texts:
I am new to Blender scripting and I am getting some unexpected behavior when trying to add a curve through a Python script. I am using this code:

import bpy
import math
import pdb
from mathutils import Vector

# print all objects
for obj in bpy.data.objects:
    print(obj.name)
    if("Curve" in obj.name):
        print("found")
        bpy.data.scenes["Scene"].objects.unlink(obj)
        bpy.data.objects.remove(obj)

for cur in bpy.data.curves:
    print(cur.name)
    bpy.data.curves.remove(cur)

# sample data
coords = [(1,0,1), (2,0,0), (3,0,1)]

# create the Curve Datablock
curveData = bpy.data.curves.new('myCurve', type='CURVE')
curveData.dimensions = '3D'
curveData.resolution_u = 2

# map coords to spline
polyline = curveData.splines.new('POLY')
polyline.points.add(len(coords))
for i, coord in enumerate(coords):
    x,y,z = coord
    polyline.points[i].co = (x, y, z, 1)

# create Object
curveOB = bpy.data.objects.new('myCurve', curveData)
curveData.bevel_depth = 0.01

# attach to scene and validate context
scn = bpy.context.scene
scn.objects.link(curveOB)
scn.objects.active = curveOB

And this is the result I get.

I am confused why there are four coordinates. Blender seems to create one additional point at the coordinate origin (0,0,0), connecting it with the last point from my data. Why is this happening and how can I avoid it?


texts:
I'd like to know if there is a way to "pre-calculate" a cloth. I explain:
I'm modeling a character for a game, and I want to export the animation to Unity3D. The problem is that the cloth simulator takes 1 or 2 frames to put clothes well.
And having a big plane in an animation of the game is not cool.
So if someone knows if it is possible or to "cut" the exported anim in unity or to pre-render it before frame 0...
Thank you]1


texts: How to rotate a selection of objects using blender python?

texts:
I want to rotate a collection of objects (such as, say, two cubes) in blender python but without using bpy.ops.transform.rotate operation.
How may I go about doing that?
(Clarification: I am not trying to rotate them individually, but rather rotate both of the cubes around one point, just as the bpy.ops.transform.rotate would).


texts: Is it possible to transfer a vertex group shape from one mesh to another mesh's vertex group?

texts: Is it possible to transfer vertex group shape from one mesh to another mesh's vertex group so that the shape of the specific vertices from the destination mesh match the shape of the source's vertex group. The meshes have the same vertex order. Pretty much after deforming the shape of the vertices of the source vertex group i want to transfer that shape to a designated mesh with the same vertex order.


texts: How do I mirror an object on the -x axis?

texts:
I am using the Mirror modifier to mirror an object.
Normal:

Mirrored:

The model is mirroring the wrong way, however. Is there any way to mirror on the -x axis as opposed to the +x axis?


texts: How to add backdrop images for py nodes?

texts: When creating a custom Node - tree type (not scene/material/texture) is it possible to have a background image defined? This would be similar to how the compositing nodes allow an image backdrop, but instead, for a custom tree type.


texts:
so i try to extrude some edge
but now if i try to extrude some faces or edges
it always scaled to 1
cant doing smooth extrude

this is capture of my error


texts:
I am working on a scientific visualization.

Scene is like there is a sphere and I want to mark down the path that it passes through.

Sphere follows a completely unknown path, so I can't draw it manually.
Glad to get help!!!


texts: Interpolation of animation cycle extremes

texts:
I'm working on a cyclic animation. I applied the F-Curve modifier Make Cyclic for better seeing what I'm doing. In the image you can see the f-curve for an specific bone. My question is, is there a way of interpolate the beginning and end of a cyclic f-curve?

I mean. Blender interpolates automatically the f-curve between 'START' and 'P', and between 'P' and 'END'. In the image, the interpolation in the interval 'i1' between 'START' and 'P' is made taking into account 'START', 'P' and 'END'. Nevertheless, the interpolation does not take into account the virtual 'P' that lies before 'START'.
I myself have tuned dozens of times the START and END points of every cyclic animation I have done because I haven't find any obvious way to do this. But this tuning is made on the fly, manually, by tweaking the handlers for the extreme keys of the animation. Is there a way to force Blender into interpolate the f-curve between P, START, and END treating 'START' and 'END' like if there were the same keyframe?
I have only found this post about the very same topic 4 years ago, but there were no solution and I don't know if any plugin, addon or functionality has been added since then (2012): http://blenderartists.org/forum/showthread.php?257538-Looping-an-animation-smoothly
Thanks in advance.
Edit:
I know one feasible workaround for this issue, as stated in the link above. I could make two copies of P and place them in the exact position the "Make Cyclic" transform calculates. It then would interpolate correctly. But I don't want this. It is a workaround that, applied to all the curves for all the bones for all my cyclic animations, is a real PITA. As also stated in the link above, I tweak here and there almost every keyframe in my animations, but I want to have the basis of a well done interpolation and not to lose hours tweaking start and end keyframes of every looping animation to make them look finely interpolated. I have read that 3DS has this feature. Is not an automagically feature like they say in the link. I just want the interpolation Blender does in every frame in every animation, but taking into account the cyclic nature of it.
Edit 2:
This is the page that describes the function 3DS that I talked about. Just for reference.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-8D3FF404-082E-44D5-99B1-68F960A45D0D-htm.html


texts: Blender UI not displaying correctly, has anyone seen this before?

texts:
I'm fairly new to Blender, I didn't use it for a short while and when I went back to it, it didn't seem to look right. The top menu is completely covered and the curser doesn't click where it says it is. I've put some screenshots below to try and explain.

Below is the entire screen:

]1

When you put the curser over edit on the left hand side it selects the mirror function instead, like the curser is in the wrong place.

Any help with why this is happening would be most appreciated.


texts:
Is there way to suppress (and possibly process) console output when rendering from script?
I have batch script to set up model material etc. via CLI and I want to show overall progress of the job (for example "Image1.png done", "Image2.png done" etc...).

I want to get rid of these lines:

Fra:5 Mem:115.16M (0.00M, Peak 213.60M) | Time:17:15.52 | Remaining:07:30.02 | Mem:26.82M, Peak:26.82M | Scene, Render-Alpha | Path Tracing Tile 45/64, Sample 1079/2000

to make output more readable.
Is there any way to do it?

It would be nice to display rendering progress without flooding console (for example as "50% done", but this would be just finishing touch :D) - I would be glad to just remove console output completely.

I tried redirecting output via:

sys.stdout = io.StringIO()

and some other examples using contextlib.contextmanager but neither did work (console was still flooded with progress messages)

I would like to do it directly in python - I am on Windows so using grep awk or other tools is complicated. Plus it would be nice to control script output from one place.


texts: Can installed scripts cause conflicts with each other?

texts:
I'm currently adding functionality to a Python script for working with custom normals, and I will share the updated script for other Blender users when I'm done.

I'm aware that there are several other Python scripts available with some similar functionality, and I was wondering if it is possible for two scripts to conflict with each other in any way. For example, if my script contains an operator called 'mesh.face_weighted_normals' and another script also contains an operator with the same name, will this cause errors for users with both scripts enabled?

Are there any other kinds of conflicts, and are there guidelines for naming publicly exposed parts of custom scripts to avoid causing problems for users? Should I prefix the operator and/or class names in my script with something to help avoid conflicts?


texts: writing a batch code to enable video card to support blender

texts:
I have desktop Intel core i7 920 quad core
windows vista
ATI Radeon HD 4870
1 GB discrete memory
9 GB DDRS

I need a batch code file to enable my video card to support my blender. please help. I have tried this code which I found it in youtube but it worked on PC with AMD Radeon video card.
                         @ECHO OFf
cd "c:\program files\blender foundation\blender"
set CYCLES_OPENCL_TEST=ALL
start  blender.exe

exit

this is won't work with my video card type. any line I need to add in a batch please let me know. thank you


texts: Blender or CAD software for making a robot/character with swappable parts

texts:
I would like to create a robot that is assembled from smaller, individual, and swappable parts. For example, the normal hands can be swapped with wolverine-like claws at the joint providing the same wrist rotation and mobility.

I understand that Blender is not as precise as actual CAD - Is blender actually useable for engineering?. However, I don't need extremely precision when different parts join. For example, in this SFV video - https://www.youtube.com/watch?v=grX4qILHIlU, Akuma has different hair styles and clothings, is Blender an appropriate tool for making characters with swappable parts?


texts: Animating my character's leg brings part of the other foot with it

texts:
Once again, I'm running into problems following basic tutorials.  I tried to animate my model that I rigged with rigify, and when I move one foot, part of the other foot comes with it in some strange ways.

What's the best way to fix this?  My Blender project can be found here.


texts:
i want to create map editor inside blender game engine, i know python,

I created game assets and i want to put them on terrain i created before, but the question is how...

How to make object add on the surface of terrain not in air


texts: Drawing mathematical functions using the Blender API - drawing a line

texts:
I want to represent the line y = 4x + 2. I suppose it has something to do with a function in python that gives pairs of values x-y and another that matches the points. I know how to do lines using the bge module, but I would like to do it in another way.
Preferably I would like it to be a common way to represent other mathematical functions in 2D and 3D, and to be derivable and continuous. I would like to do this without using any addons.


texts:
Im making a script for replace all my logic bricks used for moving, runing and jumping.

I using "Character" Physics type for my player, and i using "Character motion" motion type:

Here is my script, i encounter some problems for making the motion correctly:

import bge
from bge import logic, events

def mouvements():

cont = bge.logic.getCurrentController()
own = cont.owner

keyboard = cont.sensors["Keyboard"]

VitesseMarche = 0.2 #Walking speed
VitesseCourrir = 0.5 #Runing speed

for key,status in keyboard.events:

    if status == logic.KX_INPUT_ACTIVE:

        # Avancer
        if key == events.UPARROWKEY:
            #Go forward
            print("Avancer")

        # Reculer
        if key == events.DOWNARROWKEY:
            #Go backward
            print("Reculer")

        # Gauche
        if key == events.LEFTARROWKEY:
            #Go left
            print("Gauche")

        # Droite
        if key == events.RIGHTARROWKEY:
            #Go right
            print("Droite")

    if status == logic.KX_INPUT_JUST_ACTIVATED:

        # Sauter
        if key == events.RIGHTCTRLKEY:
            #Jump
            print("Sauter")

mouvements()

The script need also Run and Diagonals functions (and mid-air moving if possible).

