texts: Changing an object size/rotation doesn't update information in Transform window

texts:
I have downloaded an object file from the internet. The object imports fine except for when I try to change the scale/rotation of the object. I do not see the Transform window information update when I make a change.
Below rotation not being updated in in the Transformation Panel.


texts: How are the Bones assigned to the Vertex_Groups in the API?

texts:
I´m working on an export script for Blender and I´m currently stuck at exporting bone weights.

Here is what i have so far(excuse me if my Python is not that clean, the syntax is pretty new to me):

v0.Inf = [0.0,0.0,0.0,0.0]
for i,g in enumerate(face.vertices[0].groups):
  if not g.weight = 0.0:
    v0.Inf[i] = g.group + g.weight

As far as I understand this it should fill the 4 elements of my array with the sum of the group index and the weight of that particular vertex. (Note: It´s guaranteed that there are max. 4 groups)

But i´m running into some problems here: I have a test-file which has 3 vertex groups but 2 bones. How do i figure out which vertex group is assigned to which bone? There has to be some kind of connection. I can´t use the group name because the group can have a diffrent name than the bone, even if that´s a rare case.


texts: Textures turn black in material and render mode

texts:
I downloaded a free shader setup from a site and after unwrapping it, the texture comes fine in the texture shading viewport. But when I shift to Material, or render shading, the object is just plain black. I cannot seem to understand where the mistake is. I am using cycles render.

When I tried using an another random image texture, there was no problem. I could see the texture in all modes. So idk where I am going wrong with this shader.

Edit: Sorry for being so vague. So I am using Blender Cycles v2.78. I downloaded a wood shader from a site called Chocofur, with the node setup as attached. This is how it looks in Texture Shading.

The node setup:

However, when I go to material, or rendered shading, this is how it turns out.

Now just to check whether I was doing something wrong, I used a plain image as a texture in one of them, and it seemed to appear fine both in material and render shading.

So I am guessing there is something within the shaders settings.The thing in red in the node setup is probably the problem since it says something isn't defined. I am not very thorough with using nodes and maybe that's why I can't figure it out. I hope I've been clearer this time. Let me know if I need to attach the blend file for reference.


texts:
I've tried loading the video in an environment texture node but it only displays the first frame of the video.
So, I tried another way: based on this question I extracted a sequence of images from the video, but I can only import one of them in the environment texture node.
What am I doing wrong?


texts:
I need a lot of independent planes (like 200x300), but creating them programmatically with a loop took a lot of time (with bpy.ops.mesh.primitive_plane() or with vertices and faces). But creating one grid with subdivisions is very cheap. My problem is, that the vertices of the subdivision planes are connected and i need them independent (having each inner vertice four times).

So i would ask you, if there is an option to divide an grid in many independent planes?


texts:
I was thinking of doing some scifi models, and it would involve a kind of gravity lens effect, where light is distorted and warped by a powerful gravity field.

I have attempted to create a gravitational lensing effect with a refraction shader, but the results don't look very good.  Refraction BSDF is a surface shader, and as a consequence the edges of the shader effect are plainly visible as shown in the render below, whereas I would want the edges to fade out more.

I've tried a few things to accomplish the desired effect, such as using a mix shader node with either transparency or a refraction shader with an IOR of 1.  I've tried several variations to accomplish the desired effect, but they all either do nothing or just ruin the shader entirely.

I'm using the cycles engine, and any solutions would be appreciated, especially if they don't require render layers or compositing.


texts:
I am trying to place 4 object on a sphere so that they are equidistant. I can do this by placing them at the 4 corners of a tetrahedron, and a tetrahedron is just 4 corners of a cube. (The cube is just a construction object that will go away.)
I put my object at 0,0,0, then rotate it 45 degrees on two axes. (I then translate it to the corner of the cube.)
See screenshot part 1
I know this worked because when I turn the look down the corner of the cube, I can see my object is perfectly aligned.
See screenshot part 2
But when I add the sphere in, the object is not perpendicular to the sphere's surface.
See screenshot part 3
What have I done wrong? I'm pretty sure I'm doing the multiple axis rotation correct. I set the Transformation Orientation to Local so the rotations should be relative to the object, not Global.
(I can fix it manually by rotating X to about 54 degrees rather than 45, but that's pretty sloppy.)
What am I doing wrong? Or better yet, is there an easier way of placing 4 objects at equidistant angles from each other?


texts: Animation not included in rendered video

texts:
Animation: https://gyazo.com/3e56fd22fe83be0c86af384dced417b7
The problems is that when I try to render the video it just shows the sphere which can be seen in the right part of the image, but nothing of the actual fluids I made. Any ideas?
I've checked several posts with similar issues, but with no luck.
My .blend file (uploaded to WeTransfer): https://we.tl/t-VbOcBdUbsq


texts: ZBrush sculpting brushes equivalents in Blender

texts:
I'm sculpting a lot recently and most of the sculpt-related tutorials on Youtube are for ZBrush, nevertheless human anatomy knowledge contained therein is universally applicable.

To get more out of those tutorials it would be nice to have a list of brush equivalents, for example when they are talking about "clay buildup" brush in ZBrush, should I use clay or clay strips brush in Blender? Is "clay tubes" in ZBrush Blender's "clay strips"? Does "standard brush" equal "sculpt/draw"? It takes lots of effort and experimentation to find those equivalents with trial and error.

As for the list of Blender's sculpt brushes, I'm using this page:

https://blender.stackexchange.com/a/21622/1621


texts: PyNodes API: transferring data between nodes with sockets

texts:
I'm developing a custom NodeTree using the PyNodes API (on Blender 2.70) for scientific analysis and am having trouble choosing the best way to transfer data between nodes via sockets.

Right now I can think of two options, neither of which seem satisfactory:

Accessing input socket links from the node itself on each update, for which purpose I'd have to create a dummy "input socket" with no associated properties which seems a little hacky (although I've seen similar dummy input sockets used in blendgraph)
Traversing the NodeTree links list, copying input socket data to their respective output sockets and updating nodes sequentially

Is there a specific method for transferring data between sockets that the API is intended for? I haven't managed to find any definitive examples so far.


texts:
I would like to know what is the math behind The Mix Overlay Node.
For example, let`s suppose I have
Color 1: 123.255.255
Color 2: 147.124.254
what`s gonna be the final color if I use mix Overlay?

And what is the influence of Fac


texts: How to change shapekey value and add keyframe with one button with Python?

texts: I am trying to make a script that changes the value of 5 shapekeys, four of them to 0 and the fifth to 1, then add a key frame to all of them. I am new to python. I had been searching and looks like I need to make a operator for that and then attach the button to it..I'm confused.


texts: How can I present an array of booleans in a panel?

texts:
I'm trying to provide a tool for an artist on my gameDev project.  They should be able to set a bunch of settings in a panel, and then press a button to start an automated export.  I want to give let them set a bunch of boolean values, but I'm having trouble finding a good way to present a lot of booleans in the Blender UI.

I need to iterate over the values in each list, so having a BoolProperty for every checkbox is not an option.

I am not sure what kind of layout.prop would do this well, or what kind of property data structure to use with it.

On the UI side, prop_menu_enum() seems like it would be perfect...can I use it as to hold multiple UI checkboxes?  Otherwise I could iterate over whatever kind of list of booleans I end up with and a property for each one.

On the data structure side, I see there is a BoolVectorProperty, but it doesn't seem to hold names for each value.  There's a CollectionProperty, but I'm getting a error "TypeError: CollectionProperty(...): expected an RNA type derived from PropertyGroup, failed with type 'builin_function_or_method'" when I try to register a PropertyGroup that has a CollectionProperty as a member variable.

I keep getting the feeling that there's some good way to do this that I don't know about (and I know almost nothing about blender programming).  Any recommendations?


texts: How can i change the view of my rig controls from lines back to spheres

texts: i was working on a animation and for some reason it changed all my animation constraints to lines (on left). was wondering if someone knows how to change it back to spheres like (on right).


texts: Cross-compiling blender on linux platform for windows target

texts:
I've successfully compiled Blender for linux on a linux system. However, I'd like to build a Windows version as well, using the same machine. I found some old forum posts about using MinGW32 to do this, but nothing very useful.
 Please reply if you've successfully cross-compiled Blender on linux for a windows target, and explain how.


texts:
i just want to do a zoom ,a real zoom , not a FOV adjustement

similar like using your scrollwheel when your are inside of a camera , but with the whole camera , so the border would just adjust depending of the zoom

is it possible to do so inside of blender ?


texts:
I desperately need to find out how to colour or shade part of 3D text in blender 2.8. I want to change A's and D's colour

EDIT: It is text converted to mesh so this is ONE big object, and i cant ( i think) convert it back to 2d text becouse i lose progress. Also none of these soluttions works

EDIT: I cant change 2d text's colour as well ( i used mehtod shown linked below)


texts: What tools does Blender provide for cloth modeling / simulation / animation?

texts:
I´m a real beginner on Blender but I really want to learn how to model 3D clothes after I saw some works like Catty Tay´s: https://www.instagram.com/p/BPaa-NTD6Gj/
Is Blender capable of doing such things?
What are the tools that I should use?
Any help is welcome! Thanks!


texts: trying to recreate this Elijah bottle. I have two sides, one of which is outlined in red. How do I fill that face with polygons so I can then grab the center (that red square dot) to pull it outward thereby creating the slight outward bowing of the bottle?


texts: Delete nodes that does not contain mesh?

texts:
I'm pretty new on Blender and I have a problem.
I imported a quite huge model hierarchy and some node contains no mesh.
Is there a way to automaticaly delete all node that does not have mesh ?

Thanks.


texts: Combining split parts causing brick-like texture issue

texts:
So, I split up a modified sphere shape for a collision mesh, I then copied & combined it all for the actual model only to find that it made the sphere look like it was made of glass bricks. It was meant to be a fully smooth glass sphere.

