texts:
I know of all the contextual views as seen here https://docs.blender.org/manual/en/dev/editors/3dview/navigate/views.html

What I am looking for are views that separate the 3Dview editor into different views as "quad view", but with different numbers than just 4. Something like a "bi view" or "tri view". Though I guess it would only be possible by multiples of 2 as "16 view" if it exists.

By the way, I know we can do something like that by splitting editors, and even make them of any size like this. But what I want is only one editor being equaly separated into multiple views.


texts: Mesh bounces of while playing the animation

texts: I have applied Rigidbody to two of my mesh and set shape collision as the mesh for both of my objects. But when I play the animation the mesh bounces off. Can someone please clarify whats the issue. I have tried many solutions like applying the scale but none of them worked.


texts:
As you can see in the picture below, I have just rendered a frame of an animation and a triangular piece is missing. You can download the .blend and try it for yourself - it happens on some frames(like 24 in the example) and on others it doesn't, from what I've seen about every 4th frame.

Interesting to note is the fact that the fog, which I have strengthened to see the effect, still renders correctly, so it's only the plane with the image

EDIT: It went away after moving the image about 25 more units away from the camera - no idea why, and I would still highly appreciate suggestions.


texts: I just upgrade my blender 2.79 to 2.8, however when upgrades end, my mouse basically lost all its functions. I cannot click the object, cannot select object, all the hotkeys dont work, since like tab to edit mode, g to translate, r to rotate since like that. I cant even do anything with the default cube. The only thing I can do is click all the buttons on the interface. I am wondering what happened. This upgrade really made my day.


texts: How can you create still image fire in Blender 2.8 Cycles?

texts: I'm working on an interior scene of an old witch's house that will have a fire in a hearth.  It is just a still image and will not have any animation.  What are some ways of modeling a fire for a scene like this with no animation?  I'm working in Blender 2.82 Cycles.  Thanks to any replies.


texts:
Im trying to figure out how to make crisp edges on my mesh, without using loop cuts, which affect my  mesh. As seen in the example on top of the model, I deliberately added a bump and on the side, I extruded a section inwards. Now when I add the loop cuts to give it a more crisp edge, the loop cuts which go around my model, also affect my object making it to deform. I tried the Edge Crease method, but the extruded section remains like a circle shape, and not rectangle which I'd like. Any suggestions how to get a particular section more crisp with out affecting the rest of the mesh?

Thank you.


texts: Is Texture Paint While In Viewport Render Possible With Cycles?

texts:
Is it possible to texture paint while rendering with Cycles?
I've done it with EEVEE but can't seem to find anyway to have cycles viewport update while texture painting.


texts: How To Model Ornamental Grass Procedurally

texts:
I am trying to model an ornamental grass procedurally (Miscanthus sinensis 'Gracillimus'). I want to be able to do this procedurally (not combing for example) because, unlike normal grass, it has a lot of strands with a specific form and I still want to be able to adjust it quickly to make variations or similar plants.
As shown in the screenshot, I tried using hair dynamics, which approaches the result I want. But despite that I just can't get it right using this method.
My knowledge of hair dynamics and physics isn't yet adequate enough. Maybe someone knows the best practices to accomplish the creation of this plant?


texts: How to enable internationalization? (translations)

texts: I would like to know if there is a German translation of Blender.


texts: Boolean not changing geometry as expected

texts:
I posted an earlier question about this issue (Boolean applied, but not changing geometry), and using the advice given to me, resolved most of the issues, except the following:

My object to cut:

The cutter object:

The two objects overlaid on each other, plus my boolean settings:

Results of the boolean operation:

The geometry of both objects is manifold, per the 3D printing toolbox.


texts: I can only see the wireframe of my objects and they don´t appear in the render

texts: I was testing with shadow catchers, glowing textures and smoke in a project and now, all of my meshes are in wireframe and don´t show in renders and I would like to reset everything. I would like to start again but preserving the meshes, their location and scale; I don´t care about everything else like materials, visibility settings of the objects or render settings. I thought about appending the meshes into a new proyect,but, besides I´ve tried and I can´t, I think the visibility settings would remain the same. Anyone can help please?


texts: Different number of Vertices, Faces and Triangles between object mode and edit mode

texts: In object mode it says that I have 1 of 99 objects selected and over 10000 Vertices, 2000 Faces, and a similar high number for Tris. When I tab into edit mode it shows the actual numbers of the object, 28 Faces, 100 or so Vertices etc. It is the only object that I have, I see nothing else. I have no idea what the cause is, when I delete said object everything goes to 0 again. So it doesn't appear to be extra objects that I'm missing. What would cause this?


texts: Tank tracks/treads breaking when rotating hull

texts:
I am working on an m1 abrams model and I plan on using it in an animation but I have encountered a problem.

I've parented the bezier circle to the hull and all works well when the tank is going straight, but then... i tried rotating it...

Its probably some amateurish mistake but I'm new and i cant find a solution.
googled it, the answers were mostly years ago so I'll also contribute by having a newer thread to look by everyone else


texts: How to make a bronze material in Cycles?

texts:
how to achieve a bronze shader, optionally with some dirt?

Here is my Mesh:

And here is a reference image showing how it should look:


texts: Accessing Point Data of an Animated Bezier Curve Through Python API

texts:
I am currently working on the rig for a simple robotic character. This character has tube-like arms which bend and deform smoothly using the curve modifier. This works great, but I had to figure out a way to keep the robot's hands attached to the right point at the end of the arm and to stay perpendicular to the arm path. I wrote a python driver to accomplish this which yielded great results as seen here.

However, the problem is that as far as I can tell Blender only updates the coordinates of Bezier Curve Handles when in edit mode, which means as soon as I attempt to animate the limb using shape-keys the hand is frozen at the last edit mode point regardless of driver dependency updates.. You can see the value I am using for the driver not changing during animation here.

So my question is essentially, where can I get the animated spline data used for object mode? If this is impossible, what are my options.

Thanks


texts: How would I add bump mapping on an OSL shader?

texts:
diffuse_toon(N, 0.5, 0);

I've found out by reading through the specifications of OSL that N is a global variable, pertaining to normals, but I'm not certain on how to use it.

If I were to use a Normal Map node to get a vector from an image, how could I make it so I could plug it into an OSL shader and have it come out as a bump-mapped surface?


texts:
I am trying to animate a weapon, and I want to tweak it very slightly. When I click the add or decrease button in the rotation panel under the transforms, it does ALOT more than I want!

I have tried to use the Different eulers, but they only add by 1, I want to do very small movements like 0.1 , 0.2


texts: Is there a working io_export_batch_obj.py for Blender 2.83+?

texts:
i just stumbled across this information about a script for multi export, and there has to be an import too. But all the scripts from the answers here don't work for me:
Export multiple objects to .obj
I guess it's because of the new design and layout?! But is someone working on a newer version of these multi export and import scripts?!


texts: "Render Animation" doesn't refresh bone constraint to rendering frame in 2.8

texts:
I have a character that switches from armature control to a rag doll controlled by the physics system using bone constraints. It works fine when playing in the viewport or when rendering a single frame, but does not work when rendering the whole animation.

I found this article that seemed to have the same issues. The response was:

"This is a known issue in our current depsgraph, there is a workaround for it though - enable Extra Object Update and/or Extra Data Update for armature and ant mesh, in Object buttons, Relations Extra panel.

Anyway, not a bug, rather a known TODO for our future new depsgraph. ;)"

But I don't see those options in 2.8. Anyone have any suggestions?

Thanks!

Viewport Video

Rendered Video

Rendered Still

Blend File


texts:
Why the result of ray_cast function is giving me that result?
The hit point should be Vector(0.5, -1.0, 0.0), but it is returning Vector(0.666..., -1.0, 0)

I have tried a lot of combinations to try to understand what is wrong, but no clue of what happens, so I decide to ask it here.


texts: BGE: Path follower wait in a specific point

texts:
How can I modify the following .blend file in order for the cube to wait 10 seconds in "point.004". I don't want to use the sleep function.
Here is the file


texts: Distance from the surface as an input node for use with volumetric materials

texts:
I would like to create a material that has a volumetric component whose local Density depends on the depth of each volume point below the surface.

Can the information "how deep below the surface is a given point" (i.e. the intensity of red color in the figure below) be obtained directly from the material nodes, without adding extra geometry or modifiers?

I've tried using the Z component of the UV Texture Coordinate (after having assigned an UV map), and other kinds of node setups, but I couldn't find a way to obtain that quantity.

Another way of looking at it: consider that SSS can be seen as a Volume Scatter with a Density decreasing smoothly from the surface to one skin-thickness below, while an abrupt fall-off (density goes suddenly from one to zero) corresponds to a Volume Scatter applied on a mesh with a Solidify modifier.

I would like to be able to create any generic falloff profile, including these two.


texts: How do you set two parent bones into one child bone?

texts: I've been trying to set up an IK bone on my foot bone, but every time I set my foot bone as its active bone, the foot bone disconnects from the lower leg bone parent, and sets the IK bone as its parent, though in 'keep offset' mode. This is in version 2.7


texts: How to make character that can be dissolved

texts:
I'm making robot for my game in Unity. Robot is based on human body and it is also rigged. Main problem is that I want to dissolve parts of the robot when it's shot, but only arms and legs.. And for example when it is shot to left leg, only left leg is dissolved and body is intact.

So model structure in unity should look like body, left arm, right arm, left leg, right leg.

Anyone can help what's the best way how to do this and rigging part?

Thanks


texts:
I need help in doing a (probably) very simple animation. I want a body to free-fall into an exact location and angle. I've already arranged the "rigging body" physics for the gravitation fall, and now I want to set the location and angle for my body to land on.
How can I achieve this?
Thanks in advance!

I want the body to fall down, but instead of simply hitting the ground randomly, end at a specific location.
I've tried animating it using key frames, but it's way too much work and doesn't have that "realistic touch".


texts: Custom default settings for nodes/materials

texts:
Is it possible  to set custom default values for nodes? For example, if I add a math node I would like it to be set to multiply by default.

In a similar trend, is it possible to have the Principled BSDF as the default shader when creating a new material?

Thanks.

