texts: API / Script - Remove all selected vertices from all Vertex-Groups

texts:
How can I remove all selected vertices from all existing vertex groups via script?

Anyone with a hint for me?

Many thanks!


texts:
I have a physics simulation with roughly 1700 objects (water bottles). I have baked the simulation and tried to render it multiple times. Rendering a single frame works just fine. However, rendering everything results in these weird glitches. As a result of having turned on motion blur, I can tell that the bottles seem to return to their starting position.
My solution so far has been to rerender the glitched frames and continue, however it is very cumbersome and I would like to prevent this issue in the future. Has anyone experienced this issue?
As a side note, the letters you don't see falling down were simulated and then the position applied. Then the rigid-body simulation was removed so they aren't consuming resources.
Also, the bottles are instances of each other (copied with ALT D) and not new objects (no SHIFT D).
Here are some examples:
Link to Example Sequence
The first Image is the result of rendering an entire sequence, the second Image is the result of a single rendering.


texts: Can I pack .blend files into my Blender add-on?

texts:
Can I pack my Py script and .blend file where I have some assets that the script is using into an add-on?
Addon.zip
         |
         |-file.blend
         |
         |-file.py
         |
         |-image.jpg


texts: I hit a hotkey and something happened to my sculpt and i dont know what it is

texts: I hit a hotkey and I'm not sure what it is and how to undo it, please help.


texts:
as someone who is coming from modo it's frustrating to use blender's bevels:

It can be better if we somehow will bevel concave first:

And then bevel convex:

All of the above goes to Bevel modifier also.

BTW modo got new powerful options to bevel tool in last update :
https://vimeo.com/241009931

If only someone could help with moving it into blender D:


texts: Smoke Simulation not Rotated With Object

texts:
Still working on my movie. I have a part where they are throwing burning pieces of wood at each other and I have the wood all animated and added smoke but noticed that the smoke did not orient itself with the wood's orientation. I'm using 8 subframes and some of the woods movement is animated using Animation Nodes (although turning this off does not set the object to a rotation that would fit the smoke/fire). I have also set the Smoke Flow to come from a vertex group (however the group is fully intact with the model, and when removing it, the problem persists).  Is there some setting I'm missing that has to do with rotation?

Thanks!

Here is a wpi to show what I mean.


texts: what does manifold mean in context of surface building

texts:
This question is different as I seek to know a particular context of this subject i.e. wrt 3d printing.

It is important for me to know what this means.

" So, projection onto the first coordinate is a continuous, and invertible, mapping from the upper arc to the open interval (−1,1):"

Why is it important ?

It's like doing a self motivated research on this subject. Bump into a doubt and ask here for clarification. How else could I do it ?

ref : http://en.wikipedia.org/wiki/Manifold#Motivational_examples


texts: why won’t the hsv v scale go any higher than 1

texts: When using a color ramp to make something glow, and I had planned to use the the bloom function. But when I turned up the v scale it went back to 1.000 and wouldn’t go any higher. And when I turned on bloom it didn't glow. Pls send help.


texts:
I'm having many difficulties with the video editor.
One issue is that I can't figure out how to right a video that is sideways or upside down.
How can this be done in Blender?


texts: Balloon Soft Body - How to stop inside faces clipping outer faces?

texts:
I'm trying to animate a balloon dog but whenever i run the simulation the inside faces of the balloon keep clipping through the outer.

I'm kind of new to this and have tried all i can think of and no previous posts have help me solve this.
Any ideas on how to fix this and generally make it act more like a balloon??
Thanks to anyone that can help out with this.


texts: snap_cursor_to_selected with context is incorrect

texts:
I would like to snap the 3D-cusor to an object. After that I would like to copy another object to the position of the 3D-cursor. The code is as follow:

Code sample:

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]
        bpy.ops.view3d.view_selected(ctx)
        bpy.ops.view3d.snap_cursor_to_selected()
        obj.select = False
        new_obj.select = True
        bpy.context.scene.objects.active = new_obj
        bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)
        break

Python error is:

RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_selected.poll() failed, context is incorrect

Modified code sample:

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]
        bpy.ops.view3d.view_selected(ctx)
        bpy.ops.view3d.snap_cursor_to_selected(ctx, use_offset=False)
        obj.select = False
        new_obj.select = True
        bpy.context.scene.objects.active = new_obj
        bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)
        break

Python message:

TypeError: Converting py args to operator properties: : keyword "use_offset" unrecognized

I use Blender 2.77a. What can I do? Many thanks for our help.


texts: Why is 'Inset Faces' insetting faces individually?

texts:
I'm following tutorial on Youtube. Why can't I inset selected faces like this guy does?

Instead it insets faces individually:

I did exactly what the tutorial said, I also use the same user preference settings but still this problem arises.

I tried to use Remove doubles in a round torso but the result is different:

I don't use Individually Inset Faces and this isn't the first time, I had the same problem while making the shoulder but managed to fix it somehow.

He uses Extrude first then Scale in the process while somehow I can't use that way and end up using Inset Faces instead.


texts: How to set and change a Grease Pencil object's material in Animation Nodes

texts:
I have a question about the material of a grease pencil.
How do I set different materials for the Grease Pencil objects duplicated in AnimationNodes?
Like motion graphics, I want to duplicate a grease pencil object to stagger its color and timing.
I was able to use the Build Modifier and Animation Nodes to stagger the replication and timing, but not the colors.
For example, object 1 to be red, object 2 to be blue, and so on, but they all have the same color.
Apparently only the last one of the Loops has been generated.
However, when I check with Loop VIewer, multiple materials should have their own colors.
I'd appreciate if you could answer this question.
I have attached a .blend file, so I hope you can check it.


texts: How to add a hdr world background to its own layer?

texts: everyone. I'm have been working on this project and need the hdr background to be on its own layer. I have a bunch of layers that I have put the main objects on and they all have alphas on them so when I go into compositing I just use an alpha over to combine into a single image. The only problem is now my hdr background has turned into complete alpha as it doesn't show up on any of the layers. I would like to have it on its own separate layer so I can add some effects to it in compositing. How would I go about this? Thanks for the help!


texts: Problem with selecting faces vertices edges and texturing

texts:
I am having trouble selecting faces vertices edges , sometimes i just cannot select at all, other times if i go through all objects in the hierarchy i stumble upon one face which gets selected. Select all sometimes works other times it doesn't, sometimes it's as if simply switching from Edit to Object mode affects the objects and i suddenly can select stuff. Not to mention that select all almost never works. I tried convert To mesh, Split by edge and then Separate by Loose Parts but there is nothing consistent sometimes i even have trouble deleting an object which is even more frustrating. Any ideas what is wrong with the geometry or maybe i am doing something wrong?
Oh and the texturing is a massive issue, i need to add a texture per face or at least 3 or 4 different materials but when i finally succed in adding a material or two like all sorts of faces start changing material and i cant find a way of removing a material from a face other than deleting the material from each individual face. ugh

Like right now i want to select all the walls and add to them a material but i can't even select the faces. Vast majority of vertices are missing.

PIcture of selected faces intended to have material and result with almost all faces getting the material -
Material gets attached to all faces which i don't want to have the Material on.


texts: Are animation markers part of the timeline or part of an action?

texts:
I'm trying to use animation markers for events in a game engine. I added several actions to a test file and a few markers.

The markers seem to be the same in all actions, and editing a marker with one action active changes the marker in the other actions.

So the question is, are animation markers stored similar to keyframes inside an action, or are they stored outside the animation? Are they purely meant as an editing tool? Is there a separate mechanism to mark animation events or do I need to script something myself?


texts: Can I make a smear frame from the blender?

texts:
https://hocuspocus-studio.fr/tools/product/overmorpher-world-space/

The link above is a plug-in of 3dsmax.
I'm an animator. That's why I need a smear frame

I'm about to change my main tool with a blender.
But if it's not possible smear frame, I can't get out of max.

Please help me.


texts: Materials "stuck" in the Materials Editor

texts:
How do I get rid of these two materials that apparently "stuck" in the materials tab? I've tried the "CLEAN SLOT" menu item, I've tried the unlink "fake user", I've tried deleting the NODE's in the NODE Editor. They won't go away ... ;-(

Thanks
RonK95


texts: Modal mousemove to change material slot index?

texts:
I've been trying to achieve this, but have no luck.
Here is an existing example in which can be easily modified.

I'd like to have this modal operation work for switching between material slot index. Any way of using integer values 1-10 so everytime you move your mouse, the active slot is changed to the next index, for example: 0 > time.sleep for half of a second and then switch to 1 and so on, but depending on mousemovent distance(delta). Thanks.

import bpy
from bpy.props import IntProperty, FloatProperty

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

first_mouse_x = IntProperty()
first_value = FloatProperty()

def modal(self, context, event):
    if event.type == 'MOUSEMOVE':
        if self.lmb:
            delta = self.first_mouse_x - event.mouse_x
            context.object.location.x = self.first_value + delta * 0.01

    elif event.type == 'LEFTMOUSE':
        # we could handle PRESS and RELEASE individually if necessary
        self.lmb = event.value == 'PRESS'

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

    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    # variable to remember left mouse button state
    self.lmb = False

    if context.object:
        self.first_mouse_x = event.mouse_x
        self.first_value = context.object.location.x

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}
    else:
        self.report({'WARNING'}, "No active object, could not finish")
        return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()

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


texts: Tips and tricks for posing / overlaying correctly a 3D character over an image mapped on a 2D plane

texts:
I'm trying to make the posing of a 3D character so that it covers perfectly the actor's body behind that's mapped on a 2d plane :

https://drive.google.com/open?id=1OZVXQaCqQhPZs21rXybUKElY1MeGlTFN

as you can see I haven't been able to cover it perfectly. It seems easy but it isn't. I would like to know about a set of tips and tricks to do it better and faster.

