texts: MixRGB nodes don't add up Value as I expected. What knowledge am I missing?

texts:
Why don't these add up to 1?

I have seven RGB Input Nodes that are greyscale and have Value of the following amounts:

0.18333
0.2
0.15
0.18333
0.1
0.06667
0.11667

I would expect these to add up to 1 and become white, but that is not what happens.

Instead I get a dull grey (#686868):  Why is this?
(There are no other lights in the scene.)

This is my node set-up:

Next I tried using Add Shaders to see if that would make a difference, but it did not:

Update & semi-answer: This works ↓ (but I don't know why)

I had been adding the Value:

I should be adding the RGB if I want them to add up to white:

I didn't realize that the value is sort of a result of the RGB. Nodes that add are adding the RGB, not the Value.

(I'd be happy to accept an answer that explains how the two are related.)
The answer is probably in here somewhere.


texts: Black reflections in cloudy glossy acrylic floor material

texts:
Okay so I'm building out my scene and before I know it there's these strange reflections in my floor.

So the way my scene is setup is I have three walls, all of them are the same semi-transparent material and I have light panels shooting through them.

The floor is a cloudy, glossy acrylic-like material and I also have a light shooting from below. Let me know if you have questions. I have my floor settings with the Principled shader below.

Blend file here...


texts:
So this is a classic question, I guess, but still I couldn't find an answer to my specific variation: I have an object where I select a surface with a given normal vector. I then want to rotate the object so that this normal is parallel to some target_vector. I am basing it on this code:
rot = normal.rotation_difference(target_vector)
obj.rotation_quaternion += rot # Wrong. But this line is the essense of my question

I can to it when converting to Euler angles and then simply adding the rotation vectors, but I get into troubles with gimbal lock. So how do I rotate with a given quaternion? Also Will this method be robust for future target vectors and normals? I'm thinking of if any coordinates being local or global and taking the current rotation into account etc.


texts: Cannot modify UV texture in the UV editor

texts: I am following a blender guru's video, and I had some trouble adjusting the floor's UV. In the view port, the texture works fine, I just want to change the scale of it, but in the UV editor.


texts: how to create metric map and metric buildings/vehicles/etc in blender?

texts:
I'm going to create a metric map with scale 1000 x 1000 meters then create buildings and roads and vehicles with the same size as real world size. a project for both animation and export to unity 3D.
1. how can i create a plane with 1000x1000 meters in metric unit in blender?
2. how can i create buildings, vehicles as real size in metrics?


texts: How do I stretch my texture evenly over my entire model?

texts:
I have a problem with the texture on the object created from the curve. It was modeled from a bezier curve, I changed the bevel value and converted it to a mesh. However, in some places the texture is "thicker" than in the others (because of my model has a non-uniform distribution of edges).

How do I make the texture stretch out evenly on the entire model?


texts: Springs affected by force!? (not sure how to ask)

texts:
So I am creating an animation that will show an invisible force (such as a thumb) pushing down on the gold contacts to show that they are set on a spring. I need the gold contact to be slightly pushed in as the force is moving over it. The springs do not need to compress but I think it will add to the realism of the animation. So if this can easily be done I would like to add that feature as well.

I have tried force fields and magnetic field, that didn't seem to do anything (probably using it wrong).

I am not even sure the path I should go down, Do I set the gold contacts as rigid body and get a force field to move them or is it better done as a weight proximity modifier? I just don't know what my next step should be.

Just to clarify:

In the below GIF, imagine the sphere is invisible but everywhere it touches the gold contacts it should slightly push them in, causing the springs to compress. And they should pop back to their original position once the force passes it.


texts: Appending rig with constraints and drivers

texts: i appended a rig from one blend file to current working one. the rig is transferred but the constraints are no more there and neither the drivers. How i transfer the constraints and drivers as well?


texts: How to import Cad models into Blender the easy way

texts: I use a lot of Cad models I find or make, and I import it into blender to animate. I have always used .STL and then when in Blender I select every triangle and vertex so I can add materials and textures to certain parts. I am wondering If there is someway to import Cad models into Blender and all the parts are already separated so I don't have to select every vertex? This would save me tons of time. Thanks


texts: I cannot duplicate anything correctly in Pose-Mode

texts: I am a beginner and I'm using Blender 2.79 and I have a problem with duplicating a character of mine, it isn't an obj so if there's any way I can make it one? Or just tell me how to duplicate them properly


texts: Is it possible to animate a single mesh with multiple armatures at once?

texts:
As a short background, I'm doing a lot of animation keying in a study of my ideal workflow, typically from Blender to Unreal (or Unity). I've learned a lot about armatures and shape keys; but I have a singular curiosity.

Is it possible, without merging the armatures in any way, to parent a mesh to more than one skeleton at the same time? As in, if I want one set of bones to be the basis for an animation, but without using shape keys, I want to add a portable addition onto it for another animation?

I tried parenting one armature to another, but it didn't seem to want to work on the base mesh.


texts: Newbie needs help with processing a 3D scanned tree

texts:
I'm a marine biologist and I'm currently working on a project to 3D print a 1m^3 replica of mangrove trees for the use of ex situ (offsite/in the laboratory) observation of fish behavior.

I've recently posted a question on Reddit (https://www.reddit.com/r/3DScanning/comments/gebzg2/help_with_scanning_a_tree/) and got an advice to try out Blender to process my 3D scanned trees. I have some questions and was hoping I could get some help getting a better understanding on how this software works.

Can I fix holes on my .STL files manually on Sculpt mode (like how I can on images on Photoshop using eraser or brush)? So far I’ve been using the Edit mode, filling with Alt+F, but this mode lags so much on my computer due to the high number of verts, and manual delete is such a pain.
I’ve removed some noise using the edit mode, CTRL+L, CTRL+I and delete. However, I can’t figure out how to get rid of linked junk inside the outer layer of my object. Pic: https://drive.google.com/open?id=14cqgzwI-_OGFdGyU2AI2JvygBbWX7GQA
When trying to solidify, I get blobs coming out of my scanned object (https://drive.google.com/open?id=1BKWV1KmYeLQR5bnJ3lA_h9FLcLLrxlsw) and I don’t know how to fix it. I do have some non manifold edges and intersect faces (checked using the 3D printing toolkit). I saw this post from a few years back but it doesn't seem to work on me. https://www.reddit.com/r/blender/comments/25jxst/easy_way_to_delete_internal_geometry/

Download links to some of the trees I have scanned (.STL):
https://drive.google.com/open?id=1Dldxj_EvpznI282SxPEoSUb68BDBY30O
https://drive.google.com/open?id=1q9cjOiURe2T1J7dYJRu7ZOapitTdvsNp
https://drive.google.com/open?id=1CcBZ1fbjpPw1cu7BHnidkl6xFen3UwQG

Thanks! I'm a newbie so please go easy on me. I definitely have more questions but these should do for now.


texts: How to arrange selected vertices in a perfect circle

texts: So how do I get the surrounding vertices to make a circle (centered) without needing to manually move every single one to the right spot? Also I need the outer shape to stay as a square.


texts: How to stack multiple materials onto arbitrary shape

texts:
I have an object of this form:

It is just the standard cube and standard sphere put together with the boolean modifier (union). I would like to add materials on top which follows the shape of the object, meaning adding a given thickness parallel to the z axis. My first guess was using the solidify modifier, but it should only go in one direction, and I also want to change to a different material for the solidified material and finally I would like to stack multiple materials like this.

In the ideal case those additional materials are only covering half of the top plane, indicated by the green area here:

But if that's too complicated I can also cut the cube/sphere in half and only apply it to one side.

Is solidify the right direction or is there a different, better suited modifier and how would I achieve the desired result?

Thank you very much in advance!


texts:
It's likely I'm missing on some fundamental understanding here.

I'd like to change the planets' local axes to match the global.  So in Object mode, I rotate Z90.  So far so good.

I thought the next step would be to Apply the Rotation change.  However, Apply changes the rotation back to default.

Can someone explain what I'm missing here?


texts: Is there a simple command to create a copy/mirror any object by choosing any face along the geometry. The modeling software 3D Wings has that command and it's extremely useful.


texts: How to know what's happening with a patch I submitted for Blender

texts: About three months ago, I submitted a proposed patch for changing how the ParticleInstance modifier works in Blender (https://developer.blender.org/D9100).  Since then, there has been no feedback.  I have no idea if this will be reviewed and acted on or if it will just be ignored.  I feel this is a very useful feature and would like to see it incorporated into the Blender program so that I may be able to use it in the future.


texts: How do I transfer UVs between high and low poly meshes?

texts: So I created a low-poly object. Then I duplicated it and made it high-poly. Then I UV unwrapped the low poly one. How can I transfer UVs from the low poly to the high poly object? When I try to do it with Ctrl+L, it does not work because of different amount of loops:


texts: How do I calibrate exposure to match a gray scale?

texts:
EDIT: I need to clarify the question.

Kodak sells A gray scale card. It is used to calibrate B&W filming. Film stock exposure is measured with a densitometer. If the film has been properly exposed and developed, each region of the card will register a specific density when measured with the densitometer.

This is different than a gray card. A gray card is used to adjust the exposure of a camera that has presumably already been calibrated, usually by the manufacturer.

Given the camera location and plane position in the blend file, it should be possible to set the lighting so that middle gray is properly exposed and then render. In the render, the luminance value of each patch should match that of the original image. This is similar to using a gray scale to calibrate a camera, but not exactly the same, but should be possible.

Is there some combination of color management settings that will accomplish this or do I have to use RGB curves to compensate?

(original question: I'm a black and white photography nerd. One of the things I've done with film cameras is to calibrate them to a grey scale card. I've tried this with no luck in Blender. With 50% gray properly focused, the values do not match the gray scale. How do I do this?

I'll attach a blend file with the lighting setups I've tried.

I've tried with three different lighting setups
 - Remove the world lighting (set it black) and use a sun lamp pointing perpendicular to the image
 - Remove the world lighting and use an area lamp parallel to the image directly behind the camera
 - Remove the lights and use the world lighting.

In each case, I adjust the strength until the 50% value on the gray card shows a value of ~.5000 when a point in it is clicked in a render. I understand that there might be enough fall off from the area lamp that the card is not evenly lit, but for the sun lamp and the world light this should not be true.
I've tried this with various combination of color management parameters to no avail. The closest I've managed is filmic/raw, but it doesn't match a gray scale curve.)


texts:
I hope to find some answers here to my problem.