Edit: the "duplicate question" provides only a rough workaround to one part of my question, so I don't quite regard it as an answer.


texts: How to align one vertex to X, Y or Z of another vertex

texts:
sometimes I need to complete tasks like in this video, any easier way to connect this vertex to edge?
https://www.youtube.com/watch?v=PVCdgss5gKI&feature=youtu.be

And also, sometimes I need to align one vertex in 3D space by using X, Y or Z of other vertex, is there any combination of keys which can do it?


texts: How do I rig flip flop sandals correctly?

texts:
I'm working on an advanced rig for a character wearing flip flops. I'm trying to get the rig right and is almost perfect. The only flaw is that when you turn all the foot bones at 90°, the weight painting gets screwy. I think it may have something to do with the weight painting I did using vertex groups, but I don't know what I'm doing wrong and I refuse to go without it.
Please help.
PS: I feel like the weight painting is too smooth and I wonder if it's possible to sharpen it. Blender Guru did it before in a towel tutorial and someone did ask about it on another site (I forget which), but it said when I don't have subdivision surface it'll work tried it and it didn't. I just want to know if anyone can help.

File: flip_flop_physics.blend
I'm using 2.83.1 by the way.

Also the bones (the ones that are away from the skeleton) on the outside don't affect the sandal... I think.


texts:
I am sure this has been discussed quite a few times, but I found a tutorial recently doing the exact same thing as I did, but in my case my logo is messing up!

Here is the link to the workflow:
https://www.youtube.com/watch?v=mihkAGfnrWA

This is what it looks like after adding the solidify modifier:

I already recalced the normals of my spline, but besides that it messes up my spline shape, it had no effect.

Any suggestions on how to fix it?

SVG FILE


texts: I'm having issues with the Node Editor. I have clicked render image button but I am unsure as to whether it has worked. No image actually comes up, and there is no backdrop button.


texts:
I am doing some modeling with blue prints. I would like to see the blue prints through my mesh. However when I switch to edit mode the transparency is no longer rendered. How can I enable transparency in edit mode? Or is the another way I can see my blue prints through the mesh?

I am using blender internal.


texts: Grey Areas surrounding hair cards on 3D model in Blender v2.70

texts:
At the moment, I am trying to find a way of getting rid of the grey areas that surround the hair cards on this 3D model, as these textures are supposed to be transparent.
They are transparent once clicked on, however a grey outline appears around each hair card when they are not selected.
This character was made with a plan for it to be exported into Unreal Engine 4.
Here is a picture, showing a Hair Card selected, with the said mesh transparent:

Here is a picture, showing a Hair Card not selected, with the said mesh having a grey outline:

I have read a lot of suggestions of how to fix this, but being relatively new to blender, I don’t really know what to do or look for (stuff with nodes, attributes etc.)
If anyone has got any suggestions, feel free to drop a comment.


texts:
More specifically - how to invoke a invoke_props_dialog from a bpy.types.Menu?

The dialog invokes properly from Search, but not from a menu.

This is an operator that invokes a dialog:

import bpy

class MyDialog(bpy.types.Operator):

    bl_idname = "tools.mydialog"
    bl_label = "My Dialog"

    string_prop = bpy.props.StringProperty(name="String Prop")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):

        return {'FINISHED'}

bpy.utils.register_class(MyDialog)


texts: MeasureIT add-on: how to display edge's projection on an axis

texts:
I have a tilted edge. Selecting its vertices as segment for MeasureIT addon displays edge's length. I would like to see the length of edge's projection on the Z axis ("height"). See this picture:

Length is 2.1mm, but I would like to display the Z axis projection which would be 2mm in this case. How can I achieve this? I use version 2.92 .
I can measure the length of Z axis projection with following setup, but it is still displayed tilted:


texts:
Ahhh yes this problem again...

So I have a rather complex set of compositing layers to set up, some nodes masking areas and others just splitting up the scene components. Now I've run into this issue many times while compositing with trees or vegetation, but the only method that I've found to work doesn't allow for a lot of flexibility.

To composite layers I find I need to use layer masking to allow for objects to appear in front of each other, but when using mask layers on objects with tons of transparency, the camera doesn't register the z depth correctly and just renders the entire mesh. This blocks other objects when combining layers.

Is there a better way to combine layers with lots of transparency? I cannot put the trees on the same layer as other objects because they all use different compositing effects.

Compositor if needed:

Cheers,


texts: imported an obj with jpg texture but it looks burnt?

texts:
first use of newly installed latest blender, never used blender before, unlike meshlab and meshmixer my model with its jpg texture looks very dark and 'burnt'. why is the default lighting like this, for a beginner, to have to try and adjust lighting parameters to even get to see the model as normal is scary. What do I have to alter ? Where are the controls etc for this as I will never find them !, but I would far rather have it that the models that look fine in other progs are ditto in blender.
I see the model varies, darker in rhino4, meshmixer as per original, it was made in AliceVisionMeshroom.
I also see meshroom displays without the surface horribles, how become it looks good there and not in blender ?

Steve1


texts: bones not importing in to unreal engine properly

texts:
Im trying to import/export my model into Unreal 4, but when it imports some bones collapse back into the spine bones. Has anyone experienced this problem and does anyone know how to fix it?

I've included my import/export setting for both blender and unreal.

As well as an image of my model and the problem I am having (circled in red).


texts: Choose arbitrary vector as "up_axis" for camera with "Track To"-constraint

texts:
Hello guys!
To programmatically add a constraint to the camera in my scene, I do the following:
import bpy
from mathutils import Vector
from mathutils import Quaternion
import random

camera = bpy.data.objects.get("Camera")
target_object = bpy.data.objects.get("Cube")

camera.constraints.clear()
track_to = camera.constraints.new('TRACK_TO')
track_to.target = target_object
track_to.track_axis = 'TRACK_NEGATIVE_Z'
track_to.up_axis = 'UP_Y' # <- is it possible to change this somehow?

This works fine and the camera correctly follows the cube. However, for my task, I need the camera constraint to randomly change the selected up_axis to an arbitrary vector on the plane, which lies orthogonal to the track_axis every time I run the script. I hope Figure 1 clarifies my goal. Is there a simple way to do this?
I already tried:
loc, rot, scale = camera.matrix_world.decompose()
new_rot = Quaternion(rot.axis, random.uniform(-180, 180))
camera.constraints.clear() # <- seems to be required for the rotation changes to take effect
camera.rotation_quaternion = new_rot

But this approach causes the camera to entirely lose focus on the cube.
Thank you in advance!


texts: Export FBX while keeping Collections Hierarchy

texts:
I am looking for a way to transfer the hierarchy of the collections from Blender to Unity. In other programs, like Cinema 4D, this works without any problems.
Is it possible to export a fbx-file with the hierarchy of the collections?
Currently I use a script that translates the structure into a new hierarchy.
import bpy

sCollection = bpy.context.collection

def parentCol(_colParent, _objParent):
    for col in _colParent.children:
        newObj = bpy.data.objects.new("empty", None)
        bpy.context.scene.collection.objects.link(newObj)
        newObj.name = col.name
        newObj.parent = _objParent

        if len(col.objects) > 0:
            objs = col.objects
            for obj in objs:
                obj.parent = newObj
        else:
            parentCol(col, newObj)

root = bpy.data.objects.new("empty", None)
bpy.context.scene.collection.objects.link(root)
root.name = sCollection.name

parentCol(sCollection, root)


texts:
Was available in 2.69.3 and no longer in 2.90.1
Is there an alternative way to bake textures to the vertex color now that this method is gone?


texts:
I posted this on BA but I'm posting it here as well.

I'm looking into manipulating images with Pillow in custom node trees. If I install Pillow and copy the PIL directory from

C:\Python34\Lib\site-packages

to

\bin\2.73\python\lib\site-packages

then I can import PIL just fine. I can save .png image files, but saving to any other image format type crashes Blender.

But if I run Python 3.4 in a command prompt, I can import PIL (the one from my C:\Python34 installation), and read, modify and save to any of the supported image formats.

The problematic code:

import bpy
import os
from extensions_framework import util as efutil
from PIL import Image, ImageEnhance, ImageFile

def realpath( path):
    return os.path.realpath( efutil.filesystem_path( path))

brightness = 2.0
# Use an image loaded into Blender.
img = bpy.data.images['preview.jpg']
orig = Image.open( realpath( img.filepath))
ImageFile.MAXBLOCK = max( orig.size) ** 2

# Brighten the image.
enhancer = ImageEnhance.Brightness(orig)
bright = enhancer.enhance(brightness)

# Save the new image.
img_path = ( os.path.sep).join( realpath( img.filepath).split( os.path.sep)[:-1])
img_name = realpath( img.filepath).split( os.path.sep)[-1][:-4]  # Remove '.jpg' from end
new_img = os.path.join( (os.path.sep).join( realpath( img.filepath).split( os.path.sep)))

# The following line crashes Blender.
# But if the string is changed to "_mod.png", it works.
bright.save( os.path.join( img_path, img_name + "_mod.jpg"))

What could the problem be? Why can't I do this from within Blender without it crashing?


texts: How to animate height changes with shapefiles

texts:
I would like to animate a change in height of a shapefile according to an attribute.
I want to map a change over time using height extrusion according to an attribute.
I've been looking at using shapes keys but not sure how to link the height extrusion to an attribute of the shapefile.
Can anyone advise me on how to go about this?


texts: Material Has Dark Areas that Move as Object Moves When Rendered

texts:
I'm rendering video of a tress of hair moving. The issue I'm having is that when rendered as the tress moves from side to side there are darker areas that seem to change when the tress moves. I don't know if they are shadows or the actual material though. The top of the tress is also an orange-ish color
I'm also having an issue with the 3D view not looking like the material preview but I don't have any light in my scene to cause this.
Attached are the material node, 3D view, and the final render.


texts: Rendering multiple objects in the same environment

texts:
This is a basic (beginner) scene management question.
I'd like to produce a series of renders. Each contains a different set of objects, but they are all made out of the same set of materials and should all be lit and shot in exactly the same way.
I think the way to do this is to create multiple scenes in the same blend file. (Though if I'm wrong, and that's not the best way, please tell me.)
What I want to achieve is that certain things are the same across every scene (e.g. the lights and camera, the materials, objects that are part of the background, the compositing nodes, etc.), and if I change any of those things it will update all of the scenes automatically. But other things (the actual objects I'm modelling) should be unique to a single scene and not affect the others.
I guessed that the way to do this would be to create an "environment" scene, and then create linked copies of that for every object I want to model. I imagined I would then be able to add new objects to these linked copies without affecting the original, and that I would still be able to change the lighting, background etc. by editing the 'environment' scene.
However, it seems not to work like that. If I add an object to one of the linked copies, that object appears in the environment scene as well, and hence in all the other scenes. I don't seem to be able to add or delete an object from one scene without also affecting it in the others.
This leaves me a bit puzzled. It seems odd to be able to create linked copies of scenes if there isn't also some way to partially unlink them. Is there a way to add an object to the new scene only, without also changing the original? Or is there a better way to achieve what I'm trying to do? I imagine it's quite a common thing to do, but the documentation for scenes is rather sparse, and good explanations of the system are hard to find.


texts: Can I use subframes to fake motion blur in Cycles?

texts:
I'm importing a sequence of OBJ files, then rendering the sequence. I would like to add motion blur to this sequence. The software that exports the sequence of OBJ files has the ability to export "subframes", or frames in between whole-number frames, essentially exporting the sequence in slow-motion (temporal supersampling).