I have already tested some things, but there is always a problem.

-Or the movement still continue after the key no longer pressed.

-Or the moving are not local.

-Or the diagonals not working...

I have tried this:

own.orientation*Vector((0, 0.2, 0))

Found at: How to use KX_CharacterWrapper.walkDirection. But i may be bad.

This script must be the lighter as possible.

I have a last thing, it is possible to make the inputs (UPARROW, DOWNARROW, LEFTARROW...) changeable, easyly, and in-game?

Thank you and have a nice day (I will include the name of the guy who help me in the credits of the script)!


texts:
The 3D cursor follows me everywhere and does not let me select any other tool.

In my scenario, when I use the edit mode, the 3d cursor doesn't let me select the vertices,edges or faces.

I am beginner and help is appreciated!
Thank you!


texts: How Can You Turn a Low Poly Game Model Into a High Poly Model for a Cinematic?

texts: I have extracted a couple models from Overwatch, and they are very low poly. My goal is to make the models look cinematic worthy I read in this as to how Blizzard made them look good for cinematics. So what I have to do is change the mesh to include more detail. Here is a high poly version of Soldier 76: How can I turn the low poly version of the mesh into a detailed high poly version for a cinematic. I know about the subdivision surface modifier, but that's not what I am going for. Here is the Blend file for Soldier 76 , the faces are triangulated, but quadralating them works if I have to add a Subdivision Surface modifier. Any help would be very much appreciated.


texts: Is there a way to record absolute position?

texts:
When using a Child-Of constraint, I sometimes want to toggle it off in an animation, but still make a new animation based off of where an object was when the constraint was active.

When I do this however, the object reverts to the position it was before it ever had the constraint, and copying the pose while the constraint is active and then pasting it doesn't change anything. So, how else do I record where an object is during a constraint and then make the object move from that same position after the constraint is off??


texts:
Blender was working fine a few days ago, but suddenly starting Blender up yields a screen like this.

For some reason, the glitch doesn't occur when Blender is left free-floating: if I set it to fill the screen or either half of the screen, the glitch happens again. I can't get into system preferences or anything, either, because any pop-up from Blender has the same problem but irreversibly.

I don't know what changed. The only marginal thing I could think of is I installed a new library to my Anaconda IDE for Python, but I have the zipped Blender: they each have their own bundled version of Python.

I have a Windows 10 64-bit O.S., if that helps. But again, I don't know why this glitch is happening now when Blender was fine just a couple days ago. I have tried uninstalling and reinstalling Blender, but it doesn't help...

Edit: I have tried downloading a fresh copy from Blender's website; I've tried ZIP bundle AND msi executable downloads; I've tried multiple versions of Blender; and I have tried x32 vs x64 variants of each version. The glitch has persisted throughout.


texts: HDRI doesn't show up in the final render

texts:
I've got a problem again. :)
My HDRI does show up in the viewport, no matter if it's in renderview oder solid, etc.

Unfortunaly, it won't show up in my final render. Since it's the main light, it's just dark.


texts: Blender Editing Mode is Too Slow Even With a Simple Model

texts:
Here is the video about the problem:
https://www.youtube.com/watch?v=u4YFtXEG6Bs

Basically if I make a cut with CTRL + R, the edge moves like 2 fps. And other edges moves like 5 fps.
I tried to work just with CPU or with my RX 570, results is same.

Do you guys any idea? Sorry for my bad English.


texts: Can not bake my fluid simulation to keyframes, blender 2.83

texts:
I am new to blender and trying to bake the fluid simulation I made. However the option "bake to keyframes" is not allowed even when I selected all the objects. Can anyone help to figure out what's wrong with it?
Thanks


texts: Is it possible to sync Blender & Photoshop for image texturing where you could have both open and view the texture on the model in Blender as you are painting in Photoshop?


texts: Connect two cubes without creating overlapping edges/faces

texts:
I were trying to make an extremely simple table model like this:

I made this without problem:

But then I got stuck having a hard time figuring out how to continue.

My first idea was to duplicate the top face, move it down and create side faces:

Then the new vertices were not on the side and the edges were overlapping, which wasn't what I wanted:

Perhaps I could've cut the side first?

But I don't know how to cut along the top edge, nor how to make the exact same cut on the other side.

What's the better way to achieve this?


texts:
I have been looking around on the internet for a long while now, and I haven't gotten any info about this problem.

I have a NVIDIA GeForce GT 710 in my computer, but when I try to use it for cycles rendering, it doesn't show up in the CUDA tab at system, user preferences.

I am using Blender 2.8, if that may contribute. It just says "No compatible GPUs found for path tracing Cycles will render on the CPU"

Any help would be greatly appreciated. Thanks to those in advance.


texts: How to get 2d pixel coordinates of multiple objects bounding boxes from rendered image with python in blender 2.8?

texts:
I know there're many questions similar to mine, but they are a bit too old and not working with newest version of blender.

I found this two, but have no idea how to use them:

bge.types.KX_Camera.getScreenPosition

freestyle.utils.bounding_box(stroke)

And I guess it does what I need, but I can't figure out how to use it. I'm bad with python, and scripting.

I have a scene with a terrain and plants on it. I need to get 2d pixel coordinates of every plant. From top corner to bottom corner, to make a rectangle shape box of every leaf (similar to this, I guess, but maybe I'm wrong).

I have a terrain with plants:

And I want to get coordinates of every leaf object in json format, to make my software automatically detect position of a leaf object on the picture, when I load a picture and json data into it.
So it would look similar to this, once finished:

Any ideas on how to make it work? At least I would like to know how to get 2d pixel coordinates of multiple objects from rendered image with python? Or is it possible to get 2d coordinates(from top corner to bottom corner) of bounding boxes of every object?

Here's what I've figured out so far, using a default cube with default position and scale:

import bpy
from bpy_extras.object_utils import world_to_camera_view

scene = bpy.context.scene

# needed to rescale 2d coordinates
render = scene.render
res_x = render.resolution_x
res_y = render.resolution_y

obj = bpy.data.objects['Cube']
cam = bpy.data.objects['Camera']

# use generator expressions () or list comprehensions []
verts = (vert.co for vert in obj.data.vertices)
coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts]

# 2d data printout:
rnd = lambda i: round(i)

print('x,y')
for x, y, distance_to_lens in coords_2d:
    print("{},{}".format(rnd(res_x*x), rnd(res_y*y)))

Console output:

x,y
1308,772
1281,345
946,631
947,166
967,890
967,498
611,779
637,354

Now what's left is to find object's bounding box minimum & maximum x,y  2d coordinates and how to get them?

      # bbox vertices 3d xyz location
        obj = bpy.data.objects['Sphere']
        obj.bound_box

        [v[:] for v in obj.bound_box]

    output:

    [(-0.9999998211860657, -1.0000003576278687, -1.0),
     (-0.9999998211860657, -1.0000003576278687, 1.0),
(-0.9999998211860657, 1.0, 1.0),
(-0.9999998211860657, 1.0, -1.0),
(1.000000238418579, -1.0000003576278687, -1.0),
(1.000000238418579, -1.0000003576278687, 1.0),
(1.000000238418579, 1.0, 1.0),
(1.000000238418579, 1.0, -1.0)]

How to convert those 3d coords to 2d world_to_camera_view x,y coords?


texts:
With the help of physics motor and slider I want to rotate and slide my model.

With the reference image I want to rotate my gear and a red cube I want to slide or move with direction in the image.


texts: How can I properly add a subdivision surface to the side of a model? Eevee Blender 2.82a

texts: I am working on a Star Destroyer model. I am at the point where I want to add textures. I want to add a subdivision surface modifier to the side of the ship only. I went into edit mode, selected the side (it has a mirror modifier), unwrapped it, added a texture and compiled some nodes together. I added the subdivision modifier. Firstly, this modifier is affecting the entire ship and not only the selected side. Secondly, I am not seeing the modifier's effect on the sides. I am including an image of my result and one of what I want to achieve. I tried with the discombobulator instead but it isn't working so I am assuming that my side isn't made up of quads. Any assistance would be greatly appreciated. Thanks


texts: Color each face of a mesh with a colormap gradient depending on external data

texts:
Motivation: Post-process a finite element solver answer file (in my case FEMM).

I'm creating a mesh with Python with the following code (well, my actual code is a bit more complex, but it doesn't matter).

import bpy

mesh = bpy.data.meshes.new("NewMesh")  # add the new mesh
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections.get("Collection")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj

verts = [(0, 0, 0),
         (1,  1,  0),
         (1, -1,  0),
         (-1, -1,  0),
         (-1, 1,  0),
         ]

edges = []

faces = [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1]]

face_values = [-1.5, 10, -5, 3]

mesh.from_pydata(verts, edges, faces)

With Python (I have 10000+ faces to colorize), how can I affect a separate color to each face depending on the corresponding value in face_values (based on a color map)?

I'd like to achieve something like that (except that all faces should have a uniform color).

Here is an example that I faked using texture painting:

with [-1.5, 10, -5, 3] corresponding to [red, blue, green, white].


texts: BGE, logic bricks, setting up a timer (that reverses at some point)

texts:
with the delay actuator I set up a "timer" that adds +1 every 60ticks to a "timer" property.

Now I want it to count backwards after it reaches 4 and, when it becomes 0, again goes up to 4 and so on and so on.

Has anybody an idea how to achieve this with logic bricks? Or is python neede?
Thanks for every suggestions :)


texts: Shortened mp4 renders 3x larger file than the original file

texts: I have a 12mb mp4 that I have imported, deleted sound, made shorter in the VSE, increased speed to make shorter again, and rendered out as mp4 using default settings. The rendered mp4 is 39mb! Why would it increase so much?


texts: Transform cube face in the z up direction to vertice above (need automation method)

texts:
My scene currently has 2 objects in it from imported gis data sets.

The first object contains a series of cubes, think building shapes.
The second object contains a series of vertices that define the z up height. One vertice for each cube and is roughly placed in the center of each cube top face (building elevation)

Question:

What would be the fastest method to snap a cube top face to the above vertice if you had a few hundred cubes? (The snap to vertex is not workable because of the number of verts in the scene)

I have seen a drop to the ground script for objects so I think there may be addon for gis data out there?

