texts: How can I save both FK and IK animations in one .blend file?

texts:
Here’s my problem: I exported a model from MakeHuman using the “game” rig. I imported the model into Blender, and made an animation using FK. From here, I am able to import my model and animation into Unity without issue.

Then, I added some IK bones/constraints to my model’s rig, and made another animation using IK. Now, I can't find a way to successfully import both animations to Unity. If I turn off the IK constraints, my FK animation works great but my IK animation is broken. If I leave them on, the reverse is true.

I've tried using visual keying, but it doesn't seem to apply to IK.

Is there some way I can bake the FK animation to always ignore the IK stuff? I would like to be able to get both of these animations into Unity without having to completely redo one of them (and further, I’d like to be able to work with IK or FK in the same model depending on what kind of animation I want to do.

Thanks!


texts: How to quickly rename an object in 2.8+ (like with the Item section in 2.79)

texts:
In 2.79 there was an "Item" section in the Properties Panel that allowed the active object to be renamed quickly any time.

This made it easy to label objects quickly, so keeping an organized nicely labeled .blend file was no biggie.
In 2.8+ however, I can't find that section, or any other part of the UI where an object's name can be double-clicked and quickly renamed - except the Outliner.
Using the Outliner for that is fine when the .blend is small and there are only a few objects, but once you have more complexity and are dealing with nested parent-child hierarchies you may not be able to see the active object in the Outliner without drilling down. At which point one is tempted to start thinking "ah, forget it... maybe 'Cube.036' is descriptive enough". But that's not really exercising best practices, and cutting corners in the short-term can cost time in the long-term if data is too disorganized.
Is there perhaps a similar way to quickly rename objects in 2.8+ that I am unaware of? If there is, I'd like to use it. Thanks!


texts: Lamp Posts: correctly oriented instances on a 3D curve

texts:
I'm trying to create a row of street lights, both the lamp pole and a spot light. Since i can't simply join these two and use an array + curve modifier to set this up (using an array modifier + a curve modifier always deforms the mesh) so i came to the conclusion that working with collections and instances would be my best bet.

To get to my current result i parented the spot to the lamp mesh. Then i parented those two objects to a plane. after that i parented the plane (and so also the lamp mesh and the spot) to a curve that i converted to a mesh. I then activated Instancing for the curve with verts which resulted in something like this:

As you can see the lamps all face the same direction, while i want them to be rotated inwards. There's an option for 'aligning the objects to vertex normal'

but enabling this exposes a multitude of problems:

Problem 1: it turns out there's two instances of every object. (i have no idea why)
Problem 2: the street light meshes get deformed.

Problem 3: the actual lights all face toward the same place

 (I drew over the lamp directions with blue arrows for visibility)

If anyone knows how i can get this to work i'd really appreciate it, but other techniques are welcome too.


texts: Script has no effect but Python console do (Blender 2.72b)

texts:
I am writting a script to import a 2D DXF and turn it into 3D.
I have to convert curves into meshes. I manage to do it in Python console but the same Python code in a script has no effect (no errors and curves are not converted).

Here is the code :

import bpy

scene = bpy.context.scene

# Cleaning the scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=True)

# Importing DXF file
bpy.ops.import_scene.dxf('INVOKE_DEFAULT') # if i use Blender GUI
#bpy.ops.import_scene.dxf(filepath="/home/liquidus88/model.dxf") #if i do not use Blender GUI (start from terminal)

# Converting curves to meshes
for obj in scene.objects:
    scene.objects.active = obj
    obj.select = True
    bpy.ops.object.convert(target='MESH')
    obj.select = False

bpy.ops.wm.save_mainfile()

This code work (curves are converted) in these cases:

I run it in Python console
I run it as a script without the Blender GUI (in terminal with blender --background --python script.py)

And does not work (curves are NOT converted) in these cases:

I run it from Blender text editor with the "Run script" button
I convert it as an addon and run it by using the addon

I really need to be able to use this code as an addon, any idea why it does not work in the cases i mentioned above ?


texts:
The Vector Transform node  has been a bit of a mystery to me. I would presume it would be useful more for procedural textures, but I have no idea how it should be used, or where it might be most useful.  Unfortunately, the manual does not have much to say on the node, and there is not much information, or any simple examples of usage anywhere that I have been able to find.

From the manual:

  The Vector Transform node allows converting a Vector, Point or Normal
  between World <=> Camera <=> Object coordinate space.

Knowing that we can convert from one coordinate space to another with this node, where might this be most useful?

To better phrase the question,  what is the correct way to use the vector transform node, and where is its application useful?


texts: How to make a texture disappear when a mesh passes over it? Like vacuuming dirt from a carpet.

texts: I have a carpet texture and I added a lot of dirt on top of it. How do I make the the parts where the vacuum goes to disappear? This is for cycles.


texts: Missing Ray visibility and ambient occulsion settings

texts:
I recently downloaded and installed blender 2.83.3 and couldn't find the Ray visibility, ambient occulsion, volume and settings in the World properties section.
These options were available in 2.83 but I can't seem to find them in 2.83.3, I'm wondering if I have a glitch copy


texts: Error While Booting Blender on Computer without GPU

texts:
I'm trying to use an old server to do Cycles rendering, The only issue is when I try to boot blender, I get the following errors.

AL lib: (EE) ALmmdevPlayback_open: Device init failed: 0x80070490
Warning! Using result of ChoosePixelFormat
Warning! Using result of ChoosePixelFormat
Warning! Legacy WGL is unable to select between OpenGL versions.

Is there a way I can get blender to open so I can render the project?

I will be making the blender file on a different computer with a GPU, unfortunately I can't render on that computer as I need to use it for school.

Server Specs:

No Graphics Card

Intel Xeon E5520 @ 2.27GHz, 2261 Mhz, 4 cores,

Windows 10


texts: Is there any way to do a bevel similar to that on my screenshot without the artifact (the square appearing) with smooth shading? I see the result is due to all the vertices on the face created by the bevel, but I don't know the best way to solve this. All help appreciated.


texts:
I seem to be having difficulty with the eyelids of my model using Shape Keys. I'm trying to get the top and bottom eyelids to close, but due to the design of the character and their eye sockets, which are slanted, I can't seem to get it right. Any suggestions?

Thanks


texts:
I've been able to assign an fcurve modifier to to fcurves in my scripts, but I can't figure out how to modify them once created.

here's what the info panel spits out when I do it manually:

bpy.ops.graph.fmodifier_add(type='LIMITS')                   #creates fcurve mod
bpy.data.node_groups["Shader Nodetree"].(null) = True        #"maximum y" set to true
bpy.data.node_groups["Shader Nodetree"].(null) = 0           #"maximum y" value set to 0
bpy.data.node_groups["Shader Nodetree"].(null) = True        #"use influence" set to true
bpy.data.node_groups["Shader Nodetree"].(null) = 0.5         #"use influence" set to 0.5

clearly this won't work in a script as is. what is the correct syntax for what I am doing?

EDIT:

I tried using zeffii's code, but I get an error from this line.

fcurve = ob.animation_data.action.fcurves[0]

error:

  AttributeError: 'NoneType' object has no attribute 'action'

here is my code in it's entirety:

import bpy
import bmesh
import pprint

for i in range(1):

    bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(i-5,0,0))

    ob = bpy.context.active_object

    #sets origin to bottom of object
    bpy.context.scene.cursor_location = ob.location
    bpy.context.scene.cursor_location.y -= 1
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    ob.scale = (0.5, 1.0, 0.5)

    mat = bpy.data.materials.new(str(ob.name) + "mat")
    mat.diffuse_color = (1,0,0)

    mat.use_nodes = True

    nodes = mat.node_tree.nodes

    # clear all nodes to start clean
    for node in nodes:
        nodes.remove(node)

    # create emission node
    node_emission = nodes.new(type='ShaderNodeEmission')
    node_emission.inputs[0].default_value = (0,1,0,1)  # green RGBA
    node_emission.inputs[1].default_value = 0.9 # strength
    node_emission.location = 0,0

    # create output node
    node_output = nodes.new(type='ShaderNodeOutputMaterial')
    node_output.location = 400,0

    # link nodes
    links = mat.node_tree.links
    link = links.new(node_emission.outputs[0], node_output.inputs[0])

    ob.data.materials.append(mat)

    node = bpy.context.active_object.active_material.node_tree.nodes['Emission']
    node.inputs[1].keyframe_insert(data_path="default_value",frame=1)

    bpy.context.area.type = 'GRAPH_EDITOR'
    bpy.ops.graph.sound_bake(filepath=r'C:\Users\andga\Desktop\Garrett\Music\Knife Party\Singles & EP\2012 - Rage Valley\01-knife_party-rage_valley.mp3', attack = 0.0001, release = 1.1)

    # pick the fcurve to add to
    fcurve = ob.animation_data.action.fcurves[0]   #here is were the error comes from

    # add a modifier and get a reference.
    limits = fcurve.modifiers.new(type='LIMITS')
    limits.use_max_x = True
    limits.max_x = 0.0

    limits.use_influence = True
    limits.influence  = 0.5


texts: I want to convert object pose (location and rotation) from world coordinate to the camera coordinate. Is there a function to convert not only the location but also the rotation of an object to camera coordinates in blender?


texts: All objects are invisble, even in solid mode

texts: I can't see any objects in blender in solid mode it only shows the origin and a orange outline when I select the object. Rendering it in Eevee the object just gets rendered as alpha 0, in cycles you can see it. In the interface I can only see the object in vertex paint or in sculpt mode. In edit mode it's like I have wireframe on. This happens in all of my blend files, even in the default one so it can't really be any wrong options.


texts: Why is my scene rendered repeatedly when I press F12?

texts:
I hit F12, tiles all render out - just as the final image appears, the whole lot disappears only for it to start all over again.

I've not specified multiple frames or any animation, so can anyone explain why this happens and what it's for?


texts: How to work with a custom Python node in Cycles

texts:
I'm currently trying to create custom nodes for the cycles rendering engine, in python. So far, I can add the node in the node editor with inputs and outputs. What I don't understand is how to set the value of the output, for instance.

This is what I have so far:

class OutputColor(Node):
    '''Output Color'''

    bl_idname = "outputcolor"
    bl_label = "Output Color"

    def init(self, context):
        self.inputs.new('NodeSocketColor', 'Color')
        out = self.outputs.new('NodeSocketColor', 'Color')


texts: Constant errors with Rigify (Blender), and ultimately can't import to Unity3D

texts:
I sat down today to try and learn animations in Blender. After a few hours I was rigging bones to simple structures, making key frames, and saving FBX files for import to Unity3D. I felt like a pro.