I'm hoping there is a way to fix this without needing to recreate the object as it took a while to align the collision mesh up in-game.


texts: Can I specify a portion of the image to render in Cycles?

texts:
Is it currently possible to specify which portion of an image you'd like to render in Cycles? Let's say I'm going to render an image with dimensions 1280x720. Can I render just the rectangle bounded by (640,0) and (1280, 360)? (The top-left and bottom-right corners of the rectangle, respectively)

This would be especially useful for Blender's Network Render addon if you only needed to render a single frame but had multiple computers at your disposal for rendering. I realize that a pseudo-solution exists in this question but the image stacking technique does not produce the same level of quality for the same number of samples. Others have also proposed a solution by using multiple cameras then stitching the results together, but this solution is also not ideal.

If there's currently no way to do this, could someone point me in the right direction for making this suggestion to the Blender developers?


texts:
How do I get the height and width (in pixels) of an image that's been imported in Blender?

bpy.data.images['myImage'].???


texts: How exactly you use Extra Objects like N-Pipe?

texts:
Is this a type of Extra Objects meshes that are there just for convenience? I imagine the pipe screensaver in old school windows, but then again that is very much algorithmic. Not something one would create manually (I might be wrong).

I guess I probably can use this to create some kind of typography pipes manually.

What would be interesting is to see pipe works made in Blender.


texts: How to animate a character handling (i.e. picking up and letting go of) cloth?

texts:
I'm currently playing around with getting an animated character to manipulate a piece of cloth, e.g. throwing a table cloth over a table: At the beginning the character is gripping the cloth. The vertices being gripped should obviously not be subject to cloth simulation (a.k.a. be "pinned" to the character's hands). However, once the character lets go of the cloth those vertices should again be free to move wherever the cloth sim takes them.

I already found out that cloth collision detection alone does not appear to be good enough to simulate the character's grip on the cloth: It either ends up slipping off of or sticking to the character.

I then played around with rigging the cloth with armature bones. I have one bone per pinned vertex and assigned appropriate weights in addition to the pinning group. This generally works a treat. I can fully animate each pinned vertex individually and the rest of the cloth gets simulated correctly. This way, my character can already wave the cloth around.

However, this does not solve the picking up or letting go part of the problem. I had hoped that there might be some way to animate the influence of the pinning vertex group but so far haven't found a way to do so. Is there anything I've missed?

How would you go about this?

I haven't actually tried yet but I would assume that simply switching to a duplicate of the cloth object (one without pinning) at the moment of letting go would not give the desired result as the second sim cannot be primed with the vertex velocities at the end of the first sim - or can it?


texts: Difference between stacking and extruding meshes?

texts:
What would be the difference of stacking objects into each other and extruding by starting with one single primitive. How does it influence performance and what are the advantages and disadvantages using either of them?
For reference. Between this

and this


texts: Playback from start instead of from current frame?

texts:
I'm doing a smoke simulation right now, and I would love playback to start from my inpoint everytime I hit alt+a instead of running from the current frame.

Is that possible?
Looking at bpy.ops.screen.animation_play it doesn't seem so....


texts: Shared and seamless gradient effect between two objects? [EEVEE]

texts:
I've been sitting on getting a flame gradient achieved since I didn't know how to get it to be seamless between two objects. I used very basic mapping, but of course it looks rudimentary:

And here's the screens of both the node sets for the head and the flame:

The flame is a flat plane that uses and image texture, where as the head relies on its own mesh, so I hope it doesn't complicate things.
How can I get a seamless 'universal' texture that will look consistent between both objects?
Here's a mockup to show what I'm aiming at (also ignore the fact there isn't a flame outline, it doesn't matter)


texts: Efficiently duplicate objects while preserving all relative relationships?

texts:
bpy.ops.object.duplicate() preserves the relative relationships between duplicated objects— Properties originally set to any of the original objects in parenting, modifiers, constraints, and drivers get set to their corresponding duplicated objects.
What would be the most efficient way to replicate this behaviour with low-level calls? Traversing the objects' hierarchies to find and replace all constraint, modifier, and driver fields that refer to the original objects would surely nullify much of the performance gain from using low-level calls in the first place.


texts: Sculpting Not Working Correctly, Only 1 Vertex able to Sculpt

texts: I am at a complete loss and trying to get the most basic of sculpting working. For now I'm just trying to take the basic Cylinder mesh and go to sculpting and draw squiggles onto the side of it so it looks indented, but whenever I left click nothing happens, the only thing I can do is slightly sculpt the top face of the cylinder making it wonky but I cant for the life of me get clay to draw on the top or the sides of the model. Screenshot provided.


texts: Random pose generator addon ? How can it be done

texts:
Does anyone have an idea how I might be able to generate a lot of random poses of a human armature in blender,such as the head or the finger movements ? I would like to create and save several different head or finger movements on the pose library and with a python script I want to randomize and cyclic them. Do you know if someone wrote an addon like this already ? Or how can it be done ? Anyway you can read the full story here :

https://blenderartists.org/t/generating-random-poses/545285

and here :

https://blenderartists.org/t/im-looking-for-some-new-ideas-to-make-a-full-talking-character/1126012/6


texts: What is this yellow line with a dot at the end?

texts:
I think I have entered a sequence of commands as a mistake and now a yellow line appears in top of my selection.
I don't know what it is for or how to enable/disable it.

I have tried closing the editor but it keeps appearing.


texts:
I cannot find the "Export UV Layout" option in Blender. The menu option "Export UV Layout" is simply and plainly not there. I have this problem with Blender 2.81, 2.82, 2.83, and 2.90, so it is most certainly something I am doing wrong.
I searched for the "Export UV Layout" add-on in the preferences and the add-on is not there. Can you please tell me what do you think I am doing wrong?
I am doing as follows:

New project.
Select the default cube.
Change into edit mode.
Go to the menu UV -> Unwrap
Change into de UV Editing screen layout.
Menu: Image -> New... -> Ok
Select all vertices of the UV map
UV Menu -> and fail!

I tried using the "Operator Search... (F3)" option, but it doesn't find it.

The "Export UV Layout" is not there. Can you please spot my mistake?
Thank you very much.


texts: How to highlight a polygon or a vertex under the pointer in Python?

texts:
I am trying to figure out how to highlight a polygon or a vertex that could be under the mouse pointer in Python for 2.80. The highlighting is just a visual indication. I realize that I will be needing to scan for components and draw the shape, but just do not know how.

thanks


texts: Script for save camera position, to file

texts:
I need script that can save animated camera position and rotation to file every frame. Ideally in .csv format.
Camera will follow path.

Expected result:

001,0.0,-8.42116,3.4081,70.3,0,0
002,......

where:
frame,location x,y,z, rotation x,y,z

I have very basic knowledge about programming, but I'll be thankful also for guides me to the right direction.

Thanks for your time :-)


texts: How to upgrade custom 2.79 .py addons to 2.80?

texts:
I have no idea how to upgrade the 2.79 custom shortcuts I´ve done in the past. Currently I have this .py (how can I upgrade it to 2.8?) This is the most essential feature I prominently use when using Blender. Please help.

bl_info = {
'name': 'Move origin to selected',
'author': '',
'version': (0, 0, 1),
'blender': (2, 6, 7),
'location': '3d view > space bar > Origin Move to Selected',
'description': 'in edit mode, sets object origin to the median of selected verts/edges/faces',
'wiki_url': '',
'tracker_url': '',
'category': '3D View'}

import bpy

class MoveOrigin(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.origin_to_selected"
    bl_label = "Origin Move To Selected"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        obj = context.active_object
        return obj is not None and obj.mode == 'EDIT'

    def execute(self, context):
        saved_location = bpy.context.scene.cursor_location.copy()
        bpy.ops.view3d.snap_cursor_to_selected()

        bpy.ops.object.mode_set(mode = 'OBJECT')
        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
        bpy.context.scene.cursor_location = saved_location

        bpy.ops.object.mode_set(mode = 'EDIT')
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts: How do you use an F-Curve with negative values?

texts:
I want to use the start to finish values of
-1.7 -var = (driver value = 0) to -2.7 -var = (driver value = 1)
I've always done it in the expression as a math formula but I never learned to use the F-Curve to achieve the same results and once in a tutorial they make an example here:
https://youtu.be/1WmFaBlDBHs?t=118
But when I tried this with negative values I could only manage to turn the F-Curve into a mess.
How do you use negative values with F-Curves.


texts: Is it possible to enable backdrop using Python when running Blender without GUI?

texts:
I am trying to enable backdrop in Blender using Python and using Blender's Python API (no GUI) but it seems that it is not as straight-forward as I thought. I know how to enable Use Nodes via bpy.context.scene.use_nodes = True and just need to enable backdrop. The most relevant Python documentation for backdrop Here is a bit unclear and I do not know exactly how I can enable backdropping through the NodeSpaceEditor class. Can someone explain how I can do that?

Update: it turns out that the Python documentation is useful when you are running Blender with the GUI. I need to enable backdrop when I am running Blender in the background.

