texts: how to turn off moving objects by holding RMB?

texts: I use for selecting RMB, but blender also has RMB for moving (hold and move mouse), but my computer is not superfast and my model is complicated enough to slow it down a little (over 800 000 verts.) and when I want to selcet a mesh, the slowed down computer automaticly thinks, that I hold it and starts to move the object. Is there a way how to turn off this function?


texts: When I import this 3d-model from the internet, it looks fine in 3ds Max but weird in Blender. Is there any quick way to fix this?


texts: UV's not updated in Textured view when in GLSL material mode

texts:
When Viewport Shading is set to Texture and I set the Shading section's material mode to GLSL instead of Multitexture, the UV's are incorrect and do not update when I adjust them. But when I set it to Multitexture, the material properties are incorrect (normal maps ignored, etc.)

Only when I set Viewport Shading to Rendered does everything appear correctly.

Am I missing something about GLSL mode? I created a UV sphere, and it always shows the original UV's from before I did my own unwrap on them.


texts: Crash when I start Blender 2.83 on Windows 7 Pro

texts:
I've just installed Blender 64Bits v2.83 (Os W7 Pro-64b) and when I try to launch it, I have a stealth window (kind for DOS command) which opens and closes immediately, and the program doesn't not open :-(!
Can you help me to solve this problem?
thank you in advance,
Best Regards,
G.


texts:
I'm trying to color a cube with its own position in 3D space, which works well with the shader node setup I have, but only sets the colors for the vertices. However, I would like this to interpolate across the faces, so that the position is not only correct at the vertices but between as well. Is there some shader magic to get this working?
Img. of my cube and the colored vertices (note how the upper right corner correctly is set to (1,1,1 = white) but that it's not interpolating across the face middle):


texts: Blender Python Advanced Panel in 3d Space

texts:
Have you got any ideas on how to achieve this kind of interface that pops up at the 3d space?
This image is from the archipack addon.

I've read the script and the panel itself is found on the 3d space UI and wondering how he created this type of panel with layout design and interactive buttons inside the panel.


texts:
I can't seem to find the menu item that adjust the coordinate value and it's going all the way up to 60 causing my curves to look flat.

I don't need it that high but when I zoom in, I zoom in on the frames too and it'll only show 20 frames when I get it to "mountain" curve.
I want it look like the below.  It captures over 160 frames and the value goes up to 10.  How do I adjust?

Thanks.
UPDATE:  I was able to set it back to normal by hovering over the graph editor and pressing "home".  However, I'm still not satisfied with this answer because it's so automated.  Isn't there a way I can freely adjust the Graph Y Axis?


texts: Workarounds for fluid motion blur in cycles?

texts:
cycles doesn't support generate speed vectors for fluids yet. Also, deformation motion blur does not work with fluids either.
Does anybody know of a workaround to this? Is it somehow possible to achieve a result with motion blur when rendering a fluid animation in cycles?


texts: Project UV map as mesh shape = "reverse Project from View"?

texts: I have a heart-shape mesh which at some point got deformed away from a heart-shape; however, the UV map is still perfectly heart-shaped. Original polys are still preserved. Is it possible to do a "reverse 'Project from View'", where the mesh is deformed to match the UV map? Thanks!


texts: Cycles. The object doesn't show the material I want, but other, how do I delete unwanted materials?

texts:
I modeled Plastic Plate in Blender, then added Clear Glass Material, also render in Cycles, but it doesn't show the glass material. See the result in the image below at the left-hand side. My question continue at the second or Image 2.
Image 1.

Here I render the object in Blender, everything was fine to me. Why it can't work in Cycles, or how to do make it to work?

Image 2.

Then in the image below; how to delete these materials. See Image 3.

Image 3.


texts:
I'd like to create an animation (mp4 video) with a completely white background and use a hdri environment texture for lighting.

If it was just an image I'd have no problems, simply by setting Film to Transparent under Render options and then the PNG to RGBA, I could easily add a white background to the image subsequently using some photo editor.

But what about animations? If I do the same thing, so I set Film to Transparent, the video gets a black background.

Is it possible somehow?


texts: Custom normals not made available in a facemaking script and causes seam line issue

texts:
I create video games Faces for PES and I use a script for importing and exporting. Unfortunately, the script isn't updated and it doesnt export custom normals. I don't know if someone can edit the script so it can export custom normals?
Link to the script(Face-hair modifier) and the original editor hasn't made an update(isn't even active anymore):
https://mega.nz/file/UnRTCawZ#R9WDBaWwYAVC43GHavVeRX-i4SjV5q0gZvlVkLHI7ZM[![enter image description here]1]1


texts: how to get dimensions, surface area and volume of all the objects using python text editor in blender?

texts: I am fairly new to blender. I have very little knowledge using python interface with blender. How to obtain a list in excel containing the object name, dimensions, surface area and volume of mesh.


texts: Mask Image Plane in Shader Editor or Compositor

texts:
I have an image as plane imported in Blender 2.91:

Now I want to mask off the red wine and then animate it so it would fill the glas:

Yes, it must be solved in Blender.
Tried it in Compositor with Set Alpha node, but the size of the mask does not fit and the alpha is not correct. Not to mention that I can not figure out how to bring this into shader editor...

Any help very very welcome.
Edit:
lehuan5062 had the idea to solve it with a shader:
https://blenderartists.org/t/mask-roto-texture-of-image-plane/1278656/4
But still, animated masking in shader editor??


texts:
I've seen abstract animations around the internet, in which bubbles grow in size within a closed area and get squished against each other and the walls in a realistic way.

At 11 and 15 seconds there are similar examples of what I'm trying to achieve.

Trying to get familiar with Soft Bodies, I decided to try to reproduce this as a little exercise, however, I cannot seem to keyframe the Scale on a soft body: when I try to keyframe a scale on the objects it doesn't do anything.

It doesn't matter whether they fall or not during the animation (as long as they stay within the box), I was trying to get them to inflate and get squished with the other objects in the scene.

Here's the file:


texts: How to do a neon light effect inside an object or be seen that way with blender 2.8?

texts:
I have this scene in Blender where I am trying to have neon lights emit through an object. See the lights inside the object seeping through?

But i'm not sure if that is possible since the object I am trying to do it on already has a texture and an emission nodes.

I'm wondering if there is another way to make it appear like the first image.
My idea:
I thought of making a emission mask just for those spots within the sign and fixing the orginal emission layer in photoshop.
What do you think?


texts:
So I'm having an odd problem, I've spent a decent chink of today making a hollow knight charm in 3D and the way I made it involved making a lot of separate objects and a lot of the time I end up hiding certain objects and for whatever reason, they aren't un-hiding.

You can see in the outliner that they still exist and in the properties menu that they are still there and have dimensions and whatnot, but they don't respond to alt + H nor do they respond to the same command via the object menu. I have no idea what happened here but that was alot of work that id rather not have lost so if anyone has any clue please respond asap.


texts:
Hello
i ma a bit noob... but i need to make glass for helmet which i will put on someone face after that...
so i would like to have the same resoluts with preview render and final render.
so please can someone help me to have the sam resoluts in preview like in render ? thanks
it happend just when i do that glass transparent for render (so that mabie happend in old version too i am not sure now)
here is non transparent shoot:


texts:
I have been trying to figure out why my object is rendering so dark. I have been messing with diffuse and other settings through reading other help forumns. I still can't figure out what the issue is and now I am getting a big black box in my painting. Can anyone explain to me what I am doing wrong?

The blender file is here: https://drive.google.com/open?id=1Q6TLXFYbRHifzNpNDP_BfoBC_qcXwLb9


texts: How to find lost image in uv/image editor?

texts: I was rendering my model in cycles render, and I zoomed out and panned away (in the uv/image editor), and now I can't find the rendered image. How do I center it in the image editor?


texts: load blend file without losing the context (scripting context especially) (version 2.9)

texts:
I'm tyring to load a blend file from a py script. After opening the file
the context is re initialize and the script stops.
 if(Log is not None):
        Log.addLine('importing template : '+ file_loc)
    if(debug==True):
        print('importing : ', file_loc)
    try:
        bpy.ops.wm.open_mainfile(filepath=file_loc)
        #bpy.ops.import_scene.fbx(filepath=file_loc)
    except:
        print('Fail to import file ', file_loc)

Is there way to keep the context in order to continue the rest of the script?


texts:
I have a little problem, I deleted texture from Texture tab, but it still appear on my object and if I save it and reload it still here.
I think it's a stupid thing but I'm using blender since yesterday and didn't find any help on web.

Thank you


texts: When exporting as .FBX, I don't have the option "include animation" that I've seen in tutorials

texts:
I've been working at this for a while now and have uninstalled and reinstalled Blender.  Is it possible that I haven't animated properly and the export menu is contextual?  I set my key frames, and it animates in the 3D view and the transformation appears in the graph editor.  If more information is needed, I can supply it.

I'm sure there is something very obvious I'm missing.


texts: Why is Blender 2.8 suddenly slowing down during animation playback?

texts:
Lately as of today, Blender 2.83 (LTS) has been dropping frames during animation playback out of seemingly nowhere.
It feels strangely "Artificial" in which the frames drop to just below 30 frames and they stay that way until about 5-10 seconds later, then it switches back to the usual 60 frame playback.
I have tried to decrease the framerate so the slowdown doesn't happen, but to no avail.
Has anybody else gotten this issue?
I have also just recently updated my drivers for my GPU, however this was around 5 days ago and I'm currently experiencing these issues right now so I don't believe rolling back drivers will do anything.
Apparently after attempting to record the issue with OBS the issues suddenly dissapeared until I exited the program. I'm so confused.


texts: Drawing a text - error with argument in function "write"

texts:
From this piece of code:

# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender/Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id,"Hello World!")

init()
write()

that it works fine, I want to make some changes so that I can enter the text to the write function through a variable.
So my code would be as follows:

# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender/Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write(chain):
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id,chain)

init()
chain = "Hello citizen!"
write(chain)

however this piece of code doesn´t work. I can read a message from the console that say:

  Type error: write() missing 1 required positional argument: ´chain´

I don´t understand why it doesn´t work.


texts:
I want to design furniture.

