texts: Is it possible to assign a parent to a control point of a curve using animall?

texts: I have a robot neck connected to its head. The neck is just a cylinder with array and curve modifiers. I'm using AnimAll (which is awesome) to animate the neck, but it's a pain to keep the spot where the neck and head connect seamless. At a glance, I would like to parent the control point that meets the head to the head itself, but I don't see a way to do that. Can that work, or is there another way to achieve the same goal?


texts:
I baked some fluid stuff and it was great. But when I saved the file and uploaded it to my online drive, the fluid bake didn't show up and I had to re-bake it again.

How do I keep the bake so that I can upload the file and still have it once I re-download it?


texts: How can an empty be added at intersection of edges using Python?

texts:
I have 2 Edges intersecting at 90 degree. How can I add an Empty aligned to them. I suppose this can be done using mathutils. I need the matrix and not just the Translation component which is not aligned.

Thanks, this will be very useful!


texts: Animate an object by moving it according to a list of coordinates

texts: I have the list of coordinates of an object (a ball) in 3d space in a csv file. How can I create an animation in blender of that ball moving through those coordinates?


texts:
I want to use Eevee for an AR project.

My question: is it able to import SDI signal and video board to Eevee from the real world camera to do the real time render?
If its possible how do I configure the SDI video capture card? Also what type of SDI card should i use?


texts:
Put my neck on the line in an animation project at work and I’ve hit a wall.

I’ve meshed everything. I’ve set up the bones and the mesh has all the transformations applied. I’ve removed weight from all the bone except the parent bones and have applied with weights using the weight brush tool. However the mesh seems to deform really weird?

Anyone got any ideas?

Here's the mesh and armature appended from the original file
https://filebin.net/2nvq8teg31417o4s/Example.blend?t=wfl37dqp


texts: Can anyone have any idea of what might be causing this ? Thank you.


texts: How do I copy the shape of one object to another?

texts:
I have tried to make the "microphone grid", like on this picture:

So that array of curves "envelops" the invisible cylinder.
I used several modifiers, such as cast modifier, shrinkwrap, mesh/surface deform but they haven't helped me.
At first, I wanted to use wireframe modifier, but I need the wires overlay each other, so I immediately dismissed this idea.

Any suggestions?
EDIT:
Maybe I did something wrong?


texts:
i am having issues rigging my mesh to the armature and i was wondering if is it normal for the envelopes to look like this
Thanks in advance


texts: Render always displaying as completely white?

texts:
I've been working on a Physics simulation (standard one shown by blender guru) and i decided to completely texture the scene and put in lights and a background (the background consists of a coloured plane placed just behind all the objects in the scene. But just as everything is complete and in place, (with the physics converted to an animation) just as I go to render, every image is completely white (I have tried going to different frames to confirm it is uniform). The materials on the objects are fine, it looks as if an overlay has been put on the scene (as no objects or light is visible).

Steps I have tried:

Delete the camera and replace it with a new one
Change the settings of the camera
Change the emission strength of the lights
Change the colour of the lights
Change the positioning and distance from the objects of the camera
Confirm that in the "rendered" viewport it renders just fine
Confirm that the camera is at the right angle and view
Delete the "background" plane and change its colour
Delete the "background" and 3-point light planes
Confirm that all nodes are linked in the object materials
Adding and changing scene and render layers

None of these have made a difference in any way, manner, shape of form, what am i doing wrong? Here is my .blend file: https://drive.google.com/open?id=0ByrVExzCnPwYNDM3Z3NEZGxzSGc


texts: How can I recover animation if I turn off my computer

texts: So I spent 4 hours creating this animation and I started rendering it, after an hour, it was on frame 20. While it was rendering I was playing a game and then the screen froze. So I waited 30 minutes for it to unfreeze. But it didn't unfreeze, so I turned off my computer, I went back to blender and it stopped rendering, then another hour passed and I realized I didn't have Ambient Occlusion on, so I Re-Rendered the video, then after 6 hours I realized that the sky disappeared, so I put in a new sky and Re-Rendered but then I realized I didn't save half my work and after frame 300 it was just still. How can I Re-cover my animation?


texts:
Basically I done all the facial animations on the +x axis but I want to make some shape keys symmetrical like when the character opens the mouth.

I tried using the mirror shape key and the new shape from mix like I'm doing with the eyes to make them blink at the same time but since the mouth has movement exactly in the middle vertices the mix ends up with the middle vertices in a different place.

I could do the mirror, reset the position on the middle vertices back to basic shape and do the mix, but is there a faster way?


texts:
I want to use the pie menus addon, but confusingly I have two of them. The second is called "official", and it has a higher version number, but the first one seems to have a lot more hotkeys.

EDIT As I got here only generic answers, I researched and compared them, and here is what I found: the "unofficial" 3d Viewport Pie Menus are a new addon in 2.78, and as of 2.78 they seem to be more powerful than the official ones.

Tab: the "unofficial" is better, because it has an Edit/Object toggle, and most of the time this is what we want. One can also directly jump to the edge/face/vertex selection sub-modes from the Object mode.
Ctrl-Space: the "unofficial" is better, because it has combined widget options
. (pivot setting): the same
Z (shading): the same
Ctrl-Shift-Tab (snap): the the "unofficial" seems more powerful
q (views): the "unofficial" is definitely more powerful, it has not only the views, but options like lock camera to view.
Clip Editor pies: this is only in the official
There are 11 more pie menus only in the "unofficial", all of them can be activated individually, and as the accepted answer says, one can also combine them

More information about the "unofficial": https://blenderartists.org/forum/showthread.php?401789-3d-View-Pie-Menus


texts: Replace textures with colors in OBJ file?

texts:
How can you use Blender to replace textures with solid colors?

Take this model: https://poly.google.com/view/aAp0r0v9D-t.

The model has defined geometries for eyes, but uses texture to add color.

1) If we instead want to use solid colors for the eyes instead of using textures, how could you accomplish this?

2) What if we want to separate each eye, i.e., let each eye be a different color?


texts: I am making an old fashioned incandescent light bulb in cycles, with the coil inside having an emissive material. However, I am trying to find a good way to make the glass material. If I use an actual glass material with low roughness, it is too dim. If I use a glass material with high roughness, I can't see the filament, which I want to see. The best way to pass the light through that I found was a completely transparent material, but then you obviously cant see the glass. Is there any way to make a material that passes light through like a transparent bsdf but still shows up?


texts: How to get distance from camera to all points in a mesh?

texts:
I have an imported mesh and camera is positioned to look at this mesh object. Is there a way to get distance from camera to every vertex(point) in mesh object.

P. S. I want to perform this action in a script, but a link to a User Interface action that performs what I desire wold be helpful too.


texts: FBX import not rendering textures, though look linked properly

texts: I'm very new to blender. I have a fbx file and some accompanying png texture files. The file has a rigged animated armature. It looks like the textures are linked properly and have a bunch of configuration however they are not being applied to the model.


texts: Joining Two Cubes and Get Total Face Area

texts:
I have two identical cubes (1 and 2). Both of them have a face area of 216 units. If I "Join" them with Ctrl+J button and create a single object then
face area of new object = face area of Cube 1 + face area of Cube 2 = 2*216 = 432

Even when one cube is overlapping 70% with another cube, the joined surface area is still 432.

I just want the total face area of the new object where the overlapped area will be counted once. The BoolTool does the job for this case, but when one cube has a deleted face (open end, as shown in figure 3) it completely messes everything up and does not perform at all.
However, is there any way to calculate the surface area of the new object when the overlapped area will be considered once only? Joining the objects then just scanning through the surface area or anything else.
The final objects will be cut from a rectangular object (length = 14, width = 14, height = 4). They will be irregular in shapes. The objects I want to merge will be found here


texts: I have attach and image below. With the default blender layout i have added an extra window of 3d View. Im having problem i have to check always how it look in render view by pressing shift+z so i created a extra window so that i can have a live render view there but it has same problem i have to go in the that window and press shift+z. Can we have a live render view when i rotate the side window also rotate with the rendering. I have seen in sensei addon it has a small live render window at below. Sensei addon video. Any suggestion. I do not want the camera to follow. With lock camera view in N panel. Thanks


texts:
When using a particle system, it is possible to change certain values (size, emission rate, etc.) over time using textures.

However, I cannot figure out how to do the same when using the "Quick Explode" feature. It seems that the preexisting "size" value in the particle system has no effect on the size of the smitherenated mesh.

How might I affect the size of the fragmented mesh using the particle system, specifically with reference to the texture-value manipulation system?


texts: Prepping File From Zbrush to Blender Rendering

texts: Trying to work out a workflow for taking my highly detailed ring designs in Zbrush into Blender for rendering.   I can bring into Keyshot from Zbrush and render just fine but when taking the same thing into Blender for rendering its totally bogged down and slower than molasses.  Can anyone give me an idea how to get these high detail sculpts to work in Blender rendering ?


texts: Applying the weight to the mesh, but it shrinks when I rotate up

texts: It looks perfect right now.  But when I rotate it, it shrinks. Am I applying to much weight to the previous bone when I link them up for the hair to shrink?  the bones are not fallowing the mesh when I applied the weight. Only slightly. Why?


texts:
I've solved a camera tracking with 2 images, in Blender 2.83 LTS
In solved camera view, frame 0, I add a Sphere mesh.
When I advance to frame 1, I can see no Sphere mesh.
How to see the mesh in frame 1 ?

: frame 0

: frame 1 : same viewport window with just Right arrow key pressed to go from frame 0 to 1 : the mesh (the sphere in orange) is only available in frame 0


texts: I dont know how to add arms to my character without destroying his round body shape. If I add shoulders, his overall body shape becomes rectangular, wich I don’t want. I rather want to  exaggerate the round torso, by adding arms, not destroying it. If someone has an idea please let me know.


texts: How to play multiple actions using action actuator?

texts:
There is some actions that i created for a human character like walk, jump and saying bye. I want to play these actions one after one using action actuators or any other way. I mean if i want to play walk action first, it starts in frame 0 and ends in frame 20, then after played that action, next jump action should play. After that, it should play saying bye action. These 3 actions should play one after one.