The hard way is to compile Blender from scratch and enable backdropping by modifying the source code as explained here but this is too much of work. I hope there is a way to do it using Blender's Python API.


texts: Q: Blender 2.8 desktop shortcut doesn't work

texts: After downloading 2.8 on Linux Mint, the blender.desktop shortcut doesn't open the application; it simply displays "There was an error launching the application". Running the executable directly works without any flaws.


texts: Free ready-made models for study? (e.g. for rooting hair)

texts:
I want to try modeling hair, and generally understand how to use the bezier/taper curves method, but I have trouble figuring out how to root it believably to the head. I think I'd be able to learn better if I could find a model with well-rooted and separable strands to study off of. Is there a repository for such free "for study" models anywhere? Otherwise, how best to go about rooting hair? Thanks!
(PS I believe this sculptor used some sort of planes method to model the hair here; is that indeed what the technique is called so I can look up tutorials?)


texts: Right now I'm in the process of rendering images for the hair cards I'm creating for my character from scratch in Blender. I'm wondering if there's anything I need to know before I actually start placing my hair cards on my characters' face in regard to rigging them? In other words, if there's anything I should know in advance about strategically placing hair cards on my character that will save me time when I rig the hair cards later, that would be nice. It's really difficult to find information online about these types of details. Thanks in advance.


texts: I used vertex slide for a shapekey. Everything came out great, except that when I go back to edit mode everything is deformed due to the vertex slide. I believe if I had used scale I could have gone back to object mode and alt + s to "undo" the deformation. However, resetting the scale, position, or rotation of the object seems to have no effect on vertex slide. Any fixes?


texts: How would I connect two seperate objects, and make them have the same mesh, but also make them seperate, to joints

texts:
I have multiple objects, that used to be one singular object, but then I split it up into many different objects. I then applied bones to those objects, and now when I move the bones, the objects look disconnected. An example is this:
I then thought a bool modifier, with union could work. But it didn't. It started moving objects together like this:
What could I do, to get the wanted result?


texts: Sverchok The grease pencil is moving but not the polyline visual

texts:
I'm very new to sverchok addon, and I want to use it in a really easy way.
But now I have a big problem:
I've parented my grease pencil layer to an moving empty, but the polyline visual effect of sverchok doesn't move with the empty. Is there a solution to this ?


texts: OBJ Mesh cache "Vertex count mismatch" error

texts:
I am using Marvelous Designer 10 and I want to export a cloth with its color to Blender. I used mdd cache at first as usual. I did this quite often before. I imported my cloth file by checking "keep vertex order" on the importing window and when I import my cache, it says "vertex count mismatch". I first made sure that it was the right file and all and it was. It never did this before with my other clothing before I changed my pc. So, I tried with pc2. It did the exact same thing (yes, I did enable keep vertex order).
Then, I tried with alembic and the cloth was moving and all but.. as you know, no textures.
What should I do? This project is really important for me and I can't find any solution all over the internet. please help


texts: How to offset armature bone - Blender to UE4

texts:
Is it possible to change the rotation values of an armature without actually moving the rig? We're trying to export an arm rig from Blender and import to UE4 but need the axis to be offset so that it works with our current skeleton. I've attached an image of a working arm vs a non-working arm. The working rig has the X axis pointing towards the arm bone and in Blender the rotation values are as follows:
X: -9.48657d
Y: 32.5635d
Z: -24.8498d
The non-working has the axis rotation at 0,0,0 so the X axis point straight out to the side. How do I get the axis to rotate and point down the arm without actually rotating the rig/mesh? I've tried a few methods but none of them worked properly, for example, I tried changing the rotations to the opposite of the values above, Apply Transforms to zero out the values, and then rotate by the values above. For some reason the rig doesn't end up back in quite the same position as it started in, and when I import to UE4 the axis looks better but the X still points a little to the side of the arm bone.
Since the rotation is related to the rig's origin point and not a particular bone, there doesn't seem to be a way to visualize the "lowerarm_l" bone within Blender.
Any other ideas we can try?
Thanks
Incorrect vs correct rotation in UE4
Incorrect vs correct rotation in Blender


texts:
I was trying to create a low poly model and the shadows on her hair look pretty bad. They look fine on the rest of the body. I'm sure it's a modeling error on my end, but I'm not really sure what I'm doing wrong.

Here is an image:

Here is the blend file: https://drive.google.com/file/d/1iVsAB1jhIeeZM4LSjsm5mwWmVu2pLkuQ/view?usp=sharing

Any advice or help would be appreciated.


texts: A script to render each frame as image (not render animation) in 2.8

texts:
This request is to be used as a workaround for a problem in the current 2.8 build.
Everything works perfectly until using the render animation function, some frames are wrong with objects randomly out of place. I have tried many hours of tweaking, and noticed that if I just use the render image button for each frame there is no problem (except having to press render and save as 6000 times).

If one of you Blender legends could whip up a script for this I would be very grateful.

Cycles would take months to render this, however Eevee does it overnight, which was the reason for trying the 2.8.


texts:
I'm trying to do 2 color on a canvas with 2 brushes.

I understood that it was necessary to use a collection per brush

On the other hand I have no idea how to make the nodes to have the 2 colors.

thank's for your help


texts:
I am working on a project to texture the Malwiya using the same original material but I'm having a problen when I klicked on UV Mapping and by using the Project from view (Bounds) method the result was that:

How to fix that and turn my 3D model to look like the Malwiya in the image?


texts:
When trying to scale the fire object along the top face normal changing the transformation orientation doesn't get the desperately wanted end result. The local and global axis will not align with my top face normal. What actions should be taken to scale along a rotated axis (that aligns with the top face normal)?

My suggestion was to have the X axle rotated and of course any axis will do...


texts: I use a Mapping Node for modify texture result. But the properties of Mapping Node are fixed. Is possible to add some sockets for Value Node? Then I can change values from somewhere else.


texts:
Hi,
I am trying to make the green mesh in the above picture
What kind of modifiers or featuers shoud I be using to make those repetition of the wires??


texts: How to fix face smooth after using Boolean modifier?

texts:
I am new to Blender and am struggling to fix a problem with face smooth after I cut a hole through the object using the Boolean modifier.

The image shows the problem, and I tried using the triangulate shortcut, tried the edit normal modifier, tried subdivision modifier, but could not fix it.

Could anyone here help me with this?


texts: Smoke not showing up in render but shows up in materials (I'm using my cpu)

texts:
As you can see it works perfectly fine in materials

But in rendered view and in render nothing shows up


texts: Bezier curve-based mesh's front surface is not appearing

texts:
I made a bouquet by blender 2.70 for The Sims 4, but the front surface is not appearing (even in the Blender). I made it with a Bezier Curve.

How can I make it show the front surface? I'm trying to make it again, but is there any way I can fix it?


texts: Is there a way to make denoising work in the Cycles viewport?

texts: I saw this in other renderers, such as the Radeon ProRender or V-Ray and was wondering if there's an Add-on or Build for Blender to work around the limitations of Cycles' Denoiser.


texts: Edge crease is making hard edges on curved surface

texts: I'm trying to make rectangle insets on a spherical shape, I have applied modifier to it. I apply edge crease so from having a circular inset its becomes like a rectangle shape, but its causing the outer parts to have a hard looking face. I tried adding loop cuts for support edges, but it distorts the shape.


texts: How do I apply textures to imported .obj?

texts: I've imported my OBJ, have unwrapped my object, and have both textures, but I can't figure out how to apply them


texts: I've created a room in blender (one floor plane+ 3 wall planes) by duplicating the floor plane.  However, when I change the floor plane colour in materials all the other planes change also. How do I stop this and just assign a colour to one plane in view in 2.8.


texts:
I tried to follow the new Blender 2.8 tutorial from Blender Guru.
https://www.youtube.com/watch?v=6OTX3ZdYvEA

When entering "Sculpting" with the icing there were suddenly alot of holes in it. Why is this?


texts:
I create an armature an all the bones through a script, then parent them. But the bones change the order in the list after setting the parents.

This script shows that each bone index changes after the modifying the parents

import bpy
import mathutils

print('HELLO')
#Clear all
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

#create armature
armature_da = bpy.data.armatures.new("Armature")
armature_ob = bpy.data.objects.new("Armature", armature_da)
bpy.context.scene.objects.link(armature_ob)
bpy.context.scene.objects.active = armature_ob

bpy.ops.object.mode_set(mode='EDIT')

for i in range(10):
    bone = bpy.context.active_object.data.edit_bones.new(str(i))
    bone.head = mathutils.Vector((.01,0,0)) * i
    bone.tail = bone.head + mathutils.Vector((0,0,0.01))
bpy.ops.object.mode_set(mode='OBJECT')
print('creation',bpy.context.active_object.data.bones.keys())

print('first parenting')

armature = bpy.context.scene.objects.active
bpy.ops.object.mode_set(mode='EDIT')
bones = armature.data.edit_bones
for i in range(9):
    editBone = bones[9-i]
#    editBone.parent = bones[9-i-1]

#    editBone = bones[i]
    editBone.parent = bones[i+1]

print('pre object',bpy.context.active_object.data.edit_bones.keys())
bpy.ops.object.mode_set(mode='OBJECT')
print('pos object',bpy.context.active_object.data.bones.keys())

print('second parenting')

armature = bpy.context.scene.objects.active
bpy.ops.object.mode_set(mode='EDIT')
bones = armature.data.edit_bones
for i in range(9):
#    editBone = bones[9-i]
    editBone.parent = bones[9-i-1]

    editBone = bones[i]
#    editBone.parent = bones[i+1]

print('pre object',bpy.context.active_object.data.edit_bones.keys())
bpy.ops.object.mode_set(mode='OBJECT')
print('pos object',bpy.context.active_object.data.bones.keys())

Am I using a incorrect way to set parents?
Is there a way to preserve the bone indexes?

I am aware that I could use the names to reference the bones from the array, but I prefer to stick to indexes.


texts: UV mapped textures not affected by lights

texts:
I have imported a .3ds model into my scene, and applied the textures which are UV mapped. The model renders ok except it is not affected by any lights I place in the scene.

I would like to have a number of lights and the shading of the model to look as it should. Is this not possible with such textures?
When rendering with 'foreground' selected the result is very dark as shown:

When I render with 'background' selected this is the result:

I have a sun above the model and a hemi lamp very close to the right-hand wall but this seems to have no effect.

Any help on this would be much appreciated!

Here is a link to the .blend file: https://www.dropbox.com/s/qujhazkc668r64q/Test%201%2014-08-14.blend


texts:
So either Google doesn't have the answer, or I didn't know what to search for. But I don't see the render button on the right side of the screen. Every tutorial I see says that I'll find it there, but I don't see it.

This is what I'm seeing


texts: taking a manuel bastoni character to another file

texts: I wanted to test creating a character in another file, and now that I am satisfied with the character I wanted to move it to the original file, I used manuel bastioni lab for character creation but either copying the object or appending the object fails to copy all the data related with the character i.e. bastioni lab doesn't show the side pane of options and no posing rigs or anything with the appended character. It appends the object like it was poly modelled. What is the correct way to transfer a character from one file to another which was created with manuel bastioni?


texts: How to delete isolated shader nodes from script?

texts:
I'v added some nodes by nodes.new
#node_output = nodes.new(type='name')

and linked some with  links.new, after re-run the codes, some nodes were created repeatedly.
How to delete those isolated nodes.


texts: Using EEVEE for interactive VR presentations?

texts:
Does anyone know if it is possible (or future plans) to use eevee to make interactive architectural VR-presentations? I have customers who want VR and need to change my pipeline.

