a 1 foot diameter which is not realistic!

I can provide the file if needed.


texts: Random vertices not following mesh during armature animation

texts: First animation here. I've setup the armature and have an experimental walk animation going. But the certain vertices are not obeying the weights. What is even happening here?


texts: Why does my mesh have no faces on the inside?


texts: Is there any place where I can find .blend files of car interior parts

texts:
I want to know website where I can find 3D .blend interior car parts like steering wheels etc.
Please answer as soon as possible. I need this urgently for my fyp project.


texts:
I used the preset Quick Explode (Is it a preset?), and after a while, I wanted to change it so Quick Explode happened later on in the animation so I could animate before it (like you would on the dope sheet), but I couldn't find out how to. If anybody could help that would be AWESOME!
(P.S. I'm using cell fracture if that makes a difference)
Thank you for your time.


texts: Color from HDR texture affecting the color of meshes

texts:
I'm using an HDR in my scene, but it seems that my meshes are affected by the colors that the HDR contain.
More specifically the grass on my HDR creates the "Greenish" light on the walls.
Is it possible to change this so that the meshes wont recieve the colors from the HDR? If so, what kind of settings would i need to change.
I have included two picture below to illustrate it. First shows my HDR environment and second how the grass i casting a green color to the walls:


texts: Can a single shadow catcher be more than one plane?

texts: Simple question, I think: I'm trying to create a shadowcatcher that will catch the shadow on the floor and on the wall in one object that has two joined perpendicular planes and save as one image. Is this possible? So far it bakes with only the "floor" plane showing and nothing for the "wall," but I'm new to Blender so may be doing something wrong. I have managed to create shadowcatchers and save their images with one plane, though. If it is possible, is there an extra step I might be missing to make it work on both planes? Does the object need to be UV mapped before it will work?


texts: Can I reduce rendering time by adapting computer hardware?

texts: Can I reduce rendering time by adapting system requirements? And if I can, what are the things I have to consider while adapting my Computer? If I want to get output instantly withing few minutes even when I set the sampling value to 2000 +, how I have to modify my system?


texts:
If i were to rotate cube 23 degrees then go to orthographic view, it would be difficult to line up the viewfinder (in orthographic) to be flush with the object. Is there a function that makes this easier or does this for me?

Thanks


texts: How to get rid of shadowy texture on objects?

texts:
I am trying to make a very simple diagram. I have these arrow-like objects that are inside of a transparent box. The arrows have this "shadow" on them, making them look dark. This effect looks fine on everything but the yellow arrows. I have removed all shadow effects, messed with lighting a little, and nothing changes. I am thinking it is texture related. I brought one arrow outside of the box, and it is still there. I have included a couple screenshots of the image and my settings.

I am extremely new to blender, and I am trying to keep this project relatively simple, so I would appreciate the simplest possible fix.


texts: Wrapping a mesh around point cloud with cavities

texts:
I have a series of point clouds I want to convert to mesh (there are points inside the object, uniformly distributed, not only on the surface).

I want to generate a model of the surface of the point cloud.

When the model is convex (like a cube or a sphere) applying a convex hull around the object is good enough but when the model has holes (like a torus (a.k.a. doughnut)) or cavities (like the area around the eyes in a head model or the area around the steam in a glass of wine) those concave features are lost.

Is there a way to wrap a mesh around a point cloud in a "convex hull style" without loosing the cavities?

It doesn't need to be perfect, a reasonable approximation of the geometry of the object would be good enough.


texts: When i scale chosen vertices of my mesh, they scaled by their center. I want scale chosen vertices by some of vertex.


texts:
I`m trying to make this fireplace in blender and can˙t figure out how to make the texture in white.

Can anyone help?


texts:
I was wondering if anyone knows an answer to this simple question. Googling did not give me satisfactory solutions. I have never dealt with bones previously, and they seem to be rather complicated.

The question is as follows:

Consider the following bone axis orientation (pose mode selected):

The Y-axis is oriented along the bone length. What I need for the script is to make the X-axis orient along the bone length. Basically, I need to rotate the whole axis system 90 degrees around Z-axis.

I would really love to have this orientation for the script. Converting the script itself would be highly problematic.

To conclude with: Can I rotate the pivot 90 degrees around the Z-axis?

I would very much appreciate if anyone replies to this.

Cheers!


texts:
i create a simple shape (see the attachment ) then i just simply apply mirror midifier to have a complete closed object (the original object is the one
in wireframe shading). Now i add a plane and i want to snap the base of the object to the plane so it will sit on top of the plane. What is the best way to do it ? because of the mirror modifier, the bottom face is not selectable, in edit mode i can't snap the 3d cursor to the bottom face.

Thanks.

edit :

here's the blend file :
https://drive.google.com/file/d/1ntfEzOrnE95jsHNxzcG8sUVDu_-ioqbp/view?usp=sharing


texts:
I have a blend file, But when I am trying to import the only options I have are collada and alembic. FBX, OBJ etc are all missing.

I have enabled FBX add on in preferences. I have seen the options MANY times before, why is it missing all of a sudden?


texts: Hair particles tighten on a certain point

texts:
I am trying to set the ponytail using hair particles on a cartoon female model, Most of work go smooth.

Result:

My Hair Setting:

Comb View:

I am having issue to tighten up hair in a hair catch. The area where I want to put an hair catch is real big and I am looking for a real narrow.

Can anybody point out, how to achieve it or Is there another tool other than comb to narrow any specific area?

Thanks in advance :)


texts: Memory efficient way to store many numbers (floats, ints) in a .blend file

texts:
For my addon I need to store large amounts of data in a .blend file (mostly floats, but other types are possible as well).

I tried using a normal CollectionProperty. Performance wise this works fine (with foreach_get and foreach_set). However some rough measures show that Blender stores roughly 128 bytes per float this way, which is quite a lot of overhead and therefor not really acceptable.

Is there a better solution to this problem?


texts: How to Make a Plane Object Move Individual Vertex's in the Third Dimension

texts: I'm learning how to use blender, and have been watching this video (https://www.youtube.com/watch?v=0QT1GNMevfc&t=67s) to make a man for a game. Now this video is fairly outdated but I've been able to do everything he has so far (with the exception of putting the reference photo as a background, I instead put it as an actual 2D object), but at 11:00 he begins to take the plane that we used and pull it forwards into the 3rd direction. I can't figure out how he did this and after an hour or so and lots of research that showed nothing I am only able to move it in 2 dimensions up/down and left/right. How do you move it backwards and forwards?


texts: Why does dragging the middle mouse button sometimes translate my selection instead of rotating my view?

texts: I don't know what's causing this, but sometimes when I have faces or vertices selected in edit mode I will drag the middle mouse button to rotate my view but it will translate the selection instead. I don't press G or anything. Is there some Blender shortcut I'm not aware of that I'm activating by accident?


texts: Flat shaded normals, have weird shading artifacts

texts:
I've been working in blender for the past 3 years and never encountered something like this. When I set the normal shading for this object to flat, it shows up like this.

I made sure the the faces all had the same normals. I tried shading them smoothly and adding sharp edges, that results in the strange smooth normal shading shown below.

Any help would be appreciated.


texts: The icing on my donut has small holes around the edges. I didn’t notice exactly when they appeared, but it wasn’t until just recently. I was likely messing with render settings when it happened. Any help is appreciated!


texts: Are there other ways to skin a mesh without Armature Deform with Automatic Weights?

texts:
Because, I choose that option and it says "Failed to find solution for one or more bones". I, of course, put the rig inside the mesh. There is symmetry in my rig and they are appropriately named with bone.l or bone.r.. I tried several things.

I would be happy to provide any more details and thank you for any help you might provide.


texts: How to animate a bike chain with a low poly chainring?

texts:
I need help with animating my chain, the chain isn't able to stick with the chainring because its quite low poly(both the chain and chainring) as shown as in the pic and the gap is very obvious I can't animate the chainring rotating with it like this.
How will I rig this to remain like tensioned while the chainring is rotating?


texts: I want to be able to print out my UV layout, so as to be able to assemble the model out of paper (or wood, if I lasercut). Is there an easy way to turn the edges in the UV editor into outlines on the image, so I can see where to cut?


texts: What scale should I use for a small diorama, and how does this affect lighting etc

texts:
I want to try to make a small low poly diorama, and don't know what scale to use. In the viewport the scale doesn't seem to matter much, but I don't know how lights and camera's are affected by the true size of an object.
Thanks.


texts: Compositor has a different effect when editing Render Result vs external PNG image?

texts:
I get a different resulting image for each of these three situations:

I edit the true Render Result directly with "Render Layers" node in the compositor. (The Render Result image was never saved externally.)
I save the Render Result as a PNG file, and then edit the externally-saved image with an Image node in the compositor.
I save the Render Result as a PNG file, open the image with an Image node in the compositor, and connect the Image node to the Composite node. The external image is now loaded into "Render Result" (kind of like a pseudo render). I then edit "Render Result" with the "Render Layers" node in the compositor.

The second two situations gives me different results from the first.

What I want is the first result, but then I need to re-render if I accidentally close Blender during the process or want to make additional changes with the compositor in the future (since the "true" render is deleted upon closing Blender, and all I can save is the PNG).

Is the saved PNG missing some kind of information that the "true" Render Result image has? How can I remedy this?

(Note that I tested this by using a "Glare" node. This node seemed to have no actual glare effect for situation #2... it only darkened/lightened the whole image. It had a sparkly/glowy effect for situations #1 and #3, but they were very different.)

(I'm new to Blender.)


texts: How can I make a tile-able polygon background?

texts: How can I make a tileable polygon background?


texts:
Make a Livestream shorter? Is this possible?
I am learning Blender still, so I don't know all the shortcuts and quickies on the software. With that said I don't know if this is even possible for Blender?
How could I make a Livestream footage shorter, compressed like? I want to make a SpeedPaint video for at least 15 minutes or less. I do not want to show an entire 2hr and 28 minute video.

