texts: How to move an object in random manner or change direction randomly

texts:
I am trying to move an object in 3d environment using blender python script similar to this https://www.youtube.com/watch?v=bEo8YRHysp8. I tried with the following code but ended up in jerks in movement and also the movement was not clear. Please help me thanks in advance.

import bpy
import math
import mathutils
import random

bpy.app.handlers.frame_change_pre.clear()
ob = bpy.data.objects.get("Cube")
ob.location = mathutils.Vector((0.0, 0.0, 0.0))

# every frame change, this function is called.
def my_handler(scene):
if random.randint(1, 10) > 9:
    x = random.uniform(-0.7, 0.7)
    #print (x)
    vec = mathutils.Vector((0.0, x, 0.0))
    ob.location = ob.location + vec
else:
    vec = mathutils.Vector((0.0, 0.0, 0.0))
    ob.location = ob.location + vec

bpy.app.handlers.frame_change_pre.append(my_handler)


texts: When I apply a Boolean modifier to say a cube during an animation and link a cylinder as the Boolean object and animate the cylinder going through it, when the cylinder goes all the way through the Boolean modifier disappears on the cube and it becomes solid again, is it possible to make the cube contain the hole through it after the cylinder has passed through it. I have tried the carve feature instead and it still doesn't work. Any help is appreciated, thanks.


texts: Limiting add-on installs to User Prefs directory only

texts:
I'm looking at how we might set up a studio Blender environment.  I'm setting BLENDER_USER_SCRIPTS in the launch environment, pointing to our global Blender area, call it \ourserver\ourblender\scripts.  This bypasses the normal USER scripts location in %APPDATA%.

If users install an add-on through Preferences-Add-ons->Install... it installs into our global scripts\addons directory, which is undesirable.  But the install pane has a "Target Path" popup, which in addition to the "Default" value has a "User Prefs" value which installs the add-on to the additional "File Paths->Data->Scripts" local location the user may have specified, which would be acceptable.  Is there any way at startup to remove the "Default" option from that popup, or freeze the popup to "User Prefs", or otherwise prevent saving to the "Default" location?

I'm trying this in our startup code:

newtarget = EnumProperty(
        name="Target Path",
        items=(
            ('PREFS', "User Prefs", ""),
        ),
    )
cls = bpy.types.PREFERENCES_OT_addon_install
bpy.utils.unregister_class(cls)
cls.__annotations__['target'] = newtarget
bpy.utils.register_class(cls)

This unregisters Blender's addon_install operator, tweaks its 'target' annotation to remove the unwanted 'DEFAULT' option, then reregisters the class.  It's a hack, but a relatively clean hack, and superficially seems to work.  But any alternatives or suggestions would be welcome.


texts: I have a spiral curve made from the addon. And a normal plane with subdivision added. I have added array and curve modifier. The problem when i want to coil the plane its going inside each other. I just want my plane to be coil as the curve is.


texts:
G'day, guys!
I really need your help here! I wanted to create the material similar to the Lotus image. But how to do it and where to start - I have now idea (I'm pretty weak in materials, just know the basics).
Thank you very much for your time and help!

Serge


texts: Texture looks off in newer version of Blender

texts:
Sup yall. I have a texture problem. I'm trying to convert a model from an old version of Blender (2.49b) to the most recent version. However the problem with it is after re-linking the texture, it looks wrong. As you can see, the skirt cuts off into a flat color.

Here's what it's supposed to look like:

And here is what it looks like in the new version of Blender:

I've converted some other models the same way but they didn't have any problems. But this one does. Does anyone know if it's possible to fix that?


texts: Where to find textures for brush tips when painting?

texts:
I'd like to be able to create texture paint brushes in Blender that are similar to the brushes found in programs like Photoshop, but I don't know where to find or how to make the brush tip textures that I would need.  I've had several tries at making my own, but I find it pretty difficult to design one using just a round brush as my starting point.
Is there an archive of brush tip textures somewhere that I could use?


texts: How to create similar video in Blender with particle systems

texts:
I want to create a similar video in Blender but I don't have much knowledge in Blender.
Thanks.

enter link description here


texts: What is the best way to connect grease pencil animations?

texts: I created two grease objects (but same character) with different animations. One is walking. The other one is running. What is the best way to connect the two so that the character can be seen walking and then running in one smooth connection.


texts:
I created a custom property for my armature and I want to add it to my custom panel. If I want to add an object property to a panel I'll do it like this layout.prop(object, "property"). However this doesn't work for custom properties that I created. What am I doing wrong?

I'm using Blender version 2.79.

Here is the panel code:

class MyPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_label = "MyPanel"
    bl_category = "MyPanel"

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

       layout.prop(object, "prop") #Custom property is called "prop"


texts:
I am making characters similar to minecraft . This is the product that i make myself.

However... look at that arm. I am having trouble trying to find out what's the problem with it . This is the final product that i wish to have.

I want my character arm to be excatly like the second picture .
Anyone can help?


texts: Is there a way to make a shortcut comment the current line?

texts:
I'm used to CtrlD commenting the current line rather than duplicating it.

This is easy enough to change in the user preferences, however it only works when there is a highlighted selection.

Is it possible to make this work even when nothing is highlighted, so the line with the cursor is commented?


texts: How do I create realistic sand with the molecular script?

texts:
I want to know what are the properties of sand that I can use on the molecular script to simulate it with particles (not texture). I'd like to do something close to the following three videos:
https://www.youtube.com/watch?v=ww_c_54pukM
https://www.youtube.com/watch?v=n9luLn5Gf-8
https://www.youtube.com/watch?v=ojPo-MBXfy8


texts: Simply Cloth Pro Addon - Is there anyway of editing cloth simulation settings after you 'Apply cloth'

texts: Is there anyway of editing the cloth simulation settings again on the addon simply cloth pro after you have applied cloth?


texts:
I need to generate a mesh where I can take the wireframe edges of the mesh and apply a shape to them so that the resulting mesh is long rods across those wireframe edges with the cross-section being of the shape I applied.

Below is similar to what I would like to do but instead of this, I would like it with a cylinder (or any shape if possible)

I rather like gandalf3's answer above the one from Coburn as I need to export this effect to Unity, so I rather have a real mesh above a visualization in blender.

I include both as correct answers

Create a rounded wireframe?

How can I render an edge only mesh as solid lines?


texts: how can I use both Color and Alpha for the ColorRamp

texts:
How can I use both the Color and Alpha from the ColorRamp node so that the material output uses the color and becomes transparent?
I tried inserting a Mix Shader and connecting the ColorRamp alpha to that but it didn't work..
Thanks :)


texts: I have 2 closed segments made from bezier curves. ultimately these segments outline a surface i am trying to create. is there a way to join points between those 2 segments? then convert to mesh and create a surface


texts:
I have modelled the following head in Blender 2.90.1:

The only modifier on this model is the edge split modifier (30° and Sharp Edges)
When i apply the modifier, the edges get disconnected which is subotimal for the rigging process:

If i discard the modifier, the mesh looses quality:

I tried to mark all disconnected edges with sharp edges and merge them by distance, which didn't improve the problem. Does anyone know a good fix to use the edge split mod without loosing the quality and without disconnecting the edges? Would be great, because I used this mod on almost 70% of the whole character. Changing them all by hand would be terrible.


texts: How to make Sapling addon settings reappear?

texts:
The menu for settings disappears when I click on another menu. How do I make it visual again?

When modeling trees with the Sapling add-on, if I click Undo the settings disappear for the Sapling add-on.


texts: One render picture and two questions (I think both are related to the glass material)

texts:
I'm making a room and I have two questions after I saw the render.

The sliding door panel behind the window is very dark.
The lower left edges of the table have some light under the glass top that looks strange. I'm guessing it might be from the bevel of the edge and the glass material?

Any idea how to solve both? Many thanks.

ps. The chair is the bonus material from Blender Guru's architecture academy. I didn't make that.

-------Update--------

So I saw that my IOR setting for glass is also wrong, I've adjusted it in the following render.

I decided to try two different camera angles just to see if it makes any difference.

The 1st and 3rd image are the original 2D window pointed out by @gandalf3 . The 2nd and 4th image are the adjusted 3D window created with a cube.

I saw the difference, of course, caused by the IOR. The 3D windows seem to affect slightly how the panel looked behind the glass. Is there any other way I should test to see if this is even abnormal? Many thanks.


texts: I am working on a climbing cycle and i tried to Paste X-flipped pose and it seems that my lower body of the mesh worked not the top part? I done this before for my walk cycle and it has no problem. Is there an issue im not seeing?


texts:
I faced a weird issue: geometry->pointiness node on my subdivided cube shows up a constant value all over the mesh. Is it a bug or me doing something wrong?

Here's the topology of the cube:

Also tried with Suzanne, however effect remains the same. Blender version: 2.80.45


texts: Not updating (loading) textures each frame in animation render

texts:
I am rendering animation in Cycles Renderer and I noticed that for each image render, renderer loads all textures.

Is there a way to tell renderer to use same textures for every frame (whole animation) and not to load them every time new image is being rendered?

Considering I am using over 100MB of textures it would make rendering notably faster.

(PS. I am rendering on GPU)

Edit:

Here is my simplified blend file https://www.dropbox.com/s/v5sbs56wd8pq3xh/textureLoading.blend?dl=0. It is on Dropbox because Blend-Exchange has 30MB limit. Dead link

Edit 2:

When rendering on CPU, loading is barely noticable but on GPU (I have GeForce GTX 760) it takes around one second and you can see rendering "pauses" between each frame.


texts: Shortcuts have randomly changed mid-project

texts:
In the time this issue occurred I have not updated Blender. So I started learning blender recently and was getting the hang on some shortcuts then after an hour or so of work, literally midway through a project, my shortcuts changed. The most noticeable one is the search changed from F3 to TAB which means the Edit Mode shortcut is no longer on TAB. This is really strange and is putting me off working anymore. I checked if it was my keyboard changing languages but that was not the issue.
Any help would be greatly appreciated, I just want to get back to learning :)


texts: why isn't volumetrics showing up in the viewport in cycles x?

texts: volumetrics isn't showing up in the viewport. Can anyone try it their self to view any volumetric object in blender 3.0.0 alpha(cycles x)


texts: How to extrude faces in the form of triangles depending on their position?

texts:
I want to extrude smooth convex triangles like in this photo -

But I don't want to do it manually, besides they are not the same.
How can I do that?


texts:
Christmas is coming quickly, and I'm working out a way of quickly designing gingerbread houses.