Thanks in advance


texts: How to create circular array of curved windows around ellipsoid without scale change?

texts:
I have this ellipsoid:

With a shrinkwrapped rounded plane.

I want this plane to surround this ellipsoid.
But when I put an array modified behind the shrinkwrap modifier, the plane progressively gets smaller:

Whereas I want it to surround it circularly without changing scale.
I tried using this answer: https://blender.stackexchange.com/a/6025/117131
But I just ended up with this mess:


texts: Character Creator 3 to Blender - Reimporting a texture that was accidentally deleted

texts:
I still have an original CC3 export and I want to avoid starting again as much as possible because I've already done sculpting on the mesh and vertex groups for a dozen hair particles. (wish i was joking)
Is there a video that would help guide me to reimporting the texture i need properly? (std_skin_head) I can bring the texture back in but it's not aligned to the mesh anymore. Before you ask - yes the texture was working fine after i sculpted the mesh.
https://www.youtube.com/watch?v=1fsM5IuFQbI Videos like this that describe material setup are not relevant, they do not cover the application of a base texture.
If you don't know about character creator 3 but you want to help, I'll briefly explain what it does. It's a third party program that you can quickly create a character model in - when it exports it creates armature and textures and maps out all the textures along with the mesh. So /somewhere/ there is something already made that can guide this texture onto my mesh but I don't know where it is or how to apply it.


texts: Array with more than one empty is it possible?

texts:
I want to scale an array in the middle and at each extremity and I was thinking about having 3 empty located along the array but the array don't seem to be able to have more than one empty to control the scale like I want.

I already tried using the curve radius but this distort my object.

The reason I want to use array is because the object doesn't get distorted and it is keeping the same distance between them.

Here an image to explain what I need to do :


texts:
I'm having a problem with Blender 2.91.2
Whenever I try to open it, it just goes to the console and closes immediately.
Initially when this happened, it came up with a message about my userprefs file (I didn't quite catch the message exactly) so I searched this up online and it said I should delete my userprefs file, I did, and now when I open Blender, the console flashes briefly with no message at all now and doesn't open.
I've tried reinstalling Blender several times, I tried deleting certain files and using test builds of Blender, but none of these have worked.
I'd appreciate it if someone could help me out, thanks.


texts: How can I switch layers during animation?

texts:
I have 3 layers with 3 objects and 3 cameras.

Layer 1: cube + camera1

Layer 2: uv sphere + camera2

Layer 3: torus + camera3

camera1 is active from 1 to 79 frame.

camera2 is active from 80 to 159 frame.

camera3 is active from 160 to 240 frame.

How can I render only

cube in frames 1-79 ;

only uv sphere in frames 80-159 ;

only torus in frames 160-240

????


texts:
I created a person's head using sculpt, but when I go to Edit or Object mode, it just shows as a cube. I'm not able to apply modifier because when I try, Blender shows an error:

  Constructive modifier cannot be applied to multi-res data in sculpt mode

Yet when I do it in Object mode, it remains a cube.

What to do?


texts: How do I delete actions from the Browse Actions list?

texts:
I can't seem to be able to delete any animations from my list of actions.
How do I delete just the ones I want gone and keep the others?


texts: Blender only renders one frame instead of the frames I selected

texts:
I have made a smoke simulation (cache 17 GB) 300 frames (300 sampling with denoising on).

(I turned it down and off for troubleshooting).

I had no problem rendering it, but after I looked into the image stripe it shows that I had 13 (266-278) frames blank, so I tried to re-render those frames, but it is only rendering one frame and saving it {blender save file}.

How can fix this problem? I could not render with the sequencer on.


texts: Weird vibration of car wheels when rendered - rigacar addon

texts:
I am making a low poly car animation for a school project. Since I haven't rigged a car before and dont have much time I used an addon called Rigacar for the car rig (link to addon page: http://digicreatures.net/articles/rigacar.html ). Everything looked OK when I made a simple test animation using a path untill I rendered it. When seeing the rendered result there is a weird wheel bouncing/vibration that I do not know the source of. It happens even if there is no ground sensors used with the wheels. If anyone has a solution or a suggestion that would be greatly appreciated.
Here is a WeTransfer link that includes the blender file and the render result video: https://we.tl/t-yYDxPj7cGl


texts: How to Make Metal Mesh using PBR texture....?

texts: I dowloaded this texture form CC0 textures. I am trying to appy it for long time using node editor but i dont know where i am lacking. Please help me out.


texts: Modelling for Unity, should I remove intersecting parts?

texts:
I think, especially when modelling for game engines, using "components" makes production faster and allow reuse of previous models. But this comes with a price: If the designer models (for example) walls and roof seperately, when they try to put them together, inevitably they will intersect with each other (or leave gaps, which leads to same thing).

When the intersecting part is visible, of course it needs to be edited, so it fits in one another.

My question is when the intersecting parts are not visible, does it cause any problems either with unity or with blender to leave them as-is, or should I join them together and remove intersecting parts?


texts: Is it possible to bake a single frame of a smoke simulation?

texts:
I have a Photograph where I want to edit in some rendered storm clouds and therefore downloaded Blender and started to have a look into it. I'm following this tutorial to build a cloud with Cycles.

My computer isn't really fast with graphics and if I try to bake with 300 divisions and 5 high res divisions, Blender crashes.
I was able to figure out that a bake at 250 devisions and 5 high res devisions works, however it will take about a day. I only need a still render.

To reduce the baking time, I set the scene duration to a total of 15 frames, adjusted the baking frame span from 1 to 15, and I put in a temperature difference in the smoke domain settings at 0.2 because I want the smoke rise a bit to give it some texture. The still I want to render is at about frame 7.

I tried to set in the frame settings for baking 6 to 8 however then frame 7 looks like the smoke was just emitted at this frame only and not the first one.

Is it possible to bake a single frame?


texts: In Mantaflow smoke simulations, the borders of the simulation act as boundaries whether "border collisions" are on or off.   Is this the expected behavior?  It seems like it should be considered a bug.


texts:
I am having trouble with making the hair particles, when rendered it does not seem to render all the hair that is visible in viewport:

When rendered image:

Would converting it to mesh help?


texts: How to create a torus with divided cuts that correspond to the direction of the torus

texts:
I have a question about the mesh and geometry of a torus and how to achieve a certain physical effect.

This is what I am talking about. I need to have a divided cut that is perpendicular to the direction of the faces of the torus.

Here is a picture of what I want to acheive:

Notice how the torus-es/curves each have dividing segments that lie inbetween the faces of the torus?
I'd like to achieve this effect, but I am not sure how to. Any help would be appreciated.


texts: Is there a easy way to make sure a group of horizontal panels are the same height?

texts: I'm new to blender and currently in the steps of setting up my work stations. I have a groups of animation related panels going horizontally on another monitor. How do I make sure all panels are the same height? I tried to manually setting these and they just look off. See picture below.


texts: What are the advantages of turning on "cache BVH"?

texts:
What are the advantages of turning on cache BVH for a cycles render?

Not sure how to elaborate. I'm not necessarily looking for a technical description, just a better idea for when to use it, and when it's not worth the disk space.


texts: Is there a way to designate a vertex group *without* weight painting?

texts:
I have a grass particle-system that I am working on. I would like to establish the areas on my mesh where those particles should exist. Now, I know that I can use Weight Paint mode to draw out my desired area and set the Density to that group.
But is there a way that I can just choose the faces (not paint it out) and set that to become my Density? I just want to avoid the incredibly imprecise painting step that is required for that when all I want is "these four faces".
I hope that's clear; thanks in advance for your help.


texts: Blender 2.81a: No Smoke or Fire With Quick / Solid Render

texts:
I think this is a bug. Can anyone help with a workaround or confirm that it does not work at the moment?

In the default scene, if I select the cube, then add via menu "Object | Quick Effects | Quick Smoke", I can see the effect in the view port. With "Cycles" or "Eevee". They both work.

But when I try to render it with "Cycles", I got only a solid cube.

If I try to render it with "Eevee", I got only a smokey, blurred cube.


texts: Bones, weight painting and very weird deformations

texts:
I'd just like to be able to assign an object to a bone and have it be 100% controlled by that bone.  Surely this is possible without the weight painting business. Its so easy to miss a vertex or two somewhere, and then I end up with these long stretchy deformities when I set a pose.
Thanks.


texts: Mapping texture to repeat itself from a bigger map

texts:
I'm working on a model for Cities: Skyline. It is my very first model for a game, as a mod or as an asset for my own game.

My question is about the texture usage on meshes. As this wiki says, the limit of map sizes is 2048x2048 though it is set for very special structures such as stadiums.

I'm modeling Brazilian National Congress. So far I have this model, not finished and, as you can see, partially textured.

Then I faced a problem with texture size used at the access ramp. I've set a texture and used the UV map to set the correct position of it and size. By this way, I could set a way bigger size making the tiles to repeat themselves as shown in this image:

But I need to use another texture for windows at the taller buildings for example and if I map the the texture as I've done with the ramp, it wont repeat that small portion of texture but the blank space as well, as shown here:

My question is, how can I get a texture to repeat itself selecting just a portion of it from a bigger map? Is what I'm doing right?


texts: How can I make a peach material similar to this picture?

texts: Do you have any idea how to make a peach material like in the picture? So that it is also a bit shiny and that it also becomes darker at the bottom just as in the picture.


texts:
Selecting a group object is long process. We click and object and shift+G and then a pop arise and then we click on group again. After several click group objects selected Or we go to the out-liner and change from all scenes to group then we select the group.