For example,is there a way to make the mesh transparent ? It maybe easier to match the mesh borders with the actor's body borders. Infact if I put the mesh in wireframe mode,the texture of the plan behind it goes away. How can I keep it displayed ?


texts:
This type of snowfall looks nice:

If that example was made in Blender Internal or Cycles, I'd say particles were used - but particles clearly don't work in the BGE. How can a weather effect such as that be achieved in the Blender game Engine?


texts: How do I change material render preview?

texts:
I want to change the render material preview by removing the floor in the preview and replacing all the lighting and environment in it with an hdri image, and setting an image as a background, so that the render preview changes from this:

To this:

I also want the material shown in the preview to look the same in Blender's file browser when I use append, like this:

So how do I do all this?
I do not mind using programming with Python if there is no other than this solution.


texts: How do I do I unwrap from a point of view?

texts:
How do I unwrap this object from my point of view, so that is perfectly aligned with the mesh behind it?

As you can tell in the following image, I tried my best to position it myself, but took a long time to get it how it looks. Any tricks or tips?

Thanks for your time.

///
Edit: I was told I missed some details so here some more
https://i.gyazo.com/45f9298ce16cfe784d6f30ebdf7e1df2.png
You See this tiny cube that out of line with the mesh behind it we will call the mesh behind it mesh1 and the tiny cube that out of line mesh2
///
So I want mesh2 uvmap to be aline with mesh1 uv map perfectly without affecting mesh1 uvmap I hope this make since
thank you for your time once again


texts: The sleeves have been correctly unwrapped, but why don't I see the texture applied?


texts:
Steps to reproduce the simpliest case:

create a cube
select one face and scale it to 0

The result looks like a pyramid, but obviously it's not, since we have 4 vertices (instead of 1) in the same place (if we, say, grab-X one, we get some mess, like in picture 4, not like in picture 5). How do I merge those into one? Or is there a better way to collapse a face into an edge with the same position?


texts: Multiple materials on subdivided face resulting in displacement

texts:
I subdivided a face to apply multiple materials to it. However after assigning them, they look displaced in edit and object mode, as well as in the rendered picture. What did I do wrong?
I tested multiple materials and all of them show the same behavior.

I expected something like this:

What did I do wrong? Thank you!


texts: how to set the mask to be the correct size in the compositor?

texts:
I have been doing car removal with mask using a tutorial I found on youtube at https://www.youtube.com/watch?v=tVyJj9tcTDY&index=33&list=PLrh6CSb2iXxQZq9Y79GbTtrQlC0giLSrI&t=0s.
I think I have been doing everything he did and the mask follows my car exactly on the movie clip editor but, when I composite it - my mask only shows part of the car i want in the render? any help would be greatly appreciated.My node tree render settings and result

2]2my mask


texts: Parts of armature moving other parts of the model even though there's no weight paint there?

texts: Title pretty much says it all. My hand bone is moving parts of the lower stomach area, and even though I try to subtract all of the weight paint in the area, that part still moves regardless. Any ideas?


texts: How to display the vertices while in object mode?

texts:
how to show vertex in object mode ? I'm in object mode and executing 'curve simplify' , but as i change the parameter , it's hard to see how far i've done the simplification without seeing the vertices. So i have to go back and forth between object and edit mode to check.

Thanks


texts:
We work with another program to first create a human head with particular facial features, then we try to join it with another scanned mesh (the human body) in Blender. Both are in obj format.

The problem is when we use Ctrl+J, it mixes all the colors and one of the meshes loses its colors by doing this. Is there another way to join the head and the body without losing the real color of both meshes?

This is the result of the joining in Blender software and the other is obj obtained from the 3d scanner directly, and I need to preserve the colors of the face and the body individually


texts: Im trying to create a cyclinder with the bottom and top rounded but when i use the Sub divison modifier it leaves these creases at both ends and if i use a loop cut to smooth it out it makes the object to flat at both ends and not rounded how can i fix this?


texts: I am relatively new to blender and I want to make a triangle shaped plane in blender. Not a pyramid, just a plane shaped like a triangle. Thanks in advance


texts: Has anyone else had issues with baking a texture in cycles in the 2.9 version?  Whenever I try to bake the texture, it crashes instantly.  I tried it on a simple plane and cube thinking that my scene was too complex but it does it every time.  The last version of 2.8 still works great.  Is there a new setup, or will it be a bug fix in the future?


texts:
For some reason I can't seem to find any of the options to make the image I've selected a world background image in blender (2.76).  They tutorials says options like influence and angular map but I don't see any of that.

http://www.pasteall.org/blend/38992


texts: Bezier masks for use with groups of shapes?

texts:
I'm using Blender to do some 2D, shape-based animation.

Everything you see here is a Bézier shape. To animate the mouth and eyes independently, I add holes to the head shape and then stack the eye and mouth parts below it with an orthogonal camera.

This works OK, but it's not perfect. For one, I have to make sure that none of the inner shapes peek out from behind the head shape. I also have micromanage the hole shapes whenever I change the outer head shape, e.g. to prevent edge contact and self-intersections. Instead of making holes, I wish I could simply add a mouth-shaped mask to the mouth group and then animate the mask independently, but it seems impossible to do this. I know that I could convert the paths to meshes using Alt+C and then add a boolean modifier, but this would no longer allow me to modify the control points. I've also seen approaches that use the compositor to create masks, or that use render layers to create portals, but they all seem far too heavyweight for use as simple masks.

Is there any way I could apply a Bézier mask to a group of shapes in Blender?


texts: how do I get ATI Radeon HD 5800 Series graphics to work with blender?

texts:
I have an ATI Radeon HD 5800 Series graphics card and all the latest drivers installed, including the latest APU drivers that now come packed with the AMD catalyst software...

I am using Blender 2.76, which is the latest version of blender as of this post.

How do I get Compute to work on my computer?

The only option I get is CPU...

If anyone can help it would be most appreciated, Happy blending guys and girls!


texts: Scaling/size using a ratio that does not correspond to the object's length

texts: I made this plane 17in x 6in but when I measure it blender says its length is 1in and when I try to extrude/scale it to a certain length it uses a ratio of it's current size instead of length in inches, does anyone know how I can fix this? Thanks


texts:
I want to bend a text object to a bent plane as shown in the attached picture but I do not know how to fulfill it. Any good hints, tutorials?
Many thanks in advance.


texts: Is it possible to convert displacement node to "baked" geometry (OBJ, FBX, etc)?

texts: I'm wondering if the displacement achieved using a displacement node in cycles can be "baked" into a mesh with traditional geometry. Is that possible?


texts: How to use "AddonPreferences" to allow users to select a folder for exporting files

texts:
I am trying to use "AddonPreferences" in order to allow users to select a folder where output files will be written when pressing a button (operator).
When I install the script, I can correctly see the output folder selection in the "Blender Preferences" window, but when I execute the operator via the button in the panel, I get this error:
AttributeError: 'Context' object has no attribute 'user_preferences'
Does anybody know why I get this error? Here is my code:
import bpy
from bpy.props import StringProperty
from bpy.types import Operator, AddonPreferences

bl_info = {
    'name': 'HELLO',
    'category': 'All',
    'author': 'user',
    'version': (0, 0, 1),
    'blender': (2, 80, 0),
    'location': '3D_Viewport window -> N-Panel > Test',
    'description': 'Test'
}

class writeFileOperator(bpy.types.Operator):
    bl_idname = 'op.write'
    bl_label = 'Write file'

    def execute(self, context):
        path = bpy.context.user_preferences.addons[__name__].preferences.name_folder
        f = open(path + 'test_file.txt', "w")
        return {"FINISHED"}

class writeFilePanel(bpy.types.Panel):
    bl_idname = 'test.panel'
    bl_label = 'TEST'
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'TEST'

    def draw(self, context):
        self.layout.operator("op.write", text="Write file")

class saveLocFile(bpy.types.AddonPreferences):
    bl_idname = __name__

    name_folder = StringProperty(
            name="Output folder",
            subtype='DIR_PATH',
            )

    def draw(self, context):
        layout = self.layout
        layout.label(text="Where do you prefer to store your output files?")
        layout.prop(self, "name_folder")

def register():
    bpy.utils.register_class(writeFileOperator)
    bpy.utils.register_class(writeFilePanel)
    bpy.utils.register_class(saveLocFile)

def unregister():
    bpy.utils.unregister_class(writeFileOperator)
    bpy.utils.unregister_class(writeFilePanel)
    bpy.utils.unregister_class(saveLocFile)

if __name__ == '__main__':
    register()


texts: Can't extrude edges with individual origins

texts:
I'm trying to extrude my edges along a road to create things like gutters, or sidewalks etc. I've tried many different extrude options and none of them seem to extrude each edge in the correct direction, they seem to follow where the origin is or something. Here's a gif that better explains what's going on:

I'm using the industry compatible hotkeys on blender 2.82, thanks in advance.


texts: My characters body is one mesh and her head is another. I want to pose her mad make her arms lay down but i can’t do it in edit mode because it messes her whole body up. I was wondering if I could rig her body so i could pose it. if not, how can i pose her?


texts: Is it possible to render a movie on a single computer in blender?

texts:
Is it possible to render a fairly graphical movie on a decent gaming-computer, with a GTX graphics-card, 4 2 GHz core CPU and 8 GB of RAM, or do you need to have a gigantic rendering-farm like Disney?

I've always wondered why Disney use rendering-farms when there are mainstream programs that seem to be able to do the trick on just one pc. Also is it possible to use some simple level of raytracing, for light reflections, and simple hair-physics?


texts: Using custom transformation orientations in rigging

texts:
So, I have a robot that I am rigging (think eve from the pixar film Walle). It's shaped like a large diamond. https://ibb.co/cSCOPb. But the four bottom panels open up so that it looks like this: https://ibb.co/bHzRcw. The way that I am currently doing it feels really janky. Since I want to rotate the panels along an axis that isn't solely x, y, or z... I've created my own custom transform orientations.

This might be a side-problem, but I can't really rotate using the transform manipulators. It works fine for scale and position, but anytime I click on them to rotate it just moves the 3D cursor instead. I can find one or two tiny and specific spots that allow me to rotate using the manipulators.

And I haven't found anything that adresses using the lock axis hotkeys for custom orientations...

Furthermore, I'm trying to translate all of this into a rig. Since the panels only ever need to go from rotation A to B or in the middle, it'd be great if I could just create a rig that limits the rotation to those values, but I'm having a hard time figuring out the rig constraints to do that...