Then I tried Rigify. Theoretically this makes it easy to create humanoid armatures and animations.

I started with a free humanoid model I found online. After about 20 minutes of carefully positioning every finger and knuckle I was happy with the result. Previously at this point I would have let out an aggravated scream, knowing I now had to assign a vertex group to every bone - however not with Rigify! I was all ready to test out this beautiful feature. So I select my armature and I hit Generate. The result was... disastrous.

This looks nothing like the beautiful armatures in all the Rigify tutorials and examples. Rings were out of place, the hips are 8 feet in front of him, there's some weird convergence of bones behind him on the floor... I don't quite know how this happened, but I figured - hey, I'm not the Rigify expert, right? Maybe it's supposed to do that. So I tried to select my rig so I could attach it to my mesh.

It only selects part of the rigging instead of the whole thing. That's... scary. I used the B shortcut to select the entire rig and tried now. Select the rig and the mesh, make sure the rig is the active selection, hit ctrl+P, and... there's a new menu item?

What on earth is "Bone Relative"? No matter. I'm not selecting that, anyway. So I click "With Automatic Weights" like a good little lemming. This should connect the rigging to my mesh, right? OH GOD WHAT ON EARTH-

So my mesh has committed suicide. It's not quite seppuku, as that requires you have a stomach through which to ram a sword. It completely removed the stomach. And the legs. And the arms. It was like a self-dismemberment.

To my surprise, the rigging still worked... kinda

The few remaining faces move as one would expect. I wasn't really sure what was going on, if this was successful or not, so I figured I may as well import into Unity3D and see what happens.

Now with my previous experiments in Unity I was able to select the armatures in Unity and manipulate the model manually. This was the expected ability with my new mesh:

So we import our test asset to see what will- well, this doesn't look promising

Attempting to import the character to my scene caused Unity to all but freeze. It now takes 3 seconds for any mouse click or button press to register. What on earth is going on here? I fight through the pain. It'll all be worth it if I can make it work. I had to destroy everything in the scene and only add this one character to be able to move the camera, and even still it's extremely laggy. Two things seem amiss, though...

The root bone is.... the pinky? Also, WHAT ON EARTH ARE ALL OF THESE?

Clearly I'm a little bit lost on how to use Rigify, or what I did wrong, or why it's making rigs that don't make sense, or how to use the rig it creates, or why it isn't bonding to the mesh,... or anything... Can someone point me in the right direction? I've tried Googling all night and every tutorial and video just makes it look easy. You line up the bones, hit Generate, and voila - you have a perfect rig that works like a charm. No dice.


texts: How can I track a moving board and superimpose a video on top of it?

texts:
You know Captain Disillusion? "The World's Greatest Blenderer"?
Well, he does this effect all the time in his videos; Adding videos on top of a board he's holding, to make it seem like he's holding one large, suspiciously bezel-less, screen.

Now, I'd like to emulate that in my video project.
This MUST be a simple process, easier than adding a 3D object to a scene, since it's simply tracking a 2D plane and superimposing a 2D layer on top.
But I just can't figure out HOW I would look this up!
"Chroma keying" just turns up tutorials of how to remove backgrounds from videos (Done that before), and other keywords didn't help.
So, how can I do this? And, do I need a green board for this, or would a white board with dots on it be better? And importantly, how would I go about masking the video (to compensate for fingers, etc)? Would it be better to use Adobe After Effects, since I have that in hand?
Thank you guys for the help!
It would be amazing to be able to make this effect work.


texts:
ok, take 2.
I need a circular plane subdivided with parallel subdivisions. (My initial attempt I was hoping I could transform a rectangular plane somehow.)
The end result I need is going from a disc curled up into to tube, to the disc laying out flat.
I created some subdivisions manually on a circle by selecting 2 vertices and connecting with F.
I also managed to modify the circle with a curve modifier so now it rolls up in the spiral.

But, the two questions I have are these:

how do I give it a solid surface as automatically happens when you add a mesh plane. I need it to unroll smoothly, so hopefully I can use cloth modifiers and shading.
1a) why is the mesh plane solid and the mesh circle is not?

I want to unroll the subdivided circle out from the spiral while the spiral remains in a fixed position. (I don't want the spiral to move. Everything I have found up to now moves the spiral--but I can work with that if it comes down to it.)

It doesn't really matter that the divisions are uneven, but it would be nice if they were.
I also have a picture I need to map to the surface of the circle.
Blender V2.81.16 on Windows
Thanks in advance.
*Edit: In object mode I can move the paper in and out of the spiral, and vice versa. But if I set a keyframe location for either object I can no longer move the disc, just the spiral.


texts:
I'm toying with blender 2.8 and as a Maya user there's one thing that absolutely drives me mental.
When I select 4 edges or verts the face highlights. How in the world do I turn this off?

All I want to see is the selected edges/verts and not a polygon that they form. In complex objects all I see is faces cause spotting edges at that point is super hard.
I tried in overlay but that doesn't do the trick. I'm trying to move to blender again away from Maya but little things like that turn me off pretty quickly.

Thank you in advance!


texts: Transparent shadow catcher under HDRI lighting in Cycles?

texts:
This question and its answers give nice ways of creating plane shadow catchers that make the CG objects "interact" with the HDRI world.

My question is very similar, but different in the sense that I don't want the HDRI world ground to catch my shadows. Instead, I want a transparent plane to catch my shadows. Something similar to this short video tutorial, which succeeds under lamp lighting, but fails to do so under HDRI lighting.


texts: Align image corners to video corners in Blender VSE

texts:
I want to add 3 images to 3 corners of a video but I don't want to calculate the correct position every single time. Currently the bottom-left corner is the only one that works as I want, for all the other corners I need to calculate something like (video.width - image.width). Which is easy but it gets really annoying when you're adding a bunch of images with various sizes that could be easily aligned by just moving the origin from bottom-left to top-right.

Is there a way to say "align the top-right of the image with the top-right of the video" in Blender Video Sequence Editor?


texts: Fire is made of square blocks even with relatively high resolution

texts:
I've consistently ran into this problem, which makes me almost 100% sure it's something simple that I'm screwing up. I've looked around forums and found people having somewhat similar issues but usually much smaller squares. I have my resolution divisions set at 264 which may not be insanely high but increasing it seems to have no effect on the square shape that I'm having appear. If anyone can shed some light on what I'm doing wrong to produce this strange result that would be amazing.
Thank you!
Nick


texts: Weird behavior when importing a mesh in wavefront (obj) format with double-sided faces


texts: So this may be a noob question, but I've got a video set up with nodes, and I go to render, but blender makes 2 passes, one is the scene (which had been previously used for smoke simulation but doesn't have anything in it now) and then the compositor. It slows it down a lot, and I can't find anything online about how to only render one part of the blender project, wether it be the 3D scene, the node compositor, or the VSE. Help please?


texts: is "Sound Bake" node here in 2.1.4 Animation node

texts:
I can't find find Sound bake node in 2.1.4 do you know if it an other name or is just not here for now ?
thank's, have a good day


texts: Subtracting in Weight Painting Adds Material

texts: Whenever I subtract in weight painting, it ends up adding more material to the mesh, I don't know what the cause of this is, I want it to edit the weight painting but not do anything to the mesh. Any help would be appreciated.


texts: Which angles are at these selected edges?

texts: I tried to measure the angles of these particular edges.  What angles are the numbers describing in this screenshot?


texts: Can I constrain a vertex to never move beyond specific coordinates?

texts: So, when editing I would love to be able to move my vertices around but make sure they never go below a certain plane - for instance, make sure I can't move them below a Z-value of 0. Is there any way to do this, while still having the freedom to move the vertex in all 3 directions?


texts: Paint circle with Python in 3D view direction

texts:
I want to draw a circle into the 3d view in the direction of the current view rotation.

I have 2 vectors (center, mouse_pos), so I have two points in 3d space, so I have the radius - fine.

This is my code so far and the painted result:

segments = 32
mul = (1.0 / (segments - 1)) * (pi * 2)
self._vertices = [(sin(i * mul) + self._center[0],
cos(i * mul) + self._center[1], 0) for i in range(segments)]

With this the circle is painted like I have a "top perspective". I also have a method to get the current view direction:

def get_view_direction(context):
    rv3d      = context.space_data.region_3d
    view_rot  = rv3d.view_rotation

    dir = view_rot @ mathutils.Vector((0,0,-1))
    return dir.normalized()

My question is now how to let the segments of the circle take the rotation of the view into account? Any ideas?

EDIT: First part solved:

rv3d      = context.space_data.region_3d
view_rot  = rv3d.view_rotation

segments = 32
mul = (1.0 / (segments - 1)) * (pi * 2)
points = [(sin(i * mul), cos(i * mul), 0) for i in range(segments)]

for point in points:
    vertex = view_rot @ mathutils.Vector(point)
    self._vertices.append(vertex)

What's left now is to take the radius and center into acount, and I want to move it along the view direction, but I already have a method for this:

def get_view_direction(context):
    rv3d      = context.space_data.region_3d
    view_rot  = rv3d.view_rotation

    dir = view_rot @ mathutils.Vector((0,0,-1))
    return dir.normalized()

So I guess I can add the direction multiplied by a scalar to each vector?


texts: How does Blender convert driver output to rotational channels?

texts:
I have always assumed that the output of a driver will always be interpret radians as the units, when adding it to a rotational channel. However, this does not seem to be the case with my current project.

I have added a driver to the rotation channel of a bone, and it seems that the output of the driver is not matching the rotation channel. Moreover, it seems to be inconsistent, in the sense that it works for only certain output values.

For instance, in the picture above, I have the driver output 1.047 (approximately pi/3), which gives me 60 degrees, as I intend it to. However, when I have the driver output 0.524 (approximately pi/6), it gives me 56.347 degrees; I expect it to be 30 degrees. The picture below shows this phenomenon.

Specifically, my question is: Am I correct in assuming that drivers output into radians (in which case this a bug), or do I have the wrong idea of what is going on here?

