texts: I would want to put a mask on a picture with the background transparent. I currently have it in the node editor. I have a mask input node and I add it to my image with a mix node. But I can only set color(like green, red, brown...) with the mix node but I would want a transparent background.


texts:
i download a model online, and when i try to edit, i can see the edit that i made but when i change to object view, all of the edit disappear and i have to make another vertices so i can see the edit again (it's not hidden)

as you can see, part of the hair, and the skirt


texts: How do I convert a 3D scanned mesh into a useable/editable model?

texts:
I have an Artec scanner and would like to use it to scan 3D models and process them in Blender.
Can anyone recommend the best method to use, or work-flow to follow?


texts: Trying to make a plane follow a bezier curve

texts:
I'm trying get a plane to follow this form of bezier curve:

Though I'm struggling getting the plane to actually follow the curve. It either does some weird bunching at the spiral or overflows at the other end. The spiral itself is meant to taper till it folds in on itself. Here's what is currently happening. Is it because the bezier is too long compared to the plane? or too short. I know that I'll need to add in more points to the curve itself. Also there is a mesh deformation on the plane to taper it at either end.

Any ideas?


texts:
I try to display a custom property of a 3D object belonging to scene A in a panel that only appears in scene B.

At the time of the initialization : The scene A (that will be set by the user) it's not defined yet. So the panel shouldn't be shown. Also, when no object is active in the scene A, the panel should be hidden.

So far, here's my code :

class tags_panel(bpy.types.Panel):
    bl_space_type = "SEQUENCE_EDITOR"
    bl_region_type = "UI"
    bl_label = "zebra"

    @classmethod
    def poll(cls, context):
        if bpy.context.screen.scene.name == 'B':
            return

    def draw(self, context):
        global main_scene
        try:
            self.layout.prop(main_scene.objects.active, "my_prop")
        except NameError:
            print("something wrong...")

For now the panel is not showing.

Can someone explain me the use of poll() and how I can manage to display the panel only if all conditions are met ? Thank you so much !


texts: How to stack/layer two textures with alpha over each other with Material nodes?

texts:
I have two textures with transparency and I want them on top of each other with a Diffuse shader below them via the Material nodes in Cycles.

Because I'm using the Material nodes and not the Compositor, I can't just simply use the Alpha Over node.

Here's as far as I got. (Ambient Occlusion is enabled. I need both textures at full opacity.)

My problem seems to be stemming from the fact that I don't know how to combine alpha channels, if that helps.

How do I do this?

(It MUST be done in the Materials node editor.)

Here's the .blend file:


texts: How to "letterbox" a video to a wider aspect ratio?

texts:
I have a source video file that was shot for TV (4:3 ratio), and I would like to resize it for 16:9 ratio displays. How can I add the appropriate amount of black letterboxing on the sides so that the source video is not stretched/distorted?

In the screen shot here you can see I have cropped the video clip slightly to get rid of a few extra black pixels on the sides and top of the video. This is just to get a more symmetrical, clean cropping. Next I need to add the correct amount of black space on the sides to prevent stretching but I'm unsure of how best to do this.

Thanks in advance for any help!


texts:
Is it possible to link Keyframes to Markers?

I'm at the point of creating more complicated animations and have created a number of Markers at key points in the timeline. It would seem logical to me to be able to link keyframes to markers so that moving a marker would automatically move the associated keyframes relative to the associated markers - for example, if one keyframe was 25% of the way between two associated markers then moving one of the marks could rescale the associated keyframes so that they remain at 25% of the way between the new positions of the markers. Is this possible?

I know I can select the keyframes in the dopesheet and move/scale them from there but moving markers and having them move/scale automatically would seem somehow more logical. Or is there a better way?


texts: Reliable way to find out the required context for an operator?

texts:
Seems that this question was asked before but was not answered.

I already found this answer, where it was suggested that if you send an empty dictionary as override, it's supposed to show you what context elements are required to run the operator.

But this didn't work for the operator I'm interested in:

bpy.ops.cycles.use_shading_nodes({})

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.mesh.select_all.poll() failed, context is incorrect

So my question is, is there a reliable way to find out what the required context is for an operator? (The docs are no help here. Source might be, but I'd rather avoid that search for a needle in a haystack unless I'm really desperate...)


texts: Imported CAD .stl models behaves "strangely" with the modifiers

texts:
I have stumbled upon the following problem:

1) I import into blender an .stl file exported from the AutoCAD (even relatively simple model - something like cube with rounded corners i.e. dice)

2) I try to apply a Boolean modifier on it and an another mesh (created directly in blender), for example a cylinder, then I test every possible operation, i.e. dice union cylinder, dice intersect cylinder and dice minus cylinder.

3) the resulting object seems to be a result of the operation OPPOSED to the selected, that is:

3a) if I choose "union" then the result looks like "difference" (dice with part of cylinder removed)

3b) if I choose "difference" then the result looks like "union" (dice and cylinder together)

3c) if I choose "intersection" then the result looks like cylinder minus dice (sic!) (cylinder with the part of the dice removed).

It looks like the blender treats the dice as being everywhere EXCEPT the dice itself (a set complement to the dice). It is strange, because the normals seems normal ;) i.e. they point outwards from the dice surface (in N-menu I choose to show normals). Have anybody seen such a issue? Is there a way to "fix" this? Anybody knows what is the purpose of this?


texts:
I'm trying to render a cube with 2 additional vertical edges on a one of the faces.
I use the wireframe modifier for making faces transparent and freestyle for making the dashed edges.
The issue is the fact that these 2 dashed edges become non-dashed in render.
Can I somehow make the edges to be dashed while the wireframe modifier is applied?


texts:
I'm trying to achieve a braided hair style but i don't know how to do it.
I find many tutorials on youtube but none of these allowed me to get the result.
I create a decent braid with curves and i tried to create the braids with this but it doesn't worked:

When i go with the hairnet addon something go wrong ,
when i pair the curve with the scalp and i press "add hair from curve" it does not act like it should:

The hairs have been placed on the scalp and not on the braid.
Someone know how to fix this problem?
Thanks in advance.


texts: How to copy animations to a rig with different bones?

texts:
I've been creating small animations with a certain model for a while now but recently someone was nice enough to redo the rig and make it better. It's the same model with mostly the same weights and such except with more control bones and different names for the original bones.

I heard it was possible to copy animations from one rig to another if they had the same bones, my new rig is different from the original but is there still a way to copy animations from my old rig to the new one, any way at all?


texts: How to write a simple OBJ exporter with Python?(With Normals and UV)

texts:
So i've been trying to write an OBJ exporter, to learn how Python and scripting for Blender in general works, i'm pretty new to Python scripting. I successfully managed to export vertices and polygons, but i can't export normals. Here is my code, i wrote it on top of the Template Exporter that comes with Blender, this is the exporting part of the code:

import bpy
def write_some_data(context, filepath, use_some_setting):
print("running write_some_data...")
f = open(filepath, 'w', encoding='utf-8')
sce = bpy.context.scene
for ob in sce.objects:
{
    if ob.type == 'MESH':
    {
            dats = ob.data
            c = 0
            for vert in dats.vertices:
            {
                f.write( 'v %f %f %f\n' % (vert.co.x, vert.co.y, vert.co.z))
            }
            for face in dats.polygons:
            {
                for vert in face.vertices:
                {
                    c += 1
                    vnor = dats.vertices[vert].normal
                    f.write( 'vn %f %f %f\n' % (vnor.x, vnor.y, vnor.z) )
                }
                f.write('f')
                cuv = 0
                for vert in face.vertices:
                {
                    f.write( ' %i//%i' % (vert + 1, c + cuv) )
                    cuv += 1
                }
                f.write('\n')
            }
    }
}
f.close()
return {'FINISHED'}

The normals are all in random order when importing and i can't fix it.


texts: Weight paint different from Unreal Engine

texts:
Making character in Blender with Rigify. Imported as usual... In animations i noticed on my tail is bending so bad... i assuming this is problem in weight paint. I think in blender and unreal engine they are applying weight paint differently, in UE weight paint applying little harder... probably.
And i noticed, my tail is going through neck a little bit, in blender perfectly fine. What is happening?
Some info:
My rig named: rig (i tried name it Armature, but some weird stuff was happening)
I enabled export only deform bones.
Units in blender Metric 1 Meters, i think its not the problem.


texts: I've been trying to set up a physics simulation so I can drop an Ico mesh on top of a plane and then collide they collide. However, I can't get the plane to stay in place, it just starts falling down with the Ico. It would be great if somebody could give me steps for how to keep the plane in place. I am relatively new to blender so sorry if I did not give you enough info. Thank you.


texts:
I have been trying to align objects along a curve only pointing along the Z-Axis. I found i could accomplish it using DupliVerts and checking rotation, but because the mesh only has two verts, it doesn't know where to point the objects.

I can fix the problem if i extrude the mesh upwards, but i don't want to do that because now i have two sets of mesh.

Does anyone know how to force Blender to point the normals in one direction? Any help would be awesome!


texts: How to animate different parts of the same mesh object

texts: This object is all one mesh. I want to animate this so that it's rotating horizontally whilst having several of the eyelids blink - the top and bottom eyelids will just be scaled up and down. I can't work out how to create multiple animations for the same mesh. thanks.


texts: Far away things (skybox cube) not showing up?

texts:
When making a little animation thing, I ran into a problem, the camera could not see the entire skybox. (a large cube with textures on it) As in the camera would not render the entire box.
Here is a picture:

Can anybody help me? Essentially I want the camera to be able to see further.


texts: Use driver to deliver output depending on the state of an objects rotation

texts:
Im trying to solve a certain problem. i've tried several different approaches, but since i have not found any solution yet, i'm asking you guys.