So.... Overall question is: Can I rotate on my custom axies using axis lock hotkeys?

Follow up questions are: Is there a better way than that? And can I create a rig that essentially does it for me?


texts: How to get the value of face area using python

texts:
I know how to display face area using 3d view port. However, I could not find a way to return the value of the surface area. Does anyone know where Blender stores face info? Thanks so much in advance!

#

Thank you, Lemon! Sorry, I cannot leave comments because of low reputation. I actually tried bm.face.calc_area() before, however, what it gives me is different than the area value showed in 3d view port when I choose a non-flat face. It works if I choose a flat face. Does bm.face.calc_area() returns face area on uv map?

#

Thanks for all the replies! Martin and Lemon, you're right, I ignore the triangulation. When I calculate the face area of a quad face, it's 0.0002683, which is different than the value given by face info 0.0002705. Then I convert quads topology to triangles, I saw the sub tri areas of the quads are separately 0.00014476175 and 0.0001255185, which can be added up to 0.0002702. If I keep dividing my quad face, I think I will the value very close to 0.0002705.  Thanks so much for solving my problem. And sorry for my bad wording, I'm working on a human face model, the flat face can be considered as the forehead area, while the non-planar face can be found in nose area.

Can I ask another question? Since the 'calc_area' gives me the face area in 3d view, how can I get the face area in uv mapping. We know that there is distortion caused by unwrapping a 3d object to 2d. If I get the areas before and after uv unwrapping, I can calculate the distortion. Any idea on calculating face area in uv mapping?

I also tried 'ob.data.polygons', which gives me the same result as 'bmface.calc_area'.

Thanks a lot in advance!!

#

[What I'm trying to do is to calculate the face areas before and after uv unwrapping and see the distortion from 3d to 2d. I know blender provides a visualization tab to display the distortion degree, which is 'stretch' in uv panel. After applying 'stretch' on uv map, I can see colors from dark blue to red, representing the distortion between uv and 3d coordinates. However, I cannot get the data deciding these colors, that's why I want to get the areas before and after unwrapping. Thanks a lot in advance!!]

#
I decided to calculate face area on uv mapping according to the vertices on this face, I share my code here:

import bpy

me = bpy.context.object.data

uv_layer = me.uv_layers.active.data

uv_area_ls = []

for poly in me.polygons:

coords = []

for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):

    uv_coords = uv_layer[loop_index].uv

    coords.append((uv_coords[0],uv_coords[1]))

if len(coords) == 4:

    coords_new = [coords[1],coords[0],coords[3],coords[2]]

if len(coords) == 3:

    coords_new = cords

area = PolygonArea(coords_new)

uv_area_ls.append(area)

(Note that: I used PolygonArea function in this post
https://stackoverflow.com/questions/24467972/calculate-area-of-polygon-given-x-y-coordinates)


texts: Python - draw custom panel in UI region only for 1 object

texts:
I hope this one wasn't ask before (can't find anything here though).
With a script, I'd like to draw a panel ("My panel" for example) in the UI region but I just want the panel to appear for a designated object : for example the active object when I generate the panel/run the script. Is this possible ?


texts: How to have Blender run my script from the filesystem rather than the script window?

texts:
I'm trying to figure out a workflow to allow me to develop addons in Blender that doesn't require me to use the Scripting window.  The scripting window is great if your script can be done in a single page, but breaks down when you need to break your code into more than one file.  It also causes problems because what you have in the script window may get out of sync with what you have saved to disk.
The only alternative  I see is to keep recompiling/uninstalling/reinstalling my addon.  (By recompile, I mean running a script I've created to bundle my source files into a zip ready for deployment).  However, it takes a lot of mouse clicks in the Preferences dialog to remove your old addon and then install the latest version.  That's a lot of work to do every time you make a change.
I'm seeing some references to 'reloading addons' by pressing F8 in other posts, but I don't see how that will help since I would still need to rebuild/reinstall my plugin.
Is there a more developer friendly way to go about developing an addon?


texts: Is there an automatic way to fit this piece perfectly?

texts:
I'm trying to create an apple monster character and later on he'll be used in an experimental video game environment. I'm having a problem with this apple piece, I want it to fit perfectly in the hole, it was a perfect fit with the other piece on the left, because the 3D cursor placement stayed the same. I rotated the piece towards 3D cursor's X axis, and typing in 75 for angle. I have a lot of manual "auto-saves", so if it's impossible to fix it on this file, I can go back to that step where the pieces were cut, but didn't have any movement affection.

The pieces were not scaled nor moved, only rotated.

I thought of trying to fix it by "Alt + G"-ing, but a lot of objects scattered around, "Alt + R" no luck too and pretty much I'm out of ideas. And just in case, these pieces will be have to be riggable for animation.


texts: Blender is outputting blank screen video with no audio

texts:
I am working on a project that has multiple simultaneous sound files and image video files layered over each other, I'm not sure if this effects what I have to do to output. When I try to render, the output is a file that is the length of my project, but displays a blank screen with no audio. I have the following settings set:
-File format: FFmpeg
-Encoding: MPEG-4
-Video Codec: H.264
-Output quality: High quality
-Audio Codec: AAC
I have the file saved in a folder where I know I can find it, and I also do have all of the frames selected in my project from start to end so I know that's not causing the problem.
Any thoughts on this issue would be greatly appreciated, thanks in advance!


texts: In Blender 2.8 how do I render the world once for all view layers?

texts:
I have a setup where I have one collection that is a background and one that is silhouetted against it. Each of these is in it's own View Layer. The background one rendered straight, the foreground one is lit brightly, rendered and then inverted.

My World is a starfield generated from a noise texture. The problem is that if I have world enabled, the inverted foreground layer creates an inverse starfield, completely blanking out the background layer.

I have found a few questions around this topic ( for example 'One render layer with background image and one with transparent background' ) but they are old and they talk about enabling environment rendering which doesn't seem to exist any more.

So, in Blender 2.8 how do I render my world once rather than once-per view-layer?


texts: How to randomly separate particles from center of a curve guide?

texts:
How can I randomly separate particles from the center of a curve guide? I dont won't them to stay close to the center of the curve.

To create something as a guided volume of sand and not a sort of flat cloth weaving along the scene. My particles came from the tangents of a plane, not from it's normal. What options do I have to tweak on the curve guide panel?

Thanks!


texts:
What is the difference between Depth of Field rendered at render time (3d) compared to Depth of Field created in post (2d). Both are depth of field, they look very similar if not the same. 2d depth of field has the advantage of being faster to compute and being and you can easily change what part is in focus, whereas if you use 3d depth of filed and you want to change it after then render you have to start over.
I am primarily focusing on cycles


texts: Adding shiny gold material to a slice of bread

texts:
I have a slice of bread inside a crusty loaf. Enclosed is the image (the outside crusty loaf is not shown) and the node editor.

The outside crusty loaf is completed. The problem lies only with the slice of bread, to which I wish to add shiny gold material, so that it looks as a slice of bread made of shiny gold.

I’d appreciate any advice, showing me how to do that.

Thank you,


texts: Rendered image turns out different than preview, using BLENDER RENDER

texts:
I'm new with Blender, but I've created a scene I'm happy with when I preview it. However, when I actually render the image, it turns out different - not just darker, but with some shapes appearing shorter than they really are. What gives?

I am using Blender Render and not Cycles, so all of the tutorials and forum posts I find online are for a different engine.

Where do I begin?


texts: Applying an image with an alpha mask to a plane

texts:
I want to place a png file floating over my 3D model's face to create eyes. I've placed the image on a plane that I've UV unwrapped.

The problem I have is that when I render the image, you can see straight through his head.

How can I achieve the desired result?

I'm new to blender so go easy :)


texts:
I tried out for first time side by side view with blender on a led wall and unfortunately the screen was from some reason distorted. Following picture shows a screenshot:

Does anyone know what could be the reason?


texts:
I'm new to python. For learning I'm trying to create a script to find a character "ä" or "." etc in all selected objects; and select only those objects.

Here is my code:

for obj in bpy.context.selected_objects:
    if "." in obj.name: #how can i add more additional character e.g. space?
        print("script found space or points")
        #how do select this objects?

    else:
        print("names all right")


texts:
I have an image of a spaceship with the front glass. I want to make a transparent material so that I can see the inner seat etc.
I do not want to change it in the render, but make the material transparent in the 3D View.

How can I achieve that and what settings are required to get that transparent effect in the 3D view?


texts: Why do only some tools have redo capability?

texts:
Many tools can have their settings modified after activating them (via the toolbar or F6 popup), however some tools have this panel greyed out.

eg:

Ctrl+Click Extrude.
Editmesh rip tool.
Bend transform.
Knife.

Is this a bug in the tool, whats the reason for this limitation?


texts: Blender 2.9; render view is showing transparent spots

texts:
Why is the default image, showing this when I render? I only opened blender, and then made it render the image, without changing any options.
Thanks


texts: How to avoid violating energy conservation when making shaders and node groups?

texts:
Recently a user on here offered a tip to be careful when making shaders so I don't violate energy conservation. Blender stores colors in the value range of 0-1. If you go above 1, then more light is being reflected than is being received and you get physically inaccurate results.
From the documentation:

In order for materials to work well with global illumination, they should be, speaking in terms of physics, energy conserving. That means they cannot reflect more light than comes in. This property is not strictly enforced, but if colors are in the range 0.0 to 1.0, and BSDFs are only mixed together with the Mix Shader node, this will automatically be true.

So my question is, what scenarios would break energy conservation (other than what is mentioned in the documentation)? When do I need to be vigilant about this?
I've been making utility node groups for myself - an example is my Falloff Map node shown below:

And this "texture adjustment" node group:

I'm a little concerned that my node groups could be outputting values higher than 1. For instance in the falloff map node group, I have an exponential "power" math node that then feeds into an RGB Curves node. Wouldn't the power node have the potential to output values above 1?
Another example with my "Texture Adjust" node group: I have three MixRGB nodes set to screen chained together for an alternate way to lighten a texture than simply adjusting brightness.
Is it possible that I am violating energy conservation with either of these node groups?
I am also aware of the ability to clamp values, but I usually leave it unchecked. Should I be clamping values as I go about building node groups?
I've attached both node groups so you can download and test them yourself.
Texture adjust nodegroup:

Falloff Map nodegroup:

Thanks so much for any advice or help.


texts: PBR material broke in cycles renderer but works in eevee

texts:
First of all , I really like blender community addons and this is a house I made with only using addons.