I understand I can model things in Blender (which I am starting to like very much) and export everything to Unreal Engine 4 for the rest of the workflow. As I need to handle changes in the building models right up to my deadlines, I would prefer staying in just one application.

Can I hope to do this in Blender?


texts:
I've been trying to render only shadows in Cycles, is that possible? If so, how?

For example, when I render a character, I want Cycles to render only the shadow of the character.


texts: Why is selected item highlighted in Red?

texts:
I am new to Blender. I watched a few tutorials for Blender and I noticed that their selected objects are highlighted yellow.
I try to copy the tutorials. I have only ONE object and I want to move that ONE object.
When I select that ONE object it is highlighted in red. Wow, that is completely unexpected! I can't move or rotate the object. I want so desperately to do something as basic as moving an object. I suspect that the object does not move because it is red. I am so mad. Why is the selected object highlighted red?

The result of moving the cube the tutorial way.

No "Transform Affect Only" has been selected

Clicking on the yellow dot in the bottom left corner will highlight the cube red and clicking on the cube will do nothing.


texts: Can't seen primitive options when adding a new mesh

texts:
When I add a new mesh, I don't see any primitive options. Ie. being able to adjust the number of vertices etc.

If I create a brand new file then the option to adjust the core mesh primitives is visible in Properties panel. So it appears to be linked to the file I'm working on.

Driving me nuts.


texts: Is it possible to create an artificial shutter effect in blender to render something like this?


texts: Character stick to bottom of ground static objects. How do I fix this?

texts:
Hello blender stack exchange people!
So this is a simple problem, but I haven't found a solution yet. My character is sticking to the bottom of the ground cube. I'm making a platformer game (image below) and the collision cube for my character sticks to the bottom of the collision cube for the ground (invisible) when I am pushing the up button.

Here's what it looks like in object mode:

That's all I can say about it... Please tell me if you need more info and what it is. My character has character physics obviously.
I need to fix this because if the player doesn't make the jump, the character should fall instead of traveling under the cube seemingly floating through the air. Thanks a lot!
~DaDudeII


texts: Faces acting wierdly without me having anything done with them

texts:
I was following the Doughnut tutorial from blender guru (the latest) and was making the saucer for the coffee cup and due to me messing up one of the earlier insets and had to get creative when making the insets for the slot of the coffee cup. so instead if having the round singular face to inset i had several rectangular faces which all need 1 inset line, so what i did was a selected them all and trial and error the insetting until I got the thin faces i needed. Then when I was about to raise the middle section to actually create the cup slot i noticed that one face was glitched out of its mind so I took to the internet and found no good answer, let see if anyone else had similar problems. notes i have a solidify modifier already applied.. Here is a google drive link to the project where you can download: https://drive.google.com/file/d/1F22EEk7GTJZkgE1uVcp_nyMTs8PkKFsj/view?usp=sharing.
ps: this is my first time doing anything here so if I make mistakes, please tell me in a nice way.


texts: I have many Vertex Groups created. I would like to be able to lock/unlock all vertex groups instead of having to click the "lock" icon on all vertex groups individually. Is there anyway of doing this? Or does anyone know of a plugin or add-on which exists to perform this?


texts:
Does hit always need to work as individual channels?
I'm animating an object that has a "snap" animation that involves Loc and Rot.  The graph editor forces you to tell it which channel you want to edit.
I just want to edit the entire keyframe.  That's not possible?  I need to edit each channel?


texts: How to "flatten" the faces of a solid to level with its vertices?

texts:
I have the following decahedron:

But as you can see below, its faces are not "flat" but rather curve towards the inside:

How can I make it so that all the faces become flat kites, without adding edges or vertices?
EDIT: To be clear, I want to end up with a shape similar to this:


texts: Why is object's location is same, ( vector (0,0,0) ) in all frames of animation?

texts:
I have imported a human model mesh, with armature and animated it with mocap. What I exactly need is the position of its eyes at different frames.

              for f in frame_numbers:

                    eye_ob = bpy.data.objects[model+':Low-poly'] #eyes
                    ob = bpy.data.objects[model]
                    REyeIdx=95
                    LEyeIdx=47
                    scene.objects.active = eye_ob
                    scene.frame_set( f )
                    scene.update()
                    verts= eye_ob.data.vertices
                    print("right eyes ",verts[REyeIdx].co) #--this prints same value in all frames
                    print("left eyes ", verts[LEyeIdx].co) #--this prints same value in all frames
                    print("model pos" , ob.matrix_world.translation) #--this prints vector((0.0, 0.0, 0.0))
                    print("eye pos" ,  eye_ob.matrix_world.translation) #--this prints vector((0.0, 0.0, 0.0))

I am getting same 0,0,0 vector for object and its eye's positions. The coordinates of a specific vertex of eyes remains the same throughout the animation( not 0 vector). What could be the reason?  How can I fix it?  I saw related questions, but did not help.


texts: Is it possible to make light pass through only a part of the texture

texts:
I have a light inside an object, and that object has a material with transparent parts.

I want to render light beams radiating from those parts with volume scatter, however, the light doesn't pass beyond the mesh.

Is there a way to let light pass through those transparent parts of the texture?


texts: Child object does not render - even after setting duplication to none

texts:
I'm having the same problem as this user was (Object doesn't show in render), but I have Object Duplication set to none and I have cleared restricted render on my object. But it still does not appear.

It is the child to an armature and when I remove the parent/child relationship the object does render.


texts: how can i make child transformation property to change when its position is changed due to change in parent position

texts: suppose i have two object a cylinder and sphere. I set sphere as parent of cylinder. Now when I reposition sphere the position of cylinder also changes. But when i see transform properties of cylinder (child of sphere) its transform properties are not changed. i want transform property to change with the position of child object. please suggest a way to achieve this if possible


texts: Im trying to sculpt a monster in blender and i do not know how to add detail to it. It looks very blocky when using clay brushes etc. Do i need to subdivide my object for more triangles? thanks.


texts: My armature deformations inexplicably 'pop', without any shape keys or other modifiers. What's going on?

texts:
When I rotate my armature in certain positions, the mesh lurches outward into strange positions.  I've already checked out my weight painting, and there's no other modifiers causing any issues -- what's going on?

What could be?

Modifier actived: armature//corrective smooth

Here a picture from behind

Here the file:


texts: Making a rigged mesh interact with rigid bodies

texts:
I have sculpted a cat and rigged and made a small animation its all ok,
now i want my cat to play with objects like little toys, spheres or default cube,
I want to key its little paw around and hit other objects with it and i want to do this with physics simulation so its realistic.
I couldn't find anyway to do it, i tried a few things i saw here and there but cant make it work, im a newbie help pls


texts:
There’s a black line appearing in my mesh. I have recalculated normals, merged vertices, and this is still appearing. how do I fix this?

Thank you.


texts: How to run a compositor operation one after the other?

texts:
I'm currently trying to do a new Compositor node in C++ in blender and I need to wait for an operation to finish before the second one begins. Is it possible to do so?
Thanks.


texts:
Is there a way for beveling compound curves?

For example - Add icosphere -> Select all -> delete only faces -> convert mesh to curve -> bevel curve. Curve will be beveled but with a some kind of distort at some points. Is it possible to make it more consistent, except changing radius at every problem point?


texts: Object appears bright even when there is no light

texts:
I was trying to integrate a dragon model from blendswap into my model, but the problem is that no matter what I do the dragon appears bright and is fully visible. Can someone help me understand what is the source of light which is causing the dragon to appear rather than look similar to objects on the map (for instance the building)

Here is the blend file


texts: Add reflection to transparent cycles material

texts: I'm fairly new to Blender (V2.79) so a little help will be greatly appreciated. Please see attached image as reference. I'm trying to get the same shine/light reflection (C) on my transparent plastic (A) as I have on the 'printed' plastic (B). Thanks in advance.


texts: How do I adjust opacity of an "image as a plane" in Version 2.90.1?

texts:
I want to adjust the opacity of an image overlapping another image.
For example, in this image, I have a car overlapping an airplane.
How do I get that same effect in blender?

All the tutorials I've found are very outdated, the UI has changed so much at this point, they can't be followed. Do I have to setup some kind of crazy thing in the shader editor, or is there some simple opacity slider I am overlooking?
I managed to get the image added with transparency, I just can't figure out how to adjust the opacity so I can see through the image.

Edit Finally was able to adjust the opacity without removing the transparency using the suggestions provided, adding a second Mix Shader and Transparent BSDF (for a simple effect, this was not easy for a beginner):


texts:
I have a "long" scene i want to render (20 seconds). However, if i were to render it all at once it would use 90% of my computer for multiple days.Could i render it in pieces?
Such as rendering 0-100 frames over night
then 101-200 frames the next night and so on.
Then edit it together later.
or would there be an obvious jitter or something?


texts:
I use image textures a lot and regularly get the following messages pop up in command line...
libpng warning: interlace handling should be turned on when using png_read_image
libpng warning: iCCP known incorrect sRGB profile
I don’t run through cmd much unless I’m troubleshooting lagging or a regular crash so I don’t know if this contributes to performance issues.
My questions:

What do these error messages mean?
Are they important enough to worry about?
How can I stop them from recurring?

This has happened on various versions of blender from 2.79 through to my current 2.8.3


texts: Rendered image over background image looks over-exposed

texts:
I want to render a 3D model on a background image and I also use shadow catcher on a ground plane. It all looks perfect when I do a simple render in the viewport (Shift + Z), but when I do a real render with the node setup as in the image below, the background image seems to be over exposed with to much light!