When i am trying this with action actuators, it is playing the last action only. I tried with changing the priority of these actions, then it will play only high priority action. Also i tried with changing layer then it plays only last action. Also i tried with changing start and end time. I changed them to, if first action start time 0 and end time 20, then second action start time 20 and end time to 40. but it not worked.

Below code shows that how i used action actuator. if it needed i can upload .blend file too. if there is any other way to do this without action actuators, please tell me.

def play_actuator(actionName, start, end):
    cont = bge.logic.getCurrentController()
    act = cont.actuators["Action"]

    act.action = actionName
    act.frameStart = start
    act.frameEnd = end
    act.priority = 0
    act.layer = 0
    cont.activate(act)


texts: where is duplication menu in object property 2.90.1?

texts:
I'm taking Blender classes.
The blender version of the course is 2.79.
They replicate over there like the one above, but the 2.90 version doesn't have a duplicate menu.


texts: Blender install on an old computer (Athlon 700mhz AMD)

texts:
I am interested in putting into use an old computer I got sitting around the garage: Athlon 700Mhz AMD computer with 16 Mb rab.
The OS I´d like to use is Xubuntu.
I got a 2014 Nvidia Graphics card lying around as well.
What steps do I need to do to configure the Nvidia drivers on Xubuntu?
I´m familiar with the terminal + some geeky terms to repos.
But I´ll be very thankful if you could help me in the right steps. Thanks.


texts: How to turn on Eevvee rendering live preview?

texts:
How can I turn on Eevee rendering live preview in 3D view window?

The new Blender version has some interface changes, and in the Eevee rendering mode I can render an image, but I don't see live preview of the shading, Bloob and other effects in the 3D view.

How can I turn it on?
Thank you very much in advance!


texts:
I don't know how to fix the eyes.

 Ctrl+r is not useful and when I try to move the edges Blender doesn't accept it.

Here the edges are fine put when I reder the picture is different.

Thanks a lot!


texts: Is the adjustable settings when you first load in an object bugged?

texts: When you first load in an object in Blender you usually get a pop up in the bottle left corner with options like minor radius and stuff like that to adjust. That pops up but its blacked out and I can not edit anything. I need to use this for a model I am working on. Can someone please help?


texts: round sloped-flat Ceiling appears flat when rendering

texts:
I have a round room with arches around the edges. The ceiling is weird shaped, however....

It goes from flat to sloping upwards, flat to upwards, flat, upwards, flat then there is a hole in the top acting as a window. The picture shown above shows what the ceiling looks like when Viewport Shading is set to Solid.

What the ceiling currently looks like when it is rendered. The Viewport shading was set to rendered.

The top of the ceiling from outside. You can see the shadows as the ceiling slopes down and flattens out.

My problem is that the ceiling appears flat from below while rendering. I'll provide the blendfile. Is there anyway to fix the flat looking ceiling?

I decided to remove the link to the blend file. Eventually 3d Renderings will hopefully be uploaded to sites to sell. I didn't want people to download the model just to have and edit. I'm not saying anyone will, however.


texts:
I am currently trying to make a head mesh "disintegrate" from right to left following a smoke (mantaflow) simulation. My intention is to create an effect not unlike the thanos disintegration effect from Avengers Endgame.
Setup:
My Blender scene currently contains:

A head model serving as an emitter for both the smoke simulation and a particle system
A smoke domain
A wind and turbulence force field for the fluid simulation (turned off for particles)
A smoke flow force field that makes the particles follow the simulated smoke
A cube completely containing the head mesh with collision activated (Field absorption and permeability set to 1) animated to slowly move away from the head mesh

My Question
Is there a way to enable "Absorption" for the Smoke Flow Force Field like there is e.g. for turbulence and wind fields? I would like the Cube to absorb the smoke flow field, so that I can animate it in a way that makes the particles follow the smoke not all at once, but from right to left.
I currently cannot provide any screenshots, however, the setup isn't even that important: Is there a way to enable absorption of smoke flow force fields?
Thanks everyone.


texts: Assign automatic weights from bones does not work at all for me

texts:
I'm trying to make the tutorial called "Eye Rigging in Blender" found here :

https://www.youtube.com/watch?v=CCGekumdLLU

and it get a different result from the one reached on the tutorial. From minute 15.06 to minute 17.13 the author press W and then assign automatic weights from bonesand magically for every bone has been assigned a small colored area. But this does not happen to me,even if I have repeated a lot of times what he did. Can you explain to me why ? I add a small recorded video to show you what I do so you can understand where I'm wrong :

video : what I do


texts:
How can the Blender User reshape a Distorted Cylinder to a Regular Cylinder in a minimum number of steps in situ, no adding or deleting of vertices?

Requirement. Move only the vertices currently selected in edit mode.

This is in the context of Shape Keys, therefore  deleting vertices and adding them back is not allowed since it would affect pre existing shape keys.  Assume the connectivity of the starting shape vertex selection in edit mode is topologically equivalent to a cylinder with out caps. The current selection consists only of edge loops in parallel connectivity. In other words the task is possible without adding or deleting any vertices or changing topology.  We just need to change position of vertices.

In the image above the left most yellow mesh is the starting point. The second yellow mesh in edit mode depicts the vertices or vertex group whose members may be moved.  That is a requirement.  Please note 1 or more vertices are NOT selected.

The blue mesh is the goal shape within a constant factor in XYZ dimensions of the edit mode selection, with standard edge loops in circle, other edges parallel to z-axis. In the result, one time user scaling in the XYZ global axis is acceptable. In the result, one time user rotation of (N*90) degrees is acceptable where is N is an integer.

In the image above we see a successful edit.  Cyan Shape show results according to the steps below.  Edit Mode and Object Mode.

Best candidate at the moment. Minimum of artistic maneuvers was one goal. Assume target cylinder in standard z-axis position.

Edit Mode Vertex Position Steps

Loop Tools Addon is enabled.
Edit Mode with valid selection.
Take note of current selection and with virtual/discussion/[vertex group] name BS0 .. Blender Selection 0.
Agree that each edge loop in BS0 has a virtual name EL0N. There are integer K > 1 edge loops. N is an integer whose range is [0,K].  EL0N is connected to EL0(N-1) if N > 0. EL00 is the edge loop whose target Z-coordinate is maximum.   EL0(K-1) is the edge loop whose target Z-coordinate is the minimum.
Agree EL00 is the top in target. EL0(K-1) is the bottom in target.
Select edge loop EL00 of BS0. Scale Z axis to zero.
Loop Tools Circle to achieve Regular Circle in XY Plane. Keystroke WLC.
New Selection of one edge loop virtual name EL01 adjacent to EL00. Scale Z-axis 0. Grab/Translate selection on Z-axis so EL01 is below EL00.  Loop Tools Circle.  These micro steps are to insure predictability in extreme cases with the next step.
[Vertex Slide] EL01 coincident to EL00. Accept the action. Move EL01
on Z-axis back to some reasonable position visually distinct from EL00.
Repeat the step above for all adjacent edge loops.
Explanation.  Each edge loop EL0(N) is corrected by EL0(N-1) in the XY coordinates for N in the range [1, K]
At this point we have a reasonably acceptable cylinder with potentially uneven distance between edge loops.
Select one edge ring spanning all edge loops of BS0.
Loop Tools Relax [Linear Parallel] ... Keystroke WLR.  Parallel edge loops are equally spaced.

In the image above unselected vertices are hidden for ease of explanation.

Can these steps be streamlined?

Perhaps a Script would be preferable to copy points from a fresh cylinder calculation.  Please correct my understanding of the problem in the comments in case I have under specified / over specified requirements.

Low priority Failure category in the context of some current goals

In cheery Winter Mesh colors left to right.

The 01 green mesh shows a Cast [Cylinder] modifier result.
The 02 red mesh shows a To Sphere result.
The 03 green mesh shows a Shrink Wrap Modifier to a cylinder result.
The 04 red mesh shows a Shrink Wrap Modifier to a sphere result.
Note the undesirable curved edge rings in some results.
Proportional Editing
Custom Normals under low priority consideration
[Data Transfer] under low priority consideration

Thanks.


texts:
In 2.4 It was possible to move an objet to another layer with keyframe.
" Changing Object Layer

Many times you want an object or actor to wait off stage until it is their time to come on and do their thing. In Blender, you commonly render only a few of the twenty available layers. So by animating an object’s layer “membership”, you can animate its visibility in the 3D views (avoiding it to clutter your workspace) and at render time. Furthermore, as you can set some lamps to illuminate only objects on their layer, changing an object’s layer can also be a way to change radically its lighting…
Changing from layer 4 to 10 and 14 at frame 10.

To animate an object’s layer membership, go to the frame when you want the object to appear. Ensure the object is on a visible layer (M to see and move it between layers). Insert (I) an Ipo key, and choose Layer in the menu that pops-up. In your Ipo Curve Editor window, you will see that the Layer channel now has a value corresponding to the current layer. Back up one frame, move the object to an unselected (invisible) layer. Now, here’s a slight glitch: you cannot add a Layer key because the object is on an unselected layer. So, temporarily enable that layer by ⇧ Shift-selecting it from the layers buttons, insert another Layer key, and then de-select the undesired layer. "

How to do that on 2.77 ????

Dji


texts: VSE snap a strip to the begining of your editing

texts: In the VSE is there a way to snap strips to the begining of your editing? For example you've deleted the first strip of you editing, your editing now starts at frame 200 and you want to move all of your strips to frame 0 or frame 1, is there a simple way to do that snapping to the begining of the VSE?


texts: Plane and Grid are not working as Fluid Effector Collision in Blender 2.82

texts:
In my scene the liquid goes through the plane or grid, no matter what the settings are, but with a cube it works as it supposed to.

I've tried with option "is planar" checked and with surface thickness other than 0 but the effect is still the same.


texts:
Say you have a spiralling object with an armature rig, which in turn has a Spline IK bone constraint to a nurbs path, as per a tutorial for a bending phone cord.

Now you want to animate the various poses you've made by warping the nurbs path, such that you can import it into Unity.

I've tried adding LocRot keyframes of all the armature's bones in each pose, as well as "Object (or Pose)->Animation->Bake Action"; none of the armature's changes from the Nurbs path's influence come through in any Action clip. Ideally one would just animate the positions of the Nurbs path; alas, Blender doesn't let you add keyframes of individual vertices of anything in Edit Mode.

