texts:
I am using Blender 2.82 for this.
To put it simply I am trying to move the cursor to a specific part of a pic I wanted. However I just can't seem to do it in a 2D animated project. I tried the cursor tool, the select box, I tried the move tool and holding things like Alt, Ctrl, and Shift to move the cursor but no luck. I even tried using the UV editor to move it but still nothing.
Note: I am selecting multiple strokes for this.


texts: How to model a ridged cone (using modifiers)?

texts:
See the picture at the bottom for what I want to model.  I’m using Blender 2.8 Beta.

I was thinking an open cone (that is, bottom face removed) with some modifiers applied, and a creative texture, should do this.  But as a beginner I'm in over my head.

I was first inspired by something I had seen with the wireframe modifier, which can produce the nest-of-spikes effect on a cone.

But it doesn’t quite work right (I could cut off the bottom using a Boolean, though) and I don’t have any control:  Make the creases shallower but still broad enough to span to the next.  With “Relative thickness” it gives points that extend past the end, but they are far too long, and again, I can’t control that separately.

Meanwhile, I was thinking the top-to-bottom scale-like ridges could be done with a modifier, as I see there are some named “Wave” and “Displace” but I can’t figure those out when I just tried it to see what happens.

The final bumpiness could be done with a bump map procedural texture, I’m sure.  I’m familiar with the concepts from POV-Ray (years ago), but looking at the node editor I was again at a loss as to how to do that.

Any suggestions, or pointers to tutorials or .blend files that contain similar features that I can learn from?


texts: Remove modifier from linked object via Python

texts:
Blender version: 2.9 and above (but probably going back to 2.8).
Workflow:

Object linked from separate file.
Library Override added to linked object
Modifier added to override object
Python Script attempts to remove said modifier

Resulting error:
Operator bpy.ops.object.modifier_remove.poll() Cannot edit modifiers coming from linked data in a library override | Error in execute function of DeleteArray

I'm struggling with this, because the same modifiers I'm trying to remove via Python, but can't, I can manually delete in the user interface.


texts:
Occasionally my script doesn't work, so I cut parts of it out and paste it in a notepad document. Then I retrieve it back..this is tedious work.

Is there a way in blender text editor to run parts of a script?


texts: How much each data block weights in a blender file?

texts: How can we know how the size of a blend file distributed? For instance, how would I know what percentage corresponds to mesh data and how much to animation data on the overall size of my blend file? Something similar to what a pc application would do for you harddrive, showing you how much space is occupied by images files or by other type of files.


texts: Is there a way to delete bone constraints by name?

texts:
I'm trying to delete all bone constraints containing part of the name 'Action' for selected pose bones. I'm still learning scripting and this is the best I could come up with. Any pointers would be really appreciated!
import bpy

for bone in bpy.context.selected_pose_bones:
    if 'Action' in pose.bones.constraints.name:
        bpy.ops.pose.constraints_clear()


texts: Binding the vertices of one object to the vertices of another object?

texts:
So I have three separate mesh objects here. There's the gray one on the left, the red one in the middle, and the gray one on the right.

I need to make it so that if I move the object on the left, the corresponding vertices in the middle object with follow the vertices that they are on top of now.

The end result that I am trying for is to be able to move either of the gray objects, and have the red bit in the middle stretch so that it will always be going from the left gray object to the right gray object. I'm hoping there is some way to do this that is easier than writing a complex script.


texts:
Ok, so trying everything I can here but seeing as I cant get exporters like B2U to work, I am relying on Unity's shaders and other answers on here trying to achieve this glossy material (see the white shine) from Blender to Unity:

Right now Ive applied diffuse, specular, and standard shaders in Unity, all just look like this -

No shine, very flat. Is this a lighting problem? Or how can I preserve Blender's glossy look in Unity?


texts: Bottle is not showing up clear in render mode

texts: I know this has got to be the dumbest question ever --but why is my dang bottle not showing up right? Clear.. with the label I just learned how to apply.


texts: how to find close points between two values in animation nodes

texts: I'm trying to make some splines and I found  "find close points" node but the problem  is it has just one value : max distance , but how can I make edges between two values min and max? or in general how to get some objects from a list based on their properties?


texts: Can blender be used as non-linear editor easily?

texts:
I am making a music video, greenscreening 1 person 14 times into a cathedral. How easy would it be to do this, with lots of moving shots from person to person, etc.(because I need to lip sync with an pre-recorded audio file).
Or would it be easier to render animation out of blender and track greenscreen footage in AE or Prpro?


texts: Black patches in glass when using cycles render engine

texts:
for some reason i am getting these black patches all around my image. it seems to be most obvious where certain sections overlap slightly, but i have no idea how to fix them (very new to blender o.o)

im not sure why this is happening. heres a version where the points im referencing are circled

i don't know what settings you guys need to know so just ask me if you need too. i can tell you this was only renderd 10x but even at 20,000 samples it did not fix anything

keep in mind, i am still a noob at this so any suggestions please word as simplisticly as possible xD thank you!


texts: black around an image set as image texture (jpg or png)

texts:
I have made a cylinder, unwrapped.
I want to wrap an image on it, but not to cover all the cylinder.
If a scale it down, i see black around my label instead of object's material.
How can i fix this?
I'm novice in blender


texts:
I've just downloaded the latest stable version of Blender 2.91 and as soon as I loaded my model and tried to view it in different view modes, this occured.

There's also a similiar problem in wireframe mode. I also noticed that when I change values in Substance Painter, the textures on the model start to flicker with squares and stuff.
I have recently updated my GPU drivers, so maybe that was the issue, but I also tried to use the optional version and do a factory reset and also tried to downgrade as well. Nothing helped. I'm a little bit desperate here.
My GPU is XFX Radeon RX 580 8GB


texts: What is the shortcut for attribute node? In Cycles Render, also.. (see below)

texts:
I need to know the call shortcut for the attribute node in cycles render please :)

I don't see the property box that one of the people answered...


texts: How to use a texture colour to define a transmission map

texts:
I have a model that has a texture applied to the plane. The red icons are actually supposed to light up because of an LED behind them.

To achieve a controllable transmission level on my map I took the texture and isolated the red icons as pure white on a black background:

And then plugged this into the Principled BSDF along with a Mix RGB node to control the level of transmission:

Could this be done by simply taking the original texture and isolating the red colour and defining that as my input using nodes?
This would be helpful in future in case the texture changes, then I wouldn't have to re-do the transmission map as well.


texts: Boolean (difference) not working properly on rather simple geometry

texts:
This topic seems to be asked a lot.
I am very new to blender, so I am still learning the in's and out's. I am trying to use the small cube to cut out a section of the latch, however, each attempt instead removes the latch and leaves the cube. I have tried the three recommended solutions of eliminating duplicate vertices, recalculating the normals, and making sure the geometry is all closed up. Still, even with those checks, when I try to use the boolean difference modifier, it doesn't work properly.
dropbox file

http://i.imgur.com/5ySnVQx.png


texts: Where is the Name option in dynamic paint canvas v 2.79

texts: I am trying to follow this "Freezing/Frost Text Effect" tutorial from version 2.65 on how to add frost to text.  At 3 min 47 sec he changes the name of the canvas in the dynamic paint section.  I don't see that option in 2.79


texts: Layout Mode erases everything and takes me out of the app

texts: When I switch to Layout Mode, it erases everything and takes me out of the app (luckily I saved). Can anyone help me please?


texts: Need advice for creating a simple scene with very large dimensions

texts:
As an experiment I was trying to create a scene with a few simple objects but with extremely large dimensions.  Think planet and moon sized objects and a couple of human scale objects in the foreground.

I have units set to metric.
I have set my camera's clipping end value 10000km
I moved the camera to 0, -9000km, 0 looking toward the origin (I can see the 3D cursor there)
I create a UV sphere at the origin with size 4000km.

The sphere is not visible.

I've tried a number of variants to no avail.

What am I missing?  Or is this just out of scope for Blender for some reason.


texts: shading view is different than render view

texts:
hello community I am much worried while adding material to the objects in blender 2.8.
I am facing problem that the shading view show the accurate colors what I do made as shown in figure below.

as it shows a good metalic color but when I goes to the render view or render the image weather in cycle or in evee shows different results like the premade metal color in shading view looking like this in render view as shown below

please sort out the problem I shall be very thank full to you.

I am also attaching the .blend file


texts: How to create those Trademark rigs that are shown in the tutorials

texts: I am trying to create a perfectly for my character from her last month but I am not able to create it now I think the problem lies in the type of bones that I choose whenever I watch on YouTube tutorial I found that the Rig that they are using is of different type at least I do not use that and I don't know how to bring that it is a different kind of rig around the mesh and if I choose the wire type of bone in the bone types it is different from what I want here is a picture have a look at it


texts: Mirror modifier, but not quite. Is there a phantom modifier?

texts:
I need help, tried to google and seems I do not google the right keywords.

I need the thing like mirror, but not quite.

I want to mirror specific mesh object few exact places and edit the source mesh and see it reflected 3 other places.

Mirror modifier makes one copy - I need two, and each of them placed somewhere in space. I need that I can change position of each of the "phantom" meshes.

Is there such modifier or approach?

Any ideas much appreciated,


texts:
As you can see below, the object can be seen to be made of powder:

How can one recreate this effect in Blender (and the object has different colours)?

I thought about having a mesh filled with tiny particles, but:

1. There would be so many particles that Blender would go laggy

2. It would be extremely difficult for each particle to match the colour of the mesh

What other, better methods could I use? I don't know a node to make "powder", what about a noise texture, or are there better ways?

Thanks in advance


texts:
I have a very fast computer and i'm trying to render out this scene (just in the viewport, as i'm making stuff, so not the final product) when when I turn the view a little in certain directions it all goes grey, and where i move after that everything is grey (In render view/render. All the effect are just simple texture/alpha tweaking, what is the issue here?