I've got measures from the front wall, side walls and the floor.
When I draw a table of 2.20m long, it is centered in the frame and is positioned at X axis -1.10 to 1.10m.

I need a non centered draw, and the x axis must go from 0 to 2.20m.
How can I do this?
Thank you.


texts: Is there a formula for processing a rendered area in compositor without affecting other areas?

texts:
In various scenes I have areas that could be isolated using cryptomatte or material id or view layer and I want to effect that area only. With colorramp, the result applies color to the entire output rather than the isolated area. On a case by case basis, I can fiddle with the result using color key, alpha over, mix etc. and get an acceptable result. But, what I really want is a way to do this simply every time.
I tried using holdout shaders and view layers. For example, from back to front is:

background
torus
plane
sphere

So, I created view layers:
Background collection:
background + torus holdout + plane holdout + sphere holdout
Torus collection:
Torus + plane holdout + sphere holdout
Plane collection:
Plane + sphere holdout
Sphere collection:
Sphere
But this didn't work. Combining them, in compositor with Mix blend mode, the result does not show the background behind semi-transparent areas of the sphere. Plane does not show the torus in transparent areas, etc.
It seems to me like such an obviously needed thing, that I'm hoping there is a formula to achieve this in compositor. Is there?


texts: Blurring/Feathering a Procedural Pointiness Mask

texts:
I'm trying to create a procedural mask to affect the sharp edges of my model using the Pointiness output from the Geometry node, leading to the eventual idea of using it to create customisable weathering effects, such as this.

This is the base setup that I've got so far.

How is it possible to blur/feather the black edges of the mask so that they would essentially expand across the object until the whole object is rendered black?

I've had a look at both of the go-to texture blur methods suggested for cycles found here and here however these seem to rely on there being a vector input/output for the texture, which is not the case in my example.

The Procedural Cracks tutorial by CGMasters came closest to what I was trying to achieve with the 'Worn Edges' section of the video, but I didn't have any success trying to convert it to my situation.

Any ideas would be massively appreciated! :)

EDIT: Not sure if it was clear enough from the description but I'm trying to steer clear of baking/UV-Unwrapping/the Works on this one... Purely procedural :)

UPDATE: I've made a couple of updates to the shader which has given me slightly better results, although it's still not quite there and the mask blur/expansion issue is still not successful.

This is what it now looks like:

The issue is now coming from the grey values of the mask 'leaking' out across the whole mesh and not stemming from the black values... if that makes sense? :P

In researching weathering effects in blender, I stumbled across this GIF, which is exactly what I want to achieve?

UPDATE 2: Still no luck achieving the desired effect in the gif, however I feel I'm slightly closer from adding another colour ramp node after the previous ones.

Does anyone have any more ideas?

UPDATE 3: Found a working solution, added an answer below if people are interested :)


texts: What's the difference between camera mapping and UV unwrapping?

texts:
I came across the term 'Camera mapping' and searched for some tutorials. I found that it's just pasting the images on objects, very much like UV unwrapping.

So what is the difference?


texts:
Picture a monkey climbinga a hanging wire, hand over hand, then take away the body, so only arms, the bone structure goes from on hand to the other.
The root of the armature will be in one of the hands.
It is easy to animate the first "hand over hand" motion, but when the "Root" hand need to move over the "free" hand/bone then I am struggeling.
Is there a way to do so without messing up the motion?


texts: I just download the 2.77 tarball for Linux but I don't see a way to install the program. I can navigate to the extracted directory and run Blender via ./blender or ./blender-softwaregl but I don't see an install script. Am I missing something?


texts: Blender Object jitters/shaking while animated along path

texts:
I'm using Blender 2.9 and having the classic object jittering/shaking issue when it follows a path (Bezier Circle). It may be a floating point issue.
I saw a solution, which suggests to parent the object to  world Origin Object. But I'm not sure what it means...
Any suggestions? It'd be highly appreciated.


texts: Cycles and EEVEE strange polygon problems

texts: to the point: Why are polygons visible when rendering on cycles (Attention to the wheel), but not on eevee? hdri is same on both renders. The wheel has a smooth shade. In solid mode, everything is fine, and the mesh is almost perfect. Both renderings were through f12. thanks.


texts: Trying to create my first script, looking for guidance

texts:
I am trying to create a script in Blender to optimize a project, but as I have never created a script in Blender, I need some guidance.

What I want to do is select a number of objects, (a few hundred, but less than a thousand)

for each of the objects selected, create a small cube at each of their individual locations with the cubes in a separate collection
put a rigid body constraint on each of the cubes created with "type" set to "generic spring" and the 2 connected for the constraint to be set to the cube, and the object it was spawned from.
have the constraints other settings be copied from those on the active object

If someone could tell me the general steps (or more) the code should take to do all this it would be really great.

edit: also, just to be clear, I'm not asking of anyone to do this for me. and so far, I have gotten my code to get all the selected objects to become rigid bodies,


texts:
just got a new wacom tablet , mapped
 the right mouse button
for selecting ,everything great  but how can i  get rid of the 3D cursor,wich is following my pointer the all time ???
(disabling it in user- pref just left it frozen in the middle ...)

unfortunatly after installing window 10 , reinstalling the driver , the stylus is not selcting with RM button , just get a variation of usless ripple effect at the cursor and it does not select anymore...


texts:
I have baked my high poly to my low poly , But the end result gives a very weak bump
This image is the low poly

this image is high poly
is there anyway to get strong bump maps?


texts: Horizontally align objects in front or side 2D views

texts: Is there a way to horizontally align the "red object" in the exact centre of the blue lines?


texts:
Seeking some help; I lack the vocabulary to describe what is happening. I tried recalculating the normals, but otherwise at a bit of a loss.

Edit: I downloaded this from a free 3d model site, it was in .blend format already. It only happens when I switch from ortho to perspective. There is no option to 'clear custom split normals data' only to 'add'


texts: weight texture paint on both sides of a plane/face

texts:
I am following a beginners tutorial of the famous Doughnut. I came up to the part where particle system is used for the placement of sprinkles on top of the icing and Weight Painting the area of the icing where sprinkles are desired to be. The issue that I have is that, the Weight Paint is applied on both sides of the faces. My guess is that, the icing is made of faces with the Solidify modifier applied.
My question is: How, if possible, can the Weight Paint be applied only on one side, the side I am painting on?
I know the bottom part won't be visible in this case but, I am just wondering in case I come across a scene where the bottom part (faces) are visible as well.


texts:
I am new to Blender and tried to open a purchased .obj from TurboSquid. The model opens exploded... am I missing a setting during import to keep everything together? Reference to what the model looks like when imported versus what it is supposed to be are attached. Please help!
Jim


texts: why does loop-cut-and-slide ignore some faces but not others?

texts:
why does the loop-cut-and-slide operation ignore certain faces but happily cut others?the model is symmetrical so it is a bit strange to pick 3 faces that won't get cut. I tried applying it to see if it was just a graphics glitch causing the purple line to not display over everything, but it did end up cutting only what the line was selecting, instead of the whole mesh.

as requested,here's a paste of the blend:
http://www.pasteall.org/blend/27821


texts: is there a way to generate a mesh from pts using bmesh without a loop in python?

texts:
I am very new but far as I know there are at least two ways that one could generate a mesh via python from raw points (such as from a xyz file or something else that isn't directly supported in Blender)

assuming I have two lists of data containing vertex locations and face connectivity:

verts = [[x0,y0,z0], [x1,y1,x1], [x2,y2,z2]]
faces = [[0,1,2]]

the first way:

bpy.types.Mesh.from_pydata(verts,[],faces) #empty one is edges but not necessary

the second way:

from bpy_extras.object_utils import object_data_add
mesh = bpy.data.meshes.new(name='mesh')
object_data_add(bpy.context,mesh)
bm = bmesh.new()
bm.from_mesh(mesh)

#added this dictionary in there for looking up the appropriate vertices later on
#just incase anything happened with the indices of the vertices after doing #bm.verts.index_update()

verts = {}
for i,pt in enumerate(pts):
    v = bm.verts.new(pt)
    verts[i] = v
    del v

bm.verts.index_update()

for face in faces:
    vs = [verts[i] for i in face]
    bm.faces.new(vs)

bm.to_mesh(mesh)

Personally I like using bmesh, I just find it easier to use and more intuitive, and I guess it is geared more towards scripting than bpy.

Is it possible to achieve the same resulting mesh in either of these two methods using bmesh but WITHOUT all the loops?

Or, computationally speaking, what would be the cheapest/fastest way to do this in blender if I have 1,000s/1,000,000s of points?

Much appreciated all.


texts: How not to have a face left over when extruding a face inwards?

texts:
Here's a screenshot showcasing my problem:

I found some resources on this issue, but for some reason, it's not working for me. I'm using the Inset tool, and setting the depth to a negative number.

Do I need edge loops first for that to work? There's no way for blender to create vertices at the right spot automatically?


texts: Need normalized distance between geometry bounds

texts:
I would like to get a value between 0 and 1 of the distance between the mesh bounds in an axis (Y), depending on the X value. not sure this is crystal clear but the screenshot says more than words :)

the result should look like this (roughly) and be the same moving, rotating or scaling the object.

And I want that to be done with math and vector nodes in a shader, no script.


texts: Applying a shrinkwrapped image to a rigged character

texts: I have created a character that I needed to put a logo on the front of his shirt. To do that, I used the Shrink Wrap Modifier. This worked fine, but now that I have built a rig for the character and am moving him , the logo does not move with the character. Is there something I can do to change this? is there a way to make the logo move with the rest of the shirt?


texts: How do I join objects together without blender adding additional objects and messing up the model?

texts: I have been making a model of a tree and am trying to join all the branches together that were originally part of a particle system. I converted the particle system in order to make the branches individual objects however now I am attempting to join these branches together however it is messing up the model. I have no modifiers applied to any of the objects or particle systems. First picture is before I join the branches second is after I do. Lmk if you have any ideas!


texts:
I wanted to improve my understanding in perspective. I created simple scene with rays from every cube's vertex and these rays meeting in one point. Now I want to render these rays. These are only edges without any faces and I can't render them.
What I tried:

When I mark them like freestyle edge, they don't render.
When I use skin modifier, only one of the edges became thicker.
Also I tried to move this edges into a collection for freestyle, it still doesn't render.