Some light to shed?


texts: Spherical Harmonic lighting in Blender(Eevee or Cycles)

texts: learnt from website that blender 2.8 should have Spherical Harmonic lighting, but where and how to use it, any tutorial? Thanks!


texts: How to draw a Rotoshape (mask) in the Compositor?

texts:
How can I draw a rotoshape/spline in the compositor to be used as a mask, so that the mask/roto will also still be editable inside the compositing window without have to render the mask as image first?

Is it possible in 2.8 ?


texts: How do I save an instance of a custom class to a .blend file?

texts:
I've created a custom class which creates a new object, loads a mesh from an .OBJ file, then modifies the mesh based on the scene's current frame number. When I create an instance of the class (via the Python console), everything works fine. I'm able to successfully import the .OBJ file and changing the current frame produces the desired effect on the mesh. However, when I save the .blend file and restart Blender, the mesh is still in the scene, but the instance of the class is gone. I have to delete the object and re-create it with the Python console.

Is there a way to save the instance of this class as part of the .blend file?


texts:
If I fix blender physics how do I get it committed to the official release?
Because for years now, it's been bothering me that blender physics is not accurate. Especially the particle physics. Next semester I am taking my second semester of physics

Physics of Electromagnetism and Optics

A broad coverage of classical electromagnetism and optics.  The areas covered include: electric charge, electric fields, electric potential, capacitors and dielectrics, DC circuits, magnetic fields, magnetic properties of matter, AC circuits, Maxwell's equations, electromagnetic waves, the nature and propagation of light, geometrical optics, and wave optics.

So, probably in the winter, I will have time and the knowledge to fix blender physics. From what I understand I need to pull it from GitHub and then build it build my computer. But what do I do after that? How do I commit it to the official release?

I am a computer science major, so I am confident that after my secound semester of physics I will be able to fix blender's physics.


texts: Best way to mirror duplicate a rigged object?

texts:
okay so I'd been working on this Bird wing rig and had achieved success in finishing it, But i had only created it one wing. So now i have to make a duplicate for the wing on the other side and also mirror the armature in a way that the same functionality remains. is there a quick way to do that?, because if i have to repeat the entire process again for other one im screwd.

edit: writing the way i made the rig

the feathers you see each one of them have 2 constraints targetted to their adjacent neighbors, this allows for the spread out function and fit in function

the feathers are divided into two groups, one is PARENTED to the farthest object from the bird (the one that looks like a triangle), and the other group is also parented but to its neighboring object which is the second object from the bird.

both of those above objects are parented as BONE RELATIVE to the armature.

im also sharing the blendfile in a minute
here
Blend file download


texts: Are there any other ways besides motion tracking?

texts:
I have an animated model with vertex parented empties (img 1)
I need to transfer these positions to another blend file so that they are on the same z coordinate. And so that there was a camera on top. (img 2)
This is for compositing.
How do I transfer dummy positions? I know 1 way - tracking. But it’s crazy to track your own video. There must be another way.


texts: Curve bevel, both built in and using another curve not uniform in thickness

texts:
Im trying to make a pipe using single edge, converted to curve, and then bevel it to add some thickness. but the result turns out weird.

as in the picture, the vertical section of the pipe is in uniform thickness, but the horizontal segment is much more thicker. This happen whether using built in bevel selector or using a bezier circle as bevel object.

how can i make it all uniform in thickness?


texts:
I would like to control the arms independently but I don't know how to turn off mirroring. The modifier tab shows nothing.

I am using Blender 2.8.
Here is the link:
https://drive.google.com/file/d/1je2Z5CTc7zWl4HyceD0LypM0mvyiBnqE/view?usp=sharing


texts:
I'm rendering my grass scene:

Render Starts immediately blender prepares for render but right before creating image it crashes...
(and it is not only for this blend file when I create Particle System as hair in Blender Internal and assign materials & Blend Texture using Ramp it often crashes)


texts: Boolean Modifier Help - Difference - Surface Remaining

texts:
I'm very new to Blender but I'm trying to create a simple facemask.
I am using a Head Mesh (using FaceBuilder add-on) and a simple hallow cylinder to create the profile of the mask that will sit against the face.
I have intersected the cylinder with the face and have used the Boolean Modifier with the Difference Operation to create a cut in the cylinder using the Face mesh.
The problem that I am having is that the front of the face is remaining after doing the Boolean Modifier.
Is there any way of removing this? Maybe I am misunderstanding/misusing the Boolean Modifier.


texts: Keeping track of splines in curve -> splines.get(), but what is the key?

texts:
I have a curve and want to check whether a spline already exists.

As other data types, there is a get() method. But what is the key? Since splines.new() takes only one argument (the type), there seems to be no identifier?

My current workaround is to use exception handling and accessing the splines directly using splines[x], but that is kinda ugly.


texts: when I set ctrl+R the vertices dont appear around of model,please explain


texts: is it possible to assign a filter to apply only on a specified material

texts: I found out this custom filter with a bloom effect giving a glow effect. My question is, is it possible to make the filter specific to a specific material making it the only one glowing to simulate light glow?


texts: How to modify mesh after sculpting with multiresolution modifier?

texts: I've created a character and sculpted them to an extend I like them.  I realize now, however, that I did not model the inside of the mouth.  When I try and extrude from meshes, it screws up the normals badly.  How do I modify a mesh after using multires?


texts: Problem importing grayscale image as planes - Only central portion imported and image not displayed after import

texts:
I am complete noob when it comes to Blender.  I am attempting to convert a gray scale image into a 3D relief.  Here's a link to the YouTube video I was attempting to follow.  https://www.youtube.com/watch?v=UWFJVvlQIKY  I am importing the gray scale image (.jpg in this case) as planes.  The import appears to sort of work.  In the YouTube video after the import, you can clearly see the contents of the imported image.  For me, all I see is a gray rectangle.

Question 1... Why do I not see the imported image and only see a gray rectangle?

Question 2... Without seeing the image, I thought maybe it was some sort of setting I do not have configured right (I just did a standard install of version 2.78a on Windows 10) and thought I would just continue.  So I did the Edit mode and subdivided the image many times and that at least showed the mesh lines (not sure of the correct terminology) getting smaller and smaller.  Next step I went into the "wrench" mode and did a "Displace" on the image.  This seemed to cause the gray scale image to go into 3D mode but completed exploded.  I reduced the slider down and noticed that only like the middle portion of the image was imported.  Why am I not getting the full gray scale image imported when doing an import as planes?

I hope all that made sense.

p.s.  I have tried this with several different images and image file types and so far all behave the same way.  I cannot see the image after import as planes and it only seems to import the central portion of the image.


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"how to stop additional bone and bone chains in the fbx file export" , my fbx export files always have multiple bone additions in the exported fbx file, so how do I prevent this from happening in 2.79b ?

after export pic (1)
Before export pic (2)


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In my blend file here, I'm trying to write a shader that uses a gradient to mix between transparency and the surface material.
So far, I've managed that. But when transparent, the object shows black faces in some areas, and only from certain angles.

It is important to note that these are not gradually black, or grey, faces. They are jet black and unshaded. This model was ripped via RenderDoc and was imported as a CSV.

Removing doubles does work, but it massively deteriorates my mesh, so unless I can select doubles, it's not an option.
It's nothing to do with the shaders themselves - setting the mesh to be exclusively a transparent shader still shows it.
Flipping/Recalculating normals has absolutely no effect.
Clearing custom split normal data does not have any effect.

I can only conclude that it's an issue with Z-Fighting.
Can anyone tell me how to absolve this? Or at least how to circumvent this and use a different method for gradually revealing / masking an object?


texts: Why do my flames look horizontally stretched when rendered?

texts:
I have a scene where I want a car to look like it is on fire as I drive by it.

When changing to RenderMode, my motion track looks good (enough). It is in the right location and does not move relative to the car (masking to come later).

However, once I have rendered the image and composited it, the flame is distorted (horizontally stretched?) and in the wrong location.

I tried scaling the images to render size:

I also tried without the scale nodes, and with every permutation of the scale nodes. I have also tried rebaking the smoke, to no effect.


texts: Baking mesh normal map w/ bool modifiers dissolves some geometry

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I've been spending almost a week trying to fix this issue. I've been doing some hard surface modeling, cutting in various designs with difference and union boolean modifiers and it's gotten to the point it seems good to bake it to a low poly retopo. I've been getting issues from the get-go and while I've fixed it to an extent, some issues persist. Additionally, baking the diffuse (just the color, not the lighting), be it from selected to active or not, comes out as black every time.

Methods I've tried include:

Fudging around the order of the modifier stack. I moved some boolean modifiers and that seemed to fix some issues.
Triangulate modifier with the minimum threshold set at 5 or more vertices per face to prevent ngons. This seems to have allowed a lot more detail to bake through as opposed to before when it was full of ngons. I felt this was my best option as subsurf modifier made Blender grind to a halt.
Weighted normal modifier helped some of the shading, but otherwise didn't bring out the missing geometry.
Applied scale to every object in my .blend file, but everything seems okay.
I made sure the texture node is set and selected.

Below is the current resulting normal map I'm getting, and a screencap of the high poly object. The .blend file currently sits at 300kb, so if needed, I'll try to link that in a future edit.


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There's something I'm struggling to pull off in Sculpt Mode, I'm trying to create a type of, heavy fold, if you will. It's less like the folds or creases in clothing, and more of the type of fold you'd get if you, well, I don't know how to explain it, but this picture on Dictonary.com kind of is similar to what I'm trying to hit.

Those sharp, deep, weighed over folds in E, with the top of the mesh folding over the bottom part of it, still keeping an opening, but being, more like what's in the picture.

I've given three types of sculpting a shot, the left is thumb, with a smooth afterwards, the middle is grab with smooth, and the right is Snake Hook with smooth. None of them are, what I'm going for. The inward fold is non-existent, it's more like the top of the is melting over the bottom instead of creating a fold like the picture.


texts: A character made of cubes? Is it bad for gaming?

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I've seen these models on sketchfab that I find good enough for a mobile game, but if you look at them in wireframe mode it looks like they are made of a succession of cubes (or very close shapes).