So far, the best solution I can think of is to import the slow-motion OBJ sequence, render all of the frames, then average each set of subframes to get the final frames. This is really inconvenient, since I have to do two full passes to get the final frames: one for rendering each subframe, and another for combining each set of images.

From what I understand about Cycles motion blur, it randomly samples time values nearby the target frame number to generate the blur. This samples a continuous range of time values. In my case, I would be taking the time values from the continuous range and binning them into discrete subframe values. With enough subframes, the range (and the merged image) will appear smooth.

Can I ask Cycles what subframe it's rendering, and change the mesh to the right subframe for each time sample?


texts: I have a character body made and im getting it ready for animation in Iclone 6.Im at the Armature stage in blender.The problem is when i test it in pose mode.It mirrors the bone movements to the other side as well and it look all deformed.The left side of the arms and legs dont move with the armature.Im thinking its caused by the mirror modifier i put on the mesh but,Im not sure.  Please help.


texts: Problem With Jagged Edges When Using Boolean Difference

texts: When I go to use a Boolean modifier, some edges are jagged but the model doesn't seem like it would cause that.


texts:
I am having a model with two hands that I am trying to navigate. I created one of the moves that I want, then in the action editor I clicked the 'F' button. Created a new action and tried to do changes in the timeline but they affect the previous action as well.

Is there a way to modify the actions independently of one another?

Thanks in advance!


texts: Is it possible to overlay a main video with a cutout of another video?

texts: I'm imagining a shot where a man is watching a phone call in the background, then as the man on the phone walks past the man in the background he disappears


texts:
I'm currently in the process of looking for the best tool to develop an application. Based on the following specification, I'd love to hear from you blender experts whether it's the right framework for my project.

I'd like to export the final product as both a .exe and .app file.
It's not a game but rather a mesh utility tool.
I'll be doing a lot of mesh modifications, solving intersections between planes and meshes - for example.
I'll need a UI for user
I'm proficient in Python.
I'll need tools such as Pandas, scipy and numpy.
I'll need to import/export 3D file.
All of the above will be required in final desktop app.

If Blender sounds like a plausible candidate, could you point me towards the modules I should be using (for mesh, UI...)? Any limitations I should be aware of?

If not, do you know an alternative?


texts: Mesh sticks to rigify controls when moving on a locked axis

texts:
When I'm using rigify, moving certain IK layers such as the Leg IK, the mesh "sticks to the control. See attached picture. You can't really tell, but I have the LegIK locked to
I've watched some tutorials and their meshes don't stay attached after moving a certain distance. And it doesn't have such extreme deformation.


texts: Weird loop cut and slide glitch, just some random inward mesh deformation

texts:
I've only had the program for a few days and the loop cut and slide deformation glitch really ruins it for me. note that i don't always have this problem but its a reocurring problem for me. Every time I try loop cut and slide this happens.
whenever i use the tool loop cut slide, blender automatically puts a huge dent in the cube.


texts: Whenever I press Shift + Z to Undo my errors It just goes into frame mode why does it do that?

texts: Whenever I press shift + Z to undo my error, it just puts me into wireframe mode. I wanna undo my errors, but it doesn't work as I excepted.


texts: how to smooth edges of modified meshes imported from/exported to daz3d

texts:
hey i am cutting up some clothes literally a retard and posted this on the daz3d forums yesterday
ok so the good stuff comes in from daz3d marketplace goes into blender snip snip did figure that out
but - my preferred way is with the bisect tool and inner region, but some shapes it wont choose a region right
so - i did a few other things to achieve the total amount of cuts i needed, and the last one literally turns the entire bottom into all kinds of ratty jagged garbage

literally looking for a way to fix this the easiest - whole workflow from end to end should be click and play for a 9th grade girl basically but yeh tell daz3d that
literally sell u clothes for $5 then tell u ur supposed to edit them
then not one doc on how to edit them
thanks


texts:
I am making a simple fur softbody simulation, in which the object falls to a stair in a satisfying manner. When i play this, the fur(generated through particles) seems to go through the mesh of the stairs.
is there a way to make the hair particles collide with the mesh?
when i enable hair dynamics the cube intersects with the stairs. like this:


texts:
I'm using a skin modifier to create a straight line between two vertices, to simulate a cord being stretched between two moveable points.

I'm following the suggestion in this response Rig a rope spanning two objects (minus using soft bodies, since my cord doesn't need to have curves).

The cord shows up in editing and even in Rendered Mode for viewport shading, but it's not in my final renders. I have 'Use modifier for render' set to true for all four modifiers for this line (the anchor hook, the moveable hook, the skin, and the subsurf) but I'm not sure what else I need to set to make this show up in the actual render.

(I'm also new to blender so I'm guessing I'm missing something obvious, but I haven't found any other questions on this)


texts: Hi i cant seem to find any info about this. I have a rigged character that i have struggled with the wheight paint to get a it how i want it. And now i have tweaked and made some changes to the (copy)mesh a bit and now i want to replace the mesh that is under the rig with my updated mesh. Is there a nice way to do this without loosing all the weight paint work that i have done? Also have some blend shapes in the rigged mesh but i can live without those.


texts: Get list of global IDs with the material name with Python

texts:
I am trying to generate a list of global lDs and the material that is attached.

To get the global IDs I have tried:

objects_with_ID = [ob for ob in bpy.context.scene.objects if ob.IFC Object.GlobalId[1]]


texts: I installed a special build from GraphicAll.org for blender. It gave me a .7z file after the download. How do I install this into blender or use it for blender?


texts:
I've seen a couple of good examples of creating modifiers and applying them to objects, but they don't seem to be working for me. Or at least are only working part way.

My function takes a modifier type (in my test case, 'UNION') and a list of objects. The first object is the target and the rest are going to be the modifications.

When this executes, my target still has the stack of modifiers attached to it. I have to manually push the Apply button in the UI for each one. How can I make that happen in my script?

def applyModifier (self, mod, items):
    target = items[0]
    for i in range(1, len(items)):
        objB = items[i]
        boo = target.modifiers.new('Booh', 'BOOLEAN')
        boo.object = objB
        boo.operation = mod
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Booh")
        bpy.context.scene.objects.unlink(objB)
    return target

The subordinate objects do unlink from the scene, so I know that bit of code is executing properly.


texts:
I'm trying to bake displacements using script but need to save the result using a 16 bit image format (such as PNG-16). How can I change the color-depth setting using script?

Example code

img = bpy.data.images.new(name="depthmap", width=imageSize,height=imageSize,alpha=False, float_buffer=True)
img.colorspace_settings.name = 'Linear'
# bake() #implemented in separate function
img.file_format = 'PNG'
# need to set to 16-bit here
img.filepath_raw = "my_new_bake.png"
img.save()


texts: What is the best way to join two sculpted objects?

texts:
I have just finished a sculpt of my first head and neck in Blender which I did as two separate objects to be able to reposition at will.  As you can see in the wireframed pic the neck has quite some excess and unwanted mesh which I would like to eliminate to improve on the overall poly count.

Which would be the best way to proceed to join the two sculpted objects and eliminate the excess mesh?

I tried deleting the excess vertices in the neck's mesh and then simply join the two objects.  Once joined the deleted part was not visible at all. However, with this method I cannot smooth the line between the neck and head. Keep in mind that I plan to simply paint the objects with marble texture and the main aim is to finally 3d print the face.

Why did I get this result when I did a Boolean Operation on the Neck and chose the head as the second object?
The unwanted mesh on the neck was cut off as I wanted but the rest of the mesh resulted in a lot of disturbance.


texts: How to get objects to follow camera rotation

texts:
What I want to have done is have an object follow the camera's rotation so that the camera is always seeing a specific face. Think of it this way: of any of you have played Minecraft, you may have noticed that the particles that are rendered in-game can never be viewed from the side. The rotate when you rotate, because they're two-dimensional and it wouldn't make a lot of sense to see them from their very depth-less side. So to speak, what I'm actually trying to do is a Minecraft themed scene. I'm trying to imitate those particles rendering within Blender. Any ideas?
Thanks!


texts: How to import a wavefront obj file with textures without having the mtl files as I have downloaded a model but it does not contains the mtl files it have only the textures and obj.


texts: Stopping a character fall in Blender Game Engine

texts:
I came up with a really easy way to script climbing a ladder in Game Engine. It basically just involves colliding with the ladder (which toggles a "Climbable" boolean) and then when you hold up or down to ascend/descend the ladder it temporarily sets Gravity to 0 (bge.constraints.getCharacter(obj).gravity = 0) so that the player isn't pulled downwards by gravity while they're clinging to the ladder. From there, I was smart enough to make it so if you press a side direction and aren't touching the ladder anymore there's an "Inverted" Collision with the ladder that makes it so if you aren't touching a ladder the Climbable boolean is always False and gravity immediately returns to normal (29.399999618530273, by default). All works properly as intended.