Addons

Building tools addon
Lily Surface Scrapper

I make the building and added pbr textures with scraper addon , and used smart uv unwrap , then assigned the materials made by scraper.It works well in eevee renderer but in cycles they are going nuts. Either in workspace or rendered image.

What I tried : tried mark seams and unwrap maually , tried triangulate modifier with every possible options none of them worked.

Eevee Result

Cycles Render

Guess this is an issue every beginner faces, but I couldnt find any answer.

 Note

Tried lily scrapper wit default shapes and a little extruded custom shapes they worked well in both renderer.
  I can't add .blend file because it won't mean anything without the textures.


texts: How to convert a text/curve to mesh with given maximum face size?

texts:
I have a text object, which I am converting to a mesh; later I want to apply a shrinkwrap modifier to project the mesh-text onto a curved surface, so I would like to avoid very large faces (e.g. when converting letters like I or L, with long straight edges).

I am subdividing the resulting mesh to work around this, but this creates lots of unnecessary faces (as it is subdividing the small faces as well)

Is there an adaptive-subdividing tool which I can use to subdivide faces that are larger than a given threshold?


texts: Is there any paper or balloon simulation?

texts: I want to know which simulation and what setting i have to give to a balloon flying in air and a paper also so that it should look light weight and if pin it should fly with wind


texts: How to render a scene with Cycles render and blender internal

texts:
My problem is that I have made a in Blender render a plane with grass texture and I have made some rocks in a separate blender file with Cycles render. The problem is that when I do BR then it renders only the plane and the rocks are plain grey and when I do CR then the plane is grey but the rocks are looking good. Hopefully somebody can help me quick how to solve this issue

The video I used to do the rocks:
https://www.youtube.com/watch?v=xRDFMYfsIcU


texts: Export fluid simulation data INSIDE file

texts:
I am planning to use a render farm (render.st) to render an animation containing a mantaflow fluid simulation. Blender stores fluid simulation data outside of the .blend file, which I am unable to upload.
The "Automatically pack all into .blend" feature doesn't seem to pack the fluid data, as my fluid data folder is a whopping 14.4GB while the .blend file after packing is only 14.4MB.
Is there a way I can send mantaflow fluid sim data to a renderfarm?


texts: How to import uv animation from blender to unity?

texts:
I'm animation uvmap in blender just fine using animall adon. When I import it into unity it totally ignores my animation.

Any suggestion how to solve this?


texts: what is the difference between animation nodes and audio nodes

texts: I just today found out about animation nodes, which is awesome, but there are some links for audionodes, I don't know whether they are both the same or different.


texts: Creating a mesh with UV unwrap and assign it to an existing vertex group

texts:
I've been trying to add custom attachments (hat, cloth, boots...) to my character models. What's the proper method to achieve this?
So far I tried creating my mesh (a hat) in edit mode of the object and assigned already highlighted vertex points to my model's "Head" vertex group BUT its UV unwrap is on the actual model's UV unwrap. Do I need to create a material for the hat? If so, how to do that?

Or what should I do instead?
Thanks


texts:
I've already checked this two questions but neither solve this problem:

Level of Detail of Particles System?

How to access data related to individual particles?

Both posts derive to use animation nodes, which would be great, but AN still can't handle LOD with particles, maybe in the future.

Another option would be to use this addon from the blender market, but I'm still waiting for the developers answer on how it handles this issue and its limitations before buying:

https://www.blendermarket.com/products/particle-instantiator

So... Is there anyone who knows if its posible to control LOD of each particle? I know particles are indexed but I'm not sure if they are forced to share properties from the system, which is strange because I also know I can edit its color using a shader.

Any ideas, thoughts, solutions or conclusions would be very appreciated.

Thanks in advance

EDIT

I forgot to mention one critical point which makes @Omar Ahmad solution insufficient. In my case I'm creating an object with multiple polygons from which I'm instantiating particles, the polygons are needed because I need to paste a rotation value which I get from the normal of each polygon, therefore instanciate objects using AN is insufficient as particles wont have rotations.

gif showing the problem


texts: Attempting to link a plane with cloth sim to an object with rigid body

texts:
Hi,

I'm attempting to link this plane (with cloth sim) to the chain link above (both have rigid body). Whenever I play the animation the cloth just falls through the chain link above and they do not react to each other (I've tried adding the collision modifier to both objects too).

Thanks very much


texts: Blender crashes when selecting object and I can't leave object mode

texts:
Alright, so I have no clue what's going on here... The project was perfectly fine, I saved, closed Blender, reopened the project in Blender, and now I'm having all these problems with it. The file is important to my problem because I'm not having this problem with any other objects I make, in either the same file or a different one.

So here's a link to the file:

.

And here's a screenshot:

So the first problem is, if I right click on the anvil to select it (or left click in my case, because I switched the left and right click assignments), Blender crashes. I've tried running Blender from the command line and when it closes out after trying to select the anvil it says: error: EXCEPTION_ACCESS_VIOLATION.

The second weird thing is that I can't leave Object Mode. If I make another object and select it I can enter Edit Mode just fine, which is normal, but if I press a when looking at the anvil in Object Mode, it gets this orange outline around it, instead of the usual yellow, and I still can't leave Object Mode, and Blender is acting as if the object isn't selected because I can't edit it in the right hand pane by clicking on the Object section because it isn't there and if I click on the menu on the bottom to try to leave Object Mode, it doesn't give me any other choices and pressing tab does nothing. If I press n I get shown grease pencil stuff rather than the usual object properties when something is selected.

Hopefully someone knows what's going on here.

Some other info:

There's a half made anvil on the last layer that I can select/edit just fine
The main (finished) anvil has a subsurf modifier on it with a very high tri/quad count
The main anvil has a mirror modifier on it
I know the screenshot shows I have two layers selected, I've deselected the second layer and it does nothing
I'm on Windows 7 with an Intel CPU and no GPU :(

If there's anything else I can add to help anyone figure out what's going on, please let me know.


texts: Ctrl P isn't working when connecting my armature to my mesh!

texts: Everyone keeps saying CtrlP in all of the tutorials and all of the helps forums but CtrlP just isn't working for me. If anyone can link to an online file that I can see or anyone have any suggestions why it isn't working. I mean, I just downloaded 2.79 today and I've been working with Blender for years, so why is this not working for me?


texts:
Hi and thanks in advance for contrubitions.
I have a cylinder like mesh in blender. I want to create a patterned cut on its surface based on a .svg file.
I will work on it based on this cut so texturing it and setting it as alpha doesn't work for me.


texts: Baking Issues - unable to successfully bake my normals

texts: I am having problems baking my sculpt to my lowpoly model, I'm getting what looks like to be the outline of my UV's, not sure why. When I use the smart project, things look as the should (for the most part), using the smart project is not reasonable for a human figure. Originally this model was in zbrush if that helps with some clues.


texts: foot bones move separately from the rest of the mesh

texts:
My problem https://ctrlv.cz/8XI1

My foot bones moves separately from the rest of the mesh.
How can i fix this?


texts: how to control an rgb node's color through a custom property

texts:
I have a couple of objects that are procedurally textured and colored. I want to make versions of it, and adjust the base color (defined by a rgb node) on everyone of them in one step.
So, I know how to create a custom property with color as a property value, but I do not know how to epecify the parameters in the driver editor when in the rgb node to make it work (as you can tell, I'm new to drivers in blender).

Thanks!


texts: Bump/normal/displacement maps with 3d photo

texts:
my question is this, can I generate a displacement map from a 3d image, I have a 3d photo, or 2d stereo pair photos, so I've Not found any softwares or method to create a bump specular diplacement maps.

Can You help me ?
thanks


texts:
Currently, I am working on a student project with the grease pencil blender.
I'm trying to export the GP to create an interactive scene on Unity. But I can't find any way to export the GP to Unity because it looks like Blender.
I tried to convince the GP to mesh and extrude, but it doesn't look like what I want and can't find anything on exporting from GP to Unity.
I have try this :

Convert To Path > Convert To Polygons
Convert To Path > Extrude
Convert To Polygons Cuves > Convert To Mesh

Anyone know if there is something to switch Gp to Unity (or some other rendering engine) without losing the "graphics channel" of Gp ?


texts: Getting 3D vertex coordinate to image pixel coordinate

texts: I have a .obj file obtained from the 3D model of a face image. The .obj file contains the 3D coordinates of each vertex, and the 3D surface normal at each vertex. My question is is it possible to obtain the pixel coordinates of these vertex coordinates so that I can have the knowledge of which normal is at which pixel coordinates, and I want to store the pixel coordinates in a text file. I am new to blender, and have no idea how to proceed with blender python script. I know there are some answers regarding 3D coordinates to 2D coordinates conversion, but I am not able to use those concepts in my problem. Any suggestion is appreciated. Thanks in advance.


texts:
There are a problem about constrain a group object to a joint.like is

I want let the group of glasses to be constraint by the head joint.
Could you tell me how to achieve it?
Thank you!!
Hanwen


texts: HDRi not showing up in render, evee or cycles. I've done this a thousand times but for some reason no luck, 2.91 and 2.92. Any suggestions?


texts: Blender 2.8 freezes when adding new geometry to an exisitng file

texts:
I have been having an issue in Blender 2.8, whereby I'm working just fine, and then at one point when I add new geometry (simple shapes like the sphere), Blender freezes.
This hasn't happened before, I am not importing models from anywhere, just adding new meshes and moving them around.


texts:
The model is mirrored so identical on both sides, I selected the exact same faces to add max weight painting to- and yet when i pull down while locked to the z-axis the sides react in uneven ways

Ive watched multiple different face rigging / weight painting tutorials and have found no issues similar to my own. willing to try anything as ive been fiddling with it for a few hours


texts: Render settings for large scene - fixing render time

texts:
I'm not sure about proper settings for my scene (cycles render). I want to balance time of the rendering and the realism, because render takes very long time (f.e. because of used textures, with every modificatior on - like subdivisions etc - there is 560k verts so in my opinion it isn't that much). I am using the pro lighting skies addon for lighting - "morning03" and "cloudy08". In the first version I used glossy shader imitating water, and on the second I added leaves (objects copied with the help of the particle system and weight paint). These are results my previous renders (scenes differ a bit from themselves - one version is priorer and other one is more detailed). Some scenes don't look that bad, but their render time for sure is.