With skin modifier:

Render:

File:


texts:
So imagine a scene. A character of mine is bending down grabbing a ball from the floor then standing up and throwing the ball.

I have the character rigged and ready with the action but how do i make the ball move with the character? Im hoping keyframing it in position isnt the way to do it as thats a nightmare?

In general im asking the best way for an character to pick up/throw/interact with an object... whats the best way to do this? (Once the character is created and rigged)


texts: How to make a Brush with fill/stroke as a texture

texts:
I have used the attached image which was made in illustratoras a texture, I browsed properly, there is transparency in the background, I used black color also as a fill, but it did not work. how to accomplish this?
I searched a lot in Google, blendernation about the process to make a texture stroke/fill, i am not reaching what I am expecting..


texts: Is there a way to group animations into one action?

texts:
Is there an equivalent in blender to pre-comp in after effects?

I want to make a complex animation, with multiple animating objects, but then I want to take the whole animation (as a hierarchy) into BGE and trigger the whole thing as if it were one object?


texts: How to transform a strip in the vse in a non-uniform way?

texts:
I'd like to transform a clip in the VSE. I want it to look smaller on the right side, like the example, and of course, to be keyframeable.

Example:

I tested the Transform Tools Add-on without success and haven't found any useful info so far.


texts: Axis problem between a parent - child relationship

texts:
Hello blender community!

Just a question about a problem I have with axis of a child object.
It's two planes attach by a parent link to a cylinder.
Cylinder is the parent, the two planes are its child.

When I want to reduce one of my 3D plane (on the left) by moving his different faces in a perpendicular fashion, I can t find the perfect perpendicular axis (even with normal or local), because the center of "gravity" mix the one of the plane and the one of the cylinder...

After Shift+Ctrl+Alt+C, and "origin to geometry" when I selected the plane alone, It's still a problem...

And of course, if I remove the relationship between the plane and the cylinder by Alt+P the plane return on its original position (witch is far away ^^) and I lose its position information, even if I lock the location X/Y/Z in transform table...

So:

1) Is it possible to keep the position of the child object when you remove the relationship parent - child? Like that I will be able to have a good local axis of the plane.

2) Or do you have a solution to force the local axis of my plane to be as usual without noticing his relationship with the cylinder?

Thank you very much for your help +++

I'm giving you the file to help.
The plane goes in an other direction after Alt + P because  of the rotation I have performed with an armature before I made it the child of the cylinder.


texts:
https://www.youtube.com/watch?v=YuVJ7lP5Sfc&t
At the beginning of the video you can see that he adds a lot meshes.
How does he do that so fast? Because when I add two objects and then press Ctrl+J and try to sculpt, they do appear as one object but I still got some sculpting bugs (they cant fully "Connect").
In another section of the video (0:10), he somehow paints exactly on the mesh and turns it into a 3D object (the shoulder armor) and then adds a cylinder there.
Similar examples (1:48)


texts: How to change the axis of the Move Tool within Edit Mode? (2.8)

texts:
When I enter the editing mode and move a vertex or edge, the tool's axes (gizmo) is always diagonal / sloped. When I manipulate a polygon, the Z axis follows its normal.
I can't change the Transform Orientations:

How to make the move handler follow the global axes? I've already tried changing the Transform Orientations to global, local, view but nothing happens.
How to force orientation to be like this?

This problem only occurs with the Move Tool. When I switch Transform Orientations with Rotate and Scale Tools, it works perfectly.
Thank you.


texts:
I know that I can select an edge loop in edit mode by pressing Alt and clicking on an edge.

But if I try to select multiple edge loops by holding down shift while selecting a second one, it does not work.

Why and what is the proper way to select multiple edge loops?


texts: I have to export an object to a game engine, and Id like to keep the different parts of it as seperate objects but while unwrapping I have a hard time knowing if they overlap. Is there anyway to see all the UV's or join them?


texts: Particle system only shows one particle?

texts:
I'll create a new cube, give it a particle system with a count of 1000, then set it to fill the volume. This should create a random plethora of 1000 particles inside the cube, right?

I'm not sure why this is happening. It always happens, not just this scene. Same thing happens when using face or vertex.

Settings:


texts: How to exclude objects from light sources in cycles?

texts:
Some of my scene objects need a little bit of extra lighting, but it would be nice to exclude the my reflective ground from that (see the picture bellow).

Is there an option in cycles to don't effect objects or exclude objects from lights?


texts:
I made a test scene with a windowframe with glass, glass without a frame and a solid cube. Sun is the main light source with a little bit of HDRI lighting in the world settings. In cycles the tinted glass casts a colored shadow. In Eevee the tinted glas does not cast a colored shadow.

Next, you can see that in the Eevee image the cube casts the same shadow as the left glas plane. In Eevee I cannot set soft shadows for the glass in the light settings or the  render because that also blurs the shadow of the windowframe. So I can only do this in the material tab (or nodes) and that does not seem to work; glass shadows are either opaque or completely transparent. I used Princ BSDF and Transp BSDF with a mixed shader.

I have 2 questions:

Is it possible in Eevee to make tinted glass cast a colored shadow just like in cycles?
How do I set the glass shadow soft (but transparent) while keeping the window frame shadow opaque in Eevee?

Cycles:

Eevee:


texts: How to disable a material from writing to the z-buffer

texts:
I want a particular material on my mesh to be transparent and not write to the z-buffer so that other parts of the same mesh can be seen through the material.

Here's a quick idea of the problem:

How might I make it so that I can see the cockpit internals through the glass from the outside?


texts: BGE: Can I automatically switch to material view on run?

texts:
I've recently been experimenting with the game engine and coming from exclusively using cycles there are a few things that I am trying to get used to.  The most annoying of which I find is that when I run the game it uses the same shading as the viewport.  This doesn't make sense to me since I am used to rendering being totally independent of viewport settings.

So, as I usually use solid shading in the viewport, if I want to see my materials I have to remember to switch to material viewport shading mode before hitting P.  Is there a way to have it automatically switch the shading mode to material when I run the game and back to solid (or whatever else it was) when I Esc. out?


texts: How to render a wireframe & glow lines effect on a house?

texts:
I would like to render this kind of effect:

I would like to render it on a house. The view should be at the top, and the edges of each wall should be a glowing line. I tried the technique from this question but the result is not good with my house. Is a way to create this effect?

With a low layer weight, we barely see the house (only the walls inside):

With a higher layer weight:

I am looking for the wireframe effect as on the right, in Edit mode:

The blend is here : http://www.pasteall.org/blend/36004


texts: How to update PBR textures in python [Blender 2.8]?

texts:
I have trillions of PBR textures in a folder. Each group of PBR textures (colormap, normal, etc...) are in their own folder.
I want to write a python script in Blender that will set up a PBR texture on a standard sphere, render it, and then set up the next PBR etc...
So I am basically trying to create a catalogue of renders for the textures. This way I can easily understand how does a texture look like on a model.

Currently I can dress the PBR setup to the model. I use bpy.ops.node.nw_add_textures_for_principled() for the setup. It is a command from the Node Wrangler.
But after that, the context changes so the code throws an error when it tries to delete the existing setup (and to add a new setup thereafter). I shared the .blend file.

How can I approach to this problem? How can I reset the context in a way that the code will be able loop through all the PBR textures? Thanks.

My code snippet. Below you can see the functions I am having problems with, and the specific line where it throws the error.

import bpy
import os

# return folders of different texture sites (aka parent dir)
def returnFolders(folder='/home/USERNAME/all_textures/'):
    return  [folder+'/'+i if i[-3:] != '.py' else '' for i in os.listdir(folder)]

# return folder names for each PBR setup (given the parent dir)
def returnTextureFolders(folder=returnFolders()[0]):
    return [folder+'/'+i if i != 'zips' else '' for i in os.listdir(folder)]

# return each texture (given the folders of textures)
def returnTextures(folder=returnTextureFolders()[0]):
    return [texture for texture in os.listdir(folder) if texture[-3:].upper() == 'png'.upper() or texture[-3:].upper() == 'jpg'.upper()]

# I am having problem here
def applyPBR(textures=returnTextures(), mydirectory=returnTextureFolders()[0]):
    bpy.context.area.type = 'NODE_EDITOR'
    bpy.ops.node.nw_add_textures_for_principled(filepath="//../../all_textures/exampletextures.com/" + mydirectory+ "/PBR_TESTER.blend", directory=mydirectory+'/', files=[{"name":texture} for texture in textures], relative_path=True)

# and problem here
def deletePBR():
    bpy.context.area.type = 'NODE_EDITOR'
    bpy.ops.node.delete()
    bpy.ops.node.select(wait_to_deselect_others=True, mouse_x=428, mouse_y=279, extend=False, deselect_all=True)

for c, textureFolder in enumerate(returnTextureFolders()):
    if c < 10: # take first 10 texture_folders from the folder of textures
        applyPBR(returnTextures(textureFolder), textureFolder)

    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) # update the UI
    time.sleep(1) # observe for a second
    deletePBR() ## THROWS AN ERROR HERE (context error)

My workaround solution proposal:

Set up the PBR setup manually.
Using a script, change the source of the image texture nodes in a loop.

Any better ideas? The function I am using automagically understands which texture is color map, specular map... etc. I don't like the idea of making effort to reinvent that magic. There should be an easier way maybe.


texts: Background images of the camera do not appear in the render

texts:
I have a footage shot with a static camera (4K with a Pixel 2 XL front camera in case it is needed) on a tripod. I'd like to add a moving cube on fire to the scene.