I have a rotating object(1). Now i want an other object(2) to change the value of it's shape-keys, for only the duration of one quarter of object 1's full 360° turn. (=90°)

I don't want to keyframe the whole process because i have several rotating object, but they all rotate in different speeds and offsets. I want to be able to change the speed in which object 1 is turning without having to manually adjust object 2.
So i would like to use drivers for this task. But i have no idea of scripted expressions being any more complicated than e.g. var*.5 etc.
Can somebody show me a way (scripted expression) which delivers an output of 1 for the duration of a 90° rotation and 0 for the remaining 270°?
Or even an other approach.


texts: Constraints and Inverse - Needs Some Explaining

texts: So, when I have an object that is a child of another object using the Child-Of constraint, there is this thing that I don't entirely understand: inverse. The little button that says "set inverse" and "clear inverse," they aren't at all self explanatory. So my biggest question is, when I have a character that is holding an object, and I want to set the object down on a table for instance, how do I break the constraint (via "influence" parameter) and have the object with the constraint stay in the exact same position? Touch the influence parameter and it goes to some irrelevant location nearby. That's not very useful, is it. This inverse thing appears to screw a lot of things up.


texts: Python: doing an action depending of the type of object

texts:
hello i have a really simple problem

if my active object is an mesh i want to do an action, if its an empty another one, ... ect

so i want for example in this case, move the location of the active object only if it's an empty

so i tried

if bpy.context.object.type = 'EMPTY'
    bpy.context.object.location[0] = 8.46184

i really dont understand why it doesnt work, when i type

bpy.context.object.type

in blender python console, i have 'EMPTY' as an response...

what is wrong ?


texts: I'd like to rig a hips bag that flaps when the character runs/jumps. How can I do that? I have been working on it in quite a while now. It would be greatly appreciated if you guys can help.


texts:
I hope that someone might be able to explain me a workaround on how to use the bpy module in the game engine as a standalone.
I've read of methods like modifying Blender and import it as a module into the standalone or something like this.

Does someone have a clue or maybe a modified file?


texts: After updating Blender from 2.79 to 2.81, all my bones don't work as they should

texts:
So all my models are the same. When I try to rotate a bone in pose mode, the mesh kinda rotates faster than the bone. But if I make a new object using the same armature and weight paint it and all that, it works fine.

Here's a video of what happens https://youtu.be/kfsslGc6mSg, and the Christmas hat is a new object.


texts: Position 3D cursor in X without changing to oobjects surface Y

texts:
Im trying to position the 3D cursor to a specific coordinate inside an object (not the center). when I move the cursor to where I want it in the X plane, it moves the Y coordinate to the surface of the object.
How can I get the 3D cursor to ignore the shape of the object, and let me place it in the coordinates Im setting in one or more planes.


texts: While loop Drivers and additive movement

texts:
Im working on a little project that uses drivers... I have used them extensively but Im failing to find a solution for this problem. In this project I wont use scripts. Also, this is not on BGE, but on the regular viewport.

Im trying to make a driver expression on an empty0 so that it's X location is added by 1 every time some other event happens. For example, if a cube location goes from 0 to 1, add+1 to empty0 once. But this must work on runtime, 24fps.

So this is the problem: driver expressions are little pieces of code that are run every frame change, therefore every time I do something like:

"add +1 to variable1 if some other variable2==1"

it doesn't do it only once, it will check 24 times a second if the variable2==1 and will add +1 to variable1 24 times in a second. I wanted it to only add +1 one single time every time the cube goes to x==1. If I move the cube back to zero, nothing should happen, If I move the cube back to 1 again, it should add+1 to empty0 xloc one more time only, until I repeat the process

If drivers had a "While loop" to check "while variable2==1" before making the addition to variable1, it would solve the problem. But I don't think there is, and I cannot think of another way of simulating a "while" using other drivers and tricks.

The core of the problem is the fact that a driver is being run 24 times a second and I wanted to add a simple +1 to x location of an object just once every time a cube location =1.

Maybe someone here has an idea of how to solve it...

Heres a blend file as example of the problem:


texts: Can I turn off Bloom one just one object?

texts:
I am trying to animate a "blood moon eclipse" and have been trying to get the moon to glow. It looks good with bloom in eevee, but the problem I ran into is that the "earth" between the "sun" and the moon also glows, and it is ruining the shadows on the moon.
I am a complete beginner and don't know what to search for or the right terms so I'm hoping someone can guide me in the right direction! Thanks!


texts: Blender Origin was unintentionally move, set back to 0 0 0

texts:
I found this : https://blenderartists.org/t/set-objects-origin-to-world-0-0-0/442642/2
this : https://www.katsbits.com/codex/origin/
this : https://daler.github.io/blender-for-3d-printing/mesh_modeling/object-origin.html
and this : https://gamedevacademy.org/how-to-import-blender-models-into-unity-your-one-stop-guide/

All of which through their blatant omission of mentioning a way to reset the origin to zero seem to confirm what I'm worried about: this may not be an option in blender.

And clicking around with the 3D cursor won't help, I need perfect 0,0,0.

What I'm going to do as a workaround is to close and reopen my project in order to generate a new 3D cursor, which by default should be a perfect 0,0,0

I really want a non-hack approach.


texts: MacBook Pro 2018 - No render devices for OpenCL (2.91.2)?

texts:
I am using a 2018 Macbook Pro and I cannot find hwo to setup OpenCL to accelerate my renders.
Is there any way to make that work?


texts: No FFmpeg Video In Panel (ver 2.79) in Fedora Linux

texts:
I am a beginner and have managed to create "Star Wars Crawl" in version 2.79 on Fedora 27,  but cannot see any FFmpeg output option.

I have gstreamer and VLC installed and can properly play MP4 sample files in it.

As a last resort I reinstalled Blender.

What do I need to do to render my animation in MPEG format?


texts:
Can anyone help me with this simple rigging animation. I want to fold a piece, but my bones would not stick to the edges, what do I wrong? I am very new to blender.

I'll explain the problem from the beginning:

I would like to make an animation of a display. I am very new to Blender, so I have to learn a lot. To start I would like to make one part of the whole display. It is a tray.

I exported this from Illustrator as a SVG file. When I import this in Blender and tried to make a mesh of it, but it will not be a flat part.

How can I solve this problem first? After that I have to extrude it and use shift K to make the dieline? And add bones to make it move?

Do you recommend this way?

I've added the Blender file with the imported SVG file.


texts:
I need to create a script to define certain math functions. This script will not directly modify or create any objects. I will simply use them with the XYZ Math surface and/or the Z Math surface. Among other functions, I need a sgn() function (why on Earth it isn't part of python I cannot fathom) and an a^b function that can handle non-integer b for negative a.

Creating these functions isn't a problem. I already have, for use with drivers, and I know I need to register them there by

bpy.app.driver_namespace['<functionname>'] = <functionname>

But how and where do I register them to be able to use them. My guess would be

bpy.app.foo['<functionname>'] = <functionname>

But what should I substitute for foo here?

This is simply amazing. I've googled for days about this, and the answer is nowhere to be found. Everything is about modifying meshes and creating classes to extend blender's functionality with new addons.. I have no need for that. I may at a later time, but I don't know. Is there really no way to implement a standalone mathematical function and register it in a way that it's available to all aspects of the program?


texts:
Is there a way to make a 3d space of shakiness( or any kind of effect), that if an object passed by it or stay in it can be affected and when the object goes away of it that effect ends?

Thanks, guys :)


texts: Can a local axis be aligned with an edge?

texts: I want to align (make parallel) any of the 3 local axes with an edge. How can this be done? Can such an axes system be made available outside the object the edge belongs to?


texts: How to get a clip's source media starting and ending frame numbers?

texts:
I've used the Blender VSE (2.77a) to edit 7 original source media files which are each about 20 mins in length.  I have been unable to get a usable render of the edited video project out of Blender so I need to transition the project to plan B.

My backup plan is to use a different piece of software to recut the original source media using my blender clips as a reference.

Ideally, Blender could spit out an Edit Decision List (EDL) sequential list of every clip in sequencer that looked like this:

'#'; SourceMediaFileName; VseStartFrame; VseEndFrame; SourceMediaStartFrame; SourceMediaEndFrame

I can't find any feature for this type of export in Blender so my other option would be to manually build this list.  My problem is that I'm having trouble locating the SourceMediaStartFrame and SourceMediaEndFrame (those are just random aliases) values.

When I select one of the clips in the Sequencer, the Edit Strip window shows the following relevant data:
Start Frame
Length
Final Length
Playhead
Frame Offset

Each of the original source media was about 77000 frames.  So what pieces of the Edit Strip data would tell me the start frame and end frame from the original source media for each clip?

If it can't be found here, where else would I look?  Is there any easier way to build an EDL of all of the clips in my Sequencer and their start/end frames in relation to the source media?

Any help is appreciated.  Thanks.

-Caleb


texts: How to properly place Geometry in Geometry Node

texts:
I am looking for a way for the cutout object to be displayed on the vertical edges of the cubes in the blend file. I achieved this for now by creating a vertex group and by moving the cutout shape manually until it is more or less at the edges of the cubes.
But I want this to happen in the Geometry Node, so it is easier to control.
I am using the current 2.92.0 Beta Version of Blender.
Glad for any ideas on this.


texts: Blender 2.8 PNG image is not transparent even with alpha blend and alpha nodes

texts:
I have a transparent image that I created as a plane and I can't seem to get it to be transparent. I've saved the PNG with the color and alpha data and it still not transparent even with the nodes connected.
I am using Blender 2.81 please help!


texts: Simple Question Why Does Pressing P not start the BGE?

texts:
Pressing P in Game Logic Mode Does Not Work Anymore I Checked and the shortcut is the same still. if I press Space to bring up the search and type in game
it says "Wm: start game in player" upon clicking that it works but
pressing "P" does not do this anymore and it gets kinda frustrating searching it up every time I wanna test the game logic, so How do I get the shortcut to work again. oh, a little more bit of detail changing the shortcut also does not fix my problem ether.


texts: Textures looking different in texture paint vs render/export

texts:
I'm trying to texture a mesh and I manage to have it looking fine in texture paint:

But then when I switch to any other viewport that isn't texture paint it looks super blurry, like this:

It's worth nothing that when I import it to Unreal it looks like the second, blurry version.