Thank you in advance !


texts:
I found a hairdynamicscollition.txt patch for Blender that I wish to install.

How do I do it?

I tried to run it as a script, but when I do so in the text editor in Blender, a red mark is over the first sentence text in the script text, and the script doesn't work.


texts:
How can I get a collection of two selected bones from an armature like the bpy.struct.selected_objects[0] list?

If I try this with bones I just get the armature objects name.


texts: Can I put a small resolution scene on top of a large scene in one go?

texts:
I am searching for an in-image effect in the compositor.

I have two identical scenes (only the cameras are different). One for the background, 800x600 pixels. Second scene has the camera with a closeup on a detail, 320x240 pixels in rendersize.

One pixel of image one should cover one pixel of image two.

Can I put the second image on top of the first, partially covering the background, without rendering the detail image separately? I'd like a solution best which does not require or produce any scaling since I use wireframe.

Like that, only with higher resolution.

If I use the scale node, it destroys the wireframe (and for some weird reason distorts the cube as well):


texts:
Im trying to do some simple camera mapping using an equirectangular env.map that I have created from my real camera.
This I am trying to project onto my scene geometry.
This used to be done with sticky coordinates and there is also the UV Projection modifier.
Unfortunately I need it to work with cycles.
I am trying to use UV mapping, but am not sure whether to use a normal image texture or an env texture in my material nodes. The question is also what kind of texture coordinates I should use.

Thx in advance, R


texts:
I'm practicing blender 3d v2.79
By the last 3 weeks when get inside the edit mode i can't select the whole circle of vertices by hitting Ctrl+alt +left click

In the beginning i thought that my laptop keyboard is the problem and i connected an external keyboard and did the same and even my laptop did the same what is the problem

What is the reason, is my short cut wrong
Give me a suggestion


texts: Blender 2.90 - animation keys not showing up

texts:
for some reason, I try to select my animation keys and .... they are gone !!!
they were there, but they magically disappeared
I tried

dope sheet
action editor
shape key editor
pressing home in the dope sheet

my bones keys are gone
also when I export to fbx, there is no animations in it, but in blender the full animation plays perfectly
thanks for helping me on this


texts:
This mesh has a seam on it.
When I apply texture on it the seam is visible.
How to fix this issue?
I also share the file


texts: How to select animation channels using Python?


texts: what is the best way to patch a hole in a spherical mesh

texts: how would you fix the hole so that its even like the other parts of the mesh?


texts: Does Weight-Paint work differently in 2.80?

texts:
I was able to make it work in 2.79, by the usual way.
But in 2.80 it won't react when I am trying to select the mesh (after putting the armature in Pose mode).
Maybe this is still being worked on.

https://blend-exchange.giantcowfilms.com/b/5926/


texts: How to cut a spherical hole in a dome properly

texts: I'm trying to figure out how to put this robot head onto its body. I'll attach pictures, the head goes inside a spherical socket on the upper dome part of the body. I have tried using boolean but it messes up the topology and I want to make sure I am doing this correctly. My last attempt involved using a lower vertex count head to line up with the dome but it was taking far too long. Here are all the attached photos, please let me know if you need more information. I did my best to make this digestible. Thank you so much, blender is quite hard to learn without a teacher :)  https://imgur.com/a/aJFR1Iu


texts:
I have a problem creating an animated film as a university project. We work as a group. One of us created a landscape and the others animated a panda. I appended the landscape to the panda file and the others the panda into the landscape file. All my files have shadows on the ground from trees and the panda. The other files just have a shimmering shadow. I've been googling a lot but I can't find any solution. This happens only with Eevee, with Cycles all shadows are shown. I'll upload two files, one from me and one from a fellow student. Maybe someone can help me :)

Best wishes
Nathalie


texts:
I need to be able to use a single value to affect an image in compositing.
it seems like the simplest thing the compositor should be able to do but I have no idea how.
whenever i attach a node giving an output of a value without any dimensions it breaks the viewer

The image normally

Trying to replace a channel with a RGB value

Converting to BW doesnt work

Any single value breaks the viewer

And then when I remove it the image comes back. Even though the only thing controlling that channel now seems to be a single value, it cant be something i can manipulate from the outside with variables or whatever.
I need this for a filter that replaces image colors with specific colors from a palatte, but it breaks at one of the most important parts, please help.


texts: Scaling rigged meshes with hair particle system - problem

texts:
Assistance needed please. I have an armature with meshes attached to it. A added a hair particle system to the mesh. I want to use this model in various scenes at different sizes.
When I resize the model using the armature, everything looks perfect until I save and later reload. I then find the hair objects have returned to their original size on the reduced mesh object.
What I have noticed is that when I reopen the file, the armature's scale has been automatically applied.
What is the correct way to resize a rigged model with a particle system?


texts: Internal vertex in UV Sphere causing internal faces

texts: I have been trying to model an eye. I worked for hours with one tutorial and I kept getting what appears to be and internal vertex causing structure inside my UV Sphere. This image shows one way it manifests itself. It shows when I try to move the sphere, or shape the sphere. I tried following a different method and it happened again in a different way, but still as if there was a center vertex in the sphere that was causing additional faces on the inside of the sphere. I have been battling this for two days now and I have even reset to original default to clear addons and other changes I made to personalize Blender and it still persists.


texts: Grease pencil workflow for composition or storyboarding

texts:
Note to the readers, August 2019: Grease Pencil has gone through a major redesign for version 2.80, so you should probably check more recent resources than the (current) answers to this question

I would like to use the grease pencil for

sketching the composition of illustrations
sketching the storyboard for animations

where the illustration/animation will be done in 3D.

For the illustrations, I'd basically like to "place" the different objects of my scene in the 3D world, and I would like to know the best way of doing this. For instance, for making the setup below, I had to go back and forth from mouse to keyboard to graphic tablet in order to move the 3D cursor (to choose the depth at which the line would be drawn), go back in "draw" mode, and do the actual drawing; to replace a wrong stroke I had to hit "Undo" because I'm not sure how to reposition a stroke.

Is there a window layout and a set of hotkeys that would help me?

For the animations I'd like to do just the same, but also to be able to make elements appear/disappear, and possibly to keyframe their Rot, Loc, Scale.

Maybe this is all very simple, but I don't quite get the mindset behind all this: Are strokes objects? Where are they in the outliner? Do they have F-curves? Is their visibility keyframable? Does it change anything if I draw a stroke while being at frame #n rather than at frame #m (unlike regular objects)?

Wrapping it all up: I can't seem to find many tutorials, and the few I've found seem to focus on making 2D animations with the grease pencil itself. I'd really appreciate if you could introduce me to the right mindset that I need to work with G.P. as a "sketching" tool, and possibly some good resources about it.


texts: How to vary the thickness of a Bezier curve?

texts:
I have made a bezier tube and I want some parts of it to be large and others to be small.

When I try to set the depth for one of its vertices, it just changes the depth for the whole object. Is there a way to change the depth for separate parts of the bezier curve?


texts: Blender Online Product Configurator - Dynamicly Updates Geometry

texts:
Is it possible to make an online product configurator using Blender Cycles rendered models that dynamically stretch and grow?

As user enters their custom dimensions (height and width) could their product's 3D model update to that size in real time?

Bonus: could objects be added as the product gets bigger?

Like a ladder that could be any custom length, but for every extra 12" it adds another rung.  Then re-spaces all rungs equally apart.

Couldn't find any configurators like this.  Usually they only change color and swap parts.


texts: How to attach an animated object to a rig?

texts: I have an animated emergency light that should stick to the head of a little robot. Is this possible without rigging it? The robot is rigged with bones.


texts: Why is mesh moving out of place while weight painting?

texts: When I try and weight paint a mesh, it jumps out of place. This happens every time I try and weight paint something, so it's obviously something I'm doing wrong rather than something wrong with the model or the file. If the bone is in the center, it works fine, but if it's a mirrored bone (for example hands) everything goes wrong. The first image is before I do any weight painting, and the second is what happens if I try and weight paint the hands (or really any part of this besides the head and main body.


texts:
does anyone know if it is possible to have a custom modal translate (such as the code below) but also have it respect blenders snapping?

if event.type == 'MOUSEMOVE':
    x, y = event.mouse_region_x, event.mouse_region_y
    self.mouse_path.append((x, y))
    obj = context.object
    if obj:
        loc = region_2d_to_location_3d(context.region, context.space_data.region_3d, (x, y), (0, 0, 0))
        obj.location = loc


texts: How to run a modal operator after file open?

texts:
I have the following register function:

def register():
    bpy.utils.register_class(ModalOperator)
    bpy.ops.object.modal_operator('INVOKE_DEFAULT')

It'll work if I run the code from Blender's Text Editor, but will give the following error if I try to use it as add-on:

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

Is there a way of running my modal operator on Blender's start (or on opening new file)?


texts: How can I emit smoke from just the outline of a model?

texts:
I know my way around Blender a bit, but I'm in no way an expert. What I am trying to do is have a humanoid mesh that is invisible, but have smoke emit from it's silhouette only, not it's volume. Is there a way to generate a mesh on just the outline of a model similar to backface culling with solidify modifier so that the smoke only generates at those locations?

I tried to keep the question short, but let me know if anything is unclear.
Thanks!


texts: Convert Particle System to Object With Unique Faces

texts:
I've been trying to find info around converting hair particles into a mesh, but with "unique" faces. I'm able to convert the particles into the mesh, which creates a number of linked objects under the Outliner window.

Once complete, each object (object.001, object.002 etc) is linked in so much that selecting a face on one selects that same face on all the others. I can't work out how to unlink them so that each face is its own unique face, and not linked to the rest. When trying to unlink it just removes it from the scene.