For an OpenGl Game, i want to have some "good" textures, that are equal in display size.

We designed a building, whereas in the picture above, you can see the floor and its resulting UV-Mapping with "Smart UV Project". Moving along the in the game, the texture quality on the different floor sections should not should not change of course.

Any good advices on that?

Thanks :)


texts: How to get rid of out of frame black borders around a scaled down movie overlay

texts: I'd like to know how to get rid of the black borders that are created when I scale down or offset the x or y of a movie overlay on top of another movie. I'm using a chroma keyed video on top of another video but when I use a scale node to make the character in the chroma keyed video smaller it shrinks the whole frame and leaves black borders around the underlay video. Thanks!


texts: I have made a curve road and i want to unwrap the texture. Can we uv wrap texture to curve. If yes then why there is no option for uv wrap. If no then how can i wrap road texture to the curve.


texts: How would one code a pie menu with an additional traditional menu beneath it?

texts:
What would be the nicest way to code(in Python) a pie menu in Blender 2.79 or 2.8, that would have another menu as an addition to the standard 8 pie menu choices?

After playing with it for some time I found that this kind of works:

import bpy
from bpy.types import Menu
class VIEW3D_PIE_template(Menu):
    bl_label = "Some Pie Menu"

    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.separator()
        pie.separator()
        gap = pie.column()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        menu = gap.box()
        menu.scale_x = 2.5
        menu.operator("mesh.primitive_monkey_add")
        menu.operator("mesh.primitive_monkey_add")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

I wonder if there is a nicer way. This feels 'hacky' and it would be nice to have a menu that would have expandable sub-menus if that is possible at all. I realize that might be too much to wish for... Any advice?


texts:
So I'm attempting to recreate this specific lollipop for a class. I was able to model the lollipop, but I'm unable to recreate the twist with 4 colors. I tried modeling 4 elongated cubes and using a simple deform to twist them. I got the result I wanted but it wouldn't work if I tried making it follow the spiral path. I also did a screw modifier on a circle and didn't know how to make it follow the spiral path either.
How would you approach this in the most efficient way?

Edit: I made the lollipop! Thanks for the help!


texts: How to replace object with keeping it dimmensions / how to change dimension of an object to scale value

texts:
I found that post intressting:
Is there any way to replace an object?
But I wonder if if it is possible to keep the size? (not scale) of exchanged objects? Or maybe change dimmensions to scale (reset dimmensions to 1x1x1 value and keep sizing by changing scale with simple math - moving value to scale field). Than my problem will be solved, but I have no idea how to do it. Anyone could help?
What I really need:
Exemple: I imported 1000 objects (as cylinders) that represents trees - height of a cylinder is a height of a tree, and XY is the crown diameter. I'd like to exchange these cylinders to a LowPoly tree model keeping XY-Z sizes. I know it may strech my input tree a little but I can accept it...
Is there a way to do that? Will be glad for suggestion.


texts:
How do i join 2 vertical windows on a mac with blender 2.78c?
Seems to be getting harder and harder to accomplish!


texts:
I have a mesh with bottle threads on the outside.  Now I would like to make / invert the threads so they appear on the inside to create the cap.   I tried using the boolean modifier and difference with another shape but it doesn't create the threads on the inside (it creates the difference of the threads, a gap).  How can I do this with Blender?  I'm also willing to do this mathematically if needed.
What I have.

I would like the threads to look like the image below.

If I scale it by -1 the threads aren't created on the inside. See image below.


texts: Specs on a job say Metalness & Specular workflow maps needed - aren't these 2 different/opposing workflows?

texts:
I am taking a test for a job, and upon receiving the specs, I have come upon some things I don't understand regarding the materials instructions.

The instructions say, "Metalness & Specular workflow maps needed." Has anyone seen this before? I thought it was generally one or another. Prior instructions (before committing to the test) had said "PBR Metalness workflow." The test file (same for everyone doing PBR, it looks like) is a single leather pattern (pretty sure it's a basic BaseColor image).
Doesn't the instruction quoted above suggest that more is needed? If so, does it mean that I am to generate my own out of the image I was given? Of each of these named maps? (If so, I have a lot of work to do.)

I think the relevant specs are as follows:

Model scale: real world, 1 unit = 1 meter
Texel density should be 1600 pixels/meter
Only square textures, 4096x4096 resolution
Metalness & Specular workflow maps needed
Main textures:

BaseColor (sRGB)
AO (Linear)
Roughness (Linear)
Metalness (Linear)
Normal (RGB)
Opacity (Linear)
Emissive (sRGB)

Additional textures: Glossiness, Specular
Normal maps baked from hi-poly models
OpenGL tangent space Normal map
Texture names should be: BaseColor, AO, Roughness, Metalness, Glossiness, Specular, Normal, Opacity, Emissive

The leather image file itself is another thing. It's not cut to the pattern, has a very randomly-margined white border. And it is certainly not 4096x4096 resolution. So that I don't understand, either. Am I supposed to crop it? Does it sound right that this would be part of the test?

I have some prior 3d modeling experience from years ago, and plenty of CG experience, but am fairly new to Blender. Gained a lot of experience in the past few months, thought this test would be easy for me. The project itself should be, but I'm confused on the specs now that I'm locked into this test.
I have other questions related to the specs, but I guess I should start here.


texts: Not sure what I did but I no longer see the keyboard shortcuts for something when I hover over the TMenu. For example when in edit mode if I would hover over Loop Cut it used to say "Shortcut: Spacebar, Ctrl R" and now it just says "Cut mesh loop and slide it". Still to new to have everything memorized and really rely on these hints to keep me moving forward. Anyone know what I need to enable to show these again?


texts: Weight paint brush does nothing to my mesh

texts: For some reason, my weight paintbrush doesn't do anything. I am using Rigify, the free Blender addon to create a rig. I used automatic weights and then go from there. I tried to weigh paint it but even though my brush is at 100% it doesn't have any effect on any part of the mesh. It won't turn the blue to red and vice versa. I am sure it's not the addon itself as it just creates the rigs, plus it's a pretty common addon. Thanks in advance


texts: Alpha not rendered in movie in the Blender Game Engine

texts:
I want to play a movie on a plane object in the Blender Game Engine.
The movie works fine, however even if the background of the movie is transparent,
when the movie is played it is shown as pitch black.

These are my settings:

GLSL (shading)

UV MAP

The UV map used as a screen is set to transparent (0 Alpha).

Material Tab

Set to SHADELESS and Transparency (0 Alpha)

Texture Tab

Use Alpha is checked!
Influence/Diffuse: Color and Alpha are both checked and set to 1 (Default)

I normally use these settings for images and they work perfectly fine. However they don't seem to work with movies. Can anyone help?

The movie has been created with the Video Editor in Blender Cycles (2.79):

FFMpeg Video
Container : Mpeg4
Codec: H264

The Film (Render) is set to Transparent.

The movie seems fine and it does show the alpha correctly.

Any idea of what I'm doing wrong?
Thanks in advance


texts: Glass material is smudgy and doesn't look like glass

texts:
I downloaded this 3D model of a glass vase and I tried fixing the material in Blender using Cycles as my rendering engine but it looks so different in comparison to the material preview. See screenshots below:

Can anyone figure out why this is happening? If anyone can help me out, I'd greatly appreciate it. Been stuck on this for so long already and I'm getting frustrated. I've tried almost everything but nothing seems to work (such as putting roughness to 0, transmission to 1, using glass bdsf, etc)


texts: Middle-mouse-button (to move the screen) does not work anymore

texts:
It seems my MMB is completely broken in Blender (only in Blender) because not even combinations with this button worked. It worked fine just a week ago, but since i have downloaded 2.76 this problem occurred, even when i switched back to 2.75. I don't know if the download of 2.76 was the impact because i didn't use Blender 2 days before i have updated it.

How can i solve this problem?


texts: Rays emanating from a point on the surface

texts:
I am trying to create an effect in cycles (like the attached photo), where points on the surface emit rays (like god-rays). I have tried adding a spot light at the location where I want this, along with a principled volume to the world (setting the density to ~0.1). However, the whole scene becomes foggy and the effect is not really produced.
Can someone please show me a way to create this (just the rays)?


texts: There's this addon called network renderer, and I have no idea what it does. I can't find it on the web.  So what is it?


texts:
I made an animation with bones/rig and I'm trying to preview it at 60fps, but it is only is shown at 40-30fps.
Is it possible to fix this somehow?


texts: combining two sets of vertices to maintain a specific shape?

texts:
I guess the title is the best way I can define the question.  I'm trying to embed the cup into the body of the dog.

The cup has more vertices than the body, so since I'm pretty new, I can only think of two ways to do it. The first is to shrink-wrapped it around the body then used boolean union. But in order to see it I have to either add a thickness modifier or extrude it, both of which make it look like a patch instead a part of him. Now I'm trying to subdivide edges to create enough vertices to merge together, but in render mode it shows black between the two meshes.If I make faces after subdividing edges, it becomes distorted. So I'm not sure what to do now. Any help would be appreciated. I know you might be thinking, "dude, just make up a texture with gimp/inkscape with that shape and UV wrap it."

Yes, that would work, but I wanna be able to create a vertex group with it and change it with a drop of a hat, then quickly render again. So I would really like to embed the cup if I could. The blend file is located at http://www.pasteall.org/blend/39692

thanks,


texts: I want to scale an Object along its local Axis and the return it to its initial scale using the global Axis

texts:
import bpy
from mathutils import Matrix, Vector

bpy.ops.transform.resize(value=(1, 2, 1), orient_type='LOCAL')
obj = bpy.context.active_object
mat = obj.matrix_world
print(mat)
bpy.ops.transform.resize(value=(1, .5, 1), orient_type='GLOBAL', orient_matrix=mat)

I have the following code. I have an group of parented bones. I am trying to length each individually along their own local axis. But because of the parent child relationship the children always deform along the local axis of the parent. My plan is to lengthen each bone along its local axis and then shrink each of its children along it's parents local axis. Repeating this process down the line. However I am a little confused on how to reverse the Local applied scale to the children's Global scale.
The code I have here is attempting to resize one object using local resize and then return it to its original size using a global resize. I just need help with understanding how the matrices work.


texts:
Can somebody please help me? I should make fondant/marzipan stamp. I can make the 3D object - letters, lines (extrude from the svg) but I do not know how to set that profile where the top is narrower than the base (like a kind of  trapeze as you can see on the picture) So I can easier remove the stamp from the material... Somebody said that would be the bevel but I could not make it :-(

Thank you for your help in advance
Zsolt


texts: Is it possible to create a loop with Hair Dynamics?

texts:
I have a walk cycle of a character I created that uses hair strands with dynamics turned on.