Can somebody tell me what I'm doing wrong please? I've tried looking at similar issues from other people but I haven't had luck with the suggestions in those (smooth shading, recreate the materials, change resolutions...)

Thanks :)


texts: Command for creating an object of custom size

texts:
The default command when creating a cube at the origin is the following:

bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

since I am not bothered about rotations and layers I can keep only the location like so:

bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))

This creates a UNIT cube at the origin (0,0,0).

My question is: Is there a way to add the dimensions of the cube I want, within that line somehow?

I am not asking about using a scale command after creating it... but rather creating it in the desired size straight away...?


texts: My glass material isn't transparent in Eevee

texts:
When using Eevee, an object with a glass material (in this case: Principled BSDF, trasmission set to 1.0) doesn't seem like it can be looked through: it's completely opaque.

See for instance the material for the blue cube in this scene:

How can I get my glass material to be transparent?


texts: How to color an object when touched by animated character?

texts: I have a fbx with a character performing a dance animation which lasts for about 20 seconds. So basically I want to create a grid like floor which defaults to being black but when the character steps on a tile it lights up for a split second and moves onto the touching tiles kind of like the rgb keyboard ripple effects that you can get. How would I approach this and how would they create the ripple effect of colour.


texts:
I'm not sure how to describe this, but it happened after killing the process of a blender texture baking. Now there are invisble or colored planes flowing through or from my mesh when I select it and part of the texture map does not show on the mesh. This happens in new files as well.
Complete Mesh, but visually distorted


texts: Project image on uv sphere (for pool balls)

texts:
I'd like to create pool balls. There are several balls with different colors and numbers. There should be only 1 model with various textures which can be edited in a 2d image application.

Example:

I'd like to put a ribbon like this on the blue area:

Is there a way (uv projection?) which allows me to project that flat ribbon on the sphere So that it'll look similar to this in the end:


texts: How to change timing of my mocap BVH and how to optimize keyframes

texts:
I have a BVH file from my Mocap suit that contains 2892 frames, where each frame is a keyframe. The animation runs very slow at about 1/3 speed.

My questions are:

How can I speed up my animation by removing about 2/3 of keyframes? I have found out that I can open NLA editor and change timing from 0 - 2892 frames to 0 - 900 frames and it will do what I need, yet it disallows all future keyframe edits.
How can I optimize my keyframes? Many of these keyframes are not necessary and can be dealt with interpolation.


texts: How to fill element with color in texture painting?

texts: Is it possible to fill certain elements with color or tiled texture? By "element" I mean one island (for example, Ctrl+L does element/island selection in edit mode) For example, bucket tool in 3DCoat can do it. It is really helpful when texturing.


texts: How can I prevent Blender from making a dump when crashing

texts:
Blender recently caused a severe problem with my operating system (OpenSuse 15.2) when it crashed, leaving a huge data dump, which caused my whole system to freeze or crash thereafter, whenever it was put under any stress - even if Blender was not opened.
It was also extremely difficult to rectify the problem as the system would usually freeze when I tried to open Blender, or if I managed to open it, if I tried close Blender, even without saving. Eventually, I managed to clear the problem by logging in as Root, opening Blender, then saving the .blend file that was open when it crashed.
Is there a setting to prevent Blender from making these huge data dumps when crashing?


texts:
Soo, I think I accidentally pressed something and I don't know how to fix that. The thing is that keyframes in the timeline are know hidden behind the numbers

The animation still works, I can add new keyframes, but I cannot select any of them as they're hidden... does anyone know how to get back to default settings?


texts:
I'm going to animating and I thought "Stick" was perfect, so I chose this one.
But it's just a little thick, so it's too confusing with the mesh.
Can I adjust the thickness of this?


texts: 3D modeling of blood vessels from 2D stack of labeled cross-sectional images

texts: I'm having stack of 2D images with labeled cross-sections, want to fit 3D blood vessel model for the cross-sections having same label across the scans in the stack, similarly for all. Is it possible to do this in Blender?. First image is one out of 777 scans and second image is the view of the vessel in 3D by stacking 777 2D-scans.


texts: Shearing only working on the 2 axis I don't want

texts:
I am making some sort of underground subway inspired by a blender guru tutorial, and I used f-spy to mark out the axis etc. and that worked fine when I imported it in. I positioned a plane and extruded it up. There was a turn in the subway so I want to shear the end of the extruded plane. When I shear something, it always says, in the information in top left, that I can shear it in the x or y axis, as you can see here.

Image 1
Is there any way of shearing on the z axis? I have come across this issue many times before.
Obviously I could just rotate it, like
this, but the rotating creates this tapered effect. I would like to do it by shearing if that's possible.
Thanks for your time.


texts: Cube and plane with same size can have same location and direction

texts:
I created a plane
bpy.ops.mesh.primitive_plane_add(size=1,location=(4,5,6))
myplane = bpy.context.object
myplane.rotation_euler=(3.14/1.5,3.14/0.85,3.14/2.15)
I also want to create a cube at size=1, and the location of one of the face of the cube is the location of the plane. If I do not use the rotation_euler information (get lost during imports) and only by 4 vertices of the plane, how to do this by python? Thanks!


texts: Model has a hole in it due to weird geometry in wireframe mode?

texts:
I'm fairly new to blender and have encountered a problem with wireframe mode. The screenshots show a hole that is visible in object mode but not in edit mode. I turned on wireframe mode to see the geometry and as you can see from the images it looks strange in this area. Any ideas how to get my mesh looking normal?
Screenshots-

Blend file-
Apologies if the answer is obvious, i've been trying to figure it out myself but have got nowhere. I've tried:
-Deleting loose vertices
-Merging by distance (removing double vertices)
-seeing if any ngons or tris in the area (there are none)
-Moving the vertices in the area around (nothing changes)
-Googling wireframe mode to learn about this mode and how geometry is generated because If I knew how it generated the geometry maybe i could fix it (couldn't really find much relevant info)


texts: Apparently in blender 2.8 the background image feature has been removed, is there any way that I could replicate the effect?


texts: Copy Rotation Constraint not working when paired with a Shrinkwrap

texts:
So my scene is a boat on an ocean modifier. I have a shrinkwrap modifier on a plane, the rough size of the boat, directly under it. Vertex group has been set. Plane is subdivided. Boat is not responding to rotations from the shrinkwrap, but is responding to the location.
I don't know. I might've set the origin point wrong or something? Don't really know how to fix it. Please help.
I'll leave a link to the .blend file below.
Thank you.
https://drive.google.com/file/d/1NmOY5HXwDEhCtLWLKaLXwPvyDrDjpvsz/view?usp=sharing

Ok, so apparently moving the plane with the shrinkwrap modifier fixes this, but why?


texts:
I have watched a lot of tutorials about how to reduce noise and rendering time and each one suggest some tips. In this scene http://www.pasteall.org/blend/35436, I remark that there are some noise points on the floor despite of it is flat surface and not very textured. In addition the hair of the person is very blurred. First, I fixed the samples as 100 and I have the image below. Second, I fix the samples as 200 but I still had noise in the floor. I try to modify other parameters (I have used limited global illumination as light paths and in the world scene and lamp i check the Multiple importance option).

Any suggestion will be appreciated.


texts: Changing the default parameters of new meshes

texts: In 2.79 it was easy to change the default parameters of new meshes added to a scene, e.g. number of edges on a UV sphere. In 2.82 I have been tearing my hair out trying to find similar options. Have they disappeared?


texts:
is there any way after using cell fracture to keep the margin so I can paint margin in a different color?
(Basically to have all peaces separated and also margin as separated object)
Thanks!


texts:
Pretty new to Blender, I'm trying to learn how to make a studded wall.

How do I use the array modifier to use imperial units? For example, I would like to create a stud, and have them spaced 16 inches on center a set distance.

Thank you much!

Sorry if this is a duplicate, I asked this question yesterday but it was closed, so I'm asking again.


texts: How to setup Light Linking in blender 2.9 or 2.8x?

texts:
Coming from Maya background and a beginner in Blender 2.8x and 2.9.

I have a set of objects in the scene file and created separate lights for each object. I want to link lights to those objects specifically so that during render time the render engine only renders lights that are linked.

Thank you


texts:
I am planning an animation in which I have one or more rigged robots following some Motion Capture (MoCap) data simultaneously.
Once they have finished following the MoCap sequence, I want them to collapse to the floor in RagDoll fashion.

I know about rigging the robots and making them follow the MoCap data stored in a .bvh file.  My question is, how do I turn them into ragdolls?
Obviously, I want all their parts to stay connected together, so I guess they will still require an armature, but to have no muscular strength to hold them upright, so that they fall in a heap under the influence of gravity.


texts: Unable to edit individual objects made by the Array modifier

texts:
I created an object and multiplied it with an Array Modifier, but the problem is:

X - original object

X X1 X2 X3 X4 X5 ... Xn - final object (array size = n)

I'm only able to edit X, and if I do, all the others Xn will change as well.
How can I reverse this? If i want to edit only, for example, X4 face or vertex.


texts: A property that is different during rendering and during preview

texts: I want some properties, like the Factor value in a Mix Shader node, be controlled by whether Blender is currently rendering or not - so that some things would look different in the Preview and in Render. Is it possible to do that? Maybe via scripted expression driver?


texts: How to make a group of balloons this big?

texts:
This is what I achieved with a particle system:

This is what I want to achieve:


texts: Why would a displacement with a periodic image not tile smoothly?

texts:
I am using a periodic image of noise (1/f noise) to displace a plane, with the displace modifier, into a random lumpy shape. When I connect 2 surfaces the seam is clearly visible and I don't know why. The image is definitely periodic, and if I don't use UV space the texture tiles seamlessly in the middle of the surface, but always shows at the seam of 2 pieces

Any way to get rid of this so I can tile several planes seamlessly?


texts: Cycles Render reduces workspace by strange cube

texts:
When I render an image it gets cropped by some kind of cube, making all objects outside invisible. The top view is what I want, the bottom what I get

Do you have any ideas about the reason or the solution?
There is no such cube in my project.

