texts:
I have tried many times to create a simple Mantaflow fluid simulation in Blender 2.82, but it almost never works.

Edit: I tried saving the file, and baking the whole simulation. I also fiddled around with almost every setting that I could think of, and it is still not working.

Edit #2: None of the physics with Mantaflow are working :/

There is one YouTube tutorial that sometimes works but whenever I do it on my own (domain and inflow objects) it doesn't work.


texts: How to store variable and use it as property in panel?

texts:
My problem is as following:

I want to create custom rendering settings for Blender, that will set up the camera and the screen resolution - initialize an isometric projection, basing on the target tile width given in pixels.

I can do almost everything: I've created a Panel in the "RENDER" tab in the Properties view, and I've created an operator which will render everything and export the sprites in a designed format.

The only thing that is left is that I can't create controls for the settings that need to be there: the slider for the tile width, or perhaps other settings - I need to be able to read this values when the addon renders stuff.

The UILayout "layout" object that I can get from "self.layout" in the panels draw method has a method called "prop", but it requires an instance of an ID class object or OperatorProperties instance (the docs say it needs AnyType but in order .  The first would work if I've kept the data per Object or per Scene basis. But I don't really know if this is a good idea.

This is a stub of what I got:

import bpy

bl_info = {
    "name":     "Render ISO",
    "category": "Render"  # perhaps wrong
}

class RenderIsoOperator(bpy.types.Operator):
    ''' An example operator for addon '''
    bl_idname = "render.render_iso"
    bl_label  = "Render ISO"
    bl_options = {'REGISTER'}

    tile_width = bpy.props.IntProperty(
        name="Tile width",
        min=0,
        max=1000
    )

    def execute(self, context):
        obj = context.scene.objects.active
        # Do the rendering here
        return {"FINISHED"}

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

class RenderIsoPanel(bpy.types.Panel):
    bl_idname = "RENDER_PT_render_iso"
    bl_label = "Render ISO"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        layout.operator(RenderIsoOperator.bl_idname)
        # Get the controls here.

def register():
    bpy.utils.register_class(RenderIsoOperator)
    bpy.utils.register_class(RenderIsoPanel)

def unregister():
    bpy.utils.unregister_class(RenderIsoOperator)
    bpy.utils.register_class(RenderIsoPanel)

if __name__ == "__main__":
    register()


texts: Nothing is renderable in both render and Material preview

texts: I am facing a odd issue. The problem is that I am unable to material preview or even can't render. When I press Z and drag over these option, model become dull and no material can be previewed.


texts: vertex based displace - assign random materials to resulting sides -

texts:
Thanks to @Gorgious for all the expertise in getting this to where it is.
I was previously looking to randomly grow faces up from an array of cubes and the best solution for this to use a mix of displacement along array of vertexes that then connect together through screw modifiers followed by solidify and shrinkwrap.
The result was this -

The mosaic is tied to empty than once moved controls  displacement.
TO achieve the effect below I'm using a colorRamp with constant sliders, but on the offchance I want to mix in different materials, as advised mixed them in using greater than operator and 'Random per island'.
Like this -

Question - is it possible to have this apply to individual sides after the transform? So that random can select that, from one 'block' the top face and the other ones can be of different colour?
Thanks in advance and again apologies if this is super-newbie, I'm only learning blender but it's looking super exciting (but complicated coming from AE background)


texts: Object shifts about after changing XYZ Euler to Quaternion (WXYZ)

texts:
I have a problem when I change the rotation type of my object (3D View > Properties region (N) > Transform panel > Rotation) from XYZ Euler to Quaternion (WXYZ) to avoid a gimbal lock problem with a collada export.

I find that after the change, while the bone animation still plays perfectly, the object now seems to shift around slightly. I believe it has something to do with the root position or the in place motion as child bones seem to behave perfectly.

Here is a video of the problem. The initial import using euler is on the left and the right side shows the change to quaternions. Note how the feet are very grounded on the left but on the right they drift about and leave the ground.

Any suggestions on how to fix the issue would be greatly appreciated as I think I'm pretty close to getting it working!


texts: Making own layout, Toggling through multiple cameras in a scene

texts:
I need to make a layout so I can see individual parts of my scene all at once for editing purposes.
Sort of like my own quad-view; therefore it's not animated and is unlike the solution in  "https://blender.stackexchange.com/questions/3502/how-can-i-make-a-camera-the-active-one" ).
I could manually move my viewing angle in each viewport into place. However, I discovered the angle in veiwports may all reset when the active camera is changed. So I've placed a new camera objects in the locations I want them (one for editing with, one as the render camera, and one aimed at my custom facial rig and IK/FK UI).
If I add more cameras how can I temporarily toggle through the cameras for quick referance? You know, rotate through the view from each camera but only in one specific "layout window" without changing the active camera in all viewports?
Note: I work in both Blender 2.79 and 2.9 series and would like the answer for both versions please.


texts: Weird shading issue with Eevee (shadow lines)

texts:
I struggle with some shading issues. I made a little animation with little camera movement. On same frames there are weird shadow lines. Other frames which are almost the same, are totally fine. It only appears after rendering...
Here is a picture for comparison of the two frames:

I would be very glad for help.
Cheeerio
Robin


texts:
I want to insert an image in the background of my scene. The classic method to do that is with this compositing node set-up:

However, the image node (left of screen) doesn't seem to pick up the background JPG file I assigned to it. I can tell because otherwise, that JPG picture would be showing in that node. And indeed, when I press F12, the picture is not in the background. I know, the Render Layers node isn't showing the scene either, but at least it did its job; the object of my scene appears with an alpha background.

Interestingly, when I start a completely new file (with the Cube), and try the same set-up (with the same JPG file), it does work; the Cube is set against the background of the picture. And yes, the picture shows up in the image node as well. Here's the screen shot:

How come the node picks up the same JPG picture in one Blender file, and doesn't in another?


texts: what tools can be used to manage/balance audio volume in the VSE?

texts:
I was recently using the VSE to put together video to match a narration.  The quality of the audio recording was pretty weak (did it with my laptop and a headset in several different places over a couple of days).  One thing I noticed was that the volume could vary pretty drastically.  I think I was using a volume factor of 4 on a couple of the strips.

Does blender have any ability to graph or otherwise measure the volume to help you balance things out between different audio strips?


texts: Is it possible to use geometry normal to make textures using geometry position to face normal rotation

texts:
I am attempting to make a semi-procedural material that is intended for use in walls. To ensure proper tiling of the texture, I intended to use geometry position as the vector and normal as the rotation, which just gave me the same weird streaks as just position. I spent a good while separating out each cardinal direction using comparisons between x & y as a mask. This sort of worked, but resulted in slightly stretched textures on the diagonals.

I figured this was fine, but as I worked, I found that due to the rotation of the texture mapping, the normal maps were facing the wrong direction, so that the face was lit at odd angles and rarely when the light was straight on.

I tried to use vector rotation on each cardinal to correct the issue, but it seemed that each face had a different rotation offset, making it impossible to correct without rotating literally every face, defeating the purpose of the material.

So, my question is; is there an easier way to do this that does not require UV mapping? Or is this simply an impossible endeavor?


texts:
Here is an image of my current model:

Now I must smooth everything a little bit...But I don't want to use subdivision surface. Then I get this result:
If you need to see how it should look like, here is a reference image: reference image


texts: Explosions and fireflies / dots in Blender 2.8 (already followed all tutorial without results)

texts:
Good morning everyone,

I'm literally ready to pay who will be able to solve my problem.

here is the original file of the explosion.
https://drive.google.com/file/d/1UBb2ctIG_OQ5qh7bpMSTUFcNI_E1LTCq/view?usp=sharing

Blender 2.8
Cycles

PROBLEM: FIREFLIES, STILL A LOT OF THEM IN RENDERING.

Everytime I use fire / explosion I cant get those fireflies away in the rendering.
Already followed all tutorials/discussions/youtubevideos about deleting fireflies in rendering.
Already tried everything without finding a solution (clamp, light size, hundreds of samples, caustics, filter glossy, glossy bounces, multiple importance).

The denoiser helps but it really makes a lot of damage to my scene, so I would want to try avoid it for now, and for sure this scene can get a lot better before I will put the denoiser as a last touch. But for sure for now there is still too much fireflies/dots!

Please open the original file and help me find a solution !!
It does that everytime I work with fire/explosions.
With smokes I can fix the problem, but when it comes to fire here they appear without solutions!

Thank you very much for helping


texts: One of my friends' side tab disappeared. Does anyone know how to get it back?


texts:
So I was trying to make my own alpha brushes.
but I have a problem with the opacity at the edges of the brush...
Not being so familiar with blender nodes i'm really not sure how to adjust the settings to achieve a smooth transition outwards.
I think likely its either my camera settings or the adjustments to the image...
I'm still trying to adjust the settings and keep tweaking it... but hopefully someone has some ideas what might be causing the problem.
rendered image also has a slight gradient visible below ... ill try playing with the distance... maybe that will help.?

you tube vid of problem


texts:
I'm trying to achieve a stylized ink wash or watercolor effect where the image ground remains visible. Since freestyle generates such energetic lines, I want to use them to mask my render during compositing, defining the areas where the ground will show through. So far I haven't had much success.

With the node set-up below, I'm able to apply transparent lines to my image by inverting the alpha of my freestyle render layer before combining my render layers with an "alpha over" node. Unfortunately, flipping the alpha blocks out all areas of the image that aren't freestyle lines. I'm sure I'm missing an obvious step, but so far I haven't been able to figure it out. Does anyone know what I should do?

An ID Mask seems like it would be just about perfect, but as far as I can tell, it's not possible to create one for freestyle lines.

Here's a simple test blend


texts:
So I just started using blender recently, so I'm not that knowledgeable in this area. I've been doing simple characthers to get used to the tools and modifiers, and I wanted to try modeling some little creatures from one of my favortie mangas.

So I used the particle system to create the eyebrows, making a model for the hair and using the object mode in the particle system.

But as you can see, it's not giving a good result :s. I used a simple plane as the base for the particle system and mirrowed it, and I checked the use modifier stack box in the particle system, but I cant get a good result no matter how I tweak the options. Any advice?


texts:
I don't know if it is an error or not, but images and particularly HDRIs (the blurriness is more pronounced in these) lose detail and become blurry in Cycles, when compared to the Material Preview, or in EEVEE (same results).

This is the image in Material Preview.

This is the image in Cycles.

It may not be very evident in the images, but when it comes to HDRIs, the whole sharpness is lost - even for a 4k texture.
Why do you think this happens?


texts: How to unwrap a mesh generated with "screw"?

texts:
I made a quad, then deleted all edges except one.
Then I added a Screw Modifier on that, this is the result so far:

Now how would I unwrap this? I don't want to lose the ability to change settings, so I don't want to click Apply on the modifier.

And when I press U the unwrap option is not available.

What are my options?


texts: What is Node's socket_value_update function for?

texts: I am attempting to create a custom node, but I can't figure out how to get it to call some kind of update callback when an input is updated. I would have expected the input sockets to trigger socket_value_update when they updated, but apparently they don't. What is socket_value_update for then? How do I get my inputs to trigger an update callback?


texts: White lines appearing when rendering shadows to separate layer and recombining in compositor

texts:
I have trawled forums for ages looking for a possible answer to this.

I am trying to render shadows to a separate layer then recombining them in the compositor with the rest of the image. This is because I would like to have complete control over the shadow layer and ultimately apply a mask to it (to avoid any shadows extending past the render border creating a hard edge).

I have created a simplified setup to demonstrate the issue.

In this simplified setup I have 2 view layers, layer 1 containing a cube and layer two containing a shadow catching plane. You can see that the lines appear at the border between the shadows and the object. I have looked into issues of premultiplied alpha but none of this seem to sort it. They appear despite the condition of either Convert Premul checkboxes on the Alpha Over nodes.

I suspect that it may be to to with the Transparency filter in the Film section of the properties, however altering this leads to poor results.

Does anyone have a solution or some tips on what to investigate. This will ultimately be for an animation and so I'm keen to achieve everything in Blender rather than saving 2 sets of frames for the shadows and for the objects

For reference here is an image of just the first view layer with both the cube and shadow cater being rendered showing no lines

Any help or advise would be massively appreciated


texts: Snap two objects face to face in object mode?

texts:
For the love of god how do you snap two objects face to face? I've read on this forum and I've seen videos but I'm missing something fundamental about blender. I'm thinking it can't be this hard, so I'm probably barking up the wrong tree.

What I'm doing is making a model of a house so sticking the inner walls to the outer walls etc is something that I was thinking could be done in "object mode" by moving objects around.

Like, is snap point always based around the object origin? It's apparent when using snap to increment (grid). Do I have to set the object origin to align with a face on the two objects before aligning it to another object or what?

What I'm getting is moving an object into the other the "snap" circle appears and when I release the two objects are intersecting quite a lot.

/Lars-Erik


texts:
I use Cycles. The main goal is to render different objects from various scenes into separate files using alpha mask. It’s necessary to ensure that in future pictures do not overlap, when images superimposed out of order. All fine, BUT there is one nuance:

Between layers (images) there are gaps (holes).

I have found solution for similar problem but for internal render. There had to disable antialiasing.

In my case, I’ve experimented with nodes, but the result virtually unchanged:

Please advise how is it possible to remove all gaps (holes)?

Attached blend file with the settings I used.


texts: How to Set Preferences 'Translation Branches Directory' path to a valid directory?

texts: I wanted to Rename IkeaShader but it says Please set your User Preferences 'Translation Branches Directory' path to a valid directory. I have been searching it online, and playing around without success. See the image below.


texts: Character deforming with rigging and adding automatic weights

texts:
Im super new to blender so.. I have no idea what I'm doing wrong. I added some bones and IK and every time I add automatic weights his body gets all twisted and deformed and distorted. I tried a bunch of things and googled a whole lot but I still can't figure it out... I'd really appreciate some help so I can rig a character properly in the future. Thanks!!!! :)
Here is the file:
http://www.filedropper.com/characterforz


texts: UVs resetting to same random pattern when I close the file

texts:
When I edit my UVs (I'm attempting to map for textures), save, close the program and then re-open the file, all of my Uvs have reset back to the same strange pattern every time and does not keep whatever changes I make, essentially stopping me from mapping the model and I do not understand why.

I have tried resetting the Uv map, and I have tried deleting the Uv map and I have tried appending the model over into a new file and nothing works. It is like the model has somehow saved this specific Uv map?

I have two models (both characters edited from the same base model I made on separate occasions) this has happened to and I do not know why.

EXTRA INFO - It seems that exporting the object without Uv's fixes this problem on this model, but does not explain why this was happening. This therefore does not tell me how to fix this on my other model which is having the same problem. I would do the same thing but I have already rigged and textured the model and would very much like to fix the problem itself without deleting the existing UV map and therefore losing several hours of work. Or if the problem were to happen again further down the line (as it did on the other model)  I would not want to have to delete the entire UV map to start fresh each time the problem occurs.


texts: how to build mutiple targets in a loop in animation nodes?

texts: so i have made this nice animation within a loop. But if i put the curve object output in the loop, the target is the same. I want to create these columns in one loop and create a target for each column. is this possible with animation nodes?


texts: Scaling 3D face model based on known distance between eyes

texts:
I am trying to scale my 3D face model I build with KeenTools.
I was told that if I know the real measurement between, for example, the eyes of the model, I can scale the entire 3D face model based on that measurement.
Does anyone know the specific menu I have to go to, to select the measurement between the eyes, but then change it, so everything is scaled?


texts:
Although I have checked thumbnails in preferences:

I do not get thumbnails in Blender's file menu:

So, I still always have to manually select thumbnails when opening/appending files. (How) Can I change this?

Edit:
I'd like to see thumbnails for .blend files each time I use Ctrl+O without having to select them manually over and over again:


texts:
I have a 3D stack of tiles that is actually 1 tile with an array modifier creating the instances offset to form a pile.

Is there a way to make each instance have it's own random variance in the X and Y axis and in Z rotation so that it is a realistically more chaotic imperfect stack, without me having to "apply" the modifier and manually nudge each tile around?
This would be great so that I could adjust the "Count" and each new tile would automatically be randomly slightly different placement than the one below it.

Here is the desired look:


texts:
I'm in a making of a video game and I have an alpha texture on a plane. The plane is subdivided once (without smoothing). However, when I deform the plane symmetrically, the texture doesn't deform symmetrically even though the plane is symmetrically deformed. By any means of logic this appears very strange to me since the UVs are symmetrical with the image as well -

Flat -

Deforemed -

And as I move the bottom left and top right vertices on the Z axis, the texture remains still as if the plane is not deformed

What seems to be casing this and how can I fix it?


texts: array and curve modifiers (bezier) - distorted texture

texts: I have created a simple road using bezier curve, array and curve modifiers. As you can see on the picture some faces looks weird - a texutre is distorted. Why ? Did I do something wrong ? How to  fix that ?


texts: When in render mode, my objects don't show up

texts: When I enter rendering mode, there is just a gray screen as the final render, with none of my objects showing. I tried to look up videos on YT but all of them were either old or older versions of blender. The UI is different from then so it's very confusing to me as to how I'm going to make my objects show in the rendering mode.


texts: My OBJ file for a model on the game robux has color but when I import it into the blender it comes out gray? Can anyone assist me


texts:
My question is about shape keys and how we can use them properly.
the shape key doesn't work well, I can't figure it out what the problem is and how to solve it?

is you can see in the picture I cant rotate it 90 degrees without the deformation problem, can I rotate it 90 degrees without any problem? thanks in advance.


texts:
Where would the Rock Generator be in the official 2.81 release?

It used to be in the Testing category in v2.81 alpha/beta (blender-2.81-c25a910e4ec0-windows64 anyway)

There's nothing in the testing category now.

So where have all those items gone? it's not all moved, just gone.

The only difference is this is the installation rather than standalone zip archive.


texts: What are the Change Brush Size shortcuts in Sculpt mode using Maya Navigation?

texts:
I'm definitely struggling for this, I use Maya Navigation, and F and Shift+F keys are already bound.

Now in sculpt mode I can't find how to get those useful shortcuts to change dynamically size and strength of the brush, any idea how I can recover them and bind them to different shortcuts and continue using Maya Layout ?


texts:
I've got this particle system of snowflakes inside the volume of a cube:

But when I render, the cube itself covers up the particles:

How do I tell Blender to only render the particle system, not the physical cube itself? (Cycles)


texts: Play/animate images, spritesheets or video files in 'template_icon_view'

texts:
I want to "play" some animation in this UI space, the  template_icon_view:

I can load all the images I want, for example:

I know that the gif format is not available.
I know the files with video format (.wmv, .mp4, .avi), can not be played, right?
Then I tested with sprite-sheet, but I can't select or split in each "frame":

Then I create operator that allow me change the image, but manually:
actual = wm["my_previews"]
total =wm["my_previews"]
contar=True
while contar:
    wm["my_previews"] = wm["my_previews"] +1
    if wm.my_previews == "":
        contar = False
    else:
        total +=1

wm["my_previews"] = wm["my_previews"]
if avanzar and actual <total:
    wm["my_previews"] = actual +1
elif (avanzar and actual == total):
    wm["my_previews"] = 0
elif avanzar==False and actual>0:
    wm["my_previews"] = actual -1
elif (avanzar==False and actual==0):
    wm["my_previews"] =total

But I can not do this automatically, because I can not update the template_icon_view and all my tries crash blender.
I try with time, thread:
while Play:

    wm["my_previews"] = wm["my_previews"] +1

    if wm.my_previews == "":
        wm["my_previews"] =0
        Play = False

    time.sleep(0.5)

z = threading.Thread(target=self.testplay(C, self.Play))
if self.Play:
    z.start()
else:
    z.stop()

I checked the Update options in different part of code and nothing works
bpy.context.view_layer.update()
dg =bpy.context.evaluated_depsgraph_get()
dg.update()

Any ideas? Maybe I'm in the wrong UI space to achieve my goal?
Actually, I was thinking of loading some blender files with the animations, but also I can't play that in the template_icon_view.


texts:
My game engine ask me to create some specific Uv map.
I need to have the same number of vertex in the mesh and in the Uv map.

Creating seams and unwraping always create double in the Uv map.
To fix this, i have to select my seams, mark the seams, split the edges then unwrap.
This way, i create double in the mesh as well and it's working for my game engine.
But, when i use an object found on the web and i want to keep it's original Uv map, i have to work hard to find the seams and split the edge.

Question is, is there a way to delete the double edge in the Uvmap.
The final result might look bad in blender, but will look perfect in my game.

Thanks


texts:
I modelled mesh using mirror modifier and and skin modifier. After i applied the mirror modifier,than skin, my armature is also mirrored,
meaning everything I do on the left is mirrored on the right.
Is it possible that I remove this property, so that I can pose the mesh as I want?


texts: I have rendered and saved as pngs. I then try to save in the output area as any of the options, but they are always blender file that only open in blender, not avi,mpeg or any other. Using 2.8. Any ideas? Is there a save key or option other than this?


texts: Why is it when I change my animation and delete keyframes it deletes keyframes from a different animation?

texts:
I have 4 animations actions, idle, walk, run, woodcutting.

I swap between the different animations actions to show each of their dope sheets and then I delete the woodcutting keyframes, but in doing so it deletes the idle animations action keyframes. Why is that?

I'm finding it very frustrating learning Blender, any advice would be great. I need to delete the Woodcutting keyframes so I can start over...

How do I delete Actions? I've read the best way to do it is through the NLA editor but there's no right click option when mousing over an action and clicking Delete Strips in the Editor tab doesn't appear to do anything.

I've clicked the + icon 2-too many times, and of course the X icon doesn't delete the active action, it just clears the selection.

Here's a link to the file (and sorry its on Dropbox. Not sure what else to use):

https://www.dropbox.com/s/z9bh0sh81grjmcy/BlenderSaveShare_UsrAnthony.blend?dl=0


texts: How can I add/cut face into an inside face of a cube?

texts:
I'm unable to cut a face into an inside face of a cube as it's not really accessible, can't move the view there. I was trying to zoom in and navigate inside of the cube in order to use a plane to knife project. This did not work as zooming in prevented me to see where I was.

How to do it?


texts: Any idea on why the hair looks like this?

texts: The hair looks fine when in "Texture Paint" mode (though the outlines are still there) but has black edges in every other mode. Version 2.8


texts: Circular(radial,bandish) Lines appearing in render and rendered mode

texts:
So occasionally I keep seeing lines like so, its hard to recreate the problem. I've tried messing with textures layer overrides.

If you look closely there are bands at the center of the view a like a vignette.

The lighting is from the world with AO checked set to Factor 1 and Distance 5. I'm not sure the cause but tampering with visible layers, masking and exclusion seems to send it away.

Just curious if any one has faced this or where its coming from.

Sorry cant share the blend file as its for work.


texts: How to hide custom shapes' object for bones in armature?

texts:
I'm using custom shapes for a character armature. These shapes are objects that are floating around in my 3D space. They aren't really connected to the armature or the character mesh.

However, when I append the character mesh to a project, all these custom shapes follow along, as objects. This clutters up my 3D view, and I have to remove these objects every time I append a character mesh.

Is there any way of hiding these/putting them into the armature layer/not appending them somehow when I'm appending a character?


texts: Separate objects can't be selected individually

texts:
I created an robot arm that has multiple parented objects in it. After that I selected all individual objects (in object mode) and duplicated them with Shift + D. Everything worked normally.
But now after I saved and reopened the file every time I select certain objects from one of the arms the other equivalent objects from the other arms will also be selected. Like in the image where it will select all base pieces even though I only selected one of them. How can I separate these objects again ?
I used Blender 2.90.0 if that is any help.


texts: Trying to bake mesh results in "Circular reference in texture stack"

texts:
I'm trying to bake my object to have a single texture so that I can export it, but I always get a "Circular reference in texture stack" error at the top.

Sometimes it will change to a random image in the UV editor and overwrite parts of my textures, resulting in my object getting warped. I'm using Blender Render.

Is there something I'm missing here? What could be the cause of such an issue?

I've attached my .blend file with all of the textures used to generate it, if that helps any

Thanks!


texts: How to save the render result within Blender

texts: Is it possible to render an image and have blender remember it, so that next time I open the file the render result will not be blank?  I am not talking about saving to an external file.  Specifically I would like to render an image, close blender, and come back later and be able to do some compositing on the render without having to waste a half an hour rendering it again (my GPU drivers are messed up so I have to use the CPU).  Currently the render result is blank when ever I open a file.


texts: 3D Print Toolbox Intersection Check Problems

texts:
The intersection checking function in 3D Print Toolbox seems to give a lot of false positives at the moment.
An easily replicable example (assuming it's a broad problem with the add-on, and not just my setup):

Open up a new scene.
Add a subdivision surface modifier to the default cube.
Set it to 'Simple' mode and the number of subdivisions to 5.
Apply the modifier.
Run the intersection check in 3D Print Toolbox.

This gives me a result of 112 intersections, despite this being a simple flat cube. The intersections seem to be random faces on the sides of the cube.
Interestingly, the following process gives different results:

Open up a new scene.
Add a subdivision surface modifier to the default cube.
Set it to 'Simple' mode and the number of subdivisions to 1.
Apply the modifier.
Repeat steps 2-4 four more times.
Run the intersection check in 3D Print Toolbox.

For me, this gives a result of 0 intersections, despite the second cube being seemingly identical to the first.
As you might imagine, on more complex models the intersection check seems to be largely useless at the moment. It seems to have a lot more trouble with geometric shapes than organic, sculptural geometry, though. Complex flat N-gons that have been triangulated (a common scenario in 3D printing) seem to be particularly problematic, perhaps because this often produces a lot of long, thin triangles?
So if anyone knows whether this is likely to be a problem with some setting, a problem with the add-on in general at the moment (I feel like it used to give better results in earlier versions), or just something obvious that I'm missing, then I would very much appreciate the assistance!
I'm using Blender 2.90.1
Thanks.


texts: black cracks/ fragments across multiple objects in final render

texts:
In my render I have been working on there are multiple objects which have black "cracks" traveling through them, despite not being parented or part of the same mesh.

The normals are not inverted, the texture is procedural, and these "cracks" do not show up in preview render (despite subsurf modifiers having same viewport and render values). Here are some images of  the result:

The chassis has a subsurf modifier, followed by an edge split and a solidify. The tires (an entirely separate mesh being affected by seemingly the same fragmentation) have only a subsurf modifier. Both use smooth shading.

Final Note: These "cracks" only occured after I added keyframes as an attempt to render 4 different angles in a single sitting without having to start the render manually each time. These cracks now occur whether I render a single image without any keyframes on the dope sheet, or as an animation.

Any help in solving this issue would be much appreciated! Let me know if you need any additional information.


texts: What is the script of Glossy BSDF roughness value?

texts:
This is the script I am working on
BsdfGlossy_node = material_gold.node_tree.nodes.new('ShaderNodeBsdfGlossy')
        BsdfGlossy_node.location = (0,-100)
        BsdfGlossy_node.outputs[0].default_value = (0.144, 1, 0.8, 1)
        BsdfGlossy_node.select = False
        BsdfGlossy_node.hide = True

I want to know the roughness value script

Also, how can I script the colour of this node? I tried BsdfGlossy_node.outputs[0].default_value
but it has an error


texts: I made an animation for my gun in my FPS, but I came across a problem while making another animation. If all the keyframes are saved to the object itself, then I can't make another animation because the previous one is in the way. Is there a way to have more than 1 animation on an object?


texts: Modelling a mechanical spring for a bike

texts:
I am currently modelling a bike based on a Norton 961:

I struggle with modelling a proper mechanical spring. It should look like this, I think:

I really don't know how to make it look flowing and natural and having enough "layers".


texts: Knife project on subsurf-object leaves artifacts

texts:
I have a plane with subsurf modifier, And a circle to cut(knife project) with. The hole is cut, but it leaves mesh(artifacts) inside of it.

Creasing (Ctrl E) works on the outer edges only, leaving the artifacts.

Why is this happening?


texts: How can I adjust the mapping so it follows this kind of topology?


texts: How To Resize a Node Using Python script

texts:
I have created a node group 'test_group' using Python and now I want to resize my the node as it has much less width than I want that it to have.

Can anyone tell me how to do that using a Python script?


texts: Does something like a Join Modifier exist?

texts:
Lately I've been experimenting with procedural shapes, based on a very limited mesh. I found myself looking for a way to join two meshes using a modifier. The Boolean modifier doesn't do the trick. It just messes up the mesh in horrible ways.

Some way out (or hack) is to use the Start Cap and End Cap parameters on an Array modifier to join various meshes together. Given their joints are close to identical, this works great. When I set the Count to 1, uncheck both offsets and check Merge, it does what I want:

I can even build the end caps with modifiers (array, mirror, ...). That way, I can create meshes with very little source data, while having super complex end results that are editable and animateable with very little effort.

Now I am wondering if there is a better way to do this. Remember that I want to keep the original meshes editable and separate at all time. Is there a way to join/merge meshes using a modifier, other than my Array modifier hack?

UPDATE:

Using a Boolean modifier does not work because it's not really "aware" of the matching vertices. It just tries to merge two meshes together at whatever cost. Using the exact same meshes, the result is the following:

The Array modifier is much smarter in that respect. It tries to join the meshes at points where vertices are overlapping or in very close proximity to each other (Distance tolerance). It actually merges the vertices (removes doubles) so the end result is more or less the same as merging vertices of two separate meshes in edit mode. And that's what I am looking for.


texts: Is it possible to change the far clip distance more than max value?

texts:
The problem is, that my object disappears, when its far away. That happens because the clipping doesn't allow greater values that 100m unless I change the unit presets and therefore scale the whole object. That would be not so good, because I would have to rescale it than after exporting to get it right in unity. If I could just adjust the clipping distance a bit more that would be cool. Is there maybe a way to move the clipping spectrum from 10um-100m to something like 10cm-1km without changeing the whole scaling.

PS: I wanted to add the tag 'clipping'; can someone create that?


texts:
I realised that the shadow catcher for cycles doesn't actually catch emision or act as a diffuse bouncer from the HDRI, as the matter of facts it only catches shadows as stated at https://devtalk.blender.org/t/lets-finally-fix-the-shadowcatcher/691

Does anyone know any tips, tricks, hacks or code to make an object catch emision and light objects of Blender? I intend to use it for VFX and videos not still images.

Using camera projection was my go to for simple environments and relatively sturdy camera movements. But for actual production shots with really aggressive camera motion and perspective distortions and relatively complex scenes, reprojecting the image was required for most of the frames since the distortion will be noticed as projection only works per frame not as a video(don't know about this for sure, if you guys know a way I can continuously reproject the image onto my 3dset that would help) but as of now that's not remotely an efficient way to do it.


texts: Why is my imported object transparent when rendered?

texts:
I imported a roblox mesh to blender, it looks fine when it's in viewport shading mode:

It looks like this:

But when it's in rendered viewport mode it looks like this:

It's like it's transparent. I want the bowtie, sword and face not transparent.


texts: How to unwrap a model in 3d viewport (not UV unwrap)

texts:
I have a model that looks like this

I want to unwrap it along the seam to be used for further modelling in the viewport. I want to unwrap it and re-wrap onto another cylinder of bigger radius. I think its a simple step but all my searches are leading to UV unwrapping.

Thanks in advance! :)

EDIT:
The above shape is obtained by intersection of two cylinders and then using a boolean modifier as shown below. So I can't use proportional editing on a plane to get that exact shape.

and finally I want to unwrap the shape and rewrap it along the bigger circle as shown below


texts: How to redo an undo that deleted an object?

texts:
I was working on a project that took a long time. I have two meshes, one I put a lot of time in. I joined the two meshes together, and worked a bit on them, but then decided I wanted to disjoin them. Upon hitting Ctrl+Z, one of my meshes dissappeared. I tried redoing using Ctrl+Shft+Z but that didnt work. I tried recovering from autosave, but that failed too. I tried closing it and reopening it, but that didnt work either.

Is my mesh completely gone forever? :(


texts:
I've been using Blender since 2007 and before I've used (in that order) MiniCAD, Strata Studio Pro, Alias Wavefront and Cinema 4D. I love blender and I could never go back to my previous love Cinema 4D because I think Blender is simply better once you get the hang of it.

Now I am starting a 3D project with other people and most of them are using Cinema 4D. We decided to use Blender and I am introducing them to the workflow. A general issue with the interface is viewport navigation. Most of them are used to point and click so I am thinking about writing a plugin for Blender.

Basically what I want to achieve is this:

I have a lot of experience with Ruby and JavaScript programming and I will be able to get into Python really quickly. I only need a few pointers to get me started. So here are a few questions:

how can I add such a hanging tab to the 3d viewport
how can I activate pan/zoom/rotate of the viewport when the mouse button is pressed
is there an existing addon to build on?


texts:
I have been trying for way too long now to have a shape composed of a bunch of cubes struck by another larger rectangle type object. After surveying a ton of tutorials and the entirety of the literature on stack exchange regarding this problem, I am still stuck. Here is the issue.

The ensemble of cubes is free floating (not dynamic) and needs to maintain that property until struck. No matter my settings for the animated and dynamic key frames, I either end up with:

Cubes falling before struck
No collision occurring (they simply overlap, as if they aren't rigid bodies)
A dramatic though entertaining explosion of the cubes

Here are all of the different things I've tried (with no success):

Manipulating the Enable Deactivation and Start Deactivated options (for all possible combinations of the colliding and collided with objects)
Changing from convex hull to mesh
Animating the animated and dynamic key frames (for both and neither) and simply testing them when on and off
Fiddling with the collision margin and margin

I cannot seem to get this to work. I don't know what pictures to post because I've tried so many different solutions (and I don't know which wrong solution will give the most insight to the community). I will use Blend-Exchange to upload the file. Please help it would be much appreciated! This is my first ever created blend file and I want it to work!!

EDIT: Unfortunately, Blend-Exchange is having an issue uploading my blend file ("error uploading") so I am unsure what to do now

EDIT: Perhaps this will work (using PasteAll): http://pasteall.org/blend/index.php?id=51817


texts:
My addon  code calls bpy.ops.wm.quit_blender()
And after that there is simply an exit from Blender. But I want to see the standard Blender quit dialog. Is it possible?


texts:
With blender 2.78 I can't find how to remove friction between a cube (rigid body) and a plane (static).  I tried remove the damping, but that didn't help. I found things about anisotropic friction but not general friction.
I'm a beginner with Blender Game Engine.


texts: Rigify generated rig, hand IK controller has unexpected rotation

texts:
I am having the same exact issue as described here:
Rigify widgets generating in wrong position and won't rotate. I would comment but do not have enough reputation.
A three-fingered character with mis-rotation of the hand IK control. See the attached .blend file. I believe I have setup the metarig with the proper rolls, and changing the roll of the hand or palm bones in the metarig has no affect on the outcome in the generated rig. I believe I have also assigned the correct rig types to the first palm bone as well as each of the fingers. All other controllers/bones seem to generate correctly. I cannot seem to set roll manually in the generated rig either. Is there a workaround?


texts:
I just recently started using Blender, so I am new to this.

Currently I'm working on a model of a mask. For that I created a flat rectangular shaped block, where I'm trying to cut out eye holes using the boolean modifier and a cylinder.

After applying the boolean modifier I fixed the ngons and removed doubles. Now I get the unwanted result of a face overlapping the edges of my mesh:

As you can see the marked area creates an overlapping face.
In the render it will look like a rotated square:

I appreciate all the help.


texts: Rect selection after click selection 2.8.3

texts:
This looks like a very basic Question to me but I can not find an answer so far. Look at this image please:

I clicked on the right cube and it is selected
I rect selected the left cube. Notice the dark selection color and:
there is still that "selection indication" in the outliner around the "triangle" in front of the Cube.001 name and the pivot seems still selected.
Now i click selected the left cube.
Selection indication gone. All fine now.

What does that red selection color mean (without selecting multiple objects)? I often run into problems, when that is active, since only the orange selection color is the right one.
Thanks


texts:
When I look at this model from right side, it looks good:

But when I look from the left side, something seems off..

I started few days ago to learn how to use blender and now I am stuck, if you can help, that would be much appreciated.

All the faces are there, I think this is a bug, sometimes works perfectly from left side and sometimes from right, and even sometimes does not work in both sides.

This is how it looks with backface culling, tried to recalculate the normals but the problem stays there.

EDIT: I activated "Backface culling" while in "Viewport Shading" and this fixed the entire problem.


texts:
Okay, so this thing, is for me very strange. It still might be very obvious, but I started with blender 4 days ago.

So what is happening is that when I am rendering my animation, I have a white wall and ground where the scene grid is.

Here is a screenshot when in render mode:

And here it is in material mode:

I would really like to remove this, and I have tried for hours now with no success. I tried to unlink "world" from the scene but then it got all dark when rendered.

If you have any idea of what could be causing this?

(I am making an animated minecraft intro)

Edit: I was told to do alt + h and then the wall and the ground was visible in material mode as well. Here is a screenshot.

But I can't find a way to delete it...  :/


texts:
If I create a model, and use the alpha channel to cut off half of the model, is there a way to make the inside of the model textured as well?
After that, can I modify the extra face? such as applying a displacement texture on it?
Edit: I basically want it to look like this:


texts: Modeling rockers (Rocker rail's) for a chair

texts: I'm trying to figure out how to make the edges on the rockers (Rocker rail's) round without affecting anything else as shown in the reference photo


texts: how to make the shadows in Cycles stronger from the grid table lamp

texts:
Hope someone could help me. I have modelled table lamp the mesh is totally a grid i need to make render result with strong dropped shadow from the light point inside the mesh, the problem the in the 3d viewport with Eevee engine i can see shadow but render result the shadow is too soft in both Cycles and Eevee.
Thanks in advance!
I add screenshot and render result here also blender file.


texts: Modifier Particles System - no "Apply" button

texts: I'm trying to recreate something from a tutorial and at one point you have to apply a particles system you created to a mesh. the thing is, the apply button doesn't show. the person from the tutorial is using 2.78 and I use 2.79, but I don't think that is the reason. does anyone know what could be the cause of that? beste regards :)


texts: What is the proper way to re-cache a simulation? I got the problem during Cloth and Fluid simulations that the cache is ignoring my new adjustments in the parameters. I'd like to just switch off 'cache mode' so I can freely experiment with some parameters without constantly punch myself to the head why there are no changes noticeable in my simulation.


texts: Trouble using Mix Shader node to make a texture read alpha properly?

texts:
So I'm having trouble, I am novice when it comes to nodes, I want to have a material that already has a transparent texture also read a different set of nodes, I know how to set-up the texture nodes to make blender read the transparency/alpha, and I was also following a tutorial for "holo glitter" effects, the problem is that I dont know how to make both group of nodes match perfectly
The group of nodes I added
And the group of nodes I already had for the normal textures
The problem is that by setting them up that way, the original texture is no longer transparent as it should be, but the holo glitter effect from the second group of nodes is visible
example without the holo glitter node group

How it looks when I tie both group nodes onto a mix shader node

My goal is to have the holo glitter effect on top of the texture but without losing any of the transparency/with the alpha not being affected, is there a way to do that?
Thank you for your time.


texts: Find the largest piece in UV-editor in Blender 2.73

texts:
Is there any way of finding the largest UV-section in the UV-editor without manually comparing each piece next to each other? I want to select the piece that is the largest on either X, Y, or both axes.

Using Blender 2.73


texts:
I want to make a cloud layer like shown in this image (where parts of it are empty patches).

I tried doing this by applying a volume scatter shader to a cube and then controlling the density with a have texture but it outputted as such :

I need this to look realistic, how do I achieve it?
I tried applying the method of a tutorial by BlenderGuru, but could not get it to look patchy.

This is my setup:


texts: How can I change Blender's output image resolution?

texts:
I am currently trying to make a normal map for a texture I made. That texture has a 2048x2048 resolution. When I bake the normal map and save it to my desktop, the resolution of the normal map is only 1024x1024... I want the resolution of the normal map to be the same as the resolution of the texture file.
I have played around with the render settings, specifically changed the render res to 2048x2048 and increased the percent to 100 and 200, and every time I get the same 1024x1024 resolution!
Please Help!


texts:
I am trying to convert my workflow over to Cycles/EEVEE since the Blender Renderer will no longer be available.  A fair bit of my product is drawing lines or paths in the scene (such as below which depicts scattering off surfaces of the cube).  With the Blender Renderer I could create a mesh with no faces (only edges), and attach a Wire shader that was set Shadeless.  This worked perfectly.

Alas, I can't seem to find a way to do this in Cycles/EEVEE.  Everything I have read talks about:

Use the wireframe node.  This only works if you are drawing borders on polygons, which I don't have.
Turn the wires into actual polygons.  Somewhat awkward as needed polygon width is dependent on distance to camera.
Use curves with a Bevel Depth (Really just #2 above).

Is there some way to get this effect in Cycles/EEVEE?  I have been putting off moving to Cycles because of this, and now Blender Renderer is disappearing.


texts: What's the use of tool, 'Sort Elements'?

texts:
Because I'm not good at English, no matter how hard I read Blender manual, I don't understand the precise meaning of the tool, 'sort elements'.

What's that tool?

There's no tutorial about that tool in Youtube, so I didn't know When I should use it.

Please show me a example in which 'sort elements' must be used.


texts: How can i make an interesting tree trunk without having to sculpt it?

texts:
I'm looking for alternatives to the sapling tree or modular tree addons, because I want to have more control over the trunk shape and I want the branches, trunk and roots to be one whole mesh instead of intersecting. Is there a way to achieve such effects without having to manually sculpt it? Because I want to make a lot of similar types of trees with different shapes to populate a forest.
Here is an example image of the type of trunk shape and detail that I'd like to create.


texts: Possible to assemble 2D template in 3D, modify and unfold to original state?

texts:
I am new to blender and would like to know if the following could be achieved. I have a papercraft template in vector format that was designed in a 3D modelling program and unfolded to 2D by someone else, and I would like to make some modifications to the graphics. However to ensure better accuracy it would be convenient to apply the modifications in 3D. Here are the steps I would think to take, but would like some guidance whether this can be achieved, and if so, how I would go about it:
1 - Assemble each piece of the model and piece all the parts together to get the complete model. Somehow curve pieces around to join at either end.
2 - Apply modifications (Importing vector graphics on to the 3D model, and split graphics across parts should they cross)
3 - Unwrap each part to its original state with modifications applied
4 - Export each part in vector format while maintaining the integrity of the graphic (scale, quality etc)
Hopefully I explained well enough what I would like to achieve, any guidance or advice  would be much appreciated.
Thank you :)


texts: Scaling problems (using drivers or hooks)

texts:
I want to do a wooden construction within Blender 2.79. The width of the beams shall be variable (for example using a driver) but identical for all beams.

My problem is that the position of the beams need to change according to the width of the beams.

An example:

The image shows two vertical and two horizontal beams. The x- and y-scale of the beams is controlled via a driver via the x-scale of the selected "Reference" cube.

When increasing the scale of the cube, the beams will intersect as shown in the next screenshot:
Note that the expression for my driver is contained in this screenshot as well.

Again, imagine this is a real wooden construction: the top horizontal beam is too short and too low, the second one is too wide.

I tried to control the Z-position of the horizontal beams with a driver as well, but I needed to include the current Z-position of the beam plus "Scale Factor/2" which is a recursive expression and therefore makes no sense.

I tried to solve this problem with hooks as well, but to no avail.

Any ideas on how to tackle this would be greatly appreciated - if I don't need drivers or hooks: even better!

Thanks in advance
blackno666

The .blend file is here.


texts: Every time I use glass material in Cycles render with diffuse or any other material with the help of mix shader, I always see 'fireflies' (small random illuminated pixels). I have already tried removing caustics after following BlenderGuru.


texts: is there an add-on to switch between gpu and cpu?

texts:
When rendering an animation I'd like an add-on that switches to the gpu when I'm not using the computer; i.e., no mouse or keyboard activity.  After 5 minutes of mouse/keyboard inactivity it would stop rendering the current frame with the cpu and restart using the gpu.  I prefer to do rendering with the cpu when I'm in front of the computer because with gpu rendering the mouse is jerky and slow.

If such an add-on doesn't exist, where could I suggest it?


texts: Rotation mode not saved with Collada Export

texts:
I'm trying to export simple animation file to collada(.dae), But I think rotation mode does not saved as I did.
Referring to  Exporting from Blender even better collada, breaks animations
as you can  see, I changed rotation mode to Quaternion in blender, but collada files' rotation mode is still Euler in second picture.
Am I missing something?
Uploaded .blend and exported .dae file on here:
Quaternion Test
Thanks for any help.


texts:
Coming back to this thread: countdown timer

I want to check the time property and set a new scene when it reaches 0.

What should I put in the Value box of a Property-equal sensor to check for when the timer reaches 0? I tried 0, 00:00, some other formats although I think I can't really put expressions there and none of them worked.

Maybe this textObject.text = '{:%M:%S}'.format(time) is something that I can't play with in the Value box of the Property and I need to go through python, but I wonder if there is a simple logic brick solution.

These are the logic bricks.


texts: How can I break apart a mountain in Blender?

texts:
I need the top of a mountain to be smashed into pieces when somethings falls and smashes into it. I made the mountain itself using the ANT landscape add-on in blender.

I tried to break it apart using the cell fracture add-on but I can't figure it out.

Can someone please let me know how I can use the cell fracture add-on in this situation or if there is a better way to go about this.


texts: How to launch a subprocess correctly from a blender script

texts: I want to launch a command unrelated to Blender (to launch an ffmpeg job) without freezing it during the execution of the cmd (currently using os.system() ) what is the proper way of doing this ?


texts: How to animate translucency of a material per object individually?

texts:
I want to create a video with animated text in Blender 2.8 (beta). I have 3 words (individual text objects) of which the locations are animated with keyframes. They slide in next to each other. As part of that slide animation their opacity should fade from none to full.

I found out how to animate the material (surface: emission) color which unfortunately animates it globally for all objects using it. I need the opacity fading individually for each object. I would like to avoid creating individual materials because there will be a lot of text objects.


texts:
I am new to Blender,
I have created a 3D object model for my project. My .obj file (exported from) Blender is too large, around 41 MB. How can I reduce its size? I have to use it in three.js
Since its size is too large, it is taking too much time to load.


texts:
I've already made plenty of Blender physics simulations in my life but when i try physics in a camera tracked scene, literally nothing happens. Always. All setup is the same as in other scenes but when there's a tracked camera, simulations don't work for me :/
For example, my current problem is :
I simply tracked a camera motion (and in addition also object motion - my hand) and I'm trying to make a cube fall off my hand on the table. But as i mentioned, physics doesn't work. I add a rigid body, passive, active, mesh, animated for hand blablabla but no active objects are falling. I also tried to add a completely new, casual cube, also added rigid body to it and still nothinng happened. I made the object tracking from Jonathan Kron's YT tutorial
His Cube is falling but mine is not :(
Appreciate any help


texts: Mirrored geometry does not receive the same material?

texts:
Node editor is just as below:

I mirror the eye with an empty.
How do I get the same mirrored object?


texts: Preview a voronoi/magic/clouds/other texture?

texts:
Usually, when I am using a Displace modifier on an object and want to use a texture for it, I can get a preview in the texture tab:

However, when I use the texture in the node editor as a mix shader fac input (as I have been doing recently), I cannot preview the texture in the texture tab.

How can I preview the texture in the node editor and change the contrast/brightness as I can with the Displace textures?

Thank you in advance.


texts: How can you create detailed low poly meshes?

texts:
I know this question could be too general and maybe not focused but i would like to have an opinion. I found these images from this link

http://www.zbrushcentral.com/showthread.php?77667-My-work-from-Assassin-s-creed-2-%29

Here an example:

I assume this is done by zbrush but what's getting me astonished is the vertex number... how can you create such a defined mesh with just 4000/6000 tris??? Is it a matter of 3d modelling program, modelling skill or it is just the texture that's doing all the job? Can i realize these meshes with few vertices using blender?


texts: I'm an experienced modeler (mostly Maya) but new to Blender. And I'm having trouble with Booleans. I created an odd shaped object by starting with a plane and adding edge loops and manipulating the verts to get the final shape. I then added a solidify modifier and then I subdivided the object. I've added resolution and kept the model in flat shaded. I then want to cut a hole in the model with a simple cylinder...everything works fine, except the resulting object is hollow. I've tried any number of different approached but the resulting object is always hollow. Very frustrating!


texts: why i cant see tracking markers in 3d viewport

texts:
I have just finished tracking and camera solving my footage. after setting up tracking scene, the markers are visible in the 3d viewport but only in the motion tracking panel.

but when i switch into the default panel, the markers are not there

how would I make the trackers appear in the default viewport? currently I haven't enabled "link empty to track"


texts:
When using mmd files the animation ends up warped. What could be done to fix this error?

Frame 1: model looks right

All other frames: model looks warped


texts: How best to create angular pipes for a set?

texts:
I want to create a set of pipes in a modular manner that can fit together later like this image:

I was wondering how someone would best approach this. I would more importantly like to know how to create 45 degree extrusions without guessing like I normally do with these types of things... thanks :)

Making the straight pipes is easy my main concern is making the angled ones, and later on they are not "just right", and things don't fit together so well later..


texts: How to select the faces that have reversed normals?

texts:
Ctrl+Shift+Alt+M doesn't work.
There is a solution ?

I want select this faces :

Here's my .blend file:


texts: How to move more objects in a coordinated manner with the particle system

texts:
Hello to every blender user.

I'm trying to configure the particle system because I want that it generates a certain number of cars that should follow a curve. I have different types of cars. Here's how I built the cars. Each car has 4 wheels that run continuously. I put the car's origin in the center of the car body and I have parented an empty object to it. Then I also parented the 4 wheels with the empty object.

Finally, to make the wheels spin I created a driver, configured as follows:

type = scripted expression
expr = -var
object = Empty_car_citrus
type = x location
space = world space

I come to the point. I want to configure the particle system so that it can make the car body and the 4 wheels walk together (not disorderly). And I do not know how to do it. On the particle system configuration, I can choose between object and group. I tried to give to it the the car body as an object and the car is moved correctly. Also a single wheel moves correctly. But I do not know how to do if I want to move the car body and the 4 wheels together, at the same time. I also tried to add the wheels and the body inside a group and then I gave the group name to the particle system, but it does not work. The parts of the car move messy. This is because the car is not a single object, but is made up of 6 objects. The car body, the 4 wheels and the empty object. It would be easier if I could join the wheels with the car body, but I can not, because then the wheels do not turn anymore...I have also another problem,the cars cross the floor...


texts: Can't animate keyframed node properties with f-curve - they are disabled

texts:
I need a 'pulsing' light in my scene, so I have animated a material's emmission strength over a few frames and keyframed that with 'I'.

I want that infinitely repeating using f-curve since I need it pulsing throughout any length of animation, but f-curve is disabled in the Dope Sheet (see attached), and I see nothing in the Graph editor.

(In the Dope Sheet I select the keyframes and 'shift-E -> f-curve' but it does nothing)

Anyone seen this before? Thanks


texts: Is there an overall accepted name for no-material renders?

texts:
Whitemat, whitecard (more for architecture), nomat, pure-render.
Is there any name for these that is standard ?

I can't imagine something that is so widely used to have no specific name.


texts: Blender is saving a single object into multiple meshes

texts:
I'm trying to import a blender file into unity. I am saving the file with a single object as .blend and .obj, but whenever I try to import into unity, it shows multiple mesh objects being merged into a single object, and I can only work with one, since each mesh has its own texture. I have tried selecting all and joining objects, but that doesn't seem to work.

What can I do for blender to save a single mesh?

In blender

In unity


texts: idk what happened, i just finished modeling the this and after i exit the edit mode this just happened, i reloaded the file and the same thing keep happening. i need help please thankyou..


texts:
Is the User Persp implemented as an invisible camera ?
When I rotate the User Persp with middle mouse button, does the entire world rotate or just this camera ?


texts: What is the most efficient way and the industry standard to make and add textures to a UVmap?

texts:
I have been asking this myself ever since I learned about UV unwrapping years ago. I learned that you can either paint your models itself in a software and the UV map will automatically be applying those values and colors. You can also paint the UVmap itself in say Photoshop or Blender itself though. I want to know what artists use in the gaming industry and whether or not I missed other methods of painting textures. Thanks in advance =)
(This question is not asking for opinions but facts)


texts: Why my "Match the camera to 1:1 to the render output" (shift + numpad-enter) shortcut doesn't work?

texts:
I'm looking at shortcuts in version 2.79b, specifically:

shiftnumpad-enter
which calls view3d.zoom_camera_1_to_1
and is supposed to "Match the camera to 1:1 to the render output"

When in camera view, and "Lock camera to view" option is on, I can zoom or dolly the camera with shiftMMB or shiftctrlMMB. Pressing shiftnumpad-enter doesn't do anything though (laptop with azerty layout and external numeric keypad).

I read: Is it possible to view the scene in the viewport camera view at 1:1? but the question is dated 2014 and the explanations seem not relevant in current version.
From the comments and answer so far, changing the number of pixels in the render settings should allow for the effect to be seen. But it's not the case:

My questions are (for version 2.79b):

How do we use shiftnumpad-enter?
Why it doesn't work on my configuration?


texts: How to prevent legs from stretching when moving other parts of body?

texts:
I wanted to move this part of the leg as highlighted in the image

As you can see this part of the leg becomes stretched and thinned really weirdly. Does anyone know how to prevent the leg from becoming thinned and stretched really weirdly and to prevent the dimensions from changing?


texts:
I have made the leaf shape and want to bend with the reference image.

I have on the proportional editing on also. But the problem its not bending its moving from the place.

Later i have to extrude and offset.

Any suggestion and help. Thanks


texts: Dyntopo doesn`t do anything even though it's activated

texts: While sculpting a hand dyntopo stopped working after I unionized the last Finger to the hand. It worked for the first four, but after the last it didn't. It shows that it is activated, but it just doesn't add new geometry. I already checked for geometry inside the mesh after the union, but there isn't any. Anyone got an idea, why it is not working?


texts: How to implement keyboard shortcuts in python (Blender 2.8)

texts:
I am new to blender. I am trying to write a script which automate a bunch of repetitive manual steps.

The steps are as follows:
1. Get into edit mode
2. Cycle thru all vertices doing following
a. select 2 vertices
b. cursor to selected to place cursor in the middle
c. CTRL + SHIFT + 3
d. R + (90) to rotate by 90 degrees.

The code I've got so far is as follows:

ctx = {'window' : bpy.context.window, 'area' : bpy.context.window_manager.windows[0].screen.areas[5],'region':None}

bpy.ops.view3d.snap_cursor_to_selected(ctx)

Now I would like to do CTRL + SHIFT + NUMPAD 3

I don't know how to...

Please if anybody can help I'll be grateful

-Cody


texts: Create 3 curves/pipes that intersect holes in multiple objects and are equal distance from each other

texts:
I want to create 3 metallic rods (solid pipes) which start from the solid block on left, pass through the holes on the other two stands and a few more off-camera, and end in a similar solid block. The blocks will have a transparent acrylic/plastic material. Two rods will be towards bottom of holes, and one on top. They have to be in that arrangement because some balls have to pass through them.

I can't figure out how to create such 3 curves that always stay equal distance from each other, which touching the boundaries of those circles at the same time. My best guess is a single bezier curve, which is then converted to a single object/circle, and then it is modified to have 3 pipes on its edge, but have no idea how to go about it.

Please mention steps instead of only techniques and workflow names if possible, as I am a complete beginner in modeling.

Thank you


texts: Normal map baked from multires looks bad (seams and general wrongness)

texts:
I'm trying to bake a normal map to a low-poly model with a multires modifier on it (no sculpting, just 3 subdivisions). It seems to work at first, but the final render has obvious seams in the lighting corresponding to the model's UV seams (for example: along the back of the left ear as shown in the picture, and between the fingers). Plus, the shading just looks like hot garbage in general; not at all smooth like I would expect. Why?

Here's the blend file: https://www.dropbox.com/s/ijba9uxtwuaq3dt/normalMapFailure.blend?dl=0
To reproduce my images, just Bake the normals again, then render the model. The image, texture, and multires should be set up already.

I've gotten the same results in Blender 2.66 and 2.73.

Edit: I get much better results if I make a copy of the object and Bake "selected to active" instead of "from Multires", so I think the major problem is not related to the UVs.


texts: I'm a noob, and i accidentally opened the python console command, and i cannot figure out for the life of me how to return to the sculpting screen.


texts: Can a single F-curve be bound to several properties?

texts:
When animating scale I'm having to juggle 3 F-curves. Which makes little sense for scale, as you would generally keep scale uniform.

So is there a way to animate several properties by one F-curve?


texts:
I am finding it hard to model this curved neck of the guitar since it is carved from a single piece of wood and am unable to keep a nice and clean topology. It would be great if someone could help me regarding this.
Thanks.


texts:
I've tried many things to try and get this to work. (ALT+G, Recalculation outside and inside normals, using a cage, flipping the normals on both meshes, and changing the extrusion size) I still get artifacts.

Blend File

I think it renders on the mesh properly. but based off the actual image, I think something is not right.


texts: Can't change background color + can't use Cycles

texts:
I'm currently working on a little sculpture and when I want to change my background color nothing happens, same when I want to use cycles..

Anyone has an idea?

Thanks!


texts: Scale Faces by Specific Value in XY Axis?

texts: I need to scale some faces but I want to scale by an exact number I can type in. I can see the values in the top left as I scale the object but I can't click or edit the values as I am scaling the faces. I can't find any other tool settings or properties that would allow my to set the value manually.


texts: Where can I find answers to these Retargeting errors?

texts:
With models imported from both MakeHuman and iClone7, and with bvh files from any source, I get the errors listed in the attached png file. I am not a programmer (or that bright, just a hobbyist), so I don't know where to begin in order to resolve this.

Thank You in advance for any insights/suggestions.

Kevin K


texts: How can I select a bone by name using python in blender 2.8

texts:
I'm new to scripting in blender and am trying to select a bone by name using python. Eventually I would like to loop through all the bones of an armature and translate them to a new location in edit mode but for now I am literally just trying to select a bone by name. I have been looking through SE as well as the blender docs but I cannot seem to wrap my head around this. I have found some older answers from 2.7x but these do not seem to work in 2.8. I have also found plenty of answers on how to select objects by name..but not bones and my brain is unable to extrapolate.

Lets say I have an armature with one bone in it: "jBone"...how do I select this and make it active using python in blender 2.8?

----here is some of what I've tried, none of it works:

misc attempt 1:

bpy.ops.armature.select_set(name="jBone")

misc attempt 2:

ob = bpy.data.objects["jBone"]
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = ob
ob.select_set(True)


texts: By accident I added left mouse click as a shortcut for toggling fullscreen for the active window. That won't allow me to get back into user preferences to rechange it. Is there any other way to change keyboard shortcuts?


texts: How to achieve uniform thickness with no breaks when extruding faces?

texts:
Why is it that when I extrude individual faces, I am getting border with a discontinued profile at the corners (see picture)?

Is there any way to make the border continuous with uniform thickness around a given object "P".


texts: Can be used an external exe file(also made by me) into an addon?

texts:
I have a quick question for you today.
If I want to make a plugin/addon and put it on sale that addon can have an external .exe program? And my actual addon to be just an interface in Blender which will let users interact with the core program(exe file)?

UPDATE:
If it's possible for a license point of view if I want to post that addon on sites like blendermarket.com for example
Thanks


texts: How do I make my game music keep playing between scenes?

texts: I'm making a game where each level has its own scene. When a level is completed it switches to the next scene and restarts the music that's playing. How do I make it so that the music plays continuously between scenes?


texts: Displacement map to approximate details in dynamic topology sculpt

texts:
I've started using a tool called retopoflow by cgcookie to create low-poly mesh that snaps to the surface of the high-poly sculpt. In one of the tutorial videos, they mention that they aren't going for tons of detail because "[you'd use a displacement modifier for that]". So, if you have a high-poly sculpt and a low-poly re-topology, how would you go about generating such a displacement map?

Edit

Here's a screen shot. As you can see, the re-topo mesh is much less detailed than the sculpt. The narrator says that he would bring in a displacement map for the details left out in the re-topology.


texts: Automate an animation of a moving person from 3D locations

texts: Is it possible to write a python script that uses 3D positions of body landmarks and connects respective points to animate a human frame moving? I have the points although I don't have experience in Blender. I have the points plotted for the first frame but I don't know how feasible this is. Any help would be much appreciated!


texts: Problem with normal map display in glsl texture paint mode

texts: Looking through past posts I see this problem has been addressed often. I have tried many of the offered solutions unsuccessfully. I have a hi poly sculpt that I have normal mapped to a lower poly object. I would like to see the effect of that normal map while painting in a diffuse color slot in texture paint mode. The map looks fine while in the render viewport setting but does not show up in any other viewport setting. Painting while in a render viewport is too slow and not a viable option. To check my basic settings I made a simple scene with a plane object normal mapped with a sculpt and was able to see the mapped result fine in texture paint solid or texture viewport. So it seems the process does work but I cannot get it to work on this particular file. Is there a poly count limitation at work here or am I totally missing something obvious? Please see attached images demonstrating this issue.


texts:
I have a planes mesh of which I thought it was connected.
But when I drag the one edge around, I can see that it is not connected.

I tried just everything I could image, but I have not been able to fix it.

Can anybody show me how that could be done?

I have uploaded my blender file here:

http://www.pasteall.org/blend/36943

Thank you very much for the help!


texts:
So I recorded some Footage in front of my school and tracked it. The tracking points themselves seem alright (I think) but I get an average solve error of around Five.

Here are my settings:

The camera used for recording is a Canon Vixia HF M40.

Project file: https://drive.google.com/file/d/0BzgDIjhDOu6EbVk5RlZoUTM4Nmc/view?usp=sharing


texts: i have built an apartment complex out of many planes.  So rather than just making 4 planes for a house like this noob normal does, I used shift d duplicate in object mode.  Now in edit mode all of my duplicated planes don't have any vertices,edges, or faces.  After looking online, tried deleting all doubles which I had none.  so I asking for help on what I did wrong using duplicate.  I was in object mode, hit shift d, hit enter, then moved the duplicated plane to a new location.      i am using 2.79b


texts:
I have a plane that I have been trying to fracture (similar to the way glass can break).  I used the grease pencil and solidify modifier with the default settings.

For some reason, when I use cell fracture it causes the faces of the shards to have convex surfaces rather than flat like the plane had.  How do I get them to look flat?  I tried using the debug boolean option which produced the look I want, but the shards seemed to disappear into thin air when I apply active physics to them.

Here's the pic of my results:

These are my settings:

Any help would be greatly appreciated!

Here is the .blend:


texts: Make a 3D tube curve that is flatter/ovalized along it's tangent

texts:
How can I make a tube that is flattened along it's tangent. For example, if the tube were folded, the two flat sides would be touching?

For example, in this image, where I extruded the curve and added depth, the curve is bending along the edge rather than bending along the flat side. I would like to extrude so the flat side is always aligned with the tangent of the curve at a given point.


texts: How do I make animation nodes drive the vertices of my object?

texts:
I recently got into animation nodes in Blender, and want to know if I can drive the vertices of an object using sound.

I found this example here:https://www.youtube.com/watch?v=PtD5UQE5Xj0

However, I can't find some of the nodes in the latest version of animation nodes.

I'm trying to make a sound file adjust the vertices of a circle with the method shown in the video.


texts: I want to add a wood texture to this art mannequin. I have tried everything, I have Unwrapped the model plugged in a mapping node and messed about with the scale but I'm sure I have overlooked some basic element of applying the texture. All that appears when I render it or go into the rendered/material viewports is a orange/yellow color.


texts:
I've got an animation which contains some force fields and particle systems. I'd like to pause the physics from time to time, allowing an animated camera to get a look at things from various angles.

Is it possible to pause the physics engine while other animations progress normally?


texts:
I have objects in Blender, with a limited amount of faces. Several of the objects have rounded parts (like on the screenshot below). When rendering this - even with smooth shading - the "rounded" parts look blocky. I would like them the be nicely curved. Obviously I could manually model some more faces. Given the large amount of objects, that's a lot of work. So I'd like to find an automated way.

I already tried the smooth modifier as well as subsurf (--> too much deformation). Nothing works.

Would anybody know how this could be achieved with e.g. a bit of Python code or so? I have a lot of Python experience, so integrating some Python source is no issue if that can provide a solution.

Thanks a lot!


texts:
I have a small trouble with the last armature(Situation "b" on the screenshot below). They bend with all chains. I use IK constraint and it does not include the first bone from the left. But not the last. I solve this problem by Copy Rotation bone constraint (Situation "a" on the screenshot below) and rotate the target bone because my ending Empties will be animated in the future (will change position and rotation). So, Limit Rotation constraint and unchecked Inherit Rotation checkbox is not my variant.
But I think that is not the best solution. Maybe this situation has another more ellegant solution?


texts: Does Blender consider each frame to be separate scenes, while rendering animation?

texts:
While rendering an animation in blender is each frame considered a different scene?

I don't have much experience with animations what I do know is that while creating a video several images are rendered (frames) and then combined at about 24FPS.

My question is, are each of these frames considered a to be a different Scene?


texts: Quick Explosion: How to give shrapnels hitboxes

texts:
I don't know how to describe my problem, so I'll post a gif of my problem first:

As you can see, the shrapnels don't seem to have a hitbox. They collide with the plane, but instead of flipping around on the ground like tiny metal plates, they just rotate in place at their center point.

How do I fix this problem? (I created this animation using Quick Explosion)
Thanks in advance!


texts: Blender: Scale a group of vertices using python

texts:
I have a mesh made of 94 groups of 4 vertices:

I need to scale each group of vertices by a decreasing factor (from 100% to 0%).

I tried two different ways to do that, the first is based on the same function called when using the "scale command" via user interface:

bpy.ops.transform.resize(
value=(0.2, 0.2, 0.2),
constraint_axis=(False, False, False),
constraint_orientation='GLOBAL',
mirror=False,
proportional='DISABLED',
proportional_edit_falloff='SMOOTH',
proportional_size=1)

to begin, I tried to scale the first four vertices:

import bpy

obj = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")

verts = obj.data.vertices
obj.data.vertices[0].select=True
obj.data.vertices[1].select=True
obj.data.vertices[2].select=True
obj.data.vertices[3].select=True

bpy.ops.transform.resize(
    value=(0.2, 0.2, 0.2),
    constraint_axis=(False, False, False),
    constraint_orientation='GLOBAL',
    mirror=False,
    proportional='DISABLED',
    proportional_edit_falloff='SMOOTH',
    proportional_size=1)

running the code in object mode with my mesh selected, just switches the enviroment to edit mode and nothing else, however if I manually select four vertices and run this script, it scales the four selected vertices correctly.
so.. why is obj.data.vertices[i].select=True completely useless? and how can I correctly select the vertices in order to get bpy.ops.transform.resize() correctly work on them?

I also tried to use bmesh library as it was recommended in most of the forums and guides I visited.

import bpy
import bmesh
import math
import mathutils

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)
face = bm.faces.active

vertices=[bm.verts[0],bm.verts[1],bm.verts[2],bm.verts[3]]

# Scale
scale = mathutils.Vector((0.2,0.2,0.2))
bmesh.ops.scale(
            bm,
            vec=scale,
            verts=vertices
            )

# Show the updates in the viewport
bmesh.update_edit_mesh(me, True)

this script actually does something: it scales the coordinates of the first four vertices. this means that for each vertex I pass to that function, its position is scaled respect to the origin of the scene ( the point (0,0,0) ).
But I want it to be scaled respect to the center of the four vertices, as it would be if I manually select the vertices and apply the bpy.ops.transform.resize() function.

So, in the first case, how can I tell to "Blender" to select vertices in order to apply the bpy.ops.transform.resize() function?

And in the latter case, how can I make it to scale respect to the center of the four vertices instead of the center of the image?


texts:
I want to convert some models from their native .blend representation to gltf in order to render them in Three.js.
I know that the material system is completely different and that this will lead to problems.
For example, I have tried to export this native blend model (Corvette Stingray) and then render it. However, the results were disapppointing. For comparison, I used this model (Porsche 911), which was designed to work well with web technologies.
These were both cars when opened/imported in Blender and rendered:

Exporting as GLTF and reimporting into Blender led to this:

Then, I used this VSCode extension to quickly preview the models within different WEBGL rendering engines.
The GLTF in BabylonJS:

The GLTF in ThreeJS:

Some notable issues include the the transparency of the lights and wind shields/windows, and the overall lack of color on the Corvette.
Being a beginner in Blender, I thought I could copy-paste the paint-color shader (which is a Principled BSDF node) from the Porsche to the Corvette. Or the transparency shaders for the glass. But none of that really worked. I'm probably missing a different layer completely. Maybe Mesh, or Texture?
I'm actually surprised that the Corvette renders so badly, might this be because it's from the CGMasters Master Car Creation course and uses techniques that are too Blender-specific?


texts: Reloading texture with python not working

texts:
I am trying to build a tool to bake textures from one UV layout to another via scripting but before baking all the textures must be loaded in blender.

I set the filepath to my image:

bpy.data.images["Image"].filepath = "/Users/John/image.jpg"

In texture panel I can see the source is set, but Can't Load Image is displayed

bpy.data.images["Image"].reload()

seems to have no effect. Only after manually clicking the reload button, the texture is refreshed. Any ideas how to reload the texture through Python, also I'm trying to run this headlessly if it matters.

Thanks!


texts: Video editing, encodeing, rendering. Video Always Flickers

texts: Reguardless of how I set the encoder and the frame rate up, the rendered video is always .avi and it always flickers on the edge of the video. It gets blury and then sharp again about every second. The videos I make are recorded with the Openbrodcaster software, and before I render them with Blender they look much better, even if they have the same bitrate.


texts: How to use image as alpha while sculpting?

texts:
How are you?

So, I'm having this trouble while sculpting where the image I'm using does not apply as an alpha, which would change the way my brush works. It's working more like a Stencil or something and leaving the shape of the image on my sculpt.

How can I turn it into a real alpha?

Thanks.


texts:
I'd like to curve my object, but I'm considering two options.

The first one is to make the object up with lots of vertices, like a sphere can be. The second is to apply some kind of modifier curve to a straight mesh, as I've understood there is such a possibility.

Here's an awesome pen drawing of what I'd like to achieve:

and here's my current even more awesome result:

Rather non-awesomely, they don't quite match. So if someone would kindly point me to the correct method to achieving a nice-looking solution with relatively low polygons, I'd be much enlightened


texts:
I'm following this tutorial on how to import stuff from Source to Blender.
https://www.youtube.com/watch?v=XX5mzUeZJDo
But when I try to import a map (bsp) I get this error.

I get this error when importing from SFM and TF2. I don't know what I can do. Everywhere else I go I get ignored so I'm trying my luck here.


texts:
all,

I am trying to create a chain and drape it naturally over a mannequin rather than position each individual link. I have a pendant attached to the chain, and when I bake the scene the pendant breaks from the chain.

Both chain links and pendant are active rigid body types, and I have connected everything as points chained by distance. Everything weighs the same. The chain links stay together but the pendant falls off. Is it the shape of the pendant that's causing this to happen?

Any pointers would be appreciated. I have attached the blender file here: https://drive.google.com/open?id=1zY8HsxUqkCWdc1UAhz5zpmV4YiJ4LTnM


texts: Help with doing face averaging with two Images

texts:
I have to do a little project. The task is to do an average face image with two face images. It is a part of face morphing.
I am little bit struggling with it. I put two images as a plane and then subdived first picture. Then I connected both images into a mesh and warped it.
After that I don't know what to do.
Left side: after tab mode, right side: edit mode.
Maybe you guys have an idea what I can do.


texts: Why is my textured material showing up as a solid color?

texts:
I'm trying to use a simple oak texture on this cube but it just shows up as a solid color.

I tried every option in the image texture (linear, cubic, flat, etc.) none of them worked in fact  I saw no difference between them.


texts: How do I align the view to the nearest global axis?

texts:
Is there a button or a shortcut that will align the view to the nearest global axis?

For example:
You use the shortcut that will the align view so that you're looking down the X axis.
Then you rotate the view slightly (say 10 degrees, for example).
Is there a shortcut that will snap the view back to the X axis because it's the closest one?

If I had manually rotated the view more than 45 degrees away from the X axis and then used the shortcut that I'm seeking, I would like it to snap to the closest of the other two global axes.

In Unity there's a control in the top right-hand corner of the view that lets you quickly align the view to a specific axis. The control rotates with the view, meaning that if you keep clicking on the handle on the right-hand side of the control, the view will keep rotating around the pivot in the same direction.

If I have to install a plugin to enable this, I'm willing to do so.


texts: Rendering an animation the way 3D view looks

texts: Is there some way to render exactly whats in the camera view in the 3D view? By that I mean just like a screenshot really, all paths, lamps, and cameras, just like things look in the camera view. The reason I can't just take a screenshot is that I need an animation and it would be too cumbersome to take 1000+ screenshots!


texts:
I modeled my object just fine, then went into the Texture Paint tab, and, using Vertex Paint, I was able to paint my object looking kind of how I wanted. However, I did something which is now preventing me from adding any new color or changing any existing color. Whenever I try to paint, nothing happens. I have a color selected in the Color Palette, and I am using the Draw brush, with a blending mode of Mix, with a Strength of 1.000.
After playing around, I discovered that I can switch the blending mode to Vivid Light, Linear Light, or Pin Light, and it will draw on my object. However, regardless of what color I have selected, it will only draw black. If I start a new file, and go into Vertex Paint, I can color on the default cube just fine, but, when I reload my saved object, painting stops working again.
Any help would be appreciated. Thanks!


texts: I am animating a character walking down a path for a short project, using the fixed position and animating the offset. However, the animation is ignored. I can still manually move the slider, and the background works, but the offset doesn't change. What can cause this behavior? Similar to Keyframes not animating object, but that doesn't help.


texts: Subdividing has warped my mesh. Is there a way to clean up this mesh after adding other modifiers?

texts:
I am trying to create an unusual ring in Blender 2.77. After using the subdivision surface modifier on my ring, I noticed the change affected the formation of the vertices, which appear to look like slight dents on the shank (inside of ring). I have lost my earlier files due to a fault in my portable hard drive therefore I cannot carry on working from a previous file. I can start from scratch, but I thought it is better to ask of any possible ways to fix my current file. Modifiers have been added before I noticed the mistake. I am sorry if this does not make much sense, I am still new to Blender and could not figure out this issue. Whatever I researched did not come up with relevant answers.

I have found a file which contains an older version of my ring. As you can see the shank edge has many tris. I have tried to make these quads, but that only repeats the problem. I am guessing this is the reason the shank edge has slight dents in the design. What is the best way to clean up this mesh?


texts: Can Blender 2.79 Fluid Physics act on Rigid Body objects?

texts:
I'm trying to have a flow of water rotate a solid-body propeller in Blender 2.79.
But before I went any deeper, I got curious about a comment by a Blender Artist saying this:

  The fluid simulation does not interact with other objects but other objects can interact with the fluid sim. Set an object to be an obstacle in the fluid settings and you'll have to keyframe animate it's movement. It's movement will then interact with the fluid.

This was back in 2013. Is this statement still true today. If fluids can't help, can I use Particle Physics, or do I need to extend the current Physics Engine by code?

Thanks in advance.


texts: Trying to export rigged model to FBX. But it keeps spitting out weird errors

texts:
I'm trying to export a low poly mesh and its rig as an FBX file. But when I hit export it spits out this error:
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\__init__.py", line 634, in execute
    return export_fbx_bin.save(self, context, **keywords)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
    return _elem_data_single(elem, name, value, "add_int32_array")
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
    getattr(sub_elem, func_name)(value)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
    data = array.array(data_types.ARRAY_INT32, data)
  File "E:\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, nan), 43)

location: <unknown location>:-1

I have tried reinstalling Blender


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