As far as I understand (I'm completely new to compositing and VFX), I cannot rely on camera solving because the camera is static.

I read that the BLAM addon was the way to go. It was recently replaced by the more powerful fspy.

After extracting the first frame of my footage, I opened it with fspy and solved the perpective:

fspy can export to blender with the fspy addon. This is the blender 2.8 screenshot:

The image appears in the 3D view thanks to the Background images of the camera object data. Please note that it does not appear in the render.

I animated the cube and set a quick smoke simulation.

Now, how do I render the whole movie in eevee? in cycles?

Here is my blend file:

Thanks!


texts:
I am trying to determine if this is a blender version or hardware issue or something else:
I have 2 systems that I use for rendering:
System 1: AMD threadripper 16 core, 64gb RAM, dual 1080ti (11gb VRAM) - blender 2.79b
System 2: AMD threadripper 64 core, 128gb RAM, dual RTX 3090 (24gb VRAM) - blender 2.91.0
Scene setup:
Resolution: 12,000 x 7941
Plane with subsurf modifier, (simple, adaptive subdivision) - using an image to subdivide the plane through the subsurf modifier (image used is 12,000 x 7941, appr. 350mb)
A few spot lights and 1 HDRI
Samples: 512
I'm trying to render the same file in both systems and the file renders fine in system 1.
System 2 tells me I am running out of memory....(rendering on GPU's only).
System 2 can run GPU's in SLI (so a combined 48gb VRAM when 'distribute memory across devices' is turned on in preferences) but same memory issue when not running in SLI.
I know adaptive subdivision is 'expensive' concerning memory but given that the scene renders perfectly in 2.79b on system 1 but runs out of memory on a system that has more than double the VRAM memory (4 times considering SLI) and twice the amount of DDR RAM makes me wonder - is 2.91 really bad in handling adaptive subdivision or hardware/settings issue?
Any thoughts would be appreciated.
Thanks!


texts:
I am trying to parent a mesh to an armature (following an online tutorial). The top picture is before I parent the mesh, the bottom picture is after I parent the mesh.

The steps I took to parent the mesh:

Select the all the bones in Pose Mode
Select the mesh, which takes me to Object Mode.
Shift select the armature.
Ctr + P, select Armature Deform with Automatic Weights/Empty Groups (both options gave the same resulting deformation.

In the tutorial, when the guy did the same steps his mesh did not deform like mine did. What did I do wrong?


texts: How do I make a realistic shiny gloss lips texture?

texts: How do I make this texture of lips? I checked out how to make leather but they don't address the wrinkles. I know I could just take this image and align it to my character's lips but that won't work if the light source is to the side.


texts: Rigid Body Joint Constraints can't hold model together in game engine

texts:
I made a simple model (wanted to mess with physics and python scripting).

That's bunch of boxes held together with RigidiBody joint (6dof joints with all limits checked)

Problem - model falls apart in play mode:

It DOES try to adhere to constraints, but after wobbling for a several seconds it eventually collapses, which is really disappointing.

Here's the file.

Is there a way to fix that (so it adheres to constraints PROPERLY) or should I try another software?

The idea was to try to make this thing walk using physical forces (exercise/fun, not a serious project)

The scene was tested on windows platform, 64bit blender 2.74 on 64bit windows 7.


texts: How to increase the size of the camera and point cloud - 3d tracking

texts:
I made 3D tracking, and imported it in Blender through maya.
Now I have a camera and a point cloud, which are very small. How to increase their size?

I tried parenting to empty (then scale this empty), but in this case, the camera immediately turns in the wrong direction.

How to change the scale of the camera and point cloud, without re-importing them again?

(I spent a long time with this scene and it is the only successful version of the 3D tracking, I am afraid that I will can not restore it, if I start from the beginning).

Here is blender file. http://www.pasteall.org/blend/35762

There have already set the scene (with this addon - http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies - thank TARDISMaker for link), in the middle of the scene there plain, and on it - a very small camera, point cloud, and a few cubes to test tracking.


texts: Alt combination doesn't work well Blender 2.78 and 2.79, Windows 7 x64

texts:
I discovered that AltH doesn't work and I was unable to unhide objects.
After a series of tests and looking online, I discovered myself that the left Alt key doesn't work always, but the right Alt (Alt Gr) does.

In User Preferences, if I try to edit certain commands that had already Altsome key, I press the left Alt and it appears in the box waiting for the other key, but if I press the key it doesn't catch it. But if I try with Alt Gr and then I press the key, it works.

For sure it does not take AltH.

Blender 2.78 and 2.79, Windows 7 x64, US International Keyboard.

It's not an hardware issue because I also tried with the on-screen keyboard.


texts: How do I set up an imported obj with its mtl file in Blender 2.8?

texts: It's not displaying after import. They are both in the same directory.


texts: Eevee volume emission texture space is cubic even for a cylinder solid

texts:
I created a solid cylinder

with an emitting volume material. In render mode, the glow looks cubic instead of following the circular profile of the cylinder. This could be because the texture space is cubic.

How do I make the emission look cylindrical? Or, in general, is there any other way to make a cylindrical glowing volume?


texts: I'm want to know how to make something like the wrought iron shapes as shown in the picture.


texts: How to pause/continue a FluidSim without Stopping the Simulation?

texts:
Basically, I'm doing a fluid simulation that needs to stop at one frame and continue 50 frames later. I'm doing this by keyframing the "Enable" toggle on the Inflow object ON and OFF.

However, every time I make it stop, the Domain shows up in view as a cube(which is what the Domain is) and then goes back to being a fluid 50 frames later when I enable it, getting rid of the fluid that was generated previously. Isn't there a way, for the existing fluid that has been simulated to stay on the scene, until it reaches the frame the enables it to generate more fluid again?


texts: Emission material won't work while another emission in my scene is on

texts: I'm having trouble with an emission material that refuses to emit while another material in seperate object is emitting. In the attached screenshots you will see that the emission from the lamp wont work while emmision from my neon sign is on. Can someone tell me whats wrong? Thanks.


texts: trying to box select vertices doesn't select all vertices

texts:
I'm trying to Box Select some vertices but for some reason it has problems selecting overlapping vertices.

Here's a video that demonstrates this behaviour: https://streamable.com/hvj34

What am I doing wrong here?

Thanks


texts: When I switch from single to image sequence of an openEXR image sequence in the Compositor Panel, the backdrop disappears

texts:
In a new blank scene, I open up the compositor dragging my multilayer OpenEXR sequence in. I can succesfully see a tiniy preview in the Image Node with the correct backdrop, but when I switch from single image to sequence, it disappears.

I attach 2 screenshots. Thank you all for the attention.

EDIT: I can't even use a File Output node, everything is correctly set up but there's no export in the folder (and a very fast render as nothing is calculated).


texts: Weird connecting lines with no edges/vertices

texts: Anyone able to explain this and how to kill it?  New to Blender.  Not sure of any terminology otherwise I'd try to search for my own answer. I even tried ⎈ CtrlF to create new faces hoping to eliminate this problem.


texts: Every time I touch an object a full-render starts

texts:
I don't know what setting I switched, or what happened, but for some reason now every time I move, scale or rotate an object in the 3d View - blender starts a render. I am not talking about the 3d View being in "Rendered" mode. I am talking about the same behavior as when you click the "Render" button (switch to image editor, begin full render). This is driving me crazy and I can't seem to figure out how to turn it off or what I did to start it. It happens whether I use the mouse or keys. If I open a new document the behavior goes away so it is probably a preference setting(?) If you can help, I will be eternally grateful.

Thanks in advance.


texts: Blender does not set the alpha channel correctly

texts:
As explained here, I use "glare" to add some bloom to my scene. The problem is that it creates emissive pixels, i.e. pixels that must both transmit all the light from object behind, AND add new light on top of it. However, as far as I understand, PNG format cannot deal with such objects because it uses non-premultiplied alpha. This is visible for example on this picture:

if I isolate the alpha channel I see its zero on all glared parts:

which explains why my final saved .png has no glare:

To mitigate that issue, I wanted to lighten the alpha channel with the value channel and write that into the alpha channel of the final .png. If I just isolate my new alpha channel, it looks fine into blender:

so I decided to replace the old alpha channel with this new one using "set alpha" in replace mode:

However, if I display the final png, it's not really what I'm after:

and if I isolate the alpha channel of this new layer, I can see that it is not at all the alpha channel that I chose above, it is not "blurred" enough:

I can't understand why the alpha I get is not the alpha I configured in blender. I'm thinking that it may be due to some premultiplied issues, but I'm not sure at all. Any idea what's wrong in my setup?
Here is my .blend file:

PS: in case it is of any interest, here are the color management settings:


texts: How can I attach a class to an object in Blender Game Engine 2.79b using Python 3.6.5?  I need the class to be attached to an object once it is initialized.


texts: How can I derive from an existing Operator in Python?

texts:
When creating a new Blender Operator, you'll derive the class from bpy.types.Operator, like this:

import bpy

class MyShinyOp(bpy.types.Operator):
    bl_idname = 'object.my_shiny_operator'
    bl_label = "Operator"

   # ... and so on and so forth

My current understanding is that most operators should derive from bpy.types.Operator just like above. After registration, I should see this operator as

bpy.types.OBJECT_OT_my_shiny_operator

But what if I want to extend an already existing one, like

bpy.types.MESH_OT_primitive_monkey_add

I cannot derive from it, as it isn't a class any more, it is a registered Operator - a class instance. So this code will fail:

class MyShinyOp(bpy.types.MESH_OT_primitive_monkey_add)

Is there a way to get a reference to the class itself? Is it around somewhere just like user written classes? Or is this somehow wrapped C++ stuff? Is it possible to derive from existing Operators at all?


texts: How to register a single property (not a property group) in blender 2.8? (Python API)

texts:
How to register a single property (not a property group) in blender 2.8?