I've so far tried a few applications, (make instances real) etc, but I'm not sure how to combine it all into single object.

Any help is appreciated.


texts: How create two new a objects(mesh) from single selection

texts:
I'm need create 2 difirence a object from one selection.
I have some code but blender gives out error.

face_lengths = tuple(map(len, faces))
TypeError: object of type 'MeshPolygon' has no len()

import bpy

act_obj = bpy.context.active_object

sv = list(filter(lambda p: p.select, act_obj.data.vertices))
se = list(filter(lambda p: p.select, act_obj.data.edges))
sf = list(filter(lambda p: p.select, act_obj.data.polygons))

me = bpy.data.meshes.new("mymesh")
me.from_pydata([],[],[])

obj = bpy.data.objects.new("Object", me)
scene = bpy.context.scene
scene.objects.link(obj)


texts:
I would like to use an Empty to control color of a material, strength of a light, etc.  I know some things can be controlled by Keyframes, but can they be controlled by empties or object positions.
Intended uses: Light dimmer switch on a wall; character's eyes change color as empty gets closer.
Additional: Eye color changes from blue to brown (bottom up) as coffee is consumed.
I would greatly appreciate any help.


texts: Bridge tool creating abomination instead of connected edges

texts: Increasing number of cuts works horribly wrong. I was expecting somewhat a connected pipe or something. Is this a bug?


texts: I have a voxel representation of a model of the human body in numpy and would like to render it directly in Blender.  Is there a file format for this?  Most of the ones I've seen use polygonal meshes (ie. .obj files).  In other words, could one render Minecraft directly in Blender?  (or if not, in Unity3D, Maya, UnrealEngine, or any other popular modeling 3-D software?)


texts:
I'm trying to create i blend shape but after i finish making one, the vertices never reset and don't even move after i edited them. Please help! https://gyazo.com/2328df14475881eb5ed40e57ad29846e
I tried creating it at 0 that still didn't make any difference, it's not the first time i create blend shapes on this same mesh and it worked fine before, now i'm completely confused as to what happened.
P.S. the vertices screw up the mesh as well when moving the blendshape value or deleting the blendshape, mesh looks deformed.


texts: Why has my solid view shading gone really dark?

texts: I just noticed that the shading in my solid view is really dark. I can't find how to change it back.


texts: I cant's left-click anything in the 3D viewport

texts:
When I open the Blender app.  I can’t left-click any object in the 3D-wiewport , and get this message.

If I thoose the Boolean modifier I still not able to click on any object in the 3D-viewport but get the “operation menu” from the Boolean modifier.

I have tried to reinstall Blender but nothing changed.

What to do ???


texts: What does the F in front of brush names mean?

texts:
What does the F in front of brush names in the selector stand for?

This question may seem a little trivial, but it always made me wonder..


texts: Just like the issue with shoulders, building hip joints causes a lot of trouble for me. Rotating the leg forward distorts the character's bottom, while rotating it back or to the side causes pinching in other areas. What's the correct approach to topology for hips?


texts:
So I just got into blender because I need a 3D object to animate in AE. I am having trouble adding a texture to my object. I don't know the terminology all that well, but I tried making a mesh and that didn't seem to work well. Also tried unwrapping, but it didn't work also. The model on the right is a extruded and beveled SVG.

What I'd like to do (as shown in the image below) is to put the image files (on the left) on either sides of the model (on the right). Is there a simpler way I can go about this? Like the image and 3D model are the same exact shape so why couldn't I just paste the images on either side?

Been researching for hours with no return so any feedback helps!

Thanks!


texts:
OK, I am new to rigging, so hopefully this is an easy question to answer.  I've got a finger rig, which I made by following a book, to be specific, the Second Edition of Oliver Villar's book, Learning Blender.  Here's a picture.

The big bone, called C_Finger_1, is the bone I use to control the finger.  When I rotate it, it rotates all the fingers, as it should.

However, when I scale it down, it should flex the finger, but it doesn't.  The fingers do nothing, except they flip when I scale the C_Finger_1 bone past -1.

I am very much a beginner to this sort of thing.  Could anyone point me in the right direction?


texts: Is it possible to move the camera, after rendering the scene, through keyboard input as you would move a character in a video game?

texts:
In writing the title, I was given a "Questions that may already have your answer" link that was ALMOST exactly what I was looking for. However, on that page neither the question nor the answers specified what I want.

I am working on a school project, and I have been using cycles materials as I was unaware they could not be used in a game. I am wondering, is it possible, in a cycles render, to have the camera move through the scene through WASD input? If not is there a way that I could convert the cycles materials (I think they're nodes, and that's why they can't be used in the game engine right?)  to materials usable in the game engine besides baking? I tried that and it didn't work.

I am relatively new to using Blender, as this question probably indicates, but I should be able to work with whatever advice I am given. I also apologize for the multiple questions in one.


texts:
How do you rotate an object around a given unit vector and angle? I thought I could use this matrix, but I'm unable to create a custom 3x3 matrix inside animation nodes.

$$R=
\begin{bmatrix}
\cos\theta+u_x^2(1-\cos\theta) & u_xu_y(1-\cos\theta)-u_z\sin\theta & u_xu_z(1-\cos\theta)+u_y\sin\theta\\
u_yu_x(1-\cos\theta)+u_z\sin\theta & \cos\theta+u_y^2(1-\cos\theta) & u_yu_z(1-\cos\theta)-u_x\sin\theta\\
u_zu_x(1-\cos\theta)-u_y\sin\theta & u_zu_y(1-\cos\theta)+u_x\sin\theta & \cos\theta+u_z^2(1-\cos\theta)
\end{bmatrix}
$$


texts: Is there a way to have one rig for FK and one rig for IK for the same mesh? Some animation programs allow me to easily change between both. Source Filmmaker for instance has a built in IK solver that just changes everything to FK and vice versa on the spot. Is there such a feature in Blender?


texts: Can I create an array with randomized individual spacings?

texts:
As background, I am working on a blend file which can represent the majority of plantlife via shape keys, array modifiers, curves, and curve follows. I have the leaf keys down (25 of them) and so far, it's working great, save for one thing.

I am simulating rosette leaves by adding an array modifier to the leaf mesh, and then having it follow a curve. While some symmetry exists in nature, the level of perfection I'm getting is killing the believability. (See screenshot.)

I could get around this if I could have the array spacing be jarred somewhat, that is, had a noise component between each mesh. One might be 0.9 units away, the next might be 0.82, the next 0.95, you get the idea. Unfortunately, aside from diving into Python, I have no idea how to do something like that.

Is it possible? If so, how?


texts: Not able to add node sockets to an existing node using python scripting

texts:
I am trying to add a new input NodeSocket to an existing node using the below code:

tree = bpy.context.scene.node_tree
tree.nodes['File Output'].inputs.new('RGBA', 'Image')
tree.nodes['File Output'].update()

Below are the nodes that I have created for my blend file.

As shown in the above image, the "File Output" node has 5 input sockets. The above code should add a 6th one, however it is not adding. Am I missing something here?


texts: How to get the name of the render result image from a script

texts:
When you render anything in Blender, the output is sent to an image that is called (by default) "Render Result".

However, the user can change the name of that image, and any subsequent renders are then sent to that renamed image.

So, for a script that is doing some rendering, and then wants to get the result, it cannot be assumed that such result will be in an image called "Render Result".

How can I determine (from a script) the name of the image where the results from a render will reside?


texts: Texture that only effects faces that are facing upwards

texts:
Does anyone know how to apply a texture in Cycles that only effects the faces of a mesh that are facing upwards (ie in the global Z direction within an angular tolerance)?

This would be very useful for snow, frost, dirt or dust.

I've done some experiments using the Tangent node but the results are not ideal.

I believe Maya has a snow texture that produces this type of result.


texts: Cycle CUDA Viewport GTX 1060 Mobile and Quadro M600M

texts:
my question is not about hardware comparison but CUDA.

I have two works station:

A MSI Laptop , with GTX 1060, I7 and 32Go of Ram
A Wacom mobilestudio Pro, with Quadro M600M, I5 and 8Go of Ram

Running Windows 10, and CUDA is active on Cycle Compute Device and GPU Compute too on both. Of course, same version of Blender 2.79

Yesterday, I used my Wacom for texturing and has loaded the scene I worked on. When I switched to rendered mode in viewport, it tooks forver to reach the preview samples set on my scene (which was 64)

THen, I notice, that on the Wacom with the quadro, with a sample of 8 or 12, the result is less noisy and more precise than with my laptop even if this one is set to 64 samples, does it means that with my Quadro I don t need to have high sample value for my viewport preview ?

Any ideas, why is there such a difference on time calculation, and such a quality difference ?

Thank you


texts: bpy.ops.transform.rotate ignores pivot point

texts:
I want to use python to rotate a vertices selection  in edit mode, around the pivot point (z-axis constrained).

The following command does not work as intented. It rotates the mesh but not around the pivot point, but around the object itself (as if the pivot point was in the center of the mesh).

bpy.ops.transform.rotate(value=0.378874, axis=(0, 0, 1), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

Is this a bug? How can i do rotation around the pivot point?

Thanx,
Sp

I tried your suggestion but it does not seem to be a center_override in the "transform
.rotate function".

>> bpy.ops.transform.rotate(value=radians(45),
...     axis=(0, 0, 1),
...     center_override=(0, 1, 0),
...     constraint_orientation='GLOBAL')
Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "center_override" unrecognized

Is my context wrong? or do I need to do something else before?

I also tried to change the pivot point by doing:

  v=getview3d()
  v.spaces[0].pivot_point='CURSOR'

but that did not help either (getview3d() returns  bpy.context.screen.areas[x] where x is the VIEW_3D area)
I also tried to change the origin of the object (in objectmode) and set it to cursor but when i rotated the mesh in edit mode, it ignored both the origin of the object and the pivot point.