Morning:
Default settings with little modifications:

Other settings (much lower - render time drop to 3h)

Cloudy:
Default settings with little modifications (render time 3-7h)


texts:
I was making a game in Java and lwjgl.This type of game development needs Vertex positions and normals to render a model , along with texture coordinates and indices. Now i exported a simple obj file from blender and opened it in Notepad++.The file has information for Vertex position , and Texture Coordinates but i don't have normal data which causes an error , so the question is How to export Normal data in OBJ file
PS : i have enables Write Normals in export settings , but there is no normal data in the file


texts: Explicitly setting object name to "X" actually sets it to "X.001"?

texts:
I am using a python script to create and import some objects.

After creating an object I set it's name like so:

bpy.context.object.data.name = "MyObject"

and the new object is now named "MyObject"

However if I run the script again, the new object is now "MyObject.001" and the old object remains as "MyObject".

Even though I explicitly told python to name it to "MyObject" (and the rest of the script relies on that name) - but it's changing it anyways.

My scrip is unaware of the fact that Blender is forcing the name to change.

How do I force Blender to change the name of the object to exactly what I set it to. I don't care if it indexes the old objects.

Just seems like bad default behavior in the first place.

Thanks.


texts: Posing: only one object moving, incorrectly

texts:
Apologies if I missed something. Newbie to Blender, none of my searches have helped yet. Perhaps I just don't know the proper terms.
I finished a model, finished (I thought) rigging, and after setting parents with automatic weight only one object moves, and even then not properly.
For instance, it's the knee brace:

I try to bend the leg, and only the brace comes along for the ride. Even then the bar on the side either remains straight like pictured or just stretches to the underlying face.

Confusingly, the other side bends properly at the center. They both have separate faces for the top and bottom halves.

Edit: A friend suggested turning on Bone Constraints.
Which fixes the biggest immediate problem. Still need to figure out how to adjust just what follows which bone and how, and... apparently scrape gum off a foot.

The file:


texts: Whenever I render something in Blender Cycles the renderlayer node seems to have a Z-Depth output, however whenever I try to use it it is completely white. What is it useful for?


texts: Blender (2.9) can't rotate or scale any objects in object mode using keyboard

texts:
I've been working on a project in blender for a while now, and one day I open my file and suddenly It's not letting me scale or rotate objects using hotkeys.  I am able to scale and rotate them in the objects properties panel by editing the values there, but when I press something like "R" on my keyboard to rotate, nothing happens.  For some reason, I can still grab objects via the "G" key, but when I try to scale and rotate using keyboard, nothing works.  I opened up a new blender window and everything worked fine in there, so I must have activated some weird setting somewhere.  Does anyone know how to fix this?
(blend file)


texts: Ka always zeros in MTL file, reflectance and translucency coeffs also missing

texts:
I'm exporting a model from Blender into OBJ and MTL files. When I look at the generated MTL file I see that the "Ka" component of the material is all zeros, and there is no information about the reflectance and translucency of the material either. Have a look:

newmtl BigWall
Ns 15.000000
Ka 0.000000 0.000000 0.000000
Kd 1.000000 1.000000 1.000000
Ks 1.000000 1.000000 1.000000
Ni 1.000000
d 1.000000
illum 2

Here the Kd and Ks colours have the correct value (all white) but the Ka is set to black.

I've seen that the illum statement can provide some hints on whether reflectance is used, but it does not give me any coefficients.

So how can I make Blender export the ambient coefficient or an ambient colour to this file? And from where can I take the coefficients of reflectance and translucency?

Thanks.

BTW: I found these similar questions here but they were not answered, I hope to run with better luck:

Blender not exporting Ambient Coefficient in .MTL
Export Wavefront .mtl file — Where is the reflectance coefficient

EDIT: Blender's documentation here claims to be able to export ambient colour and shading settings like transparency.


texts: NLA Editor - Animated Strip Time With a Repeating Animation

texts:
This is a shot in the dark as this seems to be a very specific use of a rather unknown function.
I'm attempting to keyframe the speed of an animation. I've looped the animation using the 'Repeat' function in the NLA editor. The 'Animated Strip Time' function seems to ignore 'Repeat', allowing me to only keyframe the original action.
The only thread I've found about this
The one clue I have is Serge L who commented:
"There is also a way of multiplying zero action on existing strip. You are creating another action with zero keyframes on every animated parameter and than push it down as NLA strip, but with Multiply mode instead of Replace. Then stretch it to match general strip and animate influence of it"
I unfortunately don't understand this method. Can anyone make this work? Or know of another method?


texts:
I have currently rigged a character mesh.  The legs are too far apart so I switched to pose mode from edit mode to move them closer together using armature.  I'm trying to set my IK pole targets, but whenever I reset the bones movement, they get reset back to the point BEFORE I've moved the legs closer together, and in edit mode the legs are still wide apart.
How can I save this pose mode as the default so that when I reset bone movement, the armature will reset to the point where the legs are in the correct position?


texts: Geometric Normal in Nodes Editor / Material Nodes for a different Object

texts:
Is is possible to get the Geometric Normal/Rotation Orientation in Node Editor / Material Nodes of a different Object?

Cycles with a image sequence.

Above we see the Normal node in a  Node Editor window/ Materials Nodes.  It would be useful  to have  the orientation follow that of some [other] object.  Is there an efficient method for doing this?

In the nodes I am using a static normal as depicted as a inferior substitute for a dynamically moving normal. Currently the single normal would exist across all frames, which is failed.   A UV project modifier is used which projects on potentially all faces.  This is not what is needed so the texture is removed on certain faces.  The certain faces are determined with the static normal substitute.  The simplified static normal will not work acceptably in all cases.  The sphere depicted is a simple testing object, and not necessarily a final object.

I may consider compositing a threshold filtered gray level image.

Image above is preferable since sphere has dark untextured backside.  This is the easy case.  Light Source and Static Normal are parallel/compatible.

Image above is failed since sphere has textured backside.

Image above is failed since sphere shadow and texture are not coincident.  The wall shadow is desired as is.  The light source and static normal are not compatible/parallel.

Image above is acceptable since sphere shadow and texture are coincident.  I manually changed the normal node which is the manual labor I want to eliminate.

Python with a frame change handler is the least desired at this point.


texts: Translation and rotation axes not locked

texts:
I'm designing a 2D rigid body physics orthographic animation in Blender Game. It's simply a cube falling on and bouncing off a surface (first picture). The camera (in orthographic mode) is pointed parallel to the Y-axis. To this purpose, I locked the Y translation, as well as the X and Z rotation of the falling cube. So if all works well, all you should ever see of that cube is its camera facing face. However, apparently, it doesn't respect those restrictions when it bounces up from the surface (as demonstrated by the second picture. It rotated around the z-axis, and translated along the Y-axis). What did I overlook?

PS: I deleted the file and pictures in my previous question as it was not my own work (though freeware). Didn't feel comfortable with it. This is my own work, so no problem.


texts: Why does Extrude and Inset not use the same measuring units?

texts:
Hello there Community,
I'm modeling a simple blocky logo and want to inset and then extrude by exactly the same amount, but this doesn't happen.
When I inset a face by 0.00115...

and extrude then by -0.00115, this happens:

What I want is something like this:

Am I missing something here? Is it a bug? Is it a feature?
Any help is greatly appreciated.


texts: how can i select 2 markers using python?

texts:
i made a small python script, it creates 2 markers see below.
All i want is to be able to select 2 markers as we can do on screen

Also this script flips the coding text pannel into graph editor
i wonder if it is possible to use the allready opened graph editor?

ob = bpy.context.active_object
frame_num = 30

bpy.context.scene.frame_set(frame_num)
selected = bpy.context.selected_objects
scene = bpy.context.scene

bpy.context.area.type = 'GRAPH_EDITOR'
#add marker
bpy.ops.marker.add()
bpy.ops.marker.rename(name= "start" )

frame_end = frame_num + 20

bpy.context.scene.frame_set(frame_end)

bpy.ops.marker.add()
bpy.ops.marker.rename(name= "end" )
bpy.ops.marker.select()
bpy.context.scene.frame_set(frame_num)
bpy.ops.marker.select(extend=True )    #it doesnt work to add to marker selection


texts: Trouble with Particle system and forcefields

texts:
I have a simple particle system that is using an object (an icosphere subdivided a few times) with an emitter shader(color:red and strength: 15) and the particle system is affected only by a force field(a bezier curve that could be the culprit).

So that it goes where I want it to go, the problem is with the light leaving a trail behind itself while being directed by the force-field, what I'd like to happen is that the particles leaves not trails but just glows in the night, I'm currently using Cycles Render just to be clear and also I'm not sure 100% but I have the camera Depth Of Field activated as well as Motion Blur so I'm wandering a bit if it ain't one of those two making light leave that trail.

I have the latest version of Blender, the 2.78.1

I'm rendering with my CUDA GPU(nvidia GTX 850) and I'm on ArchLinux.

Here is what I'd like to aim for but the light is still leaving a trail almost on the verge of disappearing !

If someone wants to test this with the .blend just ask, I'll provide it.


texts:
How can face of cornice be extruded along a given profile 'P' ?

I've used knife tool to cut the long profile at 45 degrees and the  assemble them together but process is long?


texts: Why the mirrored paste mirrors the wrong way

texts:
I created my character and its armature, now I'm on the stage of creating actions. I am creating my in-place walk action and my first 2 key-frames. when copying the key-frames and pasting the mirrored version with (Ctrl+Shift+V), it mirrored on the y axis instead of the X.