Additional Notes: I have that pi/2 corresponds to 90, pi corresponds to 180, and even 0 corresponds to 0. However, pi/4 does not correspond to 45, nor does pi/6 to 30.


texts: How do you make Blender Game the full screen?

texts: I know when you press P you go into game mode but it only shows the game in the 3D editor window. Is there a way to make the game your entire screen?


texts: Actuator sensor never has positive pulse

texts:
While I was working with the actuator sensor I had a problem where it would not send a positive pulse to the controller even when the corresponding actuator was activated. Below is some terminal output produced by a python controller and a .blend file.

DEBUG:0: Actuator is False
DEBUG:1: Actuator is False
DEBUG:2: Actuator is False
DEBUG:3: Actuator is False
DEBUG:4: Keyboard.003 is True
DEBUG:5: Keyboard.003 is False
DEBUG:6: Keyboard.003 is True
DEBUG:7: Keyboard.003 is False
DEBUG:8: Keyboard.003 is True
DEBUG:9: Keyboard.003 is False
DEBUG:10: Actuator is False
DEBUG:11: Actuator is False
DEBUG:12: Actuator is False
DEBUG:13: Actuator is False
DEBUG:14: Actuator is False

This has been problematic. Why has this happening? Is it supposed too? How can I fix it.


texts: How to disable or enable a constraint of a bone, by a rotation of another bone?

texts:
I want bone A when starts to rotate, disables a constraint on bone B. (The eye symbol)
My guess is by using a driver.
BUT, I don't have any clue to do it.
Added info:
Start to rotate means, when I manually rotate the bone (bone A). What's the constraint doesn't matter. All I need to know is how to disable/enable a constraint of another bone, when I start manually rotate the bone A. If it were possible. If the driver is the way, I don't have any idea how to set it up, because the default, doens't give any effect


texts:
I'd like to open some .dds image files in Blender as I've extracted some files from a game and wish to view them...

Does anybody know if it's possible (either by default or through an addon) to open .dds files in Blender? And if so, how to use them?


texts: Is there a way to project 2D procedural texture on the object without seams?

texts:
I want to make procedural texture of the scratches that apears only on edges, but I need to know how to avoid seams.
Is there a way to make projection as in Substance painter?
How to make Tri-planar projection for example?


texts: How can I avoid this unwanted rotation in an object with curve modifier?

texts:
I'm trying to make a handrail but i get this unwanted rotation. I want the start and the end of the handrail to have the same rotation (flat).

I used a long subdivided cube to show it better, you can see that at the start it is flat like I want it but at the end it gets rotated by something like 40 degrees.

If I use a curve with the bevel option instead of an object with the curve modifier i get the same problem.


texts:
How to find out the file path I dropped my Python script from?
I want to call an external application for image post-processing from a Python script and I want the application to be in the same folder as the script. And I want Blender to automatically find that application.

I know about this question:
"How do I get the path my script is running in?"
but it's not the same


texts: How do I make a shape key for blink into wink?

texts:
I just spent a lot of time making my character blink forgetting that I should have done only one eye and then mirror it.

Do I have to start over or is there a trick to make only one eye blink?


texts: Blender edited FBX model is not smooth when imported to Maya

texts:
I edited an FBX model in Blender (mainly its vertex groups).  I exported it--all looked fine--but when I reimported that FBX file to Maya in order to further edit it, it was no longer smooth.  I've attached an image of part of the mesh.  It looks very triangulated.  I've tried many solutions:

smoothing the mesh in Maya (not just smoothing the preview)
turning off custom split normals in Blender
removing doubles in Blender
flipping the normals

Nothing seems to work, but I may have improperly applied one of these fixes.  Any suggestions?  Thanks for any advice!


texts: How can i keep deformed skinned mesh and rigged bones after scaling them?

texts:
i rigged a mesh with bones, an Eagle model i'been making, and then i scaled the wings by scaling the bones, but now i want to keep the mesh like that (bigger wings) plus the scaled bones, but everything as if it were the main, basic position of it, how can i do that?
If i go to object mode, the model gets smaller, but i want to keep the present proportions in Pose mode as the base one.

Thanks in regard.


texts: What does {'INTERFACE'} mean when returned from `invoke`, `modal` or `execute`?

texts:
In version 2.72 a new return value for invoke, modal and execute got introduced: {'INTERFACE'}- It is documented as

  INTERFACE Interface, Handled but not executed (popup menus).

What does this actually mean when comparing the Operator's control flow to that of returning one of the other values?


texts: I'm importing meshes to do some retopologisation on but blender just can't handle it without me having some sort of quadro card. Do I have to use mudbox or something similar to do work with such poly counts?


texts:
I'm scanning real life compositions of my own (just books and things) using an app on my phone called 123D Catch.

Once scanned I have the option of downloading these files in .obj, .3dp and .stl formats.

The files need a lot of cleaning up with a lot of background interference being included in the result and the odd hole needing to be filled in and a base to be put on the scan.

I'm completely new to this software and I'm wondering if there's an easy 'delete' tool where I can delete all the parts of the .stl file on the screen which have shown up around my scan? And also a tool or way of going about (in quite a rudamentary way is fine) filling in a couple of holes which have shown up on the walls of my scan where it hasn't captured completely and also of fitting a base to the model? It just needs to be fit to be sent to the printer and I don't think it is quite yet.

Thanks in advance!

Rob


texts: Good AMD GC but only find "SCRAPPER" where there should be a compute drop down menu

texts:
I have been trying to get my AMD Radeon card to finally be recognized by Blender. It was working beautifully then I installed the Sensei Format and all of a sudden I lose my ability to render with GPU.

I was using Blender 2.79 and had to downgrade to 2.78c to get the OpenCL option to enable but now Under it all I get is Scrapper.....

I have GPU selected in the settings to the right. It used to be grayed out even before. Now it is not. But where did all my card options go in the drop-down window. It was replaced with Scrapper.... when I turn scrapper on, and hit render whilst using GPU, Blender crashes

Here is My DXDiag:

Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170512-0600)
           Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
       System Model: HP Compaq Pro 6305 SFF
               BIOS: Default System BIOS
          Processor: AMD A4-5300B APU with Radeon(tm) HD Graphics    (2 CPUs), ~3.4GHz
             Memory: 8192MB RAM
Available OS Memory: 7630MB RAM
          Page File: 3577MB used, 11681MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 32bit Unicode

Here is my UP...


texts: Failed to load CUDA kernel: rendering crashes after few hundreds of iteration on GPU

texts:
I'm running blender 2.92 via python on Ubuntu 18.04.5 bionic with RTX 2080 Ti GPUs.
I'm iteratively generating images using cycles. After I generate around 300 images the error in the following comes up and blender crashes. The RTX 2080 has 11GB and each rendering process only takes around 1GB in nvidia-smi so I don't think it's a GPU memory error.
Fra:1 Mem:123.13M (Peak 145.52M) | Time:00:00.16 | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Loading render kernels (may take a few minutes the first time)
Failed to load CUDA kernel from '/playpen3/home/jmincho/workspace/blender-2.92.0-linux64/2.92/scripts/addons/cycles/lib/kernel_sm_75.cubin' (File not found)

Refer to the Cycles GPU rendering documentation for possible solutions:
https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html

Failed to load CUDA kernel from '/playpen3/home/jmincho/workspace/blender-2.92.0-linux64/2.92/scripts/addons/cycles/lib/filter_sm_75.cubin' (File not found)
Invalid handle in cuModuleGetFunction( &functions.adaptive_stopping, cuModule, "kernel_cuda_adaptive_stopping") (device_cuda_impl.cpp:600)
Invalid handle in cuModuleGetFunction( &functions.adaptive_filter_x, cuModule, "kernel_cuda_adaptive_filter_x") (device_cuda_impl.cpp:602)
Invalid handle in cuModuleGetFunction( &functions.adaptive_filter_y, cuModule, "kernel_cuda_adaptive_filter_y") (device_cuda_impl.cpp:604)
Invalid handle in cuModuleGetFunction( &functions.adaptive_scale_samples, cuModule, "kernel_cuda_adaptive_scale_samples") (device_cuda_impl.cpp:606)
Writing: /tmp/base_scene.crash.txt
Unable to save '/tmp/base_scene.crash.txt': Too many open files
scandir: Too many open files

I don't know what actually causes the error. I confirmed scripts/addons/cycles/lib/kernel_sm_75.cubin exists in the mentioned path. As Too many open files is mentioned, I tried deleting files in /tmp/ but it didn't help either. Any tips or suggestions would be helpful. Thanks.


texts: Trouble boolean joining objects. Blender export perceived as separate objects.

texts:
I'm working on a ring I am willing to print out. I've sent my stl export to the printing place, but they claim that mesh I've sent consists of 3 separate objects. But when I'm working on blender, everything appears to be one solid object.
The ring was created from 3 loops joined by boolean union modifier.

This is how other software sees my file

Does anyone know how else can I join it ?


texts: Object is black in 3rd and 4th viewport shading

texts:
I am a newbie to blender so I am sorry in advance if it's something common or just my mistake.

I have this object and the viewport just shows it black. I tried googling this problem but I just couldn't find any working solution. I figured it has to do something with the two black circles that represent the backround?

Thanks in advance!


texts:
I have two scenes that are composited together.
Scene A has a camera with animation.
I need the camera in scene B to have the same animation but different camera settings.
I know this should be simple enough to setup but I can't get it working today.


texts: Archipack: when adding a window to a wall with wood cladding, the window is at the wrong depth

texts:
when adding a window to a wall system using wood cladding, the window is by default at a depth of 0.09. The cladding hides most of the window (see image below). Changing the depth to 0.10 resolves the issue and the window is now visible.

However, when adding a new window, the old window (and others) default back to 0.09. Very frustrating.

I am using Blender 2.81a. Archipack 2.2.4

Anyone else had this issue?


texts: I try to create a music, and I would like to do  a simple animation , just a black background with some smoke on the front that would be animated  following the sound of the track, I have no idea how I can achieve this, but I know this community is huge and I hope someone can give me a clue with something I can start with, thank you :)


texts: My Mesh Distorts When Switching To Object Mode?

texts: I have no clue what I did wrong, and I am very new to blender so help please. This mesh is rigged to a skeleton that was rigged and fully functioning, until I edited the shape of the mesh to work on details of the deer, and now every time I exit object mode, the mesh distorts.


texts: How to add Objects to a scene AND to a list? (Sphere Packing)

texts:
I want to add several spheres (rocks) to my scene to create this image:

To achieve this look, I have to pack the spheres. And I want to do it in python.
That's my plan:

Define the radius of the circle; the number of spheres to pack
Add a sphere at a random location inside the sphere. Add this object to a list as well
add the next sphere; check if the sphere is intersecting with spheres in the list. If not, add the new sphere...