I am still missing something...

Thanx and have a Merry Christmas!
Sp


texts:
I've created a model in Fuse and exported it as an OBJ with all the maps included. But when the model is imported into Blender, the mesh is see-through. You can see the eyeballs and teeth without clipping into the mesh and in general textures look translucent.

The mesh has glasses, which I've assigned to be the only part transparent, but despite that, the mesh still looks transparent. I've checked the opacity map and the only white part are the glasses.

What should I do to fix this?

Here's how it looks:


texts: Merge intersecting surfaces (not co-planar)

texts:
I have thickened two intersecting curves using "bevel_depth". I would like to know if I could merge the results to obtain one surface?

Thanks


texts:
I want to extruding edge/faces with flow movement using my drawing tablet instead of extruding with ctrl+RMB or rapidly type E

is there any solution how to do this? (with or without addon)


texts: Make the wall of a UV sphere collide-able in untiy?

texts:
i followed the tutorial in this answer to make the hemisphere.
but when i added it to unity and generated the colliders , the BASE of the sphere had a collider on it.
(imagine if hemisphere had like a cover under it).
i want the collider to just cover the thickness of the walls of the hemisphere , not the bottom of the sphere.

[edit] i just want to add that when importing it to unity and enabling to generate collision, it doesn't worth either, i have to enable the convex option for it to work.


texts: White outline around renders when compositing in Photoshop

texts:
I'm pretty new to Blender so bare with me.
I'm making a GUI in Blender using Cycles.  Altho I have been doing my compositing in Blender, for the final composite, I'd like to export all the elements independently and do the final composite in Photoshop.
I am able to break out the elements by making the background plane a shadow catcher and rendering everything individually.  The issue I'm running into is there is a 1 pixel border of some alpha pixels around sections of the render that turn white when everything is put together.
I'm hoping there is a simple solution but I've been searching for days and can't seem to find an answer.  Any help would be greatly appreciated!
Thanks so much.


texts: Materials with "closest" interpolation show up unsaturated in material preview shading

texts:
I'm trying to render a minecraft scene in blender, but when I switch the texture interpolation to "Closest", it shows up unsaturated in the viewport (with material preview).
This doesn't affect the rendered output at all, but it makes the preview look bad, and makes it harder to differenciate between textures.


texts: How to create a hyperspace window effect?

texts: I would like to create the hyperspace window from the Stargate series. I tried dynamic paint, many different textures (mostly combining gradient and noise), different texture coordinates, displacement modifiers, shape keys, pretty much everything, but I always got a lame version of it. So could anyone give me some tips how should I do it? As simple as possible.


texts: Why is one of my objects is not visible in the final rendering?

texts:
I've been building a low-poly planet but for some reason when I hit render one of my objects is not visible. I have tried everything I can think of but nothing seems to make the object appear in my render.

Tried adding a new camera, tried the 'clear restricted render' but I'm using mac and I can't get the prompt to show - unsure what shortcut/key it is on mac?

If it is somehow relevant after I've clicked render and go to the compositing view I cannot see ANY nodes, completely blank.


texts:
Been trying to get dynapaint to paint weights using a brush on a canvas but it is not showing up or doing anything. When i turn on displace it works fine.

I linked the brush, saved the file, cached, tried diff settings, everything...
Any help appreciated.

Sure thing, the cube(brush) moves in the surface of the sphere

nothing i try works it seems


texts: Using placeholder audio while animating?

texts:
I was wondering if there's a way to hear audio when going through the timeline. So, if I animated a character talking between frames 0 and 40, when playing the animation not only I can see the movement in the viewport but hear the sound.

Thanks in advance.


texts: how to know what has been imported after alembic import

texts:
I am importing an abc file like so:

bpy.ops.wm.alembic_import(filepath="myabc.abc")

But I want to then get what I have imported and do stuff with it.
I dont know whats in the file in advance - how can I find out what nodes I have just imported?


texts: Is it possible to combine shape key values from different objects?

texts: I have several objects in the scene, each of them has few shape keys. All shape key values change simultaneously with the same value. Every time I need to keyframe the animation I have to go to every object and keyframe each shape key's value. Is there a way to somehow make these values bound? So, if I change one 'master' key shape value, the rest of the key shapes in other objects change the value as well.


texts:
I had some artifacts at the pole of a sphere, which are the result of a Displace modifier with a slightly messy UV map:

To get rid of them, I Alt-selected a loop around them and did Select > Select Loop Inner-Region:

When I now hit Del and choose "Dissolve Vertices", I get a single flat face:

Is there a way to instead fill the hole with something like the cap of a UV sphere?


texts: How may I map several equirectangular sphere images to a mesh?

texts:
I have a mesh of the interior of a room, of known dimensions.

I also have a number of equirectangular 360° images of the interior of the room, taken from several positions.

How may I project the image data onto the mesh to use as a single texture?  I’m keen to use the best-quality image data from each position, which implies using parts of each image for the final texture.

I suspect the answer may involve multiple UV meshes, but I’m not sure how to handle that or how to indicate the various points to project from.  I’m wondering if it is possible to set up several camera positions, Project from View onto different UV maps, then somehow bake the textures, export them all separately, and combine them in external software. Only I don’t know how that could be done! Or can it be handled with a complex Node set up for the Image Textures?

I’m working in Cycles.

All help is appreciated.

Thanks!


texts:
I need to export my models to .cad format.
But Blender has only one exporter for AutoCAD, but the file format is .dxf.

My only idea is to download AutoCAD so i can import my model into it and export to .cad. But im not sure if this is even possible.

Is there another way to export my model to .cad?


texts: Move an object on a different object's local axis?

texts:
I need an object to move along the local axis of a different object. This is more or less what my code looks like.

obj = scene.objects['obj'] #this being the object I want to move
look = scene.objects['look'] #the object with the axis I need
local = True #y'all know what this is for
or = look.worldOrientation
input = cont.sensors['input']

if input.positive:
obj.applyMovement([0.0,0.15,0.0], local)

Of course, this doesn't do what I want it to do, and replacing 'local' with 'or' just gives me an error in the console, so I'm stumped. Please help.

For a bit more context, the setup for the character basically has two parts: The controller(obj), which moves around and rotates the camera around, but whose y axis always looks away from the camera, and a directional object(look), which is parented to the controller and rotates the character around to look in the direction the controller is moving.

What I need is for the controller to move in the direction the directional object is looking at when the conditions (input) are met.


texts: Is it okay to move green bones from the armature layer?

texts:
When you pose your base armature and generate the rig, it populates the controls and the "green bones" that control them in hidden layers. Now, is it okay to move these green bones to move the controllers for the rig in more fitting areas for the mesh? It's a lot easier than undoing the rig, editing the base mesh, and generating the rig over and over again but I'm not sure if this will cause problems later on.
And side question, why are the bones in these layers green while others are the regular gray color?


texts: Fill UV squares completely in all margin

texts:
I try to UV in a cubic model using Blender (v2.79).

I don't know how to do the same as this and must be like this:

The cubic model that I'm trying to UV like the previous even using Method: Angle-Based(These aren't the UV that I want):

What it should do?


texts: Randomly populating procedural shape (or Image Texture) in Cycles

texts:
TL;DR

How to take a shape or Image Texture and multiply it with random Location, Rotation and Scale along object:

Background

I have created my first procedural shape on my own from this function: $(x^2 + y^2 - 1)^3 - x^2y^3 = 0$

(big yay for math idiot)

Here is the result:

And I want to do something useful with it.

Research

I've tried to find something similar over the web (this is trending right now) and I'm surprised that this question wasn't asked before or I'm looking with wrong terms. I've tried random pattern, duplicating texture, populating image, random tiles, custom tiles and such. There is a lot about tiling textures but each and every Q&A I've stumbled upon are about non overlapping ones. For example:

Repeat a generated texture in Cycles?
Pointers to node groups?
Procedural polka dot pattern with cycles
Simple parquetry tiling
How do I create repeating patterns with cycles' procedural textures
How can I create a staggered, repeating procedural pattern?
Is it possible to blend a tiled texture with itself?

Tryout:

The only way I can think of this is to duplicate shape as a group and manually change values in Mapping Nodes:

As you can see this is... Well. Bad.

I've tried messing with Modulo, mixing Noise between vectors, using custom node groups for LocRotScale (thanks Gandalf) but results was none, thus nothing even to show.

Question

I want to populate this shape (or any other) along the object with random Location, Rotation and Scale - with control over its number/density and maybe variation strength.

Edit: I'm not looking for alternative methods of creating this setup such as Particles, Image Textures generated in 3rd party software, OSL shaders (CPU only) and such. My intention is to use this in procedural texture generation in Cycles with GPU support.

Blend file

Nothing really needed for this question but here - have this heart from me :)


texts: Unable to use API to call bpy.ops.render.opengl()

texts:
Ubuntu 18.04 with Blender 2.79

The goal is to load a 3D Model into Blender and create/save a .PNG file.

Here is my script:

def preprocess(file):

    # remove mesh Cube
    if "Cube" in bpy.data.meshes:
        mesh = bpy.data.meshes["Cube"]
        print("removing mesh", mesh)
        bpy.data.meshes.remove(mesh)

    # import the 3D object
    imported_object = bpy.ops.import_scene.obj(filepath=file)

    # change the view to make certain the entire 3D object is viewable
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            for region in area.regions:
                if region.type == 'WINDOW':
                    override = {'area': area, 'region': region}
                    bpy.ops.view3d.view_all(override)

    # Deselect all so selection highlights are not passed to .png
    bpy.ops.object.select_all(action='TOGGLE')

    bpy.ops.render.opengl()

    bpy.data.images['Render Result'].save_render(filepath="scripted.png")

This script works until I get to the line:

bpy.ops.render.opengl()

This line appears to have no effect whatsoever.

When I am run the above command from the console manually by going to the Render -> OpenGL Render Image menu, Blender renders the object as expected and the console view is updated with a 'Render Result' view.

From what I have learned about the API, some commands must be executed within a certain context.  It seems like I need to let the script know which viewport is the active viewport, but this is purely speculation on my part.

Any advice on how to render this 3D object via script would be appreciated.


texts: Why does Blender say “Python script failed, check the message in the system console” when trying to import a Blender Python file from SynthEyes?

texts:
I am new to SynthEyes and I just tracked something but when I try to import it to Blender it just says:

Python script failed, check the message in the system console.

When I check the system console it says:

Traceback (most recent call last):   File "\3d Camera Track.py", line
3, in  ModuleNotFoundError: No module named 'Blender' Error:
Python script failed, check the message in the system console


texts: How to apply thickness XYZ to this spiral not a

texts:
I have used the screw modifier to create a spiral, but after finishing and applying the modifier, I realize that I did something, and now my spiral is only a line. There was a question recently closed that sounds like this, but I am asking if there is a way to apply something like a lattice to it to make a 3D mesh from it. This is what I am trying to fix:
File here:


texts: How to render an image with edits based on custom input, from the command-line?

texts:
I would like to write a webservice, which renders images using blender using the passed pose of the camera.
This means I need to start blender within python, pass the scene, place the camera and render an image to a file.

Does anyone have a hint where to start looking first?


texts: How would I put the sculpt brush menu inside of an operator? So it can be a popup

texts:
So I attempted to right click locate source and use the line for the brush here

 toolsettings = context.tool_settings
 settings = self.paint_settings(context)
 brush = settings.brush
 layout.template_ID_preview(settings, "brush")

However I dont think I am understanding how it works. I figured it would be as easy as the matcap which was just this.

view = context.space_data
layout.template_icon_view(view, "matcap_icon")

Here's an example of how I wanted to put it in an operator.


texts:
While in edit mode of my armature, whenever I right click the model window it pops up "delete selected bones" instead of letting me right click on the bone I want.
This started happening mid way thru a project is is highly irritating yet I have no clue how to toggle it off.
Any help would be appreciated.


texts: How do I export audio in a video that is purposefully loud and distorted? (VSE)

texts:
I am editing a video in Blender's Video Sequence Editor (VSE) and I have a lot of audio that is loud, distorted, and clipping. This is intentional.

However, when I render my final video, all the clipping audio is simply replaced with normal audio and some random beeps.

I am exporting into MPEG-4 with H.264 and AAC audio.

How do I get Blender to not curb my audio so it exports it loud and distorted?

EDIT: Yes, I am trying to make earrape videos with Blender...


texts: Any way to make a curve from intersection of two objectives?

texts:
Maybe its a noob question but I still cant find a simple solution about how to get a curve (or mesh edges) from intersection of two objectives.
Something like project knife doing, but there should be a simplier solution.


texts: Duplicate mask including animations in vse (2.81)

texts:
I need to duplicate a mask including its animation to invert it and apply it on a movie strip. Is there a possibility to do it? In the dope sheet in mask mode it says "Keyframe pasting is not available..". In recent version it was possible via a number button next the mask name, but this button does not exist in 2.81 any more.
thanks daniel


texts:
In the 3D view header, we can see a small button that looks like a link chain:

What does this button actually do? Please give me a demonstration.


texts: My version of blender is not showing surface, wire, volume and halo options for materials,

texts:
Hi I am new to Blender and I am studying materials at the moment.

My version of Blender is not showing the attributes in full on the attribute editor. I can't see the surface, wire, volume and halo options, I can't see the diffuse and specular as such.


texts: Issue with parenting tracked nulls to get Orientation for mesh

texts:
I am currently trying to figure out how to get the data that has been tracked from a footage.
I need to track an arm in order to get the movement and replace it with a mesh (that has no hand).
After tracking few points I clicked "Link Empty to Track" and it created nulls moving according to the tracking data. From there I created a bone, added an IK to the first point (Hand track point) to get the orientation and then parent the bone to the Elbow tracking point to get the location. I have also key framed the Z value to have more accuracy.
From here everything is fine, however I tried parenting the mesh to the bone hoping to get the same result, but the mesh just starts to fly around.
I just hope someone can help get a technique where I don't need to match move everything manually.


texts: Calculating acceleration or velocity of a point on a rigid body?

texts:
I have a rigid body simulation involving a solid body.

It is a simple simulation with a box shape on a plane. The plane is slid out from under the box so it falls due to gravity.

Due to friction with the plane, the body doesn't fall straight but falls head first.

Is it possible to obtain the time varying acceleration vector of any one vertex?


texts: Is it possible to get a camera solve of large camera dolly?

texts:
I shot this footage of the beach from inside my car and i am trying to 3D track it and get some camera solve but blender doesn't seem to recognize the movement at all. I alway get huge solve erros and the camera doesent seen to move at all inside 3D viewport.
The Footage:
https://www.youtube.com/watch?v=-F5k8WtR528


texts: H.264 encoding settings for High Quality HD (1080p) and High Quality UHD (4K)

texts:
Producing animations/video is quite new for me. I want to create Quicktime/H.264 videos and I have difficulties to find out what H.264 encoding settings to use for 1080p (25 fps) and 4K (25 fps). By the way is 25 fps the best choice for 1080p and 4K?

When I want to create a high quality H.264 video, what settings are relevant?

I guess high quality means "lossless output"?
I have seen this post about bitrate but what values to set in Blender for Bitrate and Minimum and Maximum rate? It is my understanding that the recommended bitrate is 8 Mbps for 1080p and 35-45 Mbps for 4K. But what does this mean for Blender? What values to set for Bitrate and Minimum and Maximum rate? What values to use for Buffer Size? How to determine Buffer Size?
Should I change the values for GOP size? How to determine GOP size?
What "Mux" settings?

Could you maybe explain those concepts a bit?

I really appreciate the discussion but my question is: what values should I enter in the encoding panel? Can someone maybe upload a screenshot of the panel with the recommended values for 1080p and 4k?

Based on the answer I got below it is my understanding that for High Quality HD these would be the Quicktime / H.264 settings:


texts: Keyed particles work on viewport but not in render, also they are not affected by force fields

texts:
When making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.

See the link for screen recording and the sample file.

The problem shows in blender 2.80 and 2.81 but not in 2.79.

I think this might be a bug in blender 2.8 but I hope you can help me to solve it.

screencast

https://drive.google.com/file/d/1iHwAM4mmqMhqjmfCOXsXbziubV17bbsO/view?usp=sharing

sample file

https://drive.google.com/file/d/1oSP_xRjhFfo1ZBMhNjsHvpAj8H05HfQo/view?usp=sharing


texts: How do I initiate a render from Python but still show progress bar and UI updates?

texts:
When I run bpy.ops.render.render(write_still=True) from Python on large files, Blender goes into "(Not responding)" mode and the CPU spins like crazy for a few minutes. During this time, most users are confused as to what is going on in the application.

When you render manually from the GUI, it shows progress updates and gives the user a generally comfortable feeling that stuff is going on under the hood.

Is there any way to render from Python without freezing up the UI?


texts:
I'm simply trying to use the "view node" on the node editor. I watched a video where I learned the shortcut is ctrl - shift, but it will not work.

Here I'm trying to view a wave texture:

Am I doing this right? or do I need to reset the shortcut?

Thanks for any answers!


texts:
guys just a noob question.
Is there a way to edit the content of the right sidebar.
I have several addons installed and I lost one of them in the sidebar while the addon is still working, and it does seem to be an option to put it back there in the add on the configuration. Still, the addon ( Machin3 Tools) is still working just fine.
Another reason to ask is, for instance, I have KitOps installed and also Hardops. In the Hardops menu, I can already access to Kitops so I would like to get rid of the KitOps tab if possible if that makes sense.


texts: Gap between land and sky in world background (cycles)

texts: How can i eliminate a Gap between land and sky in world background using cycles. A grey band between ground plane and where sky (noise shader combined with a sky texture) connects. Changing camera angle changes the height of horizon but then cannot look down on ground plane without changing view of sky.


texts:
My Camera is not visible in the outliner or in the 3D view but if i press num0 i can see its view. But i can't delet it because i cant find it. I can't select it or something else.
Its like it isn't realy there.

I hope you cant finde a solution

Julius


texts: Is it possible to use the 'Split' tool in Python?

texts: I was wondering if it is possible to activate the 'Split' tool in python. I'd like to make a script that loops through the selected objects polygons and splits them, creating an object with all its faces separated from each other. Is this possible? If not, is there a work-around? If none of this is possible, then could one make a script where it selects a face of an object, and selects the next face when the user presses the Y key (the hotkey for 'Split')? Thanks for any help in advance.


texts: Mesh Extra Objects - operator panel is empty when using api instead of gui

texts:
I am using the Add Mesh Extra Objects Add-on.

If I add a regular solid via gui I can set stuff in the operator panel like source, size, vertex truncation, ...

If I use bpy.ops.mesh.primitive_solid_add() (which should do the same, I see the api-call in the info-window at the top which is normally hidden) the operator panel stays empty.

How can I use bpy.ops.mesh.primitve_solid_add() and get the right operator panel contents.

Thanks


texts: Can you set a variable in the node editor to check if a light source is hitting a normal?

texts:
Can you set a variable in the node editor to check if a light source is hitting a normal and then take the information of which normal are being hit and which ones aren't to change the material?

For example, I have a glass shader, and a diffuse shader. If there is no light  hitting the object it will just be diffuse if light is touching the normal it will turn into a glass shader.