Can someone please help me, thanks.


texts: I can't find the materials tab. I have tried blender tutorials but they already have the tabs. I just have these 5 tabs:


texts: How do I make a procedural swirl texture?

texts: How do I swirl a procedural texture to get a result similar to this?


texts: How do I hide, delete or manage grease pencil lines in 2.8?

texts: I drew on a face reference photo with the grease pencil by holding D. I want to hide the lines I drew. Some sources say to press N and then go to the "grease pencil" section, but that appears to be missing/moved in 2.8. Trying to search for 2.8 grease pencil gives me a bunch of long tutorials on creating 2D animations with the new grease pencil, but not a simple answer on how to hide the lines I drew. How do I hide or manage them?


texts: Limiting precision level in Animation Nodes?

texts:
Is there a perfomance wise way to limit decimal numbers for all values inside NodeTree?

Sometimes I don't need that many decimal numbers, especially for comparing values to get desired boolean result. Limiting values like Vectors, Eulers is a waste of resources as they need to be separated to floats and recombined after. Any tips are welcome.


texts: How can I link two meshes with many vertices together to prevent lagging?

texts:
I was recently asked to make a terrain in Blender. I thought, "no problem. I could just make a very large grid and use proportional editing to make different hills and cliffs. Simple".

The problem is my computer crashes, the number of required vertices was too large, so I decided to create multiple different objects, with same amount of vertex, so it had less to compute when in Edit Mode.

If I put the squares right next to each other, it made the same amount of area I wanted before, and the computer woundn't crash.

However I cannot join them together and enter edit mode for both at the same time; it crashes Blender. But when I edit one, the other stays exactly the same, and it looks like separate planes. I want it to look like one connected ground.

Note in the picture above both planes are exactly the same.

What I need to find out is how I can connect these vertices on the plane next to it, without requiring they enter edit mode together, as if one object. I just want them connected at certain locations, not joined and merged.

I was wondering if it would be possible with the Hook operator (which I don't know very well), or if it would require something else.

I just want it so when moving one vertex up one one shape moves it up on the other so it's not only rising on half of the ground.

Please tell me if this isn't well enough explained.


texts: In my texture panel I have several red and white checkerboard Icons. What they  have appeared there for I am not certain as they have no assignment?  Is there a way to delete them as I do not believe they are doing anything? Or maybe they are? How could I tell?


texts:
how are you?
.
i am modeling a soap with engraved text on it, as shown in the attached image.
but when i use the Boolean modifier on the soap with the wanted text the whole mesh of the soap mess up as you see,
so please can you help me to solve this issue.
thanks in advance.


texts: Volume material disappear when I move further

texts:
I was trying the volume material and when I move my view further, volume disappear.
My camera will set further than this so this is a problem to me, I googled about this issue but I couldn't find answer.
Is there a way to display volume material from further away? About 5000m ~ 10000m.
close

far

fog node

I am using 2.91 and this is my file:
My file
THX!
Edit:
volume has its own distance clip.


texts: How do I assign a shortcut to something if it isn't listed in User Preferences' shortcut list?

texts: I'm trying to assign a shortcut on the user preferences to the "select pattern" command, but it doesn't seem to exist.


texts: How to prevent things from out of sight rendering

texts:
I was wondering if there was a way to only calculate the things that are currently visible in the frame. My scene has a lot of trees that are slowing down my render times, and these are mostly out of sight. This would be especially efficient especially in my scene.

TL;DR Is there a way to stop things in the background that are out of sight from being processed/ slowing down rendering?


texts:
Is it possible in 2.8 to completely collapse the menu bar as it was possible in 2.79?

left: 2.79, right: 2.8
I tried hiding the menu, deleting all workspace tabs individually, entering full screen mode,
but I still can't get rid of the top bar. Is there a reason it is handled this way in 2.8?


texts:
Been off and on using Blender and was one of those guys that jump into it and just looked at tutorial after tutorial and really didn't learn anything.  I am following Blender Guru tutorials and they are really good in that it teaches you the whys and have found it very helpful.  I am doing this more as a hobby and am looking to sharpen my modeling skills.  I am looking for a challenging beginner model (not a car) that poses all the beginner problems that need to be overcome.

Does anyone have a suggestion on type of models or models that you did starting off that when you look back said..."wow that was a great project that I learned a lot!".

Thanks in advance


texts: Converting polygon ribbons to strand primitives

texts:
I'm a total Blender newbie (first post here). I'd like to ask if there is a method, or a script, that allows me to convert a geometry consisting of polygon ribbons (so basically hairs, where each hair is made of n quads), into Blender strand primitives.
Thanks for any help.


texts: Check for collision detection for Synthetic Dataset Generation

texts:
I am using blender for a synthetic data generation for over a month now.
I was hoping to achieve the same computation with less time than using BVH tree for collision detection, no luck so far.
I was using bound box in bpy module, like
cube = bpy.data.objects['Cube']
cube.bound_box # return itterable of points in 3d space

There are two problems that I faced,

Bound box won't update on its own because of the transformation of the objects, like rotation, location, scale.
For that I had to use bpy.ops.transform_apply(scale=True, location=True, rotation=True)

When I did use that force update, I noticed that the bound box that blender gives isn't ideal as they mention in documents, it can be confirmed in the example below

The surface of the cube is itself a bound box as it is a cube after all, but the cube.bound_box is giving this bound box shown in pic, which is nowhere near ideal.

Note: If anyone found something wrong in this post, please do comment as I am in the middle of development of a framework which is basically a automation of this scene creation. It will really help me a lot, if you could suggest or provide the solution of my issues that I mentioned above.


texts: Smooth vertices option not working in blender 2.82

texts: So This "Smooth vertices" tool That I use alot while modeling a character seem to not work any more or it just does not give the right result in the new update.


texts:
Hi im having a mayor problem in rigify
When I generate a rig with rigify from "Human (Meta-Rig)" I get the message

Traceback (most recent call last):

File "...\Blender\2.78\scripts\addons\rigify\ui.py" , line 286, in execute generate.generate_rig(context, context.object)

File "...\Blender\2.78\scripts\addons\rigify\generate.py", line 141, in generate_rig bone_gen = obj.data.bones[bone.name]

KeyError: 'bpy_prop_collection[key]: key "hips" not found'

location: :-1

What shall i do ???


texts:
I have a moving, exploding object and the parts always slow down as if affected by drag.  I have turned off all drag in the particle panel, and changed the number of particles to force a re-compute but the particles (and hence parts) still suffer significant velocity decay.  What could the source of this be?

My particle settings are:

Normal:1.0 Object:1.0

Physics:Newtonian Drag:0, Damp:0

Field Weights panel has all values set to 0.0

I can understand rear-facing polygons slowing down (normal velocity component) but I cannot get front-facing polygons to keep moving forward.  The original motion of the object is key-framed.  I don't have any physics on the object beyond the particle/explode.

Anyone know what I am missing?


texts: Where do the white lines come from in my composite?

texts:
I'm having this issue for years now, and I'm not sure if I am doing something wrong on my end, or if what I would like to achieve - or expect to see - is even possible. My question is about compositing artifacts when using Blenders mask layers. Let me explain:

In the Blend file provided, there are two objects: Dragon A and B. Each of them is on a separate layer, rendered on a separate render layer, and masked with the other one. So A is masked out by B, and B is masked out by A. Like this:

scene setup

RenderLayers A and B

When I render, I write out two MultiLayer EXRs with 16bit depth. That Stuff, I feed into the following comp:

and it gives me this:

You can clearly see the white lines around the areas where the dragons mask each other.

If I comp in a weird fashion like this:

I get this:

It's not perfect, but still a lot better than the first one. What I am doing is kind of cutting off the bright alpha values, making a 0.75 alpha value equal 1.

My question is: Why do I see the white background shine through after all? Is it something which is fundamentally unchangeable and we have to live with? Am I doing something wrong on my side? Do you have an alternative solution?

Edit

The solution Ray Mairlot came up with solves the issue by only masking one of the two, the other one would exist un-masked underneath, and thus provides a perfect overlay. However, I'd like to still mask one against the other for specific reasons: I'm sending images to a web application, which layers them dynamically (a configurator in essence). There can be 30 or more image layers, each of them needs to be downloaded by the website visitor. If I could mask one part against the other, the individual file size would be smaller. Not really a necessary reason, but that's why the idea came up. The other reason is, if I mask the layers, the individual layers render faster. This can save me some 30% of the render time per configurator (which renders on average for 12 hours).


texts: https://www.youtube.com/watch?v=XXW1dh2XH9Y Basically I want to make a video with a moving picture that moves with a person in a video's head.


texts:
I'd like to know how to make a particle system only emit from where two meshes touch, regardless of mesh density. i.e. if a laser were to hit a mesh, sparks would be emitted from wherever the laser is touching the mesh.

Thanks in advance!


texts: Node setup to access ID masks in Cycles?

texts:
In the compositor, there is a dedicated ID mask node where you put in the number of the mask you want, and it will output it.

We can get access to ID masks in Cycles materials via the Object Info node, but there is no dedicated ID mask node. I assume it is possible to make something similar with some combination of math nodes and group it up. Has anyone figured out the best way to handle this?


texts: How do i make sure my mesh stays with the armature after leaving pose mode

texts:
I've been working on a model for quite awhile now and then I'm asked by the person i'm making to model for to make the legs and arms shorter and the hips/waist thinner. I usually do this in pose mode after making sure everything is weighted correctly and then applying that as the rest pose but i've run into a weird issue i've never had before.
I apply pose as rest pose but when I exit pose mode to go back into texture editing/object mode (I tested them all) the bones will stay where they were in pose mode but the mesh goes back to its original scale. If I was getting paid for this (i'm not) I would usually just delete the parts of the mesh that need reworking and....well..rework them and then redo my weight painting. Is there any way I can get an easy out here and not have to spend another 2 hours remodeling the lower half and arms?


texts:
I was testing stuff with render, render layers,scenes, world and cycle rendering.  Suddenly my colornodes lost its shading.  I went through I couldnt get it back.