I was wondering if it was possible to make the hair dynamics loop along with the animation. Because as of right now, every time the animation loops, the hair physics restart which looks strange.


texts: Mirror modifier mirrors on different axis/axes from the selected one(s)

texts: I have 2 objects a face and an ear. Mirror modifier works fine for the face. But when I use mirror modifier to duplicate the ear on X axis, it duplicates on Z axis. And when I use mirror modifier on Z axis it mirrors on X axis. How to correct the axis orientation?


texts: Where does Blender store log information?

texts: It would be useful to know where Blender log files are stored on Mac, Linux, and Windows. It could help with troubleshooting crashes and other issues.


texts:
Good evening,
I've been having an issue where the program itself won't start up after the initial command prompt window has disappeared. The program fully closes, it doesn't show that it's not responding in the task manager or anything like that. It's weird, because i have used Blender without any issue fine last year on the same computer.
I have looked at many solutions other people came with, including updating Windows, multiple re-installs as well as emptying / deleting the contents in the Blender Foundation folder within Appdata/Roaming as well as Local. Have also tried older versions, one directly from a .zip, .msi's and using the one from Steam as well, but sadly still have the same issue.
When starting up from Steam, i'm given the 'Blender requires a graphics card that supports OpenGL 3.3 or higher' error. When i add an opengl32.dll to the directory (for non-steam) or rename it to opengl33.dll (since i've read that solved it for others), i get the "EXCEPTION_ACCESS_VIOLATION" error instead. My graphics card should be able to handle OpenGL 3.3 as the version on my PC is 4.6. All drivers are up-to-date. Errors: https://imgur.com/akjPlBh / https://imgur.com/PS6oKF0
My PC specs are:
Geforce GTX 1060 6GB
Driver version 451.77
Intel Core i7-6700k CPU @ 4.000 GHz
Intel(R) HD Graphics 53015.88 GB RAM
Screen 1920 x 1080, 60 Hz
I have fully reset my PC as well in the hopes this would fix the issue, but the problem still remains. Does anyone maybe have experience with this issue or perhaps knows how to solve it? Thank you for your time :)


texts: Can only see the orange highlights on a selected object, not the actual object?

texts: I haven't opened up Blender in a long while and when I opened it today, all of my projects appear like this. I can only see the orange outlines when the object is selected, and when not selected the object remains completely invisible. This is for every project I have on my computer, ones that have been viewable the last time I opened them and now are not. No settings were changed and I did not manually update the program; it's on 2.82. I've tried finding out what was wrong and haven't been able to find any solutions online, let alone many people having this problem in the first place. As far as I have checked, all my viewing settings are unchanged. Any advice would be much appreciated.


texts: Perspective Camera does not change view when moved

texts:
I have a perspective camera, aligned with the model on the X Y Z axis but moved some distance away from the model in an attempt to fit the whole model in the camera view.  But moving the camera does not change anything.
Also, I have a lamp which is not intense enough to show the model properly but increasing the luminance makes no difference.
What is going on here?


texts: Highlighting parts of objects throughout animation

texts:
I'm making a technical animation to supplement a training document for a lab procedure.

I'd like to annotate the video by highlighting objects (or parts of objects) to draw attention to specific details. There wouldn't be any motion throughout the animation, so motion tracking wouldn't be an issue.

For example:

How can this be achieved within blender?


texts:
I'm trying to re-create an object using different curves and different paths
Example object should look something like this:

My thought was creating each half separately and joining them together, since the curves and profiles on each side are different.
I created my path along with the profile I want.

But it doesn't look anything like the left half of the object I'm trying to get

Should I be using a different technique?
I've attached the blend file.


texts:
I have obtained some very nice 3D models complete with textures. I have been trying to replicate the exact colours and contours of the model as posted by the artist but am having problems connecting the textures with the appropriate nodes. I have the following textures:
1. AlbedoAO - Connected to the base color of the principaled BSDF
2. Normal - Connected to the normal of the principaled through the normal map node
3. Gloss - Emission??
4. Illumination - Emission??
5. Metalness - Connected to the metallic of the principaled although I don't see a difference.

Could someone please point me in the right direction? Am I correct in my mapping? Thanks


texts: Why is my sculpture growing sharp and edgy when I try to (for example) grow an arm from the main sphere? Or trying to extend something?

texts:
I'm completely new to Blender. I wanted to use it for sculpting, but I came across a big problem that is completely messing me up.

Like I'd be trying to make an arm or some horns, but when it gets just a little off the main sphere, it gets all sharp and edgy and looks stretched? If that makes sense.

But this is a really big problem for me, and there is sometimes where it gets too sharp, that the symmetry breaks and I can't even erase it?

Does anyone know how to fix this? Again, I'm a beginner, I literally don't know much about Blender yet, so sorry if I don't understand your answers I'm also using a PC, no mouse, so not all key shortcuts work.


texts:
I've this project:

I'm beginner so I don't know how can I do that, I want to edit surface to align with the road.
Like that:

Am I able to do that without editing every vertex?


texts: Blender 2.8 (Python) - convert text to mesh

texts: I would greatly appreciate any tips and/or sample scripts on how (in Python / Blender 2.8) to convert a text object into a mesh object.


texts: How do i create a Doodle art animation in Blender?

texts: I would like to create a Doodle art using blender and to give animations to the individual doodles. i want to a have Individual Doodle character to be animated...just like in relative manner.Please help me with this..


texts: Is it posible to get the coordinates of the shadow from its rendering?

texts:
I need to know the volume of the shadow cast by an object by a light or at least the coordinates of the contour of the shadow in the floor. I thought that it would be possible to get the coordinates from the rendering, as it must calculate them to generate the shadow. Im new to both python and blender so I'm not sure if it's posible.

I found a diferent methode with the api in this question
Using Blender to investigate the cast of shadows from an object onto a specific point in space ,
but i'm wondering if its posible to extract the information directly from the rendering.


texts: Seams are correctly marked, UV's are messed up

texts:
I have retopologized a shotgun and marked all the seams where they are supposed to, and then Unwrapped it, and instead of getting nice UV's, i get this:

Here are the seams:

I have tried Applying the scale, Averaging Island Scale, Packing Islands, and minimizing stretch, and Smart UV Project, and Lightmap pack, all of which slightly helped, but not enough. What is wrong?


texts: Is smoke sim broken in 2.9 ? (simulation not refreshing)

texts:
I was testing the Quick Smoke simulation in Blender 2.90 (Cycles), and I have some questions:

If I change ANY parameter (color, density, velocity or size of the emitter), the simulation doesn't refresh automatically in frame 1 : it keeps repeating the same simulation over and over.
The only solution I found is to go to the Domain parameters, Cache, and check/uncheck the "Resumable" box, which seems to cause some sort of viewport reset (the simulation disapear), then start over from frame 1.
Is this normal?
Second : what happened to the "High resolution smoke" section?
Third : is it normal that Eevee is completely floundering with smoke simulation?

(I'm french, I hope "floundering" is the good word for "galérer" in French, or "Pédaler dans la semoule" if you wanna learn a lame French expression)


texts: How to control one object with two pivot points

texts:
I am trying to parent two empties to control the extremity of the object as pivot point

as you can see it works fine for the first one
(the object and the other pivot point are affected, which is what I want)

But I can't parent back the right empty to the left empty (error message "parent loop")

Any idea how to achieve this kind of empty controller?
(left empty control relatively to it's position, the rotation of the part and the position/rotation of the right empty. Right empty control, relatively to it's position, the rotation of the part and the position/rotation of the left empty)?


texts: I create some models for 3D-printing, and as are several cm large I use scaling 0.01 (1 cm). Then I convert the result to .stl and pass it to Slic3r to create .gcode. What I expect is scaling back by *100 will give me the correct result. However, in that case I get models 10 times smaller, and scaling by *1000 does the job. I wonder if I don't understand smth or it's a bug of either Blender or Slic3r. So, it this a bug? How to check if it's because of Blender of Slic3r?


texts: Is it possible to make the remesh modifier block size constant?

texts:
I am interested in using the Remesh modifier for stylized modelling, however there is a major flaw in the fact that the Remesh Modifier appears to only take vertices and face area etc. into account when calculating block sizes. I really would like to have a way to  make this size constant.

I am considering using Ctrl+J and vertex groups, however this would be a major pain. Is there any other way to do this? I am open to Python solutions as well.


texts: Mtree addon blender 2.83.10: Leaves and Tree branches separated in Particle System

texts: I have an addon Mtree which I make trees and leaves the addon itself is working fine. The problem is, when I want to scatter the tree with particle system I only get the trunk and not the leaves, I tried to join the tree and the leaves but got the same result, I also tried a collection but to no avail. Can someone give me a solution?


texts: The active textures don't get recognized as keyframes

texts: I'm trying to animate a character's eyes using the F-Curve, I basically want to switch between textures in the animation. The problem is: whether I right click -> Insert Keyframe, or I use "i", or manually edit the curve, the changes I do to the active textures don't get stored in keyframes, if I toggle an active texture and press "i" it doesn't change anything. When I go back to a keyframe where I should have inserted a modify the state of the active textures stay the same. How can I fix this?


texts: Blender 2.8 is rendering in eevee when cycles is selected

texts:
I have a rigid body simulation that I rendered in eevee and I made an MP4 from it. I want to render the same thing in cycles but every time I try to render it renders in eevee even though cycles is the rendering engine selected. Does anyone have a possible fix?
I've already tried closing and reopening the project and the problem still persists.


texts: How to render blender by using Google Cloud GPU

texts:
Is it feasible to do that? Are there any documentations available or any tutorial for reference?

thanks!


texts:
I want to import a MakeHuman figure for scale.
I have installed the MakeHuman plug-in for Blender and it is showing as enabled in the add-ons list. I have enabled Accept Connections in the Community -> Socket tab in MakeHuman.
How do I open the window/tab in Blender in order to use the plugin?
I have googled for how to show add-on tabs and add-on windows in Blender, but have not found any general instructions. I have looked in the File -> Import menu, the Modelling Object Mode Add menu, the scene tree dialog context menu, and the add workspace menu, but it cannot find any reference to it.


texts: Where I can find complete list of operations supported by input fields?

texts:
Where I can find complete list of (arithmetic and not) operations supported by input fields in advanced mode?