Any other way or hotkey to add for just if click on a object and press a hotkey it should go all the process and select the group objects.


texts: Render view works but final rendering fails with RTX 2070

texts:
So, I upgraded my Gpu from an rx 470 to an rtx 2070, everything works with the rtx 2070 except the final rendering (render view still works). I tried to reinstall Blender and all the drivers (Nvidia and Amd Chipset) and changing settings in Blender (Prefrences and Render engine) after all of that no crashing just the default empty grid.
I have reset all options and restarted the computer several times!
Specs:
Rtx 2070 (CUDA in Blender enabled)
ryzen 3600
16gb ram
Blender versions tried 2.82-2.83.1
Windows 10
Games like Rainbow 6 run fine
Thanks for helping


texts:
I simply want to export an image from blender for a getting an overlooked view. The code is from an example to export three types of image including the normal one. The code is not working and I don't know why.
# Set up rendering of depth map.
import bpy

bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
bpy.context.scene.render.image_settings.color_depth = '32'
bpy.context.scene.render.image_settings.color_mode = 'RGB'

# depth setting
bpy.context.scene.render.image_settings.file_format = "OPEN_EXR"

# normal setting
bpy.context.view_layer.use_pass_normal = True

# Clear default nodes
for n in tree.nodes:
    tree.nodes.remove(n)

# Create input render layer node.
render_layers = tree.nodes.new('CompositorNodeRLayers')

depth_file_output = tree.nodes.new(type="CompositorNodeOutputFile")
depth_file_output.label = 'Depth Output'
links.new(render_layers.outputs['Depth'], depth_file_output.inputs[0])

scale_normal = tree.nodes.new(type="CompositorNodeMixRGB")
scale_normal.blend_type = 'MULTIPLY'
scale_normal.inputs[2].default_value = (0.5, 0.5, 0.5, 1)
links.new(render_layers.outputs['Normal'], scale_normal.inputs[1])
bias_normal = tree.nodes.new(type="CompositorNodeMixRGB")
bias_normal.blend_type = 'ADD'
bias_normal.inputs[2].default_value = (0.5, 0.5, 0.5, 0)
links.new(scale_normal.outputs[0], bias_normal.inputs[1])
normal_file_output = tree.nodes.new(type="CompositorNodeOutputFile")
normal_file_output.label = 'Normal Output'
links.new(bias_normal.outputs[0], normal_file_output.inputs[0])

image_file_output = tree.nodes.new(type="CompositorNodeOutputFile")
image_file_output.label = 'Image'
links.new(render_layers.outputs['Image'], image_file_output.inputs[0])

scene = bpy.context.scene
# resolution
scene.render.resolution_x = 300
scene.render.resolution_y = 200

scene.render.resolution_percentage = 100
cam = scene.objects['Camera']

# fov
cam.data.angle = 10*(3.1415926/180.0)

for output_node in [depth_file_output, normal_file_output, image_file_output]:
    output_node.base_path = ''

# output path
scene.render.filepath = r'C:\Users\Kevin\Desktop\5a3cb4e4270f0e3f14d12f43\\'
depth_file_output.file_slots[0].path = scene.render.filepath + 'depth_'
normal_file_output.file_slots[0].path = scene.render.filepath + 'normal_'
image_file_output.file_slots[0].path = scene.render.filepath + 'image_'

bpy.ops.render.render()


texts: Adding thickness to 3d printed topographic map

texts:
I am trying to 3d print a topographic map. I have followed a tutorial I found here: https://digitalcommons.cedarville.edu/cgi/viewcontent.cgi?referer=https://www.google.com/&httpsredir=1&article=1453&context=alum_books

The blender section is on page 25. I have imported my image as a plane. I have subdivided the surface and added the deform/displacement to add the texture. I am now trying to use the boolean method to intersect this 2d surface with a cube, however when I apply this modifier I do not get the anticipated result. Only the surface remains which is "intersecting" the cube remains, which makes sense.

Did I do the displace wrong, I would think that in order for intersect to work properly the displacement would need to add thickness as well so that when the two objects intersect they are is something to intersect with besides just the surface. Any help would be greatly appreciated!


texts:
I created a Mesh of a 3D letter "P"
However, in order to have the open space in the middle of the Mesh I needed to have more than one face on the very top, which causes the material to look unrealistic. (I circled the deformities)

So I am not sure if this is possible, but I want the mesh to have a clean top. I changed the shading to flat, which did make the top have a clean cut finish, but the siding did not have the look I was going for.
Is this possible?
Here is the blender file: https://www.dropbox.com/s/ye5m8oj9p51lz7w/01.blend?dl=0
Thanks!


texts: I am having issues with the subdivision surface modifier. When I don't add loop cuts it rounds when I do it makes a ridge.

texts: I am making a basic model of a Porsche 944 as my first car model and I am having issues around the fenders. I have made the hood already and am now working on the part of the car just below the hood. I have duplicated all the edges around the perimeter of the hood and made into a new object (fenders). That in theory means that all of my edges along the hood line up but the problem I am having is I work best with the subdivision surface modifier so as a result it is rounding my edges and I am getting a gap between the fenders and hood. I know the trick of using loop cuts to give it a hard edge but that worked on only 3 of the 4 edges. On the fourth edge which is where the mirror modifier becomes present I can add the loop cut and it solves the issue of the gap but I then get a ridge down the middle of my car that I can not work out with shading. I have attached some pictures so you can see the problem.Hopefully some one has a solution to this madness and any advice helps.The first picture is of the gap I have between the fenders and hood,  it can be seen where the cursor is. The second is of the loop cut I add which fixes the gap. I can not post three pictures but the result of the loop cut sis the gap is gone but a ridge appears right on the center line. Note I have mirror modifier on and I am not getting ridges anywhere else.


texts: Move items equally from each other/centre/angles?

texts:
I would like to move three copies, or an array of three copies, of a wall section away from each other equally, at 120 degree angles for a hexagon from the centre. Either way will help, or different items also, for more help. Thanks.

Basically just move 3 items away from each other at the same time. Like scale, but move instead. Can it be done using an array and scaling the array somehow, if the objects are at correct angles.  Will the array follow the normals or is it not possible?

picture-link.


texts: Shape key for muscular/fitness of a model?

texts:
I have been wondering for a while if it would be possible to sort of interpolate between a model's "fitness" while still taking into account it's "weight".

For example, say you have a weight shape key which increases the width of the model, but you also have a fitness shape key which "tones" or makes the muscles more defined on the model. You could then have a model which could be slim and toned, obese, anemic, or strong; and everything in between.

IIRC there are humanoid model creation tools that do this to create a finalized mesh, but are there any that can also export the shape keys with the model?

I would gladly try to do it myself but I don't know where to start. Creating a "weight" shape key is easy, but how and even if it is possible to blend it with the "fitness" shape key is something I do not know.

For some reason I feel like it is much more difficult than I think, to accomplish something like this (especially since a lot of the tools take years to develop). A few immediate challenges I can think of with this (if it is even possible) is:

Modifying the textures may be an essential part to making the model looked "toned", or maybe as an alternative or if it is needed additionally, a "higher than normal" resolution model may be needed.
It may be difficult to create such a large variety of shapes on the same mesh and vertex count (IIRC shape keys only work if vertex count doesn't change).

In case you haven't guessed it already, my main goal with this would be to have a dynamic character range in a game, so exporting the shape keys is the only way I can think of doing this, besides maybe exporting multiple models for the same character.

I.E.

One model which includes the shape key for the "heavy" range, like "obese" to "heavy wieght lifter"
Another model that covers the "light" range, like "weak anemic" to "marathon runner".
You would then have models in between these two, to cover the gaps.

But this method seems way too wasteful, I would ideally just interpolate between the two of them, or have a single mesh with all the shape keys.

If there is other methods please let me know, if it is a difficult task then I may have to forget about this altogether. Thank you all in advanced for the help!


texts:
I am trying to put a subsurface modifyer to my model but it seems that the subsurface is choking on a vertide and I don't know why nor how to solve it. here is some screens

for some reason blender wants to choke on the highlighted vertice. I tried to remove it and redo my model but the result is the same
Any help please ?
Thanks


texts: How to make the color fade in to another one on the same object? (Like Pic below)

texts: The explosion how it is orange on the inside then on the edge it fades to reddish orange


texts: Why are objects rendering black even with texture (both cycles and BI)?

texts: I created several objects, applied its material with a texture. When I render the scene it all render nicely except one. It renders black both in cycles and BI. I have tried everything. I don't know whether I have missed something or not But I'm not getting the result properly. What is the solution to this 'rendering black' problem?


texts: What are these rectangle areas and how do I remove them

texts: I'm still a massive noob at blender and I have somehow gotten these large rectangles that are made of black dotted lines to appear all over my blend. What are they and how do I get rid of them?


texts: Normal map curved edges with black shading

texts:
I have been learning how to bake normal maps in Cycles for a little while. But I have run into a slight problem. I get these black edges/shading on curved edges.

Edit: I added .blend file.

So my question is. How can I fix/prevent this from happening?
Also I am using a cage.

Reagrds,
Koreenium


texts: Im not sure why i can't look inside the cups so any help would appreciated! I tried making the faces double sided and I tried making the normals consistent. I haven't found any help online so i have come to you guys! thanks


texts: I'm trying to export the dimensions of a custom kitchen cabinet parts in cm!

texts:
I came up with this code by studying in StackExchange previous questions and answers,

code:

import bpy

file = open("/home/user/Blender/MyFile_01.csv", 'w')
selectedObjects = bpy.context.selected_objects
file.write('Panel name\t height\t width\t thickness\n')

for obj in selectedObjects:
    dim = obj.dimensions
    file.write(obj.name+'\t'+'{:.3f}\t{:.3f}\t{:.3f}\n'.format(dim.x,dim.y,dim.z))

file.close()
print(obj)

and here's a screenshot of csv opened in excel-alike program using (Tab) as a separator between columns so i can use this file to generate a cutlist in MaxCut software.

my question is:
how can i show numbers in cm instead of meter by fixing my code?

like this picture which i modified in excel


texts: Why can't I scale the UV coordinates of a texture larger than the image?

texts:
I have a seamless carpet texture image that I want to use on a plane in my scene. I watched a bunch of videos and they all show the user scaling the uv coordinates so that they are larger than the image itself. In my situation, I am only able to scale the vertices to the bounds of the image. In other words, I can't scale them bigger than shown in the screenshot below...

What could I possibly be doing wrong?


texts: background image disappears when opening blender

texts:
the background image I loaded into orto Right, top, disappears when opening blender (It is no longer imported / loaded) and oh yes, I already tried with fake user button too, no result. It's so annoying having to add all background images again. Why doesn't the save function work? Doesn't blender remember i added background images? I tried packing them also, doesn't work.
I'm using sensei format. Could that be the problem? Any tips?
Cheers.


texts: Rotate the plane about x,y,z axis in Blender

texts: When press R in Blender, I can rotate the plane about the axis from user view to origin.There is also a option to constraint the axis. When I ticked x axis, I expected that I will be able to rotate the plane about x axis shown by red in view. But it clearly doesn't work in this way, because by ticking or unticking whichever axis nothing special changed when rotated.


texts:
How would one go about adding animation data (keyframes / FCurves) to an empty object using the Python API?
This is to be able to have full control over creation of keyframes and setting interpolation properties without having to use Object.keyframe_insert, finding the just made keyframe (as the function doesn't return the keyframe), and then adjusting interpolation properties.