My attempt

This is what I am doing at the moment inside my addon __init__.py:

# ...
bpy.types.Material.myprop = bpy.props.PointerProperty(type=MyProp)
# ...

with MyProp class:

class MyProp(bpy.types.Property):
    name: "Some name"
    description: "Some description"

The idea is so I can see access this property through:

bpy.data.materials['Material'].myprop

Here's the error I am getting when loading the add-on:

bpy.types.Material.myprop = bpy.props.PointerProperty(type=Myprop)
ValueError: bpy_struct "Material" registration error: myprop could not register


texts: Node setup for transparent wire fence PBR texture

texts:
So i downloaded a PBR texture for wire fence but i don't know how to properly setup the node to make it transparent like in this preview

Usually for PBR i only use diffuse, roughness, and normal, sometimes displacement, but with this wire fence texture there is "mask" and "met" image and i don't know where to put them

Any help would be appreciated!


texts:
I want to get UV Loops lists of selected UV points. UV Loops should be sorted so that I could Align them. Is it possible?
https://i.imgur.com/N87YT4u
.png


texts: Texture Painting Showing Triangle Shapes

texts:
When painting on my surface, I am getting weird shapes that show the following:

What can I do to make the surface smoother and not jagged with the painted textures?


texts: How to read the contents of a text file?

texts:
We can define a StringProperty and set its subtype to FILE_PATH in order to select a file:

file_path: StringProperty(
    name = "File Path",
    description = "A path",
    subtype = "FILE_PATH")

Q: How can I get the actual content (text) of the selected file?


texts:
How do I get auto saves version saves / recovery to work?

Blender 2.71 just lost 15-40 minutes of work when the whole PC crashed.
I have auto save set to 1-2min.

I check the 2 other versions saved and they're both from the 25th.... I was working on the file for 40min to an hour not steady today 27th I try to recover but there's no auto saves for that whole hour?

All 3 versions of the file I had (Recover auto save and blend1 blend2) were from 2 days ago not when I was working on it today.

Here's a screenshot of settings mostly default:


texts: How to get line of intersection of two moving planes as line object with boolean intersection?

texts:
I want to get line of intersection of two planes as line object when the planes move.
I tried live boolean intersection, however, it just vanish.
Further I want to use intersection line for some operation, without fixing it by applying boolean.


texts: Move camera to existing camera (with keyframes)

texts:
I created a scene and picked some camera positions with individual cameras. Now I'd like to create one camera which "stops by" at all these camera positions in different keyframes.
Is it possible to align a camera to another camera, basically aligning the camera by location and rotation (and as a bonus - the camera settings, like wide-angle/tele settings or aperture?)
When I try to apply a location I get this error:
Objects have no data to transform

I'm sure there is a hidden trick? ;-)


texts: Could I use BGE, Python, and sockets to make a multiplayer game?

texts: Could I use the Blender Game Engine, Python, and Python's sockets module (internet data/communication module) to make a multiplayer Blender game?


texts: When using an Operator Modal Timer, how do i change the time period such that it executes every 5 seconds?

texts:
I'm trying to use a modal operator timer to get a piece of code to execute every 5 seconds. Currently all i want is for it to print a statement every 5 seconds however, in the future, this will be changed to create a new object every 5 seconds.
Currently i use the following which prints the statement multiple times a second.
import bpy

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

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            print("5 seconds has passed")

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(1.0, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

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

if __name__ == "__main__":
    register()

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

How do i change this to run once every 5 seconds?


texts:
I'm really new to Blender but I'm not getting how the following has been done:
I wanted to have a texture that looks like 3D printed.
After hours online and trying, I still didn't figure out a bit and I found this thread: How to make a mesh look like it was 3D printed
The model from Leon Cheung (the first of the two monkeys) is exactly what I'm looking for: "I'd recommend the Wood procedural texture for this"
This might be really straight forward for you guys but i somehow don't get how this is applied...not even close. And at this point this is driving me nuts. Can't be that hard.
I'm running v. 2.83.0
Let me know if this makes sense and if you need anything else.
THANK YOU for your help!!!


texts:
I am writing a script to deform a Plane gradually and save files each time of the deformation.
I could do it manually, using edit mode as below.

Then, I wrote code to see how  works as below.

import bpy
import bmesh
context = bpy.context
obj = context.edit_object
mesh = obj.data

# get a bmesh
bm = bmesh.from_edit_mesh(mesh)
print(bm)
for v in bm.verts:
    if not v.select:
        continue
    print(v.co.xyz)
    v.co.z+= 3

However,as might be expected, it translates the only selected vertex like below.

Since I am a beginner,this might be a fool question but if you know how to do this deformation(like "connected"&"Smooth" deformation in edit mode), please help me out.


texts: I hit UV unwrap and my model has split into a lot more pieces than I marked out with seams and I don't know why. Can anyone help me? I am sure it is simple.


texts: How to copy/paste a baked sound f-curve?

texts:
I have done a bake sound to f-curve and now I want to use the same baked f-curve to multiple properties such as size, location, emitt etc...

But I can't edit the f-cure (TAB) or copy it. Do I have to bake the same sound for each property?!?

Or have I missed out on something?


texts: How to change from wireframe, to solid or rendered shading mode?

texts: How to change from the transparent mode to the following rendered/smooth mode?


texts:
I'm to figure out how to create realistic lava.  I've watched pretty much every Blender tutorial out there on it, and they all seem to present results similar to this:

Which looks cool, but it only takes a quick look at some real lava footage to see that this isn't how lava behaves.  Observe the crust in these clips:

3

It moves around, breaks apart, etc, but nothing like what the above attempt makes it do.

Additionally, lava doesn't lose its shape easily.  For example, if one glob of lava lands on another glob of lava, unless both are white hot, you're going to still be able to make out those two globs for a while, and the crease between them will pretty much never go away; you can kind of see this in action here:

Another example is lava crumpling up like in this clip:

This preservation of shape is something I continue to see absent in all fluid sim demos; it seems like all demos showing "viscous" fluid still have pieces absorbing into each other pretty quickly, like in these videos below:
Flip Fluids Viscosity Comparison - Blender
High Viscosity Flip Fluid - #Blender
Blender FLIP Fluids Addon
Blender - Fluid Simulation
Is it possible to make lava with these elements in Blender?  Could the Molecular Script addon do it?  I've seen some pretty amazing stuff done with that addon, but I haven't been able to really figure out how to do much with it myself.


texts: Mesh disappears in edit mode after rig but visible in object mode

texts: When I try and edit the mesh in edit mode after rigging, only the rig shows. The mesh does show only in object mode I have attached one screenshot in object mode and 1 in edit mode.


texts: How do I apply different normal maps in different areas inside a material?


texts: Specific selected object won't export to STL while others will

texts:
10-year Blender user here (currently 2.79b, Win 10), facing a strange problem. I'm trying to export a selected object to STL, a routine action for me. I've boiled the problem down to a simple file containing one tetrahedron. When I select this tetrahedron and do Export --> STL with Export Selected checked, the resulting STL file is empty and will not open in another viewer (NetFabb).

Simple tetrahedron file here. (Google Drive, export-broken.blend, 622 kB)

Here are some cases that should help narrow down the behavior.

If I copy (shift-D) the tetrahedron, the copy also fails to export when selected. If I move the original tetrahedron to another layer, it properly exports to STL. If I make a copy, move the copy to another layer, and select both for export, the resulting STL contains only the copied+moved tetrahedron.

Exporting all (not just selected) works normally, even with just the original problematic tetrahedron.

Additional background: of course, I'm not trying to export tetrahedrons; I encountered this bug in the context of a much more complex file. I am preparing objects for 3D printing -- again, routine for me -- and exporting all is not an option. Anecdotally, it appears that this is not limited to STL export but also affects export to other formats. Moving an object to another layer in my more-complex file does not fix the export problem. The onset of the issue was not accompanied by any major change or issue I was aware of.

SOLVED (see answer below). The reason the object that is moved becomes exportable is that it was moved to a layer that happened to be set as visible in the second, minimized viewport.


texts: How do I make an object always face my camera in the Game Engine?

texts: I am making a game in the game engine which you can get the original .blend file and runtimes here. I am trying to optimize the game as much as possible. One of the ways that I'm trying to do that is by turning the bullets into a single plane instead of a complex object. I want one side of the bullet to always be facing the player's camera so that the bullet doesn't look flat from the top, as it would if the plane was fixed to the bullet. I am trying to use the "Edit Object" track to option but none of my combinations work. When I use the track to option the bullets will always fly in one direction or spin around endlessly in one direction above the player's head. Sometimes the bullet will just disappear. My problem is that when it tracks it tries to make the whole object face my camera and it rotates on all axis. I want the bullet to track using the X-axis but only rotate on the Y-axis.


texts: I have created a wine glass in blender, and am working on adding a fluid simulation to the glass (which is my obstacle right now). The problem I am running too is when I try to animate the glass to move from side to side, some of the fluid falls out of the bottom of my glass. I am not sure how this is happening. Some of the fluid does move and splash with my glass, but I can't figure out how or why it continues to drip out the bottom of it. Any ideas!?


texts: As you can see I have done some compositing in the main window and when I click render none of the compositing I have done is outputting.


texts:
So I have a 3d model and Before exporting I have to applied the modifier but there are too much verticies after appliing the subdivied modifier. So is there a was to apply the subdivide modifier but not changing the number of verticies

Before

After


texts: How do I get the 'Filepath' attribute from a sound strip in the VSE?

texts:
How do I get the filepath attribute from a sound strip of a video sequence ? I am talking about the sound strip that comes with a video file.

Sound strip : demo.001   bpy.data.scenes['Scene'].sequence_editor.sequences_all["demo.001"].filepath

==> 'SoundSequence' object has no attribute 'filepath'

I can get the filepath from the associated video strip.