Im trying to see if I can get shadows from a texture by making a shadeless material and having a shadow layer and a lit layer that will mask itself on top of the shadow when light is hitting it this way I can get hand painted shadows.


texts: Creating a subdivided plane using projected threads

texts:
How can I create a subdivided plane using projected threads.
(Part 02 of Converting bottle threads from diagram to 3D model)
I'm trying to model the threads of a polar springs 500ml bottle in Blender 2.8x so I can 3D print an adapter for it.

I've been able to find some good dimensions for the threads to start with. Link to full diagram below. https://www.bevtech.org/assets/Threadspecs/2072573_tmp.pdf


texts: API: How to hide faces, edges, vertices of an object in Object Mode?

texts:
I am following this tutorial for a custom GUI, accessible in the Object Mode, working in Blender 2.8.0.
There, I have a several collections with one object comprised of one mesh each. Currently, I hide a whole object cubes_0 via a boolean property show_0_cubes as follows:

bpy.data.collections['cubes_0'].hide_viewport = not mytool.show_0_cubes

Now, I want to hide all faces of the mesh/object that have more than a certain distance from the origin. However, calling face.hide = True does not have any effect in object, but only in edit mode. There, I don't see my GUI. How do I hide certain faces, edges, vertices in Object Mode?


texts: Baking and export 3D model to .obj with the textures used in cycles

texts: I am new to blender and have created a 3D model of a spaceship using version 2.78 in cycles. This ship has textures using pics, which have been unwrapped, and also using materials such as emissions, diffuse, etc. When I render all looks awesome. When I export all textures and materials are not present (mtl file is present), there is just a grey 3d model. Yes I can reapply the texture but not the emission, diffuse etc materials. I can't bake it for export as I get an error "no active material found". How can I get my 3d model with all textures and materials exported. I have options for .obj format. This is the format accepted by the compositing program I am using; hitfilm.


texts: How do I fade a procedural clouds on the edges of a bounding box?

texts:
I have procedural clouds made following Default Cube's tutorial, the node group looks like this:

The whole thing is bounded by a large cube, and I want to fade the clouds near the edges so that they don't just cut off. Clouds are distributed using the Voronoi texture, so originally, I wanted to do this by adjusting the Voronoi texture using a Separate XYZ node and a color ramp, but it didn't work how I thought it would. How should I do it?
Here is the blend file:


texts: How to best create a "hand print" on a rigged model using said rigged model

texts:
I am trying to make a character touch part of their own body, and in turn make that part of the body conform to the shape of the hand (as skin does when you poke at it).

So far I have tried to use the Dynamic Paint Displace feature, which I believe would work, but the only problem is that I am unsure how to apply a canvas to one portion of the mesh, and the brush to another (if it's even possible!).

What I am currently trying (and what I assume is the incorrect way to achieve this) is to duplicate the hand mesh as a separate object (object2), and then use object2 as the brush, and the original body/model (object1) as the canvas. The issue arose when I realized that the original hand on object1 was being affected too.

I thought it would be as simple as deleting the hand mesh, and there would be no Issues. Problem is, when I delete the hand mesh, the ENTIRE rigged model changes shape. (photos attached)

TL;DR - I'm looking for a good way for a model to touch part of their own skin and have the skin deform around it (as in real life) without breaking the rig.


texts: How can I move an object on a separate layer behind another in the compositor?

texts: How can I make the light bar, after compositing (applying the blur effect on it), be displayed behind the ball, not in front of it?


texts: Blender 2.93 omits symmetrical editing on hidden areas?

texts:
sometimes I hide half part of symmetrical mesh and edit other half with X mirror option.
I can edit both sides even though half part is hidden in blender 2.79, but blender 2.93 won't do this, if I hide half part and edit other unhidden part with x mirror option, hidden part is not changed. it's like "vertex selection" of painting mode masks hidden vertices and protects them.
this is blender 2.93's x mirror modeling right now.hide faces,edit with x-mirror on, and show all faces, but hidden faces aren't edited.

blender 2.93 X mirror option will not do what blender 2.79 did? if it's possible I want to do what blender 2.79 does. This x mirror modeling option is crucial to my modeling process.(mirror modifier can't do this due to unsymmetrical UV map and weight painting of my meshes)


texts: Ease camera acceleration which follows a path

texts:
I let a camera follow a round path which also tracks an empty (see reference). There is no problem in animating this, however I want the camera to start moving slowly and generate more speed and also to come to a halt slowly (ease in & out). But when I take a look in the graph editor there is no curve to edit.

Edit:

Also if I choose the curve there is no graph to adjust.


texts: Hotkeys have changed, how can I fix this?

texts:
So I don't know what I have done or if I have installed something. I can't remember.
Pressing the TAB key opens this weird looking thing:

Pressing W doesn't ope the edge thing.
Those are my main concerns, and they have been killing me for a while now. I did download the blender supercharge layout, but I didn't install it directly into blender.
I don't know if this is part of any update blender has made but does anyone know how to change this.


texts: How do I make a Blender render look glitchy?

texts: I am trying to make my YouTube intro look glitchy for a tutorial because the tutorial is about how to make glitch art in Gimp. I am using the Blender VSE to do my editing by the way. I was wondering if I could make my intro look like it was corrupted with the video editor or maybe compositing.


texts: How to know which side of a face is being rendered?

texts:
I have a plane that I divide using knife in some faces.
Using nodes, I Apply a material to each side of the face.

I want to know which side of each face is being captured by the camera?... I mean, which side is being rendered?

Actually, I tried to capture the order of the vertices of each of the faces, the normal of each face, try to get the Reversed faces because have a negative dot product value and many ideas!., but nothing work.

do you know some solution?


texts: How to export blender model to Metasequoia files(.MQO)

texts: That pretty much all, I need to export the model to this type of model for a papercraft designer program that only uses this file format. Is there any way I can export it to this format or any plugin I need to install to do this?


texts: Model visibility changing to 1/2 tone grey scale

texts:
I am working with Mirror and Subsurface modifiers on a model. I completed the model and moved from edit to object mode. This is to position the model relative to other objects in the scene.
When I started the mesh and subsurface (in edit) displayed normally, easily visible as is the default.
After moving to object mode and positioning the model in the scene I now am seeing the model displaying in a half-tone, semi-transparent manner.
I know I have done something but have no idea what it was nor, of course, how to rectify the issue.


texts: How can I get all materials which are using an ambient occlusion node?

texts:
I'd like to get all materials using an ambient occlusion (AO) node and return their names in the console:
import bpy

mat = bpy.data.materials
for mat in mat:
    mat_name = (mat.name)
    ntree = mat.node_tree
    node = ntree.nodes.get("Ambient Occlusion", None)

    if node is not None:
        print("Material With Ambient Occlusion:", mat_name)

It works fine for the start up file, but when I run it in another scene I get this error:

AttributeError: 'NoneType' object has no attribute 'nodes'

What is wrong? And why does the code only work for the start up file?


texts: Knife Tool Limited Cut - Not Cutting All of Mesh/Edges

texts:
Currently, I am trying to cut my mesh in half with the knife tool, K. The cutting seems to work at the top and side of the mesh (I pressed enter), but it won't apply at the bottom.

Img1 and Img2 show the bottom edges which I am not able to cut. The knife tool won't even apply on these edges and doesn't change them into the red/purple color.

Img3 shows the cuts at the top and side which work perfectly fine. Without the bottom, I am not able to cut my mesh in half. Have I missed something?

Thanks.


texts: Python: How can I remove addons from my custom node tree?

texts:
I have a custom node tree that I created. Currently, all of the addons that have menus in the node editor show up when I use my custom tree. Is there a way that I can remove them? They do not work with my tree and make it harder for my users to understand what is going on.

On my other computer, I have more addons then just this one that show up in the node editor.


texts: Lattice modifier deforms object as soon as an object is selected

texts:
I have an object I would like to deform with a lattice modifier. I have a lattice prepared that entirely encloses my mesh. I select the modifier for my mesh, but in the modifier window, as soon as I select the lattice in the Object dropdown, it deforms the mesh in an undesirable way.

Any idea why it gets deformed?

Here is the lattice:

the mesh:

and the mesh deformed as soon as I select a lattice in the object dropdown:

I am using blender 2.69. Thanks!


texts: UV layout doesn't match shape of the object

texts:
I created a cube and made it sort of rectangular. When I tried to UV map it, this is what it looked like:

As you can see in the UV layout, all the faces of the mesh are being represented as squares. I was hoping that the dimension of the faces would be more similar to the actual faces in the mesh, i.e. more rectangular.

Is there something I'm doing wrong?


texts: How to stop Blender from resetting tool with Undo?

texts:
Most of the time when I undo (Ctrl+Z) Blender not only undoes an operation but also resets any tool I am using a step back or several steps back, for example, I have a locked vertex group, unlock it, do something like weight paint but make a mistake so I press Ctrl+Z and it not only undoes the painting but also locks the group and sometimes even goes to the last selection and tool I used which messes up the workflow and sometimes even deletes certain things like custom colors on a palette, resets brush settings, etc.
Is it a feature? how can I disable that so only the very last step is undone?


texts: Blender scripting: Subdivided vertices with Catmull-Clark

texts:
In Blender2.73, I have a model with Catmull-Clark Subsurf modifier. How can I get and set the XYZ positions of subdivided vertices(the red circles) in Python Script?