I'm far from an expert at modeling, but isn't it a very bad practice?

In blender, what's the difference between creating multiple objects and a single object composed of multiple meshes?

How will it impact rigging / animation?

If I would import them into a game engine (unity for example), can it make a difference (in performance/usability/shading) ?

In short, are these models bad?

Thanks for your help.


texts: What is the range of random values given by Object Info node?

texts: When using the Object Info node and the random option is chosen, what is the range of values this output can take? For example, does it generate random values between [0, 1], etc.?


texts:
I have been using Blender for about four months and wanted to stretch myself by doing a more advanced tutorial. I have followed the below one but at 8.08 the particles I create simply spray out in an arc instead of creating the explosion pattern. All my settings seem to be the same but l am clearly missing something. Pls help.

https://m.youtube.com/watch?v=TiblXutqw08

Thank you.


texts:
When I render something with blender my CPU is faster than my GPU. Why is that?
My GPU is Nvidia Geforce GT730 2gb  and my CPU is intel i5


texts: How to combine row + columm in a pie box?

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I assumed with defining each layout type I could stack a line of row above a set of columns but it seems not to work. You can see that the column is at position 8 and not below the rows at position 2.

    box = pie.split().box().column()
    row = box.row()
    row.prop(mesh, "use_auto_smooth")
    row.prop(mesh, "auto_smooth_angle", text="Angle")
    box = pie.box()
    col = box.column()
    col.operator("mesh.faces_shade_smooth", text="Mesh Smooth")
    col.operator("mesh.faces_shade_flat", text="Mesh Flat")
    col.separator()
    col.operator("mesh.normals_make_consistent", text="Normals Outside").inside=False
    col.operator("mesh.flip_normals", text="Flip Normals")
    col.prop(mesh, "show_normal_face", text="Show Face Normal")
    col.prop(scene.tool_settings, "normal_size", text="Size")
    col.prop(view, "use_occlude_geometry", text="Hide Back Geometry")


texts: How do I take a picture (of only the render and not the menu)

texts: I finished final render of the thing I'm making but I don't know how to save the image as only what is in my viewport


texts:
Why does the wire-frame material fades across the object?

Here is what I did - I created a new material and I selected on "Wire" and I made it shadeless. Then, I created a new material and assigned the new material on the on the object. However, doing it that way, it allows me to render both materials - "Wire" and "Surface". Then I get a fading result like this -

But I want all of the edges to be shown, not a fading result. How can I make that?

Here is the blend file if anybody wants to check it out -
http://www.pasteall.org/blend/31021


texts: Shader artifacts rendering in some spots of the mesh

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When I render my model in Cycles (I applied a dummy material just to check), there are some bad/glitched shadows in some spots.

Like this:

But, in shaded view (smooth shading applied to the whole mesh), it seems fine:

I checked the face normals, and they're fine, vertex normals look fine too:

This is a retopo of a sculpt I've made, it might not be perfect but there are no triangles or n-gons. It's also strange because those darker spots are triangular.
I also checked if there were two faces one over the other, but there are none. Everything looks fine.

I don't know what may be causing this, any help?

I think I should point out that this happens on more than one spot and only when the spot is in some degree of shadow. If it's lit it looks fine.


texts:
I have extruded a wheel that originally looked like this:

My modified wheel now looks like this:

As you can see, the shading looks incorrect, with strange dips instead of a flat surface. But the normals seem ok to me:

Is there a way I can fix this? Is there some sort of issue with my vertices causing problems with interpolation?

Thank you!


texts: Dimensions vs Scale without affecting animation

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Before the issue:

For the past few weeks I've been doing a few animations on a Character with an Armature, with a pretty good certainty that I had the scale at 1.

Turns out, somehow in the middle of the process, (despite not being changed in size / scale since its creation) the Armature ended up with a similar scale to the character - which was set to about 0.10.

Probably happened automatically during the parenting and I didn't notice it?

I've been trying to come up with solutions to change their scales back to 1 without affecting the animations and I recently found out that

using ALT + S does exactly just that.

Current issue:

However...

I now have the issue of having - although properly scaled meshes and armature - really huge dimensions on both.

If I would export this into UE4 it would be ridiculously large.

On the same note, although having the same size and (now) scale, my Armature has nearly 13m in height while my mesh has only near 3?

Question 1: Does this difference in dimensions affect anything during the export?
Question 2: How can I change these dimensions without affecting the animations in any way?

Would really appreciate the help!

TL;DR: I've tried Applying Scale. Scale and Rotation too.

But I only found ALT + S to help with the Scale without affecting my animations and now I have huge dimensions on my mesh and my armature.

How do I change these without ruining the animations?


texts: Need help exporting rendered animation in video format

texts: I am using blender to create a YouTube intro. I am using blender 2.77a and have already rendered my 600 frame animation. How can I export my rendered animation in a video format so I can add it to my YouTube videos


texts: Where is the glass button on the materials list?

texts: I was watching a YouTube video and it showed how to get a mesh to look like glass but the surface folder in materials is not there on my bender


texts: How to morph / merge / blend from one mesh to another?

texts:
Hi everybody im trying hard a way to have one clean mesh , wth a kind of morph inbetween two different and mismatching meshes .

Anybody can help me with this?

Thanks a Lot!


texts:
I'm trying to make use of curves to animate a stroke, specifically a cartoon-ish "wind" effect, by animating the "bulge" shown in the taper object from left to right (as indicated by the arrow).

My problem is that no matter how much I twiddle the control points for the controlling Taper object, I cannot get the very beginning of the curve to act with a zero diameter (shown circled) – which apparently is not a problem for the end of the curve.

Is this a bug, or am I doing something wrong?


texts: Is it possible to keep in memory a PointerProperty different from bpy.props?

texts:
I would like to store some properties in the scene, and on other bpy.data objects, I would like to create lists and dictionaries, but I am noticing that when the project is restarted, even if saved, these properties disappear. Example:
class SceneProp(bpy.types.PropertyGroup):

    test_dict_prop = {}
    test_list_prop = []
    classic_bpy_props: bpy.props.StringProperty() #etc

def register():
    bpy.types.Scene.scene_prop = bpy.props.PointerProperty(type=SceneProp)

I assumed that the properties of type not bpy.props were stored, but this is not the case, when blender is restarted, the dictionaries or the list will be empty. I foolishly thought it might work like that, but it isn't.
In addition, as far as a list is concerned, it could be solved with an EnumProperty, but it is not much for the purpose, as it will only be able to store strings, while I would also need to store Blender data objects.
Is there a practical solution? Always keeping pointed to a Blender property?


texts: Armature/mesh link broken ? (worked before)

texts:
I opened my project on another computer, and the armature won't deform the mesh anymore.

It still deforms the sub-mesh with beard and hair though...

Weight paint is still correctly painted, armature modifier correctly set, Vertex groups apparently correct too.

Any idea about that? There's no meta files that I would have forgotten to move with the .blend right?

[EDIT] I think I found a clue : the edit mode and vertex icons are greyed out on the mesh's Armature modifier.


texts: What's the correct way of cutting holes in Blender?

texts:
I have a question which I keep researching for a past week or two.
What's the correct or "best" so to speak way to cut holes non-destructively and without messing up the topology and without a need to then clean a mesh?


texts: How to find models in scene without changing origin point?

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I have been doing some experiments with photogrammetry and i imported some models into Blender but I realized after I imported them all that I could not find my models.
I rechecked my photogrammetry program and found that I had left the models positioned over in the next county from the origin point before I imported into blender.
I imported into Blender four models that each had between I dunno 1-4 millions verts each.
Anyway I already started rebuilding my photogrammetry models with the same settings from the actual origin point so i'll reimport into blender later.
But if I do this again and my models end up 50 real life miles from the origin (not an exaggeration) how can i zoom to my models in blender without changing their position in relation to their origin point? I can't change their position or scale because i'll be taking the models back into my photogrammetry program later for textures and uvs and etc., And i need all my old depth map and density cloud data to stick perfectly.
Trying to rescale and reorient 3d models after messing up their placement and size is a nightmare FUBAR so I absolutely need their origin to stay the same while i work in Blender.
Thanks in advance.


texts: I'm practicing creating a character head from scratch, and when I apply a subD modifier to see how it looks, the vertices pinch like this. Anyone know why? The topology looks clean as far as I can tell when I go into edit mode.


texts: Eyeball sticking out of mesh when blinking

texts: My eyeball is sticking out of my mesh when blinking. How do I fix this?


texts: Sculpted with Multiresolution, enable Dynamic Topology wrecks mesh

texts:
That's my sculpted head, the base mesh is very simple. I have done this with normal sculpting and multiresolution modifier.
Now when I enable Dynamic Topology it throws my sculpting in the trash and I get the base mesh.
Toggling the dynamic Topology off, I get such a sculpt:

How can I rescue my sculpting work and still use dynamic topology?
Should I retopology the mesh?
The mesh will be 3d printed, is it enough to apply the multiresolution modifier in the end, to get the sculpting into the print?


texts: faces falling below the sculpted face when re-topologizing

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I have sculpted a human head in Blender, and now I am doing re-topology. This is for the first time I am doing, and I am kind of new to Blender, and in this 3D field for that matter.

See the picture below

The portion I marked with blue marker, it shows that the retopologized grids are there but it falls below the sculpted face, though I am using "snap to grid" and "srinkwrap" modifier and I suppose it is due to less geometry.

If I give more geometry, the retopology in that portion looks messy and increases polygons.

My question is if I bake a normal map will those raised portions of my sculpt be captured in the baked image and then be transformed to my low poly retopology model?

If not, how to achieve that?


texts: Blender Cycles Shadow Over Transparent Background Using Emission Objects

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I'm trying to render an object with a shadow onto a transparent background and have tried using the compositor to overlay the 'shadow layer' (ignoring the white background) with the 'object layer'.

I have managed to do this is using 'Sun lamps' but I would prefer to use Emission planes. This doesn't seem to have the same effect for some reason, can someone please help with a node setup for emission lighting please? I'd rather not duplicate objects onto other layers if possible as I am animating them for sprite sheets.