The official documentation says:

  Units (cm, “, deg, etc.).
  Basic operations from python/BKE_unit (+,    *, **, etc.), and math constants and functions (pi, sin, etc.).

But i whant to see complete list of all supported operators, functions, constants...


texts:
I dont know how I got this one. I cannot get the property panel. I dont see any short cut keys like T & N for the third panel? I don't also see the three lines in the corner to split the screen. There are only three dots that only moves up and down.
Please help me with this. Thanks.


texts:
I have to create an operator to perform some tasks (manage selection / hide / unhide), and then call export menu.

I coded the following:

bpy.ops.wm.call_menu(name="INFO_MT_file_export")

But I have "No filename given" when I choose the exporter, after menu displayed.

I know that if I want to call only 1 exporter, I have to give 'INVOKE_DEFAULT' to be able to choose file:

bpy.ops.wm.collada_export('INVOKE_DEFAULT')

But I don't know how to manage when I want to call the menu, not a specific exporter.

Any ideas ?

Edit : Here is example code : http://www.pasteall.org/75201


texts: Keeping all faces flat while distorting them?

texts:
I'm trying to make a tank turret comprised of lots of angular quadrilateral/pentagonal faces joining together, but some of the quads keep getting "Bent" (vertices not aligning on a coplanar plane).

Is there some kind of way to freely edit vertices and edges that forcefully keeps ALL the quads on my object flat? Ideally I'd like to just extrude, resize and rearrange edges and faces, and have blender limit the range of possible angles and changes to those that retain flat faces (similar to how Sketchup works).


texts: Incorrect local axis (or something) when importing FBX motion capture

texts:
I would like to make a few adjustments to a motion capture that I had downloaded, but I found that when I import the FBX file into Blender the bones does not connect correctly as seen in the screen shot.

If it was just a matter of swapping axis and would have just locally rotate all the bones, but it seems like each bones rotation is different so I have to manually rotate each bone one by one unless there is an easier way to fix this mess?


texts:
I have an issue when trying to texture paint an object with a stencil.

As visible on the picture, there is some kind of a black shadow over the stencil (a dark wall grunge) which prevents me from painting... If I use a normal brush (top of the image), there is no issue.
May I add that taking those very same objects, unwrapping, brushes and texture on this object in another file creates no problem. So maybe it is a special issue, I found no thread about this shadow over the stencil.

Thanks for any help you can give me! By the way I'm using version 2.76


texts: Can I calculate the surface of a part of a mesh, confined by a square boundary?

texts:
I have one single mesh object that consists of many little, randomly placed but non-overlapping circles, like so (top view):

The object was created by looping the bmesh.ops.create_cone(... ) -operator.
I need to calculate the surface of the (parts of) circles that are within the square boundaries drawn in the image, which is in this case a square of radius 2 centered around the origin.
I found this command in related questions

area = sum(f.calc_area() for f in bm.faces if ...),

which works well if I leave out the if statement, but I don't know how I can include a statement to cut away all pieces of circles that are outside of the bounding box.

Edit: @batFINGER I made a minimal working example of two non-overlapping circles of radius 2. For the sake of clarity I did not include the part of the code that puts them in random places, but I just defined the centers manually in ccValids. Each circle has 64 segments, so since both circles belong to the same mesh data, Blender considers this single mesh object, consisting of two circles, to have 128 faces that are all shaped like pieces of pie.

ccValids = [(-1,2,0), (2,-2,0)]

bm = bmesh.new()
for c in ccValids:
    m = Matrix()
    bmesh.ops.create_cone(
        bm,
        diameter1 = cRad,
        diameter2 = 0,
        depth     = 0,
        segments  = 64,
        matrix    = m.Translation( c )
    )

l_d = bpy.data.meshes.new('LeafsM')
bm.to_mesh( l_d )
l_o = bpy.data.objects.new('LeafsO', l_d )
bpy.context.scene.objects.link( l_o )

Now let's say I want to know what part of the total surface of these two circles lies inside the square of radius 2, that is shown in the camera view below:

Clearly the parts of interest are not segment-shaped, so it won't be useful to base the calculation on the counting on segments.
Is there a way to perhaps "split" segments (thus the 128 faces) in an inside and an outside part first, and then count the surfaces of the parts that are inside?


texts:
So, I followed a tutorial on youtube and got a still image render, but after I moved the camera to get a different angle to record an animation, rendering no longer works and just returns a null / blank image.
I am rendering in Cycles.
It's a simple scene, with only a single camera.

Using 0 on the numpad shows the area framed that I want.
I've made sure the camera is selected for the scene.
All items in the scene are rendering (I checked the using the filters for the collection of objects).
The camera is in the same collection as the rest of the objects.
All the objects have a surface.

What have I missed?
blend file


texts: Exporting procedurally textured models for game engine

texts: Recently I created a model which was texured procedurally. I used noise texture to texture the model and also combined it with a bump and Vorenoi map to add extra geometry to my model. On exporting the model neither my texture nor my geometry was preserved. Different export formats rendered different results but none of them preserved the texture or geometry. Is there a way around this problem.


texts: Build a smooth low poly foot stool with lower than 15K Tris / Faces

texts:
I need to build an Ottoman Footstool for a CG Trader test to qualify to build models for them.  One main requirement is to build the stool with no more than 15K faces / Tris.  The moment I use subsurface modifier my faces become too much.  The same problem is when I create wrinkles with the sculpt tool.  It generates way too much faces!!  Is there a propper effective function in Blender?
Here is the sample of chair - need to be exact.


texts: Texture Baking Symmetrical Model Gives Asymmetrical Result

texts:
I've been trying to bake the procedural shadows made by this shader, down to a single BaseColor texture, and with success, but there is a weird problem with asymmetrical baking, in the viewport it is okay, but in the bake there is too much shadow in some places:

Viewport :

Baked Texture :

As you can see the left eye has more shadow than the right one, any ideas why this is happening and maybe how to solve it?
Thanks in advance,
Olivier


texts: How make particle objects follow z axis while also following the ground?

texts:
I am using the particle system to spawn thousands of grass objects which are just planes (imagine 10cm tall, 2m wide) with texture mapped on them. How do I get the planes to follow the ground (rest on ground) while also being vertical. There are questions about hairs but not about this specific issue.

Like this:
https://i.imgur.com/0PryYku.png


texts: Is there a way to switch the mesh selection mode by a shortcut?

texts: Is there a shortcut for switching between these three modes?


texts:
I am trying to see if Animation Nodes can be used to create geometry line art, similar to the various Line Set options in Freestyle. I am not very familiar with animation nodes, so I don't know if the functionality is there, or if it is feasible. So I'm not looking for a detailed explanation, just a simple yes or no of it it works, and perhaps a rough explanation of where to start.

Specifically, here's what it would need to be able to do:

1) Create a spline/curve/vertex strand on marked edges, similar to freestyle's Edge Mark features

2) Create spline/curve/vertex strand on edges based on face angles, similar to Crease.

3) Create them based on contour/external contour, probably based on normal facing on external faces of the mesh.

4) Merge the above together and add modifiers, materials, etc.

Are any of these possible?

UPDATE: Picture examples as requested.

1 and 2 were made as noted, by manually duplicating a selection, separating the object, and converting to a curve. 3 was made by copying the object, fattening it, and moving it back behind the first object. This works for the example of the look, but what I really want to do is draw an outline curve around it based on the view angle.


texts: Can't select a vertex group in this hook modifier

texts:
I have this silly problem. See image. I want to stretch this cylinder with the right icosphere. I selected the vertices on the right end of the cylinder and added them to a vertex group with weight 1. Then on the right icosphere I add a hook modifier, I select the cylinder as object, and the vertex group list is empty. But the vertex group is there, but it doesn't show up, I can't select it in the hook modifier. How to make it show?

Aha, I put the hook modifier on the cylinder, not the icosphere. This works, though the vertex group is pulled to the top of the sphere, instead of the center, where the origin is. How to pull it to the center of the icosphere?

Also, is there a way to preserve the relative distance between the pulled vertices, so the end cap of the cylinder is pulled but not deformed.


texts: (Blender Game Engine) Walk and Run cycle sound problems

texts:
This has not bothered me for a while. But when working on the finishing touches of my game I seem to rather have it fixed than to keep it that way.*

My problem is simple. When I walk the 'Walk'sound comes up. But when I run the 'Walk'sound continues with the 'Run'sound. That way it seems like there is more than just one person to control.

The workflow that I used to realize the sounds is easy. I used a part of the ground as collision sensor and gave it a 'Collision' Sensor as well as 2 Different 'Keyboard' Sensors. One triggers the walkcycle sound actuator when pressing the 'W' key while the other needs the 'W'+'Shift' key to play the runcycle sound actuator.

When trying to put the sounds on different logic bricks even connected to the Character it self, it did not seem to make any difference. That is why I came up with this very specific question.

If there is anyone who can relate and or solve this mystery please let me know. Also if I have not provided enough info about my current situation reguarding this small sound issue then let me know as well as I am willing to explain the tiniest details if necessary.

Thanks!,

If some info is not clear; this is the actual Logic Brick for one of the floors I use in my game.


texts: When I Import Two Models Into Blender I Can Only Edit One at a Time

texts:
So I made a few models for a project I'm working on and I decided I wanted to certain parts individually and then import them in as a .obj file. So I did that and then when I tried to go into edit mode I could only edit one of objects. Also I noticed that, when highlighted the objects have different shades of orange. I would really appreciate any help I can get to solve this problem.