Alternatively, Can I save the model as just a high polygon model without Subsurf modifier?


texts: I have an image sequence that I rendered out that contains a smoke simulation and I am trying to overlay the sequence onto a video.  The background is rendered transparent to PNG's but using the compositer, I cannot figure out how to mix them properly.  I have tried just using a mix node with the two input and the alpha as the factor but to no use.


texts: Is it possible to pin an object (lots of planes of fur) to, say a wolf, and make them move independently of each other(have them follow the part of the object they touch)? Or will I have to change all the planes to individual objects?


texts: Copy paste / Applying armature to mesh / Mirror modifier giving strange results *Possible bug?*

texts:
So I've been creating a few characters for an animation and I've encountered an issue I've never had in blender before, when either copy pasting a mesh from separate files, using the mirror modifier, or applying automatic weights to armatures the results are always dodgy.

The results are similar to if I hadn't applied transform, but I've already tried that and it hasn't worked.

Before applying auto weights when connecting armature to mesh:

After Connecting:

The mesh becomes displaced as if the global coordinates are off.

Same issue with mirroring and copy pasting objects across files

Rather stumped and it's stopping me from rigging my characters, any help appreciated.


texts: Partially high noise using glass material

texts:
I created a simple bottle and applied a glass material using the new principled shader.
When it comes to rendering the surface of the bottle turns out incredibly noisy, except the part on the front that looks like glass. I tried several solutions with light paths, sampling settings etc. but it doesn't change anything. Any thoughts on that? :-)


texts: Cannot add Visual Effects to Grease Pencil Drawing (Blender 2.80 Beta)

texts: I used the newest version. Did I do something wrong?


texts: My renders keep having a lot of blur(unclear parts of the texure) how do I fix?

texts:
I have read several things on the forums and none of those work for me. The only thing i can have discovered that it is more clear in the far back.

https://we.tl/t-w5YoDknjxK
I have tried:

Switching the samples a up and down
F-Stop going up to 10
Adding lights
Putting off anti-allases
Putting of minmap on user preferences
Change the clippping Start up.
Updating my CPU


texts:
I'm trying to model a cube with a rough surface on only one side of the cube, while keeping the other sides relatively smooth. I've been looking around, and so far, all I can find is subdividing and then the displacement modifier. I'm pretty new to Blender, and I'm confused as to how I can apply a rough surface ( not just textured with an image - I'd like the cube to physically have those bumps ) to the cube? I can only find tutorials for working with a plane and making it rough via subdivisions. Any help would be greatly appreciated!!

EDIT: @Carlo, yes it's because I'm unable to pick on of the six faces. Basically what I'm looking to do is to create only one surface of the cube rough, while every other side remains smooth. Does this clarify my question a bit? Sorry about the delay in response!


texts: Brick texture - controlling the randomness

texts:
I'm looking to create a brick like texture, but with 3 different 'subtextures', so much like in this question: Brick texture with multiple colors . However my problem is that I would like to have (statistically) the same amount of bricks of each color. So the color ramp approach doesn't work for me, because if I have (say) 3 different brick colors, they are chosen randomly from a range of 0-1 and if I set break points in my color ramp at 1/3 and 2/3, then there is no guarantee that out of my 3 colors, one is in the first interval, the second in the second and the third in the last. So that may cause my 3 colors to be reduced to 2 or even 1, depending on the random generator initialization.

Fundamentally I guess my problem is that I need to know the other colors that are used in the brick texture in order to know about how to classify each color, but afaik there is no way to get information for other pixels in each shader invocation (at least not in Blender Nodes). But maybe I'm just going about this the wrong way, because I'm thinking about this as a programmer and how I'd write this as an OpenGL shader. Probably what I need to do is change how I look at the problem, but I can't really figure out how.

I hope the way I phrased this question makes sense - thanks in advance.


texts: Automate geometry creation to match texture UV mappings?

texts:
In this model, https://poly.google.com/view/dXYoN00Ng8j), the eyes are not defined as separate geometries but rather drawn in the texture.

Since the texture has UV mappings, is there a way to write a script to automate the creation of geometries that match UV mappings?

1) In other words, could a script create geometries from the texture UV mappings of this elephant and create the eyes?


texts: Unwrap symmetrical UV produces asymmetrical result

texts:
Unwrapping a symmetrical model seems to result in this asymmetrical mapping of the material/texture onto the model.

On the left, I have my unwrapped mesh, but on the right, I'm seeing a weird mapping pattern.

Am I missing something here?

Edit:

Additional note, I had to unwrap the head and the body separately (as in select head faces, unwrap, select body faces, unwrap, and then pack islands). If I select the whole mesh and select unwrap, the head unwrap produces an asymmetrical mesh.


texts:
3D Axis Manipulator Tool and Manipulation seems to be broken. Somehow I accidentally changed the gizmo setting even though it says it was set to Default it treated it like it was set to View, which messed up the move tool. I switched it Global which seemed to temporarily fix that. However when I tried to manipulate any other objects or selections the axis automatically switched and would be set to warped random odd angles.
Why does Blender treat the Default setting for orientations as View?
How is this issue with all of the axis fixed and put back to normal?


texts: How can I duplicate show/hide conditions of objects while duplicating collection?

texts:
As you can see in the above picture, duplicating a collection did not be applied to show/hide condition but rendering condition.

If I duplicate a collection consisting of objects with very complex hierarchy, it's very hard to manage each show/hide conditions one by one.

So I want duplicate a collection including show/hide condions.

How can I do this?


texts: How to fix blurry texture on side of mesh? I'm following Blender Guru's couch tutorial

texts: I tried unwrapping it again, to make sure that I actually unwrapped it and didn't forget. There was still this issue. Any solutions?


texts: Camera flips 180 degrees following the path

texts:
I am new to blender and I tried to animate a camera path following this tutorial:
https://www.youtube.com/watch?v=vasfFsxCsAE
The author creates a NurbsPath for camera to follow and an empty to specify the focal point. However, things don't go to plan for me. First, after inserting the path and making the camera follow it, I use Ctrl + A to apply location, rot and scale, as recommended at 6:33, but I get a "Objects have no data to transform" message. I don't know which effect it will have on the animation, but it doesn't seem good.
Also, during the animation the camera is often diagonal to the ground, I also tried to use Twisting->Z-up for the NurbsPath as suggested at 5:50, which doesn't have the effect I expected, the camera still stays diagonal. Then I tried to add "Limit rotation" constraint to the camera. Now it stays parallel to ground plane, but instead flips 180 half way through the path and then flips back.
Additionally, when I add an empty, move it to the point I want and do Ctrl + A to apply the location as suggested at 7:07 my empty actually moves to a different location, which doesn't happen in the video. So it looks like something is wrong with my coordinate system.
Could anyone help me to resolve these issues?
The file is here, I got the model from blendswap.com, it is made by aXel.


texts: How do I select everything that is inside of my scene OBJECT wise? I have too many objects in my scene for me to select them all with Shift + RMB


texts: How to use simple textures and normal maps on imported FBX files?

texts:
I have seen several basic tutorials on how to add texture and normal maps to an object using the nodes editor. This works fine when adding them to Blender objects like the cube, plane, etc
But in my case I have some 3D objects in FBX files, where there is no texture included. If I import these files and add texture and normal map, nothing can be seen. Google wasn't able to help me, I guess my search words wasn't good enough to find a solution
In my example below, I have two objects. The weird black object is my object imported from an FBX file and then there's a cylinder. Both of them has the same settings in the nodes editor, but only one of them is actually showing the texture
I know there is something called UV that can be used for advanced textures (which is something I prefer not to learn right now if it can be avoided), but I just want to be able to add simple textures and then export it into Unity
Am I doing something wrong here, or is it not possible?


texts: Hotkey for moving objects along specific axis changed

texts: Recently I've been moving objects around, then suddenly when I try to move one of my objects to the left along the X axis (the red line) by clicking it and then pressing the hotkey "X", it turns out to be moving along the "Z" axis (the blue line), and vice-versa (when I click the object and press the "Z" hotkey. it moves along the "X" axis. I already checked my settings, and it appears to be happen only to this file. Can someone help me how to fix it?


texts: How to make same objects overlap on the texture space for Game Object

texts:
Here I have game object, I have 3 propellers which will have same texture and I want object texture to be optimised so I thought about overlapping them(island on texture space). However, for every object in scene which should have same texture space this can take up some time. What is the fastest way?
Is it good to do it by ALT+D or manually overlapping islands?


texts: Why do measurements change when switching from Global to Local in edit mode?

texts: Why does the edge length information shown after ticking Edge Info -> Edge Length under Mesh Display change after choosing Global or Local?


texts: Textures are completly black on Mac but work fine on Windows?

texts:
I imported an .obj file with a texture, originally exported from Reality Capture.
The texture shows completely Black(material preview).
I Tried importing the same file into the Blender on my Windows laptop instead of my Mac.
..and the textures are working fine there.
Tried it with .fbx as well, and it does the same.. PC shows, Mac does not.
I would really appreciate if anybody can tell me what's going on?
Im sharing screenshots..
B.
On Mac textures show black

On Windows textures show fine


texts:
Spinning Faucet Dials are easy in blender when the axes are in default 90 degree space, but I have a faucet with tilted dials and I need to rotate them for animation, but I can't figure out how to rotate them like you would expect them to without them getting all contorted. Can someone please fix my blend file so this works correctly.

https://www.dropbox.com/s/vny3jqc03hbrs5q/Slanted%20Faucet%20Rotation.blend?dl=0


texts: I've nearly finishing texturing a Pelican in Blender painting on UV maps from photoshop and importing the result on the Pelican, everything is fine except for the beak, where parts of the uv are bleeding over into each other particularly in little corners. (See Image) other than cutting up the mesh of the Pelican again is there any other way to fix this? I have the mirror modifier applied as well.


texts: How can I make permanent changes to the mesh after the shape keys have been applied?

texts:
I'm trying to understand to manage correctly vertex groups and shape keys. These are the steps I did:

1) I have created the vertex groups of the eyes of my character

2) I have created the shape keys of the eyes of my character, left (called eyeOpen.L) and right (eyeOpen.R). When the value is 0, they are closed, when the vaue is higher they are opening.