I have a problem though. If I jump onto the ladder or if I simply fall off of a platform onto the ladder and try to climb, it won't work as intended. If my character is jumping upwards to a ladder and I hold up to climb, then he will fly upwards like a rocket (on account of the zero gravity) and if I try to climb up a ladder while actively falling. The drag of falling will keep pulling my character downwards as he tries to climb and the drag continues until he collides with the floor (zero gravity doesn't negate downward force for some reason)

I need some way to "turn off" the falling behavior of a character and the upward motion of a jump on-the-fly so that my ladder scripting works properly. I can't figure out how to get them to stop. If anybody knows some line of code I could use to get him to stop, I would greatly appreciate it.

bge.constraints.getCharacter(obj).onGround is a "read only" boolean, so I can't use that to trick the game into thinking I've landed on ground. I've tried.

I am using Character Physics for my player character.


texts: I tried to use Grease Pencil for some animation and drawing. After an hour it was only pure frustration. I tried some brush (called soft pencil). The result was a dotted line....NOT SOFT PENCIL. So I tried to customize it (as I remember that couple versions of Blender drawing was fine). Firstly I use (like in every standard software) a line instead of dots (as a material setting etc) to get rid of dots. I was really surprised when I saw that every line that overlaps was drawn behind. Why? What is this? That I set it to self overlap and it is really terrible - some strange stars or artifacts were created on every angle....what is going on? The line mode is just useless! This is absolutely unusable. Or maybe I am doing something wrong? I will appreciate Your advice.


texts: When rendering textured objects are stacked on top of each other?

texts:
In my scene, I'm trying to display textured objects falling next to each other (coins all sharing the same texture)

When I rendered my scene with the textured objects however, they stacked on top of each other and ignored their programmed positioning.

After the scene has ended, and I go back to edit mode, the coins show they are stacked on top of each other even in there, almost as if at render time the entire scene is changed to make them stack on top of each other.

New to Blender, could not find a similar question.

How can I prevent this from happening?


texts:
I am looking to have a character with motion capture animation holding a paddle/stick between both hands. I have tried adding 2 bones to the stick and then using the 'child of' constraint to link bones within the stick to the corresponding left and right hands. I can get it to work with one hand but not both?
I have seen a post in which a paddle controls both hands but not the other way round with the hands controlling the stick ?
Thanks for any help
Rob


texts: How to connect value from custom properties to value of object's translate/rotation/scale

texts:
Sorry I'm new to Blender, came from Maya. Let's say I want to move object A via changing value from object B's custom properties, how can I do it in Blender?
In Maya, there's something called connection editor where basically I can take value from a custom properties/attribute to a translate/rotation/scale or just anything else that able to read said value. I wonder if there's anything like it in Blender or at least nodes for it. Thanks a bunch!


texts: Why am I getting this weird clipping/incorrect vertices on my model?

texts: I checked the model for extra vertices but it appears there are none. For some reason when I try to add the solidify modifier (to add a character outline) it gets all funny and makes it like this. It pretends like the vertices on the cheek line are absolutely set in stone, since I had the same issue when trying to do a subdivision surface modifier. It treated it as a hard line and made the subdivision look funny.


texts: Python - Assigning vertex weights is extremely slow

texts:
Current very slow method (code reduced):
    obj = bpy.context.active_object
    vgroups = obj.vertex_groups.new(name="test_layer")

    for loop in obj.data.loops:
        vindex = obj.data.loops[loop.index].vertex_index
        vgroups.add([vindex], value, "REPLACE")

Performance is tested on 1024 x 1024 grid and takes minutes to complete for several weight layers.
My goal is not to assign the same weight value, but different values for each vertex.
I believe I am looking for something like below, which does not exist.
active_object.vertex_groups[group_name].foreach_set()


texts:
I’m using a particle system to place rocks on a terrain. Despite playing with every setting I could think of to resolve the problem, I can’t stop many of the rocks from floating above the ground. The particles are last in the modifier list, and I even have “use modifier stack” enabled in the particle emission settings to guarantee the updated geometry should be used.
I believe this occurs most when child particles are used. I'm using interpolated children which to my knowledge are aligned to the mesh surface thus shouldn't be producing this problem. I need child particles as they're the only way to achieve proper clumping (groups of little rocks scattered in various points), if I use just parent particles each individual rock is placed at random without any pattern.
Also please don't direct me to use geometry nodes: I'm aware they exist and they're definitely an exciting feature, however the latest implementation is still in early stages and constantly changing around a complex attribute setup. Once it becomes reliable I may go for those nodes, but in the meantime I'm still using particles for terrain details such as grass.
Here's a simplified version of my blend containing just the terrain with particle rocks. As can be seen in the screenshot the rocks tend to float quite a bit above the surface.
https://pasteall.org/blend/1782c65576eb4d9fb4bb6f09ad957717


texts:
Is there any way to change the order of mesh deformations from

basemesh->armature->shape key->final mesh

to

basemesh->shape key ->armature->final mesh

This would allow for shapekeys  to deform within the local space of bones. So useful for non-uniform volume preservation on facial rigs.

Any ideas on this? I thought it might be an idea to bake shape keys to vector displacement and pipe it into a displacement modifier which could be stacked after the armature modifier. Though this would be an annoying work around, especially working with multiple shape keys.


texts: How do I get the current directory without an open file?

texts:
I've done a lot of searches but unless I'm missing something obvious (and I may be) I don't see any answers that don't involve already having a Blender file open (and I understand how to do that).

What I'd like to do is in my script be able to access the current directory that Blender opens up to load in Blender files.  BEFORE any file is loaded.  Because that default directory is where I want to store a config file to read parameters for my script (which can be run even if they don't have opened a Blender file).

Does that make sense?  I can force a directory, of course, but I'd rather say to folks "just put the config in your default Blender directory" and then be able to find that file there.

All the answers seem to require first a file, like these:

bpy.path.abspath("//my/file.txt")
bpy.path.abspath("//my\\file.txt")  # on Windows, with backslash escaped
bpy.path.abspath(r"//my\file.txt")  # on Windows, using python raw string
bpy.path.abspath("//../file.txt")  # to go back a directory

but I don't have a file.  (And using the "//" alone gives me an error, although using two back slashes just gives me a single "\" as the result, which is NOT the current directory).

This seems stupidly simple but I'm feeling really dumb.


texts: How would I animate this but not move the other side of cube?

texts:
I am sure this is easy but for some reason I can't think how to do this correctly.

I need the monitor to go straight up, not at an angle.

The 1st gif is exactly what I am after, the 2nd gif is what I currently have. I have parented my pieces. Do I have to use bones instead? Thanks in advance.


texts: Floor Generator (planks.py), ProWood and Light From a Sun Light

texts: When I use ProWood for planks and a sun every single (planar) plank is showing me where the light is coming from. Is there a way to turn this off??


texts: A problem understanding Materials and textures

texts:
I new to blender and I'm sure that this is a simplistic problem but I said I'd ask here anyway. I have added materials and textures to a model. I want to export the materials and textures from blender to a .png file so that I can import the materials and textures to tabletop simulator.
what do I need to do to make this happen I've had a look around the internet and only found things referring to .png files you already have being added to a model.


texts:
I hope I can explain my question clearly. I am also including a YouTube link of a screen record to help explain my issue. I just got into photogrammetry. I wanted to experiment on the beach house. Obviously I couldn't do the whole house at once so I did each room on its own. I use Blender to edit my models I make using photogrammetry and it has always worked fine. I have only done 1 model at a time. However, I cant figure out how to export multiple models with textures and material. I have 25 models that I want to import into Blender and then edit so they are all in the correct locations. I then want to export the file so it is one obj file.
In my video I show how I open the model in Blender and export it and it works fine. I then threw a few of the models together in one Blender file, export it and show that it doesn't export the textures.
I have a feeling it has something to do with the mtl files and it doesn't know where to map each one, but I am also new at Blender and I'm not sure what I am doing wrong. All the mtl, obj, and texture png files are all in the same folder. I also export it to the same folder and open the obj file from the folder with all the files. As you can see from my video it works with 1 model in the folder with all the files but doesn't work once I add more than 1 model. Please note that in the part with the multiple models, I just imported them all and didn't take the time to place them
Please watch my video to understand my question more clearly. I appreciate any help.
Video of Export issues
Thanks


texts: Blender cycles won't render halo particles

texts:
I am an inexperienced user of blender, and created a scene of a manikin using blender  2.69 and rendered it using cycles  to produce a .png image which I was very happy with. I wanted to progress further and incorporate the use of Halo particles with this scene, but discovered that cycles will not render halo particles. (I looked at the 'dupli'  option but this won't give the same effect as a BI halo particle when rendered).

Question 1 - will the new version of blender  - v 2.74  using Cycles render halo particles or do I have to retreat to Blender Internal - BI (Blender render).

Assuming it probably won't, I opened my blender file and attempted to render my scene using blender Internal.  The result was  a complete blacked out manikin and only a white floor visible.

Question 2.  Am I going to have to start all over again, because I need to use the halo features of BI and using cycles seemed to have put me up a blind alley, or is there something on my current file that I could change/focus on so I can get it to render (and therefore use the halo features) with BI.


texts: I'm attempting to cut a neat hole in a cylinder using minimal topology. I've used an octagon for both the cylinder and the hole. On applying the subdivision surface modifier, the region near the hole curves out a bit intersecting with parts of other objects which isn't supposed to happen with a perfect cylindrical surface. How may I correct it?


texts: How to do FIltering in outliner using 2 keyword to search 2 different object types at the same time?

texts:
For example in outliner : i only want to show 'plane' and 'point light' in the list. How can i do this ? the only solution is having 2 outliner for each keyword.
I tried 'plane,point' or 'plane;point' but no luck.

Does anyone know the correct syntax ? or it's not supported ?

Thanks


texts: How to connect/bridge those edges most efficiently?

texts:
How to connect/bridge those edges:

without nonsense like this:

thanks for your help :)


texts: Making isometric sprites out of a 3d model

texts:
I have created a 3d model in blender and I would like to render it as an isometric sprite..How can I do this?