Thanks, Nova


texts:
I want to evolve walking creatures like this

https://www.youtube.com/watch?v=r5xC80q69t4

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

But have been struggling to set up physics of joints of a ragdoll. This is the best I got so far

https://www.youtube.com/watch?v=PeWCDx7V60c (project link in the description of the video)

But you can see cubes are not really following bones and they even fall apart at some point. I connected those cubes through Rigid Body Joint constraints and made them follow bone orientation (cube.worldOrientation = bone.worldOrientation) through python which in turn must be controlled by neural network output but for now they are just controlled by some sinusoidal functions of time. There must definitely better way to do this or at least improve on this.


texts:
New to Blender and I have done some basic modelling and painting textures on. In general that has gone well. One specific thing I want to do is copy a textured object so I can make some variation of it.

I thought this would be a routine operation but cannot find a way. When I duplicate the object the new and old share the same material and the texture slot linked to it. So if I paint one it also paints the other.

I can give a new material but I cannot link a copy of the texture to branch from.  I've tried changing Blender preferences to not link material/textures when duplicating. Tried settings users of the texture slot's associated image file's users to single user, and also changing the material between the object's data and object's object data but nothing has achieved what I want.

I know I could save a new blender file and work in that for variations but I want these objects in the one scene.


texts: Is it possible to bake a particle system when it is using the keyed system?

texts:
When I change the system to keyed, the cache section goes away. I am wondering if this is something that is not supported or perhaps is it something that will come in a future release?
Or maybe I am missing something.
Thanks


texts: Registration in Draw mode is very delayed and inaccurate

texts:
I'm just beginning to use Blender as a storyboarding program, and was hoping to be able to use the 3d features in Blender to give me better camera control and better use of environment in my scenes. However, no matter what I try, the draw feature is so laggy and sloppy, it makes any efforts to draw in Blender pointless.

I first tried using it in the last version (2.82), then upgraded to the newest version (2.83) with no effect.
It seems to have the same issue whether I use the mouse or my Wacom Cintiq.

The problem is consistent regardless of any smoothing adjustments or settings I've tried, and gives the same results whether I'm drawing a regular stroke, or a grease pencil object.

Here's a video demonstrating the problem

I've been researching this for 2 days solid, but haven't found anything to mitigate the issue, or prove whether it's a setting I can fix, or a bug involving my system, or Blender itself. I've watched other people using the pencil and grease pencil tools and I seem to be the only one having this issue.

If this is common, and the fix is to just draw much slower than I normally would, then that would also answer my question of whether Blender is a suitable program for storyboarding. I would appreciate any answers that anyone has to offer.
Thank you!


texts: How to access an objects DupliGroup instances from Python?

texts: I'm improving my AC3D exporter. Right now, a linked group (displayed and treated as an empty) will not have any children (unless I parent a local object to them) despite holding many objects (from the linked file). Is there a way to get a list of children from a linked group?


texts:
Is it possible to remove one specific animation data instead of clear all by python script?

For example, I have set animations on location and scale properties, and just want to clear animation data for location only keeping scale ones.


texts: Hair on diffuse color pass is black and has no albedo information?

texts:
I have a object (face with hair) and I want to get the albedo from my diffuse color pass in Blender 2.8. I only get the image without hair. How can I get the whole image or just its albedo color? I attached a simple example as well.

The code is:

def _prepare_albedo_node_graph(tree: bpy.types.NodeTree):
    if bpy.context.scene.render.engine != "CYCLES":
        raise RuntimeError("Depth GT (Radial Depth) is only supported with CYCLES renderer")

render_layers = tree.nodes["Render Layers"]
albedo_output_dir = tempfile.mkdtemp()
bpy.context.view_layer.use_pass_diffuse_color = True

albedo_output_file_node = tree.nodes.new('CompositorNodeOutputFile')
albedo_output_file_node.base_path = os.path.join(albedo_output_dir, "Albedo_c")
albedo_output_file_node.file_slots[0].path = "albc######"
tree.links.new(render_layers.outputs["DiffCol"], albedo_output_file_node.inputs["Image"])

return albedo_output_dir


texts:
I'm importing .wrl data from matlab that I would like to display. When I'm using the Blender render, I can see the colors as I wanted ( the object already has a material when imported). But when I switch to cycles render (since it produces "nicer" results), my colors disappear.
is there is away to use the cycles render with the imported colors? or how can I make the render look like the cycles render, when sing the blender.


texts: texture problem (going over the whole body)

texts:
I followed a tutorial for the sims 3 to the sims 4 accessory conversion here, and everything was fine, until I had to add the texture on sims 4 studio.
The object was converted with the protect paint, rigs and everything, still, when I put the 'diffuse' texture on the sims 4 studio, it seems to overline the object itself and go on the whole body.
I thought this could be thanks to something I didn't do right in blender, so I figure it wouldn't hurt asking here.
I'm attaching via mediafire - the blender files and the diffuse and spec maps in case anyone wants to have a look here.


texts: How do I achieve an image lit by candle light?

texts:
I've put together my best candle from following a youtube video.

But at the end, they just skip the lighting and show the picture, which means I have no idea what to do next!

Here's the final image they show:

And here's where I'm at in Blender 2.8:

Can anyone give me any pointers/help to get me to where it looks similar to the first picture?

Thanks :)


texts:
I'm trying to pose a set of bones for a character, but whenever I go to render the scene, all the bones reset. Once I exit out of render mode, the bones are still reset. I thought this had something to do with Blender not rendering armatures, but when I found a script to make the armature a mesh model, it would still reset.

Lets's say I move this arm here.

Trying to render

And... the bones reset.

Help?


texts:
I have a question about shrinkwrap.
I'm started mastering car course by cg masters I'm doing fine but and I can't understand one thing.
As English is not my main language and I'm bad with it I need some explanation please, I don't understand the author correctly.
1) We have GUIDE mesh and BASE mesh. Which one is main and which one is the second ?
2) We make main mesh and then copy it to apply shrinkwrap on it mesh later.
2) Guide mesh is main and  must have subdivision level 2 and base mesh subdivision level 4 ? Or vice versa ? I'm stuck.
As I understand the process: we make simple mesh (guide) in subdivision 2, copy it, then we make detailed mesh (base) from copy in subdivision 4, apply shrinkwrap modifier with guide mesh.


texts: Remove unwanted areas of UV from photogrammetry scan

texts: After importing a photogrammetry scan of a model, a lot of the background areas of the scan (walls, fences) are present in the UV textures (although not applied to the model). The issue is that these unneeded details take up a lot more file space when exporting. Is there anyway to delete these unneeded areas of the textures?


texts:
I'm new here and I started working on making an ultra realistic tree.

I made a nice bone on which I should continue working, but when I previously made something like this the leaf texture was cut in two parts"

front leaf
back leaf

For some reason when I got the texture from Poliigon.com, the back and the front are merged together. I'm 90% sure there s some trick to that which will make my work so much easier, but I can t see it.

Here s a pic of how the texture looks like:

https://www.dropbox.com/s/5ezth42nmoxs7bq/floare..png?dl=0

Thank you in advance for your answer


texts: How to make logical rigged, weight painted mesh transformation?

texts:
I tried to look for my question before asking, but could not.

I'm doing Blender + Unity, which is why I'm trying to rig via vertex groups and weight painting. (I think that's the most logical approach to Unity)

The wheel in the below gif doesn't rotate the way it should. Not only does the vertex group not rotate 360 degrees, but the mesh selection doesn't stay rigid during the rotation. This issue is also shown by using the wheel rotating bone.


texts: How to add two parents to a single child object in blender?

texts: I have a car tire and I want two different bones to control it's rotation and and turning respectively.For that I want to make the tire parent to both the bones.Please tell me the way to a two bones parent to tire.


texts: keep body mesh from poking through clothes mesh when posing with armature

texts:
i've made an armature for my character and parented it to both the shirt and body mesh of my character, but when i pose the character the body mesh pokes through. i don't particularly want to add any physics to my clothing as i'm not going for realism but if there is indeed some physical property or modifier i could use to prevent this, i would love to know. i tried shrinkwrap modifier with .001 offset, but the result was about the same.

the file, if needed: https://pasteall.org/blend/eed85f2ab37944bb804b230529c633df
thank you in advance!


texts: Subdivision surface modifier creating lines and stretches on imported SVG

texts:
I am having a lot of trouble with just smoothing out a mesh.
I created an organic outline through Adobe Illustrator and imported it as an SVG to blender.
I converted it to a mesh, extruded it, and I basically just want to smooth it out (It's supposed to be a duck foot).
Once the modifier is added, it looks like this

and has all these lines and stretches which obviously also affects the texture.
I have also used 'limited dissolve' to get rid of a lot of the vertices, but this still make much of a difference.


texts: How to animate a folding carton using only the vertices in edit mode?

texts:
I am trying to animate a folding carton using only the vertices in edit mode, I find it easier for me. I tried following a video on Youtube ( https://www.youtube.com/watch?v=Dyj0sJVd3Lw&list=PL1ufR-_dSlrGa-rN23kR_C0ACjpi-38JE&index=70&t=0s ) on how to do it but its in object mode, in edit mode I cannot insert a key frame :(

I would love to achieve what this package designer is doing ( https://www.behance.net/gallery/91695235/Organic-Soap-Packaging?tracking_source=search_projects_recommended%7Cpackage%20blender ), if you look at the animation video and what software tools he made it in; its Blender.

This would be a huge help if anyone out there know hows to I cannot find anything else.

* If you can answer this question and not relate it to another answered question that would be better because sometimes the related answers are outdated. I have the 2.82a version *

Here are some screenshots from my Mac I am having issues with:

Thank you.


texts: SV Sverchok : Points in mesh, go outside mesh

texts:
I try to use the node points_inside_mesh on a mesh that I create from a uv connection from two triangle.
So I got a 'Vector P filed' with many points and this mesh.

But when I apply the node there is some points who are outside
the mesh and not removed by the mask.

Is there a proper way to do that ?
I have try to apply "Recalc normals" to the mesh but it didn't solve this problème.

Until now it work well with box (and mesh create with boolean join boxes)
Is there an important rule for creating mesh from faces and/or surface to use "points inside mesh after" ?

Thanks for any advise who can put me on the path.
I have try many things and I don't know what can I do next...


texts: How can I make the 'delete' key immediately delete faces instead of displaying the 'delete' menu?

texts:
I'm a beginner in blender. I want to delete a face, but pressing the X to delete the face brings up a menu like this:

I do not want to display the menu and delete the face each time I press X, I want to delete the selection as soon as I press X.
How can I make this happen?


texts: Unusual hard crash when rotating viewport

texts:
I've had a crash recently occuring to me in which blender hard crashes when I try to either rotate, or pan in the viewport.
This only occurs in one scene of mine, which I sadly cannot share, I am working on it for another company.