EDIT: Moving everything around (by pressing A and G) changes position of project inside this "room", but does not solve the problem due to animations that would need to be moved separately keyframe by keyframe.


texts: How do I bend a Model with an Armature? (Worm, Caterpillar, Tentacle...)

texts:
I have created a model and added armature to it. I want to bend the center mesh in ^ shape. I tried to solve this with weight painting but it didn't work as expected. Is there a way to bend the model, so it looks like a walking caterpillar?

Any suggestions or help? Thanks.


texts: Is it possible to animate the opacity of a grease pencil layer?

texts:
I'm trying to have a grease pencil fade in and out over a number of frames. I'm able to get this behaviour in the blender viewport, but not when I render. I've created a minimal example which is available here:

The minimal example has a grey square, drawn in the default "Lines" layer of the default "Stroke" grease pencil. The opacity of this layer is set to transition from 1 at the start to around 0.1 at the end. When I play in the blender viewport, I see a smooth transition. When I hit "render animation", I see no change in opacity for different frames, and the rendered opacity matches whichever frame I have selected in the UI. "Render animation" will still correctly render motion, if I add location keyframes, but the opacity still behaves in the described manner.

Is there a way to make the render output respect the transition between opacity values?

Steps to create the minimal example:

Draw a square in a new 2D animation
Set end frame to 20 in the timeline
Create a keyframe for the opacity property of the "Lines" layer, at frame 0
Create another keyframe for the opacity property of the "Lines" layer, at frame 20
In the graph editor, drag the opacity at frame 20 down to around 0.1


texts:
I'm UV unwrapping voxel-based models using the Smart Project. It can unwrap my models nicely (example below).

But I'm also trying to automate the process of exporting a properly sized image. For this I need to know how many edges are unwrapped in each dimension (For example, 32 edges by 32 edges in the posted image). Is there any way I can tell how many edges (or faces,tiles,vertices) the Smart Project unwraps in each direction without manually and visually counting them?

Or is there any other anyway I can set the image pixel dimensions to a certain size based on the number of faces?


texts: Material applies to every face rather than entire object

texts:
I am trying to apply a material/texture to an entire object (UVSphere), but when I render, it acts as if it is applying to each individual face rather than the whole object.

I am trying to do something more like what is depicted here:

I haven't posted to this forum before. Please let me know if there is more I ought to say/include.

I am trying to imitate procedure described here: https://www.youtube.com/watch?v=eEsDeNJhvE4&t=282s

The procedure is not UV mapping or using images. It uses a transparent material with a blend type texture to achieve the hole through the sphere and the shift from red to white.

Here is the blend file I am working with.


texts: Have object with texture, import and there is no texture on object

texts:
I'm trying to do some Minecraft animation, so I get some textures and rigs and did this.

Picture no.1 obj with texture

But when I import that object I´ve got this

Picture no.2 imported picture without texture

I'm little bit newbie and I want to join to Blender community.


texts: Why is this bevel inconsistent after converting edges to curves? (attempting to make a ladder)

texts:
I have applied all transforms before converting to curves. The left side of the ladder looks like what I am aiming for, but the right pole seems to have some squished spots. I am thinking that maybe there is a way I can get the curve directions to be more consistent? Google searching has helped me understand the curve directions, but I cannot identify what I need to do to these curve points to get the desired consistency. Any possible ideas?
Thank you in advance.


texts: How can I use an image texture as a guide for weight painting?

texts:
So I have an image of a map which I would like to use to paint vertex groups (for terrain feature particle systems) on certain areas of an object (a sphere).

I have mapped the map onto the sphere.  But even if I am in material or textured view, when I go into weight paint mode the object turns blue so I can not see the map so I don't know where to paint.

My next idea was to have a second, slightly larger sphere (in the exact same place) with a semi-transparent material of the map on it such that I could see the map on the large sphere and the weights underneath on the sphere I am weight-paining.  But it seems that material view does not show cycles transparent shaders. so the transparency on the large sphere shows up as opaque white and I can not see the weights on the sphere underneath that I am painting.

So is there a way to do this?  Either by showing textures/materials in weight painting mode, or by showing the transparency of the material on the large sphere?  Or some other way I haven't thought of yet to use an image as a reference to weight-paint on an object?

By the way, this is not a duplicate of this or this, both of those answers only work for BI materials it seems, I am using cycles.


texts: Attaching freestyle styles to a list of collections

texts: I have a simple project with multiple collections. I would like to use three different freestyle styles applied to different collections. Say, I have collections numbered from $1$ through $10$ and freestyle styles $a$, $b$ and $c$. I would like to use the freestyle style $a$ on collections $1, 2, 3$, the style $b$ on collections $4, 5, 6$ and the style $c$ on collections $7, \ldots, 10$. I know that it is simple to restrict a style to a single collection, but this is impractical with a large number of collections (I would have to define the same style many times). Is there any obvious way of matching freestyle styles with collections that I miss?


texts: How can I merge vertices into an object in Blender?

texts: I have these vertices that I've projected onto my object the question is how can I merge them (not just join objects) into the faces so they are actually editable and the faces are altered so I can edit the object using my vertices?


texts: What's the algorithm used in bm.calc_volume()?

texts:
I need to know which algorithm is used in bm.calc_volume() (https://docs.blender.org/api/blender_python_api_2_67_release/bmesh.types.html#bmesh.types.BMesh.calc_volume) or which theorem is based on. It only says it's based on face normals and I haven't been able to find more information.

It would be also useful if someone could help me to find its code.


texts:
I am still fighting with mirroring. Doesnt matter if I use Ctrl+M or Mirror modifier. My rivets go only in bad way. I mean I want them mirrored nicely along global axis to fit the opposite site. BUT the rivets are mirroring only along local transformations corresponding their base slope face.

Check the screenshots:

From pictures you can see that rivets want to be mirrored in the face direction they were created at. I used Snapping during transform (magnet icon) on the face and I had applied "Align rotation with the snapping target".

On the other faces it all worked fine, as you can ssee they are mirrored properly. But this last face which is not perpendicular doesn't work for me. What do I wrong?
Thanks !

I must also say, that If I change GLobal transforamtion to local, or gimbal or whatever the result is still the same !

It behaves like it is a bug there?... Please help
Karel


texts:
I've been baking some textures in Blender, and somehow the result textures were created without extension, like this:

Other softwares (like Unity) won't import those.
To fix the problem, I unpacked all the textures and bulk changed the names to add the extension ".jpg"

Then when I tried to pack again all the textures the files went missing.
I manually re mapped all the textures one by one in the materials, since I didn't found out another solution. (Find missing files didn't work)
Is there a best way to achieve this?


texts: Making an Emission shader emit a different colour of light than the colour assigned to the object?

texts: I am making a skydome and I have a texture hooked up with an emission shader for it, however, since the dome is blue it only emits blue light. Is there a way that I can have the whole sky illuminated and have the light reaching the rest of my scene be a different colour?


texts: Deleting object generated from particle system

texts:
I followed a tutorial online on using particle system to generate lots of buildings on top of a plane and I was supposed to press B to select some area of the plane to delete a row of buildings.

However, that only deleted the portion of the plane underneath and not the buildings. When I press B in Edit mode, I am not able to select and highlight the buildings, only the plane underneath get selected.

Can someone please help? (I am a beginner)

I tried uploading the .blend file here but unfortunately it is not processing the upload.
Thanks in advance.

This is my file


texts: Copying exact position and pointing angles of a tracked camera with non-tracked camera

texts: working on a 900 frame animation. camera 1 is constrained / tracked to an empty, but at frame 700 i want the camera to move freely for the final 200 frames. i copied camera 1 at frame 700. camera 2 is in perfect alignment with camera 1 until i remove the constraint. camera 2 then shifts (same vector but pointing a different way) and its hard to line up again. am i missing something? is there a better way to do this?


texts: How do I set multiple settings with one button?

texts:
How can I change a viewport shading settings from one button?
I am creating a toolbox I put in the Right panel. Everything's Ok exept for this. I'd like to get my settings in one click.
Anyone?

bpy.data.screens["Scripting"].shading.light = 'MATCAP'
bpy.data.screens["Scripting"].shading.color_type = 'SINGLE'
bpy.data.screens["Scripting"].shading.show_xray = False
bpy.data.screens["Scripting"].shading.show_cavity = True
bpy.data.screens["Scripting"].shading.show_object_outline = False


texts: How to prevent Blender from crashing when running out of memory?

texts:
I'm waiting for like 5 minutes for a render to start, nothing happens (Blender 2.90.1) and Blender is crashing in the end. I already tried to render the project using Blender 2.83.8 but I'm getting the same issue. As you can see from the screenshot, I'm running out of memory since I only have 16gb RAM and it's showing me that blender is using 20.34gb. The viewport is fine however, I can see the image resolving and everything...

Q: Is there any chance to render my image although I don't have enough memory?


texts:
This is the image using the EEVEE render mode. The render was fine and all and don't know what happened but after rendering sometime later the object has converted to this.
I closed the file and reopened it but didn't solve the problem.


texts: In pose mode, changes revert when I move the timeline

texts:
If I make a change, it moves back the moment I move the timeline, as seen here,
https://i.gyazo.com/3ec8b06336418e6956fccca3f5c38ba8.mp4

What causes this? (also, it happens even though keyframes are created.)


texts: Stop mesh from continously recreating UVmaps?

texts:
So I'm sculpting a character, and I usually start from a cube, which by default has a UVmap. This gets in the way of dynamic topology, which will disable itself if it detects a UVmap.
My issue is, after deleting a UVmap, I will be sculpting, and randomly, it will make another UVmap. I delete it, and soon it will make another.
How can I stop this from happening?


texts: issue after changing the color of the UV image with photoshop

texts:
I am using texture paint and I have used different photos to do so, and the color of the skin is slightly different (in the green circles):
To correct this problem I have open the UV image in photoshop and use the split frequency technique to have one picture in greytone which corresponds to the detail (also know as high pass filter in photoshop) (here is a sample)
and then uniformed the color as you can see
Every thing work fine up to this point but when i import the modified UV image I get this strange result:
(the line matches with the wire frame).
Does someone knows how to fix it? or how to make a split frequency to get something similar to the high pass filter in photoshop but with the node editor?


texts: Combine depth images from two cameras using the world matrix

texts:
In my simple scene I have a very simple model and two cameras. From each camera I know the external parameters Pi (from bpy.data.objects['Cam0'].matrix_world) and both have the same internal parameters K. Additionally, I have one rendered depthmap (z-buffer) per camera.

From the depthmap I should be able to generate a point cloud X, with Xi = Pi^-1 xi, where x are the pixel scaled with its depth. However, if I combine the point clouds, they do not match, because they one is rotated away from the other.

Is P the used projection matrix (excluding K), especially is the rotation of the camera correct in terms of what I want to achieve?

EDIT:
I have uploaded a example that illustrates my problem. From the setting in the blend file I have generated two depthmaps (are both contained as exr and as ascii txt). Further, the Matlab example visualizes the rotation errror. Example


texts:
So I was following a tutorial on YouTube on How to make light bulbs (by Blender Guru) but when I did the render black spots appeared on the filament
. AND They don't look like noise AT ALL.
You can see them on the glowing bulbs filament and the glass cylinder thing.
Why do they appear and how do I get rid of them?

enter image description here

These are my settings


texts: Edit Mode - XRay Clutter - Edges/Faces/Verts

texts:
The picture on the left is a subdivided Cube in a fresh new project in edit mode.
The picture on the right is that same cube in edit mode but in my current project.
As you can see: obscured edges are partially visible, without me toggling Z.
There are slightly less edges visible in perspective view (as opposed to orthographic) but it is still significant enough to cause clutter.

I've tried porting the project from 2.8 to 2.81 but it seems to be project specific.

How do i get get rid of this pseudo x-Ray effect and display only the edges/faces/verts that are not obscured?
Any pointers?


texts: How can I show "output change path" in a custom panel?

texts:
Hello I want make a blender addon to save images from blender but I want to change the default path.
I know right you can change the output path here.

I want to use that in my custom addon.

right know I can get the path string
by using
        row.label(text="Render Path " + bpy.context.scene.render.filepath)

But I like to use the same row from the Output panel to change the path.
I want to use the same thing but in another panel is that possible ?


texts: Failure enabling Radeon ProRender in Blender 2.80 on Ubuntu 18.04

texts:
[Edit: It is suspected that the failure is caused by the fact that the .run file is built for ubuntu 16 but the actual os is ubuntu 18. However the version built for ubuntu 18.04 cannot be found anywhere. So if you can post the link towards the version for ubuntu 18.04 it will be considered great help.]

Downloaded Radeon ProRender for Linux (labeled v2.0 for Blender 2.8) from radeon official website.

Though AMD claims Ubuntu 18.04 is supported, the installation file still warns that it "is built for Ubuntu 16.04 and continuing installation may encounter problems".

The installation was carried out despite the warning and the installation procedure was problem-free. However when Blender was launched afterwards, EEVEE and Cycles are still the only two renderers to be found.

By looking into the Plugin settings in Preferences menu, the Radeon ProRender can be found unchecked. The attempt to check it failed, with the following information:

NameError: name 'rpsdk_bin_path' is not defined

Please see the attached picture for more information.

How to solve this problem? Please help.


texts: How to edit location of each vertex in uv map and it's related vertex in 3d view?

texts:
I'm new to blender scripting so don't judge me If my question is stupid.
I'm trying to make a script for blender 2.79 or 2.83 doesn't matter.
The whole idea that I want to make a script for is that I want to have access to all uv vertices and their related vertex in the 3d view.
To be exact, I want to get and set the location of each uv vertex and it's 3d view vertex.
How can I get access to it and How can I set them to a different value?
Thank you in advance!


texts: Loosing normal detail when "rebaking" to second UV

texts:
what I'm trying to do is bake existing normal texture to another UV map, but the problem is the new texture is way too weak. I need to do this because when I did some hand-modified UV, and add some support loops, result is even worse than without these loops. So I want to bake on automated generated UV and rebake to second UV with my edits.
I've trying to do bake with normal node, also with emission and diffuse shader.


texts: Meaning of selected object outline in 3D view

texts:
I was trying new Collections feature in Blender 2.8 and somehow can't get consistent understanding what do outline colors of selected objects mean.

Here is my scene setup:

created three "asset" objects (cube, icosphere and Suzzanne)
created several groups and linked assets into them in various combinations (AB, AC, BC, ABC)
added instances of groups to the scene (under Main collection)

Now when I select "pure" assets, everything is clear: active object is highlighted in light orange, co-selected objects - in dark orange.

But when I select group instances, interesting things happen.

For the first group (AB) it highlights instance position "dummy" and the objects themselves (which is quite logical). Strange that it also highlights objects inside other groups, but it might be by design.

For the second (AC) and third (BC) groups it highlights nothing except position "dummy".

Finally for the fourth group (ABC) it highlights position and only Suzanne.

Also you can notice that highlights in wireframe and solid modes also differ.

Could you, please, clarify what is the logic behind such highlighting.

Thanks!

Version: blender-2.80-fc182e318988-linux-glibc224-x86_64
OS: Ubuntu 18.04


texts: Liquid simulation looks weird. Strange patterns

texts:
I`m new to Blender and I have a issue with my liquid simulation.

I tried to make a glass of water, but the water acts more like jelly when its in the glass. It would look more natural if the water became invisible and only the surface was visible.

It seems to escape the glass as well. Any suggestions?

Video of the issue:


texts:
I'm using Freestyle in Blender to export a drawing to an SVG file. The file can be found here: http://www.speedyshare.com/dxsfw/box.blend

When rendered as a png it looks like this

I was interested in rendering only the "net" mesh and so isolated that in a group and rendered only that as an SVG. When opening it in Inkscape the resultant SVG had over 4000 objects.

Is there any way that I can get the vector to render solid, smooth lines? I understand that there still may be breaks, but can this be smoother/more solid?


texts:
I'm trying to bypass the GUI and just use the logic editor via scripts, e.g. I want an object to move +1 blender unit in the x direction each frame for a physics simulation but don't want to have to use the GUI to implement this. Is there any way to work around this?

Thanks!


texts: How can I get what I edited when I run the game engine?

texts:
I just want to know how do I get what I see when editing like in the picture below.

This is what I see in Edit Mode:

But some objects don't appear when I render it with the game engine:

What am I doing wrong?


texts: Blender 2.8 not showing objects in render view (cycles)

texts: Eevee works Ok and I can cut and paste into 2.79 and this displays in render view OK too? At the start of the project all was fine.  (It will generate a render OK)


texts: Why does removing the dot from bl_idname break my addon?

texts:
I've made an export script, sorry to say much of it is copy paste coding.

It was working fine, but now:

There should be an extra menuitem 'Waveller' -- it was there and it was working, but it has just disappeared!  ARGH!

I must have done a nono while refactoring the code.

I have tried removing and adding in:

What is going wrong?

Here is my code:

bl_info = {
    "name":         "Waveller",
    "author":       "π",
    "version":      (0, 0),
    "blender":      (2, 6, 2),
    "location":     "File > Import-Export > Waveller",
    "description":  "Export Verts and Faces in Waveller Format",
    "warning":      "",
    "wiki_url":     "http://www.waveller.com",
    "category":     "Import-Export"
}

if "bpy" in locals():
    import imp
    if "export_waveller" in locals():
        imp.reload( export_waveller )
else:
    import bpy

from bpy.props import StringProperty, BoolProperty

class WavellerExporter( bpy.types.Operator ):
    '''Save in Waveller format'''
    bl_idname = "export_waveller.vert"
    bl_label = "Export Waveller"

    filepath = StringProperty(
            subtype='FILE_PATH',
            )

    check_existing = BoolProperty(
            name = "Check Existing",
            description = "Check and warn on overwriting existing files",
            default = True,
            options = { 'HIDDEN' },
            )

    def execute( self, context ):
        from . import export_waveller
        export_waveller.export_all( self.filepath )

        return {'FINISHED'}

    def invoke( self, context, event ):
        if not self.filepath:
            self.filepath = bpy.data.filepath
        # bpy.path.ensure_ext(bpy.data.filepath, "")
        wm = context.window_manager
        wm.fileselect_add( self )
        return { 'RUNNING_MODAL' }

def menu_export( self, context ):
    self.layout.operator(
                         WavellerExporter.bl_idname,
                         text = "Waveller"
                         )

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

    bpy.types.INFO_MT_file_export.append( menu_export )

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

    bpy.types.INFO_MT_file_export.remove( menu_export )

if __name__ == "__main__":
    register()

I did do a bit of fiddling, I remember changing:

bl_idname = "export_waveller.vert"

to

bl_idname = "export_waveller"

(changing it back doesn't fix this)

Well if anyone can put me right I'm very grateful. Also, corrections to any hideousnesses you see lurking in the code are most welcome!


texts: Most straightforward workflow for Blender to Substance Painter to UE4

texts:
Background

Basic 3D modelling experience from circa 10 years ago (3DSMax, OpenGL pre shaders).

Problem statement

"A coffee shop tutorial". I followed the [in-]famous blender donut tutorial and now want to extend it to the coffee shop that I can roam around in UE4 (or unity. I don't have a strong preference just yet but Unity keeps crashing on my machine).

What I have right now

A blender model for a donut and coffee cup. High-poly, the materials include procedural generators (noise):

Issues

My understanding is that there's no easy way to export the material graph from Blender to a game engine (because the graph nodes aren't universal). What I can export is the textures that I can then apply; or I can re-implement the graph in the game engine from scratch.

Trying to find a better workflow I stumbled on Substance Painter and, after finishing its tutorial, I must say I like its workflow. It's very much photoshop-like and I can handle that.

Now, SP has an export setting for UE4 but it seems to miss at least the height information so I can't reach parity between SP and UE4 out of the box. Even worse, exporting the material back to Blender is extremely confusing and the height just doesn't in any sane way.

Let's say I re-painted the donut in SP and I can produce all the textures possible from it.

Expectations

I expect that with proper texture tuning Cycles should output something very close to SP's vray.

Questions

If I take the Substance Painter out of equation for now (although I like the idea), can I use Blender to bake the textures (diffusion, metallic+roughness, normals, ao, displacement) for the PBR workflow in unreal?
It seems that no matter what I have to re-implement the glass materials everywhere as the glass handling is just too different between the renderers. Correct?
If I model in blender, export to SP for texturing, then export from SP back to Blender and UE4, what is the correct workflow?

Specifically on the question 3:

3.1 Should I export everything in 8-bit? My understanding is that Cycles would benefit from a higher resolution for at least normals and height maps, while UE4 wouldn't care. Which parts are better to have in 16-bit? Higher?

3.2 How do I apply the textures back to Blender? Diffuse is straightforward. Normals need to be non-color, passed through a normal map. I can discard AO and if my metallic and roughness are baked in the same texture I can use separate rgb and feed them into the Principled BSDF. No matter what, I can't seem to get a reasonable output for the height/displacement.


texts: how to move, rotate and scale multiple objects in edit mode

texts:
I can only go into edit mode on one object at a time in as far as i can figure out.

So if i have 10 objects, is there a way to move, rotate or scale all 10 of them together in edit mode?

I don't want to do it in object mode as that does nothing to the meshes and when i export fbx, all object mode stuff is gone.

thanks


texts: Texturing-Is a good ideea to split an object in multiple parts?

texts: I created a book and i want to texture it.I unwraped the object and i don't know how to put the textures (i have a texture for each cover and also for the pages and  for the back).I can assing these texture for each part or i must split the book in multiple objects (with P) and then to textue every part.


texts: Blender fails to import XYZ scanned model

texts:
I'm relatively new in 3D Scanning world: I've scanned the model using XYZ 3D scanner saved as .OBJ file with *.mtl and .png texture file. No errors, nothing it just does not import the model. I have no problems opening it with Meshlab but Blender fails to import it. I've tried to convert it to fbx or ply with Meshlab - no success opening it with Blender. Tried use previous version of Blender - the same issue.
 Is there any compatibility problem between Blender and models scanned by XYZ 3D Scanner ? For example when I made the model using Autodesk 360 Recap from the pictures Blender has no problems opening it.
 Id there any workaround this ? Why Meshlab can open the model but Blender can not ? Really like Blender but unfortunately can not use it to edit 3D models scanned by XYZ Scanner.

Thank you,

Alex


texts: Animation Nodes - Pressure Arrows / Scaling, Rotating and Changing color along surface

texts:
Original Question (Edit below):

I want to make a "fluid pressure" representation. That image was my "first" try, but I can't rotate or move the matrix. Why do I want to move it?

I want a "room" made of "pressure representation" walls. So, If I can copy the matrix, I could rotate it. I could, even, animate as a child of an object.

But the real effect I want is in this tutorial: https://www.youtube.com/watch?v=Vxc4P0YI2rI&t=493s

Because in this way, I could have "pressure arrows" for all the volume, no matter the shape/surface form.

But instead the instanced/matrix/particles objects rotating...

Scaling (with a minium visible size to something larger but no huge)
Rotating (45º because the effector or direction effector).
Changing color (Blue neutral, Red affected by effector.
Along surface (as the tutorial shows for the "scales").

Here are my nodes and blendfile:

PS:
I made that one blendfile, but I took the next blendfile from here:

https://drive.google.com/file/d/0ByYo18t3qZRLajNDejF6eFVnYmM/view

and tried to split and understand what is happening in order to achieve the effect I want.

EDIT because it's not solved yet

Thanks to Omar Ahmad, now I have a clean node way to scale the "pressure arrows" from a empty with a "sphereic falloff" and I mix that idea with a "vertical falloff".

The color works only in "vertical falloff" but the rotation is child of normals... would be to difficult affect the local rotation of the arrows to the same "world side"? I have upper arrows rotating correctly, but below arrows rotating in the opposite direction and middle arrows nothing at all. With the inner faces of a sphere is samething.


texts: Advanced plane 3d tracking and axis identification

texts:
Are there any ways to make 3d tracking better?
Atm I have a problem with recreating room (example below). And as it can be seen red recrangle do not quite match walls, floor or ceiling. Quite nasty situation. I've tried to make 'floor' from points on the floor, on the walls, on the ceiling and even the blue screen. Nothing helps at all. Every time it kinda fits only one plane but as soon as I try to extend it to make a box these planes stop being parallel. So I'd like to know is there any way to mark meshes as walls, floor, ceiling apart from 2 default buttons since they do not work in my case.

Also is there any way to mark 2 trackers as x axis rather than just 1?  I mean if I've tracked 2 points on the floor and want to make 'em any axis can I?


texts: Script working on an object but not on another

texts:
I downloaded a blend file from another user here with a script (for drivers) and a mesh + armature.
On the driver of said mesh it says Error:invalid Python expression. I couldn't get it to work for so long although it worked for the user that sent it to me. However after a while I figured out a really odd fix.The fix is to move the armature then ctrl+z after I do that, the driver no longer shows an error instead it shows slow python expression which is fine as long as it works I guess.
Now I tried applying the script to a personal mesh+armature I copied the same exact drivers+variable. I get the Error:invalid Python expression. I tried doing the same odd fix that worked for some reason on the other mesh+armature but it didn't work in this case. Here's the script
import bpy
from mathutils import Vector

def left(self, z_rotation, speed_low, speed_high):
    prev = self["prev_z"]
    self["prev_z"] = z_rotation
    delta = z_rotation - prev
    if delta > 0:
        self["z"] -= delta * speed_low
    elif delta < 0:
        self["z"] -= delta * speed_high

    return self["z"]

def right(self, z_rotation, speed_low, speed_high):
    prev = self["prev_z"]
    self["prev_z"] = z_rotation
    delta = z_rotation - prev
    if delta < 0:
        self["z"] += delta * speed_low
    elif delta > 0:
        self["z"] += delta * speed_high

    return self["z"]

bpy.app.driver_namespace["left"] = left
bpy.app.driver_namespace["right"] = right

Here's the driver of the mesh I downloaded from the other user.

And this is the driver I applied to my own mesh(the exact same thing)

I have no clue why this is happening the issue is just really weird and very frustrating.
Help would be immensely appreciated.


texts:
Chopper with blades added,after positioning correctly, because of pasting it from another file with it flat

The propeller blades

I made a helicopter with separate propeller blades acting as a child to the helicopter. I made the rotation animation with the blades in another blender file with them flat then copied the propeller blades and animation from that file and connected to the helicopter as parent/child. However, when i position the blade with its animation data to the helicopter it goes flat and doesn't stay where i positioned because i animated it flat. So i end up with a lop sided propeller blade as the helicopter is at an angle.
The helicopter itself is already animated so i am adding the blades last which has made it more difficult. Is there an easy way to animate the blades so i can easily add to helicopter? I've tried doing it with the helicopter in motion and its very difficult.


texts: How to move 3D cursor to point in bezier circle?

texts:
Can anyone help me find solutions for these questions:

I want to move 3D Cursor to red point.

When I left click to red point, I don't know if 3D cursor really points to red point or not.

I want to determine the point on Bezier circle (I call it P), and POD = 30. How do I determine it?


texts:
I need to make keyframe animation from animation below to see color changes not only while rendering, does enyone know how to deal with this?
 The main reason is to export it in .json to use with three.js

Thanks.

.blend file and animation copied from another question:
Animating a material change along an axis of a mesh
 thanks @lemon


texts: Getting rid of seam that exists when mirroring after sculpting

texts:
Welp, I screwed up. First time seriously sculpting. I sculpted it thinking it would be easy to mirror it afterwards. Now I don't know what to do about the seam, it is very important that I fix this soon. Any ideas? Blend file below

BLEND FILE


texts: I'm having flickering problems with meshes in blender2.83 especially in edit mode

texts: After I opened blender 2.83, I deleted all objects in the default scene and added a cube. When I tabbed into edit mode, the faces are flickering. I tried to change the clipping distance to no avail. Since the cube is the only object in the scene, the problem can't be with overlapping geometry. What must I do? Notice the top face of the cube.


texts: May i know what are the matcap colors or are they materials. What are the use of that color or material in blender. And if i apply that color or material can it be render in cycles and if not how it works in used cycles.


texts: My circular array only gives 2 objects instead of my count

texts:
Trying to do a circular array in Blender 2.8 as shown in many video's on Youtube. Except I don't get my desired count (5) but I only get two.
What I did:

Placed my model off center
Placed my origin in the center of the world
Added an Empty in center of world (Cube, Axis, or whatever)
Added Array modifier to my model
Set next properties (Fixed Count, 5, Checked Offset and set to empty, unchecked Relative offset)
Gave my empty a spin on the Z axis for 72° (360/5)

Any idea what I am missing here?
I must have done something wrong, I'm trying to do this for several attempts already but can't get it to work.

many many thanks for your assistance


texts: Why does creating a new face int layer break Unwrap Reset?

texts:
EDIT: This apparently is a bug (https://developer.blender.org/T52723)

However, I'm still creating bmeshes in the draw method of my panels which is bad practice, but not the cause of this problem.

I've been developing an add-on for Re-Volt file types for a while.

I'm not sure if I discovered a bug or if I'm doing something wrong:
As soon as I call bm.faces.layers.int.new("LayerName"), the UV Unwrap Reset operator starts behaving weirdly.

Usually, when you reset the UV on a cube, you get the faces mapped as squares.
After creating a new int layer on the bmesh, it starts mapping faces to lines or other weird shapes that sometimes go beyond the UV bounds.

I create those int layers to store flags for each face. The layers are created upon import and in Edit mode. I made a tool panel for setting those flags. It all works fine, it just breaks the bpy.ops.uv.reset() operator.

Launching Blender with --debug-all also didn't reveal any interesting details. Everything in the logs looks like it's supposed to.

I also tried opening the Blender files with that problem in older and newer versions than 2.78 and the problem persists there, it seems to be in the mesh.

Here's a .blend with the problem: http://pasteall.org/blend/index.php?id=47471

Here's the wider context of creating a new int layer (panel in the 3D view):

class RevoltFacePropertiesPanel(bpy.types.Panel):
    bl_label = "Face Properties"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "mesh_edit"
    bl_category = "Re-Volt"

    selection = None
    selected_face_count = None

    @classmethod
    def poll(self, context):
        return (context.object is not None)

    def draw(self, context):
        pass
        obj = context.object
        mesh = obj.data
        bm = bmesh.from_edit_mesh(mesh)
        flags = bm.faces.layers.int.get("RVFlags") or bm.faces.layers.int.new("RVFlags")
        texture = bm.faces.layers.int.get("RVTexture") or bm.faces.layers.int.new("RVTexture")

Here's the section on GitHub if that helps: https://github.com/Dummiesman/HabitatB/blob/dev/io_scene_habitatb/panels.py#L104

Please tell me if I could provide more information. I'd be really thankful if someone has an idea.


texts: Copying keyframes makes objects snap to one point

texts: I am quite new to blender, and I wanted to make two fractured rigid body balls collide in the air, but I am running into problems. I can make a single pice of the fracture move, and then become dynamic which is what I want, but when I try to copy the animation data to all of the other pices, it copies the location keyframes too resulting in all the fractured pices teleporting to a single point(Not what I want). Is there a way to copy the animation data so that the whole ball moves as a single part, and then shatters when it collides with the other ball?


texts: Something is wrong with extrusion in blender 2.8

texts:
Whenever I press e to extrude, no new geometry is generated, instead the surrounding geometry is warped towards my cursor. This is different from what the tutorial I'm following shows, and I looked around and I see that extrusion should work differently.
Currently, when i try to extrude an edge by pressing 'e', it ends up like so:

As you can imagine, I need help.


texts:
I just started playing around with 2d frame by frame animation with Grease pencil. And it really has so much potential to be an amazing 2d animation software.

There is one huge thing that bothers me a lot, I have looked around for hours now trying to find an solution. But cant seem to find it. !

Basically I do my animations on 2s(a keyframe every 2 frames) So what I have done is that I have a bunch of frames for my animation. But I noticed that I didnt have enough frames. So I want to insert a frame(still on 2s) between 2 of the frames I already have. Now I can actually do this in Grease pencil, but the workflow it is so slow and tedious. First i have to insert frame inbetween, then move this frame and all frames after 1 frame forward, then I need to select all frames after the newly selected one and move them 1 frame more to get the timing right. Usually in my experience doing this kind of action should be simple one click thing, because you need to do that alot if you wanna add frammes . But in grease pencil this will take forever. Is there a way to do this smoothly?

So basically looking at the picture, I want to insert a frame where the marker is on the timeline, And it should be spaced just as the previous frames. And I want to do this preferably with a 1 or 2 click solution.


texts: How to color individual polygons in a low poly model?

texts:
So I have been working on this low poly project and have most of the modeling done. So, I have begun texturing and ran into a problem. I can't figure out how to color each individual polygon of my model. Here let me explain.

Notice how this image(that I found in a google search) has polygons in the model and it transition from blue to red and even in the blue and red the saturation and brightness changes to achieve a more natural look. Now I understand this effect can be achieved with lighting, but I'm doing a landscape so one solid color will not look good. I'm looking for natural variations in color and can't figure how to color them individually.


texts: I have a model made by 2 different people and I am now trying to polish some details myself. I would like to somehow smooth/round all selected vertices as group so that the curve is as nice as the upper one. Is there a way to do it?


texts:
I'd like to know how this text gets adapted onto these 3D models. Could it be a PNG  which gets mapped. Or is this text pre planned how it would be layout onto the model? what's the method involved in this technique? Would the text layout need to be the same ratio done with a graphic editor like Photoshop or Illustrator? and have the mesh modelled in the same metric unit so the text can later fall correctly in place? All information is appreciated, unfortunately my college instructors are really lame in giving information....

Thank you.


texts: The armature stays in the air instead of falling

texts:
If I click on Alt+A the armature (rigged) doesn't fall, it just stays in the air. I tried to add a "rigid body" but this doesn't help.

(sorry about my english-speaking)


texts: Simulating balls falling into a mesh. Why do I get different results each time?

texts: So basically I've an array of about 700-800 spheres that will fall into a box. What I am trying to do is, after the balls settle they spell out something. I did that,by going to the last frame of the animation and selected some of the balls and colored them differently so that I get my text. But when I went back to my first image and rendered the animation, the last frame is not the same as I had made it. Is there something I should try doing or is there a better way to do what I am doing?


texts: How do I change UV mapping without destroying the look of the model?

texts:
Normally, if I want to change the type of UV mapping means that I will destroy the look of the model as the mapping no longer corresponds with the image.

Is there a way to change UV mapping and have Blender recalculate what was painted where on the model to reflect the new mapping?


texts: I have a Color Grid on my model, but I can't see it in a viewport.


texts: Extruding multiple meshs in blender 2.79 is it possible

texts: i must extrude all of tis mesh one by one


texts:
Which factors should I look at to make the reflection as neat as that of the reference image?
Some of the thigs I've tried:

Increasing roughness, but still have too many distorted reflections and also I can't see the yellow sphere in the cube clearly like the reference image.

Changing variables on Ray visibility, but nothing seemed to work. Material of the cube is set to default material with : Specular 0.5 / Roughness 0 / Transmission 1 level

Reference

My Cube  – Bottom and left sides has way too many distortions.


texts:
I'm experiencing very ugly banding on a wall. The scene is lit with spot lamps and geometry lights (with hdr softbox textures). The wall itself is perfectly flat, but has a beveled 90° angle right above the floor. I tried to add subdivisions and support loops, that made the problem less visible, but didn't eliminate it completely. The displacement has no influence on the issue.
If I hide the geo lights (softboxes) and replace them with area lamps, no banding is visible. Unfortunately I really (really!) need those softboxes, because I have a highly reflective object in the scene, that has to catch nice and realistic reflections.
Any idea would be greatly appreciated!
Thanks for your time.
The softbox:

Edit
I couldn't reproduce the effect in a small test scene, so the problem might not even be related to the geo lights.


texts: Is there a way to transition between 2 textures?

texts: I have searched extensively and all the help seems to be having 2 textures next to each other and making a smooth transition between them. This is NOT what I want. I want to have 2 cloud textures overlapping and have 1 see invisible and the other one opaque. I then want the opaque one to slowly disappear as the other one becomes visible or even have them blend into each other as they change from one to the other. Is this possible?


texts: (How) Can I get rid of these fireflies in the zDepth pass?

texts:
http://imgur.com/a/5PYwv

How do i fix the firefly type artifacts? None of the leaves have a glossy surface so that shouldn't be causing the problem?

Here's a file of just the front tree. (sorry for the file size)
Updated version.
https://www.dropbox.com/s/5m46lz9vzqehhh7/Toussaint%20-%20Copy.blend?dl=0


texts: (Blender Internal) Ambient Occlusion With Lamp and PNG/Smoke Domain Creates Weird Effects

texts:
I've been having this problem for a long time and haven't gotten to figuring it out. I work in Blender Internal, and I love using Ambient Occlusion. But my projects involve using PNG images with alphas (I use the Images as Planes importer) and Smoke Domains, and usually these need light for surrounding objects to be illuminated by it. So I put a lamp where it is and it creates this weird blue effect. Here are some examples on Imgur:
http://imgur.com/a/Y9u4W


texts: Camera dark outline (passepartout) not working

texts: I am a new blender user and I'm following a bunch of tutorials to learn about the tool. I recently came across a camera tutorial and ran into a minor problem. After selecting the camera, I was changing the type and scale and wanted to reset the cursor position and pressed Shift + C. Instead of changing the position, it removed the dark border around the camera. How do I restore it back to its default view? Also, is it any different to remove the dark border? screenshot for details: https://bmoondesign.d.pr/XmbHGb


texts: I have moved files and render does not show the videos anymore how to fix this?

texts:
I was rendering my video and while doing so moved files in my computer. I deleted folders, renamed them, moved them etc. The render had blank parts in it and now when I tried to render again it is completely black and videos don't even show in the preview. It is quite impossible for me to restore all the deleted folders/renamed files on my laptop, is there any other way to recover my work?
I read this is a usual behaviour for Blender when the footage doesn't exist in its original Folder anymore.
Thanks so much!
Ginta


texts: Why is my Image Texture set as 'Map # number' format?

texts: Like the tittle above, why does my Image Texture show as numbers although I already re-linked it from a specific folder with a specific filename? Is there anyway to convert it back again to its original filename?


texts: Texture coordinate and displacement modifier

texts:
I am creating world using texture coordinate node and displacement modifier on plane. But it doesn't work until I apply the displacement modifier. Why does that happen? How to avoid that? Here are the nodes:
Before apply:


texts:
I am planning of a renovation, specifically my kitchen and I thought in doing it in Blender and UE4 since that would be a great opportunity to learn the programs as well.