Video strip : demo.avi   bpy.data.scenes['Scene'].sequence_editor.sequences_all["demo.avi"].filepath

==> this works


texts:
I need to texture the mesh trying to add a UV map to it first. Clicking "Follow active Quads" has no effect whatsoever in the UV/image editor. Using Blender v2.71 and cannot figure out the problem here I tried many times and made new files but nothing is giving a response in the UV editor.
 I did everything exactly as in this tutorial https://www.youtube.com/watch?v=MVh2KG01Qtk

EDIT

Just tried again, similar results. I opened a new file, deleted the cube, added a plane, added a nurbs curve added array modifier and curve modifier to plane, applied modifiers, this time resulting in a white plane after selecting follow active quads:


texts:
I recently ran into an issue when applying forces to an object. I was working with this question. I am trying to add forces to my character as certain keys are pressed. Here are the keys and their direction of force:

W = forward

S = backward

A = leftward

D = rightward

As I hit any of the keys, a force is added to its direction. However, a problem arises with diagonal movements as a different technique would be needed to define direction. I am having trouble with defining diagonal directions. For instance, (10, 10, 0) would add the force 10 on x and y. This will not work. I need to add 10 to a new direction; this direction will be the diagonal consisting of the two directions combined. I will add the force to this direction. I am puzzled on how I would define such a direction with the (x, y, z) format. How could I define a diagonal direction?


texts:
I'm working on an eye shader. It renders quickly, firefly-less and looks fairly good, but I hit a roadblock and could use some help here.

The eye uses a single sphere instead of being broken into into cornea, iris and pupil. I opted to avoid transparency or glass shaders to keep the noise down. The pupil is nothing but pure trickery.

The Reflection coordinate yields impressive results. The eye behaves as if the pupil were inside it. This method is superior than painting a black circle on the surface of the eye, as that would be glaring obvious from obtuse angles.

It's also an one trick pony, because the texture coordinate > Reflection output position is "fixed". It would be perfect if it were fixed relative to the object, but no, it seems to be anchored in the world. As soon I rotate my mesh it's gone, just as in the crow's right eye, where the pupil, always facing the same direction, is turned to the head inside.

How can I recreate this effect without taking the traditional route of modelling iris and pupil separately? I'm really pleased with how clean and fast this shader is. Is that possible to anchor the reflection in the object instead of the world? I tried to use vector transform with unsatisfactory results.

P.s.: This model is built on top of this one, I'm just improving it for my own needs. All credits should go to the original creator.


texts: How to copy constraints from one bone to another?

texts:
I've created some shapekeys driven by the bone controllers for my character. Then I gave constraints to the bones on the left side. Now I want to copy and paste them to the right side. Two questions:

how to do it?
is there a fast way to copy all of the constraints from left to right side?


texts:
I'm making an importer for a xbox360 game. Specular data is in the alpha channel of the image. Once I have enabled the alpha for image, blender does: "RGB" + "A" = "ARGB". But I need the "RGB"` to stay "RGB" for diffuse colors, and use "A" for the specular intensity map.

Right now I'm copying the same image with alpha disabled for diffuse, and with alpha enabled for specular, but copying a lot of hi-res textures is not an option.

How do I stop alpha affecting the diffuse colors? Or how do I set RGB for diffuse color map, and alpha for specular intensity map?

[update]

Unticking the "Image sampling -> Alpha -> Use" does not work(the image only becomes darker). Here is the .blend file.

On the image above: At the left, alpha is on - specularity is ok diffuse is not and at the right alpha is off - diffuse is ok but specularity is not


texts: Why my object change material when using node shading

texts:
I made a simple object (one cube) and assigned the color to face that i wanted as follow (photo 1)
I turn on the "use node" in material tab and named it "Top and Bottom" respectively
Then I opened node shader and click the material slots
The material previewed in viewport interchangeably as I click different material slot in node shader. (photo 2)
If I bake while this happened, it's directly bake like this (photo 2)

I'm not understand why it happened even though I assigned the material? Is this normal? Why it happened?

enter image description here


texts:
Andrew Price showed in one of his tutorials how to use a white material node in the Blender internal render to get the brightness of a point and assign the texture accordingly.

In this case: Point is bright: assign daylight texture; Point is dark: assign night light texture

Is there anyway to reproduce that in cycles?


texts: How do I make objects translucent but keep background images solid?

texts:
First of all, new to Blender (about 2 months now) so if this seems like a basic question, I apologize.  Here is my situation..

When modeling, I am using the Background Image for referencing front, back, and sides.  I am able to set the opacity/transparency of the images and model with the objects, but I am trying to do the reverse.

I am trying to figure how to set the opacity of all the objects in my viewport to be translucent, while leaving the Background Images with full solid opacity.  This way, I can easily see my drawing even through my objects.

When I do the translucent images, the lines begin to get hard for me to see.


texts: Script that supposed to change value of the text is only working on viewport

texts:
I have a text object and a scrip that takes an int value from custom property and applies to the text.
The script works in animation preview (User Perspective), but then it comes to rendering script isn't being called out to change value.
import bpy

scene = bpy.context.scene
TextObject = scene.objects['TimerText']
#function that formats string
def TimeCounter(scene):
    value = TextObject.data['time']
    min = int(round(value/60, 60))
    sec = value-(min*60)

    TextObject.data.body = 'Time ' + str(min) + ':' + str(sec).zfill(2)

bpy.app.handlers.frame_change_post.append(TimeCounter)


texts: Alpha masks with a solidify modifier - objects with no edge?

texts:
I am trying to use planes with a solidify modifier and a transparency mask to quickly test the look of different images for a lightbox I'm making. However Im having trouble getting the rim of the object to appear where the transparency is used.

Its a simple node setup:

Does anyone know how to bridge that gap? the fill rim checkbox on the solidify modifier only does the outside edges, not the edges which are formed by the mask (factor in the mix shader node).

To clairfy, it needs to be nice and simple so tha the image can be changed and the model quickly updated without having to model meshes or adjust booleans. but i need that gap closed or it obviously looks funny.

Cheers,

Dan


texts: Are there any simple way to animate other than by key frames

texts: I am a beginner and I know how to make animations with key frames. What are the other ways to make animation?


texts: How do I move keyframes on multiple frames? v2.8

texts:
In 2.79 I have keyframes between 40 and 50 and I box select those frames then I grab 1 of the selected keyframe and drag them all to the left or right where I want them.

In 2.80 I have keyframes between 40 and 50 and I box select those frames then I grab 1 of the selected keyframe and it deselect all keyframes except keys on the same keyframe number.

So what is the 2.8 method to dragging multiple keyframes in the same manner as 2.79?


texts: I have the exact same issue as in Creation parameters menu greyed out , when I add an object all the parameters in the Add  box are greyed out, however the solution in this previous answer does not resolve it (the Global Undo was already checked, I tried unchecking it and checking it again and it did not resolve it). Is there anything else that could cause this?


texts: Can compositing be displayed in the viewport render?

texts:
I have made an object glow using nodes and cycles render. when I hit the render button in the properties panel it glows fine but when I go into the rendered view it won't glow. Is this even possible?

Rendered when render button is clicked:

Rendered in viewport:


texts: Rematch a UV map to an Image Texture after separating a mesh section into a new object

texts:
The scene has a large terrain. I cut part of it out and made a new object of it. The image texture that was part of its material stayed in place as I wanted, but after cutting bits of it out and then extending new faces, there were artifacts. When I checked its UV map it seemed to have just collapsed to a point. So, I made it again, and scaled and moved it to be properly aligned. But the artifacts remain. Instead of showing the texture in the image for it, it shows a bunch of lines, like the pixels on the edges of faces that were extruded into new faces just repeated over the area of the new face.

The UV/Image editor shows the new faces now properly placed over its image texture. The UV map has been remade fresh and the faces haven't been touched afterwards, but they are still stuck with those odd lines. How can I get rid of them?


texts: some vertices don't follow bone chain with Spline IK

texts:
I have made a complex ribbon-like structure (DNA strand), rigged it with bendy bones and made it follow an Archimedic spiral. In one strand, this worked perfectly (1st image), in the other some vertices don't follow their bones (2nd image). Deform is turned on for these bones, the weight paint is right - what else could be the problem?

It is maybe notable that I made and rigged the ribbon by duplicating a ribbon half it's length. Indeed, the same three elements of the ribbon are affected (the last three of the original ribbon).

Please note that in the above image I already adjusted the rotation of the elements to all point inwards.

EDIT: I assigned the vertex groups to the bones by hand so this is likely not the problem, I also tried user9288082's answer, to no avail. So here is the .blend file: https://www.dropbox.com/s/y5nmq0palokfs0u/vertices_dont_follow.blend?dl=0


texts: How to make a custom sculpting brush using the bake function

texts:
Made two objects a plane and a pyramid then bake using the displacement mode with select to active.

The output from the bake is grey for the plane and flat white for the pyramid. When the image texture is used as a sculpt brush it doesn't create the same pyramid shape that was used for the bake. Don't know what I have done wrong could I have some help please.


texts: Turning multiple materials into one texture

texts: I'm fairly new to Blender so there might be an obvious answer to this, but I need to be able to create a texture based off of multiple materials, sort of. I'm making low poly game assets, and have just been assigning materials to faces to get them "textured", then exporting them as .fbx files and using them in Unity. However, this creates WAY too many materials in Unity. I'd like to just use a uv map, but whenever I try painting, the colors run into each other a little bit at the edges. Is there any way to translate multiple materials into one .png?


texts: How do you guys (network) render animation locally?

texts:
This question may sound odd, but after after two days of research I´m not really more enlightened on this issue:
How do you guys render your animation frames using different machines locally? The rendermanager in 2.79 seems to be very basic to me (manually starting each scene on every client etc.). This wont help me if I render a bunch of scenes and sub-scenes over night/weekend (which I often do).

Flamenco.io seemed a possible solution but is not very communicative about how to run a farm locally. Checked some other addons but they were either discontinued or did not have the features as described above.

So my question is: how do you render your animations in your local renderfarm?
What´s your pipeline?

Thanx!

Sigmund


texts: Animating plane with position, rotation and scale from data inside a text file

texts:
I want to animate a plane xyz coordinates, its scale on xyz and its rotation on the z axis based on a text file data where each line its a frame.

Example text file:

2265.48 563.242 0 166.402 166.402 100 7.3225
2266.61 562.668 0 166.529 166.529 100 7.32268
2267.35 562.864 0 166.622 166.622 100 7.32859
...

Where the data is organized like this:

[x coordinate] [y coordinate] [z coordinate] [x scale] [y scale] [z scale] [z rotation]

I dont have experience in python so i would like a helping hand if possible.


texts: I am trying to UV map a model but when i try to pack it, blender just crashes. Im on blender 2.91 ive reinstalled twice it still crashes when i try to pack the islands. I can't find solution online


texts: Is there a non-baking method of merging actions together

texts:
While it's possible to bake animation data, it usually outputs many keyframes to preserve the overall animation. Lots of keyframes are very tedious to edit. Is there a way of merging strips into a 'normal' Action (not a meta-strip) that doesn't involve baking? This would allow tangent (editing) handles of any animation channel (assuming there's nothing else stacked on them) to be saved into (the) new strip and would make it a lot easier to edit animation. Are there any current methods aimed at doing this?

If not, would anyone else be interested in this kind of feature?  Please comment (not answer) if that would be a feature you would use.


texts: I want to move a copy of the right edge of the surface along its top edge for a certain distance (marked with red arrows on the screenshot). To do this, I turn on snapping to edges, select the right edge, press Shift + D, move the cursor along the top edge, but there is no possibility to enter the desired distance from the keyboard... In the lower left corner, coordinates in the global system are highlighted and i can enter them, but it doesn't help me. The difficulty is that neither the surface nor the edges are parallel to any coordinate axes. Does anybody has an idea how to do that, or how else this can be done?


texts:
I have a dandelion which has a head covered with object hair particles made of an object (seed) which also has particles on it and everything works as expected

But when I want to use the dandelion as an object to another particle system, seeds don't show up

If you know how can I make it work, help


texts: How can I replicate this raised letter effect?

texts:
I thought this would look interesting with other forms.

I know I could eventually accomplish something like this completely manually—but true workflows are what get my gears grinding.

I imagine there must be a way to take a mesh and have it relate to the displacement? Could this be animated? That would be so cool.

If anyone has any insight I’d love to hear it.

John


texts:
After looking at the documentation about supported file formats on wiki, I tried to use 8 bit BMP files as texture. (I know, old school, but I wanted to avoid conversions)

However, the image appears blank in blender.

Is there anything I need to set (like a property, or parameter while importing) to be able to use an 8bit BMP image as texture?
When I convert these to PNG or 24b BMP there is no problem.
Also when I save something with mspaint as 8b BMP the same problem happens.

Note I used a python script to import these, image.load().


texts: Is there a way to make the active object semi-transparent in sculpt mode?

texts:
I know how to make my object semi-transparent in Object Mode with Solid Viewport Shading as well as how to disable "Limit selection to visible" in Edit Mode, but I have not yet figured out if it is possible to set the active selected object to appear semi-transparent in Sculpt Mode. Does anyone know if this can be done and if so, how?

Alternatively, I would accept a solution where the inactive selections appear transparent, similar to how transparency functions in ZBrush. In the image below, the red object is the active selection that is being edited.


texts: I'm working on a door. I created the handle in a different Blender project and linked it to my main project. I created a door in the main project and have been trying to Join (Ctrl-J) with the handle. I get the "No Mesh Data To Join" error, but I don't understand why, considering I did create it out of mesh in a separate file. I even linked the door into the handle's file and tried to join things that way, it still didn't work. What could be the problem?


texts: Making an object heavier on one side to afect the fall of an object with ridgid body (active) applied to it

texts:
I want to make an object (which has rigid body_active applied to it) to be affected by gravity more on one side, as it falls to the ground.
How can this be done?


texts: Undo operation keeps resetting my settings

texts:
im using blender v2.83.2, since this release I'am experiencing unwanted undo behaviour.
Every time I undo for example a brushstroke, at the same time, I am resetting the most recent changes in settings like, shapekeys oder simple brushsettings. Is there any toggle or other workaround for that which I have overseen?
best regards.


texts:
I have no problem with a camera (animation baked) exported as Alembic from Maya however I can't get the keyframes from an abc. Using FBX solves the keyframes problem but it seems like the camera is flipped and looks backward.

I tried the different options available during import without success.

Is that a bug or is there anything I can do about it ?

Thanks
Chris


texts: Rigging issue - The bottom of the torso is moving, where I only want the top to for this bone

texts:
I am new to blender, and I'm trying to make some very simple rigs to test what I've learned. So, I've stopped at the torso(which is only one big resized cube with a loop cut in the middle, no deformation other than that), and as I started moving the armature, I realized the top bone, when rotated, caused the torso to rotate aswell, but it also moved the bottom of it, where it should have moved only the top part. I tried going into weight paint mode to fix this issue but I cant manage to remove weight on the bottom. Could anyone help me please?

So the bottom part is deformed aswell when rotating the top bone, where I only want the top part to deform. This object has one loop cut in the middle of it in the Y axis. The bones were linked by automatic weights. I cant seem to figure out how I can remove weight in the weight paint mode.


texts:
I see a lot about repeating an animation sequence, but my issue is much simpler.

I'm using the video editor to make a very simple video, just a slide show really. I have a video of a person giving a talk and I'm just overlaying a set of slides to illustrate her talk. I've got that working very well.

The original video of the talk ends abruptly at the end of her last sentence. I'd like to fix that by extending the last frame for a few seconds and then fading to black. So my question is very simple, but I don't see it answered anywhere:

How do I get the last frame of a video to repeat for a few seconds?

==============================

I tried the technique suggested in the comment by @Edgel3D, but it didn't work. I'm saying that here so I can attach a picture of what happened:

The video strip in channel 2 used to be the same length as the audio strip in channel 1 at 11,575 frames. I pulled out the end handle on channel 2, which seems to have expanded it to either 11,771 frames or 11,772, depending on which number in the image above I should believe. But when I play it, after frame 11,575 the video window goes to a black and grey checkerboard pattern. The last frame is not being repeated. Am I doing something wrong?


texts: Hi so I'm completely lost on why this is happening in my viewport render in cycles but the image comes out completely grey. I've tried about every setting I can find and through these posts Render result is completely blank?, Why does my object not show up? but nothing seems to fix it. The weird thing is that this only happens in the rendered viewport shading. Not in look dev or solid in cycles, nor in EEVEE.  Any help would be appreciated.


texts: How to extend face along its natural direction?

texts:
How do you extend a face, or extrude an edge tangent to it?

In Fusion 360, this operation is called "extend - natural," or "tangent."

In Blender, the only way I can think of, is to select the faces in question, extrude them along their normals - which creates faces perpendicular to their original normal - and then again extrude the newly created perpendicular faces.
Finally, a lot of cleanup is necessary.

Surely there is an easier way, surely?


texts: How to get unique displacement for each particle object?

texts:
I'm trying to create a bunch of low-poly bushes with a particle system. The goal is to not make them "real", that is, I want to keep them as "virtual". I use a Displace modifier to shape the bushes. Using Blender 2.81a and Eevee.

The bush without a modifier is just an icosphere:

The Displace modifier with a Voronoi texture gives it some shape:

Use a particle system to multiply and place many bushes:

Now the problem is that every bush has the exact same shape. Here I move the Texture Coordinate Object 'Empty':

Is it possible to set the texture coordinates in a way that each bush (particle) is at different place in the texture?

I have tried:

Different texture coordinates (Local, Global, Object) and spaces (Local, Global): no effect
Use the Displace modifier for the Emitter instead of Bush object: does not do anything useful


texts: Disappearing wireframe after clicking on green triagle 2.8+

texts:
Today I've faced some kind of strange behaviour from blender 2.8.

I was working in Viewport Shading mode with x-ray off and geometry>wireframe off. Probably I had activated something because now after clicking on a green triangle in the scene collection window my wireframe completely disappears. The worst is that this behaviour persists absolutely everywhere. In whichever model I open that green triangle now removes wireframe and ever after restarting.

How to turn it off?!

That is original plane 1 with Object property> Viewport display > Wireframe unchecked however it exists.


texts: How to make a mesh chair surface using a good toplogy

texts:
I'm making a modeling similar to a mesh chair. I don't think my way of modeling is good for topology, so I'd like to hear about your experience.

The way I used to use it is the same as the third picture. This is a method that uses the Union effect of the Boolean modifier and then implements surface boundaries and details with sculpting.

How do you make this model easier? Is there a good way?

For the implementation of mesh and frame surface.

My toplogy:


texts:
I have a mesh and model i want to align it and array it

I want to achieve like this

For that i have made a profile mesh

But for me its getting hard to align i tried with the magnetic tool to snap but for me works do difficult. Any other way or good way to align it and then array with the reference image.


texts: create heightmap out of a plane and save it as an image

texts: guys and girls - I found Blender editing mesh tools the best for my terrain needs, I mean I just need the mesh itself for a lowsized terrain (no more then 70 by 70 quads), without any of those normal terrain editors complicated things. And I have a question - are there tools or ways, or even tricks, to render this small terrain as a top view black-and-white heightmap and save it as an image, BMP preferable but no matter? The goal is just to have heightmap image in a file for further processing. Thank you :)


texts: How Do I Make A Trace Effect Similar to Tron: Legacy Light Cycle Scene

texts:
I am trying to make an effect similar to the effect in Tron: Legacy in the light cycle scene. I am aiming for the effect found from 0:04 through 0:12 in the video I linked. I feel like using a wireframe would be good but I don't know where to go from there.

Link: https://www.youtube.com/watch?v=3GBLtnxxtzQ


texts: rigging tail of a bird : make parent / keep offset expected behaviour of the tutorial is not like mine

texts:
I'm rigging the tail of the bird Piero training course of the CG Cookie and I get stuck on episode 29 : piero rigging spine. The author did make/parent and then keep offset between a set of bones and the result that he gets is not the same as I get. I don't understand the reasons because I did exactly his own moves. I added two videos :

1) a small piece of tutorial of piero :

piero tutorial

2) what I did from my side

what I do

3) this should be the correct result :

correct result

4) my result is wrong somewhere :


texts: I am trying to build a menu. I have multiple buttons that I need to move different directions depending on which button is pressed. I have each button sending a message to the empty that the buttons are parented to in order to move them, however, it will only play one of the animations I have set for them.Any help would be much appreciated!


texts: Why is my lattice drastically deforming its mesh?

texts: I've never used Lattices before, until I came across it in this cushion modeling tutorial. For some reason, when I use the lattice, it completely deforms my entire mesh, and I cannot get it to behave normally. Here is a link to the zipped up version of my blender file in case it may be helpful. Thanks


texts: How to create PBR materials from images?

texts:
I would like to know how you can create a PBR material from an image like this
using Photoshop or GIMP- I did see Blender Guru's tutorial, but I'm not able to work it out for this one. A bump  map, displacement and reflection map will do.


texts: Hello Im wondering if anybody can help me figure out how to keep the edge from stretching while using the mirror modifier?


texts: how to make camera look through objects from only one side?

texts:
I have modeled a rather small room, and when trying to get the right camera angles I can't fit the camera inside the room without getting too close, so I wan't the walls and ceiling only to be visible if the camera is placed inside the room. Understand?

Make it so the camera can look through the ceiling and walls from the outside, but they still appear in the cameras view when the camera is on the inside looking out?


texts:
I'm aware this is a recurring question, but having tried the solutions offered in other threads and with no result, I'm going to ask for help:
I got a character, rigged and set up
I got hair particles, which come from the character
My hair particle modifier is AFTER my armature
And yet when I try to pose my characters, only a few strands move with the head. 99% of the hair will just stay floating back.

I'm joining my blend file (Blend-exchange seems down, so I couldn't use it, so I used another website), but if anyone has any idea already?
https://gofile.io/d/ip8xrt
Thanks in advance


texts: Mirror multiple meshes with bezier curve

texts:
I am standing in front of a problem, hopefully somebody knows a solution to it.

I have a torus array and inside a bezier curve; I've added a curve modifier to the array to follow the bezier curve as should be seen in the picture. The curve is parent to the array.

Now I had to copy the array multiple times to get the needed length and now I have multiple meshes arranged around a bezier curve and the modifiers are applied.

I just copied the whole thing, curve and meshes and turned them 180 degrees on Z axis to put them on the other side just to realize that I somehow need to mirror it to fit correctly, but if I do it starts looking like rubbish

Alt+C is not helping for the curve nor is Ctrl+J properly combining the meshes, I tried before and after applying the modifiers.

I hope I could make it clear, thanks for the attention.

The left one is the one I need to flip/mirror, it has 4 meshes and the said bezier curve.


texts: How do I disable the circular menus in 2.82 and get the 'classic' menus back?

texts:
I've used Blender for many years. I sincerely think it's the best open source project after LInux distros.
I updated to 2.8x and I found myself completely lost, but I understand that things must change and I want to learn the new GUI.

Anyway I strongly disagree on building interfaces like this:

If I do not learn numeric shortcuts, I need to read in circle every time...
Any way to go back to the classic and stupid drop down menu???
Or, better, to back to the old interface???


texts: How do i delete faces and keep faces next to deleted faces smooth?

texts:
Basically I am trying to delete faces from a place and doing so either by selecting deleting faces only or disolve faces makes the faces around the now deleted faces unsmooth and jagged.

Is there a way i can delete current faces, but keep faces around the deleted faces smooth?

This is the gif of the problem i have


texts: What ways are there to reduce vram (GPU memory) usage in blender? I am rendering a scene and it's taking a lot of GPU memory. I have a 2GB card. What are some methods? i am pretty sure this has been asked before, but i didn't get the answer i needed.


texts: What are the standards to which it refers? (https://en.wikipedia.org/wiki/Low_poly)


texts: Changing default bake output format and quality

texts:
Working with 2.68a (r58537).

When I try to export a UV bake, I'm always presented with the format set as PNG, it would be amazing to set the default as JPG/100% quality. Also when I export to dae (Collada) it always exports them as PNG.
Is there a way to change that default setting?


texts: Why is the glass transparency not consistent?

texts:
I followed Blenderguru's tutorial and made some gum drops. Then I made glass container and use rigid body to fill it with dozens of gums, but why does it look so strange from outside? It looks like there are only three or four, or as if the glass is 10 inches thick...
The gums are not intersecting with the glass either. How can I make it look more realistic?

The file:


texts: How do I make an array of objects light up sequentially?

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I have many cylinders duplicated with an array.
The material emits light.
I need to make the cylinders light up and turn off one after an other in a loop.
Any idea on how to do this?


texts: How can I exclude meshes or objects from being renderd

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I use two planes to emit light.

How can I exclude them from being visible in the final render BUT still have their light?

Thanks,
Armin


texts: How can I copy vertex groups from one mesh to another in Python?

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I have an two mesh objects parented to the same parent, and I'd like to copy all the vertex groups from one object to the other (like using Transfer Weights with the Source being the "By Name").  This code fails with an "not correct context" or something (so I've got something wrongly selected):

ob = bpy.data.objects['New Mesh']
object = bpy.data.objects['CC_Base_Body']
for group in object.vertex_groups:
    bpy.ops.object.vertex_group_set_active(group=str(group.name))
    vg = ob.vertex_groups.new(group.name)

Okay, I found some more information (and code) and it most likely will help a lot, but it does not do all the Transfer Mesh Data rollout does, which is to create the data by vertex mapping to the nearest vertex.  Indeed, it immediately bails if the vertex counts aren't the same (which won't do at all).  Here's the post with the code:  https://stackoverflow.com/questions/40969164/how-to-add-vertex-groups-from-one-object-to-another-without-replacing-them

So, now I'm at the point of trying to figure out, from that code, how I can do that Vertex mapping to the nearest vertex, as the Transfer Mesh Data rollout allows (I will be on safe ground for the rest. as there are no vertex groups in the second mesh, so in creating them they will be brand new and empty).


texts: Problem with addon, 3D VR Scene inspection on linux. I cannot start VR seesion

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When I set up scene and press Start VR Session button. The console aleart error, 'Failed to query OpenXR runtime information. Do you have an active runtime set up?'
OS : Ubuntu 20.04
GPU : Nvidia GTX660 ti
Blender for linux 2.92
I install openXR along this guide >> https://zoomadmin.com/HowToInstall/UbuntuPackage/openexr.
Please help
Thanks.


texts: Manipulate BGE logic bricks through python

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Is it (if at all) possible in Blender 2.6+?

If not, will future versions of Blender support it?

I see some old posts (this and this) saying that it is not possible. However, I found a recent post referring to operators under bpy.ops.logic package that allowed me to add sensors and controllers from python.

bpy.ops.logic.sensor_add(type='ALWAYS', object=my_obj.name)
bpy.ops.logic.controller_add(type='LOGIC_AND', object=my_obj.name)

However I am not able to find any way to link them from python. I tried following (but did not work):

new_controller = my_obj.controllers[-1]
new_sensor = my_obj.sensors[-1]

It throws AttributeError saying that object has no attribute 'controllers' :-/


texts: Strange geometry when creating a face from points

texts: I am outlining a letter but once I select the whole outline and press F to create a face this weird geometry appears.


texts: New vertices snap to wrong position, can't change the snapping distance

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I scanned my car with photogrammetry and moved the pointcloud from colmap to blender, to reconstruct the faces by hand.
All worked fine in version 2.79. I had the pointcloud visible as orientation in one object and in another object (reconstruction-face-object) I drawed vertices, that snapped to the vertices of the pointcloud (to get that position).
Then I updated Blender to version 2.92.0 just to use a photogrammetry plugin, which gives me the advantage to add an extra OpenGL Point Cloud with colored points (only for extra visible orientation), next to the normal pointcloud and my reconstruction-face-object.
My Problem in version 2.92 is:
If I try to make a new vertex in my reconstruction-face-object and move it to one of my orientation pointcloud verteces from the other object, it first snaps there, which is fine but then jumps to the nearest vertex of my reconstruction-face-object if I confirm the transformation and if the distance is too low.
With higher distances to any vert of my reconstruction-face-object, there is no problem with that workflow.
I tried to figure out how to decrease the sanpping distance, but only found grid snapping stuff.
Do you have any idea how to solve this?
Thx


texts: How do I extract texture from an obj file?

texts: I am working on a project which requires me to extract a texture from a given obj file? I am new to blender. It would be helpful if anyone could explain me the steps to do so.


texts: How can I use the vertex groups of an emitter to control the material of the particles?

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My use case: I'm using ANT Landscape and the Landscape Tools add-on to generate a landscape with vertex groups pre-assigned for erosion, deposit, water etc. (Landscape Tools does this for you).
I'm then happily using those vertex groups to control the length and density of grass with a particle system.
However it would be cool if I could use the same vertex groups to control the particles' texture, so that the grass turns more yellow where the water vertex group of the emitter has low values.
Any ideas how to achieve this?


texts: Lamp energy in BGE does not get higher than 10!

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Using Blender 2.69. Trying to control lamp strength by setting "own.energy += 1;" in controller script and printing own.energy to console. It works insofar as I can see the lamp changing strength in game mode. However.....
For some reason, the value of own.energy does not get higher than 10! Even if I directly assign 20 or 100 to it! When it starts as 20, as soon as I activate the script it gets back to 10. What can be wrong here??


texts: How to get edges and normal map from 3D model?

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I want to extract edges and normal maps from the 3d model using freestyle.
However, my rendered normal map looks like this

But it should look like this.

there are two problems, there's no blue channel in the rendered normal map. And there is a shaded area which is black even lamp exists there.

I think I should render matcap in shading properties, but I have no idea how to render like matcap.


texts: Is there any easy way to make a basic shape that looks something like this?