Here is the outliner and i thries the reset it worked once, but couldn't get it to do it again

Actually I did get the reset to work a few more times but it only seems to work on sporadically, but it doesn't seem to be an alpha issue, because there has been nothing blocking the view for the majority of the failures ( like the first pic, there is no transparent plane blocking that view, or anything[That i'm aware of])

The File-


texts:
I've parented my mesh to my armature and want to edit the weights with weight painting, but I can't select the mesh to get into weight painting mode.
I'm trying to select it from here. Help?


texts:
I'm a complete beginner to Blender, this question is about putting objects into an environment

Basically, I don't know exactly how to get an object to have color and be in an environment. I have a model of a phone in right now and it's just grey.


texts: How do I preview a map within a node-based material?

texts:
I'm in the material editor and I can see the preview window on the right showing me the final result of my material.  However, I'd like to preview individual texture maps or preview a certain position within the node graph.  In the image below, how would I get a preview of that Musgrave texture?

e.g. In the 3dsMax Compact Material Editor You can select "Show final" (3rd icon from the right below the material slots) and see the final material or you can turn it off and preview the thing you're currently editing.

Thanks!


texts: How do I keep my texture when making my object low poly?

texts: I'm creating a character for a low poly game in adobe fuse, then importing it into blender. I just wanna know how to keep the same texture of the high poly and apply it to the low poly so it still looks human, but in a TABS sort of way. Thx


texts:
Say you have Blender 2.8 and want to use 2.79 for any reason. For me, it's because I prefer internal render because it's easy to use. What's the best way to switch between different versions of Blender.

What I tried doing was to go to Blender's file location and open one of the version folders, but that didn't work as they didn't contain any separate shortcuts.

.


texts: How can I make this light more realistic?

texts: I need to know how to make this lighting more realistic. I'm using three objects for the light, the uppermost object having an emission node turned way up. This obviously does not look realistic.


texts:
When I coloured the texture with "F Fill" tool, then these strange lines appeared.
I tried to remove them desperately but they never disappear.


texts: Text in my image file doesn't display properly in final render

texts: This happens to all the words.  Everything looks fine until I hit render.  I tried making a new material and plugging the image texture into the diffuse, nothing changed.  Not sure where to look to solve this.


texts: How to open URL upon clicking an object? UPBGE/BGE

texts: Hello. I wanted to know if it would be possible to open a website (hyperlink) after clicking on an object. Normally you can have a left button sensor and a mouse over sensor working together so that both conditions must be met to perform and action (i.e. object can only be selected after hovering over and then clicking it), but that is when you connect if to an "and" controller, which I cannot do as the controller is for the script. With the current setup, it should open the URL after clicking the cube, but for some reason it opens it up when clicking anywhere available. Any solutions or alternatives? Thanks.


texts: Properly convert Hex Color code to Blender RGB in python

texts:
I have noticed that a color can be assigned, by their rgb values in Blender using Python. But it is not possible to directly assign a hex color code to it.

Also, there were some hex to rgb function which I found and used, but still it does not give the correct rgb values because Blender uses 'Gamma Corrected' color values.

Hence, I have found out a proper way to convert hex color code to RGB Color Value.


texts: Why does the y-axis of one of my objects appear to be backwards?

texts:
My Transform Orientation is set to local. I have this object that when highlight is using a right hand co-ordinate system (z up, x forward, y orthogonal to the x-z plane):

I click on another object and the transform looks like this:

Which is not right handed. How do I reset this object to use right handed coordinates? I'm not sure what I did to make it like this. It's like the Y axis is backwards. Any ideas?


texts: How to bake rigid body physics frame in blender render?

texts: I have a model with some objects above eache other and enable rigid body physics for them so the upper ones fall on the lower one. Now when I play the animation to a certain frame how can I put it as the default location/rotation of the mesh?


texts: How to make texture visible in unity from blender file

texts:
I've imported a tree to Unity that I've made in blender, but the texture of the tree is not visible. Could you please tell me how to make that texture visible?

I am a beginer and I don't know how to actualy export it or what to select when exporting in blender. I only saved this 'maple' .blend file to my assets folder and that's it. I thought the tree would show up with the texture, but it didn't and I don't know what to do.


texts: Is There a Shortcut to Make a Bezier Curve Straight

texts: I want to know if I can straighten a bezier curve from the start without having to mess around till it gets straight.


texts:
Background: I have a cam spinning in a circle which drives a rod forwards and backwards. The center of the rod is fixed to a pivot point in line with the center of the cam, so as the cam spins and drives the rod back and forth, the opposite end of the rod rotates in a circle in the opposite direction. As the rod slides back and forth along the pivot the location on the rod where it is pivoting from changes (the pivot itself is fixed, but the rod is moving)
Issue: I'm having problems trying to figure out a constraint at that pivot point. I tried a generic constraint which allowed rotational movement, and movement along the x direction, but because the ends of the rod are rotating the rod needs to move in the y direction as well. I tried putting a peg (cylinder) at the pivot with a slot in the middle of the rod to help constrain it, and it sort of works, but it's not being constrained properly. I checked and fixed my normals to make sure they are all facing outwards, reduced margins, etc. all trying to get it to behave as expected but can't get seem to get this working.
Model file here:


texts: Reflection from Texture Coordinate Node is stretched

texts:
I'm having a problem, or I've found a bug. I'm trying to change the reflection of an extruded cylinder (basically a drinking glass), and the output from the Texture Coordinates node is stretched. Nothing I do seems to affect it. Reseting UV map - changing to other UV mapping. Nothing.

Scale is properly applied.

Adding a default cylinder works fine. However, when I add geometry (either extruding or adding edge loops) to the cylinder, it messes up like the extruded glass.

The only way I can get it to behave is if I scale the faces out a little from the glass. BUT These faces are still perfectly aligned with each other like they were before being scaled out as a group.

Images below:
1. Standard Cylinder on the left, glass on the right

Standard Cylinder on the left, glass with middle faces scaled out some on the right

Node set up.


texts: My pivot point in edit mode have weird rotation.  How I can reset it to normal?.


texts: Set origin to 3d cursor(3d cursor became the origin)

texts:
I was want to change the origin to where the cursor is, I did from Object>Set origin>Origin to 3D[enter image description cursor.
But after that, The 3D became the origin and I can't change from Object>Set origin.
Here images if You didn't understand.


texts: Use "Add 3D Function Surface" addon via python

texts:
I would like to know if there is any way to use the "Add 3d Function Surface" addon via the python interface.

I have an equation that describes a surface in the three-dimensional space that I can use to make a mesh object as described in this answer. What I would like to know is if there is any way to do such a thing via the python interface.

As an example, I would like to be able to do something like:

def mysurface(u, v):
   return numpy.array([u*v, u-v, math.pow(u, 2)])

add_mesh_from_surface_equation(func = mysurface, urange = [0, 10], vrange = [0, 10], ustep = 0.01, vstep = 0.01)

Is it possible to do something like this?


texts: I realize this is a silly picture, but I'm interested in making the pattern in the background. With my current knowledge of the shader editor, I just come up short. I'm less interested in the color, though that is a plus, but I'm more interested in the shape. That slightly alternating square texture. Does anyone know how to achieve this?


texts: Update a custom property after leaving edit-mode?

texts:
I'm looking for a way to automatically run the update_length() function after editing the actual curve, this would make my curve_length property always be up to date.
import bpy

obj = bpy.context.object

bpy.types.Object.curve_length = bpy.props.FloatProperty(
    name = 'Curve Length',
    description = 'Curve Length',
    default = 0
    )

def calculate_curve_length (obj):
    curve_length = obj.data.splines[0].calc_length()
    return curve_length

def update_length()
    obj.curve_length = calculate_curve_length (obj)

update_length()


texts: Missing parts of the model when importing as Collada (DAE)

texts:
I use Collada files from SketchUp.

When I import them into Blender some times import goes as intented but sometimes it imports only part of it.

Here is for example you can see this chair.
The right one is imported as Collada (DAE), and the left one is the same .DAE file, but I put it trough online mesh converter and imported as OBJ.

Why can it be and how to fix it?


texts: I'm texturing a table with multiple textures. I've essentially placed one texture on the top of the table and another for the legs. The entire model is one piece and the model's materials are set to the two I am using. When I press render it only displays the texture that is top of the materials list and doesn't place it where I had it originally. How can I fix this?


texts: Blender:PoseMode: What is the reason I can't move my thighs (but i CAN move calves and everything else)

texts:
What I did:
I created humanoid character with vertices, then I added skin modifier and created armature from it.

Then i went to armature's posemode and couldnt move my thigs.

When I was extruding, this was the initial order:

first dot (vertex) was bottom of my pelvis
then i went up and made upper body
then (i dont remember in which order) legs, head and hands.

Does order matter?


texts: Im making a simple model. I have added subsurface and mirror modifier. Im getting a divider or partition line between 2 mesh. I have on the clipping and merge in the panel. How can i dissolve the divider or partition line between. Any suggestion. Thanks (Please do not tag duplicate plz reply with comment or answer)


texts:
I am a beginner with blender 3d and have a probably easy question.

I try to export the cube with 6 sides as a (obj) so I can import it into sweet home 3d, in SH3D I want to give each face a different color or texture ?

How can I do that ?


texts:
I have an armature which is animated using bone rotation as well as object location. I'm trying to duplicate it and move it to another location but it's not working as there are some keyframes changing the location of the armature. I tried baking the animation but then the armature no longer moves around the scene. Any advice please?

My .blend file can be found here:


texts:
I have a task to create a 3D model from a paper-based plan, part of which illustrates a curve to be cut from aluminium and then bent into an arc for use vertically  – easy in life, perplexing (so far) in Blender.
It's almost like I need to take each vertex on the outer edge and rotate it around the corresponding local X axis of the corresponding inner vertex.

Can anybody suggest a way to take a 'C' shape, as shown above, and turn it 'edge on', please?
I've spent an inquisitive morning tinkering, but it's time to ask for a hand now.


texts: How do you affect the translate node by the location of object?

texts:
I have this group input that generates a "lens flare":

I would like to know if it is possible to 'parent' the location of the flare to the sphere at the bottom of the image. I do not want to use any scripts [yet]. Any help would be appreciated. :)

[EDIT]

My menu options:

Blender Render vs. Cycles [Help!]


texts:
I've been looking at other mirror issues, they didn't seem to do the job for me or it was wrong. My apologies if it's a double!

I've been trying to resolve an edge in a mirrored object. However, this edge will not go away despite all my attempts to fix it. I've tried aligning all the points along the X-axis by scaling it with 0, didn't work out, as well as removing all other modifiers.

This mirror is part of a much bigger object that I need mirrored, however, this is the only object centered that has to align. Is there a workaround for this?


texts: Reference image moves "around" objects instead of sliding through them

texts:
I am new to Blender, trying to work through the BlenderGuru tutorial here.  I have loaded the reference image of a coffee cup and would like to shape a cylindrical mesh to model the cup.  When I try to move the reference image, though, it seems to automatically move "out" in the y direction, as if it is sliding around the cylinder.  If I move it back to where its y coordinate is 0, and again try to move in the x direction only (using "g" and then "x" to slide in that direction), the y coordinate also changes.  Any thoughts on what is going on here?  It seems there is some physics constraint it is trying to enforce, which keeps the center of the reference image from entering the cylinder.

The image below shows my starting point.  The "Object Properties" window on the right hand side shows the y coordinate is zero.  The image has been oriented to the front by clicking numberpad-1.

When I try to move the reference image by clicking "g" and then "x" and then dragging toward the left, the intersection with the cylindrical shape clearly changes.  When I look at the "Object Properties" window, I see that the reference image has moved forward on the y axis, which I can confirm when I change my viewport to a side view.

Any pointers as to what is going on here, and how to fix it?  Thanks.


texts: Converting Blender Internal Textures to Cycles

texts:
i have looked around the internet, and even on this site, but the answers seemed to not work with me yet.

I have a Blender Internal texture like this

And a Cycles Render like this

The first image has the correct texture i want to use, but the second image has the realistic metal material i need. Is there a way to transfer either of these two textures, (The suit, or the metal texture) into either of each others rendering engines?
Is there a clear tutorial anyone can link me to or an explanation of how to do this?


texts:
I have many objects in the scene as they have been duplicated. pad, pad.001, pad.002 etc etc.
I require a python code to select all of them by name.. name starting with 'pad'
Thanks in advance.


texts: Vertices being moved by armature despite only moving bone having no weight

texts:
When I move my critter's head, some vertices at the back of said head move along, creating a fold, despite having no weight assigned to the head bone (DEF-spine.011).

Rest pose and lack of weight shown here:
https://imgur.com/a/He6T31J

Rotated head bone shown here:
https://imgur.com/a/F8omPKH

The head bone is the only moving bone here and all the weight from vertices of that area is assigned to the first neck bone, which is stationary, so the area should stay flat. I used auto-normalize when weight painting and double checked all vertex groups to make sure there is no weight from some random bone.

I have no idea what's causing this and how to fix it, although I'm still new to blender so despite my effort to find out, it might be something obvious. Weight painting still "works", adding weight to the head bone in this situation will still move those vertices, but I can't seem to eliminate that fold at the back of the head when it's tilted back, regardless of what I do (it's not present in the rest pose).

In case it matters, the rig was generated by Rigify.

I checked other similar questions about mysterious weightless deformations and saw they usually still had some other sneaky bone with assigned weight or the observed bone's weight wasn't quite 0, but from what I can tell, that's not the case here.


texts: Is it possible to do a Rigid Body chain that needs to split at a certain frame?

texts:
Is it possible to have a Chain made of individual links that is being controlled by rigid body physics to split on an exact point on an exact frame?

I have a chain around a character and in the center of the chain there is a "padlock" type device, I want it to open and let the chain fall mid animation. Can this be achieved in Blender with rigid body physics or does everything have to be animated by hand?


texts: Why does my rigid body simulation glitch out?

texts:
I tried to make a rigid body simulation for a chain built out of torus objects. After starting the simulation, the chain links suddenly break apart and go in all sorts of directions for no apparent reason.

I can't find any solution for this. Does anyone know how to fix it?


texts: Sapling tree add on, can edit the trees after doing something else?

texts:
I'm working with the blender-version v2.77 and I'm making one of my first trees with the sapling tree add on. Does anyone of you know if you still can edit the trees after doing something else?
So for example you made the tree, and than modeled something else. Can you still edit the tree than (for me the leafs)?


texts:
I have an OBJ file for a character, which I have divided into groups (left hand, right leg, etc).

I have imported it with separate objects for each group.  I can get rid of the seams and all the groups with the join command (Ctrl + J), but then there are no vertex groups. Which I need for rigging.  (I know there are other ways I can make vertex groups, just pretend I need them based on this OBJ file's groups.)

What is the fastest, most efficient way to convert all these separate objects into one object with vertex groups named with the separate object names?  is there a magic script/button for that?


texts: In blender 2.9, i have several already baked fluid animation in same scene. Is it possible now to change animation time/speed for each of these objects? I want to animate rain from many identical drops, but not falling simultaneously


texts: Is there any way to increase the number of recent scenes in the file>open recent drop down? Right now it gives me 10 but I could do with more.


texts:
I have a script that creates a closed curve, and I now want to have a camera which moves along the curve and looks slightly ahead on the curve. The camera moves, but it doesn't stay on the curve itself. (I also haven't tried to tackle the looking ahead).

import bpy

points = [((-10.875,-0.444,0.122),(-16.375,5.056,0.122),(-5.375,-5.944,0.122)),
          ((11.125,-0.444,0.122),(4.420,-9.648,0.122),(17.602,8.447,0.122)),
          ((22.125,10.556,0.122),(9.216,6.553,8.612),(31.022,13.315,-5.729)),
          ((-0.284,16.306,0.122),(-25.732,16.306,-49.859),(25.164,16.306,50.103))]

curveData = bpy.data.curves.new('path', type='CURVE')
curveData.dimensions = '3D'
curveData.resolution_u = 2

polyline = curveData.splines.new('BEZIER')
polyline.bezier_points.add(len(points)-1)
polyline.use_cyclic_u = True
for i, ((x,y,z), (lh_x, lh_y, lh_z), (rh_x, rh_y, rh_z)) in enumerate(points):
    polyline.bezier_points[i].co = (x, y, z)
    polyline.bezier_points[i].handle_left = (lh_x, lh_y, lh_z,)
    polyline.bezier_points[i].handle_right = (rh_x, rh_y, rh_z)

curveOB = bpy.data.objects.new('path', curveData)

scn = bpy.context.scene
scn.objects.link(curveOB)
scn.objects.active = curveOB
curveOB.select = True

cam = bpy.data.cameras.new("Cam")
cam_ob = bpy.data.objects.new("Cam", cam)
bpy.context.scene.objects.link(cam_ob)

cam_ob.location = points[0][0]

cam_ob.select = True
bpy.ops.object.parent_set(type='FOLLOW')


texts: Why does my render quality decrease when I open my file in an older version, then bring it back to the current version?

texts:
I'm working on a project in Blender 2.78. Normally I work from my fancy workstation. Last night, I pulled up my project on my laptop in Blender 2.76b (that's the newest version that works on my laptop). I did some more modeling and saved the file. Today, I opened the file up in 2.78 again and the render quality has dropped dramatically. I'm using an environment map for lighting. Even when I pump the samples up, the quality is horrible. When I create an area light with an emission shader, the quality is as expected, but the environment light has suffered.

Here's a screenshot that compares the render quality using an environment texture for lighting. Notice the quality difference and the number of samples in each image:

Why has my render quality dropped?

Can I fix my file or should I create a new .blend and append the objects from my original file? (that seems to fix the problem, but it's not an ideal solution since I will probably be doing more work on my laptop).


texts: How exactly is orientation determined for hair particles rendered as objects?

texts:
I am using a Blender 2.8.x hair particle system to render particles using objects, but I cannot figure out precisely how the generated objects are oriented. At least not in all cases. If I do NOT check the "Object Rotation" box in the "Render" area of the particle system settings, then empirically it seems to align the local "Y" axis of the model object with whichever axis I choose under "Orientation Axis" in the "Rotation" area. But if I check "Object Rotation", then Blender always seems to apply a 90 degree rotation of some kind when it creates the particles, and THEN apply the rotation transform of the model object as well.
Can someone explain EXACTLY how all the particle system options work that control how particles rendered as objects are oriented and rotated?


texts: Blender shuts down in Texture Paint mode

texts:
My Blender keeps crashing after I have been in texture paint mode for a random amount of time. I have tried painting for 30 minutes sometimes 3 hours.
Then it suddenly shuts down without warning or error codes.

What could possibly be happening?

I am 100% positive, that this isn't caused by me hitting a random exit key. It only happens when I am doing some texture painting.


texts: Hide Custom Properties by BoolProperties

texts:
I am trying to create add-on in order to control the color from RGB node and struck at how to hide the custom Properties with the material of the selected object does not have included the RGB node.
Let's say the Plastic material has included an RGB node, the diffuse color parameter is shown; while the other material(which does not have included an RGB node), the diffuse color won't be shown in the property panel

My command is like this:
 class MaterialParameterPanel(bpy.types.Panel):

    bl_label = "Material Color"
    bl_idname = "MATERIAL_PT_PANEL"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Material Parameter"

    def draw(self, context):
        layout = self.layout
        ob = bpy.context.active_object
        ma =ob.active_material
        row=layout.row()
        row.prop(ma.slot_setting, "rgb")

def updateRGB(self, context):
    mat = self.id_data
   node = mat.node_tree.nodes
   nodes = [k for k in node
           if isinstance(k, bpy.types.ShaderNodeRGB)]

   for k in nodes:
        k.outputs[0].default_value = self.rgb

class rgbSet(bpy.types.PropertyGroup):

     RGBisTrue: BoolProperty(...)
     rgb: FloatVectorProperty(....
     update=updateRGB)

def register():
    bpy.utils.register_class(MaterialParameterPanel)
    bpy.utils.register_class(rgbSet)
    bpy.types.Material.slot_setting=PointerProperty(type=rgbSet)

def unregister():
    bpy.utils.register_class(MaterialParameterPanel)
    bpy.utils.register_class(rgbSet)
    del bpy.types.Material.slot_setting

if __name__ == "__main__":
    register()


texts: Samsung Galaxy S6 - Camera specifications for tracking

texts:
I'm trying to use footage from my Samsung Galaxy S6 for tracking in Blender but I don't understand the camera settings. Focal length and sensor width confuses me.

I've used a sensor width of 5,8 mm and a focal length of 4,3 mm. I got those settings from the "Phone tester" app.