How can I add an object to a list after creating it to loop over this object-list afterwards.

My code so far:

import bpy
import random
import math

radius = 50
ptnum = 80

curserPos = bpy.context.scene.cursor.location

spheres = []

for i in range(ptnum):
    r = random.random() * radius
    alpha = random.random() * 2 * math.pi

    x = curserPos[0] + math.sqrt(r) * math.cos(alpha)
    y = curserPos[1] + math.sqrt(r) * math.sin(alpha)

    bpy.ops.mesh.primitive_ico_sphere_add(location=(x,y,0))


texts: Best way to make a transformer with a car, so use the shape keys or use the armature for parenting?

texts:
I'd like to make a transformer. I start with a car. There are three ways of doing this:

using shape keys (my car consists of one object, but more than a single mesh) and keyframe the influences
use armature (my car consists of more than a single object and each object consists of a single mesh) and parent each object to a bone (CtrlP)
use armature (my car consists of one object, but more than a single mesh) and parent each vertex group to a bone.

In the 3rd case, what is the best way to achieve this:

name the vertex group the same as the bone so they are automatically matched and parented
or use at each bone a Bone constraint, use as object 'car', and use the wanted vertex group?


texts: Is there a way to change the particles from the second item on a keyed particle animation?

texts:
I have a keyed particle system with three objects, 1 controller and 2 items. Item A turns its particles into item B, and the three items share the same particle system, so it works, but the item B starts its animation before (since it has the same animation as the item A). What I need is that the item B is invisible and begins to appear thanks to the particles given from item A.

Is this possible? Even if I hide the emitter (Item B) it still appears forming the particles.


texts: Clarifying Blender skeleton animation and OpenGL

texts:
I'm looking into implememting skeleton animations. I use Blender to create the armatures, export them using the IQM file format (Inter Quake Model).
My first steps are to make sure that I'm getting the right values in my openGL application.

I created a very basic model in blender:

When I print the local matrix of the root bone in Blender I see:

>>> bpy.data.armatures[0].bones[0].matrix_local

Matrix(((1.0, 0.0,  0.0, 0.0),
        (0.0, 0.0, -1.0, 0.0),
        (0.0, 1.0,  0.0, 0.0),
        (0.0, 0.0,  0.0, 1.0)))

Which seems to be a 90º rotation around the X-axis.
Why does the matrix_local of this particular bone given me a 90º rotation around the X-axis?

Another question I have is, when I convert this matrix to a quaternion in Blender,
I get (0.7071068286895752, 0.7071068286895752, 0.0, 0.0)
(w,x,y,z). Though when I create my own quaternion with a 90º rotation around X, I also get (0.707107, 0.707107, 0.000000, 0.000000) (wxyz), though when I convert that back to a matrix using my own math lib, I get:

1.00,  0.00,  0.00,  0.00
0.00,  0.00,  1.00,  0.00
0.00, -1.00,  0.00,  0.00
0.00,  0.00,  0.00,  1.00

It would be great if someone could clarify this a bit!

Thanks


texts:
I have an animated object in the origin of my scene. I want to render the animation from different angles rotating the camera 45 degrees along the path, while keeping the camera pointed at the subject of the scene. I made a circle curve and parented the camera to it, but when I start the animation the camera follows the path.

What I want to do is, have the camera stay in the same location until the rendering of the whole animation finishes, then move 45 degrees and start rendering the whole animation again from the new position, then add another 45 and start rendering the animation again and so on, as shown below the red dots are the location where the camera will stop to begin rendering the animation from this point and once it finishes, it will move to the next stop and so on until it comes back to the first initial location and stops.


texts: Blender auto keying the first and last frame of all my joint animations

texts:
Dumb Blender to Unity question... I'm currently trying to export a character with several animations and for some reason, it keeps keying the start and end frame of each joint I have. I have set it so the when exporting as FBX, it wouldn't key all bones and not force start and end key (in the settings for animation), but it seems that it still happens in Unity. Does anyone know a way to fix this/ bypass this issue?
Side note, if I have Simplify on at like... 0.01 with would remove the start and end key, but doing so removes some of the poses or keys that are just flat curves.
The only solution I have right now is animate the single key frames to be longer and have a small movement (enough to be not seen and enough so Simplify doesn't remove it), but if there are any other ways, please let me know!


texts: How to move 2 cube at the same time? New to Blender

texts:
I wanted to make an animation. I added two box and I made one of the box rotates about a circle. For some reason, the other box follows the 3-axis intersected at the other box,instead of staying at the origin. What did I do wrong? Thank you.

import bpy
import math

if not 'Cube' in bpy.data.objects:
    bpy.ops.mesh.primitive_cube_add()

if not 'Cube2' in bpy.data.objects:
    bpy.ops.mesh.primitive_cube_add()

fpr = 120.0
step_size = 2*math.pi / fpr

radius=5

def set_object_location(n):
    x = math.sin(n) * radius
    y = math.cos(n) * radius
    z = 0.0
    ob = bpy.data.objects.get("Cube")
    ob.location = (x, y, z)
    obs = bpy.data.objects.get("Cube.001")
    obs.location = (0, 0, 0)

def update(scene):
    frame = scene.frame_current
    angle = frame % fpr

    if angle == 0:
        set_object_location(angle)
    else:
        set_object_location(angle*step_size)

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


texts: Extruding square shape (from mesh) along curve results in a flattened mesh

texts:
I'm trying to extrude a simple square shape along a curve, with the view to making a set of steps go around a corner.

Extruding a circle works perfectly, but a square shape seems to extrude along the Y axis instead of the X and is therefore just a flat shape.

Steps
- Created cube shape

Selected 1 face and duplicated it
Separated the face so it is a single object
Transform/rotation applied
Alt+C - converted mesh to curve
Added Path
Gone to path object panel > Geometry and selected the 'Bevel Object' to be the square

Result

The Extrusion is a flattened mesh.

Doing the exact same steps with a cylinder works just fine.

Blend file here - http://pasteall.org/blend/index.php?id=47161

Many thanks in advance.


texts:
guys

A quick question: I am retopologising a sculpt I made. However, the single issue I have is when I attempt to move a vertex of the new mesh, the whole thing moves. How do I "unlink" the mesh so it doesn't all move when I try to reposition a single vertex?

I did a mirror modifier//then shrinkwrap. I don't see a setting tht could stop this happening.

Thanks,

P


texts: Texture appears in Edit Mode but not in Rendered mode

texts:
Hi,

I've placed a texture on this object and it looks fine in Edit mode but when I switch to rendered mode these black bands appear. It's all assigned as the same material so I'm really unsure as to why this keeps happening.

Can anyone help?


texts: How to randomize textures that have an transparency/alpha channel?

texts:
I can easily randomize textures but i dont know how to throw transparency in the mix.

In simpler worlds - How to randomize textures with transparency/alpha channel ?

Anyone can help ?


texts: how to build game as a standalone application with no libraries

texts: I'm making a game and I know about all the "Save as Game Engine Runtime" stuff but whenever I export the game it exports as a bunch of files, and when i delete them or tell blender to export without them it doesn't run. Is there any way to export it with all the engine runtime stuff built in? I really just want this to be an exe file, nothing else.


texts:
I'm trying to follow a YouTube tutorial about Vine animation. But in the video he click a button called "add new ivy" to add more vines.

But in my Blender 2.79 i cant find that option.

is there any other way i can get same effect ???


texts:
Can an "empty cube" be used to hold liquid? I have found nothing on YOUTUBE nor any other help sites.

What I would like to do is use an empty to replace actual text, and have liquid going in it to make the shape of the text. If that makes sense.


texts: I have an arm and at the inner elbow, its dipping in when bent?


texts:
Have problem similar to this but that workaround does not work for me.
Empty bpy.data.node_groups

I need to access mapping node with Python so I can change values. This code worked for several times I used script but suddenly it does not work anymore.

bpy.data.node_groups["NodeGroup"].nodes["Mapping"].rotation[2] = math.radians(180)

Also looking at python output when changing values manually and looking at tooltip path output I should use something like this.

bpy.data.node_groups["Shader NodeTree"].nodes["Mapping"].rotation[2] = math.radians(180)

But I get error that Shader Nodetree does not exist.

Can anyone explain what is going on here, am I missing something here?


texts: Car python script stopped working when I edited part of the moldel

texts:
I recently used a car python script and tweaked it to work, but as soon as I edited the front part of the car, it stopped working. there is a working car in the blend file attached.

https://drive.google.com/file/d/0B8TTcNitjst6dVV1LWllU1drZmM/view?usp=sharing


texts: How to make a 90s Cel animated look in blender

texts:
I'm trying to created the Cel animated look in blender but with 2D animation beside, mimicking the style from the 80s and 90s I feel like theirs some nuance to it that I need to set up nodes for. Theirs also something about the inking that just a regular black line doesn't capture like the colors painted behind it have some influence how could i recreate that?
Im also trying to add a super faint drop shadow to the main character against the background which I think could help, but I also don't know how to do that.

I'm new to blender and don't really know how to work the nodes super well so any help would be really appreciated.


texts: How to remove or minimise compression banding in Blender video export using FFmpeg?

texts:
When exporting video with very subtle color blending like lights in fog a compressed video will create banding where there was none before, even with the best in-Blender settings e.g. "perceptually lossless" etc.

So far my best solution is to export all frames as .BMP image sequence. (exported PNG images have banding).

By using FFmpeg free software one can apply the following line:

ffmpeg -i "input%04d.bmp"  -c:v libx264 -pix_fmt yuv420p -tune film  -preset slow -crf 1 output.mp4

This will significantly reduce banding to almost unnoticeable or sometimes imperceptible.

I wonder if you have discovered a better method or better settings for FFmpeg? My solution above is an optimum between size and quality, but I am not an expert on FFmpeg.


texts: How to append a scene from an existing .blend file to the current .blend file?

texts:
I just want to append a scene (named "fred" which is the ONLY scene in the file) to the existing open blend file. Seems like this should be easy, but I can't find out how to do this. So, after the append there should be two scenes: the orignal one and a new one named "fred".

I know the name and location of the file and the scene I want appended.