Is it the light from HDRI-image that affect the background? If so, is there a way to prevent the light from affecting the background image? Or are there other better options to handle this?


texts: i have followed a tutorial and made this human base model but the thing is that the eyes i have modelled and positioned apparently looked fine, when I zoom in the edges appear to be alright, but when I zoom out, the edges appear as if the object is projecting out of another object(i.e the face). can someone please let me know what is the problem here or is it alright if this happens?


texts: Image Texture completely washed out in Render, but not in Viewport Shading

texts:
Newbie to Blender here.
I'm trying to render an interior scene - it's a very simple gallery with two windows. I have added an Image Texture to the 'floor' - this is supposed to be a mid-dark brown wood texture. There are a number of lights in the room, as well as a light outside the windows. (I will attach pictures and the .blend file). In Viewport Shading, the room looks exactly how I need it to look - the colours are saturated and the lights look ok. However, when I go to render it, the floor texture becomes entirely washed out and grey. I have changed the world background colour, I have tried to see if the colours are desaturated, I have changed the image texture to be in the sRGB space - nothing seems to work. I also made a backup and removed all the lighting, and put one spot in the middle of the room to test if my lighting was the issue, and the problem persisted.
I imagine that there's something in the render settings that isn't quite right, but I can't figure out what it is.
Here is a google drive with the relevant pictures and .blend file.
https://drive.google.com/drive/folders/1SfXgCVzyjKCa4T7CZW_Y_u9V0HuZLg4p?usp=sharing
Hope you can help!


texts: Problems with rendering textures in Blender 2.8 with Macbook Pro 2015

texts:
I'm new to Blender.
I don't have any NVIDIA or AMD, just default Mac OS graphic card.
Can I render 3D & texture with my default settings? I turned off on render viewport "Scene lights & Scene world" and I can see the texture but not in the final render.
On my viewport render I can see the full texture but when I go to render with EEVEE the image I just see a "glossy" result. Why?
Here's two photo's for reference


texts: I use OSL texture(...) to perform a texture lookup of an image, succeed, but it always looks whiter than I use the Image Texture Node, Why? What's wrong?


texts: How to cut a mesh in blender? like people do in C4d

texts:
I wanna slice a mesh, like a thread or knife is cutting it.  https://www.youtube.com/watch?v=db1wvTkVxTY {watch it from 0:40 to 0:50.}

Please help


texts: Soft bodies not colliding with each other on Blender 2.9

texts:
I have created 2 spheres, with applying soft body and collision physics, both with the same settings,
created a collision floor, located the 2 spheres on above the other floating in the air. When I play the animation, the upper sphere collide to an imaginary plane before touching the lower sphere, they just do not collide to each other. I tried to check (Goal) option of the lower sphere then it worked and the collide, but the lower sphere of coarse floated in the air. Any suggestions please??


texts: Determine which way Bezier path is 'facing'

texts:
I'm working on a script that will need to know which way a curve is facing, meaning if all the points on the curve share the same X value, it's facing the X direction. I have the script below that will correctly show the global space vector positions of each control point of the curve.

import bpy

obj = bpy.context.active_object
curve = obj.data
spline = curve.splines[0]
# setup array for points to be written to
pathPoints = []
# Iterate through the control points in the spline and append them to the array
for i in range(0, len(spline.bezier_points)):
    pathPoints.append(obj.matrix_world @ spline.bezier_points[i].co)

# determine if path is facing X, Y, or Z
# TODO

# DEBUGGING
print(pathPoints)


texts: How do you find the nodes you're looking for

texts:
When following tutorials, I often come across one of the Math nodes ("Greater than", "Power", "Modulo"...), which, unless you use the Compositor for several hours every day, I don't think you can know by heart.

Of course, I usually end up assuming that the nodes I'm looking for are inside the "Math" node - and usually that's exactly where they are.

I just came across a tutorial requesting this node:

Sure enough, I thought I'd find it in the Math node. Not there.

I searched again:

Still nothing.

I think it would be a great idea for the developers of Blender to show these words in search results even if the word is a part of the node (rather than the node's name itself), for example:

Math > Modulo

could show up in the search results, thus informing the user where the node they're looking for is and what it's hidden inside.

Does anyone know of a way to find where to find certain functions of a node when it doesn't show up in the search results (or when it's a sub-menu of a node)?

Ideally an offline way of doing this.

Going back to look for the Soft Light...


texts:
Is it possible to call a function contained in an addon (__init__.py) already installed in blender, through a script of another addon always installed?

The function in question is a simple (self, context) with no input


texts:
I have a shape where I select multiple edges

I would like to move each of these edges equally in a direction linked to the centre of the object. But as you can see doing this manually causes a mess

And moving all the edges together causes a different type of mess

I can achieve something close to what I want by scaling them, but I would like the edges to remain the same length


texts: Calling a list of operators from a handler

texts:
I have a collection of addons that sometimes contain/handle additional data that I can't (or sometimes don't want to) save inside blender as custom properties.

So I thought I'd make a helper addon that will call a certain operator from each other addon and each addon will check itself what needs to be saved/loaded.

So far I have this:

def register():
    bpy.app.handlers.save_post.append(save_load_persistant.SavePersistentData)

as a handler and this is an example of one of the other addon's "save" operator:

class X_percistency_save(Operator):
    bl_idname = "percistency_save.X_volume"
    bl_label = "Saves X during ""save file"""
    def execute(self, context):
        if some_internal_check:
            path = bpy.data.filepath[:-6] + "_Xdata.raw"
            print("Saving X to: ", path)
            return {'FINISHED'}
        return {'None'}

This operator can of course be called via bpy.ops.percistency_save.X_volume(). But since there is an unknown number of Operators from an unknown number of other addons to be called, I thought the best way would be to just iterate over all operators I write into this specific operator group ("percistency_save").

Sadly my first instinct doesn't work:

for operator in bpy.ops.percistency_save:
     operator()

Since:

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
TypeError: 'BPyOpsSubMod' object is not iterable

Is there a way you can see to achieve something similarly modular without having to curate an explicit list of operators?


texts: How can I reflect a transparent background?

texts:
I'd like to make a glossy surface which reflects objects above it, but that also reflects a transparent background in the final render.

So in effect, the final render would contain only the reflections, not the surface itself.

Is this possible please?


texts: What are the pros/cons of having a model made of multiple meshes?

texts:
Here is a model shown in object and edit mode.  The topology is great, however, the body parts are all separate meshes.  From an animation perspective, what are the pros/cons of this approach, versus a single mesh?  Thanks!
Edit- mods believe my question has been answered here: What are the benefits of modeling in one piece, or as separate parts?
However, I think my question is sufficiently different as I'm asking about animation of an organic object, not hard surface modelling.


texts:
My friend is trying to render an image but recently started getting the error

blender unknown error in cuLaunchKernel

after the ending of the error it seems to present some variables in a C function, this has only started happening recently. A couple of weeks ago the same scene was rendered fine and only started reworking on the scene today when it produced this error. Some information that might help

Windows 10 (64Bit)

GTX 1060 4Gb

Blender version 2.79


texts: How to determine lens undistortion values for motion tracking?

texts: In the camera setting in motion tracking, how do I tweak the K1, K2 and K3 value properly. I was told that these values are not necessary to tweak but I do want to adjust it, just for the sake of perfection.


texts: Adding drop-down text to segments of a Blend(-ed)4web plane?

texts:
Can anyone give advice regarding the Blend4wed exporting formats?
I am basically hoping to export out a simple plane which will allow certain interactive features i.e. when a viewer hovers over an allocated segment of this plane, a segment of text will drop down with information about this specific component. The plane will also hopefully contain zoom/ pan features to further support this text component. Is this output even possible?
Advice would be massively appreciated!


texts: how to fix a hole in a photoscanned rock?

texts: i'd like to fix the hole in this photoscanned model so it look complete


texts: Rigid Body stops at the upper surface of a hollow cube

texts:
I am very new to blender and so forgive me if the question sounds vague. I am trying to create a scenario where I have a hollow bin with cloth on its edges and drop some objects into it (In Blender 2.8). I created the hollow bin by subdividing the default cube and deleting the upper face. later, I added a few planes with cloth simulations which will collide with the cube and rest on it. I have then animated the objects to fall into the cube at a frame where the clothes have settled in. In order to support the collision between the cloth and the active rigid body, I have added passive rigid body properties to the cloth. When I run the simulation, The active rigid body objects do not fall in the cube. Instead, they stop just above the cube and stay there until the simulation ends. I have made all the collision shapes as mesh.
Can someone please help me with the issue.


texts: Why is the light blowing into one direction?

texts:
This is an imported SVG, I used skin modifier for the thickness and Emission shader for the light. But the light is not surrounding but seems having a direction. Does anyone know why it happens and how to resolved it? Thanks!
And there is the normal.


texts:
I'm following this tutorial, and I'm having a problem specifically with these two videos. In the tutorial, when he selects the frosting of the donut after adding the sprinkles as particles, the sprinkles look like they have a selection outline around them as if they are individual objects. When I do the same thing, only some of them have the selection. Then when I try to add random color from the second video, only the ones that were selected have the color changed.

Here's my .blend file:


texts:
I want to aplly an Array Modifier using a function based on the counter number, for example, X Displace = Count**2, I tried to use modifiers["Array"].constant_offset_displace[0] = modifiers["Array"].count**2, but the result is the count value squared, like the print:

The result that I was waiting was for the Instance 01 of the array modifier, x=1**2 (=1), to the instance 02, x=2**2 (=4), to the instance 03, x=3**2 (9) and so on... The grafic result is a curve, not a constant like happens on the print.

So, how can do this?

Thanks!


texts: Intersection of objects taking into account plane scale

texts:
After having a look at Loop at intersection of two objects (script) was wondering if I could do intersection of plane with mesh taking into account the plane scale... If I use the bmesh as is I get the following...

How could I get only intersection within the plane taking ito account the scale, i.e not getting the wrists?
Thanks!


texts: How to change default option for UV selection?

texts: How might i change this 'Select Linked Pick' option to not, by default, have the 'Extend' option turned on? In 2.79 it didn't operate like this and so that is my workflow, so this keeps throwing a stutter into my unwrapping. These more obvious options in 2.8 are great, but I'm just wondering how to edit their default settings.


texts:
I created a shape out of a single mesh/edge.

I added an array modifier and a curve modifier to create the rough shape of a banana.

Is there a way to add a "skin" to the result in Blender 2.8 in a non-destructive way, e.g. by using a modifier or some other technique?

Blender file


texts: Selecting Vertices on Symmetry Line of Mirror Modifier

texts:
I am trying to extend an existing script that scans meshes for certain conditions, like poles, non-manifold edges and the like.

When a mirror modifier is present on the mesh, all vertices on the symmetry line fall therefore under the conditions non-manifold and 3-valence pole (in case of quad meshes, at any rate).