Background:
Many posts I've seen about adding animation data via the Python API uses the keyframe_insert function of class bpy_struct, as seen here:
# Add keyframe to x axis on frame 1
obj.location.x = 1.23
obj.keyframe_insert(data_path="location", index=0, frame=1)

This Blender StackExchange answer shows how one can access FCurves of an object once they are created.  Though, the post does not show how to create a FCurve from scratch.
To access the FCurve(s) that modifies a data_path on the currently selected object, one can do this (as shown in the post):
import bpy

context = bpy.context
obj = context.object
action = obj.animation_data.action

# All location fcurves on the object
fcurves = [fc for fc in action.fcurves if fc.data_path == "location"]

# Iterate over each axis (of location property)
for fc in fcurves:
    # X axis would be axis == 0
    axis = fc.array_index

Before running the keyframe_insert function on an empty object, the animation_data property of the Object is NoneType.  Running keyframe_insert sets this property to an instance of AnimData somehow. animation_data.action therefore is also non-existent, therefore one cannot begin adding FCurves (if even possible).


texts:
I am trying to manipulate a cube into a car; and I was able to make edge loops by pressing  Ctrl+R. However, when I am trying to make a wheel well, I want to make new subdivision loops to do that; yet the old ones are getting in they way.

How do I remove subdivision loops so that I can manipulate my object without old loops effecting the new ones?

Or basically, the opposite of what Ctrl+R does?


texts: Change speed between particles appearing/dissapearing?

texts:
i created a particle system and the movement works great, also along the time (470 frames at 60fps) works great too BUT the only little thing that is still wrong is the time of the particles dissapearing, is still too fast and it looks bad..
Is there any way to change this? (when the particles appear, and dissapear?)
I'm starting to work with particles, so i'm really new on this but also i'm really interested.

Please help!
Thanks in regards.


texts:
What would be the way to model a globe with a wireframe that is formed from face loops and at the same time to have the continents that are not a wireframe shape, however the continents to have outlines of the countries. Just like on the image below  -

Note - Whatever the approach,the end result to be a continuous geometry. By that I mean - I don't want the spherical shape with the wireframe face loops to be a full sphere underneath the continents, but I want them to be in a continuous geometry with the continents. How can I achieve that result?

When unwrapping a sphere on to a black and white earth map, is there a way to turn the white on the mapped polygons into a geometry?
Or if I use the displace modifier, is there a way to remove the non displaced area (the oceans)?
Or maybe when using an alpha map, can the oceans be removed?


texts: When I save my work then quit and rejoin, my materials aren't showing

texts: in the menu its showing that i have the color/material selected but on the object itself there is no color/material, thats the best way i can describe it, i tried online googling but that didnt give me the results that could help me. at first i thought this was it: All my work is gone then i read a bit, and realized that this is not it. and then i though this would help https://developer.blender.org/T58760 and since im new to blender i dont understand. i also tried get rid of materials and then aplying them back, but that dosent help either. im folowing the guru donut tutorial


texts:
I am trying to animate a sphere for a small project I am making that involves the sphere "talking". I know it sounds weird, but I need help on this. My problem is that I am trying to animate the spheres to scale down on the zed axis, but also move downwards to the floor at the exact same time. I could just move the sphere downwards while scaling it, but that is time-consuming. Is there an easy method for scaling the sphere while moving it downwards at the same time? Here are some pictures.
What I want to be able to animate quickly:
Normal resting position


texts: How to invert colors in the image sequence editor

texts: I want to create a multiply style replace effect but the reversed color scheme. easiest way I can think of doing this is to invert the colours of the strip I am working with, but I cant find out how to do so. In this image, I would like the back to be the fill of the text and the text to be black.


texts: I got this grass & I don't know how to make the mask transparent. Basically I just want to see the grass but the cubes are blocking it since it isn't transparent. I also have this tree with the same issue. Just to inform you I am using cycles.


texts: how to use dynamic paint weight for texturing object?

texts:
I have a dynamic paint with surface type set to weight, which I use to displace my object. What I want to do is to apply the texture (in cycles) to my object based on the dynamic paint weight. Just using attribute node with dp_weight going into colorRamp doesn't work.

Any answers highly appreciated.

-laurin


texts: Apply *Relative* Shape Key to another mesh?

texts:
I haven't started yet, but I'm asking now in case it affects my workflow.

I plan to rig a male/female character, and use shape-keys to deal with the problem joints (shoulders/hips).

I understand that to copy a shape-key to another mesh, the topology has to be the same and that can be done. But the shape of the male/female shoulder is different.

Is it possible that the relative transformation of the male's shoulder shape-key could be applied to the female's shoulder? For example, a vertex in the male's shoulder is moved -2(x) via shape-key. Would the female's shoulder also move -2(x) from its unique location, or do shape-keys use absolute co-ordinates?


texts: Emission shader color saturation clipping

texts:
I stumbled on a trick that while working on one project that will help me with another, but I am not sure why it works.

When I set the color of an emission shader to a saturation of 1 the shader appears that color no matter how strong the brightness is set to. However, if it is set to about .85 or lower, the shader becomes white when very bright much like a light would be in a photo. When you apply a glare filter to the output the glare is the color of the emission node while the object itself is still white.

I understand why this would happen in camera, clipping and all of that. What I don't understand is why this happens for lower saturations in Blender and not higher ones.


texts:
I hope "projects" is the correct word. I have some blend files like

character.blend
room.blend

The character is rigged and has 2 animations (walking, running) stored in the file character.blend. I export the character.blend to character.fbx and import it into room.blend.

The animations are made only using rotations so i have just saved the Rotation. I saved them as actions.

When I import the character.fbx file into room.blend, move the character to its desired location and play an action he plays the action but the character also jumps to the location where it was initially imported and I can see in the action editor that the action got location indexes as well but I haven't stored them. My knowledge is that I can store actions in the file character.fbx so I don't have to recreate them every time I use the character in another file.

Am I using actions/animations the correct way?


texts: How can I make eyelashes and eyebrows to follow rigged mesh to work after reconecting all

texts:
I have created and rigged my character. I disconected eyelashes and eyebrows before parenting the rig to de mesh. . As you can see the are still in place.
After I connect all again nothing happens, It doesn't follow the movements of the rigged mesh but when I check the "user modifier stack" they  are not in place anymore, they dissapear or are located somewhere else where they should be.

This is what happen when I apply (CTRL+A) Rotation & Scale (picture 3)

How can I fix/solve this please?
Thanks in advance.


texts: How do I make a hotkey that changes a property?

texts:
In my addon (Blender 2.8) I would like to have a hotkey that changes the value of a Property (to be exact: a BoolProperty which is a part of a PropertyGroup). I have found a way of doing this for an Operator, but I can't figure it out for the Property.
Properties are mentioned as a possible space_type for new keymaps, but it wasn't enough info to get me going. How can I achieve this?
The code I have right now does not work (i.e. the hotkey 1 is not executed):
import bpy

class FP_PT_user_panel(bpy.types.Panel):
    bl_idname = "FP_PT_user_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Test Prop"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        col.prop(context.scene.brush_properties, 'is_smooth_brush', text='[1]Smooth brush', toggle=True, icon="BRUSH_SMOOTH")

class BrushProperties(bpy.types.PropertyGroup):
    def smooth_brush_handler(mod, context):
        # some other stuff here #

        for a in [a for a in bpy.context.screen.areas if a.type == 'VIEW_3D']:
            a.tag_redraw()

    is_smooth_brush: bpy.props.BoolProperty(default=False, update=smooth_brush_handler)

addon_keymaps = []
classes = (
    FP_PT_user_panel,
    BrushProperties,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.brush_properties = bpy.props.PointerProperty(type=BrushProperties)

    kcfg = bpy.context.window_manager.keyconfigs.addon
    if kcfg:
        km = kcfg.keymaps.new(name='3D View', space_type='VIEW_3D')
        items = []
        addon_keymaps.append((km, items))
        kmi = km.keymap_items.new("wm.context_toggle", type='ONE', value='PRESS')
        kmi.properties.data_path = "scene.brush_properties.is_smooth_brush"
        items.append(kmi)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

    km, items = addon_keymaps.pop()
    for i in items:
        km.keymap_items.remove(i)
    addon_keymaps.clear()

    del bpy.types.Scene.brush_properties

if __name__ == "__main__":
    register()


texts:
I am following a tutorial by Flipped Normals and in their video, they use some options available in a tool menu ( Brush ) that I cant find in my blender 2.91
I don't think they are using any addon so... Am I doing something wrong.


texts:
https://www.youtube.com/watch?v=Ss04Dx93Qn0&index=1&list=LLq1KLPD4FszVI0eoW6XFUKw&t=0s

I was following the tutorial above as I am trying to make a Anime style character, After completing the cell shaded cube I tried it on my character and when duplicating the character when I try to scale it up it scales it upwards as appose to every direction.
s

Is there a way to do this? p.s I am new to blender.


texts: Using python to move the origin of a selected object to the bottom center of itself

texts:
new to python and scripting in blender and i cant seem to figure out out to move the origin of an object using python.

Also, what would be the best way to calculate the center and bottom of a mesh? Looping through the vertices and calculating using those?


texts: Making ventilation holes in a hockey mask style model

texts: I have searched tutorial videos and google for the answer to this but maybe I haven't been searching for the right thing, I basically want to make a grid of evenly spaced circles that can be wrapped over the surface of my model so that I can cut evenly spaced holes out of the mouth area for ventilation like a hockey mask. I want the circles when cut out to be perpendicular to the curved surface they will be set on, rather than all the holes cutting in the exact same direction. Is there a better way than making a grid of circles and manually warping them to a close enough curvature? I have found the circles to end up warping too much out of shape when doing this for my liking so wondered if there is a way to do this whilst keeping the perfect circular shape completely or almost intact. I have added a screenshot from a tutorial for modo with the orientation I want to achieve with my own ventilation holes.


texts: Two materials overlapping each other in a weird way

texts:
Situation:

I have two meshes with transparent materials.
Meshes share oneborder, however, they both have their own vertices, as they were
created from a script.
All faces and all vertices on both meshes have the same positions.