The odd thing is, blender only crashes in specific layers of the file. So for example, layer 1 is completely fine to do whatever inside, but layer two makes blender crash at an instant when trying to change the viewport through either rotating, panning, or using the shortcut keys to change anything about the view I have.

The problem probably lays in the models I have in each layer, when moving the models to another layer it still consistently crashes there when trying to move the viewport. The model on the crashing layer isn't anything performance-heavy by the way, 8k verts with some basic materials.

I run blender 2.79 on Windows 10 with an i5-6600K, GTX 970, 16GB of RAM, and yes, I've tried the usual, updating drivers and such.

EDIT: I discovered I am fine to move the viewport if I am not actually "seeing" the model, but as soon as it gets into view blender crashes.


texts: Crash report. Cycles shader graph connect: can only connect closure to closure

texts:
My Blender model keeps crashing and I don't really know why when I render it get to between 80% and 95% on updating BVH and just flat out crashes. I am using cycles with 2.78c

Crash report-Cycles shader graph connect: can only connect closure to closure (Bump.Normal to Add Shader.Closure2).
Cycles shader graph connect: can only connect closure to closure (Bump.Normal to Add Shader.Closure2).
Malloc returns null: len=16 in Cycles Alloc, total 2348295728
Malloc returns null: len=8 in Cycles Alloc, total 2348295664
Malloc returns null: len=8 in Cycles Alloc, total 2348295672
Error: Unrecognized Exception
Error: Unrecognized Exception

Anyone Got Any idea this is all I got from the command prompt thing.


texts: How to fix a 3D scanned object with texture in Blender?

texts:
I have 3d scanned an object and imported it into Blender. The model has a texture as well as the mesh. The 3D scanner is not perfect, some holes and imperfections in the mesh have occurred.

How do I edit the mesh of the obj file and preserve the texture? I haven't found any videos or instructions on how to fix a mesh that already has texture.

Please let me know if anyone has done this before and has some advice.
Thank you!


texts: Baking object with "combined" results in much too bright an Image Texture (Cycles)

texts:
I am attempting to bake the chairs in a living room scene in Cycles using the "Combined" bake.  When I apply that image texture to the chair it is MUCH too bright compared to a render of the same chair. What other types of bakes should I use and how would I combine them?  The original chair uses a Wood.jpg image texture into a diffused shader mixed with a glossy shader.  I've tried baking diffused direct, diffused color, and glossy, and MixRGB them together, but it looks even worse.  Adding a brightness node & turning down the brightness looks bogus too. What am I missing?

I'm adding some more info, but I don't consider this problem answered because what I came up with is a ridiculous kluge that's sill not quite right.  I've tried so many things that at this point I don't think I can replicate all the bakes I'm using. The chair on the left is the one I'm trying to bake. In a nutshell:

Two slightly different 'combined' bakes are totally subtracted from each other which leaves shadows too dark & the color messed up. A color adjustment node (RGB Curves) corrects the color which is 'lightened' with a 'diffused color' bake to reduce the shadow from the table.

Like I said, not really a solution.


texts: How to import bone locations form a text file?

texts:
I've used a script to extract my bones location to a text file and I was wondering if I could use this text file to import the locations to a new project in blender using another script.
Keep in mind that I literally have no knowledge of Python (I found the script that I've used to export the bone locations from another place and kind of modified it to suit my needs) and I'm very new to blender as well and was hoping if someone could help me out here.
Here's the text file I mentioned:
Current Frame 0
Bone000: HeadX:-0.0 HeadY:-0.0 HeadZ:0.0 TailX:-0.0 TailY:0.10000000149011612 TailZ:0.0
Bone001: HeadX:-0.0 HeadY:-0.0 HeadZ:1.2218284606933594 TailX:-0.0 TailY:0.10000000149011612 TailZ:1.2218284606933594
...
Bone140: HeadX:-0.0 HeadY:-0.0 HeadZ:0.0 TailX:-0.0 TailY:0.10000000149011612 TailZ:0.0

This is where I found the script:
https://blenderartists.org/t/save-bone-position-and-rotation-in-a-txt-file/1219916
this is what I changed it to:
import bpy

start_frame = 0
scene = bpy.data.scenes["Scene"]
armature = scene.objects["Armature"]
outputfile = bpy.path.abspath("C:\\Bones.txt")

pose_list = []
rota_list = []
buffer = []

def export_bone(bone):
    pos0 = bone.head
    pos1 = bone.tail
    # log and append to buffer
    msg = "{0}: HeadX:{1} HeadY:{2} HeadZ:{3} TailX:{4} TailY:{5} TailZ:{6}".format(bone.name, pos0.x, pos0.y, pos0.z, pos1.x, pos1.y, pos1.z)
    print(msg)
    buffer.append(msg)

# loop all frames
print("Starting Export")
scene.frame_current = start_frame
while scene.frame_current < scene.frame_end:
    # log and append to buffer
    msg = "Current Frame {0}".format(scene.frame_current)
    print(msg)
    buffer.append(msg)

    # change frame
    scene.frame_current += 0

    # export all bones of armature
    for bone in armature.pose.bones:
        export_bone(bone)

# output buffer to file
with open(outputfile, "w") as f:
    f.write("\n".join(buffer))'

Any help would be much appreciated
Cheers


texts: I pressed alt+f to change the camera view and I do not know how to revert to the original camera MOVEMENT

texts: My camera movement (the viewport camera) in blender has become strange after pressing alt+f (and possibly other keys). When I scroll in with my mouse, the camera moves toward the origin instead of where my viewport is 'pointing'. The camera also rotates around the object that feels different than the original setting. I've already tried moving the cursor to center and pressing (.) on numpad but this hasn't worked. How do I completely reset camera movement?


texts: Extruding mesh with holes creates weird artifacts

texts:
I created slits in my chair mesh by subdividing then deleting faces. I wanted to a little thickness to the chair by extruding by normals. However, it created these weird artifacts.

Cleaning up the mesh by merge by distance or flipping normals doesn't do the trick. Are there any solutions to this dilemma?


texts: Can I triangulate complex or non-manifold geometry in a consistent pattern?

texts: I need help, I'm trying to make a Model like Hyrule Field of TLoZ OoT, but I don't have idea to make that triangles like in the picture, I tried to create a grid and press Ctrl + T, but it doesn't look like this.


texts:
I built a Material that displaces a Plane with a Noise-Texture. Then I take the Normals form the faces and dependend on that the Material sets an Image-Texture (gras on the flater parts or rock on the steeper parts).
For that desicion I use a Normal-Node compared with a Color-Ramp-Node.
I plan to use a particle system for planting gras and trees.
Is it possible to use that Material to define where the particles are alowed and where not?


texts:
I started with one mesh and then separated it later on.
When I now try to paint on one, I paint on both.

How can i separate the uv maps or do something else to prevent that?

thank you for all the tips and ideas.
the head and the body are 2 different objects.

I know the map isn't very clean. learning to do that these days.


texts: Object won't drop after keyframing animate physics

texts:
I have an animation with many objects falling to the ground and then bouncing and rolling around normally as dictated by physics. For the objects that fall starting at frame 1, everything works perfectly. However, when I try to keyframe an object to fall starting at frame 150, it either hangs in the air or falls within a single frame. When I remove the keyframes, the object jumps from its place above the surface (frame 1-2) to another location (frame 3), then falls at a more realistic rate until it goes through the surface and bounces there. In all scenarios, the rigid body type is Active. The object is a grouped object. More details about the object here.

Scenario 1 - Hanging in the Air

Based on this thread.
Rigid body is active. I have set location and dynamic keyframes at 149 (dynamic off) and 150 (dynamic on). Object hangs in air after frame 150 and does not fall.

Scenario 2 - Drops Through Floor in One Frame

Based on Blender Manual Rigid Body Tips. At frame 149 (animate enabled) the object hangs in the air, until frame 155 when it switches to animate disabled and abruptly goes through the floor in a single frame.

Scenario 3 - Rigidbody with No Keyframes

There might be keyframes, but I have tried to find them and can't. From frame 1-2, the object is hanging in the air.

Frame 3, the object instantly rotates 90 degrees and is translated to a different location.

The object then falls at a normal rate, going through the ground surface at frame 60 where it bounces a little.

This seems like a relatively simple thing to do. What am I missing here?


texts: Where are the 'obstacle', 'volume initialization' and 'slip type' fluid options?

texts: I downloaded Blender and I have been trying to do the fluid simulation. But I can’t find the, obstacle, volume initialization and slip type amongst other things in the Fluid panel.


texts: I unwrapped texture image, how to wrap it back?

texts: so I have image texture wrapped on the object earlier, and I want to edit some painting on the image, so I unwrapped it, smart uv unwrap, and I paint something on it, now how to wrap it back? blender 2.81


texts:
Hello community. I need help!

Context:

This is my first attempt in sculpting and also first time baking a map.

I had this mid poly model - I made it a long time ago and was intending to do some studies with it - then I made some sculpt on it, it got heavy to handle due the number of polygons, so I found this work flow of high to low poly using baking textures, but I jumped the step of re-topology thinking that my first model without sculpted details should work as a re-topology mesh, might be one of the reasons of my poor results, or not, I don't know. Another problems is my UV MAP and seams (Mainly in the face), there is a time since my days studying 3D and I did not used to do UV mapping frequently, so I am missing something. Can someone help me?

Thanks in advanced

My two models

The mid poly seams, the seam in the middle of the calf it was for trying to fix the texture baked

Mid poly UV - Area Stretching

Mid poly UV - Angle Stretching

Baked resulted issues

Baked resulted issues

Baked Map

Bake settings


texts: How to add a embossed/debossed logo to a curved surface?

texts:
I’m really having a hard time trying to emboss or deboss a logo / typography on a shape other than a flat plane. For example trying to get a logo on a curved bottle.

I already asked something similar a year ago, but it was not exactly the same, see here Emboss or deboss a more complex logo into a mesh

I’ve found that the „easiest“ way for now is to save the logo / typography as a black/white png and then use it to displace the mesh via a displacement modifier. That works well with a flat plane, as I said.