Thanks for any help.


texts: Holes in my final render that don't show in my preview

texts: First Image is Shift-z. second is when I click render. This holes only show up in the final. It's like it's not registering part of the off set.


texts: How to copy everything from one object to other

texts:
OK guys first to tell you im new with blender and i found this really cool.
I made one Pakistan flag and applied many things on it like wind, subdivision, keyframes to make it waving,
now i made another American flag and i want to apply all same effects on.
Do i have to make it one by one like i did for Pakistan flag? or i can copy all the applied modifiers from one flag to other to save my time?
( I imported images as planes to make flags)


texts: Convert from Bezier surfaces RIB file into something Blender can import?

texts:
Can anybody recommend a free converter that’ll turn a Bezier surfaces RIB file into a mesh format that Blender can import? I have a RIB file of Ed Catmull’s “Gumbo” that I’d like to use in Blender.
I'd also be fine with a version of Ed Catmull’s “Gumbo” already converted into something Blender can import.


texts: Suggestion about the poles around the mouth?

texts: I would like to know if this poles are good places? specialy near the mouth ? it is important to use Poles near the nose?


texts: How do I pan in Blender using a Wacom 3D Pen?

texts:
I've just got a Wacom 3D pen for sculpting in blender and in the video Wacom released for the pen it shows you can navigate without using the keyboard:

https://www.youtube.com/watch?v=tcIVpiK3TXw

The first button is rotating the view like the middle mouse button and the second one in set for pan/zoom. Now, it is zooming when you click the button and move your hand while hovering over the screen, and the dragging, as the video suggests, is supposed to happen when clicking that button and tapping the screen with the pen tip.

The problem is that it is not dragging (or panning). (I cant find anywhere in the Wacom settings to control the hover and click/touch and click gestures)

Also, it is not a special feature for the 3D pen, it should work like this with all pens (it is working as shown in the video in Solidworks with the default settings).


texts:
I'm trying to import my KiCAD pcb into Blender 2.78c. Unfortunately some of the VRML models make the program throw an error. I tried to recreate the problem by creating a simple 2 part object in FreeCAD(I used KiCAD StepUp to align the models to the footprints) and exporting it to VRML2 format. Then I get the following error message in Blender.

Can anyone help me solve this?
I found that if I download a 3D model from 3dcontencentral.com in VRML2 format, I can't import that to Blender either.
Thanks,
Tibi


texts:
After seeing somebody do this, I wanted to try and make it myself.
At around 0:04 in this video: https://www.youtube.com/watch?v=rLha9MJTWfg, there is a clip of some objects falling onto a cube. I want to try to make something like this, where the cube itself looks completely solid, but when something drops onto it, it permanently deforms to a certain degree.
I have tried soft body simulations, but could not get any good results. Am I missing some settings?


texts: Modelling Flat Surfaces and Wall Corners With Megascans Textures

texts:
I am new at 3d environment modelling. I am using Megascans for textures. I have a problem with modelling corners of building and variation on flat surfaces. How can ı add geometry over texture?
Examples of what I want to do:


texts: Does Blender internal render have limited gains from using better hardware?

texts:
I have a plan to rent a powerful computer for an animation project to make Blender Internal rendering faster. But I heard that Internal won´t get significantly faster (at least not at the same scale as Cycles). Is it truth?

My computer: Intel Core i7-2600 CPU 3,40 GHz / 12GB Ram / NVIDIA GeForce GT 440


texts: Follow Active Quads gives me disorted, streched UV

texts:
I have a track mesh. But when I use "Follow Active Quads", generated UV has weird stretch.

Result texture also getting messed.

Every faces are connected and all of them are quads, no duplicated vertices.

Using Pack UV doesn't helped as well. What am I missing?

Here's the File link:
https://drive.google.com/open?id=1kbwjgpCO1xxRivDN4FYtssKej4NjlmXT


texts: Tweening drawings in Blender 2D object mode

texts: So this seems like and obvious thing, but It's got me beat, and I've scoured the internet for threads about this problem and I haven't found them. I'm doing a rough frame-by-frame animation and so I have a layer of the rough background, to be replaced by the finished background layer later. Then background is supposed to move in one sequence, so I go into edit mode with a keyframe of where it was and I drag it to where I want with a keyframe there in an appropriate place. Then I go to Interpolate-> interpolate and it says "Cannot find a pair of grease pencil frames to interpolate between in selected layer." Same result if I click interpolate->sequence. I know I'm not technically editing strokes, but surely there's some way to drag an object and tween it between points A and B? Thanks for your help all.


texts:
I have a mesh that had some trouble spots where I had extruded faces into the mesh and It left some extra faces that caused dark spots when I rendered it.

I've gone through and deleted all the faces but the dark spots are still there and when I show faces normals the direction indicator is there but no face to delete.


texts: Adding multiple green screenplates into an animated 3D environment

texts:
This is my first question here and I am relatively new to Blender...

I am creating a music video of band members videoed in a green screen environment to be placed on an animated 3d stage.

I will record each member separately, but I wish to be able to see all separate recordings in the one screen shot of the whole stage.  I will also have close ups of each member but I am ok with that.

My problems are as follows and I would like to know how to fix this:

When I render a shot my render comes out the size of my green screen frame size and not the 3d camera view point of the stage.

Q 1
Why can't I place my green screen recording onto the stage and the end result view be larger than the green screen frame size?

Q2
How do I include the footage from two green screen recordings into the one render scene?  I am hoping that once I solve Question 1, Question 2 might be self evident.

I look forward to your assistance.


texts: How do I put my Body group into my Armature group?

texts:
This is what my groups currently look like

This is what I'd like them to look like

I've tried simply clicking and dragging the Body onto the Armature text in hopes that the Body would go into that folder with no luck.

If anyone could help me find the answer I'm looking for I would appreciate it.

regards,


texts:
The object in that window are not showing up whereas it is right in 3D View:

Q: How do I reset my UV window to display the object properties?


texts: Why does this cube move in the Y-axis even after rotating it?

texts:
I'm sure that this is something related to global and local axes but I don't know how to implement that in blender. When you play my animation, you will see that the cube doesn't follow it's new local y axis. It follows the global y axis. How can I change that?
Click here to download my .blend file


texts: Cycles: How to apply procedurally made material to a single face properly?

texts:
I have a procedurally made material that displays single digit "1" using Generated Texture Coordinate as input to Mapping.

Now I want to apply this material to a single Face.
With Generated it's not working (obviously because Generated coordinates represent the whole object).

So I tried to pick the necessary Face, Unwrap it to separate UV map, added UV Map Node to the Node Editor, picked that map and used it as input to Mapping. Material is shown incorrectly (partially). I've tried various scaling of the UV map, but still somehow I can't get all the parts of the material to appear on the Face. I've tried to play with Mapping Node by changing X and Z Locations - still no effect (however it does still shift X correctly). How may I solve it?

In short: I want my procedural digit to be shown on a single Face exactly like on a whole single plane. Thank you!

Update: here is how it looks. Left side = solid cube with material applied (Generated input). Right side = rectangle of few faces with material applied to single one).

Update2: All right, looks like I solved the problem. So the thing is when you switch from Generated mapping coordinates to UV Map former Z axis (in my case) becomes Y axis (presumably due to UV map being in XY plane), so I just had to substitute Y from SeparateXYZ Node as Z input to my "drawing" Node.
Thanks all who attended!


texts: Rendering a cube as png file using Blender's Python API

texts:
I am new to Blender. I create a cube and want to render it. Since, we are later going to do this for large number of shapes, we are working with Blender's Python API. I want to save this rendering as a png.

I have the following code:

image = bpy.ops.mesh.primitive_cube_add(radius=1, location = (0,0,0))
image.save_render("/Users/tarun/Work/check.png")

But it gives an error :

  AttributeError: 'set' object has no attribute 'save_render'

Although when I do only bpy.ops.mesh.primitive_cube_add(radius=1, location = (0,0,0)), it shows the cube in the scene.

How can I create and save a shape like cube from the Python console in Blender?


texts: Is it possible to create a modal operator with a modal keymap in Python?

texts:
Creating a modal operator is not an issue, but hard-coding the user tools, interactions, and other events is quite cumbersome and not flexible for the user.

Is there a way to check against modal keymap properties within a modal operator through Python?

For example, in my modal I let users select elements with one of the mouse buttons. This is fine for most users but it becomes problematic if a user changes their selection mouse defaults (as an example).

I know how to create a modal keymap, like so:

kc = bpy.context.window_manager.keyconfigs.addon

# Create the mode switch menu hotkey
km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')
kmi = km.keymap_items.new('wm.call_menu', 'V', 'PRESS', ctrl=True, shift=True)
kmi.properties.name = 'object.menu_name'
kmi.active = True

km = kc.keymaps.new('Addon Modal Keymap', space_type='EMPTY', region_type='WINDOW', modal=True)

kmi = km.keymap_items.new_modal('SELECTION', 'LEFTMOUSE', 'PRESS', any=True)
kmi = km.keymap_items.new_modal('REMOVE', 'X', 'PRESS')

But how do I check against these keymaps in the event system? Normally I would just hard-code it by checking for the event type, but this is not flexible.


texts: How do I know a details about video codec used by Blender?

texts: When I do render animation I can choose a "Video Codec". Is that codec provided by Blender app, OS or is installed with some external app? How can verify what have been used?


texts: How to add road topology on grid-based landscape

texts:
I'm trying to make a relatively low-poly rally racing map.
Right now I have some roads created with the usual "array modifier + curve modifier, control with a path curve" method, and a grid-based landscape created with the A.N.T. Landscape addon.
The main goal: I need to have a single large mesh that is the landscape and just carve all the roads into it.
To achieve that, I think there are multiple possible routes:

Merge the roads into the topology of the landscape somehow
Cut the place of the roads from the landscape mesh with "Knife Project" tool, put the road path into the ravine I've just cut and somehow connect the roads with the landscape parts next to them.
Have the roads and somehow start adding faces on the sides of the roads, so fill between them, fill outside of them, all that.

Not necessary, but it would be best if I wouldn't have to apply the array and curve modifiers on the road paths, and the landscape would transform when I move the roads.
I've found this ancient Reddit post where someone is trying to explain a technique, and this image is pretty much exactly what I need:

The problem is I don't understand how I could start filling the space between the roads, especially since they wrote here that the roads can be moved later in the procedure, so it might be that the roads don't even have the modifiers applied, so they are always customizable.
Does anyone have any idea how to achieve the main goal trough any of these methods?


texts:
I created a mesh and made it a child of an armature.
once I did that, the mesh has been distorted.