Thanks!


texts: So i am working on a little funproject. Everything seemed fine in the preview, but than the render turned out quite strange. I should further explain. Those object´s which turned ok are ones that actually are seperate. The ground mesh is a subdivided plane with some downwards extruded squares. It has the same material as everything else (except the lights). Why is it white and glitchy in the render?


texts: Whenever I download a model on DeviantArt I get a .blend in my model, what is that?


texts: Child object moves and rotates upon parenting to bone

texts:
I am currently stuck with blender 2.8 (I know that is a beta right now but I remember having the same problem with 2.79 and I finally want to solve this).

I am trying to make an object a child of a bone. To do this I select the supposed child object then shift select the armature (that was made using rigify), switch to pose mode, select the parent bone and parent it with ctrl+p to the bone. When doing this the (carefully aligned) child objects is rotated and moved and I can't figure out why. I am sure the must be a way to do this without having to reposition the child after parenting.

I have applied all transformations to the child object and also checked to have reset all transformations on the pose.

Please check the images to see what I am talking of. Thanks for all the help you are providing and all the work done on blender.

before parenting

after parenting


texts:
I'm currently running a python script in my command line that uses blender:

blender -b -P script.py -- argument1

This works fine in my terminal however it returns no output in PHP when used

exec("blender -b -P script.py -- argument1", $test);
echo implode($test);

Commands such as "ls" work fine. It's only blender that doesn't want to run.

I saw another question that is pretty much the exact same problem I'm facing. It has not been answered yet.


texts:
This has been going on for a while now but I just want to fix this.

I have a nice bright scene in the viewport, but then when I render it, it looks way too dark.

Here is the .blend https://drive.google.com/open?id=1a7bX40YrLo2u1lplQ9KYhogwmmlm3XqG


texts:
I am new to blender and I am trying to make smoke. But my smoke won't render in Blender Render but it will render in openGL.

My Render Settings

My Domain

My Flow


texts: How can faces be rotated around their individual normals?

texts:
In edit mode with these settings:

Face selection
Pivot point: individual origins
Transformation orientation: Normal

The faces don't rotate around the normals, is there another required setting that I overlooked?


texts:
As you'll see, my blender is strangely (i think) rendering the image as an entire tile and not a "one by one tile".
I'm using GPU (if using both GPU and CPU it shows the tiles). I'm also using Auto Tile Size plugin, but even when i check the 64px box it renders the entire tile.
My assumption is that render is not properly using my GPU, as i had to format my pc and install windows, then got a blue screen error and had to re-install windows using repair option (so i think the drivers doubled (?)).
Does anyone have an answer or assumption?


texts:
Its probably a very stupid question but i dont know the answer

On the right you can see a UV map and probably i am too stupid to find the button that loads the uv map into the UV/Image editor.


texts: What does the use_local_location mean for bones

texts:
To test this, I run a test to show the difference of use local location or not.

      C.object.data.bones['upperArm.R'].use_local_location = False
      C.object.data.bones['upperArm.R'].head
      Vector((-0.1459999978542328, -0.014370977878570557, -0.0010000000474974513))

      C.object.data.bones['upperArm.R'].head_local
      Vector((-0.1459999978542328, 0.0010000000474974513, 0.43700000643730164))

      C.object.data.bones['upperArm.R'].use_local_location = True
      C.object.data.bones['upperArm.R'].head_local
      Vector((-0.1459999978542328, 0.0010000000474974513, 0.43700000643730164))

      C.object.data.bones['upperArm.R'].head
      Vector((-0.1459999978542328, -0.014370977878570557, -0.0010000000474974513))

It comes out help nothing in the coordinates. Everything stays the same after and before setting the local location. At least, the coordinate will be different after changing the coordinate system.

Can someone provide some insight into this?


texts:
I have two chairs, a cloth piece falling on it and then a helmet falling above the cloth on one of the chairs. Whatever the setting I'm trying I cannot get the helmet fall nicely on the chair and interact naturally with the cloth. Right now I have following:

the helmet is falling down
the cloth is falling down
the cloth is interacting with the chairs naturally
in the process of falling the helmet gets pushed by the cloth piece far away (as if it would be very hard surface).

https://youtu.be/zmyO6NA9R1U

I also read that soft body physics might be a solution, but it didn't work in my case and the rendering times are getting expanded.

The cloth has settings: 5/M, 10/s, 15/b, (here I tried almost everything)
rigid body is off,
Collision physics is off

Helmet settings:
Right body active, mass 10,
all other physics are off.

Right now almost all the other settings (except cloth physics) are default.

Would be glad to get some help!

Edit : Amended the Rigid Body Collision shape to 'Mesh' and this helped with allowing the helmet to collide with the cloth but now the cloth is being forced through the chair.


texts:
I have a mesh object by different points and How to change the shape of a mesh object by handlers? The mesh object did not change the shape by below script.
vert_list=[(3,5,1),(3,5,5),(3,5,7),(3,5,9),(3,5,11),(3,5,13),(3,5,15)]
edges = [[i - 1, i] for i in range(1, len(vert_list))]
m = bpy.data.meshes.new('line_mesh')
curve_obj = bpy.data.objects.new('line_chart_curve', m)
bpy.context.scene.collection.objects.link(curve_obj)
m.from_pydata(vert_list, edges, [])
m.update()
curve_obj.select_set(True)
bpy.context.view_layer.objects.active = curve_obj

vertslist=[]
edgeslist=[]

for i in range(len(vert_list)):
    verts = vert_list[:i]
    edges = [[i - 1, i] for i in range(1, len(normalized_vert_list))]
    vertslist.append(vert_list.copy())
    edgeslist.append(edges.copy())

degp = bpy.context.evaluated_depsgraph_get()

def my_handler(scene,degp):
    scene = bpy.context.scene
    i_frame = scene.frame_current
    if not (0 <= i_frame < len(vert_list)):
        return

    mycurveline=bpy.data.objects['line_chart_curve']
    curveline_eval = mycurveline.evaluated_get(degp)
    me = curveline_eval.data

    bm = bmesh.new()
    bm.from_mesh(me)

    bm.edges.ensure_lookup_table()

    for i,v in enumerate(vertslist[i_frame]):
        bm.verts.new(v)

    print(bm.verts[:])
    bm.to_mesh(me)
    me.update()
 bpy.app.handlers.frame_change_post.clear()
 bpy.app.handlers.frame_change_post.append(my_handler)


texts: How can I call and edit animation keys from the Dope Sheet in Python?

texts:
I have an animation in which a forcefield blows a bunch of chunks apart using the standard physics engine. This animation was then cached for each object, and from within the dope I selected all of them and scaled by "-1", invertng them and reversing the animation. I then manually re-alligned them to 0, and I had a perfect animation of all the pieces coming together.
I am now trying to create an addon that can do this automatically (not new to Python but new to doing it in Blender) and so I want to know what it is I have to call, a property of the object I assume, to get the keyframes in the dope sheet, so I can then scale them by -1.
Step 1: An object with two keyframes 100 frames apart

Step 2: Using "Bake Action", all the key frames from the first to the last are baked.

Step 3: As you can see, all keyframes are now in the Dope Sheet

Step 4: These are then scaled by -1

Step 5: Finally, they are then moved ("g") the total number of frames, in this case 100, in order to realign them.

This is an overview just for useful insights, but the core part I want to know is what I have to call to access the keyframes FROM the Dope Sheet, since IIRC the scaling doesn't work anywhere else.
This is just a basic mockup from what I understand the barebones to be (I found the context.object.animation_data.action line online and am just using it as a sub-in for what I am looking for:
import bpy

class ReverseAnimationOperator(bpy.types.Operator):
    """Reverse Animation Operator"""
    bl_idname = "object.animationReverse_operator"
    bl_label = "Reverse Animation"

    def execute(self, context):
        context.object.animation_data.action = context.object.animation_data.action * -1
        return {'FINISHED'}

def add_object_button(self, context):
    self.layout.operator(
        ReverseAnimationOperator.bl_idname,
        text=ReverseAnimationOperator.__doc__,
        icon='PLUGIN')

def register():
    bpy.utils.register_class(ReverseAnimationOperator)
    bpy.types.VIEW3D_MT_object.append(add_object_button)

if __name__ == "__main__":
    register()

Blender throws up the error of "-1" being an invalid location.
Thank you in advance!


texts:
I would like to start developing in the new beta build environment. For that, I want to register classes the new way:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons

However, I get the following error:

  TypeError: 'type' object is not iterable

Also, when trying
"help(bpy.utils.register_class_factory())" in the inteactive python console, I get:

  AttributeError: module 'bpy.utils' has no attribute 'register_class_factory'

Some simplified code I am "working" on right now:

import bpy

class MakeProxy(bpy.types.Operator):
    bl_idname = "OBJECT_OT_object_make_proxy"
    bl_label = "mProxy"

    "more code"

classes = (
    MakeProxy
    )

register, unregister = bpy.utils.register_classes_factory(classes)

What am I missing? Thank you!


texts:
I would like to ask if it is possible to make a drawing into a mesh. That would be very helpful. It can be a 2d plane formed like a cube or something.

Here is what I mean:


texts: Switching between UV maps on a single object

texts:
I have looked everywhere and cannot find the answer to my question:

Let's say I have a sofa, and I want multiple textures on the entire mesh (not separate faces, but the whole mesh). I then want to switch between these textures (e.g. switch from a red sofa to a black sofa)

How can I do this?

I have made multiple materials, and multiple UV maps for the object. Yet I can't figure out how to assign a specific material to a specific UV map, and then switch between them to change the colour of the object.

Editing anything on one UV map changes the placement and texture on the other UV maps for the object.

Any help is appreciated!


texts: Two different keyframes, sharing the same frame/time

texts:
any idea about this?
two different keyframes, sharing the same frame/time, if i move any of them left to right if i put it in the same time, different value, the curve its fixed and key frames get fused, one curve two vertex its easy to fix, the problem its that i have an rigify skeleton with this curves bakes from motion capture.
Some body knows how to clean the curves, clean keyrframes operator ( O ) its not working, too aggressive.


texts: Does anyone know why my bone name won't show up in the bone tab for the target when doing constraints?

texts: I'm trying to make an IK bone, but it won't show up in the constraints tab, I press the target and go to the armature, then I press the bone tab and the name won't show up, does that for the rest of my bones now too. Any thoughts? Thanks.


texts: Passing arguments to Blender Script from PyQt

texts:
I am new to Blender Programming,I am using PyQt for my GUI,
i want to pass my two arguments(which i am getting from the UI) to the Blender script, i am using Python2.7 with PyQt4 and Blender 2.79

self.sourceFile = self.sourceLineEdit.text()
self.destinationPath = self.desigLineEdit.text()
sourceFiles = str(self.sourceFile)
print sourceFiles
subprocess.Popen(['C:/Program Files/Blender Foundation/Blender/blender.exe', "--python-expr", "import blender_import_export; blender_import_export.importExport("+self.sourceFile,self.destinationPath+");" ], shell=True)

My blender_import_export.py file below...

import bpy

def importExport(path1,path2):
    print path
    full_path_to_file = path1
    bpy.ops.import_scene.dxf(filepath=full_path_to_file)
    bpy.ops.export_scene.obj(filepath=path2+"/my.obj", check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl", use_selection=False, use_animation=False, use_mesh_modifiers=True, use_edges=True, use_smooth_groups=False, use_smooth_groups_bitflags=False, use_normals=True, use_uvs=True, use_materials=True, use_triangles=False, use_nurbs=False, use_vertex_groups=False, use_blen_objects=True, group_by_object=False, group_by_material=False, keep_vertex_order=False, global_scale=1, path_mode='AUTO')

If i run this, its showing the below error.How to fix this.

  File "", line 1
      import blender_import_export blender_import_export.importExport(D:/Blender/test.dxf)
                                                       ^ SyntaxError: invalid syntax location: :-1 location: :-1


texts:
I built an armature. After completing it, I moved it to another layer. Now all my bones are gone.
If you look at the video, you see the mech on one layer, and as I select the layer where I moved the bones to, they are not visible.  In the mech layer, I see the black lines connecting everything, but now I can not pose the mech as I have no access to the bones.
In the video, I go through each mode and use Alt+H, but nothing is happening.
Where are the bones?


texts: Transform one object to another with animation

texts:
basicly I have one object its curved text and I would like to transform it to not to be curved text in animation, they are two separated objects I cant you shape keys, How I can easy do this

Edit: They have same amount of verts. they can share same obj. data


texts: Noob question x 2: toroidal channel & toroidal insert

texts:
Hello (blender) world...

Please go easy on me on this first post. I'm new to Blender (and 3D in general, but otherwise software literate) and ready for Total Immersion in all the usual tutorial channels etc. But it would be great if someone could start me off on the right foot for what I need to achieve...

I'm trying to model a circular concrete channel, roughly square section. Inside sits a metal ring, again square section but with a band around the inner surface, of a different material. A bit like an o-ring in a square ring, all inside a square channel, everything concentric...

I'm happy to put in the learning for materials etc but... but... what's the best way to make the square torus (with additional band), and the square toroidal channel?

Obvs I have read about cut lines to reshape the torus but should I use extrude instead? I had a go with that but the extrusion had only vertices, no faces... similarly starting off with a U-shaped plane then using rotate.

So, if an expert could tell me which learning path to follow, I'd be eternally grateful. Eternity being what it will take otherwise...


texts: Nodal Setup for Diffuse, Emission, Normal and Specular map in Cycles Render

texts:
I downloaded a model from here: https://www.models-resource.com/mobile/marvelscontestofchampions/model/15341/

It has got 4 maps(with suffixes _d,_e,_n and _s).

I tried a nodal arrangement(which I bet isn't right) but i couldn't configure specular into it.

The End Result:

How do I add the Specular map and give it a metallic shine as seen in the linked page.
I am learning textures and materials and so a gist or any learning videos which might be helpful are encouraged.

Thank You.


texts: how to reroute and cut shortcuts in animation nodes on a macbook

texts:
how do i reroute and cut links in animation nodes or shader editor on a macbook quickly?
I know the description which says to hold down shift and right mouse button, but looks like this does not work on macbook.


texts: Why my material is not showing on the render but in the preview of the right-side of the screen?

texts:
i came back after a long christmas break of using blender and i just found this problem while following a tutorial. I made all the steps that are shown in this video https://www.youtube.com/watch?v=V3wghbZ-Vh4 and i see that isn't the same.

A better example:

So, the question is, what's happening? what am i doing wrong?
Just in case, i unwrapped the ball and isn't looking the same as in the right side preview.

This is how it looks with everything included to look "Realistic or photorealistic" (I'm using the Poliigon materials), and there not much changes in the rendered image.

EDIT: i found that i made a miss-step and didn't unwrap correctly. Now i unwrapped it on sphere projection, but still it looks flat :/


texts: How do i get rid of the black shady lines on the object?

texts:
How do i get rid of these black shades on the given object which is part of a panel for a Sci-Fi crate? It looks ugly and i'm stuck.
FYI- I've already tried flipping the normals, tried auto smoothing it out in object data properties but nothing seems to work.


texts: Texture Atlas Tool message ” Not All Objects Are Visible!”

texts:
I just tried the Texture Atlas Tool and love it, but I also have a problem.

I have 3 layers where when I press "StartManualUnwrap", I get an error message saying: "Not All Objects Are Visible!!!"

I used unhide all (Alt+H) to make sure, but it does not help.

Can someone point me in the right direction?

BTW, all objects have UV maps.


texts: Blender 2.8 how to see rendertimes in RenderView

texts: I want to compare my seen in 2.79 and 2.8 but in Cycles (2.8) I can't see the time how long it rendered.


texts: I can't figure out the nodes to have light trough the windows

texts:
Light won't come in, and any changes to the material won't work .. my question is . Why in the preview is looking near what i actually want and when I render is looking crappy.

I want it to look like the preview and this is the render.


texts: Is there any advantage to using child particles with object particles?

texts:
Child particles can help give the appearance of many particles without slowing things down too much, which is especially useful when the particles will be combed or simulated.

But what about when using an object or group for a particle system which is not going to be combed or simulated? Are there any advantages to using child particles in this case?


texts:
Under certain conditions, I need my animation to be played. The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics. My animation frame rate is 60, and same with the refresh rate. The player is in one scene, and the weapon is in another. I will not explain the "certain conditions" right here as it may be difficult; I will show you a .blend which is somewhat a replica of the functions that I have with this issue.

EDIT: I don't know how or even if this helps in any way, but if you have the animaion set to "loop end" instead of "play," the animation goes faster and slower randomly, sometimes it even stops! Just some more possibly useful or useless info: if I just do Always (freq. 0) > and > Play (0-5), the animation is still being played slowly, but if I do the exact same thing except I use "Loop End" rather than "Play," the animation seems to go the right speed. I am not saying I want to use "Loop End," I am just pointing this out if this helps. Thanks!


texts:
I'm trying to make a low-poly head for an animation, but whenever I render the object, weird cuts/wrinkles are appearing on the face (see Below)

Here's the solid view

How do I make those cuts disappear?


texts: How to keyframe_insert without moving the object

texts:
I tried the following code:

import bpy

obj = bpy.data.objects['Cube']
obj.keyframe_insert(data_path='location', frame=0)
obj.location.z += 5
obj.keyframe_insert(data_path='location', frame=100)

Then, after executing the code, the Cube position moves in the Z direction.

But, I want to insert keyframe and not move the object on the screen.

How can I insert keyframes without moving objects on the screen?


texts: Is there a way to set the radius of the new circle select tool by python script

texts:
I know a little bit of Javascript but don't have a lot of experience scripting in blender or Python. I've tried to set the Radius of the new Circle Select tool by code as it's not possible to use a scroll wheel my Wacom pen naturally, also the new radius if set by the mouse wheel does not persist as it does with the old modal circle select by using f + scroll wheel and that tool is bad as you can't move around in the viewport while it's active. My plan is to hook the script up to some keyboard shortcut etc.

I've tried to change it by something like this

import bpy

#switch context
previous_context = bpy.context.area.type
bpy.context.area.type = 'VIEW_3D'

#bpy.op.VIEW3D_OT_select_circle.radius = 30
bpy.ops.view3d.select_circle(x=300, y=150, radius=300, gesture_mode = 3)
#restore previous context
bpy.context.area.type = previous_context

or

VIEW3D_OT_circle_select.radius = 90

But I can't get it to work. What am I doing wrong, is the circle select radius property simply not possible to set from Python?


texts: Locally linked .blend file lost - can I recover the model?

texts:
I have been working on a scene with a model linked from a local .blend file. This local file has now accidentally been deleted, so I'm left with a model I can't interact with in any way because the link is broken. When I select it, it's marked as an "Empty".

I can still see the model, materials and everything, I just can't edit any of it. The file size is also the same. Since I can visually see the model, doesn't that mean the data is stored in the file somehow?

Is there a way to "extract" this data, so I can get the model editable again?
So far I have tried these things:

Spacebar > Pack Blender Libraries
Select model > Object > Make Local > Selected object
Select model > Ctrl+Alt+P to make a proxy

None of these things have worked. :(


texts: Why make high poly mesh and low poly mesh of a same character, and how to use visuals of high poly mesh and performance of a low poly mesh?

texts: Hey so after watching several tutorials about retopology, I still don't understand, why make a low poly mesh of a character to animate if I want to animate mesh with higher resolution?


texts: Why after exporting the model look like overlapping the face

texts: gun model in blender I created, I use hard surface modeling and trying to export the model but it wont export as it required,  it is possible to solve without creating more vertices, after exporting the model looks like it overlapping the faces.


texts:
When I render my scene in Cycles, I get these really weird glitches (Pictured in image). They happen more and more frequently the less directally my light source is illuminating them. Sorry if this is relatively simple, I am new to blender.

I might add that the render is an animation which both needs both very high (60000m) and fairly low (6m) clipping distance, and these glitches look a bit like what happens in the viewport when I set the clip distance really low. Not sure if this is at all relevant just thought that I might as well add it.


texts: How to get the file path of the current theme?

texts:
I have an addon that allows changing your current theme to a custom one using bpy.ops.preferences.theme_install(path), but I also want to allow going back to the previous theme (just in case).
The previous theme won't always be the Blender Default so bpy.ops.preferences.reset_default_theme isn't that useful. Ideally, I would want to store the path of the current theme, perform the switch, and then re-use the path if the user ever wants to switch back.
Anyone know how to get the path of the current theme or something that can be of similar use?


texts: Camera following a circular path around object stops after 1 rotation, I want to have it loop over and over

texts: I set my camera to rotate around an object by having it follow a bezier circle, but it stops moving after 1 rotation.I have linked the video here. https://imgur.com/a/ABqRpse


texts: Retargeting animation with gizmos, delete gizmos in action editor or export without them

texts:
I am retargeting animation which works great. I select MODEL1 then MODEL2 and apply the animation of MODEL2 to MODEL1 in dopesheet -> action editor. Everything works great.

The problem is that MODEL2 has around 10 gizmos, which also are seen in the action editor as animations, they indeed hold the same animation, so I have it 10 times.

Because of this my file becomes really large. I need to export it as .fbx. I need to delete all gizmos. I tryed deleting them from the world before applying the animation, but that didnt helped.

The only way I can delete them if I select every gizmo one by one, unlink it and reload the file. That is very very time consuming. If one model has 8 animations, I need to select 80 gizmo animations manually. There must be a better way to do it.

Here are some images
World, thats the model which holds the animations which I want to use on an other model:

Here is my model the action editor and animations it got after retargeting:

I only need GhostCastSpell, the other things also hold animation data, depending which animation gizmo I select it does animate, but the model is offset.


texts: Is it possible to disable auto-scale/fit of the backdrop in the video sequence editor?

texts:
I'd like to be able to view the backdrop at 1:1 scale like the sequencer view or control the backdrop in a similar way to the node editor (don't see the option to in the Properties panel).

Gif showing Image Offset doesn't seem to help (neither does Crop). All it seems to do is offset the image or shrink it if rendering only a percentage of the resolution. This is with Blender reset to defaults btw. What I would like is the image to stay 500px no how I resize the area/panel.


texts:
Essentially, I'm running into the same problem as the OP in this thread: Skinning A Simple Tank Track For Unity3D
I'm not sure I understand the answer posted there, so I'm hoping to get a little more clarity.
Currently my weight paint looks like this:
There's 4 bones in the mesh and the weights are similar for every bone. My problem is that when I move the bone, I would expect the mesh to deform smoothly, but instead I get this:
And in this picture you can see the vertices:
I am a bit of a noob when it comes to weight painting, so bear with me here.
The thread I linked above had a similar problem but the solution was not explained in enough detail for my inexperienced self to understand. If anyone has any details to add, that would be great. :)


texts:
I accidentally used the "Split Area" option by right clicking on the border of my viewport, then tried to join them back together, but just ended up losing my original work! The new window is colorless, but the render still shows my original!

I'm using Cycles, but there are no shadows in the new window, nor any light.
It ruined my few hours of work and it's very irritating.


texts: Blender stuck at 100% on the first frame of animation

texts:
It renders, composites and saves the image just fine, but refuses to move to the next frame. GUI remains responsive.
It's a large scene (alembic animations, 7 million tris with hair on top of the meshes) and for some reason reducing the size of the scene solves the issue. I'm sure I'm not running out of RAM though, as I have 16Gb and Blender is using only 3Gb to render. Plus, like I said, it renders just fine it's just not moving to the next frame. CPU usage is at 100% when it gets stuck. I'm using the latest version.
Switching from Optix to CUDA seems to help, but it also gets stuck after 5 or 6 frames. It also takes 6 times longer so I'd rather not use that.
Specs:
Ryzen 5 3600
RTX 3070
16Gb RAM
250Gb SSD (100Gb free)
Scene specs:

[EDIT] Sadly I can't upload the .blend file as this project is for a client


texts: I just wanted to know if I need a high graphics card by that I mean like GTX 1000 etc. Because if I want to make a high graphics animation then I would need a high graphics card right?


texts:
I'm working on some explosions and have been using the initial velocity for some of it. When I installed 2.9 it seems like this setting is either not working, or is very much different. I can stick with 2.83, but I recently got 3070 which didn't work with 2.8 and obviously it would speed stuff up.
Thanks


texts: How to add a Jiggle Bone in Blender Game Engine?

texts:
Basically, I want to add a jiggle bone in the blender game engine. I have tried to use a jiggle bone method that works in Blender Internal with a cloth simulation, however, when I place that method inside the BGE, it does not play back.

How would I add a jiggle bone inside BGE? Is this because BGE doesn't support any way to make jiggle bones, or that the game engine is not playing back anything?


texts: My blf-text appears in all 3d viewports after specific actions (ex selecting)

texts:
I noticed that the moment I select or deselect an object my blf text appears in all 3d viewports: is there something wrong with he way I use drawback handler?
Here's a gif with the issue:

Here's my simple modal:
import bpy
import blf

def draw_text(text, size, x, y, font_id, dpi, color=(1, 1, 1, 1)):
    blf.size(font_id, size, dpi)
    blf.color(0, *color)
    blf.position(font_id, x, y, 0)
    blf.draw(font_id, text)

def draw_callback_px(self, context):
    blf.enable(0, blf.SHADOW)
    blf.shadow_offset(0, 2, -2)
    blf.shadow(0, 3, 0, 0, 0, 1)

    draw_text(self.status, 30, 50, 115, 0, 72)
    draw_text('My Modal', 30, 50, 150, 0, 72)

class ModalOperator(bpy.types.Operator):
    """test"""
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type == 'MOUSEMOVE':
            pass

        elif event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
            for ob in bpy.context.view_layer.objects:
                ob.select_set(False if ob.select_get() else True)
            self.status = 'Clicked'

            return {'RUNNING_MODAL'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            if self._draw_handler:
                bpy.types.SpaceView3D.draw_handler_remove(self._draw_handler, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.status = 'Not Clicked'
        if context.space_data.type == 'VIEW_3D':
            self._draw_handler = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, (self, context), 'WINDOW', 'POST_PIXEL')

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()


texts: How to access custom properties from python

texts:
How can I access a custom property of an object from python, the suggestion Blender gives me if I pass the mouse over the custom properties named "prop",

bpy.data.objects["Cube"].["prop"]

get me this output in the console

>>> bpy.data.objects["Cube"].["prop"]
  File "<blender_console>", line 1
    bpy.data.objects["Cube"].["prop"]
                             ^
SyntaxError: invalid syntax


texts:
I can't find the option to add a new object then new texture and image. I am trying to create a 3D map from a heightmap image.
I have watched a few tutorials but the one that shows how to add a new object is for a different version with a different layout.


texts: PC freezes while handling Multires high poly scenes before VRAM is fully used

texts:
I'm somewhat new to Blender, and lately I've been trying the new Multires for sculpting high detail poly models. From what I had seen online I was under the impression you would be able to reach very high poly counts, and that the VRAM statistic could be a good indicator to how much your machine can handle.
I have an RTX 2060 Super 8Gb, i5-8400 2.80GHz and 16Gb of ram. The current model I was working is the retopology version of a previous sculpt. I tried going to a subdivision level of 5 on multires, totalling around 42M triangles, but switch back and forth levels depending on the scale of the work. Blender claims it's only using less than 3/8GB of VRAM. Still, there are a lot of stuttering, slowdown and some operations just freeze the pc entirely, requiring a manual reset.
So my questions are:

Is the VRAM statistic a sufficient mesurement of scene performance?
Are hidden or deactivated collections on the file still using
processing power?
Is there any way to stop Blender from freezing the    PC under high
demand?


texts:
I've noticed that sometimes, when I select the face of an object, let say a cube, then i press rotate only the selected face will rotate and not the other faces, there will not be affected by the rotation.
But sometimes when I select a face and rotate it, the other faces will stay attached and will also move and will be stretched.
Same thing for edges.
Here other faces are stretched, however sometimes only the selected edge will be moved away.

However I don't know why and how to switch between this two "modes".


texts:
I want to bake my Animation with bpy.ops.nla.bake(), but I only want to bake x Location, because otherwise blender rotates my object and I can't change the Rotation.

Is there a way to set this in the Parameters of bake() function?


texts: GPU Compute crashes while rendering but rendered mode works fine

texts:
I am a 16 year old. I am new to this community as well as blender. When I was rendering today, I encountered a strange problem. When I try to render the below given scene using GPU COMPUTE it crashes, but GPU COMPUTE works absolutely fine in rendered mode. When I render using CPU, its all right. When I check my gpu stats in MSI AFTERBURNER,everything is fine. No temp throttling, No memory Bottleneck(only 2gb of vram was used out of 4gb).
My Computer Specifications are :-

CPU :- AMD RYZEN 1600
RAM :- Corsair 16gb ddr4 3000mhz
GPU :- RX 480 4gb(Crimson 17.7.2)
HDD :- Two 7200rpm drives
MOBO :- Gigabyte GA-AB350 Gaming 3(BIOS :- F7a)

MY Problem is clearly shown in this video

And also, I Found that the GPU COMPUTE works fine in very simple renders (like the startup file render)

Any help from this community will be deeply appreciated.


texts: Node Editor Material Transparency Problem

texts:
I've set up a material in the node editor that basically makes the mesh that it is applied to look act as if backface culling was turned on.
However my problem with this is that the Transparency setting is no longer effective, as is illustrated in the screenshot below. Although Transparency is only set to about 50 percent, the resulting material is still entirely opaque because of the node setup (which I got from a thread on this site and do not really understand tbh)

So my question is if anyone knows how I can set up the material as to allow me to influence and animate its transparency while retaining the 'quasi-backface culling' node setup.

Any help would be greatly appreciated.

Cheers folks!


texts:
Trying to center a hole in a door, on the vertical axis only.

What is the fastest way to proceed?

I've read this answer from Cegaton Can I snap to the center (midpoint) of an edge? Someone asked if this this operation could be done if the two sets to be aligned belong to the same object, in edit mode, the answer was positive. However if I do as described, (snap selection to cursor), the hole is collapsed to the 3D cursor.


texts:
I have terrain (floating island) with 2 textures on it. Bottom (stone) and top (grass)

As you can see on picture there is not transition from stone to grass so my question is how i can make it. Here is my node setting:

I have looked at this question but it doesn't solve my problem.

I have tried with WaveTexture and ColorRamp but this is result i get with node settings:

I have ALMOST got effect i wanted but still it is not good enough because if i have transition on not flat surface i do not know how to do it.


texts:
I am having problems baking textures with Cycles in Blender and am getting pretty frustrated, even earlier today it was working fine, but now  every texture I bake turns out solid black. I figured I had messed up my blend file somehow so I created a brand new one from scratch and the same thing is happening.