However, if we now take a bottle/cylinder the trouble begins. I don’t know how I can control at which place on the object – a cylinder for example – the logo appears. Do I have to unwrap the cylinder first? Can I somehow control it via texture coordinate nodes where the logo is placed?

Some help would be highly appreciated!

Also, if you have a nice and elegant way on how to place a logo on a curved surface please let me know. I already tried it with attaching the logo to a lattice and then adding this lattice with a shrink-wrap modifier to the object. Problem with this way is, that you often need to subdivide the logo/typography a thousand times in order to get a ok result.


texts:
I want to work with multiple files but i can't find a way to import script that are inside the blendfile.
I can do it , but it's annoying.
I didn't find my answer anywhere.


texts: How can I access a property if I know the path?

texts:
Actual Question:
I know I can get the value of a property in Python by a line of code like this:
shader = bpy.context.space_data.shading.type = 'WIREFRAME'
I know some modules access that data by getting the path to it as text and use that. So if I have the path in text, like this:
shader_path = "bpy.context.space_data.shading.type"
How do I use that string to access that value and read it or set it?
Background (likely unneeded):
I have a script that will render images from a number of different cameras and the rendering properties (such as resolution, background, and shading type) will change from camera to camera. I'd like to be able to just store all the value locations in a list so I can step through it and save the values in a dictionary, in Python, then, when I'm done with the rendering, just step through the keys of the dictionary, take the value, and store it from where I got it. (I'm using a dictionary and not a PropertyCollection because this is short term and doesn't need to be stored long term and a dictionary will be easier to write.)
If there's a better way to do this, I'm open to it. I just don't want to be managing over half a dozen statements to get values and to reset them after the rendering, since I may be adding more property values that will need to be saved as I make changes over time - so I'd rather just be able to put the property location in a list and it's looped through. I think this is also a good idea since it's consistent with how classes are registered and unregistered now days.


texts: Unable to find CUDA in user preferences for version 2.79

texts:
I'm trying to find CUDA for GPU rendering in the user preferences and all it shows is this:

How can I fix this?  My computer is a Lenovo Y50 and the GPU is Nvidia GeForce GTX 860M.  Is my GPU no longer supported or is there another reason?

Thanks


texts: What is best way to snapp vertices when I add edge loop in retopology for instance and they don't snapp.I take every vertex and hit G to snap it.


texts: Error: Object 'Sphere.022' has no mesh data to be used for ray casting

texts:
I am getting above error when trying to obj.ray_cast() from a copy of an object:

obj = bpy.data.scenes[0].objects["Sphere"].copy()
is_hit, hit_loc, hit_normal, index = obj.ray_cast(localA, localB)

I figured out this was due to objects being linked. Making object data single user solved this issue. However, I need to keep it linked. Is there a way to keep objects in linked state and still use the ray_cast() function?


texts: How do I unhide all objects just on my current active collection? Alt-h unhides stuff even on hidden collections which I find totally bonkers...


texts:
It would seem that the answer at least partially no, as rendering a simple cube scene with no passes enabled takes 3 seconds, while with all passes enabled takes 9 seconds.

I always imagined that blender rendered the image and while doing so gathered all the information needed for the various passes, then only saved the passes enabled in Renderlayers > Passes.

Is this the case? If not, what does blender actually do?


texts: Instance list of object in animation nodes

texts:
I want to know if there is anyway I can make instances of a list of objects.And get a list of the new objects.I just want a single instance no more.

I tried using object instancer inside a loop but it give me an error.


texts: I'm modeling cacti at the moment and wondered if it was possible to use the base shape's edges to create needle cards somehow. I've tried to duplicate the wanted edges into a separate object from there but it seems that I can't extrude the edges following their own normals, only fixed global directions. Any ideas to do this better?


texts:
I am currently making a syringe in Blender. One problem I have is the material. It looks very unrealistic. Yes, I know that they are normally made out of plastic, but this one has to be glass. Here is my Node Setup:

Also, more importantly, I have the unwrapped a texture onto the glass. If I am moving only the faces with the texture around, it only allows me to put the texture until a several point/line. A video about my problem.

At the end, I want the whole texture look like this, except the main thing, where the fluid is in the glass. Currently it looks like this:

Here is the .blend file


texts: How do I push a crease in to make this mesh more "smooth?"

texts:
It's simple really but I cannot figure out how to do this. It's a glass ceiling for a mall and I would like for the creases on both sides to be pushed outwards to make this mesh smoother.

I've tried using sculpting mode but that doesn't give me the results I want. I know what to do but not how to do it. Basically, I need a way to somehow pull the vertices along the curve outwards, that will pull the surrounding faces with it while the ends of the mesh stay in place.

Anyone have a clue on how to do this? Thanks.


texts:
I'm pretty new with blender, I'm looking for a tool similar to this one for vray for 3ds max:

https://www.chaosgroup.com/blog/how-to-set-up-lighting-analysis-in-v-ray-next

I aim to make the lighting calculation (measure the average lux on the floor of a room)

Thanks


texts:
In the image, I want to create the axis parts (red circle):

I tried creating separate meshes with no modifiers (Cube.001 and Cube.003 (attached blend file)) but I wanted to make the top rounded by adding modifiers, but when applying the subsurf modifier to a disjointed mesh (more "isles" of connected vertexes the modifier is applied in reference to the geometric origin of the whole mesh (and not each submesh ("isle")).
Questions:

is it a good idea to have multiple separate meshes (either individual meshes of subsets of vertexes within a mesh) and place the close together so that it looks ok? and not create ngons

related to first, is it ok to split the mesh up into individual meshes, apply modifiers on these and then remerge?


texts:
I have been trying for the past couple of hours to render an animation with dynamic paint displace, but while it works in the viewport, it does not show up in the render. These are a few things I have tried so far:

Check that the Canvas has enabled 'show in render'.
I don't have a subdivision surface modifier.

It works well in the preview, but when I try rendering it, the displacement on the mesh won't show. Does anyone have any possible solutions for this?

If it makes any difference, I'm trying to render it with Eevee on blender 2.81.


texts: As a pen user and newbie, I rely greatly on clicking on buttons over key shortcuts. As a left handed user, I would benefit from essentially flipping the UI horizontally, so tools are more reachable. This can be done with most elements, including the toolbar and sidebar (as per this answer). The only thing I couldn't figure out how to move are the navigation tools. Is there a way to move the axis ball and the buttons under it to the left of the viewport?


texts: Trying to figure out a proper way to Snap

texts:
Well, my evaluation of potential switch from Maya to Belnder continues and I got another question and this time about snapping.
On the attached picture I want to align all the green verts to the red verts. In maya this is child proof and takes a second. Well, in blender I'm stuck.

Tried all orientations including 3D Cursor and no matter what I do, I can't get it to work. Each vert normal is elsewhere and normalizing doesn't help so I can't use that. Same with edges. All I want is to be able to move the vert in line with the long edge (to the right) and snap alignment to the vert on the top.

Any ideas or tutorials where snapping is explained?
Modeling in blender (or anything for that matter) is not straightforward vs industry standards and blender's "unique personality" is starting to beat my motivation again.


texts: I am modeling a architecture environment in blender and everything was working fine but must have accidently hit a hot key that I was not aware of. Now when I go to manipulate an object whether it be just moving it around, extruding or grabbing a vertex(face or edge) it now jumps to a full blender unit before moving and so on and so forth. I was wondering if anyone knew how I could change it back to the smooth fluid motion of before?


texts: Is there a way to connect two bones to one?

texts: I'm rigging a cat with two tails, using the default rigify cat armature is there a way to connect an extra tail rig to the main spine in any way? is there an easier method to achieve control of two different tails connected to one spine?


texts: Hi, I imported a svg into blender and wanted the extude/solidify the image. However when I tried to solidify the white part shown in the image, theres a werid mesh or face. Do anyone know how to fix that or what the weird part is even called? Thanks!


texts: Writing contents of bpy.data.texts to folder with bpy.ops.text.save

texts:
I am reading my scripts from a folder with:
import bpy
import pathlib
for file in pathlib.Path("C:\\awesome\\scripts\\folder").iterdir():
    bpy.ops.text.open(filepath = str(file))

Now i can use the scripts in blender itself and may change some stuff here and there. To save a script as a user i can use Alt + S. For scripting this procedure, blender shows a tooltip with bpy.ops.text.save() but i don't know how to define which text i want to save. I guess it will be something like:
import bpy
for text in bpy.data.texts:
    bpy.data.texts.active = text
    bpy.ops.text.save()

But bpy.data.texts.active is actually not available.
TL;DR: Where to define the active text?
Best,
Mamu


texts: Absolutely no light showing...totally at a loss

texts:
Really can't understand why I can't see anything.  Tried moving lamp and camera, increasing strength, but nothing.  Can't even see light in the lamp preview.  I'm pretty new to Blender, so I feel like I must've done something accidently along the way.

http://www.pasteall.org/blend/38975


texts: Camera tracking background is not visible

texts: transparent was checked in render tab but I unchecked now what to do. I am trying to render video within mesh a uv sphere so I can see only sphere not video in render time what to do.


texts: Same animation is displayed different in edit/object mode when animated object is selected

texts:
I made an animation in the edit-mode and then I noticed that it looks different in the object-mode.
I wonder why there is such a difference, and I have no idea what thats causes.

The problem appears only if I select the animated object.

Here is the animation in the edit-mode:

And here in the object-mode:

Maybe it has something to do with the empty objects, or with the empty objects in combiation with the path.
I already tried to change them but that changed nothing at the outcome.

So why is there a difference, and how can I remedy this?

The Blendfile is attached.

EDIT: If I delete the path the problem is gone. But I need the path.


texts:
I want to display the .uv_map property of a UV-Map node in a panel, the same way it looks on the node.
I tried layout.prop(node,"uv_map"), but that simply adds a text input which isn't what I'm going for.

How would I display this properly?


texts: How to render the viewport with EEVEE and the "final" render with Cycles?

texts:
I want to render the viewport with EEVEE and the "final" render with Cycles.
Since Blender took so many changes in the Alpha phase, all how-to videos
about blender 2.80 show panels, buttons and so, which have changed.

So, where is the switch to configure Blender to render the viewport with EEVEE while the final renders remain based on Cycles?


texts: How do you activate the Curve Tool in the latest version of Blender?

texts:
I have seen a tutorial on using a plugin for Curves in Blender.
Called Curve Tool.
Doesn't seem to work in Blender 2.74.
What is the trick?

I want to "loft" between curves.


texts: Animation Nodes: How to shoot in text like bullets

texts: I wish to learn how to use Animation Nodes for future projects with motion graphics. Any assistance will be appreciated. Thanks in advance.


texts: Why do my extruded faces look curved and disconnected when using a subsurf modifier?

texts:
I haven't used blender for 2 years and I forgot almost everything. I would like to ask why the faces looks like this? I extruded them from the cylinder's face (the main body) and then the result looks like this.

I'm confused, and yeah I use the subdivision modifier.
Tried merge but nothing happens.


texts:
I'm new to blender, so it could be something very simple, but I've been trying to get this texture to bake for two days now. I've watched a bunch of different tutorials and I keep running into different issues.
https://gyazo.com/eb7e89db3ce13c0805ecb87b07e5343c
https://gyazo.com/9a74ca5c29ffc35b9e6d6c5eb107389a
I unwrapped the well, added an image node in every material, selected the well texture in every section and changed the engine to Cycles to bake. It gets four done, then fails with the error message "no active image found, add a material or bake to an external image file"


texts: I am currently trying to model a Companion Cube from Portal 2. I have started this by modelling the corner of the cube. Now I want to mirror it on every axis to get 8 of these, just like the original cube has them. How do I achieve this? I want the final model to be fully 3d-printable, with no intersecting edges or modifiers when I'm done.


texts: Why the same variable works differently based on location in the code?

texts:
I'm sorry if it's silly question.I'm noob in Python. If it is, please direct me to a tutorial or something, cause I don't even know how to phrase the question to find something useful in google. Here is my 2 code examples, that I use in Blender to get obj Real World position for each frame of an animation:

#Example P1
import bpy
obj = bpy.data.objects["Empty"]
objWorldPosition = obj.matrix_world.to_translation()
sce = bpy.data.scenes[0]
for i in range(0, 150):
    sce.frame_set(i)
    print(objWorldPosition)

#Example P2
import bpy
obj = bpy.data.objects["Empty"]
objWorldPosition = obj.matrix_world.to_translation()
sce = bpy.data.scenes[0]
for i in range(0, 150):
    sce.frame_set(i)
    print(obj.matrix_world.to_translation())

obj is moving, so it has different objWorldPosition each frame. P1, for all frames prints the same position.P2 prints new position for each frame. Why is that? Isn't objWorldPosition the same as obj.matrix_world.to_translation() in this code?


texts: Unable to select a Bone in Edit Mode Via Scripting

texts:
I try the next sentence in Blender, and nothing happens, I only want to select this bone and see the orange line thats says that bone is selected. The name of the Armature in the Scene is "MyRig" and the name of the bone I want to select is "Bone1". The path is correct, I find the reference of the Bone, but the order .select = True doesn't do nothing. The context which I'm doing this sentence is Edit Mode ( "EDIT_ARMATURE"
bpy.data.armatures["MyRig"].edit_bones["Bone1"].select = True

Thanks


texts: How to dynamically set Current_ Frame in Driver Namespace Function Call?

texts:
The driver namespace function call(wiggle_z) gives a float error even when float values are provided for the framerange in the driver scripted expression field .
How to resolve this ?
TEST  CALL
wiggle_z(50.0,200.0)

ERROR:
Error in Driver: The following Python expression failed:
    'wiggle_z(50.0,200.0)'
TypeError: a float is required

SCRIPT:
import bpy
ob  = bpy.context.object
scene = bpy.context.scene
frame_current = bpy.app.driver_namespace["frame"]

import math

def wiggle_z(frame_start,frame_end):

    if frame_current > frame_start and frame_current < frame_end:
        ob.rotation_euler[2] = math.sin(frame_current)/ 10

    else:
        ob.rotation_euler[2] = 0

bpy.app.driver_namespace["wiggle_z"] = wiggle_z #wiggles object around Z axis within frame_range

#def main():
#    wiggle_z(50.0,200.0) #Test Call
#main()


texts:
http://pasteall.org/blend/index.php?id=50320

I am using the testing ring as the difference (what I am removing)

The plane (haven't got to naming it) as the subject (Be removed from)

It won't let me use the modifier. I have tried recalculating the normals I have also tried it without the face in the center of the testing ring extruding the bottom face of the plane and and the testing ring by zero

Would appreciate the help!

https://imgur.com/a/v1CeG6H


texts: Blender 2.78 cycles out of memory problem, in both cpu and gpu

texts:
I have a out of memory problem with Blender.

My specs are:
I am using Blender 2.78, Cycles
Intel I5 2400
Nvidia Gtx 750 ti 2GB
8 GB ram
Windows 7 64 bit

I can render simple stuff, but now when I’m starting to render a more complex scene of a couch I created and sculpted, it crashes and stops at 0%. with the error message 'ran out of memory' error.

It happens in both CPU and GPU rendering.

I tried reinstalling Blender, and also tried resetting to  factory settings, but it didn’t help.

Any idea?

Thanks, Daniel.


texts: Why is it important to apply transformation to an objects data?

texts: I've watched several tutorials and very often they applied the location, rotation or scale to the object when they transformed it in Object Mode. They always said it is important, but why?


texts: What is the best free software for converting photos to maps?


texts: Python: Low level apply rotation to an object

texts:
How to apply rotation directly to an object in Python (not BGE, not bpy.ops...)?

import bpy
import mathutils
from mathutils import*

obj = bpy.context.active_object
obj.rotation_euler = Vector([0, 0, 45])

#obj.apply_rotation
#Apply rotation like CTRL+A -> Rotation

Thanks!

I need a method for an object that's been already rotated like in my example code.


texts: I created a animation that was intended to be looped so I applied the timeoffset modifier. Only problem is the color fill(which is a gradience) changes throughout the clip and that color change isn't carrying into the repeating modifier. Any ideas on why this is happening and how to solve it?


texts: Invisible keyframes and broken rigitbody

texts:
I am trying to animate basketball throw and i need to add keyframes for the ball. But every time i try to do it I can't see "diamond" icons on timeline. Please help me I am new to blender
Also I'd be glad to know how to animate it properly because even with invisible keyframes method from this video doesn't work (https://youtu.be/cLt8o_8flu4?t=126) also I recorded example how I broke everything (https://drive.google.com/file/d/1moYgPX9GtIGBllG8nFvux5x7aFa3n4Lx/view?usp=sharing)


texts: Is there a Blender icon reference for the Outliner editor?

texts:
Today I saw a ghost icon and broken paper icon in Outliner. My guess is they mean proxy object and missing file, but haven't found any documentation to confirm.

Is there a reference for the various icons used in the Outliner? The best thing I've found so far is the Data-Block Types documentation which includes this icon reference:

However, this does not include the ghost or broken paper icons.


texts: How to fix wrong normals after subdivide/poke on a mesh containing a custom split normals layer?

texts:
ScreenShotBefore:

ScreenShotAfter:

As you can see, the new face normals are all identical to the original one. I wonder if they could have been smoothed in some way?

None of these will auto-fix it (this is just one triangle, I have a whole mesh to fix).

normals / recalculate inside
normals / recalculate outside
faces  / recalculate normals
faces  / shade smooth or flat (just to be sure...)
smooth vertex weights (just to be sure...)
smooth vertex (just to be sure...)
beautify faces (just to be sure...)

It looks like that after a subdivide it will auto call normals/recalculateInside once, because I tested recalculateInside on some non-subdivided faces and the effect was similar.

So I wonder if it could subdivide using other kind of normals recalculation that would not break it that much?
Or a way to recalculate normals properly after subdividing?

A not so good workaround I found is:

The mesh has something called "Custom split normals layer".

So I went in mesh edit mode, now at the "Properties" window, at the "Data" tab, click on "Clear custom split normals data".

The moment I did that, the way the whole mesh looks changed somewhat, I could say it became more simple, like more basic or less impressive, but the overall looks didn't look bad at all, just simpler.

Subdividing now won't completely mess the looks, will just subdivide it quite well, but with that normals layer lost already...

I still wonder if it is possible to subdivide keeping the "Custom split normals layer" w/o messing it?

Using blender 2.79


texts: so when I open my project, certain objects are in the wrong (original) place.  I have moved the eyeballs and 3rd eye, parented them to the body, and saved about 5 times and every time I open it they are back in the original place.  Also when I correct the placement I try to render and it doesn't have eyeballs or 3rd eye in render.  How can I save the location? I tried to add a keyframe (even though Im just making one still frame) but blender quit immediately. thanks in advance any help is greatly appreciated!!  Here is a screenshot of how it looks when I open it, how I want it to look, and how its rendering...


texts: For example, I made a 10 x 10 grids by using loop cuts on a square plane, now I would like to make it to 20 x 20, is there any way I could change the grid instead of doing it from the beginning? thanks a lot


texts:
I am trying to get a camera to follow a point in the X,Y,Z plane.  It worked yesterday, but I can't get it to work today.

I was able to follow the Book Tutorial, where he shows the setup steps: Add: (i) Camera, (ii) Empty [Camtrack], and (iii) [Ctl T] Track to Constraint.  No matter what I try today, the camera will not follow the Camtrack point?

Can someone tell me what I'm doing wrong.
WFR


texts: Fill a solid corner topologically correct

texts:
When constructing technical objects I often come to a point where I want to add something into a corner. I haven't found an easy way to do so in a topologically correct way.

As a simple example this would be the situation with the corner to be filled

And this is the target to be achieved:

Given how easy it is to extrude such a block, I wonder if there is no easy way here as well.

Solutions I've tried so far:

extrude one of the two adjacent faces -> this gives a topologically incorrect model which causes problems later on
add a cube of the desired size, and make a boolean union -> (almost) impossible to avoid creating small steps and quite cumbersome
extrude one edge and fill the three faces manually afterwards. -> this is topologically correct, but still a bit cumbersome
isn't there an easier way???


texts: I  am beginner to the blender,  have just 1-month experience I never tried any simulation but now I tried smoke effect but I can't get any smoke I have seen youtube tutorials, I followed the same but no difference, I can't get the smoke and fire.