Is there any way for me to restore normal coloring and matarial setting?


texts:
I've rotated a cube on Y, Applied rotation.
Now the Origins Local rotation is the same as global.
Not knowing the cube rotation on Y how do you "Exactly" set the Origins rotation back to the object's local orientation?
Hand rotating is not the answer.


texts: Materials not applying how the appear in preview (after rendering)

texts: So I've never tried using a texture before on a model but I was making a building and I wanted to give the door frames a 'limestone/marble' look to them so I popped in a texture and plugged it in from Image Texture to Diffuse to Output via color then BSDF ports. In the preview it appears like it came out good but when rendering my texture is a rather flat color similar to the texture I used. Image to show what I mean, thanks in advance.


texts: Proportional editing on mesh doesn't work

texts:
I saw this video on YouTube > https://www.youtube.com/watch?v=dz2ws7CAkgU and was quite interested. From 0:09 till 0:10 you can see that the uploader is moving the verts with proportional editing. I tried this myself but it doesn't work. It doesn't show the proportional editing ring either.

Can someone help me a little?


texts: Animating rocking horse with a spring base

texts:
hello, I want to animate this rocking horse swinging back and forth (not up down)
I tried proportional editing and inserting keyframes
is there any modifier that i can use for more smooth transition?


texts: Moving and using cameras in the same Python script (potentially over multiple logic ticks)

texts:
I've been working on a Python script that does some 3D processing on some data I have, without actually rendering anything (I want to take advantage of the rayCast and pointInsideFrustum mechanics, which is hard to find decoupled from a full-fledged graphics library). Basically what I'm doing is moving around cameras, projecting a ray from the camera, raycasting with some model, and testing what other camera poses' frustums contain that point.

Anyway, the issue I'm having is that when I try to move a camera in my script (done using both the bge KX_GameObject and bpy Object, for good measure; I also tried using applyMovement and applyRotation with limited success). While the position seems to be updated, it seems like it doesn't register. Namely, I perform a check to make sure that the camera can see the point that is returned from raycasting via pointInsideFrustum. However, it doesn't detect anything. I delay the script being run until after the first tick, so that the projection matrix can be initialized. Indeed, after checking, the projection matrix is in fact initialized, so that's not the problem.

However, the logic in the code works correctly, since, after restarting the code in game engine mode, it works fine. However, after moving the camera (in the code) to a position far enough away, it fails again. This leads me to believe that the camera isn't actually moving, or that it isn't properly registering. I suspect this might have to do with logic ticks in the Python script. From some other posts elsewhere that I've read, I suspect that Python scripts only are run in a single logic tick, though I'm not certain. If this is the case though, is there a way to make it run over multiple logic ticks?

It's important that this script be constantly running. As bad as it might sound, I have a web server running inside of this script, for the purpose of being able to do some processing via API requests.


texts: How can I loop two different animations with one playing right after the other?

texts: I am trying to loop two different animations in my game, one right after the other. In this case I am trying to have SlimeJump1 play, then SlimeJump2 play, then have them continuously play in this order. I have already tried delay sensors, and they won't work. How would I do this? The download link for the file is here. Thank you!!!


texts:
For some reason, I opened blender this morning and created a keyframe via moving the camera higher (z axis). However, when I play the animation, nothing changes from the keyframe before that one to that one. It was working perfectly earlier yesterday. How can I fix this? Thanks.

EDIT: Here's the .blend file:


texts: Using python to scale/resize a selected groups of faces with individual origin

texts:
question based on this topic Using python and bmesh to scale/resize a face in place where each face was scaled separately.
So actually the question in the title. I'm newbie to python. I tried to find connected faces based on the same vertex indexes, then calculate the average mean of the vertices positions included this faces(like a origin point).
But it works only for single group faces, how to make it for multiple group faces?

import bpy
import bmesh
import numpy as np
from mathutils import Vector as vec

#EDIT mode#
me = bpy.context.edit_object.data
bm = bmesh.from_edit_mesh(me)
scale_factor = 0.5

seleted_vert_group = []
verts_co_x = []
verts_co_y = []
verts_co_z = []

#checking for matches
for face1 in bm.select_history:
    passwither = 0 #pass double matched face
    for face2 in bm.select_history:
        if face1 == face2:
            continue
        for vert1 in face1.verts:
            for vert2 in face2.verts:
                if passwither == 1:
                    continue
                if vert1.index == vert2.index:
                    passwither = 1
                    print(f'face index: {face1.index}')
                    for vert in face1.verts:
                        seleted_vert_group.append(vert)
                        verts_co_x.append(vert.co.x)
                        verts_co_y.append(vert.co.y)
                        verts_co_z.append(vert.co.z)

co_x = np.sum(verts_co_x)/len(verts_co_x)
co_y = np.sum(verts_co_y)/len(verts_co_y)
co_z = np.sum(verts_co_z)/len(verts_co_z)
origin_point = vec((co_x,co_y,co_z))

for vert in set(seleted_vert_group):
    vert.co = origin_point + scale_factor * (vert.co - origin_point)

bmesh.update_edit_mesh(me)


texts: Water Simulation not rendering the right way

texts: Water is not looking like it should With Glass


texts: Blender Mesh to UE4: Correct normals but missing faces

texts: i have imported the following Blender Mesh as a fbx into UE4 getting the following result. The Mesh might have some incorrect normals, but the result I get in UE4 implies way more incorrect normals then there seem to be. Does anyone have a hint for me ?


texts: Modal Operator -- "invoke" not being called while invoked through script

texts:
A simple Node:
import bpy

class TestNode(bpy.types.Node):
    '''ww Test Node'''
    bl_idname = 'ww_TestNode'
    bl_label = 'TestNode'
    bl_icon = 'ARROW_LEFTRIGHT'
    bl_width_min = 400
    bl_width_max = 5000

    @classmethod
    def poll(cls, ntree):
        return ntree.bl_idname == 'ww_NTTest'

    def update_func(self,context):
        pass

    def init(self, context):
        bpy.ops.ww.test_modal_operator()
        pass

    def copy(self, node):
        print("copied node", node)

    def free(self):
        print("Node removed", self)

    def draw_buttons(self, context, layout):
        row = layout.row()
        row.operator('ww.test_modal_operator',text='Test Button')

    def draw_buttons_ext(self, context, layout):
        pass

A simple modal Operator
class TestModalOperator(bpy.types.Operator):
""" This operator Tests it's invoke method"""
bl_idname = "ww.test_modal_operator"
bl_label = "Test Modal Operator"

def modal(self, context, event):
    if event.type =="ESC":
        return self.cancel(context)

    if event.type == 'TIMER':
        pass

    return {'PASS_THROUGH'}

def execute(self, context):
    print('execute')
    self._timer = context.window_manager.event_timer_add(0.001, window=context.window)
    context.window_manager.modal_handler_add(self)
    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    print('invoke')
    return {'RUNNING_MODAL'}

def cancel(self, context):
    print('cancel')
    context.window_manager.event_timer_remove(self._timer)
    return {'CANCELLED'}

By inserting the node into the tree it starts a modal operator. Using it's init method.
A button to start an other instance of the operator is provided as well.
The instantiation by the init method does not call the invoke method of the operator
but the call goes to the execute method, the button goes to the invoke method.
Is this intentionally?  If so why?
WKR
Martin


texts: Overlay more than one transparent images in one shader

texts:
I'm trying to use the Shader Editor to put four transparent images onto one object.

My approach to this was to add all of the alpha channels together and then to use that combined alpha to mask the image textures.

However when I do this, depending on different combinations of setting for the MixRGB node, the textures come black our just have the fuzzy edges.

I've also tried setting the textures to premultiplied but no luck.


texts: I want to draw some straight lines on a mesh plane, between specific coordinates, which from what I've read seems like a job for the Line tool in Draw mode. The Blender manual says "Draw Mode is selected with the Mode menu in the 3D Viewport header", but the Mode menu in the 3D Viewport header doesn't have a "Draw Mode" entry, just "Object Mode", "Edit Mode", "Sculpt Mode", "Vertex Paint", "Weight Paint" and "Texture Paint". Has the mode moved, or is there something else I need to do first?


texts:
Very new to blender so be gentle. I am more looking for a direction to follow then an exact how to but obviously that would be useful as well.

Problem:
I am creating a YouTube intro sequence for my gaming community and one of the idea I have is to make the camera pull back from our clan logo.

While its doing this I'd like to have small sequences of recorded gameplay appearing within or almost reflecting off logo until the entire logo is revealed, something like this GoW clip (3:46-3:51)

Is this possible, and if so what area should I be researching to make it happen?

Thank you in advance for your time


texts: How can I apply a texture to a single mesh face?

texts: What is a simple way to apply a texture to a specific face of a mesh?


texts:
the colors of my renderings look off (brighter / less saturated) outside of blender. – compare the image in the finder (left), and in blender (right):

how can I make sure the results look just like in blender?

edit: more info

this is on late 2016 macbook pro. and I'm talking about the built-in display:

the rendering looks the same in finder and photoshop. also using exr as output format does not seem to make a difference.


texts: Why is this displacement not creating a perfectly square cube?

texts:
I'm attempting to use micropolygon displacement to displace a cube into a larger cube, in an attempt to wrap my head around this feature. As near as I can tell, the following should work. Take a cube with each face having UVs in the range -1 to 1, so that 0 is in the center of the face. Calculate the length of the UV, which should be in the range 0 to sqrt(2), and map that to 1 to sqrt(3). Use that as the displacement height. The cube is of course set to smooth shading.
The result is close to a cube, but off.


texts:
I know this is a very common issue, so I will come out and say that I am already aware that I can turn off the visible light source in its properties so it cannot be seen in a glossy reflection. I do not like clicking glossy off on the actual light source because it does not give the same lighting detail on other reflective surfaces like a sink or fridge door handles. What I am curious about, is if there is a way that I can make cycles ignore a spot lights source area though the material node editor (perhaps some tricks with light path).
Let's say I have a bathroom scene with a mirror and 4 other reflective objects (sink, faucets, floor, etc.) I do not want to see the big white circles in my mirror from my spot lights above but I would still like to see the white circles giving some depth to my other reflective surfaces. I have tried making the light size 0.0 but it creates a very harsh edge to my shadows and also removes any of the strong white reflection from my other surfaces.
If I did not explain the situation well enough I can make a small project to demonstrate what I mean.
Thanks everyone,
Greg


texts: Select text object by name and change font via script

texts:
I'm needing to know how to access and change the font for a pre-existing text object.  Everything that I have seen uses a new text object.  I've tried looking at the bpy.ops.fonts structure, but can't seem to figure it out.