This is how appears my character at this point:

Now, after that I did the step 1 and 2, I realized that I have to modify the wings of the character. So, with the eyes closed, I have modified a little the wings, and here you can see how the character appears now:

Now, when I have opened the left eye, you can see what happened:

In other words, the character has came back to be the original model. But I don't want to do it. I want that, even if I open the eyes, the last changes that I did to to mesh, remain unchanged. How can I do this? Thanks.

NB: In the pic #3 you can see that I cut the faces that connect the head with the rest of the body because I thought that, when I opened the eyes, the latest changes made to the mesh remained unchanged, but I was wrong. Now I imagine that I have to change the mesh of the wings also with the eyes opened, but in this case I have to work two times every time that I have to modify the mesh after that the shape keys have been applied?

I've attached the 3d model,here :

you will see a gap all around the eyes. I imagine that can be fixed putting a lot of bones all around the eyelids.


texts: Autosmooth script fails in edit mode but works in object mode

texts:
Here is a script I did to automate autosmooth and set the degree.
Pretty simple. It works in object mode great, however in edit mode it fails.
What I do not understand is why. It does not matter if I am in edit or object mode when I use the regular buttons in Blenders UI.

class SetAutoSmooth(bpy.types.Operator):
    bl_idname ="set.autosmooth"
    bl_label ="Set Autosmooth"

    def execute(self, context):
        bpy.ops.object.shade_smooth()
        bpy.context.object.data.use_auto_smooth = True
        bpy.context.object.data.auto_smooth_angle = 0.523599

        return {'FINISHED'}

Here is the error I get. It states that context is incorrect.

  Traceback (most recent call last):
        File "C:\Users\info\Desktop\Coding.blend\class Pie.py", line 14, in execute
        File "C:\Users\info\Desktop\blender-2.76.0-git.d330162-AMD64\2.76\scripts\modules\bpy\ops.py", line 189, in call
          ret = op_call(self.idname_py(), None, kw)
      RuntimeError: Operator bpy.ops.object.shade_smooth.poll() failed, context is incorrect

  location: :-1


texts:
I have a bunch of boxes flying apart in Cycles, and I'm using the Vector Blur node for motion blur. Nothing's blurring.

It's the simplest compositor setup: RenderLayer Image/Z/Speed goes to Vector Blur node Image/Z/Speed, Vector Blur node goes to Comp.Out and Viewer.Out. I've tried all sorts of settings on the VB node, but nothing changes. What have I not set up?

Blend file: https://www.dropbox.com/s/8k6n3cr3wu2iwqo/logo_match.blend?dl=0


texts: Easy way to snap then merge a piece at the end of an array

texts:
I'm fairly new to Blender and I'm trying to make a railing on a roof top.

I made the base shape, added array modifier then applied it.

My problem arose appeared when I had to make the ending of the railing. I copied one of the tall supports and moved it to the end.

I don't know how to make it snap to the bigger shape and then merge the edges so it's one seamless shape. I tried turning on snapping during transform and selected edges, faces and vertices but that didn't help, it didn't snap to the correct place.

Another thing I'm wondering is if the method I used to create the thinner bars is correct. I subdivided the top bar in sections, insert and extruded the bars but I didn't merge/fuse at the bottom, is that OK?


texts: Is there way to cut one part of mesh, then apply those cuts to other parts which are identical

texts:
I forgot to cut mesh under those bars, so basically they are not connected to mesh under them. (Picture 1)
What I want to do is with knife tool cut mesh so it creates square faces(selected with orange in Blender). I did that, and want to apply it to other parts of mesh.(Picture 2)
Is there way to faster apply those changes to all other parts of mesh which are same(picture 3)I marked with blue lines where I want them(I marked just first 2 or 3, I want them all from left to right, and for every mesh behind)(


texts: I am interested in modeling buildings (houses, office buildings, etc.) But the main problem I'm having is figuring out the right size of everything. Like, how tall the door should be, the distance between floor and ceiling and ceiling to floor, and so on. I don't know anything about architecture and I'm pretty OCD (which is probably part of the problem). I'm just wondering if there is some kind of guide to figuring that out or if someone can help me.


texts: Usually my layers tab appears in the area of the red circle, but I did something that changed it. I would like to know how to get it back. Thanks!


texts: 3D objects in tracker scene slide off position

texts:
I have a video footage shot on an iPhone 8, that I want to track and use in Blender (to add objects etc.). I added a couple markers and these track pretty well, I can get a fairly low solve error (under 0.3).
The problem is that the ground plane keeps slipping off from its original position in the 3D scene. I tried a couple different camera settings (settings only sensor width, both width and focal length, various refine options), but the result is never satisfactory. Since this is the first time I am trying tracking, I might be missing something here. Another problem might be that the video is actually shot in portrait not landscape.
I uploaded both the project file and image sequence compiled into an archive here https://drive.google.com/file/d/1hn30fjg09rlZt3wLz0bfsWwe_oraut1q/view?usp=sharing. It is unfortunately quiet large because of the png images.


texts: Python Script: Set Value for Modifier manually

texts:
Does anyone know if it's possible to write a python code that enables you to manually set individual parameters for modifiers? For example:
Solidify-Modifier to set the wall thickness
bpy.ops.object.modifier_add(type='SOLIDIFY')
bpy.context.object.modifiers["Solidify"].thickness = 0.4 #[mm]
bpy.context.object.modifiers["Solidify"].use_even_offset = True
bpy.context.object.modifiers["Solidify"].use_quality_normals = True
bpy.context.object.modifiers["Solidify"].use_rim = True
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Solidify")

Is it possible to not set the value for the wall thickness in the code itself, but rather have the user type a value manually? This is only part of the code for a mesh-reparing Add-On I need for 3D Printing. And the wall thickness will depend on the structure. Any suggestions are appreciated!!


texts:
Blender Stack Exchange users!

I'm a newbie when it comes to 3D and Blender, and would greatly appreciate your help. I'm also new to Stack Exchange, and it appears that I can't post as many links as I need to, so I'm going to merge all of the relevant pictures below. Sorry for the inconvenience.

I wanted to make a kind of a long, simple-cut folk shirt with shoulder insets and pleating around the neck (1).

Following some tutorials on cloth sewing and creating cloth folds, I have made a set of planes that are connected with bridge edge loops, and wanted to start working on the folds of the neck-hole. I have managed to grab every other vertex on the edge of the right inset (group 'right-shoulder'), scale the group down on X-axis and create a shape-key (2).

For some reason, I can't seem to perform the same operation on the edge of the left inset (3). At first I thought it might have something to do with my pivot point and/or proportional editing settings, but that doesn't seem to be the case.

To make matters worse, the folds shape-key that I managed to create for the right inset doesn't show up when I run the cloth simulation. Different planes get sewn together though. I honestly have no idea what I'm doing wrong. Don't know if it's relevant, but I'm using Blender 2.71 and Windows 8.

Relevant pictures:


texts: how can i create this floating blob look with metaballs?

texts: primarily using metaballs, how do i get this floating rippling & blinking affect?


texts: Render out all scenes and save the output according to each scene's render settings

texts:
I'm trying to make use of a python script that will render out all scenes and save the output according to each scene's render settings. I have a blender file with about 80 scenes. The original author of this post (https://forums.creativecow.net/thread/287/190) cited a way to accomplish this but the API has changed. When I run the below two lines I get this error

  'RenderSettings' object has no attribute 'RenderAnim'

for s in bpy.data.scenes:
    s.render.renderAnim()

How can I accomplish this in Blender 2.76b? Specifically, how can I render all scenes in a single blend so that each scene saves the output according to each scene's saved render settings?


texts: animated object disconnects and floats around (should not disconnect and float around)

texts:
These pics are from the same animation render. for now the robot just glides from left to right.
It has pistons attached to his shins/hips.
the bottom part of the right piston seems to be confused if it belongs on the robot or the middle of the screen..

so.. the robot has keyframes on the armature connected to the legs.
the pistons are not part of this armature, but their bones are parented to the shin meshes, which are in turn parented to the armature bones.
the piston bone has a 'track to' point at the piston top. I think the robot was standing in the middle of the screen before i started animating, which is why its so keen on that part of the screen, but the other piston is made exactly the same, and it spends most of its time doing the right thing.
This seems to be a similar problem to my other question: below.
Blender 2.8 animation render output does not match editor (bone fail?)
Is it me or Blender?


texts: I got this "glass" effect after i applied a material on some branches in blender 2.91

texts:
[EDITORS NOTE - This problem is occurring with an Nvidia GPU, and is not related to the current AMD Driver issue.]

I have 2 branches, and I made a group with those two. The first one worked great, but the second got a very weird glass effect, and not just that one, after I applied the texture in a copy of the first one, it didn't work.
I want to mention that the second one didn't have the body (like gray or something, like the cube from the startup), it was kinda clear.


texts:
I don't know if this is a bug or a pilot error, but Eevee volumetric lighting seems to stop working after a while.
In the attached test file, I started off by testing off by starting a test file with the default cube, principled volume shader and a spot lamp and everything looked as I would expect and as per this tutorial here: https://www.youtube.com/watch?v=daCTRzzmpyk
I imported an OpenVDB cloud and started playing around with the lighting using point lamps, and everything looked just as I would expect as well. I then wanted to make a cloud scene, and created a hair emitter to distrbute the clouds. The light was working, but the sun lit the entirety of the clouds, and there was no shadowing. I experimented trying to get the shadows back and now no matter the intensity of the lamps I cannot get the volumetrics to reflect light. they just render as black.
Copying the emitter and clouds and pasting them into a fresh project brings back the volumetric shadows. Has no one else had problems with this?
I've had a fair bit of problems with Eevee volumetrics....is there something I am missing or is this a bug?