I want to select the points on that symmetry axis and gather them in an array, to remove them from the other checks' results.

I am uncertain how to best do that, if anybody has suggestions, I would be very grateful for those.


texts: Audio doesn't play after transferring blender file

texts: To make it short, the audio on my project isn't playing. When I open up another project and insert audio, it plays perfectly. So I feel like this is more of a project problem than a setting problem. I just switched from my old laptop to a new computer, and something must've happened as I was transferring the file. I made sure to pack all of the files into the .blend before moving it, and I've hit a roadblock. If anybody could help, I'd really appreciate it. :)


texts: How do I make dark oak material in BLENDER

texts: I want to make a 3D model of a speaker (Fyne Audio F501) but not able to make the dark oak wood material for Cycles can anyone help?


texts: Adding Blender Datapaths together as strings and then executing the resulting string

texts:
is it possible to somehow execute this, so that I get the status of the show_name option?

import bpy

a = "show_name"
b = "bpy.data.scenes['Scene'].objects['Cube']" + "." + a


texts: Particles are passing through one object and deflecting off another?

texts:
I have two large objects, both have the same rigid body and collider settings. I have a particle emitter between the two of them. When the particles are emitted they bounce off of one of the objects and pass through the other one. Is there some setting I'm missing?

You guys have been great thus far, any suggestions?

Edit: Have done loads of google searches and can't really figure out why the particles pass through one object and not the other, even when they both have the same settings.

I thought it might be because the asteroids where on different layers, I had partial success moving everything to the same layer. However that was a false positive, only some of the particle actually deflect off, while the majority pass through.


texts: v2.8 beta EEVEE, transparent mask is black instead of transparent

texts:
I need to apply an alpha texture mask over a texture material in order to be transparent in the viewport. As is, it is black in EEVEE.

How do I modify this file to make the viewport show the mask as a transparent in the 3d view?


texts: How to add an object around an existing object which also follows its path?

texts: I created some basic wiring that curves at certain points and changes direction. I did this using extrusion. I want to create a cylinder/rubber housing around that wiring that follows it's path without having to do it all manually. How do I create a path that goes off an existing object? Any tips? Thanks!


texts: I tried to merge 2 vertices, but it keeps moving to the center

texts:
I've made 2 different objects at the first time which were 'Body' object and 'Horn' object. And they've already had same Mirror Modifiers of Y Axis, Clipped.

Now I Joined 2 objects to use Ctrl + J. (Horn to Body.)

I Selected 2 vertices from the top of the head like the second picture on the below, press W to tried merge those at the center. But it's moving on to 'Center of the Head'.

I searched on the Google and Blender Manual to solve this issue without question but unfortunately, I still can't find it.

Could you please give me any solutions?


texts: Is there a way to assign a lattice to the demensions of an objects bounding box? Blender 2.8

texts: I'm curious if, with a script, I could click a button and with the object I have selected have a lattice that is the dimensions of the objects bounding box? I have my own panel of scripts that I have made to cut down on simple but time consuming tasks and this would be perfect I'm just not sure how I would go about this.


texts: Scripting: adding drivers to multiple objects from one property

texts:
I am making an exploding ship, and I am trying to make all the pieces visible and physically active at the same time by driving their properties with an empty’s custom property. Since there are over 100 pieces, I wanted to copy the driver with scripting. It seemed to work, but the driver does not drive the properties actively unless I go in “Edit Driver” and click “update driver dependencies,“ and that just updates it to the correct state once. Once the driving property changes, the driven one doesn’t unless I go and update it again. Best I remember, this is my code:
driver_path=“bpy.data.objects[‘Explosion Point’][‘Explosion On’]”
pieces=bpy.context.selected_objects[:]
for p in pieces:
    p.driver_add(“rigid_body.enabled”).driver.expression=driver_path
p.driver_add(“hide_render”).driver.expression=“not “+driver_path

The pieces are all parented to the empty, and the empty is parented to the original ship (irrelevant, except that it is a child). The driven properties do turn purple, but the driver edit menu does warn me that the driver is not working correctly, and that I might be able to use data paths with the input variable thingy.
How can I fix it?


texts: Blender to Unity 5: Using more than 1 rig with animations

texts:
I have a model that is rigged and also a weapon that is rigged. The rig of the weapon is connected to the model's hand so that it moves accordingly (I connected it with CNTRL+P > Set parent to bone). I then made the animations for the model and then the bow and combined them using the NLA editor. The problem is, when I use the .blend file in Unity 5, the weapon doesn't move, only the model. Am I joining the two incorrectly or am I just using the NLA editor wrong? Thanks.

Edit: I don't actually save anything in the NLA editor because I assumed you didn't have to (and I don't see any save button xD). I'm very confused as to how I'm supposed to get whatever I just made in the NLA editor into something I can use in Unity.


texts: Can anyone tell the difference in material setup for a chocolate solid and a chocolate liquid

texts: I make chocolate using mix shader connected in a diffuse and glossy and a fresnel in the factor input.But that looks like a molten chocolate How can we make it look like solid chocolate


texts: I pressed c in editing mode and can't get back

texts: can somebody help me? I'm on my Mac Book Pro (without Numpad - I KNOW) and I need a shortcut or something to untag the object. I can't press any other button and I don't know when I saved it the last time. Please help meeee.


texts:
Download Project - BlenderScene100.blend - Blender 2.80

I was playing around with blender 2.80 when I made the scene above, whenever I render lights just disappear, I can't show you what its supposed to look like as whenever I take a screenshot the lights disappear -

I have no idea why this is happening, any help?


texts:
I've been playing around with low poly as a design style lately and after watching a talk from GDC about low poly design I had a quick question. It was stated in the talk to avoid using the decimate modifier but I can't find many other workflow tutorials that don't use it.

What are the best techniques to start learning to avoid decimating or is decimate generally an actual acceptable practice?


texts: Remesh destroys separation between fingers

texts:
I would like to do a final Remesh for my model after sculpting out the hands but using Remesh even with a Voxel size as small as 0.005 merges the gaps between the fingers. How can I avoid this?
Hand before Remesh

Hand after Remesh


texts: How do I make a pulsating light effect material?

texts:
I wanna make a material or animation that can do something similar to this video on multiple different points on a surface. But with different speeds and distortions.
https://www.youtube.com/watch?v=Sj0NEtvvUZ8

At first I tried selecting an area of faces, create a vertex group, select a wider area of faces, create a new vertex group and repeat that a few times. Then I tried to plug in the vertex group into the vertex group field of the wireframe modifer and animate it. With all the vertex groups animated together, I was hoping to get a pulsating effect. But when I keyframe a new vertex group, the last one always gets overwritten for some reason.
I also tried to see if I could do something with the mapping node in the video below, but can't get anything that I'm imagining.
https://youtu.be/5_4lNC0JXW4
Can anyone help with this?


texts:
How can I pack exactly 1 specific file into the .blend on Blender 2.82?

In external data, I have many texture files. Some I use in all my .blend files and a few I only use in this .blend file.

Example:

scene1.blend
    wood.jpg (packed into scene1.blend)

scene2.blend
    marble.jpg (packed into scene2.blend)

sky.jpg (not packed in any blend file)
plastic.jpg (not packed in any blend file)


texts: cant seem to figure out how to lock grease pencil animation to a moving camera. 2.8

texts:
First time posting a question. Forgive my ignorance.

I am really excited about animating in grease pencil with 2.8.  I created a crazy camera move as a test through a few cubes and i wanted to animate a character running with the camera move.

But i've discovered that no matter how i configure the view or origin settings the camera always moves past the grease pencil object. I tried parenting the camera to the grease pencil object and it still doesnt fully move with the camera.

I am pretty new to blender so apologies again if this is a simple fix. I am trying to use it for storyboarding. being able to draw characters in existing camera moves and all that.

thanks for any help!


texts:
I'm using Blender Cycles to model a strand of DNA. Ideally, I'd like to make certain parts of the model look like they're encased in a clear, sticky membrane, like this:

How would I make this material with the Cycles Node Editor?


texts: Is there a way to automatically remove ngons?

texts:
As you can see, I am trying to make a computer screen, but am wondering how I can make my mesh of a screen correctly connect to the main frame. Do I have to manually use the knife tool? Or is there a better option? Thanks for all advice or suggestions!

The first picture is the subdivision gone wrong.
The second picture shows my original mesh.


texts:
I am trying to modify an existing simple mesh but am having trouble.  It is a disk Amulet with a setting ring in the center (extruded and beveled) with a "Gem" setting in the center.  Right now everything is a disk with the gem being half a sphere.  I would like to turn the setting disk and the gem into an oval shape rather than the disk shape while the outside disk stays the same.  I have imported the model and have selected the  points of the mesh that represent the setting disk but do not know how to modify the shape.  Any help would be appreciated.
enter image description here


texts: How do you get your objects local transformations back after applying them?

texts:
Say I have a cube, and I rotate it randomly. I set the transform orientation from Gloabl to Local, and I move on the Z axis. The cube won't move up, it will move in whatever Z axis it has instead.
Now, say I go to Object, and Apply All Transforms; now when I move on the Z axis, it will move up and down.
Is there anyway to get the local transformation back after applying them?


texts: 2.8 Measuring tool on angles - no decimal on degrees

texts:
Tried different platforms and relases, and some YT videos says the same to me:
- In the version 2.7 the measure tool was hided like discouraged but on angles showed 2 decimals after the angle, so I measured with a certain precision (like 12.76°)
- In the version 2.82 the measure tool is presented in the main bar, but when I measure an angle the precision is something embarrassing, no decimal point after the entire part... (so the precedent angle will be 12° or 13°).

This change is a wanted behavior (and so... why?) or a bug?


texts:
I wonder why this hasn't been implemented yet. Cinema 4D has a lock ratio so you can change the X size and Y will resize accordingly. I know I can use the percentage but this is not accurate if you want to for instance make the render exactly 1000 pixels but maintaining the exact frame the camera already has.

Any ideas about that?


texts: Is there a way to save curve and arc thickness profiles in Grease Pencil draw mode?  I use a two or three different settings in my drawings, and it would be really nice to save and select them from a drop down menu.


texts:
Why looks my waterfall so terrible. The mesh isnt even stick together. It splits to often and i cant figure out why. I also backed with 300 but it doesnt matter. The splits are so annyoing unrealistic.