I have a single material on a simple object, it is UV unwrapped and the UV's are definitely pointing in the right direction. I have multiple area lamps in the scene and if I render the scene it all looks just as it should. I have an image texture I've created to render my bakes to and have added a texture node for that to my material. The texture has been selected there and there is a yellow highlight around the node so Blender knows which image texture I want to render to.

But, when I click bake with either combined or diffuse selected it takes about a minute, and every time leaves me with a black render. This is a very simple process that has worked for me in the past so I am quite frustrated that it just seems to have stopped working for some reason. Can anyone tell me what I might be doing wrong?

Thanks in advance.


texts: How do we notify the Foundation of a phishing scam so they can warn Blender users?

texts:
Member Huda of the facebook "Blender" groups found an ad that hijacks you over to "https://www.biender.site/", where you see a clone of the 3.83.3 LTS splash screen... and then the links funnel you over to their supposed Blender 2.83 download page where you can download a 1.3MB trojan for god knows what.
If you don't pay attention to the address bar, everything in there looks legit.
Can the Foundation please be informed so they can decide what action they want to take?
Screenshot of ad taken by group member:


texts: Force edge split even when angle is zero

texts:
Disclaimer: I am a beginner at modeling and Blender.

I am working with blender's modifiers to achieve a certain mesh:
I want only triangles, all sharp edges, no "shared" vertices, even when they have the same characteristics (same normals, ...).

I thought the edge split modifier is able to split edges regardless of the relative angle of its shared faces, but this doesn't seem to work for me. See the screenshot (basic cube placed, triangulate and edge split modifier applied):

The two triangles of each cube side seem to share some vertices, that's why there are only 24 vertices, NOT 32. I confirmed this by exporting the mesh to a text file-format. The mesh re-uses vertices (exported data has less vertices than indices).

But I actually WANT blender to split these edges (and vertices) properly. How can I achieve this? Ideally using non-destructive methods only.

Thank you! :)


texts:
My problem is:
My mesh has these shading errors but I can't find any double vertices or double faces. I tried using "Merge by Distance", but it didn't work.
Can someone help??? Thanks in advance!


texts:
I am trying to setup some physical simulation in the BGE where it would be best if the the total energy of the system is conserved. However, if looks like I can't get the physics engine to keep the energy level even remotely constant.

Things I've done:

Render Settings: Toggled Use framerate
World: Gravity set to 0, played around with the FPS and physics accuracy, sleep disabled.
Dynamics: All Damping set to 0, tried 'rigid body' as well as 'dynamics'
Material: Friction set to 0
Material: Elasticity of Collision set to 1

Here is a test file: Layer 1 and 2 has two separate test scenes. There is a notable increase in the speed of all objects after each collision (as seen in the console window)

Am I missing something? Or am I asking too much from a game-centric physics engine?


texts: Does subdivision surface modifier and box modeling require retopology?

texts:
This is my game character it has 30,000 vertices with a subdivision surface modifier level of 2

I tried searching up average number of vertices and polygons, where sources say that most multiplayer games that run smoothly require at most 10,000 vertices for characters

Im struggling to lower the vertex counts as lowering the subdivision modifier will ruin the look of the model

Any suggestions it would greatly help

BTW using this character for a multiplayer game with around 10 players playing at the same time


texts: How to Rig Multiple Rotational Axis' for One Object?

texts:
Fairly new to Blender. It seems there's a foundational concept I'm missing to enable me to create an object which has multiple rotational origins at the same time. Each child can only have one parent, so the method to achieve this must make use of other Blender features.
Think about how a skateboard on the ground can rotate the entire deck around each set of wheels. The deck would be the object and each set of wheels would be a rotational axis.
I don't necessarily need a full descript answer, even a link to a previous answer or tutorial that will point me in the right direction would be appreciated. Thanks!


texts: maximum precision allowable in Cycles Nodes (decimals)

texts: I have noticed that in cycles nodes with numbers, the maximum precision allowable is 1/1000 (0.001). Is there any way to increase it to 1/10,000 (0.0001) or more?


texts: Estimation of focal length when using BLAM

texts:
I am trying to understand how the BLAM addon works. In the Blender default scene I made an image of a cube with camera focal length 35mm. Then I created a new blend file and opened this image in the movie clip editor and did draw the lines requested for camera calibration with BLAM.

After BLAM camera calibration the focal length was set at 32.37. I really don't understand this (the image was made in blender with 35.0).


texts: How should I structure my Addon for maximum Blender version compatibility?

texts:
My Addon queries a lot of data within Blender (like which Render Engine does the current .blend file use or is Freestyle drawing enabled...). Now, I'm aware that I would have to update the Addon with future Blender releases as new "queryable" data might be added or prior data might be deleted. But how should I structure those queries so it works best with future releases? I would like to avoid that the Addon crashes when used with a new Blender version which I didn't yet update the Addon for.
My current query structure is as follows. I have multiple query functions which query different parts of Blender. These functions return a list with tuples as values. The tuples contain the queried data result and other info. Example code:
def query_properties():
    scene = bpy.context.scene

    query_properties = [
        (icon, scene, location, scene.render.engine),
        ...
    ]

    return query_properties

My ideas so far are:

Within my query functions I check if the queries will yield a result (perhaps via if statements or try/except). If not I will skip them to avoid crashing. In my head this means I would have to surround every query with said existence check (or use some sort of verify_function).
Within my query functions I check for the currently used Blender version and only execute queries (like bpy.data.scenes[scene].render.engine) that will not fail with said Blender version. This means that the Addon won't work with new Blender versions if I don't update it and I will have a lot of duplicate code which feels wrong.

Maybe my initial structure is already lacking? How would you solve this issue?
I hope I could illustrate my issue well enough. If not I'm happy to give more info. Your help will be highly appreciated!
EDIT: Applied batFINGER's suggestion.


texts: Can't get simple uneven reflection map working

texts:
I cant manage to get the reflection work as shown in the reference pictures, I've tried to use everything i could find, bump, normal, clearcoat...
clearcoat won't work bc the surface is very even right? i mean the reflection cant vary because there's no difference in bump?
i tried a displacement map with a noise jpg or generated inside blender, the displacement was too huge and not small enough, couldn't find a way to make it slightly rough or more dense...
Most tutorials show nodes that either dont exist anymore or dotn have the options they used to have, tried alternatives but the reflection is either completely distorted if i set the noise scale in the node based diplacement too high or i simply dont get the result i need...
this is how waf I've come, i made a quite similar version of the real one and projected it onto a densely subdivided circle.
i would love to use the cracked paper texture as a displacement map but the normal map I generated in photoshop has extremely harsh edges in blender even after u blurred it in photoshop...
nothing seems to work, i worked the entire day on this... this is where i ama t atm..
These are my references, see the way it reflects? and also the slight unevenness of the whole thing? it seems to be coated for preservation...

Any Help is appreciated!
Sincerely Oz
EDIT Thanks Gorodon! heres the current state, i guess the rest is fine tuning, prolly adding another layer of reflection.

VIDEO


texts: How can I fix this? It looks like this picture, revealing a different part of the bake every half second, and after its done it becomes completely solid purple. The bake progress bar fills up slowly, then at about the quarter mark, it jumps to the finish and displays no change in topology.


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When using the boid particle system, the boids teleport when they fly near a collision object. Even if they don't collide, they teleport to be in contact with the collision object on the Z axis.
https://youtu.be/BPhHn4z5rHE
I tried splitting the collision object into separate pieces, but it didn't fix the issue. The boids need at least a separate, goal and avoid collision.


texts: can't see my meshes after updating my drivers

texts: After I updated my graphics driver blender Isn't showing me my meshes, but for some reason It shows my selection. I tried using substance painter and daz studio and both work fine only blender is giving me trouble.


texts: Faces are getting thinner as i extend them.. How do i fix this?

texts: (I'm new to blender :) It keeps getting thinner like this when I extend the faces with >E. deleting them leaves a big face-hole at the main body. don't know how to fill it up. I just want this tail to look fatter and less ''poly-ish''(?) If its easier to fix this for me you can download the .blend here https://we.tl/t-UWNdpDSHS8. I just need help.


texts: I can start the song by pressing the P key but I can not stop the song being played. Logic Bricks are very confusing.


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I went to the Image Editor.  Selected this file name.  Clicked the folder icon.  Navigated to the image file.  The image file is there.
Why it still says Unable to Pack File?

Could it be because some material is using it somewhere else?
I was hoping if it was found in the Image Editor, it would be usable by all the materials referencing that image?

If not, how can I find the material which is looking for this image?  File has approximately 60 materials.

Thanks


texts: How do I get my renders to not antialias with the background? (Cycles)

texts: I'm currently working on a project that requires 2d-rendered sprites however I need for the sprites to have aliased borders/outlines with the background while the rest of the image is antialiased. I am using Cycles so I think the only way I can do this is through compositing.


texts:
I'm trying my hardest to follow this Iridesium tutorial, but every time I try to render it, it doesn't render the Emission Color nodes.
Tutorial The Accretion Disk creation 5:03
The accretion disc material he later posted it in another video
.blend file


texts: how to move 3dcursor with axis constraint

texts:
i am trying to use 3dcursor to set at center bottom of the object.
"shift S" can set the cursor at center, then i would like to move only Z axis to snaps to the some other bottom vertex.
i could do this with maya using "D" (move the pivot) and "V"(snap to vertex) with active manipulater axis.

moving cursol as pressing "Z" also could do similar,but it slips from the start position.

please if someone know other tips for this??

for now, i copy the z position from vertex first, and paste it to cursor z position.


texts: "Object cube is not on s scene layer" error message when baking

texts:
I'm doing this tutorial: Blender smoke animation

and when I go to bake before doing lighting and stuff it gives me an error that says "Object cube is not on a scene layer". I did parent some UV spheres to the cube and that probably has something to do with it. Here is a screen shot of my layers and outline editor. I hope I'm showing what the potential issue is in the screen shot. Is there a way I can bake these objects with still having a parent object?

I've tried looking on google and forums, but can't seem to find the answer. Thanks!