When I changed the Pole Angle to 90 deg (it was -90). the mesh was fixed but then the IK went the wrong direction..

How can I fix that?

Thanks!


texts:
Edit Update:

I want to explain how I got to this point better because I did a poor job explaining, so here it is. I am making a box. Along one edge of the box I pressed "W" then "subdivide" to create a single vertice. After which I had selected the single vertice I created on its own, and then pressed
"ctrl shift B" to create two vertices, when I had the desired distance I wanted I then switched to edge select, and selected the edge between the two vertices I created then pressed "ctrl B" which results in the image above. I have no doubles, and using "ctrl A" in object mode doesn't fix my issue.


texts: I want to mix Cycles shaders based on self shadow

texts:
I have a sphere (world) that I want to reveal the night lights on. I can use a normal node and manually rotate the DOT product, then I use this as a factor mix between Day time shader and Night time shader.

But I want an interactive version so I only have to move the light in 3D view.

I guessed that maybe I could take the Lamp's position as a driver value and modify the position normal of my sphere. See screeny:

But I can't figure the math to take all angles into account.


texts:
I'm trying to animate a tongue that is licking an object.

First I thought the tongue could be a soft body colliding with the object that it is licking, however, with that many parameters and options, I didn't even know where to begin. I tried out a whole bunch of different configurations, but couldn't get it to look better than this sad result: https://streamable.com/va8sj

Then I though, since the whole animation does not have to be physically correct, I can just use an armature/bones. Turns out, although this has yielded the best result so far, it is very(!) hard to control the position of the tip of the tongue and at the same time achieve a fluid motion: https://streamable.com/bbzht

It would be way easier to control the tip of the tongue, so I tried inverse kinematics. This feels like the right approach, but I could not figure out how to control the bending of the tongue. https://streamable.com/608kt

Is there any way to use IK for the tip, and FK for the other end of the tongue?

What's the best way to do this?


texts: Blender Rigid Body Physics Trapdoor Effect

texts:
I'm doing an animation in Blender where a bunch of cans are falling in an enclosed space. I give the cans a rigid body and enable collision on the bottom plane that they land on.

What I'm trying to do is make it so after the cans land on the platform there's a trapdoor that animates open causing them to fall through the floor. When I tried to do this by detaching part of the plane and animating it the cans don't fall through.

Can you guys help me figure out how to achieve this effect? Thanks. I feel like i'm missing a key element in these physics.


texts:
Reference Photo

Consider the following photograph:

No Glare

The first render resembles:

Note how the LEDs have no glare.

Glare

The second render adds glare by following Price's tutorial:

Problems

Adding glare introduces a number of problems (in no particular order):

Since the glare is added during compositing, the cabinet door glass does not affect it.
The star streaks are not pointed.
Separating the cabinet door frame and cabinet door handle for masking eliminates incorrect glare, but produces a moiré pattern for the handles (even with dithering and DoF in place).
Due to issues with alpha, the white environment background is no longer applied (this is not apparent with the glare reference image because JPEG does not support transparent backgrounds). This cascades to other problems (such as darker tiles and less window reflection).

Question

How would you produce a realistic glare (or glowing LEDs) that is behind glass and correctly masked?

Compositor Node Setup

Here is the node setup:

(Aside: does Blender have an "save node setup as image" option? A screenshot won't necessarily capture a massive node setup.)

Glass Nodes

The glass nodes have the following node setup, from chocofur's tutorial:

And the absorption:


texts: How can I create a parabolic trajectory between two 3d points

texts:
The idea is to make some sort of node arrangement that creates a parabolic trajectory between two points. Just like when missiles are launched from the ground.

As Jacques pointed to be more specific I want to achieve something like this:

The animation that I'm trying to achieve is the typical world globe with points and lines simulating that trajectories of airplanes in order to show connections between different places of the world.


texts:
Let's say you're following this tutorial https://www.youtube.com/watch?v=Nn7mISvVzJk but the curves get lost inside the mesh.
Is there a way to always see the curves on top of the mesh, kinda how bones can be seen when posing?


texts:
I am using the bool tool really a lot and have been struggeling with that tools in 2.7 for quite some time...

My first impressions of 2.8 showed no real difference in the boolean modifier - the results depend very much on the complexity of the objects and on the fact if objects share geometry (2 vertices / edges / faces at the same place on two different objects) or not...

Most of the time I use the really helpful bool tools addon which is a rather superfast way of merging / cutting objects.

I found out that the modifier "by hand" (using "Add Modifier" and select the 2nd object) works not exactly identical to the bool tools: If I set the overlap threshold to 0 the boolean modifier works quite perfect - even on shared vertices/edges/faces...

Left: the two single objects, middle: result of bool tool, right: result of boolean modifier with threshold of 0

BUT I have not been able to use the bool tool in the same way: the bool tool does not know an overlap threshold to set.

As I am a programmer I took a look into the python source of the bool tool addon ("object_boolean_tools.py") and compared the modifier thing with the python reference for the boolean modifier (https://docs.blender.org/api/current/bpy.types.BooleanModifier.html)

The python ref points out, that the overlap threshold defaults to 0.0 - which cannot be true because the bool tool script does not set this value (around line 579). The bool tool acts like the default modifier threshold of "0.000001" in the gui and NOT like "0" as in the reference.

So I added a line (@line number 579) in the bool tool python explicitly setting the threshold to 0: "md.double_threshold = 0"...

After replacing the bool tool python script everything works now as expected...

BUT I think this is not really a very nice / practical way for everyone out there - and I believe a lot of people have their issues with the boolean things...

Is it a bug in blender that the default is NOT 0 but 0.000001? Or is it a bug in the bool tools? Or does everything work like expected and I am the problem?

Any advices welcome ;-)


texts: How to get a "smoothed" wireframe using Freestyle lines?

texts:
Let's say I have a cylinder. When I turn on smooth shading and auto-smooth, the side edges are smoothed out like this:

So the question is, can I do that on wireframes? I mean I want to hide all the smoothed edges, leave the outline and sharp edges alone like this:

(photoshopped)
I guess some eevee shaders could do that but I don't know how.


texts: Everything moves when I change one thing

texts: I'm modeling a car and it's almost complete except now whenever I move one vertex the whole model changes. Parts of it jut out whenever I extrude or make anything. I tried building tires separately and when I went to use bullion to union everything the entire model disappeared. Ctrl z brought it back of and sometimes if I undo and then redo the model will look fine but while working everything shifts randomly.


texts: F12/devtools like JavaScript in browsers

texts:
I'm mostly a JavaScript developer and I enjoy to explore objects and quickly write new source code via F12/devtools in browsers like Chrome/Firefox. The browsers even allow to set breakpoints and single-step through the code etc.

I search something like that for Blender, but I only found the Python shell, which is more like a "text only" interface. Is there any powerful Blender/Python devtools like JavaScript devtools in browsers?


texts: Circular selection tool is stuck on the cursor after pressing alt+c

texts:
I am modeling a car. While modelling I pressed Alt+C instead of C for circular select tool. The circular select tool came anyway but now I'm unable to exit the tool. It has got stuck to the cursor. When I press C again the new circular tool comes over the stuck one.

I'm not able to do anything. I pressed Alt+C again to undo it but its all in vain. So to rectify it I opened a new blender file and pressed Alt+C and same problem appears. The cursor got stuck on circular tool.

Q: What am I doing wrong?


texts: Is is possible to have fewer edges and vertices and still have a smooth character? If possible then how? I know Darren Lille uses very few edges and vertices and still has smooth work.


texts: Transparent Texture doesnt come up correctly in texture shading. A glitch?

texts:
I have 2 questions:

I am using a texture with a transparent alpha channel. It renders alright, but it displays in the 3D Viewport's texture shading mode all wrong, as you can see below. Is this a glitch or did I do something wrong?

Is there any way I can make the grey area outside the texture a different shader? Everytime I put a UVmap there, thinking nothing would appear on the model, the texture still appears! Is it obligatory to fit everything in that little square?

Any help will be appreciated! Thanks!


texts: What is wrong with my blender zoom interface?

texts: When my view is on the positive view axis, it zooms in just fine.  But when I rotate to the other side, when I zoom in, it infinitely gets slower and slower until I can't zoom in anymore.  How do I make both zooms even?


texts: I seem to have a problem with Wireframe and Shading making the model see through

texts: I find the issue very hard to explain  and  i also have no clue where it came from, but it is making me anxious on the progress of my model. New meshes added to the scene don't seem to have the same problem. Below is a picture  of before and after activaing wireframe and also a picture of how it looks in shading


texts:
I need to select all faces that are visible from a certain camera, optimally via script because I have to do it very often.
And actually, I already wrote a script that is doing this... in theory. But I found the same issue that has been already described in this question: why is the selection depending (1) on the distance between object and camera and (2) size of the faces?

I am using Blender 2.82 and tried all the combinations of X-Ray and Wireframe view and X-Ray Alpha, but I didn't found any to solve the issue. I heard there was, until Blender 2.79, a thing like "Limited selection to visible" that disappeared in newer versions and has been integrated in X-Ray. But I guess that this would not solve the problem...

Can anyone give me a hint how to handle this properly?


texts: Object keeps moving between frames even though theres no frames in between?

texts:
I'm new to Blender and I had been having some problems with animating. I animated the door at the start and then I went forward about 30-40 frames I then started animating the door again. When I play the animation, there were movements between the start and the end of the both animation even though there were not any frames in between.

Look at the 'Door:Wood' section on the dope sheet and you can see there is blanks between the 4 frames and yet the door is moving during the blank space.


texts: Instanced Objects Not Rotating When Mirrored

texts:
After instancing an object to the vertices of a line, when I apply a mirror modifier to that line (in this case, around an axis), the orientation of the instances does not rotate when mirrored (the mirrored instances are all facing the same direction as the original instances).

I was told that using instancing with faces instead of vertices should cause the new mirrored instances to follow the normals of the mirrored faces.  Instead, the orientation remains the same.  Rotating the faces and recalculating the normals to Outside does not fix the issue.  Can anyone please advise the best way to allow the mirrored instances to be properly rotated?

Instancing Using Vertices

Instancing Using Faces


texts: Particles render in front of other objects

texts:
Situation: I wanted to render a scene which is made up of a few flowers model in the foreground, and in the background, I have a grass particle system.

Problem: Whenever I tried to render, there seems to be a bug which looks like the image below. It's as if a part of the grass is displayed over the flowers, which should've been in the background. How do I fix this?

After trying over, I found that one solution is to turn off 'strand render' under render settings on the particle system of the grass. That way, I wouldn't see those overlaying grass effect. However, when I turn it off, I would have a different result for my grass and it doesn't look good at all.
Here is my Blend file: http://www.pasteall.org/blend/30319

Well, my blend file is too big to be uploaded so I deleted some settings and objects in order to have as minimum size as possible. I used just a plane on the blend file above. but as you can see the problem still applies. When we render, there are a few traces of grass over the plane.


texts:
I'm trying to make an android animation, but I am stuck at the rigging part. I want his arms and legs to be able to bend like plastic / rubber and use a rig. I've heard of lattice modifier, but that doesn't include a rig / spline / IK setup. When I use a regular rig, it bends hard at the bones.

I am relatively inexperienced with blender, so I've included a picture of what I'm trying to do. I can probably explain better than I can.

It does look a little funky in the picture, but I think it would look nice in an animation :).

Thank you so much for any help!!

Edit: Added a picture to better show what I mean


texts: Is it possible to make a Cycles material detect the number of vertices in a face and shade it accordingly?

texts: In a Cycles node-based material, is there any way to determine (via an Attribute, properties of the Geometry node, Texture Coordinate node, or any other means) how many vertices make up the current face, ie, whether it is a Tri or a Quad (or Ngon).


texts: Anyone know how I can correct this CUDA error? Blender starts to render, frezzes, and then gets squished and stops

texts: CUDA freezes and rendering in preview stops.


texts:
This is a cry for help lol
I'm a beginner in blender and right now I'm stuck in this foot modeling. I've brrn trying to reshape it but I just can't get a nice result...
Can someone shed a light on what I could do to keep this going?
Much thanks!!!


texts:
I have a simple pie menu and I have it setup to allow the user to change a custom property value. But I don't want the user to have to choose a value, I want it to be an ON/OFF. So I want to make a checkbox and have it shown in the pie menu, then when they select that, it will change the custom property value to what I need it to be. I have tried going through this but its pretty confusing for me. Could someone show me how to do this?

My current code:

import bpy
from bpy.types import Menu

from bpy.props import BoolProperty

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

iSight_Camera_Indicator = BoolProperty(
    name = "iSight Camera Indicator Toggle",
    description = "Turns the iSight Camera Indicator ON and OFF",
    default = False
)

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Macbook_Controller"
    bl_idname = "Object Mode.mc_pie_menu"

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

        pie = layout.menu_pie()

        """
        pie.prop(context.object, '["00_iSight Camera Indicator"]', text="iSight Camera Indicator Toggle")
        pie.prop(context.object, '["01_Dirt and Dust"]', text="Dirt and Dust Toggle")
        pie.prop(context.object, '["03_Menubar and Dock"]', text="Menubar and Dock Toggle")
        pie.prop(context.object, '["04_Screen Rotation"]', text="Screen Rotation")
        """

        pie.prop(Macbook_Controller, "iSight_Camera_Indicator", text="iSight Camera Indicator Toggle")

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

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name = "Object Mode")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS").properties.name = "Object Mode.mc_pie_menu"

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

if __name__ == "__main__":
    register()

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


texts: Subdivided cube to football instead of sphere

texts:
I get a football shape when using Subdivide Smooth on a freshly created cube.Am I doing something wrong? or have I found a bug?

Before:

After:


texts: Render Error texture size is smaller than my output size, what does that mean?

texts: When I render my scene, the render is a pixelated yellow image. Then it tells me that my texture size is smaller than my output size? I have not found any answers on how to take care of this problem. Here is a screenshot.


texts: How to prevent holes that makes the displacement modifier?

texts:
I made a displacement texture and it looks fine, but when I apply it with the displacement modifier, there are this hole outlines that is surrounding every object.
How to prevent the modifier from making those holes?

This is the texture -


texts: My STL format export is only 1KB in size? Any idea what went wrong?

texts: I created a simple model and exported the file as an STL. However, when I go to the folder the file is a Certificate Trust List and is only 1KB in size. I don't know what I did wrong.


texts: Change the Coordinate System for Unity Export?

texts: How to change the axis Z and Y? Make it so that it was like in Unity or maybe this can be done in Unity?


texts: Add new expressions to existing scripted expressions in driver?

texts:
I'm making a script that will allow me to set up an emotion using shapekeys on my character, then shift select the bone I want to control it with and run the script to hook it up to that bone. It works fine with only one emotion, but when I try to add the next emotion the expression is overwritten so only the last emotion/bone works.

It's pretty obvious because I'm setting (and overwriting) the expression with

driver.driver.expression = str(value) +"*" + var.name

where var.name is the name of the bone selected and value is the value of the shapekey. Basically the script loops through all of the shapekeys and gets the value and sets that as a multiplier for the expression.

I would like to add the next bone to the expression instead of replacing it, so for example "0.5*emotion_a" would be "0.5*emotion_a + 1*emotion_b). Is this possible?

I would also want to replace the expression of existing bones so I could update expressions, so if I had "0.5*emotion_a + 1*emotion_b" and ran the script again on the emotion_b bone but with changed values it would become "0.5*emotion_a + 0.75*emotion_b" instead of adding another emotion_b to the expression.

I'm grateful for any help.


texts: Matter of Sorting element - What is Custom Sort?

texts:
I am investigating this Sort node in Animation Nodes. I found it to be confusing especially with Custom sort and Key List. I cannot guess what this is for.

Is there a documentation or can anyone help me to understand this Sort node a little better.

NOTE: Btw, I think the sorting of Text Sequence Script in VSE has issue. I have it happening on my latest live noding video.

Thanks.


texts: Mesh with full weight moves less than bone, and moves another mesh with no weight

texts:
So The object on the left has a full weight and it moves slower than the bone when they are both moved. The second mesh has a weight of 0 for the bone on the left and does not move like it's supposed to. The mesh on the right has a full weight for its bone (right bone) and does not move when its bone is moved, yet the mesh on the left does while having a weight of 0.

I tried removing the armature modifier on both meshes (as you can see, one still does not have the modifier) and re-applying them, but the same issue is occurring. I even deleted the bones, created new ones, re-positioned them and still a fail.

What problem is occurring and how do I fix it?

Also, there are two spheres that contain these objects and they move the same speed as the bones do when moved, and don't move the one on the other side.

EDIT: Here is the .blend file.


texts:
I'm trying to simulate a simple dynamic system with Simulink (a bouncing ball) but the Simulink's 3D really sucks (because I'm on Linux and don't have the V-Realm Builder) so I was thinking to use Blender as a 3D world. I made a ball above a floor and I was thinking to change the ball's position using the data generated from a Simulink model. I'm using UDP to exchange data (and it works fine) but I can't achieve to update the scene in real-time because the refresh is really really slow. I'd like to move on the next step using data from an IMU and update the scene in real-time but I'm stuck on that.

I'd like to achieve something like this

How can I obtain a decent refresh rate?

Python code

import socket
import struct
import bpy

port = 8888
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
address = "127.0.0.1"
s.bind((address, port))
print("Waiting for data...\n")
sphere = bpy.data.objects["Sphere"]
sphere.location = (0, 0, 20)

for i in range(1000):
    data, addr = s.recvfrom(1024)
    data = struct.unpack('!d', data)
    z = data[0]
    sphere.location = (0, 0, z)
    print("Location:", sphere.location)
    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

Simulink model

EDIT

Solution #1

I found a possible solution in this related question, which says that you'll have to edit the template. In my case, it will be something like this (and it works fine; now the only problem is that I have got some delay, maybe because of the UDP)

import bpy
import math
import socket
import struct

port = 8888
address = "127.0.0.1"
base = 20
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.bind((address, port))
sphere = bpy.data.objects['Sphere']
sphere.location = (0, 0, base)

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            s.close()
            sphere.location = (0, 0, base)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            data, addr = s.recvfrom(16)
            data = struct.unpack('!d', data)
            z = data[0]
            sphere.location = (0, 0, z)
            print("Z:", z)

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

(I'm confident that there is a simpler way to achieve that)


texts: How to flood fill a color in texture paint?

texts:
In texture paint mode how do I fill a single colour (solid or transparent) on existing paints?
I currently paint with large brush filling complete area. Is there any faster method?


texts:
Hello whenever i tried to bevel my object using the fast carve add-on option Bevel object in blender 2.8 my geometry got mess i have attached the pic of my object with bevel modifier but its not looking good any tips how to fix this as i not getting the desired bevel shape below is the image for more clarification

here the image of my bevel modifier setting

here the image of my bevel modifier setting
 https://i.stack.imgur.com/GioiJ.png


texts:
So, Have been working in blender for about 3 months now, and want to get into some particle effects to spice up a new scene I'm working on.

I want some nice looking particles, so I was forwarded to particle instancing to get particles to emit from other particles.

The problem I am having is quite odd, as it seems to work flawlessly for many other people I see online. I create a plane, apply scale (Even though I didn't even scale it, Just to be sure) then I add a particle system, change the gravity to zero, and add some brownian force, and change the amount of particles to about 250 to start off with. I then create my object I want to instance, in this case its a cube. I apply the scale of the cube (Didn't scale it like before, but JUST TO BE SURE) then add a particle instance modifier and set the object to the object in which my original particle system is taking place (The plane). After doing all of this, I see no results, the particles are still the blank view in the viewport, and nothing shows in render view either.

Not too sure what I'm doing wrong, I was told that applying scale to the objects fixes this but I still obtain no results. If anyone can help me, it would be greatly appreciated.