My current setup is as  below:

Thanks,

Luke


texts: How to draw a circle hole by bmesh on the plane?

texts:
How to draw a circle hole or a square hole by bmesh on the plane object?
I tried with below but failed it only draws circle rather than a hole.
bm=bmesh.new()
ret=bmesh.ops.create_circle(
    bm,
    cap_ends=False,
    radius=1.8,
    segments=8)
#print('circleret:',ret)
bmesh.ops.translate(
    bm,
    verts=ret['verts'],
    vec=(5.0, 24.0, 0.0))
mycircleface = bm.faces.new(ret['verts'])
me1 = bpy.data.meshes.new("Circle")
bm.to_mesh(me1)


texts: How to keyframe object visibility within an action

texts:
I have several objects each with an armature modifier set to the same armature object using vertex groups for influence.  I am trying to hide/show objects during a few frames of an action within the 3d viewport.  I've tried just toggling 'Restrict Viewport Visibility' of the objects in the outliner and adding a keyframe using 'i', but it also hides the armature.  Also, hiding the objects further down the armature chain hides everything else above it.  I've also tried just keyframing the render visibility that results in the same results with Only Render checked under Display of the 3d Viewport Properties.

What I would like to do:

Frame 1 - 5: show everything, but 'Arm-EndSwing'

Frame 6 - 14: hide the object 'Arm-StartSwing', show object 'SlashSprite'

Frame 15: show everything, but 'Arm-StartSwing'

I've done a lot of google searches and forum searches, but cannot figure out a solution.  Might be my lack of animation experience.  Any guidance is appreciated.


texts:
I'm looking for a software package, addon, or possibly even an internal workflow for Blender 2.8 which will allow me to do in Blender what Railclone can do for 3DsMax. For example, filling a custom shape with custom made tiles.
Does anyone have any ideas?

Thanks!


texts: I want to access the "create library override" of a linked object in the data-block panel like shown in the image below via Python. When I do this, nothing appeared in the info panel. Is there any possible way to do this?


texts:
Hello i was wondering if there is a way to fix the armatures for FBX files

As you can see, the armatures is a mess, but i can still move it correctly. Is there a way to fix this problem? Thanks.


texts: Pinning feet to walk in auto rig pro Blender 2.8

texts: I am using auto rig pro, it has the best weight paint read for rigging the mesh along with versatility of creating new bones that are converted into deforming rig bones without any bugs, in contrast to rigify. I am currently animating a pony. I would prefer to take the pony step by step and orient the entire objects movement around each step that is made. Meaning that I am trying to figure out how to constrain one foot down to plane or floor ground, then move the entire rig either from a guide in object mode or the universal mover in pose mode, while the foot is pinned down so that locomotion is generated into the meshes animation and overall location based upon a more realistic frame movement. To walk just as if a pony walks rather than having the foot slide back as the other pushes forward and then trick the objects locomotion to revolve around a hidden moon walk if you will. Any ideas on how to do this I would really appreciate it. I tried FreeIK, but it seems to only work for rigify bones and it really would drive up the scene with a bunch of functions that it brings in, even if it did work for auto rig pro. I also tried a locked track and track to constraint for the feet. Attempting to pin them to a empty object that would control the pivots of each step, but that did not work either.


texts: Prevent EnumProperty updating constantly on panel hover / Change EnumProperty items if action triggered

texts:
What I want to achieve here is to begin with a login panel:

And after successful login there are more options on panel displayed:

During login there is an access token retrieved, which is used for calls to API (token authentication). What happens here is that projects are fetched when still there is no token (there is a failsafe if no token -> return no projects as seen below):

However if I run script again now (and there is a token that is not None), the projects list appears:

There is a shortcoming of this solution, that function is executed (with call to API) everytime I hover on panel element.
What happens after project selection is a call to API to fetch list of directories present in the chosen project.

What I would be glad if you guys helped me with:

(1) Display non-empty projects list (retrieve them from server) after I click Login

(2) Minimize amount of calls to API (on each hover on panel right now)

CODE:
https://pastebin.com/XMsRrbtu


texts:
I need a manual download link for the Blender addon so that I can copy this .py to the add on folder and then I hope I can switch to the Luxrender option in Blender 2.75.

After following the normal installation process there is no addon installed. I am using Windows 7 64-bit operating system.

Any idea what's wrong?

The installation process by Inseln looks good.


texts: Get Bendy Bone base curve to match bezier curve

texts:
I'm trying to get a bendy bone to match a 2 handled curve. The bendy bone setup is 3 bones: 1 bendy bone, and its head and tail bones. You can adjust the rotation of the head/tail in edit mode, and also adjust parameters like Ease In and Out to set the base pose of the bone. Here's a gif of manually adjusting a bone to match a bezier curve:

Here's the bezier curve. The left handle is 2 units from the control point on Y, and the right handle is 1 unit on X.

If we knew the relationship between the control point distances and the Ease In/Out values, then a script could snap the head/tail of the bone to a control point, and then align it with the handles, and then set some amount of Ease In/Out based on the distance to the handles to match the shape. But its not clear what the relationship between the values is. I used 2.58 and 1.34 to approximate it, but that's not exact (the base value being 1 in edit mode, and 0 in pose mode as they are added together.)

Anyone know what the proper math would be to convert these? Or is there some other way to accomplish this? I have a complex hair setup that's already based on curves, and I want to generate a bone strand for each bit. So its not practical to do by hand.


texts: Ubuntu 18.04 and Background Rendering produces transparent image

texts:
So I upgraded my system from Ubuntu 16.04 to 18.04. With that I had to upgrade Nvidia drivers from 384 to 390, and a reinstall of modprobe and cuda-toolkit. Blender works ok, GPU live rendering works, and final GPU rendering works in the GUI.

Now, I have figured that I can render a little faster if I drop into a tty (aka "close" the desktop) and do a background rendering from the console, giving 99% of the GPU power to Blender.

However, after waiting 3 hours, the output image is all transparent. A file that should be about a megabyte is only 14 kilobytes.

This is what I used to render the scene:

./blender -b "/home/edward/Projects/20180520-CC/Chapter01/001_Basement.blend" -o "//Page070.png" -f 18 |grep Remaining

The grep is there because I think the console output has slowed down in 18.04. It would take up to 20 seconds just to list all the objects used in the blend file, where as in 16.04 it would be closer to 10 seconds or less.

So, any ideas why the image is transparent when I do background rendering, but shows up fine when rendering in the GUI?

EDIT Decided to >output what Blender is saying to a text file (blind render) and left it alone for more than 3 hours. Had a look at the text file for any errors and found the following:

write exr tmp file, 2560x1440, /tmp/blender_xSVx3E/001_Basement.blend_cloth.qc_RenderLayer.exr
Fra:18 Mem:1177.66M (0.00M, Peak 1308.13M) | Time:00:00.24 | Mem:0.00M, Peak:0.00M | cloth.qc, RenderLayer | Synchronizing object | Window Panel
...
Fra:18 Mem:5296.60M (0.00M, Peak 7712.33M) | Time:03:04:38.91 | Mem:8767.59M, Peak:8791.54M | cloth.qc, RenderLayer | Finished
read exr tmp file: /tmp/blender_xSVx3E/001_Basement.blend_cloth.qc_RenderLayer.exr
failed being read /tmp/blender_xSVx3E/001_Basement.blend_cloth.qc_RenderLayer.exr
cannot read: /tmp/blender_xSVx3E/001_Basement.blend_cloth.qc_RenderLayer.exr

This sounds like the file got corrupt, or Blender doesn't have read permission to tmp. This means that Compositing had nothing to work with, and so a blank image.


texts: Suddenly camera becomes so thin and not being scaled

texts:
From View, I selected Camera .

And my camera became like this. I'm unable to scale this camera.

How to revert the camera back to the normal size ?


texts: how to build a carriage that reacts to an uneven ground

texts:
Dear Blender Community,

i would like to build a very simple carriage kind of vehicle, that is simply pushed or dragged over a surface and has the possibility to react to it. My first idea was to use the rigid body settings for it and just build it how i would build it in real life and push it with a cage like box over the surface. but whenever i start to push it, it simply explodes! I applied all the locations/sizes/transformations whatever and the objectcollision shapes are all set to "mesh". I realy don't get it and can't believe that it is so hard. Maybe someone has an idea how this kind of a model can work and react to an uneven surface, that there is this carriage vibe to it? Would be great!

this is how my model looks now, it doesn't need to be much more complex concerning the design:


texts: How to bake softbody animation into keyframes?

texts: I am trying to bake a softbody animation into keyframes but I can't, does anyone knows how to do it? Thanks!


texts: How to make a crowd of people running using one person in VSE?

texts:
Lets suppose I animate a scene 20 or 30 times from the same angle, but with character(s) running in different directions? Such as escaping a doomed city.

Ideally there would be some 20 or 30 takes (one for each person running) from camera angle, and I'd like to impose them on top of each-other so it appears to be a mass exodus from a town.

How is this done in VSE? Is it too much on Blender to do it?


texts: Break a loop animation (Make Cyclic) to start a new one

texts:
I've used the 'Make Cyclic' to loop these keyframes (image below). So, I want to break the loop at a certain time to do a new animation (insert another kf to do a different thing than the loop does). Any help how to do this?

Thanks in advance!


texts: Script is selecting all the objects (unwanted)

texts:
Although my script works as it should I'm experiencing a odd behaviour when I run it, all the objects get selected and I have no idea why this is happening.
import bpy
import os
import subprocess
import math
from bpy.props import (
    FloatProperty,
    StringProperty,
)
from bpy_extras.io_utils import ImportHelper
from mathutils import Matrix, Vector
from bpy.types import (
    Header,
    Menu,
    Panel,
)
from math import isclose

class SelectByNameOperator(bpy.types.Operator):
    """Description"""
    bl_idname = "object.selected_by_name_operator"
    bl_label = "Select objects by name"
    bl_options = {'REGISTER', 'UNDO'}

    name = StringProperty(
            name="Object name",
            )

    def execute(self, context):
        for obj in bpy.context.scene.objects:
            if obj.name.startswith(self.name):
                obj.select_set(True)
                bpy.context.view_layer.objects.active = obj
            else:
                obj.select_set(False)

        return {'FINISHED'}

class MyPanel(Panel):
    """Creates a Panel in the Object properties window"""
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test"
    bl_label = "Test"
    bl_idname = "MyPanel"

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

        box = layout.box()
        row = box.column()
        row.operator("object.selected_by_name_operator")

def register():
    bpy.utils.register_class(MyPanel)
    bpy.utils.register_class(SelectByNameOperator)

def unregister():
    bpy.utils.unregister_class(MyPanel)
    bpy.utils.unregister_class(SelectByNameOperator)

if __name__ == "__main__":
    register()


texts: Matching walking from video to tracked scene?

texts: I am doing a cgi background in blender to someone walking on a treadmill... I am trying to move the cgi background to match the guys walk. How would I go about this? I already tracked the scene but do I move the background or move the camera to match the walking? I am pretty new to blender and just need some advice :)


texts:
Disabling my addon gives this error:

RuntimeError: unregister_class(...):, missing bl_rna attribute from 'RNAMeta' instance (may not be registered)

and re-enabling it gives this error:

ValueError: register_class(...): already registered as a subclass

It did this before but as of the 2.8 release the panel is not getting updated.

I don't know why the register and unregister are failing, I am registering it like this:

classes = (
    D_Some_Variables,
    D_OT_Some_Op
    D_PT_Some_Panel,
)

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

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


texts:
I have an FBX file exported from 3DS Max. Using an FBX viewer, this is the model.

While importing into Blender, these are my settings (default)

When imported into Blender, this is the model.

There are some issue with this import.

the transform for some of the object seem to be using the wrong axis system and perhaps also a wrong origin.
The model is squished (scaled non-uniformly on 1 single axis.

Am I doing something wrong?

Blender version: 2.77a


texts: How can I add a material to a curve like a regular mesh?

texts: How can I add a material to a Bezier curve like you would in a regular mesh,  in Cycles?


texts: How can I make a specific color on my model emit?

texts:
On my model I have red areas on the grey texture. I accomplish this by adding a 2nd texture and using an RGB curve to single out the dark red only.

I would like to get the red areas as you can see below, to glow as if they where hot.

Current nodes

Using Emission in place of the Diffuse BSDF for the 2nd texture:

I've tried adding emission in there, but it seems to just increase the amount of red over the surface of the rock, and cranking it's strength up increased the amount of red though the brightness stays about the same. I want to keep the amount of red the same, but make it seem as if it where hot and giving off light.

Edit: There is a pretty large chance that I'm going about this completely wrong though.


texts: Rigging: Is there a shortcut for reseting a single bone rotation?

texts: How can I reset a single bone's rotation, what is the shortcut?


texts:
I have a bunch of cylinders with a possibility of having 1 of 7 materials. The only difference between them is the transmission color however they render differently. What's causing some of them to be black?

Here's the blend file: https://www.dropbox.com/s/u1p9l6dq31d33kh/weirdVolumeMaterial.blend?dl=0


texts: Make character and plane interact in pose mode?

texts:
https://drive.google.com/file/d/1fOs4cfkD9Pmj4wb4plDLNib-LdbA9WnN/view?usp=sharing

Attached is my file. I have my rigid body constraints set up so that when I press play it sort of... kind of interacts with it? The character clips through the plane until the calve legs, then collides, and that's one problem.

But what I want to figure out is, how do I make my character collide with the plane in pose mode? I'm trying to make a running cycle and want the feet to stop and bend at it when they touch instead of clipping through. Any help?


texts: How to render materials in Thumbnails preview?

texts:
In 2.83, files saved with thumbnails preview is surely a wonderful feature for all of us.

As the image above, the material is obvious and identical with the files which I saved without any camera. .
But after I updated to 2.91, it is impossible to preview the file with the thumbnails as the following image (Thumbnails between 2.83 and 2.91). The materials are now invisible to see in thumbnails.

My question is that, is there any possible way to preview EEVEE in thumbnails like I describe all above?


texts: How do I export objects from Blender separately?

texts: I have a few objects in Blender (cube1, cube2, cube3, ....). The problem is that when I export them in .fbx format, Blender exports them as one object (so it is now  cube1, and there is no cube2, cube3 anymore). How do I export them separately, so I can later edit each of them ?


texts:
Trying to figure out how to attach a different character mesh to an animation in blender.  I'm sure there is a simple way but I have not been successful yet.
Any info would be greatly appreciated.
Thank you!


texts:
Is there any way that I can duplicate children of other objects without automatically parenting it?

I mean, Each time after duplicating child objects (more often when making helper bones in a rig), it seems I have to manually clear the parent after that. So I wonder if there is any existing operation for that. Thanks!


texts: How do you export an ambient occlusion map to an FBX file?

texts:
I want to send a model to someone who needs it in FBX format, but it has an AO map. Every tutorial I’ve been able to find says that you need to connect your BSDF shader to an overlay node with your albedo image and the AO map. However, FBX doesn’t allow overlay nodes and just deletes both of your maps if you try to export with it.
Is there any way within Blender to associate an AO map with an FBX file on export (so that the FBX file has a path to the AO file, the same as it does for the albedo/metallic/roughness/normal maps)?


texts:
I have a problem with the Bevel tool. I'm fairly new to Blender and don't know if I'm misunderstanding how the Tool works or just missing a point.

I have the following (simplest example) blend file :

This Object was created by joining two objects of different materials (Dielectric (green) and Conductor (blue)). After setting those materials and joining the Objects i removed the doubled Vertices. The result is the provided .blend file.

On this prepared object i want to apply a beveling with Offset:0.2 , Segments: 4 and Profile:0.5 .

This is where i get confused. Applying the Bevel with above parameters works as expected every where BUT the Top Edges of the middle part (middle part refers to the 3 faces in x-z-plane adjacent to the top plane between the 2 cuboid like bars).

My question is now : Why does it not work ?

After a while i tried "subdividing" the top face like the, above referred to as x-z-plane faces, and it worked for the middle part.

From this i concluded that:

The Bevel tool only works for edges that exactly share 2 Vertices.

Reason: The 3 faces define their own vertices ON the already existing edge of the top face. In this way only the left and right face share one vertex with the top face. This does not fulfill the above condition and hence the beveling does not work.

Am I right with that Conclusion ?

Thanks for all help in advance.


texts: What do blue and black edges mean in edit mode?

texts:
I applied a n = 2 subsurf modifier to my mesh. Here's the 3D view of the mesh in edit mode.

It seems that the original edges are in light blue, and the new ones are in black.

What do these colors mean? I kinda feel something is off with my mesh subdivision.


texts: I've imported a mesh, and it's in the scene collection, but nowhere to be found. I looked around, nothing.


texts: So I've been trying to get particles into cycles, but it doesn't seem to work. First was my question about my particle system add button not showing up, but I had to scroll (facepalm). Now its probably obvious again, but I haven't figured it out. Cycles is not rendering the particles. I tried baking it, baking all dynamics, changing it to objects from halo, but it just doesn't work. The blender file is here:


texts:
I made a pair of eyes for a character of mine that consists of two meshes. One that acts as the real eye with the iris and the pupil, and then a copy of that one but slightly different to represent a cornea which has only a simple glass shader on. Why are the eyes of my character dark as soon as I place them inside the eye sockets? Seriously, you can barely see them. Can anyone tell me why Blender does this?

Eye out of socket:

Eye inside socket:

From a distance you can't see it's eyes at all, only if you're this close can you make them out.

Blend file: https://www.dropbox.com/s/vj7jwmcu7sn7bej/Dark%20Eyes.blend?dl=0


texts:
I unwrapped my head in one UV map and the unwrapped head still appears in the map when I create a new UV map. How do I remove the head island from my new map? Is sliding it out of the image the only solution?

Here is an illustration of what I am requesting if it makes any sense.


texts: I did make an xperia XZ mobile phone on blender and everything worked well until I started with materials. I could not make that Metal material with right colores. And when I used a image texture I lost shine effect from glossy node. I want a result as like as the one on pictures down.


texts:
BGE: Can a rigged rigid body interact with BGE physics?

Basically, I want to know if it is possible to have a mesh that is animated by an armature interact with the BGE physics, including other rigidbodies.

Question blend file.


texts: Weird rectangular artifacts when using Radeon ProRender

texts: Any ideas why in viewport or rendering, I get these lighter colored artifacts on my screen? I tried disabling my GPU for render, but still happens.


texts: How do I use render layers to give my model more light/dark contrast?

texts: I found some answers here that say you can make shadows darker with render layers, but I could not understand exactly what to do.  Mostly, I would like for my model to have more contrast (in cycles).  I currently am lighting it with 3 emission planes and everything looks right except the contrast needs to be increased. Moving the lights around and adding more lights just detracts.  Right now it is too soft-looking and needs more "ooomph" and perhaps there is some other way to add contrast without making it too hard-edged.  I also read about using a "light path" but I don't know where to start with that either!  Thank you for any guidance!


texts: Problems with workflow: subdivision surface on a mesh

texts:
this is a refresh from my first question.

I think the question is, wich is the workflow for making a hole into a mesh.

If i model the dome, and then I apply a boolean. That makes a lot of problems. it's impossible to apply the subsurface modifier and in render mode, i see lots of problems.

The goal is that image, but well done

And this is how it looks in edit mode

Thanks!


texts: I wanted to animate the guy in the picture walking on a curve, so i added a follow path constraint. But somehow when i change the offset the only thing that moves is this blue dotted line and not the mesh itself.


texts: Why are my rigid body objects falling out of their moving container?

texts:
I have created a lottery ball cage as it were. The cage is a passive rigid body. Inside the cage are about 200 lottery balls with rigid body active settings. The cage spins for about 20 seconds, then raises about 2 feet to the ceiling.
During the bake, all goes well. The balls roll with the cage. Here comes the issue. Halfway into the cage going up to the ceiling, half the balls decide to fall out and end up back where the cage was originally.
I am away from home and will post screenshots when I get back. Any suggestions?


texts: Can I edit a text object while rendering?

texts: I am rendering a text for an intro right now, I am on the 210th frame, is it possible to still edit the text without messing the rendering up or not?


texts:
There is a great software called BurrTools for the automated solving of burr puzzles, it is however sometimes a little bit cumbersome to work with.

I do not think that there is any equal function in Blender, but I'm looking for other ways that Blender might assist in the design, manipulation and solving of such puzzles.

One particular function I'm interested in is basically having a collision detection in Object Mode, such that you could only move the objects in a way it would also be possible in reality, i.e. that prevents you from moving the objects through or into each other.

Is there such a thing?


texts: How can I enlarge an object so that the new object's surface is 1 cm apart from the initial surface?

texts:
I am very new to Blender. I have an irregular-shaped object which is a tumor (Figure 1). In order to completely remove the tumor from patient's body, some healthy-looking structures around the tumor also needs to be taken together with the tumor. The margin of the actual removal is 1 cm away from tumor's surface in all aspects (Figure 2). The hand-drawn images are used for illustration
I have done the segmentation and reconstructed tumor on Blender (Figure 3 - don't worry about the cubical part, it's not important). Now I would like to develop the removal mass from the tumor by increasing the tumor object size so that the new object surface will be 1 cm away from the tumor object surface. Could you please show me how to do that?
Thank you very much


texts: How to reset the angle of rotated view without a numpad?

texts:
I somehow rotated my view a few degrees to the side and I don't know how to reset it.

How can I reset the view?

Note: I don't have a number pad.


texts:
I'm trying to remove unwanted tabs in the left-hand toolshelf, such as "Grease Pencil" and others I never use. I saw an answer here from 2014 that suggested you edit the "space_view3d_toolbar.py" file in C:\Program Files\Blender Foundation\Blender\2.xx\scripts\startup\bl_ui, and comment out the class(es) that pertain to the tab you want to remove using """ at the start and end of the class.

However, I tried that for the Physics and Relations tabs, and it also removes a bunch of other tabs as well as the top menu. Also, this file doesn't seem to include the "Grease Pencil" or "Layers" tab info. I've done significant C# programming, so I doubt I messed up the commenting...

I'm wondering if something has changed in recent years. Is there a different file, or maybe I'm missing an easier tweak or add-on somewhere?

Thanks !!


texts: Can't seem to move or duplicate a mesh as expected in Object mode. What on earth have I done?

texts:
Ok I don't know if I'll explain this properly. I have no idea what I've selected to make this happen but it's messing with my head.
In my current project I cannot move a mesh in Object mode, I need to be in edit mode. If I duplicate in object mode using shift D it seems to add a new mesh, but I can only move the visible Move icon. I have no idea what this is option/function is for. See image below:

If a create a new project with a mesh, I can move the mesh by pressing G. Or when I press shift D it immediately moves the duplicated mesh and can be moved as below:

What on earth have I done? I've searched through all the menus I can think of I don't know what option I've selected to make this happen, but I don't like it. Appreciate any help with this.


texts: Blender 2.8 (python) - automated UV map variation to avoid look-alike cubes

texts:
I have a script in python that creates a lot of cubes to which I would like to apply a texture.

Thus far I have done the UV mapping with smart project, mostly because I have been intimidated by the prospect of having to figure out how to write the python script that would map coordinate by coordinate.

My concern is that smart project will map the cubes the same way every time as opposed to creating variation.

My question - what is the most efficient way for me to vary the mapping of each cube?

Thanks!


texts:
Blender 2.79
I'm trying to follow a Cycles workflow in baking out normals from a high poly mesh to low. Instead of a purple image with rainbow detail I'm getting nuthin.

I've checked both meshes' normals. They're all facing the right way.
A 2048 image was created for the normal bake and selected in the materials editor. It's not hooked up, but that shouldn't matter - so long as it's selected and targeted.
No modifiers are on either mesh. No subsurfs, nuthin.
Ray distance only seems to work on 0. Anything higher and the result is as the image shows.

What are your best guesses? I've had this happen before, and I found starting over again worked. I don't want to have to keep re-starting models.


texts: Looping an array and curve modifier animation of object moving along a path?

texts:
Help make this animation in Blender.
Modifier array and Curve, but what's next?
I need the arrows to cycle along the wire. If the arrow has reached the end, it should appear at the beginning


texts: Can I copy sculpt to many other objects?

texts: I have 1000s of sane dimensional cubes placed at different locations. Now I want to sculpt one of these objects and copy them to remaining without changing their location and scale and without creating new objects because there are many objects that I can not replace every old object with the new ones....Is it possible??


texts:
I have created a hand model with an armature inside it so I can pose the fingers. I now wish to copy it so I have a pair of hands that I can describe gestures with. However, I am unsure how to move the hands to a different position, (not by using the finger posing armature).
Please can you give me some advice so I can pose the second hand and rotate them?


texts: How to use Blender in a way that allows easy modifications

texts:
I am new to Blender
   I had just made my first 3d print job
question
suppose that my object is made of two basic objects
cube and cone
I had created a few duplications of these basic objects and then used a few union and diff operations.
Now that I got my 3d object printed
I realize that the cube should be smaller
I wish I could have change my first cube size and all other cube dimensions will change as well.

is there a method of work with Blender that allow that?
Thanks
Ori


texts:
Removing ngons didn't help and I couldn't remove both triangles and ngons. How can I remove the eyesores near the eyes of my model?

Thank you.


texts: Input 3D line segments from real scientific data

texts:
I have collected 3D scientific information on a network of rod-like filaments with a particle moving though the filaments. The filaments are static and do not move. The output of the filament data from my analysis is two X,Y,Z points for each filament identified to create a line segment between the two points. For example if I have three separate filaments the information would be stored in a CSV file organized in a table as below:

ID | X1 | Y1 | Z1 | X2 | Y2 | Z2 |
1
2
3

The output of the particle moving data is similarly stored in a csv file organized with an X,Y,Z position and a Time as below:

Time | X1 | Y1 | Z1 |
1
2
3
4
...

What I would like is to create a static environment from the line segment data and then have an animation of the particle where each frame of the animation the particle is at its given X,Y,Z position for that time point.
The organization of these filaments (line segments) and the particle in 3D space and in relation to each other must remain accurate, to scale, and precise. This is scientific data and there is no room for any artistic license. Does anyone know how this information can be brought into blender so I can create animations of the particle moving though the network of filaments using this data? It's totally reasonable for me to reorganize my input files to better fit blenders mechanisms so the files do not need to remain as X,Y,Z coordinates if other solutions exist.

Thank you.

EDIT
I was able to amend this previously answered question ( Can object parameters be set from data file? ) to get at the particle moving in time part of this but am still having trouble with the line segments. If anyone can help with just that part I'd  appreciate it.


texts: Super Monkey Ball / Neverball level rotation system

texts:
Im making a sort of remake of Super Monkey Ball 2 (Gamecube) / Neverball (PC) is simillar too, but i have already encountred problems:

In SMB (Super Monkey Ball 2) or Neverball, you dont move the ball, you move all the level, and the ball just use gravity for roll.

But in SMB / Neverball, the Level rotation pivot point is allways placed on bottom of the ball, for get allways the same rotation force, and for not get catapulted.

This is my problem, i have already vertex parented an empty to my ball, but i dont know how to make my empty the rotation pivot for the Level (dont forget, the empty may move with the ball, but the level can only rotate):

I give you some pictures:

Here is my main scene, the level is actually just a plane for testing.

You can see the vertex parented empty at bottom of the ball (the empty is vertex parented to the center of the ball).

In the game, if my ball is here, the level must rotate like this:

If you have a idea for making this (a sort of rotation-only parent...) i will be verry happy.


texts: Im trying to generate rig my character yet for some reason the rest of my generate rig for the body isnt appearing. Does this only work when it comes to the human meta rig?


texts: Parenting mesh with Bones > Error: failed to find solution for one or more bones

texts:
Hey this is my first rigging experience and I tried rigify and now the old method and I get stuck in the same area basically, a little further with rigify but in the end the same issue.

Here's a video of my issue ->
https://www.youtube.com/watch?v=FkeLQzcQyQU&feature=youtu.be

Updated Issue (for those that don't want to watch the video):
- Bone heat weighting failed to find one or more bone
- Now in riggify it finds the head neck and spine bones, but not the limbs
- In the old fashion method it finds no bones
- I have the limbs detached but still all acting as 1 mesh
- My friend said I need to actually have each limb have its on mesh.
- This character I'm using was imported into blender via .obj file from magicavoxel

here's the file ->  http://www.filedropper.com/toonedenfrommagicavoxel

*After removing duplicated vertices, I still get the same issue when using riggify:

only the mid bones work and not the limbs.


texts: How to maintain smooth curves on meshes with lots of uneven loopcuts?

texts:
On models with a lot of holes/protrusions and other details which require extra loopcuts, how can I keep those loopcuts from having a large effect on other parts of my model?

For example, I want to keep this edge smooth like it is now, but there are some unwanted subsurfing of the inner corner:

If I add a loopcut to fix it, it adds a bump in the nice outer curve:

Is there a way sharpen up the inner corner without messing up the nice outer curve?

I tried mean crease, but it causes a lot of distortion and too-sharp edges.

Here is the example .blend.

Another example of a similar problem:


texts: How do you stretch an object from multiple vertices using a python script?

texts:
This object here is supposed to a be a model of a p orbital in chemistry. I wish to cause it to elongate and widen at one end and narrow down at the other. Is there any way to do it that doesn't involve altering every vertex to get the required shape. This task will be handled by a script.

One method I thought of is a way of linking adjacent vertices for relative movement. Being a beginner at Blender, I have no clue if this is supported or not.

Thanks

Edit1 : Reason for requirement: This orbital is intended to stretch and deform like an electron cloud under the influence of an electric field. I was trying to model this behaviour using the script. For example, after each alternate frame, stretch the orbital 'x' amount to model an increasing electric field.

Any suggestions of a different approach to this is more than welcome.


texts: Blender python - Get path animation value at custom (previous) frame

texts:
I need to get value Path animation ('eval_time') of my ['Track_02'] curve from previous frame to calculate acceleration. Therefore on the panel there would be values of 'current_frame' and the previous frame ('current_frame-1', if correct) that I can take into calculation. Basicaly display 'eval_time' values on the current frame (which is not a problem) and the previous one.
I'm not sure how the last line would go...
Thank you for your help, guys!
Code I used:
    def draw (self, context):
        layout = self.layout
        crv = bpy.data.curves['Track_02']

        row = layout.row()
        row.label(text = "Current frame")
        row.label(icon = 'TRIA_RIGHT')
        row.operator("object.simple_operator")
        row.prop(crv, 'eval_time')

        row = layout.row()
        row.label(text = "Previous frame")
        print(crv, 'eval_time', scene.frame_current-1)```


texts: How to "transition" from one texture/material to another (not animation related)

texts:
I'm trying to create something similar to the first image and I'm not sure how to go about creating that transition between the granule portion and the black tar portion as simply as possible.