I have managed to model the house (walls, windows, cabinets etc) and now I am in the process of modelling the appliances and stuff. I managed to do a fridge and now I am trying to model the kitchen sink in the photo:

I began with a simple plane and I managed to do the two bowls of the sink, but soon I ran into a problem because I noticed that this sink has three layers/planes or at least that's what I think.

So my question is this: Should I try and create more loop cuts in the specific plane and try to extrude/move/delete etc the edges or vertices? Or should I create the three layers separately in planes and join them together afterwards?

If I create those three planes, how could I "bend" the edges of my plane so I could get the shape of e.g. the second plane?

Is there perhaps an easier approach in this? Or a resource (e.g. article or tutorial) explaining something similar?

Please don't get me wrong I merely ask for a suggestion, not for someone to write a tutorial! :)

Thank you in advance and please excuse my English, it's not my native language!


texts: Baking physics on several machines / Combining cache

texts:
I have a smoke animation in blender.

I wonder if it is possible to split the baking process of Physics / Smoke Simulation on several machines.

Can I run part of the simulation like Frame 1 to 100 on one machine and Frame 100 to 200 on another machine while combining both caches to one simulation from 1 to 200 later on? If yes how can I do that?

If no, do you know another option to speedup baking a simulation with the help of multiple machines?

Thanks,

Danny


texts: Blender 2.8 API how to get a list of custom transform orientations

texts:
I'm trying to update a script I used in 2.79 to delete all custom transform orientations (CTOs).

The new API replaced bpy.context.scene.transform_orientations with bpy.context.scene.transform_orientations_slots. The problem is, for some reason, this is returning only the active CTO, not a list of the CTOs that I created. I couldn't find a way to return a list of CTOs so I can later iterate through them and delete them.

Tried:

Researching the matter, the closest thing I could find is bpy.ops.transform.select_orientation(orientation="some_CTO_name").

However this is not useful in my case, since the argument will only accept a string enum.

Also the info window isn't helping. When I change the Transform Orientation manually, the listener is printing bpy.context.scene.type = "TO_Name". Trying to use this in the console or the script will throw an AttributeError: 'Scene' object has no attribute 'type'.

The Script:

Following is the script. If you try it, it will only delete the CTO if it's already active. My question is, how to get the list of the CTOs?

import bpy
orient = bpy.context.scene.transform_orientation_slots
views = [area.spaces.active for area in bpy.context.screen.areas if area.type == 'VIEW_3D']
areas = [area for area in bpy.context.window.screen.areas if area.type == 'VIEW_3D']

for o in orient:
    if views and areas:
        views[0] = o
        override = bpy.context.copy()
        override['area']= areas[0]
        try:
            bpy.ops.transform.delete_orientation(override)
        except:
            pass


texts:
I've been having some serious trouble figuring out how to unwrap this.

I have this game rip area by default: https://puu.sh/BIx5P/669958c5d1.png

I'm trying to get the horizontal stripe to go seamlessly around the entire mesh. The closest result I've achieved was with smart project: https://puu.sh/BIxbi/9344ed877a.png

Fixing the seams manually isn't really going to work for me as the UVS in the broken areas are kind of all over the place, flipped, and this is an ongoing concern.

Any way to just evenly have the texture go around everything? Flattening the mesh and then unflattening it didn't work out for me when I tried either as the textures started stretching badly in places. (tried with project from view perspective mode)


texts:
I am in was working on a project to track a boot model to live-action footage however when I try to track the rotation it is not accurate and it wobbles all around the place.
one idea I had to track rotation was to find the different angle of two location tracks and then to use that to then track the rotation.

How would I do this, and is there another way?


texts:
I highlighted the colour that i would like to get and the
colour on my loading screen in BGEngine. They are different!
 is it possible to have the same colour as from material panel?
Followed the advice of Crantisz, but still have  another colour (2nd screenshot)


texts: Material - Duplicate then Unlink Material from Original

texts:
I have a material that took some time to create. I want to duplicate the material, but then unlink it from the original material.

Note: This is NOT a question about unlinking a material from an object, but rather from its original settings.

Problem:

I have a material that is set up as an emission surface and I want to animate its strength over time.
I assign this material to Object 1.
I duplicate the material with the + icon and get a new material based on the first, and it has .001 appended to the original name.
I assign this second material to Object 2.
I want to change the emission strength of the new material-Object 2 and animate it over time as well, just with different settings on different key frames.

However, when I change the strength of either emission setting for either material, it also sets the same emission strength for other material to be the same.

Obviously there is some linking going on in the background, but I cannot find the keystroke or menu options to unlink the two materials from each other. I do see lots of questions answered about how to unlink duplicate objects, but following those instructions does not get the results I need with the materials.


texts: How to put a video or Img Seq over a video?

texts:
I am trying to put either a MP4 video, or an Image Seq over a video. But unfortunately the video shows with a black background although I did change the Render/Film/Alpha setting from Sky to Transparent. And the Image Seq shows in bright pink.

Compositing Noodle

Image Seq Noodle

What could I be missing?


texts: Is there a way to enable pressing/releasing shift to Pan while already rotating, without having to release the middle mouse button?

texts:
new to Blender 2.82

Basically just wondering, if I am rotating around my object, is there a way I can press shift while still holding the middle mouse button, and enable it to start panning?

It feels very awkward to have to release the middle mouse button, hold shift, then hold the middle mouse button again, then if I want to go back to rotating I have to release shift and the middle mouse button.

It just feels like there is a way to enable this perhaps, but I could not find it in the preferences


texts: I can't find the "Set Exclude" feature in 2.82 as shown in this answer. Did they move it, if so where is it?


texts: Some meshes follow the armature and some don't

texts:
I'm new to blender and hoping to get some help! I'm playing around with the animal crossing models available on the-models-resource. The models are already rigged. I'm able to get the clothing and shoes meshes to move with the body by selecting the clothing mesh > modifier properties > set the body's armature to be the one mesh deforms with. This works for clothing and shoes. For some reason it does not work with hair and headgear, does anybody know why?

Dress and shoes working as intended

Hair and hat don't follow even though all settings are the same...
Here's the file: https://pasteall.org/blend/61aa6f7e31bf47f3a17ba91ce420e41b


texts:
I got a little problem with transparency in Blender.

If I load a texture and use it as foliage, for example gras, I recieve a visual bug. Check it out.
Even if I use transparent maps or seperate alpha maps it happens. Do you know how to solve this?
(This is my gras-texture)
For any sugestions I would be very glad.


texts: Why after transforming an object with the matrix_world of another object the reference and target object have different transformation matrices?

texts:
I'm quite confused on how the matrix_world is applyed to an object.

Why the transformed object has a different transformation matrix of the reference one?
Why the parented objects do not apparently have a transformation matrix? (getting their transformation gives an error)

Here is more in detail my problem:
I'am reconstructing cerebral regions from multiple brains in a separate software (TrakEM2) and using blender (2.79) to manually align all brains togheter to a common reference space. For this I create a central plane between 3 reference points for each brain, parent all objects to that plane and align it to the reference space.
The problem is that I continually edit these brains in TrkEM2, adding details or new parts, and when importing new objects or edited ones, I need to transform them as the previoulsy imported object of the same brain. For this I use the matrix_world of one of the previously imported object as reference (anyone is good but I need to un-parent it).

the imported object goes to the right place (after an additional rotation) but the transformation matrix is different from the one I have applyed to that object. This is wierd to me, and partially a problem beacause I must remeber that these secondarily imported object should not be used as reference objects.
I tried to use the plane that I create when importing as reference, but for some reason the imported object are than shifted from where they should land (rotation ok..)

I attach a script that illustrate the firstissue, an .obj is imported, shifted and than re-imported using the first copy as a reference. As you can see, the origin and rotaion of the two copies are different, as is the printed transformation matrix.
Can anybody explain, give suggestions or send me to some documentation (for linear algebra ignorant?)
import bpy
import os

WORKING_DIR = "G:\Progetto QA\RR PSD Gephryn\Export\Obj\import"
file_name = "RRGEF1_An_LV-pi_1226.obj"
file_loc = os.path.join(WORKING_DIR, file_name)

#import object
imported_object = bpy.ops.import_scene.obj(filepath=file_loc)
obj_object = bpy.context.selected_objects[0]
bpy.context.scene.objects.active = obj_object

#Transform the object to correct default TrakEM2 orientation and scale
bpy.ops.transform.resize(value=(-0.001, 0.001, -0.001), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

#Translate the imported object
bpy.ops.transform.translate(value=(2.45409, 1.31843, 2.94766), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

#get the transformation matrix of the transformed object
M=bpy.context.object.matrix_world
print ("reference:",M)
bpy.ops.object.select_all(action='DESELECT')

#import object
imported_object = bpy.ops.import_scene.obj(filepath=file_loc)

#select imported object and apply the transformation matrix
obj_object2 = bpy.context.selected_objects[0]
bpy.context.scene.objects.active = obj_object2
me = obj_object2.data
me.transform(M)
me.update()

#Correct the transformation of the imported object
bpy.ops.transform.rotate(value=1.5708, axis=(-1, -0, -0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

M2=bpy.context.object.matrix_world

print ("target:",M2)


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