Problem:

Faces of both meshes overlap each other in a weird, uneven way.
I understand that there might be a problem with vertex precision.
I cannot join both meshes as I need to animate them separately at
some point.

Question:
Is there anyone out there who has a clue on how to get rid of this wierd overlapping of both materials?   Is there anything that can be done with it node-wise or material-wise? I have dozens of those meshes. Moving each face a nanometer away from each other would take weeks.


texts: Creating curved grid with triangle windows

texts:
How to model curved grid with triangle windows and keep it smooth? I tried to model everything and then snap (project) it to main mesh, but it causes a lot of wird shading at corners.
The mesh's on pic.


texts: _ctypes ImportError DLL load failed %1 is not a valid Win32 application

texts:
OS : Windows 10 64 bits
Blender 2.83 64 bits => I haven't found a 32 bits version.
Python 3.7.7 32 bits environment within miniconda.
numpy 1.16.4
I got this error message when I try to load an add-on to Blender 2.83 with a 32 bits system python 3.7 environment.
Here is the stack trace :
(tybl32) C:\>"%PYTHONHOME%/python.exe" "C:\tympan_blender\tyblender\blty" "start"
creating C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons
copying C:\tympan_blender\tyblender\blender\addon -> C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty
copying C:\tympan_blender\tyblender\blender\config\startup.blend to C:\Users\d19749\AppData\Local\blender-tympan\2.83\config\startup.blend
starting subprocess with command: blender --python-use-system-env --addons blty
found bundled python: C:\tympan_blender\blender-2.83.0\2.83\python
Exception in module register(): C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty\__init__.py
Traceback (most recent call last):
  File "C:\tympan_blender\blender-2.83.0\2.83\scripts\modules\addon_utils.py", line 382, in enable
    mod.register()
  File "C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty\__init__.py", line 23, in register
    from . import collectionwrapper
  File "C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty\collectionwrapper.py", line 4, in <module>
    from blty.element_types import (
  File "C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty\element_types.py", line 3, in <module>
    from . import tympan_utils as tu
  File "C:\Users\d19749\AppData\Local\blender-tympan\2.83\scripts\addons\blty\tympan_utils.py", line 8, in <module>
    import numpy as np
  File "C:\outils\miniconda3_64\envs\tybl32\Lib\site-packages\numpy\__init__.py", line 140, in <module>
    from . import _distributor_init
  File "C:\outils\miniconda3_64\envs\tybl32\Lib\site-packages\numpy\_distributor_init.py", line 33, in <module>
    with RTLD_for_MKL():
  File "C:\outils\miniconda3_64\envs\tybl32\Lib\site-packages\numpy\_distributor_init.py", line 18, in __enter__
    import ctypes
  File "C:\outils\miniconda3_64\envs\tybl32\Lib\ctypes\__init__.py", line 7, in <module>
    from _ctypes import Union, Structure, Array
ImportError: DLL load failed: %1 nÔÇÖest pas une application Win32 valide.
Saved session recovery to 'C:\Users\d19749\AppData\Local\Temp\quit.blend'

Blender quit

Blender is launch within a python script with this command :
cmd=['blender', '--python-use-system-env', '--addons', 'blty']
p = subprocess.run(cmd, env=env)

The env variable hold the system environment variables plus those notables ones :
set PYTHONHOME=C:\outils\miniconda3_64\envs\tybl32
set BLENDER_DIR=C:\tympan_blender\blender-2.83.0
set PYTHONPATH=%TYMPAN_INSTALL_DIR%\cython;%PYTHONHOME%\Lib;%PYTHONHOME%\Lib\site-packages;%PYTHONHOME%\DLLs;%PYTHONPATH%
set PATH=%BLENDER_DIR%;%PYTHONHOME%;%PATH%

What I unsuccessfully tried :

Miniconda 32 bits
Miniconda 64 bits with 32 bits Python 3.7 environment,
Downgrade numpy to 1.16.2
Rename blender python folder to python.old
What I'd like to try :
Using Blender 2.83 32 bits => Is there a way to get an official 32 Blender 2.83 version ?

Could it be an incompatibility between Blender 2.83 64 bits and addon relying on 32 bits system Python environement using numpy ?
Thank you for your attention and feedbacks.


texts: Textures getting warped close to a vertex

texts: I am trying to do a simple pixel art style model, but when I try to texture this part, the pixels get warped...it seems that the door section in the texture is causing the warping. Can someone tell me how to fix it?


texts: I want to export a Bezier curve object to Collada (to load with Three.js). When I export my scene, the curve won't show in the Collada file, unless I convert it to a mesh first.


texts: I'm having a weird problem with my Ambient Occlusion map. For some reason some bits are completely black (in places where shading wouldn't make any sense). Every other place I check says that I have to recalculate normals, but that doesn't have any effect. How can I fix this?


texts: Why do I only get one bezier handle on a point in graph editor?

texts: I am animating the Factor of a Cast modifier and and would like to smooth out the animation by using bezier handles. But I only get one handle on the right side of the point. Where is the left one? I've marked the point in the screenshot below.


texts:
I wanted to learn hot to create a liquid, so I followed this tutorial https://youtu.be/JYc_6fXEjw4
It all goes well until I change the viewport and seeing that it didn't create a mesh to see te liquid.
So I watched until the end and I did a small render and I still don't see it.

Blender 2.83 clearly shows that there is a liquid, it plays the liquid, but you can't see the mesh.
I baked the mesh and all. So, I don't know how to make the mesh visible.
This is the blend file that I used to test it: https://drive.google.com/file/d/1gLDsggzxpaQGan-bwxVBS5eOGrVim2i5/view?usp=sharing


texts:
I modeled a simple door-handle, UV'ed it, exported it to Substance where
I  created a base-color, normal and roughness map. With these maps I wanted to bake a final base-color map in cycles, but it just won't work.

While the rendered preview output looks fine, the bake result looks completely different.

here is a screenshot:


texts: So, here's the deal. I have a few clips and transitions in my sequence editor that make a complete 20 second video. Now when I save it, it's saved to my output folder as a BLEND1 file. I need to convert/render it to either an AVI or MOV, basically something I can upload to YouTube. Not sure how to do this. Any help would really be appreciated!


texts: Can someone kindly explain the difference between color and alpha output from the image texture node? I can't really find any useful information in understanding the difference between these two. Thank You So Much.


texts: Is it possible to set names of objects based on their texture name?

texts:
I'm trying to import texture wrapped models into Unity 3D.

Unity needs to have the object name the same as the texture name for it to automatically assign the textures.


texts:
My Manipulator is rotated with the object in pose mode. How can i switch it back to the standard x, y, z, manipulator. I cant find the solution anywhere!!
please help


texts: Blender - Undefined Socket Type in animation Node

texts:
I am trying to learn the function "Particles Stick to side faces".

Particles stick to side faces

However, I installed animation node in blender and find some source node in the node editor become undefined socket type. What is the meaning of this problem ? What can I do to make it work again ?


texts: Is it possible to get the bounds of a compound object?

texts:
I'm trying to avoid calculating this with python because that would be slow, processing the vertices of each recursive compound mesh.

So is there a way to gather the transformed bounds of a tree of compound meshes??

I'm trying to use it for post vertex transformation of the root object.


texts: Problem finding a face center of a mirrored object using a ray_cast

texts:
I want to find a face center of a face I'm clicking on using the .ray_cast method. Since this method returns a face index, I thought I'll just use it to get the center coordinate from obj.data.polygons[face_index].center.

However when I have an object with a Mirror modifier with a Bisect option turned on, .ray_cast returns a face index of the original, not mirrored face even though I'm iterating on evaluated depsgraph. Here in this gif the printed face index is the same for both faces of the Mirror w/ Bisect object while two other objects return different proper values:

can I somehow get the correct face index?
maybe there's a different way of getting a face center coordinate that'd work on this object?

Here's a slightly modified version of the default Blender raycast template that prints out a face index.


texts: Advice on Boolean Application with Follow-On UV Mapping

texts:
Introduction

I have a ring upon which I would like to carve (etch) lines in, as if it was a metal ring and I etched some lines in it.  I started by generating the primary ring and then used a series of torus's to make an object, let's call that the template, that I could subtract from the primary ring to represent my cuts.

Problem

When I subtract the template from the primary ring (using the Carve algorithm via the built-in boolean modifier), I get cuts like I wanted with two exceptions:

There are no continuous loop cuts around the ring anymore that I can use to aid me in selecting the faces necessary for my UV mapping.
A small portion of the template somehow survived.

In the end I want to be able to select all of the outward faces which cover the majority of the ring latitudes (want to avoid the edges).  This was trivial before the boolean was applied because there were well defined and well-behaved edge loops built in and I could use the great blender selection tools to get the desired faces.  After the boolean cut, there are no edge loops which go around the object to help me select all the outward facing edges (including the faces inside the cuts).

Question

How can I fix the geometry to make it easier to select all of the faces that I want?
Why did the boolean cut leave part of the cutting template in just one spot?

Attempts Prior to Asking Question

Before I posted this question, I did try a few things which ultimately did not fix the issue.  One of the most promising attempts was to use the knife projection in ortho mode from the back view using a rectangle which covered the latitudes of the ring I was interested in.  Unfortunately, this resulted in new edges which did not connect at the edge of the cuts (which put me back at square 1).  Is this a bug in the knife projection tool?  Seems to me that the technique should have worked and the projected edges should be connected all of the way around.

Follow-up Images

Primary Ring With Template Visible

Primary Ring Post Boolean

Close-up of Loop Cut Edges Not Lining Up

Close-up of Unwanted Remaining Template

Blend File

System Configuration

Hardware : Macbook Pro (Mid 2013)

Blender Version : 2.79 (sub 0), branch: master, commit date: 2017-09-11 10:43, hash: 5bd8ac9, type: Release

OSX Version : 10.13.1


texts: Set Object's "Viewport Display" according to Workspace

texts:
I do a lot of retopology and I want to make a new Workspace exclusively to it. So it should have Backface Culling (Viewport Shading) and In Front (Object Viewport Display) options turned on.

I can set the Backface Culling to work dependent on the workspace, but the Object Viewport Display is not changing. Can I make it work?


texts: Are they any good tutorials on how to make animated mud/dirt?

texts:
This is a project I'm working on that features an industrial factory machine (already modeled out), but inside the machine a mud-like substance is poured in, and subsequently slowly pushed through the cylinder shape inside of the machine.
Are they any tutorials out there showing how to make a mud substance that animates/moves?


texts: How do I fix vertices scaling towards selector?

texts: I've recently started using blender, and was working with it just fine, when I accidentally changed how the scaling and rotating works. Now when I try to scale something, it scales as if the selector was the senter. Axis locked translations are also affected by this, as I have to find the selector to translate it.


texts:
I've been using Mtree, and I would like to use my output tree as an instance in a particle effect.  Normally I would take the leaf particles on the tree, convert them, apply them to the trunk and then use that, but for whatever reason that isn't working.
What I end up with is a forest with no leaves (depressing)
Any advice is greatly appreciated - I've been through a lot of tutorials and haven;t found more information than how to make a single tree.


texts:
I would like to animate using only constant interpolation. I know that I can change the interpolation with "T" or going to Timeline<Key<Interpolation, but every time I add a new keyframe the interpolation is Bezier.
How can I make it so every new frame is added with linear interpolation so that I don't need to keep setting new frames interpolation type manually?
Thank you.


texts: How to make a window brighter without changing light of other objects in the room?

texts:
How to make window area brighter (almost white) without changing the light of other objects inside the room? My work:

I'm using HDRI


texts: What are the different ways to unwrap a model in blender with multiple parts?

texts:
I'm new to Blender and new to unwrapping in Blender. I know there is a simple way to create seams around each part and then unwrap them.

I have made complex models and I feel like this is the quick and easy way and not a proper way to unwrap.

Is there a method to unwrap each individual piece of a model so you can make sure it turns out correctly


texts: Blender not displaying Bool or Loop tool edits as expected

texts:
When I use loop or bool tools it's not displaying as I would expect in the viewport.
For example when using bool tools to cut/subtract from the mesh, nothing is extracted from the mesh in viewport. It instead just has a line around the mesh where I the subtract should have been. Similarly when using the loop tool circle action, it does not cut a clean circle in the mesh and there are lines going through the circle.
Screenshots of issues:
Bool Tool

Loop Tool

Screenshots of how I expect the mesh to look:
Bool Tool

Loop Tool

When I create a new project, I do not have these issues so I must have accidentally enabled some setting that I can no longer find. If anyone can inform me what I have done I will be greatly appreciative.


texts: Using unity tree editor with blender trees

texts:
I have made some low poly trees in blender render without the sapling add-on and the only problem is that when I import it to unity and add it to the tree editor and then place it on the terrain it only show half of the tree and the other half under the terrain.

NOTE the two trees in the back were manually placed and the two trees in the front were placed using tree editor and the materials for the trees are the standard

I want to know make the whole tree visible while still using the tree editor. I don't know if the problem is within unity or blender, help will be appreciated.
Thanks in advanced.


texts: Why does the grease Pencil Fill becomes transparent when zoomed out

texts:
I'm trying to draw an oil tanker with a combination of a 3D mold and 2D drawings with grease pencil, but when the grease drawings are close to a 3D mesh or another Grease pencil object, it becomes transparent so I see the lines behind it and the fill mixes with the colors behind it, also the closest the camera is to the object the worst.

example: I have a 3D box made with grease pencil rectangles when I'm close it looks how it's supposed to look but when I zoom out I can see the lines behind

So this with the right zoom it looks ok but when I zoom out it goes crazy. On the GPencil layers, I already set the strokes depth order to 3D Location so I don't understand why this is happening, what am I missing? is there any way to fix this issue?


texts: Is there any other way without array modifier?

texts:
I am looking for a way to model circular objects without array modifier. Something like this for example:

Edit: as you can see the dimensions tab has numbers. I think that is what's messing the mesh around. Have I modelled my basic part incorrectly ? Is there a way to reset the dimensions of an object?


texts: Fluids repelling away when hitting moving effector

texts:
Using 2.9
After a few hours of playing with every fluid setting trying to figure out why the fluid just sprayed everywhere when it hit the effector, it obviously ended up being the last thing I checked.
The cause was a moving collision effector. It’s a rigged hand running under water. If the hand is stationary – no problem, the water washes over the hand. Soon as it moves via my keyframes, the fluid sprays out in one direction as if it’s been repelled.
Is there a setting that stops this from happening?


texts: How do I fix the camera roll to its parent object? Blender 2.8

texts:
I have a space ship that follows a path across my scene with a few cameras to record it. One camera I would like to use for a sort of point of view effect when the ship enters a barrel roll, however, the camera does not roll with the ship.

Currently the camera is parented to an empty that tracks another empty just in front of the ship:

The camera empty and its target are parented to the ship so when the ship rotates I had assumed all of its children would too, but that doesn't seem to be the case.

Things doing what they aren't supposed to:

My web of an outliner:

Looking back now I can see how moving the scene around the camera/ship might have been preferable but now I'm in too deep so I hope one of you can help.

Side note this is my first post so critique is welcome.


texts:
I have an iMac and two mac Cinema displays connected using thunderbolt.
The Cinema displays are setup as extended (each 2048*1152 giving 4096*1152 overall).

The iMac is setup below the Left hand extended monitor ( I have previously had it set as mirror to this monitor but same situation happens).

I have set the Left Hand Monitor to Primary.

Now I can use  { blenderplayer -w 4096 1152 0 4096 file.blend } from terminal, and get a game window spanning both Cinema displays, so far so good.

However I am struggling using the -f option to give fullscreen rather than window, I would assume that I should use   { blenderplayer -f 4096 1152 file.blend } to span the monitors but this only results in the 2048*1152 of the Left hand monitor being used.

Am I doing something incorrect or is it a blender or OSX feature that will not allow a full screen request to overlap physical screens.

Thanks


texts: Why isn't 'bpy.context.object.name' printing out the name of my newly created object?

texts:
I have a simple operator which creates an empty object and immediately prints out the object's name:

import bpy

class createEmpty(bpy.types.Operator):
    """Create an empty object"""
    bl_idname = 'make.empty'
    bl_label = 'Create an empty object'

    def execute(self, context):
        bpy.ops.object.empty_add(type='PLAIN_AXES')
        print(bpy.context.object.name)
        return {'FINISHED'}

class createEmptyPanel(bpy.types.Panel):
    bl_idname = 'create_empty_panel'
    bl_label = 'create empty object'
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = 'object'

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator('make.empty')

bpy.utils.register_class(createEmpty)
bpy.utils.register_class(createEmptyPanel)

When I run this from the console, it creates an empty object and prints its name, 'Empty'. However, when I click the button in the UI, it creates an empty object, but prints the name of the object that was selected, in my case 'Cube'.

Why is this? Is there a better way to select the object I just created, other than bpy.context.object?


texts: Bringing out text within an Image Texture

texts:
I've only been using blender a few days and I'd love to be pointed in the right direction on to how to alter the text I have within my image textures

I want to make the text on the labels stand out by maybe making them glossy like the lids whilst still keeping the rest of the label glossy and with the shaders I already have set.
Can I edit this from the image texture or could i maybe add a seperate text layer from the image texture and add on top?? (I haven't explored anything like text yet and I'm pretty lost on what I can do!)

Thanks any advice is greatly appreciated!


texts: Way to convert PBR "glossy specular" > "specular" (color value) for cycles nodes group?

texts:
We can use principled bsdf as PBR metalness roughness workflow shader.And there are arleady some good tutorialls how to make PBR shader (aproximately) from cycles nodes, for "metalness roughness" workflow, thanks.

But I hope to know way to convert "PBR specular glossiness" shader for cycles
(for electric or dielectric).

Is there good example of cycles shader nodes group, which may mimic "Specular glossiness" PBR shader?  it may offer way to convert "specular" color value correctly?

Blender principled bsdf "specular" is mono value, and it seems same as "reflectivity" which is circulated by "ior" value.

Most of case we may use ior 1.5 then it may convert as reflectivity 0.5,
(principled bsdf specular) or to get more precise effect, we may use formula.

Then I can convert "reflectivity" value to ior value when I convert material
to use cycles fresnel node.

But I hope to know, is there good way to convert  "specular" color value which used for "PBR specular glossiness" workflow as cycles PBR shader?

I feel, specular color(for PBR specular glossiness shader) value is already include "Ior", is it right? or it  use "ior" set as one value (1.5 etc) to cicrulate fresnell?) Anyway I do not know, correct way to mimic "specular" color value, as cycles shader nodes. which can use for directric and metal.

I really apreciate, if someone already made PBR "Specular glossiness" workflow shader for cycles. Is there good tutorial or document which make it?


texts: I uv mapped a part of my character and am looking to texture paint it. I used the fill brush to fill the whole part green, but then went to the texture draw brush and then drew on the back of the character. The drawing appeared, but it flipped to the front of the mesh. I applied the mirror modifier. The image shows the uvs of the object, and the stroke that I painted on the back of the mesh, but showed up on the front.


texts:
I am new to blender and am unsuccessfully trying to open an STL file.
Our own visualization software offers STL export via a library called VTK, which we can import into other CAD software (e.g. to feed into a 3D printer).
Blender's Import Stl function also loads the exported STL file, and I do see the number of vertices, faces, tris, objects, etc. increase, however, I fail to see anything in the view.
I assume this comes from my lack of even basic understanding of how blender works and that for instance the faces are just transparent, or everything is very small or somehow else rendered invisible.
Could one of you please have a quick look at the STL file and give me a hint of what I am doing wrong?

Rendering in our own VivoQuant software
What I get after import to Blender:


texts: Bump map connected to Glossy shader Normal input causes line artifact in render

texts:
I wanted to plug a bump map into the normal inputs of a Diffuse and a Glossy shader. But if that is done, for some unknown reason it renders only on part of the mesh.

A line across the image will appear. On the left side of the image below it looks fine, but on the right side it isn't. It looks as if it has rendered image without the Bump map plugged into the Normal input of the Glossy shader.

Rendered preview:

Bump node group:

I used spec map as factor of Mix shader:

Nodes

I discovered that the problem is caused by Bump map plugged into Normal input of Glossy shader.

EDIT:

It seems that the artifact is caused by the last "Add" node in the Bump map group connection which is combining all free bumps together.

if the Blend type is changed to e.g. "multiply", the line across the image (the artifact) will disappear. However, the resulting image is much to dark. Which is obvious (wrong blend type).

So why does the blend type "Add" on the last node of Bump group cause this issue?

Bump maps are classic *.png images with greyish background  color (#b3b3b3), content in a image has dark color (#0a0a0a)
I'm using Blender v2.69.


texts: UV UDIM texture tile set scale as 1024x1024

texts:
Using Blender 2.90.1
I have to change my scale to 4K every time I open the file (yes I saved). Upon re-opening it goes back to 1024x1024  (Just for the first tile). Is this because I might have set it to 1024x1024 initally?and it wont let me change it?  Or because Blender by default wants to open the UV editor/ scaling at 1024x1024?


texts: How to perform operation to multiple objects using python

texts:
i dont know very much about python or coding, so as basic as possible.
i need to apply the same settings to multiple objects so i want to be able to loop through them and do a operation to them.
if i go to the info window i can see the command for what ive just changed and this works if i do

import bpy
(whatever was in the info window)

e.g.

import bpy
bpy.context.object.rigid_body.angular_damping = 0.830769

However this only works with the selected object, i want to be able to make this work for all selected objects. So i guess you loop through all the selected objects and then apply this setting to every one.
so:

Q1) How do i loop through all selected objects?

Q2) how does the command change when you want it to work on multiple objects, because the context part makes it work on only the active object in the selection?

edit
 tried this, doesnt work

import bpy
context = bpy.context

for o in context.selected_objects:
 object.rigid_body.angular_damping = 0.830769

AttributeError: type object 'object' has no attribute 'rigid_body'

edit again
this works! thanks batFINGER

 import bpy
    context = bpy.context

    for o in context.selected_objects:
     o.rigid_body.angular_damping = 0.830769


texts: Issues with cloth simulation-glitches and takes forever to load?

texts: I'm having trouble testing the way the shirt is going to lay down on my character,  it all works alright until parts of it glitch especially around the collar and stomach. This takes forever to load up, too...am I doing something wrong? Thanks!!


texts: N64 style vertex shading/lighting for low poly models?

texts:
I can't find info on how to achieve this. I'd like to make n64 style graphics and imitating the way models and environments are "lit" is the part I'm very lost on. I've heard it's a kind of vertex shading but I'm not sure how to do this, in blender specifically and accurately to how it looks on n64.
One example of what I mean is seen very well in pokemon stadium:

And a more dramatic(and nice looking) example is bongo bongo from Ocarina of Time:

This is not how the actual model looks obviously, as there is lighting effects added for the game. How can this style of shading and lighting be imitated in blender?
Edit: In addition to manually painting vertexes for certain lighting effects, I also found some sources that say that the N64 used gouraud shading, but I can't for the life of me find any information on how to render something in blender with such shading. Any help?


texts:
I tried to create an array of these mini figurines and then separate them so that they can be moved individually. I applied rigid body settings to one of the figurines, setting it as active and copied settings to the whole group. Afterwards, not only was I unable to move the inidividual figurines but I was also unable to move the whole group. They would just sling back to their original position. Then when I tried to animate objects and have them fall through this funnel, they remained static. Please advise on where I could have gone wrong. Thanks!

11/10/20 - So I tried redoing the process per this tutorial with building an array, applying the rigid body settings, and then separating by loose parts, but the parts will not even fall from gravity when I play the animation. As suggested below in two comments, I checked to see if there were any keyframes denoted by a diamond on the timeline according to this video I saw. Thank you guys for all the feedback thus far. Still learned a lot!
11/10/20 - So in a different workspace, I tested the same exact process on an obj file with more reasonable results apart from the objects slightly passing through the base. The animation is incredibly slow though!


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I am working currently on a visualisation of bat's echolocation system. My goal is to make bat sending waves that reveal objects before him. I already tried with wave texture but I can't figure out how to force all object (trees, river, rocks) to have the same uv so the waves point evenly in the right direction

What I get so far

Desired look

Suggestions much appreciated!


texts: Problem installing Blender 2.8.1 via Apple Remote Desktop

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I've been tasked to install Blender 2.8.1 onto multiple Macs (50+) running Mojave.
Our normal method is to simply copy the .app into the applications folder on the devices using Apple Remote Desktop (ARD) and users will run the file from there.
However this is not working with the new version.
App file copies over fine, however when trying to run it, I get an error that the file may be damaged or incomplete.
Permissions set to read for everyone.
Hope someone can help?
Thanks


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Is it possible to get the array index of an array modifier in the shading editor?

I need to shift the UV of every array segment by a certain amount. I can't apply them because the number of segments keeps changing.

I also can't use the segments position because the segments are places alongside a curve (curve modifier)

Any way with Python? Or drivers?


texts: Align vertices with another vertex, but vertices must stay on their edges

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I want to align vertices along the z-axis to be in line with another vertex.  I know about S-Z-0 and pivoting around the active point, which aligns the vertices but deforms the edges these vertices are currently on.  Like when pressing GG, the vertices slide along their edges, but I also want to align them to be at the same Z position as some other vertex.

The first image is the object, and the second is the side view.  I want to align the highlighted vertices with the row below (same Z value), but I want the selected vertices to slide along their edges.

I could align the vertices by sight using GG, but is there a more precise way of snapping the vertices into place?

Thanks..


texts: blender animation node problem. 'render animation' crashed

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I made sound reactive logo animation. And after finished, I clicked 'render animation' and then my blender file is shut down. Viewport render animation was fine. But I use 2.9 version for eevee motion blur, so it was very trouble. I couldnt find the problem about crashing. So can anyone help me about this situation?
My computer
cpu:x3950
gpu:rtx 2080ti
ram:3600 cl18 64gb
blender 2.9
animation node version 2.2.1
I searched about 'shut down' but usually people said it is computer's problem about ram or something.
Do I need more ram..? :(
File is uploaded. I hope this was just my node tree problem... cause of my not enough knowledge about animation node. Please help me artist.
What is the problem!
enter link description here


texts: Nothing showing in Camera View despite scaling camera and checking clipping

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I have a large model of a wheelchair and I put some materials on it. I set up a sun lap and a camera, after several attempts to see my work through the camera view, there was still nothing showing in the viewer (I can see it in the 3D viewer. I scaled the camera up so that it could see the whole model and checked the clipping, but still nothing. When it enters camera view, it does not zoom straight in and look through the lens, it makes a sort of orbit into the lens which is confusing the daylights out of me. Here is a link to the blend file:

https://drive.google.com/open?id=0BxZR-5RoJhhZNndqRG96ZzhpUVE

I am a Blender beginner, please pardon my rookie stupidity.

Thank you


texts: Textures with transparency show as black in 3D View

texts: Is it possible to make the texture use transparency in the 3D View? The top of my Boxing ring uses a gradient texture. Then I decided to use a texture with text for the mat with an Alpha background so I could use UV maps to bend the text to make it circle around the gradient. But because the black is covering the gradient it's hard to position the text correctly. Can we remove the black and make the texture use Alpha so I can see the gradient texture?


texts: invoke_props_dialog: callback during change?

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While creating a custom pop-up (via invoke_props_dialog) with two integer values (in this case representing a start frame and stop frame) I find that the "execute()" method (upon clicking the "ok" button) is when values within my class (derived from Operator) actually get a chance to be used. Intermediate changes to those integers (prior to clicking "ok") cannot be accessed.

I am wondering, if I wanted changes to my start frame integer and stop frame integer to always enforce that start frame is less than or equal to stop frame is there a way to do this prior to clicking "ok"? I am wondering by what method I can take an edit to start frame or stop frame which breaks this condition and force the other to a valid state.

Example, someone increasing start frame integer, as it exceeds stop frame, would force stop frame to increase so as to never break requirements...and to be visible prior to clicking the "ok" button. Is there an ability for invoke_props_dialog to name a callback to run upon any change?


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I've downloaded a free 3d car model, and everything seems to be fine except one thing: the windows act very weirdly. When in texture view, some of the faces seem like they are missing, while in the non texture view the surface looks solid. The texture is a solid grey square. I'd be very appreciative if someone could help me to fix this. I provided a few screenshots, so it would be easier to understand the issue.

Non textured and textured views

This is how it's rendering in Blender AND on a game engine (very badly)


texts: i have multiple animations like fire ,reload, aim down,aim-up i want to export all these animation into unity into one fbx file,that all the animations come with up in one fbx file,how to do that,what is the proper workflow.


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I'm trying to rig a leg with two joints and have been struggling for ages trying to add IK. The chain is 4 bones long so forms 2 knees (Fig 1).

Ideally I can imagine having 2 pole targets (Fig 2) but I don't see that the IK solver allows that.

The kind of poses that are difficult to achieve are having the knee joints pointing in different directions. This can be achieved by rotating the bone between the joints but it is awkward to animate and you lose the connection to the pole target (Fig 3)

Does anyone have any ideas how to rig this effectively?

Thanks!

Fig 1

Fig 2

Fig 3 (top view)


texts: Is it possible to adjust the frame rate of viewport playback?

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Is it possible to play an animation in the viewport at a slow framerate?

Just because of the rather heavy scene it's already going at about 8 fps, but I would like to be able to play it even slower (an in a controlled manner) for the purpose of recording an animation with automatic keyframes.


texts: Particle Info Node with several Particle systems

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Let's say I have three particle systems in my scene.
Is there a way of accessing the properties of each individual particle system using the Particle Info Node?
Or can the Particle Info Node only be used when one single particle system exists in the project?

Kind Regards
Ryosei


texts: Defining materials for a whole scene (file)

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I have the impression that materials are defined per object. Probably the reason why Blender keeps adding ".001" ".002" etc. to the material names. can anyone explain this automated nomenclature?

How can I set materials for a whole scene (in my case, a whole Blender file), so I can have a consistent list of material names (only set by me, not Blender) from which to choose for materializing objects?

Put differently: Is there a way of moving the material (creating) tab from the object-specific section (physics, constraints, particle etc.) to the scene-specific section (world, output, render, scene etc.)?