Thanks.


texts: I have used bevel, boolean and many modifiers I have forgotten. The problem is the edge and is blue in color. What edge selection is that? I have cleared seams and checked mean crease is 0. So may I know what is this edge select mark in blue and how to remove it?


texts: Problem with lattice (just the eyes) and link to the main object

texts:
This's my first question here.

The problem:
I have a character (one object), that have the eyes like another object. They're deformed by a lattice and your pupils movement are make by a empty.

But they're never follow the main object.

Now i done another thing, i put bones to this eyes and set your weight, everything is fine, but the lattice don't follow nobody and when i move any bone of the character, the lattice stay on their location and deforming the eyes.
I tried to link the lattice to everything and nothing happened.
What i can do?!

Thanks in advance.


texts: Downloaded DAE that's inside out, unable to export properly

texts:
complete newbie to Blender here. I'm trying to get 3D models into a WorldWind application. I'm not doing anything fancy with them (yet), all I want for the moment is to get models showing up correctly in my application.
I downloaded several models from Sketchup's 3D Warehouse. Some of them were in .kmz format, others in .dae. Using WorldWind's KMLViewer as an example, I am able to easily load up the .kmz files. I can also load in the .dae models like so--write a .kml file that contains several Placemarks, each of which links to the appropriate .dae file for the model. Zip that .kml up in a .kmz file with the linked .dae and image files, and then load that into my program.

My problem is this: all of the models have their meshes outlined on top of the materials/textures.

After some research, I thought that perhaps the normals were flipped, so I tried to fix that in Blender. I'm not sure how well I did that, because, upon export, I now only get the mesh showing up in my application. In Blender, everything renders just fine. I've tried a few different export to .dae techniques as well as trying to see if my .dae IMPORT into Blender was wrong. Seen here, here, here, here, and here. None of them have worked.
My steps include: un-checking the "Sequencer" option in Properties, making sure that the "Include UV Textures" and "Include Material Textures" are selected before exporting, and ensuring that all the materials' filepaths are correct. Again, it's showing up perfectly in Blender's render view, just not when I export it.

1. How do I get the models to render correctly after downloading from 3D Warehouse? Preferably straight from the "box".

2. If the answer to (1) requires adjusting & re-exporting from Blender, what steps am I doing wrong?

If more clarification or details are necessary, please let me know, I'll be happy to provide.
For reference, I'm running on a Linux computer. The graphics cards and drivers are all up to date.

** EDIT: I thought this was just a dae vs kmz original download difference. It's not. Whether I download a model as a .kmz file or a .dae file, they all show up in WorldWind inside out. If this is a problem with WorldWind and not a configuration of models, I can get this question migrated to the correct SE. **

As requested, here is the image showing the difference, I'll link the .dae files in a bit. The colored+outlined image is what loads from pre-Blender .dae file; in essence, what I downloaded from 3DWarehouse. The mesh-only image is what renders after I try to fix the outlines and re-export. Neither of those are correct, as the image should have no white outlines.

The model that I'm using is (this one here).


texts:
I have an Empty x-position driving the rotation of a Cube.

And I want to divide the value of the position of the Empty, so that the Cube rotates half the value.


texts: How do I fix a bone mess from an import?

texts: I have this mess of a armature from an imported character with more bones and weight layer I won't redo. Shuld I just make a new one and copy the XYZ posision of the old ones or do it exist a better sulution.


texts: How would I hide objects that would normally clip through eachother during animation

texts:
So, I'm creating a model where two parts would very visibly clip through each other. I had assumed there would just be some clever trick to hide this, and just worked on other parts thinking I'd find out how to hide the clipping later. Well as you can probably tell, I have yet to find a clever solution. Anything I can do or do I have to just work around it?
Screenshots for clarification:


texts: A way of defining particle colours by where they emit form and have them stay that colour instead of just mirroring the emission object?

texts:
Does anyone know a way of defining particle colours by where they emit form on an object and have them stay that colour instead of just mirroring the emission object?
I've got particles emitting from an object with a colourful Voronoi pattern on it to another object with a force field and turbulence so the particles mix and move around once stuck to it.
At the moment I have the colour pattern mapped on to the particles using a texture coordinate, mapping and color ramp but the pattern is just projected onto the particles. What I want is for the particles to have their colour defined by where they emit from and then keep that colour so that they mix in the turbulence. Is there a way of doing that?
Many thanks in advance.


texts: blender 2.8: 'Object' object has no attribute 'hide'

texts:
Code from example:

import bpy

bpy.ops.object.select_all(action='DESELECT')
for ob in bpy.context.scene.objects:
    if not ob.hide:
        continue
    ...

Fails on ob.hide:

AttributeError: 'Object' object has no attribute 'hide'

How to solve this issue? It seems that example was written for 2.79.


texts: How do you get fixed bends on a low poly model?

texts:
I'm working on a very low poly model (Minecraft style) for a game, I've rigged it by parent with empty groups, then manually assigning bones to groups.  I want to have bend in the arm, but when I do so the joint "pinches"

Notice how the elbow isn't as thick as the rest of the arm.  How can I fix this?

Blend file


texts: How can I make hair that looks like it's flowing in water?

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I want to make a scene featuring a killer mermaid. I've run into two big issues: the flow of the hair and the effect of her prey's blood in the water, though I've put the blood thing into a separate question.

I want the mermaids hair to float around like it's being affected by the current, as well as move accordingly when she moves in an animation. The best examples for the hair effect that I can think of are Salazar from Pirates of the Caribbean: Dead Men Tell No Tales or the mermaid from Playdead's Inside:

How can I go about this?


texts: How can I view my 3D rendered 360 pictures on gear VR?

texts: I got a gear VR with an app that lets me view pictures in 360, I have made the app able to recognice my usual 360 rendered pictures. But I have seen the same app can also show 3D 360, which means there is depth in sight in the 360 image. I have rendered a panorama picture with the stereoscopy option "spherical stereoscopy" activated. It gave me two panorama files on the output. Which are for Left and Right eye. How can I turn those into a 3D panorama file usable in Gear VR? Would love some help on this. I have gone through google about an hour with no luck on this topic, or even any information on those filetypes.


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Does anybody have experiences with multiple face selection? I’ve recently encountered this topic, and I am trying to find the best way to select only the top surface with a code.
One of my ideas is to use face normals to find the location and orientation of faces and select only those I need. Is there a better way to do this?
I have created a simplified example of what I need; the red surface is the one I need to select (surface is red only for demonstrational purposes). I will need this to work even for more complicated surfaces.

There is a link to the BLEND file:
https://1drv.ms/u/s!AtBhBiBGPhtAjlCDzvj46upw1F1U?e=r36dGe
Thanks in advance.


texts: Approach for a Cheese material with SSS in Cycles?

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I want to make realistic looking cheese, I think the best way to do it is by using Subsurface Scattering in some way.

Here is a reference image.


texts: Render scene without rendering transparent background

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I am rendering a tracked scene where I added only a shadow catcher ground, and a few storm trooper animations. My PC can render with it's CPU (i5) 16x16 the storm trooper model with motion blur almost the same speed it renders the transparent areas. This causes lots of render time of pointless areas of each frame. (A lot of the transparent areas do have light shadows)

Is it possible to render only the parts where shadows and models exist, and "skip" the transparent areas, or go through rendering the transparent areas quicker?


texts: How to reset stencil rotation in texture paint mode?

texts: Sometimes I am accidentially rotating the stencil. Is there a way to reset the rotation of the stencil to 0? Pressing CTRL+Z for undoing does not work.


texts: I made a cycle animation. Is there any way can change the curve like what I drew?


texts: How can I set up my interface with the image editor on the left and viewport on the right in order to be able to see my image immediately in my viewport when I hit render?


texts: The character arm rotates the wrong way after 180 degrees

texts: Currently, I am try to make a character rotate their arm by around 240 degrees. However, the rig decides to to take the shorter 120 degree way. Why does this happen and how can I fix this?


texts: How does one extrude an edge relative to the vertex normals?

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I am trying to flare the opening to a relatively complex organic shaped piece of geo. I'd like to extrude out from the opening, and move the extruded edge relative to the vertex normals.

I've tried extruding then pressing escape, but this makes the new edge's vertex normals point towards the center of the object so when I use Alt-S, it doesn't quite move the verts relative to the connected face.

This is relatively hard to describe so maybe some images will help. Original mesh with normals:

Then I hit alt-E and press escape. The new vertex normals point away from the origin:

Here's a close up of a vertex whose normal is facing away from the center:

And finally here's what I get when I press alt-S (was hoping for it to move perpendicularly):

So is there a way to add a sort of flared opening where the flared angle is relative to the face it's built off?

Thanks,
Warren


texts: Vertex dots in Edit Mode disappeared- how to get them back?

texts:
I accidentally pressed a button and now the vertex dots on my mesh have disappeared. They are now just junctions of edges that light up when you select them. I can't tell where my vertices are anymore, except for some of them.

How do I get the normal vertex dot view back? (Posting a .blend file may not work, since this is something I may have to tinker with my User Preferences on my end.)


texts: How to bulk rename objects within a target collection?

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I have hundreds of objects within a collection (Blender 2.8) and would like to avoid manually renaming each object via the UI. I'm new to Blender and noticed there is scripting support. Could anyone help me produce a script to rename my objects?

For example, I would like to rename the objects in my "Water" collection. The current names do not follow a well defined pattern (even though the screenshot may make it look that way). When renaming is done, I do not care about retaining any semblance of the current name. My only requirement is adding a custom prefix. I'm envisioning the renaming to result in object names like: Water1, Water2, etc.