I'm currently using blender 2.79.


texts: remove bone weight from the mirrored side of mesh

texts:
is it possible to erase the weight on the R side and then redo the weight mirroring?

selected bone (thumb_upper_L) used to have wrong name (without the "_L" suffix), the mesh has Mirror modifier on it. also, some parts are manually re-weighted, so un-parenting isn't an option unless there's a way to preserve repainted weights.

i've tried applying Mirror modifier, deleting and renaming bones and painting on applied topology in different order multiple times, but i only managed to propagate the problem to the rest of thumb bones.


texts: How to do 3d programming with Blender using python

texts:
I am planning to learn 3d programming with Blender using python programming language.
Like i want to program some object etc. in python and when i run the script, all the created objects etc. should show in blender.
Is it possible? If yes anyone please let me know how can i achieve this.
I would only like to know about, How i can connect Blender to the code running on my terminal via a python script.
Thanks


texts: outliner doesn't show selected object if Viewport Display is disabled

texts:
If I disable an objects "Viewport Display" and then select it in an outliner that filters on "All" Objects, it will not be listed in an outliner that filters on "Selected" Objects.  This can make it difficult to build a list of selected objects to operate on that I don't want to display (for reasons like performance and View-> Frame-All).
As I click on each object, I am able to operate on its properties and do see a selection highlight (grayed highlight in outlier with All Objects).
Is there a way around this?   Doesn't this seem like unexpected behavior?


texts: Play a sound, then another when the first is finished?

texts:
I want to play an intro sound, then when the intro is finished, play the full looped song.

What is the best strategy/tactic? Delay the playing of the loop by the lenght of the intro? Detect when the intro actuator has finished its job?

Play this audio file first: A "always" sensor connected to a "And" with use_priority connected to a "play_end" sound actuator
Then, connected to the same always sensor but with a regular AND python module connected to a "Loop_end" sound actuator :

.

def menuMusic(cont):
    loop = cont.owner.actuators["Loop"]
    time.sleep(0.5) # delays for 5 seconds
    cont.activate(loop)

But both my files are playing (in perfect sync, I must say)...


texts: Is it possible to unhide only part of a mesh?

texts:
So I'm working on a mesh with sub-meshes, and as I work on various bits of the project, I hide other parts to make it easier to see what I am doing.

So I work on one thing and hide a few predefined vertex groups and a random group of vertices, and do more work.
Now I want to make a change to one of the vertex groups, and I'd like to unhide only that vertex group.

I haven't found a way; has anyone else? Is this worthy of a feature request?


texts: How to Make Point Lamps Cast Shadows in Blender Internal Render Viewport?

texts: I am trying to showcase how well OpenGL rendering works for complex scenes and with advanced shading while still rendering extremely fast. I wanted to display the power of being able to use GLSL viewport to get a real-time and accurate display of what the final render will look like with cast shadows and normals. I have run into a problem however with the point light because it does not cast a shadow which I need for every light in my interior house scene. Currently I am using several spot lamps pointed in various directions to give the same effect which works but is not nearly as convenient as using a single lamp. Does anyone have an idea on how to do this?


texts:
Why am I getting a black spot in the cylinder. The scene is nothing special consists of few objects with no materials except for the cylinder, and lighting comes from the environment map.

The cylinder is smooth shaded and simply using a glossy material with the default settings.

Could this possibly have to do with render settings. I have tried re-adding the cylinder and creating a new glossy material but with the same results.


texts: Blender not allowing different effector collections for two different particles systems

texts:
I have two different emitters with different particle systems. When I set an effector collection on one - it also changes it for the other. Any idea how to control these independently? I am using the molecular addon.
Here is the project:
Thanks!


texts:
I was trying to follow this tutorial here: https://www.youtube.com/watch?v=i7aLH7XDhZ0

But I noticed those fields only show up in Blender Render. How can I achieve this same result in the Cycles Engine?


texts:
I am new to blender. I have been looking into a github code, and trying to understand the operations.
I am confused about the blender scaling operation.
This is the code for scaling:
def __scale(self, name, size):
    obj = bpy.data.objects[name]
    for dim in range(3):
        obj.scale[dim] = size

def __ensureList(self, inp):
    if type(inp) != list:
        inp = [inp]
    return inp

def resize(self, names, size, dim=0):
    names = self.__ensureList(names)
    if type(names) == str:
        names = [names]
    for name in names:
        obj = bpy.data.objects[name]
        obj.dimensions[dim] = size
        scale = obj.scale[dim]
        self.__scale(name, scale)

To scale, I execute the following command:
blender.resize([obj_name], 2.7)
When I print the min, max and mean of the 3D points before and after scaling the results are:
before scaling:
min_x: -0.20754599571228027, max_x: 0.20533299446105957, mean_x: 0.0007154246070189982.
min_y: -0.1282069981098175, max_y:  0.1692579984664917, mean_y:  0.0012065420240592241.
min_z: -0.46883198618888855, max_z:  0.3920080065727234, mean_z:  -0.000768613462913994.
after scaling:
min_x: -1.3572359085083008, max_x: 1.342764139175415, mean_x: 0.004678481022643731
min_y: -0.8384028077125549, max_y:1.1068536043167114, mean_y: 0.007890116447166636
min_z: -3.065901517868042, max_z: 2.5635154247283936, mean_z: -0.005026305425451572
A scaling of 2.7 along each dimension is resulting into a scale of approx 6.55 along each dimension. Can someone please explain the math behind this scaling. I mean if there is a point X(x,y,z) before scaling then what would be X after scaling ?
I am asking this question as I am not able to understand the post: How does scaling work in Blender, *exactly*?
Thanks, and would appreciate any help in understanding this.
Some edits based on suggestions from the comments:
Min max mean are numpy.min(), numpy.max(), numpy.mean(). I loop over the mesh vertices (obj.data.vertices), and add the vertex.co to a numpy array. and the test object is a mesh.


texts: Last I checked this was how to make a png alpha. Help, please.


texts: Blender crashes when assigning materials from script - is it a bug?

texts:
I wrote a script. In one part of the script, there is this line:

base_object.data.materials.append (changeable_material)

Whenever I try to run the script, Blender just shuts down, immediately, without any error or anything, within a fraction of a second.

base_object is a cube generated by the script, changeable_material is a precreated material. I don't have much experience with Blender scripting.

Is this a mistake in my code or a bug? If not a bug, how do I fix it?

Edit:

Relevant parts of the script:

import bpy

matrix_size = 3

matrix = []
cubes = []
materials = []
matrix_range = range (matrix_size)

changeable_material = bpy.data.materials.get("Material")

material_value = 0

for i in range (matrix_size):
    matrix.append([])
    cubes.append ([])
    materials.append (changeable_material.copy ())
    materials [-1].node_tree.nodes.get("Value").outputs [0].default_value = material_value
    material_value += 1 / matrix_size
    for j in range (matrix_size):
        matrix [-1].append ((i * j) % matrix_size)
        cubes [-1].append (0)

(...)

#removes all unused materials
for material in bpy.data.materials:
    if (not (material.users)):
        bpy.data.materials.remove(material)

bpy.ops.mesh.primitive_cube_add()
base_object = bpy.context.object
base_object.name = "base cube"
base_object.data.materials.append (changeable_material)

bpy.context.scene.objects.active = base_object

(...)

for i in range (matrix_size):
    for j in range (matrix_size):
        if cubes [i][j].data.materials:
            cubes [i][j].data.materials[0] = materials [matrix [i][j]]

Here is the whole:

import bpy

matrix_size = 3

(...)

materials = []
matrix_range = range (matrix_size)

changeable_material = bpy.data.materials.get("Material")

material_value = 0

for i in range (matrix_size):
    (...)
    materials.append (changeable_material.copy ())
    materials [-1].node_tree.nodes.get("Value").outputs [0].default_value = material_value
    material_value += 1 / matrix_size
    for j in range (matrix_size):
        matrix [-1].append ((i * j) % matrix_size)
        cubes [-1].append (0)

bpy.ops.object.select_all(action = "SELECT")

for i in bpy.data.objects:
    if ((i.type == "CAMERA") or (i.type == "LAMP") or (i.name == "Material_Holder")):
        i.select = False
bpy.ops.object.delete()

#removes all unused materials
for material in bpy.data.materials:
    if (not (material.users)):
        bpy.data.materials.remove(material)

bpy.ops.mesh.primitive_cube_add()
base_object = bpy.context.object
base_object.name = "base cube"
base_object.data.materials.append (changeable_material)

base_object.scale = (0.5, 0.5, 0.5)

bpy.context.scene.objects.active = base_object

arrayOne = base_object.modifiers.new (name = "arrayOne", type = "ARRAY")
arrayOne.count = matrix_size
arrayTwo = base_object.modifiers.new (name = "arrayTwo", type = "ARRAY")
arrayTwo.count = matrix_size
arrayTwo.relative_offset_displace [0] = 0
arrayTwo.relative_offset_displace [1] = 1

bpy.ops.object.modifier_apply (modifier = "arrayOne")
bpy.ops.object.modifier_apply (modifier = "arrayTwo")

base_object.select = True
bpy.ops.mesh.separate (type = "LOOSE")

for i in bpy.data.objects:
    if ("cube" in i.name):
        bpy.ops.object.select_all(action = "DESELECT")
        i.select = True
        bpy.ops.object.origin_set (type = "ORIGIN_CENTER_OF_MASS")
        cubes [int (i.location [0])][int (i.location [1])] = i

for i in range (matrix_size):
    for j in range (matrix_size):
        if cubes [i][j].data.materials:
            cubes [i][j].data.materials[0] = materials [matrix [i][j]]


texts: I'm trying to slide an edge along it's normal and snap the active vertex exactly on the face. I'm trying in the GIF with face snapping+active on but it doesn't work. It it somehow possible?


texts: the texture is covering holes i created when exporting fbx

texts:
the texture ( color or picture ) is covering holes i created, please help
in the blender app everything showing correctly (in the Material Preview)
but when when viewing it in 3D viewer this problem occure


texts: How to snap the right edge of a strip to the playhead instead of the left in video editor

texts:
I am making a fade out on a shot. I am using a gamma cross from the shot to a color strip. I have positioned my playhead on the place I want the right edge of the color strip to be, but when I make it snap to the playhead, the left edge of the color strip snaps to it, not the right edge.

I am looking for a way to snap the right edge to the playhead. Maybe an add-on? Or a built-in method?


texts: Generate Mesh Using Boolean Modifier Over Time

texts:
I want to create a mesh that is the "union" of an object at it's various locations in the timeline.

For more clarification, here is a simple example. If I were to start with a UV Sphere, and animate it to move right 5 units...then apply this modifier that I'm looking for, I would expect the resultant mesh to be a "capsule" (long pill shape) that is 5 units long...because it is the union of the UV Sphere at all it's locations in time.

Is there any way to do this in Vanilla Blender? If not can someone point me in the direction of a plug-in that would allow for this? The end goal is to use this on a rigid body simulation to generate a mesh.