So far, everything is working except the gingerbread shader.

At the moment, I want it to look as real as possible, to something like this:

This is the closest I can get:

If someone would be able to either give advice, a node setup, or just help me to understand it better, I would appreciate it greatly.

Ultimate outcome would be to have a shader that looked like the picture.

.blend file .blend doesn't include the HDRi, so light it as you will.


texts: How to combine two materials (for package design mockup)

texts:
I'm sorry if this is somehow answered by another question but I'm having trouble finding a suitable answer. There is an incredibly similar question How can I combine two materials in Cycles? but I'm not quite sure what to do.

I followed along with this youtube tutorial to find out how to uv-map a texture onto a box.

However, I want the box to have a paper/cardboard texture and found a Procedural cardboard material (cycles).

I'm a bit confused about how to go about giving my box the cardboard texture and then applying a design overtop? It always seems to be one or the other.

I've tried mixing the two with a mix shader which unfortunately doesn't seem to work (it only seems to show the cardboard texture):

Below is the cardboard material and above is the image design, transparent black text.

I am using the cycles renderer.

edit What is also odd is that both materials seem to show in the Material viewport, but not in Rendered. Also, in the Material viewport, I can imagine the result is not ideal also because it is a blend of the textures rather than the black type sitting on top of the cardboard.


texts: How to make just 1 object render backface culling and the others not?

texts:
I want to render 2 spheres cut in half one I want backface culling so you only see its normals side and the other I want to see both sides of the faces in the same render.

How do I set render to no backface culling and apply an exception to 1 material?


texts:
It doesn't matter which mode I'm in (object or edit), or which tab (sculpting, modeling), the left hand toolbar is about 1/8th the size it should be, and none of the tools I need to manipulate the objects are there. I'm new to Blender, so I have no idea what I've done wrong. I just want to sculpt/smooth out the cushions on my mesh.

Thanks in advance for your help.


texts: Frames Shown in Movie Editor>Mask Mode does not Match Frames Shown in Compositor

texts:
I've been tracking some footage for a project, and wanted to mask out some of the tracking markers I placed in the area I filmed.
The first tracking marker worked fine in regard to masking, but for some reason, the second one I tried to mask is mismatched with what I see in the compositor.
On frame 67, for example, you can see that the mask is exactly over the tracking marker in the movie clip editor,

but in the compositor, on the same frame, the mask is in the right place, but the compositor is showing the wrong frame - this also happens when I render the frame.

Does anyone have any idea what might be causing this?
Here are my compositor nodes:


texts: Gradient texture loses effects in linked smoke simulation group

texts:
I have created a smoke simulation with the following node-setup as the material.

The three nodes on the far left allow the lump in the center of the smoke simulation to lose their density. The texture coordinate utilizes an empty to control the area that loses density. I named this empty the transparent control.

This is the smoke simulation without the transparent control.

And this is the smoke simulation with the transparent control.

The transparent control loses its effects when I link the smoke simulation group into another file. This group consists of the domain, flow object and transparent control. Has anyone else encountered similar issues or know what I might be doing wrong?

Here is a picture of the linked smoke group that shows the lump in the center.


texts:
I want to achieve a slow motion effect during a non-cut scene, which means that the scene (with animations, rig-animations and maybe physics) will start with normal speed, has slow motion somewhere in it and then gets to normal speed again.

The only way I found to change the speed of the scene without manipulating tons of pre-set keyframes is to use the time remapping feature (e.g. 25:100), but I'm not able to set a keyframe to it, so it is permanently. How do I get a kind of temporary slow motion without cutting footage or rendering with 120+ fps and then composite the slow motion effect?

Thanks beforehand for taking time to read through!


texts: Restrict objects motion when using curve modifier

texts:
I am trying to create a swim cycle animation for a fish by adding a curve modifier to the fish then moving the curve through the fish. As you can see at first the fish is roughly centered on the origin

but then when I move the curve the fish ends up about a meter behind the origin

I think this is a result of the fish trying to move at a constant speed along the longer curved path but do not know how to fix it by locking the movement of the fish, changing the speed, or doing it in another, better way.


texts: sculpting and connecting from different bodyparts

texts:
I am beginner and sculpt a body at the moment.
I guess my way wasn't very effective.
I created a body with different body parts. Each body part is a separate object.
I sculpt mostly and I realized I wanna connect the different object to sculpt in a better way.
This should be the way anyway at the end.
I have no idea how to do this.
I used a subdivision surface mod and it is just.. messy.
In a old video I have seen there is a kind of bridge addon?
I would be happy for any recommendation or tip.
I attach a picture.


texts:
I recently created an armor with various bones. But when I go to connect them it starts to rotate in all directions for no reason. I have constrained the bone of the lower arm with the inverse kinematics command ... When I go to select the second bone after the objective pole it starts to rotate, even if I change the angle pole it doesn't fix.
How do I solve this?


texts: Having huge problems importing rig and animations into Unity

texts:
I've been trying for a while now to set up a first person rig with a rifle and import it into Unity. It just wont seem to work, ive been trying for days and I've had so many problems, sometimes the weapon just floats there and sometimes it just doesnt move the same way it does in blender.

So my question is, are there any good tutorials or easier ways of doing this cause blender and unity seem to just not agree with each other?


texts: How can I fix Black Patches in my render?

texts:
I am working on a project that is supposed to have an older game kinda feel. Things were going well. However, when I finally decided on my texturing method, which was using nodes in cycles, I ended up with an ugly black patch on the render.
The normals are all "normal". I played with them for quite some time regardless. This did not work.
I thought, based on its appearance, there may be additional mesh inside the model that I did not originally intend to be there. I turned on wireframe and looked at all angles. NO ADDITIONAL MESH!
Its not on the image texture either.
I tried removing duplicates as well but still nothing.
I've even tried adjusting the original mesh for possible distortion with the unwrap.
I'm stumped. The black patch overlaps two faces awkwardly. This patch showed up as slightly discolored when I tried texturing it in other methods.
Can anyone help with a solution? Are there any other possibilities than normals, duplicates, additional mesh (mesh hiding inside the model causing distortion), or mishaps with the texture that could be causing this???


texts: How to completely remove influence of bone to mesh

texts:
.blend file

I created a rig for my mesh. I created control bones, but they have influence on the mesh. How can I completly remove the influence from a bone to the mesh?

I selected every single control bone and set the weight to 0 and painted over the whole mesh, but there is still a influence as you can see in the picture.


texts:
When I switch to the next frame the previous frame disappear, I tried to convert a General 3d preset into a 2d Animation to understand better how it works but I think that something's missing.

Also Idk how to change the color of the world in solid.

http://sendanywhe.re/RIKOF9WM here's my file


texts: Bone/armature mirror option isn't working

texts:
I'm practicing rigging a model and tried to enable the axis mirror in the options menu on the left side of the screen in the tab but it's not working. I recently updated to the latest version of blender and I haven't used this option before.

Does anyone know what could be stopping the axis mirror from working? Also using screenshot to help explain would be a huge help since I'm a visual learner :)

Also due to copyright reasons I can't upload the model, sorry.


texts:
Disclaimer: Fairly new to 3D modeling; done some simple things, trying to model stuff around me.

I am trying to model a space where I live (Gibraltar in case you care) that is essentially a repetition of the sections pictured below. It looks like the arch could be done as an inset into a larger face, but how to I set up to inset an odd shape like that? Is this even the best approach or would I be better off building it up from smaller chunks?


texts:
I am trying to headhack a model, where both the head and body have armature.
When I press Ctrl+J, the armature are joined, but the head moves away and detaches itself from the armature. How do I avoid this?


texts:
When I insert a keyframe (locrot for example), are the coordinates in local or in world space?

For example:
when I animate a character through its armature. I define an action for moving a hand, by inserting a keyframe on the whole character. Then I have the translation action, built on whole character keyframe.

What I cant understand is:
if the keyframe I inserted for the hand is in world space, then the hand should stay at the position where I inserted the keyframe. And when the character will translate, there should be a problem with the hand animated, indeed the body will translate but the hand would stay in place.


texts: How to match bone orientation between two objects in Python?

texts:
I have two armatures, I want to copy the roll value of each bone from the Source armature to each bone in the Target armature and also have the local orientation correctly. The two armatures have the same number of bones but with slightly different locations and sometimes the source armature object is rotated.

I've already done copying the roll value using the below script but I wonder now how I can copy the bone local orientation as well so that the bones will have the same roll value as well as the same local orientation cause some of the bones has different local orientation as shown below:

import bpy

target = bpy.data.objects['Target']
source = bpy.data.objects['Source']

for pb in source.pose.bones:
    pb.rotation_mode = 'YXZ'

for pb in target.pose.bones:
    pb.rotation_mode = 'YXZ'

sourceroll = {}
bpy.ops.object.select_all(action='DESELECT')
source.select = True
bpy.context.scene.objects.active = source
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in source.data.edit_bones:
    sourceroll.update({b.name:b.roll})

bpy.ops.object.mode_set(mode='OBJECT')

bpy.ops.object.select_all(action='DESELECT')
target.select = True
bpy.context.scene.objects.active = target
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in target.data.edit_bones:
    b.roll = sourceroll[b.name]

bpy.ops.object.mode_set(mode='OBJECT')

My .blend file can be found here:


texts: Painting the Bump map does not work in Texture Painting mode. I can see the normals I painted just after rendering, but not in 3D view. For my bump map texture I enabled Geometry Normal and disabled Diffuse Color, but still no bumps in preview. Does anyone got an idea how I can got bumps in 3D preview?


texts: Is it ok to remove NGons with triangulation in order to import a model in a game engine?

texts: Sometimes the model ends up having a very messy geometry, is it a problem in games engines such as Unity?


texts: Simplest way to add/insert an image to a plane/mesh with python

texts:
Hi: I keep trying to put a jpg image on a mesh, but its being far too complex, and I was thinking there must be an easier way.

I have tried to edit the following code to do that, but I keep failing (all the objects on the blend file will change their surface to their last image, and weird things happening)

imagen_original=bpy.data.images.load(filepath="D:\ERASE\LeoGoodOne\VoidRay_SC2_Rend1.jpg")
# importa el archivo
nombre_textura = "nombre_textura_" + str(index)
# define el nombre de la textura
textura_creada = bpy.data.textures.new(nombre_textura, type = 'IMAGE')
# crea la textura
bpy.data.textures[nombre_textura].image = imagen_original
# asigna el archivo a la textura
textura_en_material = bpy.data.materials[nombre_material].texture_slots.add()
#agrega un slot para textura
textura_en_material.texture = textura_creada

So, the question is, which is the simplest way to add an image to a mesh in python, given we have the path and the mesh is selected:

filepath="D:\ERASE\LeoGoodOne\VoidRay_SC2_Rend1.jpg"
bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(-5, 0, 0.3), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.scene.objects.active.select = True


texts: Viewport is rendering banded shading, but only in the Layout tab

texts:
This is how my viewport looks in the "Layout" tab:

Strangely, it looks fine in every other tab. This is from the "Modeling" tab:

This is only happening with this file; new files render as expected.
This happens with every scene in this file (including brand new scenes).

The closest thing I could find online was something about viewport rendering being "paused," but I couldn't figure out where I could find that setting. I suspect it's something quite simple, but I'm pretty new to the program.
Thanks in advance for your time and help :)

EDIT: I have no idea what caused this issue, but I managed to resolve it by deleting my "Layout" tab, then creating a new "Layout" tab with the "Add Workspace" button. Everything seems to be working as expected again.


texts: Displacement modifier doing weird things to different meshed

texts:
I am using blender 2.92 and it does not seem to let me control displacement on my mesh. Let me explain, let's take cube for reference

I subdivide one of it's sides and create a group from the vertices of that side
I apply a displacement modifier and insert image I want to do displacement with in the properties panel
In the modifier panel I set the coordinates to UV and set the vertex group to the one I chose in step 1
split the screen and turn 2nd screen to UV viewer where I adjust the pattern. As you can see this is what it looks like in image 1.

First image is how I edit the pattern and second is where I see the outcome.

Now here is my issue, I do the same stuff for a more detailed mesh but I use remesh modifier and this is what I get

There is no frame of the mesh in UV viewer as opposed to the first image. The mesh is a fair bit more detailed and I am not sure how to get the UV view to show me the deconstructed mesh. The method does work for the mesh though as you can see in image four.

When I try using remesh for my cube instead of subdividing the side I get the same results as with the heart mesh, I suppose using remesh modifier could have something to do with this. .
The 5th image is showing the mesh before remesh modifier is used. I am trying to create a 3D texture which will be felt when the piece is 3D printed. Sorry for the long explanation, hope you guys know how I can get the mesh to show up in the UV side of the screen.
I have added this image for Nathan about UV projections.


texts: Can’t find light in scene/why is it so bright?

texts:
Ok I have a scene that used to be a darker/less yellow world lighting before I started adding some lights/emissive planes.

I wanted to go back to the lighting I had before, so I changed the world lighting back and deleted the new planes. BUT the lighting is still like this:

I’ve looked for hidden light planes, hidden suns, and checked world lighting but it’s still yellow tinted.

What could be the reason? How can I get back to the lighting from a previous scene? I’m in cycles


texts:
In my script I tried the following:

import bpy

arm = bpy.data.armatures.new('SomeName')
bpy.context.scene.objects.link(arm)

and I get the error:

TypeError: bpy_prop_collection[key] = value: invalid, expected a 'Object' type or None, not a 'Armature'

How do I link an armature created with .new() to a scene?


texts: Blender 2.8 Lag issue on grease pencil with multiple layers. Possible temporary solution

texts:
There is a good amount of lag when drawing extensively.
Adding lines isn't slowed down thankfully but erasing is
a notable problem as well as sculpting.

Until 2.8 is optimized for performance,
there is a possible solution I don't think
would take too much time to implement.

When animating, I have a huge workflow problem when
I start building up too many lines and layers.

Some scenes are finished and don't need to be edited further.
Therefore, they don't need to be actively rendered real-time in the viewport and take up more resources while I work more on the project.

For those key frames, that object could be converted to some sort of "smart proxy"-esque low quality version to have representation WHILE not tax the program. Maybe there could be a select an object and some keyframes and click
"covert to proxy" then all the frames are rendered and then become low quality temporay pngs then can represent that spot.

Rendering lines in the 2D animation tab in the viewport seems to be hugely slowing down work flow. I think this would save resources and be less taxing on the software


texts: Link objects, but be able to change materials

texts:
Is there any way to link an object from another scene, but be able to work with its materials?

For example, I have a model of an airplane which our modeler made.
I want to link the model to a new scene where I will setup lighting and shaders and then render. But if we want to make some modifications in geometry, we could go to the original scene and do it.


texts:
To showcase the problem the easiest way, this is what the issue looks like: https://youtu.be/esihE0ob7U8
As you can see, the track chain makes a momentary 'jump' when the baked animation is played back inside unity to the extent that the gears may clip through the track (the issue is present both with .fbx and the original blender file if imported in Unity, as well as blender itself, if we just export and re-import an .fbx file)
Rig functions as follows:

We have a cyclic bezier curve with the correct track chain shape (named TrackChainCurve), parented to a root bone inside the armature;
There are two more straight curves named TrackChainCurve.L and TrackChainCurve.R with similar length to the TrackChainCurve and they are similarly parented to bones named Track.R and Track.L inside the same armature;
TrackChainCurve.L and TrackChainCurve.R have Curve modifiers attached to them, so that they take form of the original TrackChainCurve;
Track.R and Track.L copy location (with offset) of an 'alternate' root bone that always stays at the origin, so that whenever we move or rotate the main armature bones, the chain rotates and moves around as if the model is really moving using those chains;
On each side, there's a chain of bones with SplineIK constraint to repeat the movement from TrackChainCurve.L and TrackChainCurve.R. They have all scaling disabled, so that the skinned mesh does not stretch, it just wraps around the corresponding curves.

Anyway, I'm a bit of a noob when it comes to Blender and I might be missing something...
Would appreciate any help


texts: im making a 3D animation of two glass hands cracking, but as Im getting to the point of sorting the lighting for the scene my glass material is giving off a large rectangle of noise. Im using evee engine btw.


texts:
How to configure this to correct translations? in I18n Branches

I found a total of 35 words or mistranslated instructions in my language, how can I configure this to correct them?
since when clicking on the place where the correction should be made and select Edit Translation, it tells me that it can not be edited, and that I need to edit in the source code which is in

  all tools found in trunk / po / bl_i18n_utils dir (which is actually
  linked from Blender's source code repository)!

When you find out this, you send me to these links but I do not have the slightest idea of what to do, I really did not understand it

bf-translations - Revision 4940: /

bf-translations - Revision 4939: /

Cos


texts:
I feel like this question must have been answered, but I can't seem to find the answer here or on blender artists. Maybe I don't understand the issue well enough to google the right terms.

I'm having a bunch of issues with my armature origins on my flower object.

Whenever I select it, it wants to orient to the center of the blend file. I've tried resetting the origins, but it doesn't seem to work. Maybe I'm not resetting the correct object?

Also, I want to be able to rotate the flower head so that it spins like a pinwheel when I try to do this though, it rotates all random directions. How do I get it just to rotate on one axis flat with the circle in the center?

Like I said, I feel like this is probably an easy fix, but I can't seem to find the answer myself. Any help would be greatly appreciated.

Here is my blend file if that helps: https://drive.google.com/file/d/1D6UcaWpicOzJZawOT6LgRAYhLhGDn0Wy/view?usp=sharing


texts:
I'm new to blender. I wonder to know how to model things that can successfully create its UV Mapping. Are there any tips?

As you can see, I model a coat but it doesn't work with UV mapping. If anyone knows what's happening on my coat, please let me know. Thank you!

I got the UV mapping which looks not good. I wonder are there any tips to mark seam?

I used smart UV projects and I got the one looks better. But there are a lot of islands on UV editor, is that ok?


texts: What skills are required to model / sculpt this head?

texts: I came across this image in a dutch newspaper and I would like to know how you would create this head in Blender ? What kind of skills do I have to learn ? What are the most important techniques to be used ? Or can it be done much better in another software package ?


texts: How to have multiple soft bodies in a single object?

texts: I want to use soft body physics on a human character. It means breasts physics is different than butt, thighs or belly. Is there any way to apply multiple soft bodies on single object? Like vertex groups with separated soft body properties or something : /


texts: I just finished lighting a scene and was wondering if there was any options to bake the lighting? Not the indirect lighting but actual stuff like lamps,sun,point and spotlight lights I can't seem to find any button other then indirect or cubemap baking I'm using blender release canditate 2


texts: How to make a specific image stop casting reflection?

texts:
I'm not sure if I explained right in the Title, but what I want is to make the birds stop casting a reflection on the surface of the water (the birds are a image)?
Thanks


texts:
When I start Blender, I am shown the Outliner on the right side:

Somehow I very often manage to hide it. I think it happens when I unwrap and have the "UV Edit" window shown on the left side of Blender.

Can anybody tell me how to restore / show it again?

Thank you.


texts:
Is it possible to copy the name of one object to another using python, as well as save the initial name state?
For example:
A Cube and Cylinder are in the scene. Save the name-state of Cylinder. Copy the name from the cube, "Cube" and give the Cylinder that name ("Cube"). Do whatever action(s) to the Cylinder, then rename it back using the name-state. So essentially it will be renamed back to "Cylinder".
So this is a two part question:

How to copy the name from one object to another.
How to save and then access the name-state of an object for later use in a script.


texts: How to Pan around the view port with/using mouse side buttons (Button 4,and 5) in blender 2.8?

texts:
Is there a way to pan and zoom with side buttons on the mouse in blender 2.8 ?

I can't seem to get the "Button4 Mouse" and "Button5 Mouse" Keymapping working on the "pan view" option.

Side buttons are working for other inputs like opening pie menus for shading and modes.(these two are my current key mappings for the two side buttons i have on my mouse, but I think pan and zoom in the view port would be more useful as a side button input.)

Sorry I'm new to blender and I don't understand the key mappings yet.


texts: How do I fill in every single face correctly?

texts: I wound up with this hole that I need to close, but I can't seem to find a good way to do it and fill in every single face. Bridge edge loops only work in one axis, so it's not that great. Is there another tool for this?


texts: How can I remove sharp edges from the final render?

texts:
I'm un-wrapping my mesh and these are all my mark seams:

When I render these are the results:

It seems pretty god, but when I went in the back, near the neck I saw them, straches all long my mark seams.

Did I make something wrong or is it usual with mark seams? What can I do in order to smooth this one and render my figure better?


texts: How to get the distance between two objects in the game engine?

texts: So far I could only find the method to get the current position of the objects. I think there is a method that returns the distance between them.


texts:
Basically I want to start learning Blender so I have some question regarding that. So please give me reply for these questions.

If I have fbx file then can I import that file in Blender?

If importing of fbx file is possible in Blender then modification related to that model is possible?


texts: Masking objects so that they appear behind elements on video

texts:
I have a live-action scene which has two objects in. One is a building which replicates the building in the footage. The other is a simple cube which has rigid body physics applied to it.

During the scene, the cube falls behind the building. I need to be able to render out the scene with the cube being blocked out or masked by the building model (like it would look in a completely normal scene). but not have the building appear in the final render.

To rephrase. I need to be able to layer one object in front of another. However, make the object in front NOT appear in the final render but still have its physical properties there, (so the cube will still bounce off it as a normal passive object)

sorry for my terrible phrasing, any help with this would be really great! Thanks in advance.


texts:
Im making some simulation in blender and get interested in molecular add-on. but it is not working in my computer. I'm using Mac Pro(10.13.2). And the blender version is 2.79. Someones says that add-on's version dosen't be a matter even if the blender is 2.79. But I couldn't find any information  about to add the add-on to Mac. I mean that I tried few times as Win's way but I failed.
 The add-on is downloaded on this website.(http://pyroevil.com/molecular-script-download/)

If you have any information about it, please help me. Thanks.


texts:
How do I connect these two vertices by extending them along its edge util they reach each other?
Since the left edge is parallel with the Y axis, it is easy to move the vertex down the Y axis, but how do I move the vertex of the bottom edge since it is not parallel with the X axis?


texts: Python UI: How to load an image from drive and select it?

texts:
I am trying to create below UI panel to open the file browser and load / select the image into this field. Here is what I got so far, this opens the image and I can then select it from the available images, but I would like to turn it into a single step. So, click file browser, select image and it automatically populates the necessary areas.

import bpy

class OBJECT_PT_my_UI(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "MY_PANEL"
    bl_idname = 'OBJECT_myUI'
    bl_context = 'object'

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        row = col.row(align=True)
        row.prop_search(context.scene, 'image_name', bpy.data, 'images')
        row.operator("image.open", icon="FILE_FOLDER", text="")

def register():
    bpy.types.Scene.image_name = bpy.props.StringProperty(name = '')

    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Blender already does it in the texture Panel, but I could not extract just the part I need from the python script:

Either option above does what I need.


texts:
For some reason the particles I have applied will not render.

I'll be uploading the file soon


texts: Animation: Having the camera view move as if someone is holding the camera and running

texts: In my animation I have a hallway and I want it to appear as if someone is running down the hallway with the blender camera. What is the best way to go about accomplishing this? Should I use a path?


texts: Is it possible to turn vertices and move them only in one direction?

texts:
I want to turn some verts, but I wan't them to be still in the original x and y cooridanetes. Is there a way which doesn't need the boolean cut?

So I wan't the result from B with, and not from A.


texts: How to figure "Array" modifier offset when using "Subdivision" modifier as well?

texts:
First of all, I’ve seen how using the Subdivision Surface modifier on a cylinder will shrink the radius.  But, the Transform pane shows the actual, new dimensions, so it’s easy to fix:  type the correct dimension again in the box.  In my case, this scaled up by 1.108.

Now, make an Array of those.  The center-to-center spacing is 8mm, but using that in the “Constant Offset” field gives a displacement that is too large!  Using the measuring tool and just fiddling with the value, I found that ≈7.22 mm gives the correct result.

Where is this number coming from?  Since the focal point of the original object is in the center, the scaling up should not change the offset, which is the center-to-center distance.  Even if the scale (1.108) did show up somehow, I don’t see how that can result in the value obtained.

So, how exactly is the “Constant Offset” figured?

P.S. The order of the modifiers does not matter.


texts:
This is my first time using Python and I'm totally lost.
Is there a way to create an ellipsoid without using sinus and cosinus and using

x^2/a^2 + y^2/b^2 + z^2/c^2 = 1

instead?

I really need help and would be very thankful if someone could help me.


texts: How to create vertex transition from one mesh to another using shapekeys

texts:
I have two objects imported from photogramometry scans. They have at most few milions of vertices and are triangulated. I would like to produce a mesh with added shapekey which could show morph from one object to the other one. The number of vertices is not the same and two meshes are in fact independent.

Question: how to create a new object, which will have a shapekey added which show the fluent shortest-path morph between two original objects?

My partial solution: I tried to create shapekey with vertices positions set to start and end as from two meshes. But the problem is that even this simplest approach does not work. And the problem remains bigger because there could be different number of vertices. I think I could create the shift of smaller mesh from it's position to the bigger one, but the questions arise how to select vertices for a shapekey and how?

This is a very simple test which do not work. Any ideas how to solve this in a whole or some partial hints?

import bpy
ob1 = bpy.data.meshes['Cube'].vertices
ob2 = bpy.data.meshes['Cube.001'].vertices
V = [[],[],[],[]]

print("V:")
for i in range(0,len(ob2)):
#    print(ob1[i].co)
#    print(ob2[i].co)
    dx = ob1[i].co[0] - ob2[i].co[0]
    dy = ob1[i].co[1] - ob2[i].co[1]
    dz = ob1[i].co[2] - ob2[i].co[2]
    V[i] = [dx,dy,dz]
    print(str(V[i]))

bpy.data.objects['Cube'].shape_key_add('Basis')
bpy.data.objects['Cube'].shape_key_add('Trans')

k = bpy.data.shape_keys['Key'].key_blocks['Trans'].data
for i in range(0,len(k)):
    k[i].co[0] = ob1[i].co[0] - ob2[i].co[0]
    k[i].co[1] = ob1[i].co[1] - ob2[i].co[1]
    k[i].co[2] = ob1[i].co[2] - ob2[i].co[2]


texts: How to lessen intensity of world reflection and stop affecting certain objects

texts:
I made a simple world shader that makes a blue sky, however this is reflecting to all objects in my scene that should be the default gray color.
The quick solution is just to turn off diffuse in the world properties and add my own light.
Before:

After:

However, I like the lighting that the world shader gives the scene and I want the results in the second image without adding any lights and keeping diffuse ticked. I tried going to object properties for each building and turning off diffuse there, but that didn't make a difference.
There are some objects I want to reflect the world like windows, but then I would want to lessen the intensity of the blue in the scene so that the window doesn't reflect solid blue but just reflects a slight hue.
(World shader graph included for reference)


texts:
is there a opition to use the 'Frame selected' and get a precise fit of the selected object in the 3dView.
I want the same behaviour like the 'Camera Fit Frame to Selected' where the object fits exactly the camera border but only for the 3dView instead of the camera view.
import bpy
area = bpy.context.window_manager.windows[-1].screen.areas[0]
for region in area.regions:
    if region.type == 'WINDOW':
        override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}
        bpy.ops.view3d.view_selected(override)

There is no option to zoom in to fit the selection.
Any tips are welcome.


texts:
I'm doing a blender project with a cigarette smoke. I don't use smoke simulation, the smoke is just a mesh simulated with soft body. Here is the mesh:

I've made a cool texture with blender internal :

But now I want to recreate the same, or the closer possible, material in cycles. Can somebody help my I'm really new to cycle material.


texts: Not created again already exists material

texts:
I have a such a code
    for image in bpy.data.images:
        if image.users:
            continue
        bpy.data.images.remove(image)
    mat = bpy.data.materials.get("Material")
    if mat is True:
        mat.use_nodes=False
        bpy.context.active_object.data.materials.delete(bpy.data.materials['Material'])
    if mat is None:
    # create material
        mat = bpy.data.materials.new(name="Material")
    mat.use_nodes=True
    nodes=mat.node_tree.nodes
    for node in nodes:
        nodes.remove(node)
    principledBDSF = nodes.new(type='ShaderNodeBsdfPrincipled')
    principledBDSF.inputs[0].default_value = 0.8, 0.11, 0.02, 1
    principledBDSF.inputs[4].default_value = 0.5
    principledBDSF.inputs[5].default_value = 0.45
    principledBDSF.inputs[7].default_value = 0.35
    LCAoutput = nodes.new(type='ShaderNodeOutputMaterial')
    LCAoutput.location = 300,0
    links = mat_LCA.node_tree.links
    link = links.new(principledBDSF.outputs[0], LCAoutput.inputs[0])
    bpy.context.active_object.data.materials.append(bpy.data.materials['Material'])

When I run this function, I create material, but when I run it again, this material is created again. I am curious how to make the material not created as it already exists.
Greets


texts:
I have searched and read scripting tutorials, but without any previous scripting experience it has presently proved to be difficult to write an import script.

I want to make a Blender import script for an ascii file format (.mdb). Could anyone be so kind as to show me where to begin?

Example file


texts:
I have a rather simple glass material on a wine glass model, it renders perfectly fine in preview, but in final render it gets these black artifacts around edges.

I've checked other threads and tried tweaking the near/far clip but it doesnt seem to affect the issue. I've also upped the light paths to full global illumination.

Example:

Material and render settings:

What could be the cause of this? Any help appreciated.


texts: How do I overlay a photo of a face over a character on a video?

texts:
I downloaded an 80s cartoon intro (Jem and the Holograms; traditional cel animation) and I want to animate cutout photos of various family members' faces overtop the cartoon faces. Bonus points if I can apply some "worn out VHS tape" effect to the photo faces. Time permitting, I might even like to add some Terry Gilliam cutout jaw movement.

If I set up tracker points for the cartoon characters' eyes in the Movie Clip Editor, how do I get the photo face to follow these points, such that closely spaced markers indicate the photo face should be smaller/further away and vice versa, or approximate the head tilt like the popular "Elf Yourself" Christmas videos that were hot a few years ago? This seems doubly difficult since the cel animation has a lot of quick cuts and scene changes.


texts: How do I increase the size of the images in a 'template_icon_view'?

texts:
Anybody know if it's possible to change the thumbnail size? The red is easy by doing col.template_icon_view(brush, "items", show_labels=True, scale=8) ,but I'm trying to figure out the green.

Found icon_size and image_size ,but can't get anything to happen with those.
https://docs.blender.org/api/master/bpy.types.ImagePreview.html#bpy.types.ImagePreview
def preview_items(self, context):
    enum_items = []
    # Valid file extensions
    extensions = ('.jpeg', '.jpg', '.png')

    if context is None:
        return enum_items

    directory = "C:\\Users\User Name\Desktop\thumbnails\\"

    pcoll = preview_thumbnails_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    if directory and os.path.exists(directory):
        image_paths = []

        for fn in os.listdir(directory):
            if fn.endswith(extensions):
                image_paths.append(fn)

        for i, name in enumerate(image_paths):
            filepath = os.path.join(directory, name)

            icon = pcoll.get(name)

            if not icon:
                thumb = pcoll.load(name, filepath, 'IMAGE')

#>>>>>>>>>>>>>> Neither does anything, just makes thumbnails not show ????
                thumb.image_size = (350, 350)
                thumb.icon_size = (350, 350)
#>>>>>>>>>>>>>>

            else:
                thumb = pcoll[name]

            enum_items.append((name, name, name, thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory

    return pcoll.my_previews

OK, finally figured this out by looking at source code. You use scale_popup=8 for the green part and scale=8 for the red part.


texts:
I am following a guide for the Grease Pencil, however I cannot add keyframes as per step 2?

I hover the mouse cursor over the Dope Sheet and select All Channels. Nothing seems to happen.

I then select Grease Pencil Draw, however I am unable to draw.


texts: How to make a simple one image + music mp4 video?

texts:
so, what I want to do is very simple : I'm a music maker/composer (industrial and dark ambient)and I want to upload a track on Youtube.

So, what I have to do is this : have an audio track, and a picture that lasts the time of the track, and export it in a video format (mp4, AVi, whatever). This was extremely easy to do with Windows Movie Maker, but the thing is, there is no Windows Movie Maker on Windows 10. So, I downloaded Blender as it seems to be the best open-source video-editing software around. But, I don't get how am I supposed to do a task that should be so simple :

I go into the video editing screen, I add my track, I add the image, but then what? I don't find how to set the dimension of the image, nor of the video, and have no idea on how to export it as, let's say, a mp4 file.

Any simple tutorial on how to do such a basic thing?
Thanks


texts: How to control objects with 3Dconnexion joypad?

texts: For a project I created two hands in Blender. Now I would like to control these with an external device. I was trying to use Leap Motion Controller but I realized that there's a problem of compatibility with the python used. For this reason, I'm trying to use a 3D connexion joypad but with this, I read that I can only control just the camera. Is this true? How can I switch from view navigation to object transforms control?


texts: Vertex coloring on textured models to use in Unity?

texts:
I am making a Nintendo 64/ PS1 inspired game in Unity. I know that those consoles did not have lighting and instead used vertex colors on textured models to add variations in light and in color to save on space. Like Banjo-Kazooie, TLOZ: Ocarina of Time, Spyro, etc.

Here is another example: https://twitter.com/JasperRLZ/status/1094624131012714498

I would like to use this technique in my level models and then export them to Unity, but I can't find a way of doing it. The best I could find is this video, but it doesn't work for me when I do it, and it does not explain much of what they are doing: https://www.youtube.com/watch?v=0VEdMQIF_sU
If anyone knows how to do this, please do tell. Thanks!


texts: Blender 2.83 Mesh Deformation after rigging

texts: I have included a picture. I like the shape of the arms for my model. But once I rigged it, it seems the shape gets distorted. Is there a trick to being sure the armature doesn't change the mass of the mesh?


texts: Having this issue with combining bones to the mesh. Just set parent to the armature with automatic weights. Can someone tell me why those parts aren't connected to the mesh?


texts: Activate Rigid Body Physics at certain time?

texts:
I've been trying to make a wrecking ball smash through a figure of sorts, not really sure what exactly but I made an example.
The problem I'm having is that the figure does indeed fall apart, but I would like it to stay put together until the ball hits it. I achieved this by using Cell Fracture on the figure and just using Rigid Body. Again, I just need a way for the figure to stay still until hit by the ball, and then have all of its pieces come apart.


texts: Physics simulation won't run until the last frame of the timeline

texts:
I am making a rigid body physics simulation. It started out ending at 250 frames, but I later changed it to 400 frames.

The problem occurs when the whole animation stops at the 251st frame. Is there a certain setting for this or do I have to restart all over again?


texts: Undo grease pencil stroke in sculpt mode

texts:
How do I undo a grease pencil stroke caused by

D+LMB drag

in sculpt mode?

It seems like

Ctrl+Z (undo)

and

Ctrl+Shift+Z (redo)

will only affect the sculpting.


texts: When I render with the freestyle feature in cycles, some edges are not outlined. This image was rendered with the default freestyle settings other than the line style, which was changed from stroke to color. How do I fix this?


texts:
I have a feather finished and I am trying to export it into Unity.

The problem is when I export I lose the hair particles but the quill remains. I recently converted the particle system in the modifier tab but it still poses the same problem.


texts: Complications with rendering and compositing nodes

texts:
I'm trying to create a bloom in the Cycles render engine,  I believe I have successfully created it but unfortunately, I'm having some trouble rendering the new nodes:

Here are the nodes (notice the lack of the HDR)
Here is the rendered image (notice the lack of bloom)
Thank you


texts: Generating Realistic Reticulated Foam Material

texts: Any tips for creating a realistic reticulated foam material or can somebody point me in the right direction of any tutorials. Thanks!


texts: Play audio file when scene starts but don't play it again if leaving scene and coming back

texts:
This is what I want to accomplish: User starts the game and a scene shows up (a landscape).  An audio file plays telling the user a story about the fictional world my game is set on.  After that, the user might want to change to another scene showing information about an object (let's say a plant or animal) but when coming back to my previous scene (the landscape) I don't want the audio file with the story about my world to play once again.  My user might want to pick several objects in the first scene so I don't want the story to be replayed every time he/she picks an object.

I've tried through messages from one scene to another but found out that is not possible since messages only work with objects within one scene.

I decided to try Python scripting, adding a game property to my first scene and changing the property value through code but even though my variable value changes to "4" from its initial value of "2", it still keeps on playing the file, like shown in here:

As you can see my property value changes but the "Property Sensor" is still being triggered, causing the audio file to be played.

Do you have any suggestion on how to accomplish what I want?


texts: What is the easiest way to add decals to a complex model?

texts: I am adding some decals to my model and used the subdivide and shrink-wrap modifiers but am running into a few problems. First, I want the logo to lay across two separate surfaces that are right next to each other but I couldn't figure out how to do that without duplicating it and changing the target surface. Also, I seem to have some weird distortion almost like my surface isn't smooth or something and even with the subdivision modifier it is all chunky looking and odd. I have watched a handful of videos but they all use slightly different methods so I'm just wondering what the quickest/easiest way to add a decal is or if there is an easy solution to my distortion problems.


texts: How can I boost performance with AMD car MacBook Pro 16

texts: I know that Historically Blender has support for OSX  eGPU based on Nvidia CUDA cards, sadly my MacBook pro 16 running on BIG SUR has AMD cards, which do not support it yet, so I was wondering what are my options to improve the performance of the cycle render on my mac, since eGPU they told me is not an alternative right now, and do not know about when or if Blender will support eGPU for AMD anytime soon.


texts: Losing material set up when joining objects

texts:
I'm creating a pine tree where the needles have different colours. The branch on the left of the image is how I want it to look, with a yellow tip on the end on the top and pale on the bottom with a darker line along the middle. These are duplicated but separate objects.

As i'm going to have so many, I want to join them as one object. But when I do, I lose the yellow tip and dark line on the bottom. Branch on the right.

I'm assuming this is because when they're joined, they lose their individual local axes? I'm still new to Blender and have tried to find a solution but I just don't know how to work around it.


texts: 3D Mouse Sensitivity Changes for no Reason

texts: I have a 3DConnexion Space Navigator 3D mouse which I use for both Blender and SketchUp modeling. Sometimes while in Blender the panning sensitivity will change but the twisting sensitivity will stay the same. Restarting Blender solves the problem, but I would really like to know if there's a way I can prevent this from happening.


texts:
I have this very simple render.

If you see on the picture, there are circular light lines around the cube. Starting with the arrows and until the end of the light. I was wondering if there is a way to smooth these out so there are no lines.The plane is just a grey diffuse, and the light is and area light.


texts:
When I try to Rig an armature with automatic weights nothing is happening.
 And yes I am clicking the mesh then clicking the armature.

Is`nt the armature supposed to follow the mesh.


texts: I want to keep a few edges of my mesh straight and flat while making other parts of the mesh smooth and curved. How do I do that? I tried using catmull-clark but I can't choose what to subdivide and what not


texts: How to animate object rotation on a single local axis when local and global axis not aligned?

texts:
In the animation I want rotation locked to a single local axis like when you press R then X twice to rotate.

An example would be a wheel rotating on an axle.


texts: Wood texture shows in material but not in rendered mode

texts: I have a wood texture that's showing up fine in materials view but not in the rendered view. Can someone please tell me what I might be overlooking?


texts: Where is the At field for custom shaped bones

texts:
In Blender 2.79 used to be an At field for placing custom shaped bones at different bones. In the manual of 2.83 there is still a reference to it - see below copied text of the manual
Workflow
To assign a custom shape to a bone, you have to:
Switch to Pose Mode Ctrl-Tab.
Select the relevant bone by clicking on it.
Go to the Display panel Custom Shape field and select the 3D object previously created in the scene; in this example we are using a cube and a cone. You can optionally set the At field to another bone.
However, in my version (2.83.1) there is none. Was it moved to a different place or is there a different way to place a custom shaped bone at a different bone?


texts: It can't emit particles with animation node

texts:
The emitter can emit particles when it's not connected to animation node. but when I connect it to the animation node with position transforming, the particles can't fly, they all are stick to the emitter object.

Anything I missed or any suggestion? thanks.


texts: Tracking arm where some points disappear

texts: I am trying my hand at some VFX with Blender, and I'm trying to make a digital arm move with my own. I drew lots of dots on my arm and hand with a dry erase marker and now I'm tracking them. Some of these tracks disappear when I rotate my arm, but there are always at least 8 active tracks. What can I do to get a successful solve from this?


texts:
Here what I'm trying to achieve:

In 3ds max it can be done by rotating mirror plane of symmetry modifier. Video

In blender we can do almost the same with mirror modifier and rotating "mirror object", but the main difference is lack of slicing. Part of the mesh that cross mirror plane is not removed automatically.

So how we can do symmetry with rotation similar to 3ds max in blender?


texts: With the face or edges selected. In edit mode when press Shift+E i can make Mean Crease to make the edge sharper. But after making the crease if i want to remove the crease i have to go in N panel in Edges Data to give a value 0. Like the Shift+E shortcut is there any Mean uncrease or say i want remove crease. Any suggestion or help. Thanks.


texts: One object turns gray in rendered/cycles view

texts:
I know this has been asked before, but my issue doesn't seem to be the same as anyone else's. One of my objects renders just fine in the viewport and under Eevee, but disappears into the solid gray background when rendered with Cycles. It's still clipping the viewport grid that it sits on top of, but not the other objects in the scene.

There is no texture on this object, it is simply rendered as a material with a base colour and material properties.

So far, I've confirmed that:

The object's viewport display settings in the context menu are correct. (set to textured)
Changing material properties doesn't make any difference, and the material works fine on other objects in the scene.
The normals are "normal"
The lighting is adequate
The object ("Engine") is enabled in the view layer for rendering, viewport, everything.

I even deleted the object, loaded an old save, and copypasta'd it back into the scene. Same result. Really frustrating.

Does anyone know how I can get it back?

File: http://pasteall.org/blend/index.php?id=52552


texts: Can you email a blender model from one device and open it on another?

texts: I created a chair model in blender on my MacBook Pro in hopes of using it on unity, which is the VR development software. My unity though is downloaded onto another device and I want to send my model over to that device, via email, or any other way so that I can import it into unity.


texts: Spin tool is not shown in toolbar when trying to spin a curve

texts:
I am trying to find the spin tool in Blender version 2.68. It's not on the left panel. Should I check something in the preferences?

Here is a screenshot:


texts: how to remove this black shadow from around a transparent texture

texts: i have a transparent material for blush but the problem when i deselect it i get a black shadow around it i don't know what the reason so how to remove this shadow in material mode ??


texts: How to animate an object to dissapear (clipped progressively) as it passes through a plane?

texts:
I want to create the effect of a train traveling through a glass plane and becoming progressively invisible as it passes through.
How would you set this up to animate it?


texts: Why does my render not show my light source?

texts:
I have a sun that lights up my scene perfectly fine in my object view, but when I render it is completely dark.

There is nothing between my sun and the camera. I've moved it all around the scene but no luck.
Here is my blender file.


texts: I am sculpting a human model. I want to eventually rig it, so I am planning ahead with good mesh topology etc. I want it to be as realistic as possible so I was brainstorming on some ideas for the rigging. Lets say I have a human skeleton rigged with all the muscles that stretch and contract according to joint positions and rotations. Is there an efficient way to overlay the body mesh around the skeleton and muscles? The idea is to give it accurate movement and mesh deformations that simulate real flesh and bones. The problem I've had with other rigs is certain positions and rotations of joints just don't look right. Has anyone ever tried this?


texts:
I am trying to randomize some words from a list. The idea is that each letter of the word randomizes until it forms the word and then skips to the next word. Basically decoding the a list of words. Each one has an index and animating the index switches the element in the list. The problem is that it only works whenever the frame starts from zero again.

This is an example:

See node tree:

Any ideas? Thanks :D


texts:
What i'm trying to do is to duplicate whole armature and add Copy Transform to each bone on duplicate. Basically i want arm from armature duplicate to have Copy Transform constraint with target on arm from original armature.

Now this isnt hard to do. You just make duplicate, select armature copy,fire up pose mode and then go from bone to bone and add Copy Transform constraint.

Unfortunately armature is kinda complicated and have around 80 bones which makes this process rather long and tedious.
I'm kinda noob when it comes to scripting so is there any faster way to achieve this?
Some sort of magic or am i asking for a miracle?


texts: Is there a way to "turn off" a modifier when passing through an Empty?

texts: I have an object being deformed and arrayed along a curve. I was wondering if it is possible to have the objects not be arrayed/deformed once the object enters into an empty's falloff radius, in this case being an empty sphere. Then, once the object leaves the sphere radius, the array/deform continues. Essentially, I do not want any objects (highlighted in this image) to be visible in the empty sphere, but to be visible outside the empty sphere. Any tips or workarounds would be helpful. Thank you!


texts:
I know that this is probably something simple, but when i render my project, I do not have any texture. The object remains completely black. I spend hours trying to understand, but still the same problem. I think it have something to do with the node stuffs, I do not understand much of it.

Here's the texture:

Here's the .blend:


texts: How to fix peak/pinch in one vertex (after subdivision)

texts:
I am very new to 3D work, but I have hit a snag in my learning.

I have been researching (google and forum searches) about how to fix this "peak" or "pinch" issue. I thought it was double vertices, but that only fixed the issue on a couple. I have dissolved the vertex and then added the edge back in, which works, but shifts the peak/pinch to another vertex. I have not learned to make curves, so I am guessing that maybe I should do that instead of using planes, extruding, and moving everything.

Could someone offer a recommendation?
Thanks


texts: I have a cube that's a soft body falling down some stairs.  I want to put a little sphere inside the cube and have it stay at the center of the cube while the cube falls.  How do I set this up?


texts:
I'm trying to edit a mesh in Blender, but I can't select my manipulators in Edit Mode. They work perfectly fine in Object Mode, but in Edit Mode, it'll just make a border select when I try to click and drag them. I've changed my keyboard shortcuts to Maya, so I can't edit my mesh without the manipulators.

Select with Left is enabled and my selection mode in the System tab is set to OpenGL Select. I've increased the size of my handles to make them big enough to select, but doing this didn't help. Can anyone offer suggestions on how to resolve this issue?


texts: Scaling cubes with individual origins in python api

texts:
2.82
Python api is not executing the resizing with individual origins, like when the same operation is done with the cursor. I change the transform pivot point to individual origins but the script is only scaling the cubes from median centers, so the cubes are moving away. I need them to scale from individual origins so at one poing they merge together. Any idea how to make this work with python api, or if this a bug. It seems like a really basic operation.

The code:

import bpy
bpy.context.scene.tool_settings.transform_pivot_point = 'INDIVIDUAL_ORIGINS'
bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=(0, 0, 0))
bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=(3, 0, 0))
bpy.ops.object.select_all(action='SELECT')
bpy.ops.transform.resize(value=(1.77118, 1.77118, 1.77118))


texts: Background in the 3D view appears black instead of transparent

texts:
When in the rendered shading view the background is normally transparent, but all of a sudden it turned black. I don't know if I accidentally pushed a button, and I don't know how to turn in back to transparent.

The Transparent Film option is checked in the render properties panel.
What did I miss?


texts: No attribute "rotation_euler" on a KX_GameObject?

texts:
To begin, here's my code:

import bge
from bge import logic
import random
from math import degrees

cont = logic.getCurrentController()
own = cont.owner
scene = bge.logic.getCurrentScene()
rotation = own.worldOrientation.to_euler()
rotation_x_round = round(degrees(rotation.x), 3)
rotation_y_round = round(degrees(rotation.y), 3)
rotation_z_round = round(degrees(rotation.z), 3)
own["x"] = rotation_x_round
own["y"] = rotation_y_round
own["z"] = rotation_z_round

own.rotation_euler = Euler((10, 10, 10), "XYZ")

I am trying to set the rotation of my object, not add rotation. In the code, own.rotation_euler is what creates the error. It is telling me there is no attribute "rotation_euler," so I tried changing the line to the following: own.worldOrientation = (10, 10, 10). This one works; however, as I've assumed, it didn't rotate it correctly as it rotated the object to a number which seemed independent of my input. I have come up with my code from this question. Why does Blender's rotation_euler not work? Thanks!

Also, the .blend (that you can use as a start) can be found here.


texts:
help
it only bakes the data for the top layer of my simulation.
I've tried uninstalling and reinstalling and also verifying the files but nothing has worked.


texts: How to animate rotation of an object without modifiers

texts:
I'm trying to recreate this rig from this video

I've managed to create shape but for animation I cannot find a way to rotate object around it's Z axis without influence on modifiers. Do you have any ideas how to perform this in Blender?
Thanks!


texts: How to have a rigged object snapped to another object's surface?

texts:
I'm creating a cute, hyper simplified character, and I'd like to animate it with a rig. It's the sort of character that only has spheres for arms and feed, but when I try to parent the hands they sometimes protrude too far from the body, espeically with some of the more irregularly shaped characters.

What I'd like to have happen is for the arms and feet spheres to have their origins find the body shape and stay on it, but in the direction their relative bone is pointed, so that I can still animate them with a skeleton.

here's a quick example. The teddy bears arm, when I try to move it up for a wave, disapears into the body, because of the waythe sketon works. I could bend the sketon more and be careful about such things, but I'd still run into the problem if I'm not careful. I'd love if programaticlly it would simply put the arm so it's origin is on the surface of the body so it was always the same amount being shown.

More like this.

Is it possible?


texts: My normal map isn't coming out right on my mesh

texts:
I'm following Blender Guru's tutorial on the anvil, and I'm stumped.
https://imgur.com/a/5kHaxFE

As you can see, the normal map just isn't coming out right.  It looks like a flat image on the mesh.  I followed everything to a T, I'm not sure what could be wrong.
  Possibly my mesh?  Also, I noticed my anvil is a lot less... "metallic" looking than his if that's the right word.  Even though our settings for the material are the same, mine feels like its made out of clay still.  If anybody could help in either regard, that would be amazing.

File:


texts: Blender Bones: How to Join Bones with Objects

texts:
My ultimate goal is to have a arm that can move in Unity. I have made an arm in blender and have added bones to that arm.

How do I connect the bones to the arm? Is there an easy shortcut to do this?

I am very new to blender, so any help would be much appreciated!


texts: Why does my 3d object move around even though I have good motion tracking

texts:
I've switched from native Blender motion tracking to using April Tools mentioned in CGMatter's video.
This seems to be working really well. However, I have a 3D model of a porsche that is giving me problems.
Admittedly, the footage is pretty shaky, but despite that, I can tell that the tracking is good:
this video shows the problem. Note how the grey marker perfectly covers the black april tag square all through the video, yet the porsche still bounces around.
It doesn't seem to be a size or geometry issue either, since I don't have the problem when I use a large cube or when I use a small porsche. Does anyone know what's going on?


texts: Moved folders, now PNGs are pink, how do I restore?

texts: I decided to clean up my desktop and I moved all the folders into one folder, including the folder holding all my Blender files.  I opened a Blender file and saw that the objects that are textured with a PNG are now pink.  I believe this is because Blender lost track of the PNGs when I moved the folder.  Some of the objects are textured with a PNG series (movie).  They are also pink.  Is there any way I can get Blender to find those PNGs without having to do a System Restore on my computer? I tried moving the folder back to the desktop but that did not seem to help.


texts: How to Apply An Animation to Different Meshes?

texts:
Beginner here.

I have just modeled and rigged a character for use in a game. I have the file for the static, unmoving character on my computer.

I outsourced the animations for idle, run, walk, etc. because I suck at animation. I gave the artist the file for my static rigged character and he used this to do the work. I received back several different Blender files, each containing one animation.

My question is, how to I add all these separate animations to my single static rigged character? I intend to import the character, along with his string of animations, into Unity.

Thank You!


texts:
I'm trying to get the tangent space information in my exported files, but it never seems to appear. I have a simple model with a UV mapping and export to FBX. The resulting file has no mention of tangents.

The FBX reference indicates that tangents are supported, so perhaps something is wrong with my model.

How can I get an export to contain the tangents and bitangents?


texts: Add movie as separate audio/video track?

texts:
I have the top window selected as video editing and the bottom window set as video sequence editor.
When I add a movie to the video sequence editor, it imports as a combined track with audio and video combined on one line. Without closing the project, if I add the same movie file to the same video sequence editor, it now imports as separate audio and video tracks. I have tried different movie clip sources and get the same result.
Is there a preset that causes this and/or is there a magic handshake that separates the first import, video from audio.
I am using Blender 2.76 on Linux Mint 18.
Reset to Factory Defaults then CtrlU to save and all works now as expected.


texts: Odd unselected/light-colored face when UV unwrapping torus?

texts:
Whenever I unwrap a torus in Blender (2.92), I always see a single face that appears unselected (i.e. appears plain grey rather than orange tinged) despite its vertices being selected:

I see a similar effect in both the UV Editor and the 3D Viewport.
I don't see this effect when e.g. working with a UV sphere or a cube.
It doesn't seem to affect anything but I'm wondering what Bender is trying to tell me with this light-colored or unselected face?


texts:
I downloaded new version of Blender (2.90.1) and now my files and program does not open correctly.
What was I have:
I have free versions of blender, and all be okay, I can opened program from ".exe" file, from shortcut and from ".blend" file. I can right click on project and click "open as" and choose any version on blender by ".exe" or ".blend" too. If I updated blender and download new version, I just created new folder and click "open ".blend" files by this program always" in Windows.
Now I have:
I can open blender only by ".exe", shortcut or if I drag project on this. I can't choose version of blender like recently and I can't open program only clicking on ".blend", because program at once crashing.
I tried to delete 2.90.1 by "IOBit Uninstaller" and install it again, but nothing chages. So I hope you understand me, I want to open blender like recently and English is not my native language. My system is Windows 10, it not problems with this or videocard.


texts: Layer two PNG images and and having both full color

texts:
Hi I've been at this for days and I'm sure there's a simple solution but being a bit of a blender novice I've not found it.

In this blender file Two PNG Layers I've got two png textures I'm trying to mix. The bit that is currently blue I'm going to make chrome (i just wanted it to be really obvious while i'm working on it). The problem I have is that using an add shader as the last step leaves the black skull layer opaque when I need them both solid.

If I take either one of the mix shaders before the final add shader and go to the material output I get them solid but obviously just one image at a time.

Thanks for any help


texts:
First: After modeling, I render the Object in Blender, it was fine to me or in my eyes. See the Image.

Second: I tried to render the Object in Cycles since the Glass Material which I downloaded from the internet was made for Cycles. It's not fine to me or to anyone at all. There is no light, and the worst is the Glass Material didn't apply to the Object. See the image below.

Finally: The image below is the Settings in the Material Box. So, how to make it to be like the first image (that is the glass material) rendered in Blender, to be able to work in Cycles?


texts: cycles transparent image textures in lookdev (blender 2.8)

texts:
I am wondering how to make transparent textures work in the lookdev mode.

This is what it looks like now:

This is what I want (blender 2.79 material mode):

Thank you


texts: Pivot point changes location between Edit and Object mode

texts:
I am trying to animate rotating arcs in different directions, around the center of the sphere they were once part of, but the pivot point, while in the right place while in Object mode, goes to another place in Edit mode.

In the GIF below, you can see the smallest arc rotating outside of the larger one while it should stay inside, and then in Object mode both arcs rotate at the same time / in the same direction, but but this time around the correct pivot point.

I tried snapping the pivot point to the right position, but it didn't work.


texts:
I have the following piece of code to add an object to a scene in bge. When I use endObject(), the object disappears from the scene, but I can still see it in scn.objects. How can I remove it from scn.objects?

import bge
import bpy

cont = bge.logic.getCurrentController( )

own = cont.owner
scn = bge.logic.getCurrentScene( )
ob = scn.addObject("Cube.001", "Empty", 0)
ob.endObject()

print(scn.objects)

# the output is [Empty, Cube, Lamp, Camera, __default__cam__, Cube.001]

How can I remove Cube.001 from that list?


texts: How to make a fluid animation / transformation of a simple cube?

texts:
I recently try to get into shape keys and I wonder if I can animate something like which is shown in the gif below (just a random example, it does not have to be exactly like that). Whatever I try, I can’t get past key1, otherwise the mesh will act strange. Basically I just want to insert and extrude from one step to the next.

Is this even possible with shape keys or do I have to stick to another method?


texts: How to change the grid snapping values for every axis individual?

texts:
I would like to change the grid values per axis, to get individual snapping values direction constrained.

Current situation for a grid in blender:

Scale for x,y,z = 1 (Objects moves using value of 1 in every direction, when snapping is on.)

I would like to set the follwing values f.e.:

Scale for x,y,z = 1, 1, 0.5

So the object would move per 1 unit to x and y, and 0.5 units upwards (z-axis).

Is this possible?

At the end I would like to set the grid individually for every axis.


texts: daz character missing root bone in blender

texts:
I wonder if anyone knows why a rigged character imported to blender from Daz studio doesn’t have the ability to kneel. I don’t see the root bone, so I guess that may be the problem. Can anyone tell me how to solve this? When I try to make the character kneel, moving the pelvis bone or the lower abdomen bones, I instead drag the bone down while everything else stays in place.
Thank you!


texts: How do I change a Math Z Surface's x and y bounds?

texts:
I am new to blender and I am trying to make a 3D model of an equation that I came up with. When I create a math Z surface with the Extra Objects Add-on, I cannot seem to change the bounds of x and y. I need them to be both from -5 to 5. The equation I am trying to graph is found below:

z = (169/2048)*(y*cos(x))**2 - (1/16)*(x*sin((1/4)*y))**2 + fabs((15/32)*x)+cos(y) [-5 <= x <= 5] [-5 <= y <= 5]

Here is what blender is outputting:

And here is an example of what it should output:

Is there a way for me to change the ranges of x and y? Is there a different problem? I have tried changing the scale and dimensions but they both just stretch the already incorrect graph. I have also tried looking on the blender docs but I cannot find any information about this.

Thanks in advance for helping me out!


texts:
I was wondering if there is some sort of tool/option in the Dope Sheet that would highlight all the keyframes that has the exact same value in loc/rot/scale or just one of those in a different color or key type.

Because sometimes I duplicate keys and shifting them around in different orders and I end up losing track of which keys do what.

An extreme example would be in this image:

It would be nice if I could just toggle something and everytime I select a key all the keys with the same value would change color but only one of them would be selected.

Thanks!


texts:
Is there a way - using key commands - to select all?

I have a sphere that has some vertices deep inside that only appear when I move the ball, and they are not selected no mater if I use the C or the B select keys.

If I could "select all" the program should be able to get these little rouge vertices that I can not seem to collect when I try either C or B.

Thank you


texts: Is It Possible to Have Hotkeys which Automatically Change when Choosing Different Workspaces?

texts:
(In Blender 2.82a)

I want the spacebar to play and stop animations, but only when I'm in the Animation workspace. I want the spacebar to select the different sculpting brushes, also, but only when I'm in the Sculpting workspace. The spacebar has been given a lot of work to do in Blender, but in my view, the solution to it having so many expected functions was not to require modifier keys to be used so that all of those expected functions could continue to be preserved (leading to a user experience which I find clumsy when involving such a physically large key, and therefore error prone). Rather, it was to incorporate something like what I am proposing: Workspace specific shortcuts. But apparently, that wasn't done.

So how do I do it? Probably with scripting. But I know nothing about that.


texts:
I downloaded this model of Zero Suit Samus from the modeler's resource:
https://www.models-resource.com/wii_u/supersmashbrosforwiiu/model/11907/

When I bring it into Blender it has a nasty seam.
I've tried edit mode > select all > mesh > clean up > merge by distance, and nothing changed. How do I get rid of the texture seams?

Thank you for your time!


texts:
I have a problem with fluids and I cant seem to find the answer.

I made a coffee mug which I want to fill with coffee. So I made a cylinder in the mug that turns into liquid when rendering. A little bit of the coffee gets spilled (as should happen if you manage to throw 21 cl as a drop in the mug).

But here comes the problem when the coffee gushes up and touches the domain ceiling, at frame 16, all the fluids in the domain disappears in the next frame. I looked in the domain and liquid object settings but I cant seem to find the problem.

Screenshot

Frame 16
Frame 17


texts:
I have a scene that has a particle system and other objects. The particles are an object with a pure glossy shader. I have a plane that I have setup as an emission shader to reflect off the particles. However it is washing the other object in the scene. Is there a way to have my emission shader only affect the particle system?

Thanks


texts: when I try to mirror this mesh it does it right over the other is there a way to do it on the other side of the x axis line


texts: Is it possible to use compositing to remove patterns in rendered images?

texts:
I rendered hundreds of frames and when I reviewed the results I found that the camera can see 'through' my stack of objects to the background and a grid pattern is visible. I could render again with an object to block the light path but I'm curious if compositing provides another approach.

Is it possible to use compositing to remove such patterns in rendered images?


texts:
How could I pick which vertex in scaled object should be snapped onto vertex?

I can only snap the other vertex of the arch to the wall vertex

I would like to snap like that(i can only achieve this by eye without snapping to vertex) - Yellow circle is the state i would like to achieve with snapping to vertex

Ps.
Selection to grid dont work in manual case(screen 2) because it modifies top segments of the arch as well because I would like to keep proportions of the arch segments.


texts: How can I make a linked duplicate path with other bevel object?

texts:
I want to make a cable with an outer sheathing and inside four wires. (Like a simplified version of a KNX-cable, see eg.
(source: domofox.it)  ).

I want to be able to dynamically modify the curvature of the cable afterwards.

So I started with a curve, then made a bezier circle and used that as bevel object for the curve, and finally added a solidify modifier for sheathing thickness, works marvelously.

I thought I could just make a linked duplicate of the curve and use a second, new bevel object (smaller) for my linked duplicate path and thus make a smaller conductor which would follow the same path. But when I change the bevel object of the duplicate, it also changes on the original?

How do I get this to work, so I can afterwards change 1 curve and all the others follow the change, each with its own bevel object?


texts: Dope sheet doesn't color channels anymore

texts:
When having bone groups with colors would make these colors to show up on the Dope Sheet keyframe channels like this

This is what it's meant to look like, But now everything is a single color

I took the first screenshot in 2.81, the 2nd in latest version, 2.92, why did this change happened? is this something you can turn back on?


texts:
Is there anyway to rip off 3D models from games like this? (Black Desert Online)
I want to use the faces as a base for my sculptures.

Thank you guys!


texts: How can I deselect Text in the outliner? bpy.ops.object.select_all(action='DESELECT') will not work for this. I can just click with the mouse on Plane in the outliner and it works, but I want to do this in Python and didn't find a way yet.


texts: Blender can't open blend file using Append. Says "Listing Dirs..." but does nothing

texts:
Maybe I have a bug here or maybe someone has seen this before, which is why I am asking.

I have a .blend file that I purchased, which has groups of trees in it. In the scene with my terrain, when I go to File> Append Shift + F1  and select the tree Blend file, Blender just shows "Listing Dirs..." at the top of the screen and acts like it is doing something, but never does. I would love to be able to solve this problem if I knew what might be preventing Blender from listing the contents of a .blend file. Has anyone seen this before? Anyone know of a solution?

I would love to post the asset but since it is one that I paid for, I have an issue with posting it here for anyone to grab.


texts: How do I keep the curve round when setting the threads farther apart?

texts:
I am using Blender 2.79b on a Mac.

I followed the steps in this tutorial to successfully make screw threads (a spiral): https://www.youtube.com/watch?v=g4NHORCniJY

There, in Screw modifier we can enter for "Screw" a low number for a sharp turn with threads close together, or a larger number to push the thread turns farther apart.

When I use a much larger number, the thread, which is based on a circle, is not circular throughout the thread. It flattens like a ribbon. I want those long, snakelike threads to remain the same diameter throughout for a full 360-degree turn.

How do I keep the object round throughout the turn when at a higher number?

Here are the steps in the video:

Delete cube.
Tool Shelf> Create> Circle.
R to rotate, X for x-axis, 9,0 for 90 deg, and Enter.
3D View Header> View> Ortho view.
3D View Header> View> Front view.
S to scale, .,5, Enter.
Drag red arrow to right from centerline.
Ctrl+A and select Location.
Properties Editor> Modifier icon.
Add Modifier> Screw.
Screw Modifier: Set Axis to Y. You see the edge of the object.
Rotate the screen down with middle mouse button to see over the top.
Screw Modifier: Set Steps to 32. Smooths the surface.
Screw Modifier: Set Screw to 3.5 for a sharp turn and larger number for a longer turn, with threads farther away.
Screw Modifier: Set Iterations. Incrementing this adds more threads.


texts:
So basically I want to be able to rotate my bird wings, but not the part of the bird wing that is touching the bird itself, if that makes sense. So, the end of the bird wings will move down and up but the body part of the bird wings will not move at all.

As you can see below, when I rotate the wing the top goes with it so it does not rotate properely.

How can I do this to animate the bird wing????


texts: Advice on how to remove these weird black shadow things?

texts:
I am not sure what to do with these vertices to fix this weird pinch I have. It creates weird shadows and looks bad. Here are some images.

I could probably just delete a big chunk and try again but maybe this will be a good learning experience for the future to learn other ways to fix this. Thanks a lot for the advice!


texts: I set Bone roll in python to 37 it sets roll value to 2636 degrees. Whats wrong?

texts:
This is very similar to another question today about setting bones in python for use with ManuelBastioniLab and may have the same answer, but Im setting bone roll values in edit mode and he is setting location values in pose mode.

Im trying to import animations including pre done mocap data and animations I make myself (possably fk and ik rigs) from Blender to Unreal (UE4). This is using the manuelbastionilab addon to create human characters and create an ik skeleton and load bvh mocap data.
I have spent about 100 hours or more trying to do this and Ive come to the conclusion the only way to do it is to reset the bone roll values to some kind of default for each animation / skeleton. Otherwise the mesh becomes incredibly twisted in many different ways in UE4.

So Ive started to write a python script to set all the values.
This is my first python script so its fair to say I dont know what Im doing, but I have got it to set the bone roll values using 2 slightly different methods and they both give the same results.
Im having this problem using a fk skeleton (forward kinematics) (no ik on this one). So for setting the bone roll on the little finger I set pinky01_R to 37 but blender sets it to 2636, and the other pinky03_R is set to -47,but blender sets it to -2693. I don't know in what universe 37 == 2636, but Id like to know if its a bug or if there is some way to set the bone roll to the value I give it. The blender scene is set to metric and degrees and scene scale 0.01

If you want to re create this you will can use the manuelbastionilab addon click initcharacter then finalize, then run my script (press space type MBSetDefaultBoneRolls)

Here is my code so far

bl_info = {
   "name": "Setup bone rolls",
   "category": "Rigging"
}

import bpy
import math

class MBBoneRollsSet(bpy.types.Operator):
    """Sets  bone roll values to default for Manuelbastionilab ik and fk     skel"""
    bl_idname = 'rigging.mbbonerollsetter'
    bl_label = 'MBSetDefaultBoneRolls'
    bl_options = {'REGISTER', 'UNDO'}
    bl_category = 'Rigging'

    def execute(self, context):
        Armat = None
        for obj in bpy.context.selected_objects:
            if obj.type == 'MESH' and obj.parent and obj.parent.type == 'ARMATURE':
                Armat = obj.parent
                break
            if obj.type == 'ARMATURE' :
                Armat = obj
                break

        if Armat == None:
            for obj in bpy.data.objects:
                if obj.type == 'MESH' and obj.parent and obj.parent.type == 'ARMATURE':
                    Armat = obj.parent
                    break

        for obj in bpy.context.selected_objects:
            obj.select = False

        if Armat != None:
            Armat.select = True
            bpy.context.scene.objects.active = Armat
            bpy.ops.object.mode_set(mode = 'EDIT')

            Armat.select = True
            #Armat.data.edit_bones:
            bpy.context.object.data.edit_bones['pinky01_R'].roll =46.0
            for EBone in Armat.data.edit_bones:
                if EBone.name == 'pinky03_R':
                   EBone.roll = -47
            bpy.context.scene.update()
            bpy.ops.object.mode_set(mode='OBJECT')

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

Anyway if there is anyone who knows why its setting such a wrong value and or what can be done about it, that would be great!


texts: Add a new edge snapping to a vertex and with an angle constraint?

texts:
How would you add a horizontal line without interference to the other edge?

As shown on the image,


texts:
I have created a simple scene of a lollipop bouncing thru a puddle. It worked once but I wanted to increase the resolution and tweak some settings. So I started with a new domain and water object.

But, there is no interaction after baking. I have tried changing the size of the domain and resetting things, but it still won't create the fluid interaction object.

I tried to see what other people were doing and followed Blender Guru and Sardi Pax's videos but nothing works.

What am I doing wrong? (also how do I upload the darned blend file?)

https://www.dropbox.com/s/dzbpekym81ummu1/fluid%20test.blend?dl=0


texts: Facial motion capture - animate armatures

texts:
I've been doing a little motion capture of my face using the technique outlined in this tutorial https://youtube.com/watch?v=uNK8S19OSmA

It's worked pretty well and the mesh of the face is moving in the viewport as expected.

But when I try to render out a video of this movement the face does not animate and I'm left with footage of an unmoving face.

Am I missing something basic in my understanding of how these armatures are animated?  Do I need to keyframe them individually?  How should I go about this?

Thanks!