Inflow looks like this (Its the top box)


texts:
*I dont know how to explain the title feel free to change

I have downloaded a mesh that uses particles as grass and it is going through my knife mesh

I was wondering if there is anyway to get rid of those few strands?


texts: How to properly bake action for armature

texts: I just learned bake action with rigacar. I thought it would be the same for rig-ify .I click armature to be baked, go to the last layer (where I think are the def bones not really sure). I select all then - object mode.  I used space bar to bring up search bar and then type bake action, I select everything in the menu except the last one (overwrite bla, bla) then I click bake "pose". I click bake and it bakes animation but when I try to delete any of the other bones that I don't need anymore  the whole armature and character deletes with it..How do I this correctly for sending off animated character to render farms?  Thank you for taking the time to answer this.


texts:
I'm trying to procedurally replicate the white fabric-like texture on this spaceship:

So far, this is what my render looks like:

And here is my node setup:

Basically, it's two sets of overlapping wave textures with distortion, subtracted against each other to make the "stippling" effect. Then I apply that to a bump node and combine that with a burlap texture normal map to give it that "fabric" look.

But it still doesn't look as good as the source image. I'm still struggling to get that randomized and grunge-y look that I see in the source photo. Any tips on how I might get my texture to look more like the source image? Thanks!

Edit: my blend file as requested:

Edit2: Added a better test render image, for comparison.


texts:
I'm new to Blender and I'm trying to bake the shadows of an object. But each time I do, the bake turns out all black. Every other baking option (Ambient Occlusion, Combined, Normal, etc.) works fine.

thanks!

render passes:


texts: how to add constraints driver without driver modifier via python

texts:
If i add a driver to constraints (head_tail) via python it generates automatically a driver modifier(generator) instead of keyframes.

import bpy

rig = bpy.data.objects['Armature']
dr = rig.driver_add('pose.bones["drb"].constraints["Copy Transforms"].head_tail').driver
dr.type = 'SCRIPTED'
dr.expression = 'x'

var = dr.variables.new()
var.name = 'x'
var.type = 'SINGLE_PROP'

tar = var.targets[0]
tar.id = rig
tar.data_path = 'pose.bones["ctrl"].location[1]'

It seems to be the default behaviour.
I tried also to find the driver modifier to remove it but where is this modifier located?


texts: How to Texture Paint on an Object using Local Symmetry of Another Intersecting Object?

texts: Watching a tutorial online for Substance Painter's new tools, I was intrigued by the way they can use a secondary widget to define the orientation of an object's symmetry such that they can move the widget and then paint a symmetrical shape on the object's surface. This is similar to how our paint system uses the optional X, Y and Z axis for symmetry painting. Is there a possible work around in Blender already that I have missed?


texts: How to set up game engine publishing (cross-platform) addon?

texts:
I need to export a game runtime using Blender in Linux, that can run in Windows. In other words, from Blender in Linux, I need to export the game as an .exe with accompanying files etc., such that when the whole folder is copied to windows, the game can be run.

I have done a lot of searching, and I know that the add-on called "Game Engine Publishing" should let me export a game engine runtime for multiple operating systems. I found this wiki page about the add-on that says this:

  Out of the box, this addon can only publish using the "default" platform, which makes use of the Blender binary used to run the addon. In order to publish to other platforms you will need to download extra binaries. The simplest way to do this is to download the binaries for the platforms you wish to publish to and extract them into your Lib Path (//lib by default). From here the Auto Add Platforms operator (found under the platforms drop-down menu) can be used to automatically setup platforms for the binaries in your Lib Path.

But I'm embarrassed to say that I don't know what it means by "downloading the extra binaries," and despite a lot of googling and stackexchange searching, I haven't been able to find a simple answer. Could somebody please help me or point me to some resources on this?

Also, one possible complication is that I'm exporting the game from a high-performance computing environment where I don't have admin, so I'm not sure if I can add files to directories higher up than my home directory.


texts: How can I open a circular window in a cylinder?

texts:
Just like in this picture.. This is a cylinder with a circular window.
Please notice that the frame is evenly distributed along the cylinder and I want to achive the same result, any tips?


texts: 2D Line Strokes Turn Thin; Don't Know how to Change Them Back

texts:
While trying to make a 2D animation in blender 2.8, I have come across an issue that I'm not sure how to change. I am very new to the program, so I don't know how it can be fixed.

I had been using the default "Draw Ink" tool to make my lines. One time I opened the project and every single stroke I made turned thin- along with the lines on every previous frame.

This is what the lines are supposed to look like.

This is how they actually appear; only the onion layers have what I drew.

I haven't been using any modifiers and all blender settings have been reset to the factory settings. Nothing seems off about the original brush as well. Is there any way to change the lines back to the way they were before?


texts:
I have a mesh cut up into chunks that is a 1x1 match with bones. e.g. shoulderMesh -> shoulderBone. FootMesh -> FootBone. I want the meshes to be full strength painted to the bones.

Can I do this without manual vertex painting the meshes?


texts:
I am trying to get Group nodes to work in the Shader Editor. All of the documentation and blogs I've seen say that Group nodes are instanced. I.e. if I create a Group node, it will share all parameters with other identical Group nodes in the .blend file. But that's not what I'm seeing. Group nodes are not instances, parameters are not shared, and I'm left wondering if I've done something wrong.
I create a Group node with CTRL+G
I create another copy of that same Group node with the Add menu
I expect the two Group nodes to be instanced, but they aren't. I change parameters on one of them, and it does not affect the other.
Please help.


texts: How to write a python script that opens My_file.blend and applies a script on it?

texts: My main goal is to achieve that this script file will open My_file.blend, apply my script on it, render and save an image to output path


texts:
I'm just a beginner with animations in Blender, but how my teacher showed me is that you can click on the "Record" button, place your object, turn "record" off, move the object, hit record again to create keyframes, turn off Record", etc.

I've done it a few times successfully, but the new animation I'm working on doesn't create keyframes:

Object in position 1

I turn "Record" on and move the object:

But no keyframes were created!


texts: (Animation Nodes) How can I make objects rotate to face the direction of the normals of a mesh?

texts: I'm trying to recreate Mystique's transformations from the new X-men movies, and I cant figure out how to get the directions of individual polygons or vertices. I can get the location and "normal," but the normal vector doesn't seem to correspond to any sort of rotation. Help?


texts:
i want to create a looping ocean.
im creating a time lapse animation for a ship cursing in the sea for 30 days.
i managed to animate the sky and everything else.

so i need my ocean to loop.
im using texture as ocean waves on a plane and its amazing because ocean modifier is too resource consuming.

(the ocean doesn't need to be animated as the ship will move very fast(time-lapse))

see the material im using below.

any ideas?

thank you very much .

Edit :
Sorry for the confusion, I hope this will clarify things.

(Node setup is for reference only, I do not need to animate the actual texture)
my question is different from the referenced question.
I'm not looking to animate the ocean. I'm looking to make it loop (physically) so my ship will be able to cruse indefinitely   (kinda) without the need to use duplicate planes as new oceans once my ship reach the end of the current plane (ocean)

Thanks.


texts: How to make a large mesh smaller and workable?

texts:
I created a piece of wire in Cycles which uses an array modifier and curve modifier.
(the piece is e.g. 5cm and is used in my scene at several locations (e.g. a wire of 25meter distance, etc...).
I need the detail from the wire because I want to zoom in with the camera and fly over the scene.

When I work in Blender, the editing is slow but ok. Rendering however is very very slow It takes more than 10minutes to build BVH (or something like that..).
The modifiers to my model are already applied, so I can't undo this.

At the top of the Blender dialog I see:

v2.72 | Verts: 13.926.207 | Faces: 13.960.114 | Tris: 27.912.399 | Objects: 1/29

As a blender beginner, how can I make this blender file more 'workable' (lighter/faster/...)?
Now I need to wait 20 or 25 minutes to render 1 frame, which I think is not thàt complex.


texts: The best way to set material/model HDPE plate?

texts:
i have a question. I need to model HDPE plate material and then few products made from it (pictures lower). It shoud be a visualisation of small play ground. It doesn't have to be 100% realistic look, but it shoud be modern looking and fresh. My problem is that I don't know how to do it the best way...

My question has two parts:
1) modelling - the edge has to be curved. Is it better to only with texture (some normal map on the edge?) or shoud I model it - if so, how? Is there some function for that?

2) Texturing - how to setup the material to look it realistics? The real material has three layers - the edge shoudl be multiple colours - again is it easier to make it throug texture, or some other way?

Thanks for your help guys, I am not very skilled in Blender and now I find out that I really don't know how to handle this.


texts: How can I stretch out the legs of the free Rain rig when roll foot control has been rotated?

texts: I can't stretch out (at the knees) the legs of the free rain rig to full extend using the MSTR-Foot parent control after a rotation of the roll foot control. How can I do otherwise? Also why is it behaving so? Please see in the figure the MSTR-foot parent control has been pulled down to the far extend, yet the knee refuses to stretch out. the foot roll has been rotated.


texts:
I've setup a scene just the way I like it (world surface lighting and two directional lights) but shadows are not dark enough.
Decreasing world color and compensating it with increased lights color looks worse.
What should I try?
Using Blender 2.90.1 and Eevee
Here is the link:
https://drive.google.com/file/d/1elA_yihyFeN1jwiWnPg2coCEW14NLecZ/view


texts:
I am extruding (Shift+E) a bone with x-mirror on.
The left bone is fine but the mirrored one is HUGE! I have no idea why this is happening. I have a pic and my .blend file is included here.


texts: Mesh extraction: which face connected to which objects

texts:
While exporting the mesh of a geometry, is it possible to also extract the information on which face is connected to which objects.

For instance, consider two cubes touching each other on one of their faces. After meshing, some faces will delimit the boundaries between: 1) cube1 and the "exterior", 2) cube2 and the "exterior", and 3) cube1 and cube2. That's the information I am trying to extract. Is it possible to do that in Blender ? If yes, how ?