Average error of about 300.


texts: TypeError: Converting py args to operator properties: expected sequence items of type float, not str

texts:
I have this error with blender 2.9 and I don't even know what does it means can someone tell me what type of error is it ?
Traceback (most recent call last):
File "/home/cfd-4/Documents/Stage T&S/Blender/GenerationDatas_bis/DatasetGeneratorV2.blend/Text",

line 661, in File "/home/cfd-4/Documents/Stage T&S/Blender/GenerationDatas_bis/DatasetGeneratorV2.blend/Text",

line 561, in main File "/home/cfd-4/Documents/Stage T&S/Blender/GenerationDatas_bis/DatasetGeneratorV2.blend/Text",

line 414, in letThereBeLight File "/snap/blender/47/2.90/scripts/modules/bpy/ops.py",

line 201, in call ret = op_call(self.idname_py(), None, kw)

TypeError:
    Converting py args to operator properties:
        "expected sequence items of type float, not str"

Thanks


texts: Why does one of my objects disappear into another in sculpt mode?

texts: I am having trouble sculpting an object that is normally on top of another object. When I view the two objects in object mode, they're completely fine, but when I try to go to sculpt mode, the object that would normally be on top is now inside the other object. How do I fix this?


texts: How do I connect an armature to a model?

texts: So, I got a model of a woman from the internet, she's pretty high poly and she wasn't rigged in the first place, but I thought it won't be a big deal as I know how to rig. Then I opened the model in Blender, rigged her and tried to connect the mesh and the armature and nothing happened, they both connected in the way that they were on the same layer but armature moved by itself without the model. I have no idea what am I doing wrong, can someone help me out?


texts: How would I go about converting layered planes into one consistent model?

texts:
I'm trying to create 3D closed and singular meshes using collections of 2D planes showing the outline of the shape at that coordinate. I.e. I'm trying to make a cake and I have the separate layers. I just need them to be joined in an automated manner (as there are multiple of these and they can be quite detailed).

Previously I was doing this by creating a convex hull around the layers which I then remeshed to add vertices, once that was done I shrinkwrapped the hull with the original layers as the target and that seemed to get me good results. This doesn't work for this specific instance as the dimensions are quite different leading to vertices being shrinkwrapped to the wrong areas.

I also attempted to use the solidify modifier which does give me close to the desired result however the result isn't usable for me as it doesn't seem to work well with remesh modifier (hardly recognisable result) which is problematic since the final model needs to be smoothed (also problematic immediately after solidifying).

Is there any way to create the hull from the points without it being convex?

I am first and foremost a programmer so coded solutions are viable.


texts: Rotating an object according to geometry

texts:
I have purchased a model.

This model is rotated for a promo rendering.

I have tried to rotate it to a zero position manually, but I find it both time taking and just not perfectly accurate.

Does Blender provide any way to automatically rotate an object to its geometry?

Thank you!


texts: Wave modifier doesn't work on my cylinder

texts:
I'm still trying to get used to using Blender, but I'm having trouble animating a cylinder the way I want. I want to get the cylinder to move in a wave motion, like this:

So I figured I should use the wave modifier tool because you can make sinusoidal type motions with it, but when I try to use it, it only really animates the circles at the ends of the cylinder.

I thought maybe I needed to subdivide along the surface of the cylinder to allow it to move in an up and down motion like I'm looking for, but that didn't seem to help. Any ideas?


texts: How to choose follow path to track camera in blender 2.83?

texts: In previous blender 2.8 to track camera youll have to parenth camera with circle, then to select camera and circle, ctrl+p then follow path.In blender 2.83 after ctrl+p there is no option follow path, only if I select   vertex or triangles and then choose from dropdown menu but still the camera doesn't want to follow the circle.


texts: Object do not show color in layout but shows in preview render

texts:
I am currently watching a beginner tutorial on youtube and in the middle of the video, my blender suddenly crashes. When I open up my saved blender file I only got a colorless object even I already apply color to the object. But when I go to preview render (F12) it shows the color.

BTW, I set the render engine to cycles. That is probably the cause of the crash


texts: I have a texture on my model and the problem is that when I made any changes on one side it appears on the other. I believe the reason of that is that while unwrapping my parts of model doesn't fit on the texture. One way I could think of is to increase the dimensions of texture but to make it as big as I wan't would make the size of picture around 20GB. The other is to reduce dimensions of my model parts but that way I would lose quality and it won't look how I want. So I need that the texture would repeat independently


texts: Is it possible to stick vertices, and for them not to be affect by proportional editing

texts:
I have a tablet/pill shape, and I want to select all the outer vertices or edges, and have them stay where they are, so that when I do a proportional edit, they remain fixed, and so the edges/vertices are stretched rather than move around.

This is the effect I am trying to get - a bulge in the dark meshed areas
https://imgur.com/a/qgCjXm5

If I use proportional editing, it alters the edges also.

So is there anyway of selecting the outer vertices, make them stick?

I have tried to create a vertex group, and assign a weight but it hasnt worked yet. https://imgur.com/oF4xY2B


texts:
How would I construct a simple loop in Blender (via Python scripting) to select all faces (or all vertices) within a given radius? I'm not able to find a description of how Blender indexes it's vertices.  I suspect it's something like..

for v in vertices
   if v.radius < 10
      v.select = True

To illustrate, I've added an image of the vertices that I would like to select.


texts: How to do a lightcast only Layer in Cycles?

texts:
I try to render a layer that only includes the light as if it was cast onto an object.

But it seams it is not possible to make a material that is invisible for the camera but bounces light from a certain light sources.

To put is simple I want to render a layer that only includes Emssionshader bounces from certain Lights.

best regards,
Wasabi

edit: I hope this makes it more clear what I want.

.blend for picture above

edit2:
And I already know how to do a Shadow/AO Layer but the light is difficult to distinguish as every pixel I render and is not Black is light. So i only want the Spotlight light but no world bounces or light that is 2-3 bounces "old".

edit3:
I faked the effect I am looking for with the asset I am working on.
This is maybe a better example than above.


texts:
On this project I'm working on, when I select a vertex (or anything else) in edit mode it doesn't become orange, it looks exactly like if it wasn't selected. If I grab it, however, I can see the vertex move, so I know it has been selected even if it doesn't show.

I've tried this on a new file and the vertex is shown orange when selected like expected, so it seems like I changed some setting without realizing it in the original project. Does anyone know what is going on?

EDIT: forgot to mention that this happens with the grease pencil


texts: How do I get the object to follow the Mixamo Rig

texts:
I want to get the lightsaber to follow the stormtrooper's hand but when I try to parent the lightsaber to the hand armature, it doesn't move.

.Blend File: https://drive.google.com/open?id=1WRyeYB08a70tibXILOAZLvfxa9XX-OPw


texts: In Blender Cycles, it is possible to automatically (Ctrl+Shift+Numpad 7) put the camera in such a position that the sun's rays shine straight at it. Is it also possible to automatically make the sun rotate so that its rays shine straight at the camera?


texts: Prevent the light source from appearing in the reflection

texts:
I have a glossy, metallic ball, rendered below. My problem is that you can clearly see the two lights used in the render. This lighting looks O.K. in the example, but what would I do if I wanted to remove the lighting from the reflection?

Note that I do still want the reflection, I just don't want the huge white spots. I also don't really want the brightness or position of the light to be noticeably changed.

Bonus question: Would there perhaps be a way to just soften the lighting rather than completely removing the white patches? Is there perhaps a way to make the white spots slightly darker without affecting the brightness of the light, or maybe a way to just smoothen out the white patches, so it is more of a gradient?


texts: Dynamic menu creation : how to get the selection?

texts:
I think it's a stupid question and the answer may be right in front of my nose. I create a menu populated by the text_blocks of the Text Editor, asking which text I want.

Then.... how do I process the selection ?

Here's my menu :

class Choose_Text(bpy.types.Menu):
    bl_idname = "OBJECT_MT_select_file"
    bl_label = "Where is my text ?"

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

        for i in bpy.data.texts:
            layout.operator("something", text=i.name)

I guess, all the menu items should lead to the same operator and transmit a variable, is that right ?

Thanks for any help !


texts: One shape key, multiple bones driving it

texts: I have a character that has 1 shape key that controls the shape of her thighs (both left and right). What I'd like to do is control this shape key with a driver when either the left or right foot is positioned. In other words, when I move the left foot (IK), the "thighs" shape key is activated. When I move the right foot, the same key is activated. Two bones that activate the same shape key driver. Is this possible?


texts: Using bpy in a standalone python script dies when rendering

texts:
EDIT (Solution):
I was able to fix this by adding the following line:
bpy.context.scene.render.engine = 'CYCLES'

This works fine for me as I need to use the cycles engine anyways
Original Post:
I'm writing a standalone python script to render .OBJ files automatically, without a .blend file or anything.  I installed bpy 2.82 on my windows machine using the instructions found here.  And I have python 3.7.9 installed.
Currently, as just a test to get my bearings, I tried the following code to try to setup a simple scene, load in a .OBJ, and render it out:
    import bpy
    import os
    from math import radians

    maplet_path = 'obj_files\\bunny.obj'
    image_out_path = 'render.png'

    # Create a Scene:
    scene       = bpy.data.scenes.new("Scene")
    camera_data = bpy.data.cameras.new("Camera")
    light_data  = bpy.data.lights.new(name="Light", type='SUN')

    # Import the maplet data:
    local_path = os.getcwd()
    bpy.ops.import_scene.obj(filepath=os.path.join(local_path,maplet_path))
    scene.render.filepath = os.path.join(local_path,image_out_path)
    scene.render.image_settings.file_format='PNG'

    # Get handles for all objects:
    maplet = bpy.context.selected_objects[0]
    scene = bpy.data.scenes.new("Scene")
    camera = bpy.data.objects.new("Camera", camera_data)
    sun    = bpy.data.objects.new(name="Light", object_data=light_data)

    # Setup camera parameters:
    scene.render.resolution_x = 1920
    scene.render.resolution_y = 1080
    camera.location = (-2.0, 3.0, 3.0)
    camera.rotation_euler = ([radians(a) for a in (422.0, 0.0, 149)])

    # Setup scene:
    sun.location = (2.0,2.0,2.0)
    sun.rotation_euler = (radians(10), radians(15), radians(20))
    maplet.location = (0,0,0)
    maplet.rotation_euler = (0,0,0)

    # Add camera to the scene:
    scene.camera = camera

    # Update the scene:
    bpy.context.view_layer.update()

    # Render:
    bpy.ops.render.render("EXEC_DEFAULT",write_still=True)
    bpy.data.images['Render Result'].save_render(os.path.join(local_path,image_out_path))
    print('hi')

Unfortunately, the program runs perfectly fine, but once it gets to the line:
bpy.ops.render.render("EXEC_DEFAULT",write_still=True)

it hangs for a moment, and then just exits.  It never prints 'hi', and it never writes any image.  It also doesn't print out any errors or anything else, it just stops running.
I tried stepping through with pdb and it appears to hang/fail at:
c:\......\python\python37\2.82\scripts\modules\bpy\ops.py(182)idname_py()-'render.render'
-> return self._module + "." + self._func

Is there something wrong with how I went about installing bpy?  Or something wrong with the script I've written?


texts: What is better for rendering in cycles? A network? Or a single monster workstation?

texts:
Is it better to have multiple render nodes and do rendering over the network?
If so - is there a special software to set this up and is it hard to configure this? Is there a max amount of render nodes?

Or would it be better to have one "monster" workstation with multiple GPUs (5-6 GPUs)?

As far as i know Maya only supports 4 render-nodes... so my question is if there is such a limit in Blender? And the other question if it is difficult to set up a render-farm or render-nodes: I have never tried it so my question is if i will run in a lot of problems if i will try it (i want to use a GPU-based renderer like Cycles). I hope i have explained my thoughts now enough. Thanks for kindness with a noob :-)

As far as i know Maya only supports 4 render-nodes... so my question is if there is such a limit in Blender? And the other question if it is difficult to set up a render-farm or render-nodes: I have never tried it so my question is if i will run in a lot of problems if i will try it (i want to use a GPU-based renderer like Cycles). I hope i have explained my thoughts now enough. Thanks for kindness with a noob :-)


texts:
I'm trying to do object tracking using Blender 2.71. In a youtube video the guy simply clicks "Object Motion" in the Solve tab.

His Screen:

My screen:

But I can't find this option.

Can anyone help me please?


texts: Can not render via GPU ERROR Illegal address in cuCtxSynchronize() (device_cuda_impl.cpp:2016)

texts:
All of a sudden, my system stopped rendering via GPU. It renders fine via CPU, it looks like the error has something to do directly with my graphics cards too. I have tried rendering via CUDA and OPTIX, no luck. I have tried 3 different versions of Blender (2.90, 2.91, 2.92 beta). I have reset my preferences, uninstalled, re-installed graphics drivers, roll back graphics drivers and nothing. I was able to test rendering. I ran heaven benchmark on direct x11, cinebench (Only openGL), and ran Counter Strike on high settings with no problem. I lastly ran Compubench 2.0 which I believe tests via the CUDA API. Computer specs and the error from the blender console below. Thanks to whoever can help me in this confusing endeavor.
SPECS
CPU: AMD RYZEN 7 1700
RAM: 16GB 3200
GPU: 2 x GTX 1060
MOBO: AsRock x370
ERROR
Illegal address in cuCtxSynchronize() (device_cuda_impl.cpp:2016)
Refer to the Cycles GPU rendering documentation for possible solutions:
https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html
Illegal address in cuGraphicsMapResources(1, &pmem.cuPBOresource, 0) (device_cuda_impl.cpp:2102)

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

Illegal address in cuGraphicsResourceGetMappedPointer(&buffer, &bytes, pmem.cuPBOresource) (device_cuda_impl.cpp:2103)
Illegal address in cuModuleGetFunction(&cuFilmConvert, cuModule, "kernel_cuda_convert_to_half_float") (device_cuda_impl.cpp:1971)
Illegal address in cuFuncGetAttribute( &threads_per_block, CU_FUNC_ATTRIBUTE_MAX_THREADS_PER_BLOCK, cuFilmConvert) (device_cuda_impl.cpp:1993)
Illegal address in cuFuncSetCacheConfig(cuFilmConvert, CU_FUNC_CACHE_PREFER_L1) (device_cuda_impl.cpp:2000)
Illegal address in cuLaunchKernel(cuFilmConvert, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0) (device_cuda_impl.cpp:2012)
Illegal address in cuGraphicsUnmapResources(1, &pmem.cuPBOresource, 0) (device_cuda_impl.cpp:2116)
Illegal address in cuCtxSynchronize() (device_cuda_impl.cpp:2016)


texts: Material choice does not update render view

texts:
It seems that switching from one material to another in Object mode is not updating the real-time render view or the full "Render" output window with the newly chosen material - instead, only one material in my list is still being used.

In attached screenshots "peep blue 01" is the initial selection and render output - it's a light blue material.

When going to the Materials tab and choosing "peep blue 02" I see the correct Preview for that darker and more glossy material, but the change is not reflected in either the real-time render view or when I run a full Render in a new output window for that object.  It did show correctly in renders when I first created the material, but switching back is not taking effect.

I figure this is something simple, but this amateur Blender user is kind of stumped.  Advice welcome!


texts: Blender Game Engine: Why don't shadows appear?

texts: I'm using Ubuntu 32bit 16.something. Blender isn't showing shadows in the viewport or bge. I can render shadows but I need to use them for the game engine. I'm on blender game, textured view, glsl, shadows/shaders enabled in both render and light data panels.


texts: Right sequences of the faces when constructing object with python

texts:
I need to create an object (width = w, length = l, height = h) using python and have created the following vertices with bmesh.

#bottom vertices
v0 = bm.verts.new((x-w/2, y-l, z))    #left, front, bottom
v1 = bm.verts.new((x+w/2, y-l, z))    #right, front, bottom
v2 = bm.verts.new((x-w/2, y, z))      #left, rear, bottom
v3 = bm.verts.new((x+w/2, y, z))      #right, rear, bottom
#top vertices
v4 = bm.verts.new((x-w/2, y, z+h))    #left, rear, top
v5 = bm.verts.new((x-w/2, y-l, z+h))  #left, front, top
v6 = bm.verts.new((x+w/2, y-l, z+h))  #right, front, top
v7 = bm.verts.new((x+w/2, y, z+h))    #right, rear, top

The corresponding faces are:

bm.faces.new((v0, v1, v3, v2))    #bottom plane
bm.faces.new((v5, v6, v7, v4))    #top plane
bm.faces.new((v0, v1, v6, v5))    #front plane
bm.faces.new((v2, v3, v7, v4))    #rear plane
bm.faces.new((v0, v2, v4, v5))    #left (lateral) plane
bm.faces.new((v1, v3, v7, v6))    #right (lateral) plane

But with these faces, even though the object appears to have been properly created, the normals are messed up. This is apparent when, for instance, a bevel modifier is applied to the object (the object gets completely distorted).

What is the right way (the right sequence of faces?) to construct an object with multiple polygons using bmesh (I have other objects with more than 6 faces, which are having a similar problem) ?


texts: Strange shading on faces in Blender 2.8?

texts:
I'm working on a character head in Blender 2.8 (which I'm new to, so bear with me), and the shading on the faces is very odd around the bridge of the nose, and the bottom of the eye on the left.  It looks like there's overlapping faces or something, but there isn't as far as I can tell, and that shading is showing up in a render as well.  There are no duplicate vertices and all the normals are going in the right direction.

Can anyone help?

Model:


texts: Efficient tool for making tree-like shapes

texts:
DISCLAIMER: I am quite new, so this might seem like a stupid question.

PROBLEM: I'm trying to model this tree I found some pictures off.
I'm doing the branches like this but it is quite tedious. (I can't insert a video?)
Basically making a cylinder, loop cutting it, and dragging, resizing, rotating, them to fit over the reference image.
Here is pictures of process:

QUESTION: Is there a more efficient way of doing this? A tool I can use that bends meshes easier without having to mess with the vertices in edit mode?


texts:
Im still new to blender but I found this problem... Im using the latest version and I found out,
I had a small project with a TON of textures and was looking really good, but I came back online
the following day and I found that all my textures have turned purple??? I have no idea what happened
 but all the original textures have disappeared. If anyone could help that would be awesome.

Thanks


texts: Does enabling crossfire speed up GPU rendering with cycles?

texts: As the title says, does it help or not to enable crossfire?


texts: Hair particles loose shape in object mode

texts:
I have a normal sphere added hair particles. With some interpolated settings. When i go in particle edit and comb and make in shape to all the hair particles seen to downwards. But i turn my particle to object mode looks as if i have not edit particle or comb the hairs. All the hairs not in shape.
How to make in shape looks good in object mode.


texts: As you can see i added three torus shapes to the center of the model but i would like to cut out the insides of those torus to leave circles in them how can i do this?


texts: Trouble connecting bones and finding the right orientation for a spine

texts:
So, I'm trying to rig this little guy:

From my understanding the bones need to point outwards, with the thin end of the bone on the outside of the limb.

So it would make sense to me that there's a "knot" somewhere in the body, that everything kind of branches out from, on one end the head and arms, and on the other end the legs.

But how can I make the two ends of this "knot" connect, the top part of the body and the lower part of the body?

I looked at this question, which helped a bit, and also at this but couldn't find an answer.

When I try to parent then connect the two vertical bones of the spine, one of them disappears, and this happens which deconnects some bones:

I don't want that to happen, I want to be able to parent all the bones together.

If I try to re-connect the shoulder bones to this big spine bone, this happens:

Here's the .blend file:


texts: How to access texture aspect ratio info (Cycles nodes)

texts:
I'm attempting to create a node tree that will set some scale values based on the aspect ratio of an image texture. I've been having no luck finding any solutions for accessioning this type of image texture info inside of a node tree.

The larger goal here is to implement this spot light projector effect with the correct aspect for any texture I assign without needing to manually set the scale values. Spot light with square shape

Thanks in advance.


texts: Can I move Blender between drives without breaking the installation?

texts:
I'm very new to Blender, and am not aware of it's intricacies. I need to move Blender from F:\ to E:\ . Can I just move the Blender folder to the other drive? Will it break Blender or any add-ons?
Thanks!!


texts:
After creating a sky from the in-built addon 'Dynamic Sky', the sky shows in the cycles viewport. But disappears when I render the image.
Using the Cyles Render with Cuda GPU compute.
The images are below for reference.


texts: Python scripting - append frame directly to video

texts:
I have a script that modifies position and rotation of some objects as well as individual verticies. For each frame I render PNG and then I insert them to video sequence to render the final video. The problem is that I have 6000 frames and the individual image files are quite large. Is there a way to append the frames as they are created in the for loop to single video file? As I understand it I can't keyframe individual verticies and therefore can't create only keyframes in the for loop and render the video afterwards
Here is the code:
import bpy
import csv

FILE = 'Data/20200712.csv'
OUTPUT = 'Other/Output/'

#
fp = bpy.context.scene.render.filepath # get existing output path
bpy.context.scene.render.image_settings.file_format = 'PNG' # set output format to .png

arrow = bpy.data.objects['Arrow']
target = bpy.data.objects['Target']

#find which vertex of pyramid is moving
bottom = bpy.data.objects['Cover']
for i, vert in enumerate(bottom.data.vertices):
    if vert.co[2]>0.5:
        ind = i

with open(filename, newline='') as data:
    reader = csv.DictReader(data)
    counter = 0
    for row in reader:
        if row['A'] is not None:
            frame_num = int(row['SampleTime'])

            x = float(row['hB'])            #load value saved as hB

            y = float(row['hA'])            #load value saved as hA

            arrow.rotation_euler = (-y/3, x/3, 0)

            target.location = (row['gestTarget0'], row['gestTarget1'], 0.9)

            bottom.data.vertices[ind].co[0] = x/5
            bottom.data.vertices[ind].co[1] = y/5

            bpy.context.scene.frame_set(frame_num)
            #arrow.keyframe_insert(data_path="location", frame=frame_num)
            arrow.keyframe_insert(data_path='rotation_euler', frame=frame_num)

            target.keyframe_insert(data_path="location", frame=frame_num)

            bpy.context.scene.frame_current = frame_num
            bpy.context.scene.render.filepath = OUTPUT + str(frame_num)
            bpy.ops.render.render(write_still=True) # render still

#        counter += 1
#
#        if counter>200:
#            break

bpy.context.scene.render.filepath = fp #restore filepath
```


texts: How can I Import Houdini Pyro VDB Cache data to Blender

texts:
I wan't to Import Pyro simulation from houdini to Blender
I tried to import VDB cache from houdini to blender but it was not compatible with blender and blender could not read it
Is there any way to do that whether it is Python scripting or any way so that i can bring that pyro smulation from houdini to blender ?


texts: I'd like to cut a hexagonal cylinder into 8 parts. I don't understand why the cut isn't going all around it, but instead it is just on one face. Anyone know how to fix this?


texts:
Why i cant see particles or group of particles created. I created simple shape and added particles to it. And created group to that shape. To the mesh i have created particles and the above group i have assign. In the 3d view i see the mesh but no particles and in when i render i cant see particles (i have hide the mesh just to see the particles). What is missing why i cant see the particles in 3d view and in render view.

Download this file

Simple mesh created added particles created group

With the above group created assign to the mesh. Which is view in 3d view but no particles seen on it.

In render no particles seen which are assign. No Mesh No particles in final render

Any suggestion or help why particles not seen in render and 3d view. Thanks


texts:
A question arose recently regarding the numpad.
Below is the code that produces panel shown in the image

Have used a 3 column column flow and added the extra row and column with double sized keys.
The alignment would be better if the box layout wasn't used, however would like to keep the margins around the buttons that using boxes creates.
however, with the buttons in boxes its difficult without tweaking (double width or double height)  to get the alignment right.
Be keen to hear from UILayout gurus on how they would write this.
Note the labels are out of order can be corrected later.
import bpy

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        x1 = layout.row(align=True)
        c1 = x1.column()
        c2 = x1.column()
        cf = c1.column_flow(columns=3, align=True)
        for key in sum(
            (
            ("NL", "/", "*"),

            tuple(map(str, range(1, 10)))
            ),
            tuple()
            ):

            cf.box().operator("wm.splash", text=key)

        c2.box().operator("wm.splash", text="-")

        box = c2.box()
        box.scale_y = 2
        box.operator("wm.splash", text="-")
        box = c2.box()
        box.scale_y = 2
        box.operator("wm.splash", text="-")

        row = c1.row()
        box = row.box()
        box.scale_x = 2
        box.operator("wm.splash", text="-")
        box = row.box()
        box.operator("wm.splash", text="-")

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

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

if __name__ == "__main__":
    register()


texts: Why have reactor particles been deprecated since blender 2.5?

texts:
my blender version is 2.70.
I've come to a situation where I'm in serious need of reactor particles but I've discovered that they've been deprecated since version 2.5x & I can't find any good solution to that.

Now I'm wondering: How can reactor particles be used in 2.70?


texts: Python scripting: Best method to store and use more complex objects?

texts:
Before I move forward with this next step, I'm trying to figure out whether or not it's better to try and capture/code the generation of more complex meshes or to save them in a file bundled with the project.

To keep it from being more opinion based, I'm looking more for "these are the problems you'll find down the road" if, for instance, I try to create an installation package that includes objects a user might need.

For non-Blender projects I normally bundle the binaries in packages and lump them all together. That seems simpler than re-generating more complex meshes, which even a simple pattern can generate a page of code. These would be more or less static objects that may need resizing once imported or appended, but otherwise will only be interested in the whole (and not any of the parts).


texts: Problems with Fluid Simulation baking / cache

texts:
Recently today, I created a fluid simulation.  I baked through it a few times, updating the settings to get to what I wanted.  I reached a desirable effect.

Then the fluid simulation baking stopped working.  The bake itself would hardly take any time at all.  When I play through the simulation, the mesh switches between its original state as a fluid domain and the first frame of the simulation.

I've researched the question but haven't found any problems that looked like this.

Here is what the simulation like, played in the viewer:

Here are the settings of the fluid domain and the inflow:

I'm not the most experienced in Blender fluid simulations and hardly have a lead to why this is happening.

Thank you, in advance, for your time!


texts: How to make a take-off/landing for an airplane in BGE?

texts:
It is possible to do a take-off/landing for an airplane in BGE using logic bricks?

I've done it but on the floor the plane is not limited in rotation.

For take-off I'm applying a rotation around X, but if it is stationary I'm still able to rotate it.
Can I limit the rotation to 25 degrees until it has some distance from the floor?


texts: Here is a still of a shallow focused camera of a few flowers. As you can see the pink flower alpha blend is not responding to the blur... How do I ensure it is blurring like the rest of them?


texts:
Hello Blender Community,

I have a question for all you expert blender renderers.
I'm trying to achieve this super simple clay look. Is there anyone who could point me in the right direction to achieve something like this?

Thanks


texts: Tank tracks seem to be not following the curve

texts:
The curve and array are applied properly but it seems it doesn't want to follow the curve but go straight.

When I move the model it all rotates at the same time. I have tried tutorials but nothing works.


texts:
Looking at the attached picture, I am trying to obtain the example on the right by just rotating 'BONE'
Is there a way of fixing the end of 'BONE.002' to the point shown with the grease pencil?


texts: How to smooth second derivative of selected mesh?

texts:
I have a mesh that I want to smooth by minimizing the second derivative of it, while taking into account non-selected vertices (for the edge condition of this derivative).

For example, let the following be a 1-Dimensional line of connected vertices (connected left to right):

      .       .
  .       .

Where the last two are NOT selected. They determine the slope
at the end though. So, after smoothing 100% (only changing the vertical coordinate here) the result should look like:

              .
          .
      .
  .

where the second derivative has been reduced to zero.

Of course, for a 2D mesh the mathematics are a lot more complex and you need an edge condition on all sides; but hopefully you get the picture.


texts:
I am using an array modifier to create a long fence along a curve. I have modeled a small section of the fence so that I can use an array modifier to fill in the rest. I am using a curve as the path for the array modifier. The curve follows the path of the terrain. The fence is getting deformed as it is follow the curve. It is making the fence unrealistic.

The planks going from pole  should be straight like they are in the original model.

If I use a low poly fence that is made up of simple boxes only the deformation the planks behave like I expect them to.

This is the behaviour I expect from the high poly fence. I think the low poly fence works because there are no vertices to deform in the planks beside the endpoints.
How can I prevent the planks from deforming with the curve?

I want it to distort the poles, so that it looks like the are follow the surface of the terrain. I do not want to planks to be bend, only stretched to connect to the poles as needed

blend file


texts: Why does copy rotation constraint invert after 180 degrees

texts: I'm try to rig a low poly clock for blender, so I added a copy rotation constraint so the minute hand would automatically spin with the second hand, but when I rotate the second hand 180 degrees, the minute hand reverses its rotation.


texts:
I'm trying to create a 3D first-person game which could run in browser using webGL technology. I have generated a landscape with Blender and now I'm bothering with textures. In my game I scale Blender's landscape in 1500 times to achieve large world but with this approach I can't use single texture file for all this world. So i was drop into technique called texture splatting. As result I wrote a shader that combine 4 textures in one using texture map file which look similar to this:

4 RGBA channels in this image set's the intensity of 4 textures. Here is how it works - https://www.youtube.com/watch?v=JMaaumAB_Rg&feature=youtu.be

Now I want to find a way to genereate that texture map. I would like to be able to draw in in blender on landscape mesh. I was following steps in this video https://vimeo.com/15679785 but having problems with it a here is where I need help.

I'm adding dirt texture as basic texture, then I'm adding new texture of type image or movie but I select new to create new image. I deselect influence->diffuse->color and check influence->stencil and influence->rgb to intensity for this texture. Then I'm adding grass texture and expecting then drawing on landscape mesh in texture paint mode  will
reflect in changes in texture map layer and will bring a grass on mesh. But when I drawing it only change dirt texture and has no any effect on texture which is supposed to be texture map. What am I'm doing wrong here?

Here are screenshots of texture settings I'm using:

http://i.stack.imgur.com/jZdeV.png
http://i.stack.imgur.com/I2vnr.png


texts: I would like to have a guide to generate segments of length l distributed randomly without intersection in a defined square field. The end of the loop is fixed by the total length of the right generated. Grateful if someone could help me.


texts: How to make a circle slowly appear in the shape of a circle in a clockwise direction?

texts: I am making a doctor strange portal in blender 2.82, I want the portal to slowly animate in, in the shape of a circle, such that the portal appears slowly in a clockwise direction, just the way Dr Strange's portal appears. How do I do it?


texts: How do I create a realistic magnetic force field?

texts:
I'm looking to make a realistic simple magnetic force field. Similar to the one in this video at strength -2, https://www.youtube.com/watch?v=SEdIROlQu_s
When I actually try to use the magnetic force field option, it just has the particles flaring out one way. I'm trying to use this to show neuron fields which look extremely similar to both solar and magnetic fields. Help!


texts: Blender array modifier wont rotate around empty object

texts:
I want to place object radiallty around a center pivot. I know it can be done with array modifier.
So I tried and got a weird result and I cant figure out what is wrong.
At cursor is the Pivot object. And the one above it is the original. I want to rotate it around Y axis so it would create a circle of these shapes, but instead I get this. And if I rotate the empty object in any way it just rotates the object around some random axis. I'm using blender 2.83. What am I doing wrong here?


texts: Armature file, mesh only displayed in wireframe in edit mode

texts:
I have this character, rigged, with an armature in Blender 2.79.
I want to edit some vertices and when entering edit mode, the character is still displayed in the animation frame it was left to, but the t-pose for editing is only displayed in wireframe mode.

I'm not in wireframe mode
The maximum draw type is "Textured"
Don't have Hidden Wire activated

Any idea why?


texts: I'm trying to create an interior based on an anime. Problem is that no matter how I set up FSpy it gives me a focal length of several hundred millimeters. If I wanted to match the image my models would have to strech to around twice their size in the y direction and if I lower the focal length things don't line up. Since this is not a photo is it likely that this is an impossible angle/shot?


texts: Bones scaling is wrong when exporting to FBX

texts:
This is very annoying, like so annoying that I literally started to cry because I cannot find absolutely any answer on the internet. Literally none. So the thing is, I have been following this video to get the right position when exporting an FBX into blender 2.9 from exporting FBX from Blender.
Here are my settings for the export.

Now, the bones sizes are supposed to be small as this model uses a lot of bones to make sure everything work, when I export it, the bones are huge that is is very annoying as it will be hard to pose and/or animate it.
I believe though, it has to do with this setting.

As the bones are huge.
And again, I tried looking all over the internet and don't know if I ain't searching correctly or what. I do need help with this asap or this is just going to annoy me until I get it fixed.
And again, I am using Blender 2.9, the most newest feature, which is why most searches, I search 2.8 as 2.9 is still quite new.


texts: blender 2.81 strech the mesh in pose mode after parent object with bones

texts: I build a human and then used the human meta rig, parent by auto-weight. Then go to pose mode to test the rigging, the mesh do move with the bones but some bones strech the mesh too much, for instance: the arm bone that connect the arm and the shoulder, as I move that arm bone, the entire arm mesh got streched very long, the spine bone connect the leg and the spine, as I move that spine bone, the entire human mesh got streched long, and some part of the human mesh just don't move with some bones, for example, one of the spine bone in the middle of the spine, as I move this bone, the cape I made for this human does not move with it.


texts: Is it possible to use GIZMO_GT_dial_3d with "target_set_prop" function?

texts:
I'm doing an add-on which gives possibility to transform other objects than selected and active (need it for nice reference images system).
I succeed with location of object using GIZMO_GT_move_3d with this code:
mpr = self.gizmos.new("GIZMO_GT_move_3d")
mpr.target_set_prop("offset", ob, "location")
mpr.draw_options = {'ALIGN_VIEW'}

Is there any way to use dial gizmo the same way (for rotation)?
This code doesn't seem to work, I don't know if I'm using wrong property "offset" or it's totally not good way of using it :
mpr2 = self.gizmos.new("GIZMO_GT_dial_3d")
mpr2.target_set_prop("offset", ob, "rotation_euler",0)

I was trying with "target_set_operator" function but this is working only when Im in OBJECT mode and for refers straightly to selected object.


texts: Save objects into separate blender files

texts:
What I'm trying to do is fairly simple but I've found no way to do it. I want to store each object in a scene into a separate blender file. Here's my code:
import bpy
import os
destination_folder = "destination_folder"

for idx, obj in enumerate(bpy.data.objects):
    ctx = bpy.context.copy()
    ctx['selected_objects'] = obj
    file_name = 'file_number' + str(idx) + '.blend'
    bpy.ops.wm.save_as_mainfile(ctx, filepath=os.path.join(destination_folder, file_name))

The problem is that the operator bpy.ops.wm.save_as_mainfile() doesn't have the flag "selected" as many others wm operators do. Any idea? I think context override is a good idea but I'm struggling to do it


texts: Model flies away from origin in edit mode, animation, etc

texts:
I have a rigged model (Genesis8Male.001, imported from Daz Studio, if that makes any difference). I've been adjusting the bones in the arms to try and fix an issue with the way the body mesh (Genesis8Male.Shape.003) is deforming during animation. I've been trying this out for a while on different models, all of which have experienced this origin problem. With Genesis8Male.001, it moves from its origin when I'm in different modes. Ex. when I select the armature and enter Edit Mode, the entire model moves to Y=30. The same happens with Genesis8Male.002 when you select the mesh and enter Edit Mode, it moves backwards.
First I applied all transformations. At the beginning, this helped, but obviously wasn't a permanent solution. Then I tried reassigning the origins. When "Origin to Geometry" is selected, the origin will jump far away from the model. If I tab into Edit Mode, the model will jump to that origin. If I go back to Edit Mode, select "Origin to 3D Cursor" (in this case 0,0,0), the origin will change, but if I then tab into Edit Mode, it again jumps to the same location as before. For some models this is only an issue with the armature; for others with the mesh itself.

If I move the armature back to where it should be and return to Object Mode, this happens. From my understanding, the armature appearing so far from the origin is consistent with my edit, but the distortion on the mesh makes me wonder if there aren't some invisible bones hiding somewhere.

The biggest problem so far has been animating. I'm trying to animate the models using a motion-capture animation (Reference.001). It had worked fine before, but when I paired it with Genesis8Male.001, both the reference animation and the model flew forward on the Y-axis. They're also bouncing around in space, as if there was an invisible bone at the center directing them. This wasn't a problem with the other two models (.002 and .001 copy), which, because they haven't been retargeted after this bug showed up, are functioning more or less fine. You can look at them for comparison.
I couldn't manage to get the .blend file under 100MB, so it's been uploaded as a ZIP to Google Drive: https://drive.google.com/file/d/1B8jx-EyYcEQNpI6ZaQFo2nnl2qAdLCiw/view?usp=sharing
(I deleted the animation data for Genesis8Male.001 in an attempt to bring the file size down. The problem persists with the armature itself.)
I'm using the Rokoko Studio Live for Blender Add-On, version 1.1.1.
Reuploading and re-editing the model would probably be faster than troubleshooting, but I'm curious to know if anybody with more experience has run into this issue before, and what the cause might be, since I couldn't find any existing solutions. I'd like to prevent myself from making whatever mistake I made with this one in the future.


texts:
I know I am adding another question to a topic that has already got many answers, yet the answer I seek seems to be not among them.
Therefore I decided to list all the possible problems in one question to go through them and check if one of them applies to whom ever reads this. although I have not found the answer I am looking for.

the problem is that the objects themselves do not render, yet cycles realises that they are there and draws shadows.

Therefor I went through the following steps
I first checked if all objects are active and not hidden by checking the icons in the top left corner if they are all visible and not greyed out. All cams were visible.

Then I checked if the materials were assigned wrong.
Yet I did not see any setting that might have anything to do with me not seeing the whole object

Now according to a other post i checked 'Duplication" in the objects tab.

Object doesn't show in render

And now while writing this I found the answer to my problem.

The problem seems to be the render layer.

The fact that the camera is in the fist layer and the Eye objects are in the second layer the cam will not render the object its self.

The Solution;

Move the objects to the layer that is currently being rendered, by selecting the object and then pressing "M" and then selecting the layer you want to move the object to.

or

Got to the "Render Layer" tab in the properties panel (second from the left)(at least in version 2.47)
and select the layers you want to render.

Thanks anyways

ps;Though I wonder now why the light-effects are layer-independent.


texts: Do I need the camera object and the light object?

texts:
I want to create a 3d game with Unity so I started to learn Blender, but something that very annoy me in the 3d view window is that camera object and the light object. are they essential for modelling assets for my game or they are just for making movies?

so will it be ok to delete them?

thank you in advance.


texts:
I make efforts to study kdTree but get the wrong result. I return indexes that I did not expect.

Please tell me what my mistake is.

Video example - http://take.ms/UX1nm

import bpy
import bmesh
import bgl
import blf
from bpy.types import Operator
from bpy_extras import view3d_utils
from mathutils import Vector, Matrix, kdtree
def GetCoordMouse(self, context, event):
    '''Get Coordinate Mouse in 3d view'''
    #scene = context.scene
    region = context.region
    rv3d = context.region_data
    coord = event.mouse_region_x, event.mouse_region_y
    #rv3d.view_rotation * Vector((0.0, 0.0, 0.0))
    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
    loc = view3d_utils.region_2d_to_location_3d(region, rv3d, coord, view_vector)

    act_obj = context.active_object
    matrix_obj = act_obj.matrix_world

    loc = matrix_obj.inverted() * loc
    return loc
class TetsKD(Operator):
    bl_idname = "view3d.test_kd"
    bl_label = "Test KD"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls,context):
        #return context.mode == "EDIT_MESH" and context.object is not None and context.object.type == "MESH"
        return context.space_data.type == "VIEW_3D"
# ______________________________INVOKE________________________________#
>
    def invoke(self,context, event):
        if context.space_data.type == 'VIEW_3D':
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "Active space must be a View3d")
            return {'CANCELLED'}
#______________________________MODAL________________________________#

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':
            #self.me = context.active_object.data
            self.me = context.object.data
            #self.bm = bmesh.new()
            self.bm = bmesh.from_edit_mesh(self.me)

            #self.bm.from_mesh(self.me)

            self.size = len(self.bm.verts)

            self.kd = kdtree.KDTree(self.size)

            for i, vtx in enumerate(self.bm.verts):
                self.kd.insert(vtx.co, i)
            self.kd.balance()

            self.loc = GetCoordMouse(self, context, event)

            dist = self.kd.find_range(self.loc, 2.0)

            print("index = ", dist[1])
            return {'RUNNING_MODAL'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            return {'FINISHED'}

        self.report({'WARNING'}, "Active space must be a View3d")

        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: 3D interactive model for exporting Interactive html/JSON

texts:
Apologies if this is an inappropriate posting, but I am new to Blender and not sure where to direct this, so any advice or suggestions will be much appreciated.

I am trying to create a 3D interactive model of a house in Blender that can be exported to HTML/Json using Blend4web.

I am progressing with the modeling side of the project, but struggling with the interactive aspects, specifically 'creating a menu' and basic animations linked to the model. I appreciate this is not something that can be simply explained in stackexchange, but would be grateful if anyone could advise whether Blender (Blend4web) is a good way to achieve this. Alternatively, if there is a different source of information that could provide an answer I would be keen to find out more.

Many thanks in advance.


texts:
I would like to know how to create a physically correct mirror material in cycles. How can that be achieved as realistic as possible?

From Wikipedia:

  Mirrors are manufactured by applying a reflective coating to a
  suitable substrate ...

  In modern times, the mirror substrate is shaped, polished and cleaned, and is then coated. Glass mirrors are most often coated with silver[20] or aluminium ...

  In some applications, generally those that are cost-sensitive or that
  require great durability, mirrors are made from a single, bulk
  material such as polished metal ...


texts:
I have a project in mind that I want to create with Blender. I'm trying to create what's called a

  Celestial Sphere.
   In astronomy and navigation, the celestial sphere is an abstract sphere that has an arbitrarily large radius and is concentric to Earth. All objects in the sky can be conceived as being projected upon the inner surface of the celestial sphere, which may be centered on Earth or the observer. If centered on the observer, half of the sphere would resemble a hemispherical screen over the observing location.

   Earth rotating within a
  relatively small-radius geocentric celestial sphere. Shown here are
  stars (white), the ecliptic (red, the circumscription of the Sun's
  apparent annual track), and the lines of right ascension and circles
  of declination (cyan) of the equatorial coordinate system.

I would like to create everything with objects, i.e. I'd like to avoid using a texture wrap on the entire sphere.

What would be a good way of achieving this ?


texts:
I have a low poly model that I am trying to rig correctly but even with editing vertex groups and weight painting I am still getting issues when moving around the bones.

Heres the blend file:
http://www.pasteall.org/blend/36971

I undid all my edits to the vertex groups and weight painting so all that has been done is the parenting of the mesh to the armature with automatic weights. Pretty much, Id appreciate if you could figure out whats up with the vertex groups and why they are acting so weird. thanx


texts: Clipboard Not Working on Ubuntu 18.04 in Blender 2.79b

texts: Would anyone have any thoughts why my clipboard isn't working? It works in all other programs. I can copy text from other programs into Blender's Text Editor but I can't copy from within Blender? I have tried Copy / Paste and Ctrl C , Ctrl V but nothing works. Even tried reinstalling Blender. This is on Ubuntu 18.04 .


texts: UV space and stacking UV's on top of each other to share the same texture

texts:
Coming from MODO, I'm playing with Nodes and the UV editor. Strange thing I made a UV of a simple side of a cube (a square) but when I imported the image the UV stretched to fit the image. In MODO it was the image that scaled not the UV. So why did the UV stretch to fit the image and result in a distorted image? Yes I can scale the UV back but it's a bit of a guessing gain to remove distortion.

Also how can you stack UV islands so they are packed on top of each other as I want to same image to be tiled over 9 separate faces on this Rubik's Cube I'm playing with. In MODO you could stack them on top of each other. I managed to do this by accident when 'J' joining all the objects after making the UV but I was wondering if there's a Pack option for after-the-fact.

Hope this makes sense.


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I am trying to render a model that I didn't make myself, and the result is a black shape, while the 3D view is presenting the textures correctly.

(is this is considered NSFW, let me know, I'll blur something!)

Here's what the Object Data panel looks like:

I've seen similar questions, but the Object Data textures weren't the same as what I have here.


texts: How to select what to render with F12 in Blender 2.8?

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When I press F12 Blender 2.8 it doesn't render what I'm currently looking at. How do I select what to render when I press F12?

EDIT: I didn't explain the situation well enough not that I'm reading it back. The camera is in the 'layer' that I'm watching. The 'layer' that gets rendered with F12 doesn't have a camera object in it nor is it the 'layer' that I'm watching.


texts: Does Blender have a "distribute evenly" function?

texts: I've duplicated 5 objects and would like for the middle 3 to be spaced apart evenly between the first and last instances. Can Blender do this?


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I am new in Cycles render engine and node edit, now I want to try a simple scene with a bright steel.Here is my scene: The plane behind camera has the same angel as the camera because the cube is specular reflection to light.The strength of it is set to 1.600. However, it do not make any affect at all.

As you can see in the second screenshot, I want the render result(Bottom left) is as bright as the one in Preview(right, although i do not think the preview is bright enough, think of the steal, it should be more closer to silver). And the texture of the steal don't have any affect is a mystery for me as well(I want some scratches on the cube just like an anpolished steal in the real world), do I make a mistake in the node editor?


texts: Snapping Pose Bones to Vertex 90 degrees Off

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I'm trying to snap the tail of a pose bone to a vertex in another mesh.  When I hit R or G to start moving the bone, it snaps just fine, but rotates the bone approximately 90 degrees away from the point it's snapping to.  I would like the dotted line it's using for snapping to go from the head to the tail of the bone.

Pre-snap

During snap

Desired snap (simulated by holding "Ctrl" while rotating)

I'm sure this is a coordinate system feature, just not sure how to work with it.


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I've noticed on the bevel modifier that edges at vertex junctions of three or more bevels actually buckle in and out when using a profile of 1. I want these to be straight and not bow out/in since I'm using these meshes for NURBS conversion and having something imprecise like this can be quite a problem for production. I want a 1 profile since it holds edges like controlling loops normally would and decreases the time it would take to cut all loops by hand.

Here's a screenshot of it buckling compared to a .99 profile (even with .99 profile it pinches too (outside edgeloops) which isn't desirable. If there is a fix or a plugin for this let me know!


texts: How to rotate the camera around an object and then zoom?

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I followed this approach for animating the camera around an object.

Once the rotation is done, how to zoom or translate the camera toward another location on the scene ?

I did not find any easy way since the camera is linked to the empty frame.

Is it possible to change its relations and constraints using key-frames ?

Maybe it is better to create another camera, but I don't know how to place it with the exact same position and rotation as the first one (at the end of its rotation)...


texts: Is there a way to improve anti-aliasing in freestyle?  I'm using cycles and 30 samples. It's pretty ugly.


texts: Bone Constraint/ Location rotation issue

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Trying to get my model to clench his fist with the location rotation bone constraint however when applied the bone barely rotates at all. Is there something i left out?

Blend file


texts: How do I get rigidbody physics + constraints to interact with a mesh animated with an armature?

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In my scene I have 4 "cards" and 1 "stick". The cards are connected to the eachother and the stick with point constraints: https://streamable.com/jtglq
They are interacting correctly on their own.

I would like to have the stick be animated by an armature. I cannot find a way to get the physics system to interact with the changes in the mesh via animating the armature: https://streamable.com/f22h6

Assuming what I want to do is possible, how do I do it in blender 2.8x?


texts: I used an icosphere to model a part of a building, I have autosmooth enabled with custom sharp edges but I can't fix the bad shading. In Eevee it looks perfect, but in cycles I get weird shading that follows the edges of the tris instead of working like it should. Is it a problem from lighting (I'm using an hdri), from normals or should I just avoid using triangles and use quads? I already merged by distance so there aren't any overlapping vertices and all the normals are facing the right directions.


texts: Is there a way I can make objects emit light, as if they were lamps?


texts: How do I stop hair particles going through the body and the head?

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Target : I intend to have long lady hair that go swirling in the wind. I am trying to achieve that through hair dynamics.

Problem: Hair are going through mesh(body and head). I am using blender 2.77a. I have read other existing solutions, but none of them helped.

Solution 1: I am able to achieve mesh collisions(using some other object)with hair particles. But when I am placing some proxy object under head, thats not helping. I have tried collisions to be as slow as possible.Here's the link to similar approach.
Stop hair from falling through emitter mesh

Solution 2: I have also tried using force field but that didn't help either. As when wind comes into play, hair particle stop respecting body mesh.
I am newbie to the blender world, and I would appreciate any help from blender community.


texts: Blender crashes entire PC on Cycles rendering - need help diagnosing the problem

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I have a MSI i9 PC (32 GB of ram) and a RTX 2080. The computer crashes on any Cycles render but for our purposes here, I'm using the Blend file attached to this ticket.
Here's what I've done to diagnose so far:

Used 2.92 and 2.93 (beta)
GPU and or CPU rendering.
Optix or Cuda
Memtest tests pass
CPU and GPU stress tests pass (running for 30+ min)

The crash happens every time within the first minute of the render. One time Blender crashed (didn't freeze the computer). Here's the crash file.
Here's what the screen looks like EVERY time it crashes.

Any ideas on how to diagnose this issue?


texts: An object inside in another object with physics properties - rigid body

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I am trying to create a physics simulation, but I not succeed...
What settings should I use for rigid body if I want to create an object inside in another object with physics properties (rigid body)

After I click on play the simulation goes wrong...

Now the bottle is intersecting or passing through one another ...
I have tried:

checked the normals
keep the real life proportions (size, weight...)
applied all transforms for scale, position and rotation
set Origin > origin to geometry
increasing the Steps per second and Solver Iterations in the Rigid Body World settings (I tried with the maxima 1000 and 100)
set collision shape to Mesh and tried 0.4 or 0 as margins and source to final


texts: Repetitive carvings/holes around a sphere

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I'm doing a spherical electromagnetic motor and I need to design a main ball fully covered of circular holes (all of the same size) so I put the neodymium magnets inside them. The sphere is going to be made on a 3D printer.

I just started with blender but I think I will manage to make the circular carving but I do not know how to make it all around the ball.

Sorry if I had any mistakes writing this post. I'm from Spain.

Thanks in advance.


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I found this documentation: https://docs.blender.org/manual/en/dev/modeling/meshes/selecting/advanced.html

Under "Face Selection Mode" it says:

  Face Selection Mode:

  ...

  Area
  Selects all faces that have a similar area as those already selected.

But I can't figure out where in blender this option is hiding?