Approximate goal

Where I'm currently at

View of the mesh. Just a cylinder with one material applied to the top set of faces and another applied to the lower ones.

An example of the granule textures I'm working with.
I need to keep the modeling relatively simple since there will be a whole series of these with different color granules and the details in the black after the transition will be slightly different.
Let me know if there's any more info I can provide to make this easier to figure out.


texts: Exposure in the viewport is drasticly different than the render

texts:
Okay, I am used to slight differences between my view port and the test/final renders, but this is really odd. I have never had the exposure be this far off!

What am I doing wrong here?

I am on 2.79a. using filmic. And, I think, just my usual settings. I have tried multiple hdrs and they all are wicked bright in this file.

When I put the bullets into a new file and render with the same settings, the two match.

What did I bump with my elbow by accident?


texts: How setup Cycles Compute Device in console

texts:
I am using blender 2.79, and I am trying to set up Cycles Compute Devices devices in system tab of user preferences menu in python console. What I can do is a list of available devices.

import _cycles
_cycles.available_devices()

and it shows an available device, but I can't find a way to set up this device in user preferences.

The setting I would like to change is marked by the red box.


texts: I know this has been asked many times, but cannot find an answer. I recently changed my interpola from Bezier to Linear, then back again. I might have accidentally changed the handles too. Now, everything animated before then change move smoothly, but all animation I added later is at position A, then instantaneously snaps to B. How can I fix this so it actually moves?


texts:
I am trying to create a piece of clothing.

As you can see I created a simple shirt which has nice smooth round edges. Around neckline, arms opening and the bottom piece.

However the mesh topology in edit mode is bad. Many verts are not connected and the sheer amount of verts which create the round edges is too high. Total vert count is 8776. There are simply too many verts and edges and no way for me to connect and merge all of the verts.

Any way to create these round edges? I have tried using bevel modifier but that doesnt create anything but highlist the quads.

I would like to create a similar look from mesh on the last picture. The edges and faces on it are flat. The vert count is 886. I dont even mind 8000 verts as long as I dont have to go through 5000 merging them.

Any ideas?


texts:
How to copy BGE logic from one object to another using script?

I use the following code (coppied from an addon) to create a duplicate of an object ...

def copyObject(scene, name, copyobj, location ):

  # Create new mesh
  mesh = bpy.data.meshes.new(name)

  # Create a new object.
  ob_new = bpy.data.objects.new(name, mesh)
  ob_new.data = copyobj.data.copy()
  ob_new.scale = copyobj.scale
  ob_new.location = location
  scene.objects.link(ob_new)

  return ob_new

But this does not copy the game logic from the original object.

Thanks!


texts: I know that I can control the colour of smoke with its temperature, but the temperature of the smoke keeps decreasing over time. I want it to remain constant, so that the only changes in smoke temp is when smoke from two different temperature emitters mix together. Is there away to control that?


texts:
do you know why my texture is stretched? It's a polka dot motif in a png generated on Photoshop, they are perfect circles but in the model appears as ellipses.
This is Blender 2.90


texts:
I want to make a poker chip with Blender.

It would look like this at the end https://www.artstation.com/artwork/rGeB2 The little disks without the color.

This what I have:

I want to cut the orange part in a little on both the upside and downside of the object. When I tried doing this by scaling the z-axes down it pulled in the sides of the object as well.

All I want is the orange part to be indented in.


texts: How to reduce poly number when you start creating object in 2.8?

texts:
In Blender 2.79, there's an option to reduce poly number of your object, the option appears when you first create it.

But now I've moved on to Blender 2.8 and can't find it, Where is it?


texts: Scene with multiple objects - Is it possible to export everything as a single object, but maintain multiple objects in the outliner?

texts:
Ok, yeah, that might have been a bit confusing as a title...let's see if I can clear it up!

I'm working in Unity and building the geometry for scenes in Blender. This can involve quite a few objects.

Ideally, I want to join everything up to export it as a single FBX. I could do this by joining.

However, I also want to preserve in Blender everything as a seperate object which allows easier editing.

Does that make sense?

Are there any ways to temporarily join everything up just for export?


texts: How to have operator settings not stored for re-use?

texts: I have an add-on that adds an object to the scene and lets you adjust some settings. Is there a way to reset the add-on for each use, so it doesn't use the previous setting on the next object created?


texts:
I am trying to store a custom class in a property group. I tried doing it this way:

class WowRootPropertyGroup(bpy.types.PropertyGroup):

MODS = MODS_chunk()
MODN = MODN_chunk()
MODD = MODD_chunk()

It only works until and addon is reloaded or blender is restarted because the default constructor is called on this reloading and the data stored gets wiped. Is there any workaround for it to preserve it permanently?


texts:
I was following the tutorial for making a basic rpg character and armor for that character (video for reference: https://www.youtube.com/watch?v=rzau6SFcNOk&t=665s). As I was going through it, I saw that my armor on the model was doing some weird stretching and I thought it might have something to do with weight painting and that helped a little bit but I am still having the stretching issue. Please let me know if you have any ideas to correct this issue.

SEE THE FILE BELOW THE IMAGE FOR THE FILE THAT CONTAINS THE MODEL


texts: Copying linked objects along with animation

texts:
I am new to Blender and I managed to educate myself on how to animate objects.

I have animated how the module below gets deployed.

Using the same deployment strategy, the module needs to be multiplied to create a large formation like in the picture below.

When I copy one module along with its animation, the animation fails to animate the copied module. At the end of first module animation, I want the second animation(copy of the module) to start. At the end of second, third starts and so on.... How can I execute this without manually creating animations for every module?


texts: How to fix mirroring issues? Trying to mirror but object rotation is wrong

texts: I am trying to mirror across the global YZ plane, so have been using the mirror tool set to the X axis. My pivot point is set at the 3D cursor at the origin. However, when I mirror, the mirrored object is in the right location but its orientation is wrong. It is not mirroring across the right plane. I tried using global axes as the mirror reference or the 3D cursor (Set at the origin). In the attached screenshot is a photo of what is happening (3D objects) versus what I want (drawn in red)


texts: Transparent image plane doesn't show whole image

texts:
I imported a PNG Image Plane, wich Looks like this:

Then I changed the material, so it's transparent.

Nodes:

But the rendered result Looks like this:

Some parts are missing or they became transparent. Can someone please help me. Is there a way to fix this?


texts: Not all polygons are reflecting the environmental texture, ideas?

texts:
I've been for the life of me trying to figure this out, but can't seem to figure it out.

I want to make something that looks similar to this:
So, This is what I've done.
a) Gone into cycles, created a mesh, subdivided it (i.e., 10x), did a bit of fractal geometry (i.e., 0.25), and so I get a wavy mesh
b) I then apply a glossy shader, add an environmental HDRI image texture

and the problem is, I get something that looks like this:

It's not "bad" - but not all the surfaces are reflected. "Some" of the surfaces are properly reflected (the environmental world map) - but other polygons are just SOLID colors.

Any idea how to "fix" the solid colors and make them properly reflect too? I've tried adding other planes to reflect against, but it doesn't seem I can get them all to have a reflected surface.

Thanks!


texts: when trying to animate some parts are white in render view, not sure what causes it.


texts: How to constraint object to perspective user viewport (Not render camera)

texts:
I would like to constraint an object (cube) to the viewport camera, so it will be always in user's field of view.
Is it possible with constraints (I didn't find any way) ?
I also tried with python to get 3d coords :
import bpy
from bpy.props import IntProperty, FloatProperty
import bpy_extras
from mathutils import  Vector, geometry
import mathutils

class ModalOperator(bpy.types.Operator):
    """Move an object with the mouse, example"""
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    first_mouse_x: IntProperty()
    first_value: FloatProperty()

    def modal(self, context, event):
        if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
            coord = self.get_view_coord(context)
            print("coord = ", coord)
            return {'PASS_THROUGH'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            context.object.location.x = self.first_value
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def get_view_coord(self,context):
        region = bpy.context.region
        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                rv3d = area.spaces.active.region_3d
                break

        pos = bpy_extras.view3d_utils.region_2d_to_location_3d( region, rv3d, Vector((100,500)), Vector((0,0,0)) )
        orient = bpy_extras.view3d_utils.region_2d_to_vector_3d( region, rv3d, Vector((100,500)))

        bpy.ops.object.empty_add(type='ARROWS', location= pos)

        bpy.context.object.rotation_mode = 'QUATERNION'
        bpy.context.object.rotation_quaternion = orient.to_track_quat('Z','Y')
        return pos

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.modal_operator('INVOKE_DEFAULT')

Edit 1 : The final goal is to have several controller objects on the sides of 3d viewport, so I can manipulate them and via handlers, tweaking previously generated curves.
Edit 2 : With this modal example, I can have an empty placed in 3d viewport, but still don't know how to follow camera, how to get height and width of 3d area (to place it at the top left corner for example), plus Z axis is well oriented, but I would like Y axis to be parallel to the border of the screen.


texts: I have two materials here and i want to mix them to have a smooth border between them.(but not just put them one after another like layers). Explain me please how to do it.


texts: I created a sphere on a chain link of meshes but it falls when in play mode

texts:
New to Blender. I'm trying to recreate a scene with a wrecking ball attached to a chain link. However after creating the sphere and placing it at the bottom of the chain link (other meshes) it just falls straight into the ground.
Also I was able to reorder the meshes in the collection but now I'm no longer able to.
Thanks


texts: How to change render samples using python

texts:
I'm trying to render an image with python, and I want to set the render samples precisely, however, when I run this code:
bpy.context.scene.cycles.samples = 20

the number updates in the viewport but when an image is rendered, the number of samples it uses is unchanged.
I'm really not sure what happening here...