Edit:
The meshes generated in Blender are meant to be used in an homemade surface integral equations electromagnetic solver. This solver needs to know the position of each vertices of the mesh but also which face is connected to which objects, hence my question.


texts: Simple deform modifier maintaining perfect circles?

texts: I have here a set of faces that are being arrayed, then being deformed with the simply deform modifier to form a circle, the trouble is on the faces I need perfect circles. Is it possible to maintain perfect circles throughout the simple deform operation? I tried using the vertex groups but that doesn't seem to work.


texts:
I'm doing a blender course in which I'm modeling a patch of grass. I had to make several patches using a Particle System and applying a Particle system and making several variations on the same patch using all the different settings for scaling, rotation etc.

Now I want to link all the individual strands in a patch together. I click one strand, then use Shift to select them all, then press Ctrl + J . And then Boom! This mumbo-jumbo appears.

I follow every step of the tutorial exactly as described, and also other tutorials on youtube on this subject. I have not been able to find anything about this particular error.


texts:
Why is this happening?
I am using subsurf,mirror and shrink modifier

Thanks


texts:
I'm new to Blender. I've got a scene, I downloaded from an Internet forum about a year ago, but light isn't working.

If I create a new file, add a mesh and shine a light on it I get light.

When I follow the same process in the scene I want to light the spotlight has no effect.

Any ideas?

Thanks to @Timaroberts it appears the scene is upside down or something.

When I move the lamp underneath the plane and rotate it the scene lights as expected.


texts:
I have a object that looks like this:

But when I change the wiew angle it looks like this:

How do I make it symmetric from both numpad1 and numpad3 wiew?
(So it looks like st image from both sides (round))
I know that I am pretty bad with explaining.....


texts: Generating, Selecting, and Unwrapping an Item Added to an Existing Mesh (Python Script)

texts:
I've got a script that draws a bunch of individual items onto the same object, and I need to generate a UV map for each item right after it's drawn before moving on to the next one.
My current code seems to me like it should work, because the individual instructions work great when I run them via the console, but when I run them as a script, three of the instructions (bpy.ops.mesh.select_all(action='DESELECT'), bpy.ops.mesh.select_linked(), and bpy.ops.uv.unwrap()) don't seem to do anything.
Can anyone help point out what I am overlooking? Thanks in advance!
Here is a simplified script that can be run on the default cube that basically illustrates what I'm trying to do (it draws a separate plane and tries to unwrap it):
import bpy
import bmesh

obj = bpy.context.object
bm = bmesh.new()
bm.from_mesh(obj.data)

mesh_verts  = bm.verts
mesh_faces  = bm.faces

v1    = mesh_verts.new((2,1,1))
v2    = mesh_verts.new((3,1,1))
v4    = mesh_verts.new((2,2,2))
v3    = mesh_verts.new((3,2,2))

face = mesh_faces.new((v1, v2, v3, v4))

v1    = v4
v2    = v3
v4    = mesh_verts.new((2,3,3))
v3    = mesh_verts.new((3,3,3))

face = mesh_faces.new((v1, v2, v3, v4))

v1    = v4
v2    = v3
v4    = mesh_verts.new((2,4,4))
v3    = mesh_verts.new((3,4,4))

face = mesh_faces.new((v1, v2, v3, v4))

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='VERT')
bpy.ops.mesh.select_all(action='DESELECT')
v4.select_set(True)
bm.select_history.add(v4)
bpy.ops.mesh.select_linked()
bpy.ops.uv.unwrap()
bpy.ops.object.mode_set(mode='OBJECT')

bm.to_mesh(obj.data)


texts: How to get instanced object from particle system at location?

texts:
I need to check which object is instanced at a certain location. The particle system spawns a collection of objects either as is or with the “Use Count” feature.

At the moment I found a way to get the locations with animation nodes, but couldn’t find a way to find out which of the collection objects is being spawned at that location.

Mabye there is a way to do it in python?

Thanks for the help!

This question is asociated with another question of mine: How to get same hair particles from collection in second particle system/ or how to delete instanced particles without converting them to real meshes?


texts:
I'm a Maya user and have just started down the Blender path but I've hit a road block when it comes to a light linking option?

If I just want to light one object with one light and leave everything else unaffected how do I achieve this?

I use this trick a lot in my animations so it would be much appreciated if anyone has an answer. Many thanks.

(I'm rendering with Eevee).


texts: Can I just copy "Z location" to all the selected objects?

texts:
"Copy to selected" copies the complete location X, Y and Z to all the selected objects. I wish to copy only Z location. Please see the images bellow to get idea of what I intend to achieve.

Before

After


texts: How to edit second skin of mesh created using solidify

texts:
Hello everyone I've come across a bit of a problem that I have been stuck on for quite some time now. I am currently making a prop revolver for an upcoming photoshoot, but I actually plan on making it look as realistic as possible with some blank gun internals. I followed a nice tutorial on how to use solidify on Youtube, but I haven't been able to replicate a specific move the demonstrator does.Tutorial on hollowing an object It's at the 11:28 mark of this video where I am currently stumped. The guy manages to separate the outside skin from the wall created using the solidify modifier. He then goes on to edit the inside skin. When I press the command V and L it selects the entire object not just the inner layer that was created. Any help towards finding a solution here would be greatly appreciated. I have linked the model below upon inspection you'll see that some parts the mesh has been compromised. The red highlighted area in the picture is really the only area that needs that second skin, the rest needs to remain more sturdy. The Blender file is downloadable below.

https://www.dropbox.com/s/z17lkxoug7hjhgp/Redesigned%20Grip%20Frame%20.blend?dl=0


texts: Where are the theme options for the spacebar search menu?

texts: Where are the color options for the spacebar search menu background?


texts: Why is there nothing in the Materials tab?

texts: Where'd everything go? I'm just starting with Blender and I thought I was doing everything as in tutorial i watched yesterday, i mean there are like three steps, but clearly something's wrong.


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I have model two car.the first car is okay but the second car is flying when I turn right or left.

here is the blend file

many thanks for any answers.


texts: Add a texture to a cut meshface in animation

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EDIT NOTE: The other thread had two question in it. One was answered, the the other was not. I split the question into to separate questions and the other one can be found here.

I want to animate cutting open a machine with a mesh with a boolean modifier (or something that does the same). I want to apply a texture to the cut face .

What I want to create is something like this, but the red colour would be a texture:

What I mean with apply a texture to the cutface is something like this

So the cutface of the material of the machine wouldn't have a red, orange, whatever colour, but would show a dashed texture. And while one part of the machine would be dashed in one direction, another part would be dashed perpendicular to it. A third part would get dots or any other pattern.

Example videos:

https://www.youtube.com/watch?v=BOBsRID1SrE

The author wrote in a comment: "For this video I made a cube and added a thin solidify modifer to it to create a surface. Then I used a two boolean modifiers: one to intersect the surface with the monkey and one to get the difference between the monkey and the cube. I used an absolute offset for the striped texture."

Kindof what I want to get, but not really. It looks like a nice effect and easy solution for a single object, but if you have multiple objects they would all get the same texture overlay.

I maybe think about this in the wrong way, but what I would like to have it that so I can specify that obejct X has has the matrial Y and if cut, the new face should have texture Z.

I have tried the solution of the other post (using a second material but giving the material a texture and UV unwrap it) but it didn't work because the cutface is created dynamicly and I have no idea how to UV unwrap it without applying the modifier)

My Question:

If not clear, my questionis: How do I do this?

How can I add a texture to a cutface that is created with something like the boolean tool and can be used in an animation.


texts: Rigid body simulation of helical gears/oblique pressure vectors

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I have two meshes of helical gears.
I tried to simulate their motion using rigid body physics. Both gears have hinges connected to a static mesh, and one of them has a motor.
When I press play, the gears just seem to jam and glitch into each other:

There is a wide margin between the gear teeth:

Very similar gears with the same mechanics but straighter teeth work just fine as a rigid body simulation:

The helical gears are able to move just fine when they are separated, so I assume I have set up the rigid body constraints sensibly:

(The rear one has a hinge and a motor. The foreground one has only a hinge, but is able to interact correctly and spin when receiving an impulse from a colliding cube.)
The collision type on all gear is set to 'MESH'. The collision margin is 0.0, but increasing it (within the available space) does not seem to help. The teeth look quite thin, but thicker teeth (with the same clearance as in the working example) didn't work either, and in any case these thin teeth are able to interact with the falling cube above.
Increasing the simulation's substeps and iterations and decreasing its speed doesn't seem to help. In fact, by drastically increasing the substeps and iterations to 60 and decreasing the speed by 1000X to 0.001, I can see that the gears invariably end up with their teeth aligned and clipped into each other after just one or two frames:

The meshs are all fully manifold, and the normals are all facing outward.
Why is this not working?


texts: Smoke sim not showing up after increasing resolution divisions to 120

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I have a perfectly fine working smoke sim when it has 60 resolution divisions. When I increase this to 120 to get higher quality smoke the smoke dissapears after baking. How can I fix this? The framerate in frames that have smoke sim is lower as in the smoke was there but it's not displaying in neither viewport nor render preview.
EDIT:
After adding the noise to the sim the smoke shows up until the point where the noise bake is stopped. Where the noise isn't baked the smoke doesn't show up.


texts: Have the view cube not disapear when pressing g

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Is there a way to have the view cube not disappear when pressing G?
I mean this one

as a beginner I'm having problems remembering which color is which axis and having it there when pressing G would help when locking things to an axis.


texts: How to evenly space edges to make a car rooftop?

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I model a car and I want to make a rooftop first of all. I would like to make it like this:

How to evenly space the edges to make what I want?


texts: Image Texture material not showing properly on faces

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I have a problem with an assigned material.
For the context: I have created a PNG image with Photoshop and saved it in PNG. Once I've done that, I went to blender, created a new material with the image texture node plugged into color and alpha channel. The preview shows me the correct visualisation but once I applied through an additional slots, but I get a full black rectangle instead in the render.
Do you have any idea how I can get this to display only the black part of my PNG?
Is there also a way to get some volume from the visible part of the PNG (visible = non-transparent parts of my image)?
Here is the original image (the PNG):

Here is my material nodes:

And finally the slot window:

Here you can see what I currently have with it: