texts:
In my python script in my .blend file, I run a shell script but the script doesn't work properly when calling it from blender using os.system'(~/Desktop/./run-test.sh') although when I run it from terminal using ~/Desktop/./run-test.sh the script runs and executes properly. This is caused when I use yes | in the copy command which makes blender hangs up and the computer starts getting very busy and I have to force quit blender, although this doesn't happen when running the script from terminal. Any thoughts please?

This is my script:

import bpy
import os

bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

os.system('~/Desktop/./run-test.sh')

bpy.ops.mesh.primitive_monkey_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

And this is my shell script:

cd /Users/UserA/Test/
for entry in "./"/*.txt
do
  yes | cp $entry test.txt #### <-- using yes | hangs up blender
  echo Finished

done


texts: Part of the vertices are not moving correctly when moving root bone

texts: When I move the root bone, part of the vertices-tail area in this case will not move accordingly. I've tried remove the tail vertices from all groups then reassign them to the tail bones, but the problem continues. I also checked in weight paint mode, it seems fine. Thanks in advance.


texts: How can I create a library of animations?

texts:
I want to store animations (just the animation data itself) so they can be recalled and reused in other projects.

How do I create such a library of purely animation data?

(For instance if I have some text animations that I like the feel of and wish to reuse)

I can see why you might flag this as possibly answered the question though the suggestions are not quite what I meant, I want a library that is visible to all projects without 'linking' akin to Photoshops presets.

In fact I wish this was the case with all data objects, materials textures etc.

EDIT
Please see the edit. I wasn't asking about linking files, but about libraries, so that animations appear as presets - this should not have been marked as duplicate especially in the light of this.


texts: How to assign FloatProperty, EnumProperty etc values through script

texts:
I have been googling this and can't find an answer.
I defined a float property that creates a number spinner in my UI that allows me to move an object back and forth. I would like to clamp this value dynamically so I can't use the built-in FloatProperty clamp values. The code below should work, yet it seems to reset the value to the default value when it should get clamped.
def SetPos(self, context):
    self['left'] = Clamp(self['left'],0,1)

def register():
    bpy.types.Object.left = FloatProperty(name="left", default=0.34, unit="LENGTH", update=SetPos)

Another issue is that I don't see how to change an enumproperty through script. I can see in the python console it just assigns the string value to the prop like
bpy.context.object.myEnum = 'BLA'
but when I do an assignment like that myself, the UI does not update.


texts: How to get modifiers of instanced objects to to refer to their respective object?

texts:
When I instance 2 objects, one having a modifier that refers to the other, if I make the instances real, the modifiers don't refer to their respective object.
I tried every approach I could think of:
- particle instance of a collection
- duplivert of a collection
- duplivert of 2 parented objects

None of them got it to work.

Is there any way around this?

Here's a simple example file:

Steps:

edit the lattice and see how it deforms the Suzanne
make the instances real on the emitter plane
remove the particle system
from there, how to make it so each lattice deforms each Suzanne ?

Maybe my approach is wrong but if so, what's the alternative?


texts: Blender Dev: Global location to store project properties?

texts:
Is there anything more global than a scene that can contain project-related properties that should be saved to each *.blend file?

Since a single file/project can contain any number of scenes, where would an add-on typically store properties that should only exist in one place?

Looking for something like..

bpy.types.SingletonObject.my_properties = bpy.props.PointerProperty(type=MyProjectData)

Edit:
For anyone interested in doing this, here are some of the ideas I've found online so far. Except the last one - that one is from me.

Store properties in Window Manager - AFAIK, this only works if you don't want to save the data to the *.blend file.
Create an empty object and store properties in it. I'm no expert at this, but I believe the empty would need to exist somewhere (a scene). So what happens when the user deletes that scene?
Create a custom/dummy ID-block and attach properties to it. I don't completely understand this one yet, but looking into it.
This one is something I thought up and am considering using. It is not as simple as the others, but should allow storing global properties in a single location, as well as saving/loading those properties with the *.blend file:

Store all properties in a custom structure that is attached to BOTH the add-on preferences and the scene data. Will refer to this as global_props. So it would be located at bpy.context.preferences.addons["project"].preferences.global_props and bpy.data.scenes[0].global_props. You would only ever reference the one in the add-on preferences except in the steps below..
Setup a bpy.app.handlers.load_post handler. After a file is loaded, use the handler to copy global_props from the scene to preferences.
Setup a bpy.app.handlers.save_pre handler. Right before a file is saved, use the handler to copy global_props from preferences to scene.
Anywhere you deal with global_props, access and use the preferences version.

Some notes:

It may be possible to only attach global_props to the scene right before the file is saved, then delete it after, if you wanted to avoid wasting the memory it would take up. Not sure if this would cause issues or not.
Using this setup would allow you to give the user the option to save certain properties locally (*.blend) or globally. It would be very easy to simply avoid transferring some of the data based on certain options. This was a feature I really needed for my export add-on.
Let me know if you think of any issues that would stem from using this setup. I'm currently planning to make use of it.


texts:
I did a scene with an hdr. But after a while iam not able to see my hdr in material preview. Also, when i switch to render preview the entire scene is black without any hdr. Then i thought it might be the problem with the lighting. So i removed my hdr and added a sun lamp. But still the light is not reaching the surface. Please help me with a solution.
This is the view in Material preview without hdr.

View in Render preview without any light on the surface.


texts:
I'm new to Blender and I don't know what is happening. When I want to do an animation, first I select all the parts of the rig at frame 1 and insert keyframes. Then, I go to frame x and move the parts I want.

My problem is that I'm trying to do the same with the eyes and when I close them, they are closed at every frame, even at the first one. What I am trying to say is that it's not doing the animation, the eyes are closed by default when I do that.

I'm a beginner, so I have not created this model, but the eyes are controlled by these (if that's of any help).


texts: How to automatically create faces between a set of vertices

texts:
I have the following object with an inner screw-like cylinder, and an outer hexagonal prism:

I am trying to close this shape up by adding faces between the screw and the hexagon, to create a nut for 3d printing, essentially. But, as you can see, there are almost a hundred vertices on the screw. Is there any way to close this shape up automatically? I don't care about the topology of the model too much, as this will be 3d printed.


texts: Mesh Deformer Modifier - Low poly mesh with softbody simulation deforming a high poly mesh

texts:
Is it possible in Blender to optimise the softbody simulation by using a low poly mesh for the simulation to deform a high poly mesh? Instead of simulating the high poly mesh itself which would take much longer.
Just as it is possible in Cinema4D: https://www.youtube.com/watch?v=CykigKQwadU
I've tried to set it up in Blender but I can't parent the high poly mesh to low poly. Well, actually I can but it doesn't move with the low poly mesh due to the origin point of the low poly mesh staying in the same place during the softbody simulation. The result is kind of fancy but obviously it's not how it should look.

Any ideas how to make it work in the correct way?
Thank you all in advance.


texts: How to combine multiple hemispheres into a single smooth mesh properly?

texts:
I am making an object which is made by combining one big hemisphere and four small hemispheres. Here is what I've done:

As you can see, one of the small hemispheres merges well with the big hemispheres while one merges not too properly.

Here is the mesh:

This is the post I followed to make the object.

I made three spheres (one large sphere and two small spheres) first, follow the instructions to combine them, cut the upper half of the object and apply a mirror modifier.

However, when I tried to use Damped Track modifier on the second small sphere, the modifier align them in a way which the first small sphere overlaps with the second one. I think this is because I set the Damped Track Contraints to be Z for both small sphere, but if I set it to be other directions, the mesh will become what I've made above, which the second sphere cannot merge well with the big sphere.

Please help and I appreciate all the kindly assistance.


texts: My Blender rendered pictures are pixelated

texts: When I render my animation the output pictures are pixelated, can anyone help me fix this problem?


texts:
Originally this was 6 different textures, but I combined the textures together and then manually positioned each UV to become seamless to achieve my desired result as seen here:

Here is another one where I haven't manually scaled and positioned each island.

The islands are all overlapped.

I'm trying to achieve the results of the first image. I've tried pinning all of the verts and then unwrapping but it just results in this:

Seams didn't work right either:

I also want to mention that clamp settings and constraining image to boundsd also didn't change anything.

Any ideas on how I can make each unwrap end up like the first? I'd rather not have to keep manually adjusting faces all over my scene.


texts: Lighting and shadows, how to make it more similar to a reference image

texts:
I challenged myself to make the scene similar (in terms of lighting) to the reference image (that look I really like). My biggest problem are the shadows behind the toilet and under the cabinet. In my render, the shadow under the cabinet is too dark and behind the toilet is too bright, ti looks fake. The reference image for sure was rendered in 3ds max using the corona or vray and i know the cycles is good enough to make beutiful renders like this. I seached many tutorials and tried to illuminate my scene in many ways but the result were still similar. These two shadows always looked similar. Do you know any tricks to make it look more like a reference image?
I illuminate my scene using area light, portal, sun and background.
My render:

Reference image:


texts: Principled BSDF and Glass BSDF black in GPU Cycles viewport rendering

texts: When I use CPU everything works fine, but when I switch to GPU all materials using Principled BSDF or Glass BSDF shaders go completely black in the viewport rendered view; all other shaders seem to work fine. I am using Cycles in blender 2.83 and my graphics card is a GeForce RTX 2060, which I just updated.


texts: Python script help - assign certain materials to some particular objects

texts:
First post here. Using Blender 2.8 and learning the basic of scripting. Can someone help me with a assigning certain materials to some particular objects. Any help would be great, many thanks.

import bpy
objects = bpy.data.objects

material_01 = bpy.data.materials['red_material']
material_02 = bpy.data.materials['blue_material']
material_03 = bpy.data.materials['yellow_material']

for obj in objects:
    if 'Object_cube1' in obj.name:
        obj.data.materials[0] = material_01

for obj in objects:
    if 'Object_cube2' in obj.name:
        obj.data.materials[0] = material_02

for obj in objects:
    if 'Object_cube3' in obj.name:
        obj.data.materials[0] = material_03

for obj in objects:
    if 'Object_cube4' in obj.name:
        obj.data.materials[0] = material_01


texts:
I am trying to export a model with transparent material in fbx format I know that the format does not support different colors and need to after assemble the colors but with the transparent color I can not
shading glass

Settings I tried and failed

Thanks for the help


texts: Using the cell fracture addon, I created many objects from my mesh. I want to have a rigid body physics on all of them. How would I copy one of the fractured pieces physics to all the pieces? I tired ctrl L and the copy attributes addon, but none of them have the option. Any help is great.


texts: Mesh only shows in wireframe in Edit mode

texts: My mesh only shows up as wireframe in Edit mode, no matter which mode I am in. If I am in solid view it just hides my mirror and stays wireframe. I've looked at other posts where the maximum draw type is set to wireframe, yet mine is set to textured so I really don't know why this is. As you can see, I've added three images of my mesh in three different views.


texts: How to stop Blender from rounding numbers?

texts:
So I need to have objects that are as small as 0.03125m and move them at 0.015625m invervals. Whenever I try to work with this values Blender rounds them.

Is there a way to increase it's precision? If not, is there a workaround for this?

I tried to have my scene unit scale set to .001m and lenght to millimeters, but the rounding still happens.

Having everything in meters will round .03125m to .0313m
Having
everything in millimeters will round 31.25mm to 31.3mm

I thought on just making everything bigger and scale it down on export once it's done. Will precision be lost in this case? I'm watching this post, if you feel some info is missing please point out and I will edit the post instantly.


texts:
I'm doing a school project and I'm drawing a 2D animation in the latest blender version. I drew a speech bubble. Is there a way to create text inside the speech bubble with blender. I don't want to draw it because it's too messy. Is there a way to type text in the 2D animation? I'm new to this program.

Thank you for your help.


texts: IK/Spline IK Armature Controllers binding to respective bone

texts:
I've created a rig with IK Controllers for the hands/feet and a Spline IK system for the tail, both of which work rather well for my purposes.  However, I want to improve their functionality by binding them to their respective bones so that their custom shapes rotate appropriately with the bones and cannot slide away from the armature.
Is it possible to bind the IK controllers to the ankles/wrists and and to bind the spline IK hooks so they cannot slide along the tail?


texts: Best practices for modeling/UV mapping an object that will be duplicated multiple times

texts: I am still new to blender and am trying to find some best practices to help reduce the amount of headaches I end up with. My current issue I have gemstone object that I will be duplicating multiple times to create my finished product. Is it better to model it, texture/shader it, UV map it and then duplicate it (My thinking being that everything else I did to it will duplicate with it) or is there a better way to reduce the amount of repeat work I have to do? Also since the gemstone is all the "same" object just in different locations is it ok to combine them into one "mesh object" or should I keep them separate?


texts: How does Blender Autodetect Texture Culture?

texts:
I just asked(and found a solution) to a question here, which talks about how I encountered a texturing problem with my own Wavefront Model Parser. The problem was that some models that I was loading would be textured just fine, like models from Legend of Zelda. While other models would not be textured correctly, like Claptrap from borderlands. As it turns out, the issue was not with my parser, but due to the fact that those two models were crafted for two different API's. Nintendo uses OpenGL for Zelda/All Nintendo DS games. While DirectX is used for Borderlands. Why was this a problem? Well, OpenGL and DirectX have different texture-origins. OpenGL has its texture origin at the bottom left hand corner, while DirectX is top-left hand corner. In order to get my texture for Claptrap to render correctly I had to open the diffuse texture up in gimp and flip it vertically, thus inverting it for use with OpenGL.

This led me to an interesting question. I had opened both models in Blender before sending them into my own program. And Blender correctly textured them both. So how does Blender know which culture(OpenGL or DirectX) to use when attempting to texture a model?

I should also mention that both Models were in .obj format. The only difference is that one was created for OpenGL UV's in mind, while the other was DirectX UV's. I want to know how Blender decides which UV format/culture the .obj uses.


texts: Objects and floor being cut off when zoomed in

texts:
I've seen tutorials on this site from the old lay out, but even after editing the "Clip Start" setting, when I'm in the 3D Viewport, it still clips.

Can anyone help me find out what I am doing wrong?


texts:
I'm fairly new to Blender. I'm wondering, does anyone know if a tool in blender that does what the Smooth Boundary tool does in Autodesk Recap Photo? This tool allows you to select a boundary edge on an object that is jagged mesh triangles and it will then modify the edge to make it smooth. If Blender doesn't have a tool, does anyone know how to achieve the same result in Blender?
Thanks


texts: I want to clip an object with view clipping as a solution to this svg export problem, but when I render the view clipped object as an svg, I still get the unclipped version of the svg. So I was wondering if there's a way to permanently view clip the object, and maybe create a new scene with just that clipped object that I can then render.


texts:
So I was asking for some advice and I got this:

  retopo this immediately, its abysmal. Use low poly to drive a subdiv or multires, and add geometry as needed. It's literally unworkable at this stage.

Of course I now know that I shouldn't have started with a UV sphere but it was kinda too late and only really cause some (invisible) problem on the top.

It's my first model of this kind, I only have 216h of blender (thx steam for the counter). The vertex painting is of course horrible and it's just a visual guide and will be deleted ASAP.

What my friendly reviewer didn't tell me is "why?" and, if I "retopo" the model (I won't, I'll restart from scratch), what must be done in order to not be a disaster. I tried hard and spend many hours trying to keep the quads "clean" instead of hacking my way with the sculpt tool and dynatopo. If I just wanted to sculpt I would have used oculus medium, but I want to learn blender too.

I wasn't quite ready for such a hard comment but I got over it (it was yesterday). My problem is, if I had to do it again, I would do it the same way (I would start with a quad sphere instead of a UV sphere but that's all) and it's apparently the wrong way. And I can't imagine any other way to do it.

I understand also it has too many polygons. I started with a lower resolution but once the general shape was complete I applied the subsurface modifier and started refining the model and this is what's shown in the picture. I shouldn't have applied the subsurface but I'm not sure it's what makes it "abysmally bad". Therefore, what's wrong with the topology and how to not repeat the same mistakes, whatever they are ?

Thank you.

EDIT : I'm asking this because I'm stuck in my process now. Because I know I'm doing something incorrectly but I don't know why it's incorrect.


texts: What are the parameters event and full_event of UILayout are for?

texts:
can someone help me to understand the function of the parameters event and full_event of UILayout, please? The only description i can find ist this from the documentation (https://www.blender.org/api/blender_python_api_2_77_release/bpy.types.UILayout.html#bpy.types.UILayout.prop):

event (boolean, (optional)) – Use button to input key events
full_event (boolean, (optional)) – Use button to input full events including modifiers

But what buttons can/should be used to input key events? I can't find an difference to the version without event=True. And i can't find an example, too.

Thanks


texts: Message Sensor can't detect/receive message

texts: This may sound stupid idk but my message sensor can't seem to read the message sent by one of my actuators? I have a plane which plays its animation when a key is pressed and has an actuator which sends a message to my human with the subject "Earthquake". My human has a message sensor with the same subject. It is supposed to match right? Or am I doing it wrong? Replies will be very much appreciated thank you!


texts: Looking to see if Blender is a good tool for an AI project

texts:
I have an AI project that I'm working on. I have a machine learning algorithm for a robot, but I want to train it in simulation first. The experimental design is: The robot has a camera, and can see its own hand. It then makes random sequences of motor actions, and creates a causal link between what it saw in its camera, and the random set of motor actions.

I want a setup similar to this:
https://www.youtube.com/watch?v=T-c17RKh3uE1

What I want to know is, does the Blender game engine/python library give access to a camera and stream its input in real time, and is it possible to send motor sequences to a virtual arm? Or should I use a different tool? From the virtual camera, I don't require a raytracer, just having access to the pixel buffer is enough using, more over a high resolution isn't required, 1024x768 is plenty.

I can't test my models on a real arm/webcam due to funds. I am good with python, C and C++, I have written many export and mesh scripts for Blender, however I don't know how to set something like this up, or if it is possible. Any help/direction is greatly appreciated.

Thanks


texts:
I'm trying to find a way to make boolean operation between a mesh and a text with a solidify modifier without applying a conversion to the text.

I could copy the text, convert it to a mesh, then apply boolean modifier with this copy, but i lose the ability to change the text easily without repeating those operations.

Any idea?


texts: Texture baking is grabbing some textures from the wrong areas

texts:
I'm currently trying to bake my textures onto a model for exporting it to Unity3D. Lighting is set up as normal, and a joined copy of the model has been created via duplication, in the exact position as the original version.

However, it seems that during the bake process, the roof texture is being flipped with the chimney texture;

https://i.imgur.com/Pv2IgAw.png

It looks like it's almost baking the texture map that's looking down the chimney, rather than a straight flip? Following this then, the side of the chimney is displaying the roof tiling texture.

The above is with a ray distance of 1. Setting ray distance to 2 seems to magnify the effect, while setting it to 0.5 seems to make it slightly better. However, going much lower than this results in a lot of artifacting.

Would anyone have any ideas on how you can work around this?


texts: What is the fastest way to snap a bone to an object origin?

texts:
The GIF I took above shows how to snap bones to the origin of objects using a 3D cursor as a medium.
But at some point, I felt tired of this manipulation.

In other common modeling or placement cases, snap options on the blender help you quickly deploy elements without using a 3D cursor.
However, I couldn't find a way to place the bone at the origin of the object.
Q : Is there a way to snap bones to the origin of the object without leaving the editing mode of the armature?


texts: How can I make an invisible and so I can select through it

texts: I have a plane I'm using for shading, It works but I still see it and can select it, I'm gonna need to select the items in a set and I can't click through it. It's not a huge deal as I can obviously just turn my view but I fear it may cause problems in the future. Is there any way to make it invisible and so I can't select it?


texts:
So the fingers of my mesh do not seem to work properly. I have checked my weights over and over and it doesnt appear than any of the faces are unapplied to the fingers or hands. This is my first rig though so I might just be doing something wrong. The fingers work fine when operating them alone but when the whole arm moves portions of the fingers do not come with the hand and they elongate, then the finger bones still operate the fingers just at the wrong location.

Images to show what I mean-

Here are the weights applied to the front finger and the hand, nothings isnt weighted.

Hand

Finger

The mesh itself is kind of clunky with everything but i assume its due to my attempt at making the arms able to bend crazily.


texts: is it possible to export model with animation made through shaders to FBX?

texts: I have a model with an animated shader on it, and I would like to export it to fbx, but without losing this animation is it possible?


texts: Where is the menu to modify newly created objects?

texts:
So I've installed the Add Mesh: Extra Objects add-on because I want to make a mesh from a mathematical function.

However, the tutorial I'm following seems to use an old menu that I cannot find in the latest version. It looks like this :

How can I find this menu in the latest version of Blender. I'm new to Blender so any help would be appreciated.


texts: from .xyz import FunctionA also imports FunctionB and FunctionC - confused why

texts:
I am surprised that besides AlignZ also AlignX is being imported while I specify only to import AlignZ

I was under the impression that with import * you import all functions in the py document instead of specifying each.

Pie Menu py file:

from .pietransformation import AlignZ

transformation py file:

import bpy, os
from bpy.types import Menu, Header
from bpy.props import IntProperty, FloatProperty, BoolProperty
import bmesh
from mathutils import *
import math

#AlignX
class AlignX(bpy.types.Operator):
    bl_idname = "align.x"
    bl_label = "Align X"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        scene = context.scene
        #bpy.context.space_data.pivot_point = 'CURSOR'
        bpy.ops.transform.resize(value=(0, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='ROOT', proportional_size=0.0323492)

        return {'FINISHED'}

# #AlignY
# class AlignY(bpy.types.Operator):
#     bl_idname = "align.y"
#     bl_label = "Align Y"
#     bl_options = {'REGISTER', 'UNDO'}

#     def execute(self,context):
#         scene = context.scene
#         #bpy.context.space_data.pivot_point = 'CURSOR'
#         bpy.ops.transform.resize(value=(1, 0, 1), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='ROOT', proportional_size=0.0323492)

#         return {'FINISHED'}

#AlignZ
class AlignZ(bpy.types.Operator):
    bl_idname = "align.z"
    bl_label = "Align Z"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        scene = context.scene
        #bpy.context.space_data.pivot_point = 'CURSOR'
        bpy.ops.transform.resize(value=(1, 1, 0), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='ROOT', proportional_size=0.0323492)

        return {'FINISHED'}

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

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


texts: When i try to import multi footage to VSE via Add->Movie. The result is shown in the picture. is there any efficient way to add multiple footage without this problem?


texts: How can I turn a geometric shape into a hollow room with evenly thick walls?

texts: so I as a Blender newbie is trying to model a hollow building. I was wondering if there's any easy way to turn this flat plain surface into an actual wall with thickness. The challenge is that it has window gaps, the wall is slanted outwards and that the walls are part of an octogon. How do I model an evenly thick wall from this here?


texts: Synchronize the scene with the workspace (layout) in Blender 2.8

texts:
As Blender was upgraded from 2.79 to 2.8, the scene's dependence on the workspace(layout) was removed and separated.

Nice update but I found it uncomfortable compared to 2.79.
Below I will describe in detail the inconvenience I feel.

First is 2.79.

Imagine you have several animation scenes and one vse scene in one blend file.
For animation, create a layout with a dopesheet, graph editor, and connect the scenes here.
Then create a layout for video editing to aggregate the animated scenes and attach the vse scenes to them.
This allows each scene to have a layout for one purpose and allows quick and easy navigation of the entire scene with the Ctrl + arrow keys shortcut.

  2.79 case GIF example

Next is 2.8.
Workspaces and scenes work completely independently, so you'll have to click several times to change the scene and get the right workspace.
I feel this thing uncomfortable.
(Of course, if you create workspaces based on the workflow in one scene, I know that this feature comes in handy.)

  2.8 case GIF example

So it's a question.
Can I navigate a blend file by syncing the workspace and scenes in Blender 2.8?

Thank you in advance.


texts: How to adjust texture coordinates with a distortion texture?

texts:
For a turbulent fluid texture I'm working on, I need to distort texture coordinates in a repeated, step-wise fashion, so this seems like a job for OSL. Specifically, I need to offset each point in a texture by a small amount based on the value in a noisy color texture that represents a velocity field (r=vx, g=vy, b=vz=0).

In the illustration below, I've used small arrows to represent the velocity field rather than the RGB texture I'll actually use. Each blue dot represents a starting point to trace the velocity field. Each blue curve represents a path that is consistent with the local velocity field at each point along the way.

However, the examples I have found here and on other sites offset texture coordinates globally (the same offset or scale applied to the entire texture).

I'm looking for a method to distort texture coordinates non-uniformly in small repeated increments to follow the velocity field similar to the blue curves in the illustration above. I will use the resulting coordinate map to warp a simple color texture.

I can imagine this effect could be achieved with a Particle System and a Turbulence Force Field, but (1) I can't imagine how I would fill the entire surface with color without using an enormous number of overlapping particles and (2) I can't figure out how to constrain the particles to the surface of an arbitrary mesh.

I opted for OSL because I hoped to generate a distorted coordinate system for every point in the texture and let the renderer sample the texture appropriately.


texts:
I am attempting to make my character do a backflip. I rotate the hips 360º in the X axis with a couple of keyframes, then watch the animation. It doesn't work. Either it doesn't seem to move at all, or it rotates in all the wrong directions.

I believe this is due to quaternion rotation vs. Euler rotation. In extremely simple terms, what is the difference, and how would I use Quaternions efficiently in solving this issue?


texts: Copy keyframes from one object to others via python?

texts:
I want to copy the animation from the selected empty to all of the cubes via python.
They shouldn't change position and have a (variable-controllable) time-offset.


texts: how to create a selection group in edit mode?

texts:
it is pretty annoying to work with different meshes as the same object.

Is there any way I can define a specific numbers of vertex/edges/faces to a group so I could just click that group to all?

I hope I was clear

thanks


texts: Do I need an Ambient Occlusion Map for Grass png's?

texts: I made some grass blades as png with a transparent background. Now i want to import them as pictures as planes. But do I first need to make an ambient occlusion map for each picture? Or does blender calculate the shadows for them automatically (cycles)?


texts: I have 2 vertices I would like to extrude, but the previous vertices were not straight vertical or horizontal. I am not sure which angle I extruded them in. Is there anyway to extrude these 2 in the same direction as the previous vertices?


texts: How to make one object fit into volume of another?

texts: I need one object to mimic shape of another, so that it would fit it's volume and shape. Circle (2d) needs to be shaped like those crooked cube. As if you put something soft into some hard box, I need changed circle, cube is just for shaping  (preferably for Blender 2.8, but not necessarily).


texts: Why does the boolean modifier fail to produce correct results?

texts:
I have two objects where the boolean modifier produces unexpected results. The exact option produces no holes and the fast option produces many artifacts. The face, where the boolean is applied is a ngon. But converting it into an array of quads makes the result even worse.
Any idea what is wrong and how this issue can be tackled?
The blend file can be downloaded here: https://www.dropbox.com/t/eWUFmviqe7xrAwYs


texts: how to use a driver to drive object on object's local axis

texts:
I have a rig with face keys.  i have a separate animation and i would like to use the animated data to drive the face keys.  problem is when my object rig turns the axis changes relative to world axis.  there is an option to use world axis or local axis but the local axis refers to the subject's local axis right?

question:  how do i use a driver to drive an object's data on the OBJECT's local axis?


texts: I'm doing some motion tracking, and to quickly edit things I preload the frames into the memory. However, this fills up my ram, and sometimes (e.g when I'm not working with the footage) I want to clear it out of memory. Can this be done?


texts: Controlling a text object through python. Hooking it to an internal variable

texts:
Okay so I'm using a text object eventually odd like to make it into a health counter. My code is sloppy though and needs refining.

Here is what I got.

import bge
from bge import logic

cont = logic.getCurrentController()
own = cont.owner
scene = logic.getCurrentScene()
T = scene.objects['Text']
z = cont.sensors['z']

if z.positive:
    T ['x'] += 1

if T ['x']  == 0:
    T.text = 'failure'

if T ['x']  == 1:
    T.text = 'success'

if T ['x']  == 3:
    T.text = T['x']

The last line didn't work, the money says that it returns without exception set. This is just a test to find something that sort of works. But ideally I'd like the texts to simply display a variable as it changed. Z is a keyboard sensor and x is a property linked to the text. Can someone tell me how I can just get the text to display the integer property x?

Also being able to reference the lines in a text file for text would be great but if that's to much to ask then please just help me with the first one.


texts: Why do convex curves with sharp edges automatically flatten?

texts:
I've been making a few weapons for a short while now and I've found that a similar issue arises pretty commonly. This time I've noticed that when making a convex portion of a blade with an edge that sharpens to nothing, the curvature is lost and somehow flattened prematurely.

The blade is two-sided but there should be no clipping faces, I've already merged vertices and tried remaking the faces. I know that making more edges to join the outer and the inner vertices can resolve this, but it doesn't preserve the smooth look of the blade. I also noticed that this problem doesn't arise when only one side of the sword has the face that's causing the issue.
This is blender 2.8


texts: Cycles rendering mode crashes the entire program AMD OpenCL

texts: I never had this problem before, I recently came back to Blender and I'm doing the Donut series by Andrew Price, everything was working fine and I got midway but from one day to another, the entire program freezes and crashes or bugs out when I switch to render view mode in viewport or rendering with f12. I use a AMD RX 570 8gb, as I said everything worked fine, I already tried different drivers for my card, older and newer, I play a lot of games and there aren't problems there. I already switched to 2.91 version of Blender, and 2.9, Idk what else to do, I cleanly uninstalled my graphic drivers with DDU even, but it's the same, the program now gives an error with 2.91 tho, it says: "Split kernel error: failed to load kernel_indirect_background". The program is not frozen but I can only see the orange outlines of my objects if selected, there's nothing else in the viewport. Please help me, I'm really eager to learn to use this program again, and it's my favorite one tbh. I use Windows 10 Pro latest update.


texts: What I want to do is, instead of using water with water simulation, I want to make lots of cubes flow like water (like the water simulation does with the mesh). Remesh won't work, because I want to be able to edit the cubes afterwards to make some of them different.


texts: How to emit only one hair particle from each vertex?

texts:
How to emit only one hair particle from each vertex on mesh?
Can't believe such simple thing isn't implemented.


texts: All was fine and suddenly Out of memory?

texts:
quick question.
my laptop is gtx 1080 and i5 and he render any scene without any problem.
but when I got home to my stronger pc (rtx2080 ryzen3700) and opened the project, chose render view and tried to render it says " out of memory" and that it!
what is wrong ?


texts: Trying to use Boolean (difference) Modifier on a ring design and its not working correctly?

texts:
Okay so I followed this  you tube video to make this ring and they way it is done on the video isn't working for me, I am not sure what the problem is. I have tried everything I found on the internet,!
advice from author

activating the 3D print tool addon and running the  solid to check for problems,
which it is saying I have some non manifold edges,!
 which are there bc those sides do not have faces because I used a mirror modifier on x and y to complete my basic shape, but I don't know how that could be the problem with the boolean because that is how its done on the video and it works??  I have done everything i can think of, even rearranging the modifiers,results from the video
I have checked all the normals
I'm out of things to try, please help?


texts:
It seems with the PBR materials that some tutorials are using a roughness map. Some say this is an inverted spectacular map but I don't really know that much about it. While is seems that people are using roughness maps I don't know how they are generating them or what programs they are using aside from  Substance B2M. If the roughness map seems to be used in Blender then what other programs create a roughness maps?

I don't own Photoshop so that option is out for me.

Thanks


texts: When I import to unity I my model gets divided in many mesh parts. Althought Its only one object/mesh

texts:
[![enter image description here][1]][1][One image is of Blender project and the other when imported in Unity][1]

Here are the links to pictures of the problem you can see in the inspectors that theres 1 mesh in Blender and a dozen+ once imported into Unity.

https://imgur.com/E0KRght // Unity

When I import my blender model to unity I cannot assign my model to the player mesh because instead of having 1 mesh my model is divided into a dozen meshes like you can see in the pictures. Of course I have joined all my seperate parts into one final object but unity still decomposes my object. I saved the project as .fbx and I dont know what more specifications to give you here so If you need more Ill answer whatever is needed for you to help me.

Actually maybe I've approched this the wrong way I was trying to replace a prefab with my own model and thought I would just switch mesh reference with the new one.But I think I might have to create a brand new object with its own component.
Right now Im not sure if the problem is with my understanding of Blender or my understanding of Unity. Ill remove this post if Ill update if I find a solution. But if you have one for me or can explain what the problem is Im all hears !
Thank You :)!

https://i.stack.imgur.com/L0Gzu.png

AS requested I added a wireframe picture of the model. I had already closed all my modifiers tho


texts:
Cycles render UV Sphere problem
Anyone comes across similar problem?


texts: How to automatically merge disconnected bones' heads and tails

texts:
Let's say I've imported a model and the importer has created an armature with some disconnected bones that shouldn't actually be disconnected. Specifically, this:

The first descendants of the wrist bone should be disconnected, but I'd like the finger bone chains to be properly connected. As an example, this is how the thumb should look:

How can I do this automatically? Something like:
1. Select all bones to be "fixed"
2. Run an operation
3. Done

So far, I'm stuck doing this manually, by placing the 3D cursor at each bone's head, deleting the bone, extruding a new one from its parent, placing the new bone's head where the 3D cursor is, and renaming it. This is pretty slow and cumbersome.

I can't benefit from Merge Bones (Within Chains), since it doesn't do anything (presumably because the bones are disconnected and not a proper chain). I've tried selecting two bones, two tails, two heads, or one tail + one head; all no luck.

Demo file (depicted by image 1)


texts:
I'm trying to convert this word into a solid object for 3d printing. But I'm having trouble to merge this intersections. How can I convert this kind of word into a solid object with no intersections?

Thank you!


texts: Circular Reference in Texture Stack Error when trying to bake

texts:
I'm trying to bake some materials, but I keep getting an error named "circular reference in texture stack" when trying to bake it.

Sometimes, a little bit of the texture is baked, but that's it really. When I deleted all the materials, the bake looks like it worked, but it didn't bring any of the texture that I need baked into the UV/Image Editor. I'm running 2.7.9 and need this fixed kinda urgently, so any and all help would be very much appreciated.


texts: Deform camera path to the shape of ground surface

texts: I have a landscape plane and a camera following a path. I would like to deform this path so that the camera stay a constant distance to the landscape. This is to simulate the effect from the view of a car that moves on a road. What could be a good way of doing that?


texts: How can I fill up my toilet model with water?

texts: I have a toilet mesh here. I'm trying to find a way to fill up my toilet bowl with water. Any suggestions? I'll give two pictures of the mesh.


texts: I'm rendering an animation and don't know how to smooth these noisy edges - sampling is also high. I tried clamping to no avail.


texts:
When I press I to activate the Insert Keyframe Menu (in the 3d-view/pose mode) the menu doesn't show up

Screenshot:


texts: Geometry nodes - lock distributed position in animation

texts:
I have the following setup:

A plane with an ocean modifier.
A sphere scattered across this plane using geometry-nodes, with its Z coordinate aligned to the surface of the ocean. In other words, the spheres are "riding the waves".
The "Time" attribute of the ocean is animated.

When playing the animation, I get the following problem:

The spheres are changing their distribution because the plane's mesh is deforming. I want to lock the spheres' XY positions, leaving the Z free to align with the waves.
This is the geometry-nodes setup for the ocean:

Thanks for any help!


texts: How do I get the path to addons for Npanel using python?

texts: How do I find out in which folder they are installed using python ?


texts: Need to modernize my scripting, this bpy based script from 2.77 doesn't run in 2.92 so I can't post my main question yet

texts:
I need to make a custom mesh, don't know how and want to post a question about it.
However before I do I want to run an example of something simple. I've been away for several years, this runs on 2.77.
Question: What are the changes to Blender that prevent this old script from running in the modern world, and how to change it so that it runs in 2.92 which I will start using now?
Once I can do this I can create an example on which to base my more challenging question.

runs in 2.77, fails in 2.92 with error message:
Traceback (most recent call last):
  File "/Users/your-name-here/Documents/NTHU/Blender/meshitest.blend/Text", line 25, in <module>
AttributeError: 'bpy_prop_collection' object has no attribute 'link'
Error: Python script failed, check the message in the system console

import numpy as np
import bpy

x = 0.5 *np.arange(-8, 9)
X, Y = np.meshgrid(x, x[2:-2])
Z = np.ones_like(X) -0.1
ny, nx = X.shape
X, Y, Z = [thing.flatten() for thing in (X, Y, Z)]
Z[::2] += 0.2
verts = list(zip(X, Y, Z))

faces = []
for i in range(ny-1):
    for j in range(nx-1):
        v1 = i*(nx) + j
        v2 = v1 + 1
        v3 = v2 + nx
        v4 = v3 - 1
        faces.append((v1, v2, v3, v4))

name = 'sqr'
me = bpy.data.meshes.new(name)
ob = bpy.data.objects.new(name, me)

bpy.context.scene.objects.link(ob)
me.from_pydata(verts, [], faces)

bpy.data.objects[name].select = False
bpy.data.objects[name].select = True

bpy.ops.object.shade_smooth()


texts: Make Bgl 2d drawing coordinates stay relative to viewport

texts:
So i drew a 2d polygon and some blf text using a modal operator. But a problem arised. The 2d shape and text wouldnt stay relavant to the screen size of the 3d viewport. I would seem as if the vertex coordinates are static to the screen coordinates and not to the 3d viewport. As you can see in the gif that dragging the screen completely hides the drawing. so my question is,
How do i make the 2d drawing coordinates stay relative to the 3d viewport so that resizing the window doesnt hide the 2d drawing ?

The code:-
def draw_poly(points):
  for i in range(len(points)):
        bgl.glVertex2f(points[i][0],points[i][1])

def draw_callback_px(self, context):
  panel_points = [[10.0, 550.0],  #[x, y]
                 [10.0, 685.0],  #[x, y]
                 [150.0, 685.0], #[x, y]
                 [150.0, 550.0], #[x, y]
                 [120, 500],
                 [80, 490],
                 [40, 500],
                 ]

# draw poly
  bgl.glColor4f(1.0, 0.085, 0.0, 0.2)
  bgl.glEnable(bgl.GL_BLEND)
  bgl.glBegin(bgl.GL_POLYGON)
  draw_poly(panel_points)
  bgl.glEnd()

# draw outline
  bgl.glColor4f(0.1, 0.1, 0.1, 1.0)
  bgl.glLineWidth(4)
  bgl.glBegin(bgl.GL_LINE_LOOP)
  draw_poly(panel_points)
  bgl.glEnd()

  font_id = 0
# draw some text
  bgl.glColor4f(1.0, 1.0, 1.0, 0.8)
  blf.position(font_id, 15, 620, 0)
  blf.size(font_id, 50, 100)
  blf.draw(font_id, "BGL")

  blf.position(font_id, 15, 580, 0)
  blf.size(font_id, 30, 100)
  blf.draw(font_id, "Widget")

# restore opengl defaults
  bgl.glLineWidth(1)
  bgl.glDisable(bgl.GL_BLEND)
  bgl.glColor4f(0.0, 0.0, 0.0, 1.0)


texts: Armature is Rendering with my Image. How can I stop this?

texts:
I downloaded a model online and the armature appears to be fused with the object, even when I render it. I can't select the armature to enter pose mode.
Any idea what the issue is here?
Thanks!


texts: Grease Pencil why are black strokes gray, and how to make them black for a rendered image?

texts: I'm trying to make black strokes in blender, but they are not black. The material is black, the strength is at max, the opacity is 1, but the stroke is still not black.


texts: How to create 'inner-tube being towed by boat" physics effect

texts:
I have a rough terrain (plane, displacement mod) that serves as a LAKE. I have an INNER-TUBE (a torus) that I want to tow around on top of the LAKE.

My initial method (that doesn't work, or is incomplete):

Rig: Create a curve. Parent an empty ("BOAT") to the curve in a 'Follow path' relationship. Add a couple of Limit Distance constraints to the INNER-TUBE to create a range of distances the INNER-TIRE can move around the BOAT.
Physics: Create a Rigid Body World. Set LAKE as passive, INNER-TUBE as active. Add some dampening and friction to the LAKE and INNER-TUBE .
Animation: Set frames and negative-start evaluation time for BOAT path (negative start time allows INNER-TUBE to settle on the LAKE before movement). Mark start/finish keyframes for BOAT.

The result is: Not Much. Once BOAT starts moving INNER-TIRE moves with it... but INNER-TUBE is completely unreactive with the TERRAIN, and doesn't swing wide after BOAT turns corners. INNER-TUBE may as well be directly parented to BOAT : INNER-TUBE just stays in the same angle to TRUCK as at the initial orientation.

In short: physics ain't happening.

The scene's enormous so I won't provide a blend file. But if someone could provide a simple .blend that illustrates how to do this boat-tows-inner-tube effect at its simplest level, I'd be grateful :)


texts:
I used particle system but particle system not possible export to fbx. Instead this I used convert to mesh now I can't to export. Export from Blender works, after want import to UE I got Import failed. No polygon were found on mesh  'Mesh'
I selected Mesh, I selected objects, I selected Targent Space.
I forgot something?
Regards


texts: child object moves when parent object's scale is changed

texts: The child object follows the parent when I move it, but when I change the parent object's scale the child not only changes it's scale as expected, but moves, and keeps moving. How to solve that?


texts: Bevel not working, still got a flat face!

texts:
I have this going on with bevel, anyone know whats causing it?

I created this shape by copying edges from the main object then filling in the faces.

I've tried CTRL + b and the modifier, I've created vertex groups, adjusted the weight, checked the normals, just can't get it to bevel.

I'm new to Blender.


texts:
While searching for examples in baking I found this question Export "Project from view" texture as uv texture . On that page one responder provided a blend file. I downloaded it, tried to follow the steps and encountered a problem.

The model is unwrapped in such a way that it spreads across 4 different tiles: (I understand why and I also do this in my own projects, so it's a lot easy to manage)
The problem is:
When I bake the texture on the left to the layout on the right, the resulting texture is just a fraction of the tile (0,0).

But when I cram those 4 tiles into just 1 tile it bakes correctly:

Even when I tried to UVs -> Export UV Layout to use for pics in this question, Blender exported only the tile (0.0).

How to make Blender respect multi-tiled UV maps and how to make this particular example work (without collapsing all into 1 tile)?

Notes:
renderer used is Cycles
different UV tiles doesn't mean different UV maps
I have no idea where exactly the original asker got that model from


texts:
When I install the add on it keeps saying upgrade to 2.8x why is this showing when I just want to create a map for Farming Simulator 2019 Giants editor software.

Any ideas what the issue would be?


texts: Liquid disappearing in Mantaflow when container is animated

texts:
I am using Blender 2.92 os OS 11
I have done okay with Mantaflow and it works once I understand what I believe to  be quirks...
I am doing my first animation where I am moving the container/collision object (a pitcher).  When moving the water disappears.
The video of this is: Leaky Pitcher
Note:  I also made the liquid a child of the pitcher, thinking that it needed to move, but it did not work.  The liquid stayed a gloomy mess like in the first frame.  Liquid and mesh is baked.
Blender File:
Additional Screenshots with some settings:


texts: Cycles render, noisy even when using a high number of samples

texts:
I've seen other questions around, but none that answered my current problem.

I've been working on this scene for a few days, and when I wanted to render it, the produced result wasn't quite like I expected, very grainy:

Here's a detail:

This was rendered at 500 cycles.

A previous render when the scene wasn't finished gave much clearer results:

What could be causing this, and what are the basic things to check to troubleshoot this kind of problem?

EDIT:
Here's the .blend file (click on the orange button, sorry about the ad pop-up, the file is over the 30 mb limit of blend-exchange, feel free to suggest alternative hosts in the comments)


texts: Is it possible to create an own object data type through Python?

texts:
In Blender, using Python you can create objects via:

import bpy
obdata = bpy.data.meshes.new('name')
ob = bpy.data.objects.new('name', obdata)

This would create an empty mesh, which could later on be linked to a scene etc.

But what if one would like to extend the possibilities a bit, and generate something like a custom mesh type? Something like:

import bpy
obdata = bpy.data.my_custom_mesh_type.new('name')
ob = bpy.data.objects.new('name', obdata)

where my_custom_mesh_type is defined via:

class MyCustomMeshType(bpy.types.Mesh)
    ...

Is this possible at all?


texts: I'm very new to Blender so this may be a very stupid question. Anyway, I'm trying to make a special effect for a video. It should happen in a shopping mall, so I bought a pre-made shopping mall from cgtrader website. It includes a blender file, but that doesn't have any textures in place. It also included layered photoshop file, which looks like very nicely rendered view. It says in the original text "The file has all lightning setup and texturing ;multi layer phososhop PSD file included" Also there's a folder of some textures. So my question is: how do I get these textures into my Blender file? Can it somehow automatically link them? It's a huge file of a shopping mall so making all the textures by hand seems like huge work. (which I tried to avoid by bying the readymade file..;-) Thanks for any help!!


texts:
I am using the quaternion rotation mode to rotate bones into poses for an animation. For some of my bones, when I increase the X value of the quaternion the bone rotates around the y axis instead. For other bones this does not happen.

I have set all my bone rolls to 0, in case that makes a difference. How can I make all of my bones rotate around the same axis when I modify the same value of their quaternion?

update:

I have discovered that in pose mode bones use the vector from their head to their tail as the y axis and the roll affects the orientation of the x and z axes. Still looking for a way to change these to the global axes.


texts: Cannot use sculpting tools on specific part of a mesh

texts:
I have been sculpting a mesh into a high-poly human form for a few days. I got to the head and my sculpting tools are barely able interact with it. I can only seem to interact with it on a macro scale and sometimes there are little spikes that the smooth tool cannot smooth. I can still interact like expected with any other part of the mesh but, not the head.

I've tried deleting all the vertices of the head and then filling the hole but, it creates a plane that I cannot interact with.

I tried using the boolean modifier to cut off the head and then start sculpting again but, I got the same result.

I tried recalculating all the normals on the head and it didn't work.

Also I have mirrored sculpting on and the head at times appears asymmetrical


texts: Having some trouble with Matrix rotations in Animation Nodes

texts:
What I have so far:
I start out with a triangle mesh to get the polygon centers and normals to place more triangle meshes around the first one. I then use those new ones to place even more. So far that part works out.

I can even adjust the rotation on the last iteration of triangles to fold them together.

But here comes the part I have trouble with. The moment I adjust the rotation on the FIRST iteration of triangles the SECOND iteration does not behave as I want to. I know that I have to adjust the matrices somehow, but for the life of me, I can't figure this out.

Here is the node tree hopefully a bit bigger and better to read:

Every bit of help is very much appreciated.
Thank you :)


texts:
I'm trying to rig this 2D wing to animate it as if it was flapping like a real wing.

So I imported the SVG and converted it to a mesh.

1. I tried to use bendy bones but the result is not satisfying and makes the edges look broken and jaggy (see gif here)

2.  I tried to rig the entire wing with bones, but I don't know how to make one bone move the others with it, so I don't have to move individual bones one by one.

Here's a link to the .blend file... I'll be super happy to hear your advice! :)

Thanks,
Netanel.


texts: How can I cast a text element to float in animation-nodes?

texts:
I read some data from an external csv file into animation nodes, split the lines into individual parts (data columns) containing floating point numbers and want to use these floating point numbers in an object transformation.

However, the split lines are of type text, while the transformation expects float. How can I transform text to float? In the image the current value is 7.5 as can be seen in the debug node, I'd like to use this as input to the combine vector node.

In python this is easy enough >>float() so I tried to do this, using the script animation node, but could not figure out how to deal with input/output values within the script node.


texts:
You guys always solve my issues. This one I can't wrap my head around and I will really benefit from some direction. I am rendering this scene here:

As you can see all the lights show up in the reflexion of the eyes, I want to get rid of them. So I follow what is recommended, I go to the light settings and turn off Ray Visibility Glossy. It does get rid of the lights in the reflexion but in the process I lose the nice rim light in the hair because Glossy does affect the hair too. Is there a way to turn off it off without losing the those lighting qualities.


texts: Why does my render layer node not have the expected number of outputs?

texts: I should get this type of box when I go to compositing mode. I have seen this tutorial from youtube (Blender Guru) but the box I'm getting is different. Here is the picture box in the mean the name render layer.


texts:
I am trying to create a more user friendly viewport by changing the representations of cameras and lamps:
Usual viewport with camera and spotlight:

A mockup of what I'm trying to achive:

For the camera, I simply used a duplication group I linked from another file. The problem is that using a duplication group on a lamp basically renders the lamp inert.
Simply using a mesh light is not an option since I need specific lamp propertys for example the size.

While a simple solution is preferred, I have no problem with coding something to make this work.


texts: Why does my scene take longer to render on two modern GPUs, than on CPU?

texts:
I have a performance issue with cycles GPU rendering.

The scene I built takes 2:35s  on CPU, but 8:47s on two HD 7950s. I tried all tile sizes from 16x16 all the way to 640x1024, and 8:47s was the quickest time I got.

I have two 3GB Radeon HD 7950 graphic cards in my desktop. I have the latest driver on a fresh install of Linux Mint 17. The benchmark performance is great. The standard BMW benchmark scene takes just 48.06 seconds, even with 480x540 tiles. My laptops CPU, an i7 3632QM, needs 5:19s for the same job.

What is going on? I was expecting a rendering time of around 23s not 527s! It makes sense that my heavier scene would take longer, but it does not make sense that CPU would be faster than GPU. Why is the benchmark behaving as expected, but my scene is so slow?

I only use diffuse surfaces, a few simple models and one sun light.

Is there a setting I missed that really slows down GPU rendering?


texts: How to remove / revert blender object centre view?

texts: Using blender v2.76 for a while, I’ve managed to accidentally lock the camera onto an object (The default cube). This causes the zooming to slow down logarithmically once passing the object / space on a certain plain. I’ve tried Numpad + “.” But this only zooms out of the object. Is there any way to remove this centre view?


texts: How to connect sharp edge with smooth one?

texts:
For me, the hardest part is usually connecting creased edges with non creased (or sharp surface with smooth one). I am always trying to use proximity loops technique explained by Jonathan Williamson here:
https://www.youtube.com/watch?v=nBkwodrQq_4

Currently I am working on model in the picture below.
.

What I need to achieve, is to have sharp edge at the place in green circle and smooth surface on the area in red circle.

Topology details in edit mode.

However with this kind of topology, the edge is sharp all along it's length. I am not sure if there is some plugin that can arrange edges so that even edges that are very close together can form smooth surface (something like circle in loop tools), calculating the adjacent edges.


texts: Executing Python commands in a blender subprocess

texts:
I launched Blender in a Subprocess using

blenderPath = "C:/Program Files/..."
subprocess.Popen([blenderPath, "-r", "Subprocess.blend"])

and want to execute a Blender python script now in this subprocess.
Example:

bpy.ops.mesh.primitive_cube_add()
print("spam")

How can i import execute this script?


texts: Mesh is Grey after adding an Image/Texture to a material

texts:
I need some help making a mesh colorful. The image I add to a material does not show up on my mesh. A snippet of the code is below

# Create new mesh
mesh = bpy.data.meshes.new("Landscape_Data")

# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)

# Update mesh geometry after adding stuff.
mesh.update(calc_edges=True)

obj = bpy.data.objects.new("Landscape", mesh)
obj.data = mesh

# Link mesh to scene
scene = bpy.context.scene
scene.objects.link(obj)
obj.select = True

def material_for_texture(fname):
    img = bpy.data.images.load(fname)

    tex = bpy.data.textures.new(fname, 'IMAGE')
    tex.image = img

    mat = bpy.data.materials.new(fname)
    mat.texture_slots.add()
    ts = mat.texture_slots[0]
    ts.texture = tex
    ts.texture_coords = 'UV'
    return mat

obj = bpy.data.objects['Landscape']
mat = material_for_texture("C:\\Users\\Kyle\\Documents\\DTEEC_019358_2225_018857_2225_U01.ca.jpg")

if len(obj.data.materials)<1:
    obj.data.materials.append(mat)
else:
    obj.data.materials[0] = mat

Example: https://i.stack.imgur.com/jbNjK.png

The material looks like it loads the image but does not put it on the mesh


texts: Triangulation using X, Y, Z data file to create an elevation model

texts:
I have a raster based height map, which I can convert to X,Y,Z heights, i.e. I can get a CSV (Comma Separated Value) file, which has X, Y and Z values.

Since it is a raster, the sampling of the X,Y,Z values would be uniform. Can I create a python script that would create a rectangular mesh with the same resolution as the raster map, and then I modify the Z-coordinate of the vertices from the height map?

Edit: Coding developed using GDAL

With the help of @zelfii in one of the answers here, I have developed a code, which can read the GeoTIFF raster data (SRTM based elevation model) and can create a mesh. However, I am facing some memory problems (Blender is taking too long to process the data)

The size of the raster in question is 4500 x 4500 (approximately).

import bpy
from osgeo import gdal
from gdalconst import *
from math import floor
import easygui

def getFacetIndex(c, r, cols):
    return (c + r * cols)

def getFaceVertexList(geoData):
    faces = []
    vertices = []

    cols = geoData.RasterXSize
    rows = geoData.RasterYSize
    transform = geoData.GetGeoTransform()
    xOrigin = transform[0]
    yOrigin = transform[1]
    pixelWidth = transform[1]
    pixelHeight = transform[5]

    band = geoData.GetRasterBand(1)

    verts_per_side_x = cols

    for i in range(cols * rows):
        x = (i % (cols))
        y = floor(i / cols)

        level = x + (y * verts_per_side_x)
        idx1 = level
        idx2 = level + 1
        idx3 = level + verts_per_side_x + 1
        idx4 = level + verts_per_side_x
        if (x < cols - 1) & (y < rows - 1):
            faces.append([idx1, idx2, idx3, idx4])

        xc = xOrigin + pixelWidth * x;
        yc = yOrigin + pixelHeight * y;
        data = band.ReadAsArray(x,y,1,1)
        zc = data[0,0]
        if (zc <= 0):
            zc = 340
        vertices.append((xc, yc, zc))

    return vertices, faces

def generate(image_name, geometry_name):
    theData = gdal.Open(image_name, GA_ReadOnly)
    verts, faces = getFaceVertexList(theData) #

    mesh = bpy.data.meshes.new(geometry_name + "_mesh")
    mesh.from_pydata(verts, [], faces)
    mesh.update()

    obj = bpy.data.objects.new(geometry_name, mesh)
    bpy.context.scene.objects.link(obj)
    obj.select = True
    obj.show_bounds = True

#open the file dialog
theFile = easygui.fileopenbox()
#open the GDAL file
gdal.AllRegister()

generate(theFile, "theModel")


texts: EEVEE and Cycles render lighting differences

texts:
I get different lightning render with the same scene camera setup.

Cycles render (both experimental and supported feature set) gets weaker lightning and needs more energy.

How can I get the same lightning and reflection setup with EEVEE and Cycles?


texts: No colour when I render model I dowloaded from the internet

texts:
I've seen an intro template online in youtube and just want to change the text to someone's name.
I've downloaded this .blend template (it also included a .aep file, .jsx file and an mp3.
I opened the .blend in Blender 2.90.1
Once opened, it shows the original sequence from the downloaded youtube video, but there's no colour. (ie it's black text on a grey background)
I selected and tabbed the "front" and "back" of the original word and replaced this with the new name.
Now the tutorials I see online differ between some saying animate straight into a movie file and others saying to create PNGs.
What I have done is create 650 PNGs in a folder.
These PNGs are all black images on a white background so I'm not sure if I've not done something correct to fill in all of the PNGs with the correct colours.
If I now go to the Video Editing screen, I can select the 650 PNGs and then in rendering output choose FFMPEG using MPEG4 with AAC audio.
Once this has rendered, I get a MP4 file but the whole thing is black.
I do hear the mp3 music track that was in the original download.
Can you let me know how I can actually have the colour version like the original youtube video, and what am I doing wrong in terms of rendering it?
I feel so sure that it's one of those obvious things, but for someone new to looking at Blender there seems so much to it!
On opening the .blend template, Blender shows this
The original looks like this

But in material view it's like this:


texts: How can I bake the material from cycles render (with diffuse, glossy, emission, transparent, glass and translucent nodes) and use it next time? According to http://www.blender.org/manual/render/cycles/baking.html I added in every material an image texture and then pressed the Bake button, but it doesn't work.


texts:
Is it possible to use the Lattice Modifier without stretching the mesh?
Myybe there is a better way to acieve what I am looking for.
The mesh should keep it's surface size and the individual distance between vertices. Just the lochation of the vertices is supossed to change.
I am trying to make a crumbeled/folded bill. Already tried to use a cloth modifier but was not happy with the outcome and would like to deform it manually.


texts: How would I curve this cushion around this chair's outline?

texts:
, Hello! sorry if my question isn't very clear as I'm not sure how to describe what I'm trying to achieve. I'm still new to blender and learning best I can, so also sorry if this is an easy fix to do.
I'm in the process of creating this chair and I'm trying to create the cushions that follow the shape of the chair's outline.

I'm mostly done with the outline of the chair (photo below), still tweaking and finishing some things, but I'm kind of stumped on how to create the back cushions and also the seat together.

I've tried so many times to get it how I want but I really am stuck on how to correctly do it. If someone could point me in the right direction I would appreciate it a lot. I've looked up on youtube and also on here and still am confused on how to about it. Much appreciated any help!


texts: Motion blur interfering with animation and camera

texts:
Motion blur is doing something wierd.
I like to create my animations all in one file and all in one render. That means when I switch the cameras and characters to a new location every time I do a new shot, which happens within the time of 2 frames, the motion blur option takes this into account and blurs the 2 frames like crazy.
image right before/after a different shot

normal image without motion blur

image right before/after a different shot

normal image without motion blur

Is there a way to tell the motion blur option that I don't want motion blur on certain frames?


texts: Trouble with bone constraints and deformations

texts:
I am trying to create something with this effect, but the instructions are very unclear about applying the bone constraints. It has to do with copy rotation and the damped track constraint, but I don't know how to use them. I am trying to fix these odd deformations in the shoulder area of my character.

Here's what I'm trying to achieve

Here's what I have so far

Here you can see the awful shoulder deformations I'm trying to fix

I know another user had a similar question, but the answer failed to explain the usage behind the constraints used. In fact, the example animation in which I'm trying to achieve is taken from an answer to another question similar to mine. Shoulder Deformations Question


texts: Fricked up my under-arm joint topogroaphy

texts: It has a really wierd shape and I'n not sure how I messed it up this bad. I could have solved it if i didn't apply the subdiv modifier for sculpting. Basically looking for any idea or possible solution. Feel free to answer whatever you feel like could save the joint so I can look forward on having it animated


texts: Problem baking Normal Maps from high to low poly - grey result

texts: I selected the High poly mesh first then the low poly. (both have the same coordinates) Created a new image in the uv map called normal map v2. I created a material with an image texture node and selected it, then selected "normal" for the bake type and hit bake. I keep getting a grey normal map and I dont know what I'm doing wrong.


texts:
I am new to Blender and have searched a lot for my problem, but unfortunately have not found anything useful...
Is there a possibility to voxelise an stl-file with Blender and to define the voxel size (edge length) in millimeters?
My attempt so far was via "Add Modifier" --> "Remesh" and then "Blocks" (Voxels does something else)...But there I can only set the threshold, Octree Depth (whatever that is) and the scale. But I want to set exact millimetres...Is that possible?
Furthermore, I would like to write the coordinates of the centers of the voxels into a text file. Is this possible in Blender and if so how?
I tried to export the voxelised model (obj, stl, py) and process it with Python to get the coordinates...Unfortunately this failed so far...
Summary: Is there a way to voxelise an stl file with adjustable voxel size (unit of measurement) with Blender and to get the coordinates of the centre points after voxelisation?


texts: Why should I never ever use "Convert Premul" on Cycles renders?

texts:
On this question, When trying to overlay images using Alpha Over for green screen work , I used premultiply Alpha, it was the only option that would give me clean key without the background bleeding over. A comment states Never use that "Convert Premul" option on Cycles renders. Ever.

Why?


texts: How to Stop Join From Creating Doubles of Objects?

texts:
Situation
I am trying to import a Collada model with many individual pieces to Blender. I have thus far successfully imported the model, added color to the individual parts, and I am now trying to join the objects into groups to allow for easier manipulation.
Problem
When I try to use Join, it creates doubles of whatever selection I make all over the model. The doubles appear to link themselves to pieces that are the same type as the parent of the joined group, so wherever else that kind of piece is, another double of the joined model occurs. (Pics for reference: Parent piece is the red cross directly under where it says Ctrl+J in the menu)

End Goal
I want to be able to join pieces together without this occurring, so for example, I want an individual group for the pieces on the right (in the picture) and another for the pieces on the left. I am new to Blender and I am not sure if I am missing something simple or if what I am trying to do isn't quite possible or how I should even start going about solving this. If it helps, I am using the most recent version of Blender.
Files
https://drive.google.com/file/d/1zafk_p7AWDsxO4HvJfTho2Mws4glOBe9/view?usp=sharing


texts: Linking movies in VSE but not graphically altering them?

texts:
There are many instances where I'd like to pre-process a movie into another file and reference it later, or bring in an existing movie and process that into the final.

In this case, I have a longer movie, and I simply want to process the scenes in their own context and then link them all together after.

So how do I link to movies and NOT have them processed again (I understand any image processing to be destructive in nature).

Perhaps this is my confusion and no destruction happens -- but can someone set me straight on this?


texts: How to call bpy.ops.view3d.cursor3d() from another operator?

texts:
I want to set the 3d cursor location using bpy.ops.view3d.cursor3d() operator before calling my own operator with a shortcut.
This is what I have tried-
class Add_obj(Operator):
    bl_idname = 'ob.add_object'
    bl_label = 'Add object'
    bl_options = {'REGISTER','UNDO' }

    def execute(context,self):
        bpy.ops.view3d.cursor3d()  #place 3d cursor on mouse click just like pressing SHIFT+RIGHT click
        bpy.ops.mesh.primitive_cube_add()  #add object
        return {'FINISHED'}

addon_keymaps = []

def register():
    register_class(Add_obj)
    wm = bpy.context.window_manager
# Adding a Shortcut for the operator
    kc = wm.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')
        kmi = km.keymap_items.new("ob.add_object", type= 'RIGHTMOUSE', value='PRESS',
        shift=True,alt=True)
        addon_keymaps.append((km,kmi))

def unregister():
    for km,kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()
    unregister_class(Add_obj)

if __name__ == '__main__':
    register()

But when I press the shortcut SHIFT+ALT+RIGHT click it gives this error and adds a cube-
ERROR (wm.operator): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\windowmanager\intern\wm_event_system.c:1317 wm_operator_invoke: invalid operator call 'VIEW3D_OT_cursor3d


texts: Model moved from original position in object mode

texts:
My model appears in the viewport as it should in edit mode:

But down here in object mode:

And when I try to move it, the origin moves instead and this happens:

So it appears that something at the origin is moving and taking the model with it rather than the model itself. But this isn't the case in edit mode and I'm not sure why. Thanks!


texts: How to use a standalone blender (not using global preferences)

texts:
Sometimes you need to use Blender without the standard shared preferences (addons, startup file, ...) for testing or to be sure to use the default settings without changing your usual preferences.

So the question is : How can you use different settings without modifying the global settings?


texts: The only options I seem to have follow the path of the normal. I want to extrude faces which are on a slant, but I want to extrude them orthographically up. I've tried picking different orientation options but every time I try it, I just get the same result.


texts: After I was done modelling almost all the parts, I increased the view count in subdivision surface modifier and applied to all of the meshes. Now when I toggle to the edit mode, there are thousands of faces on the mesh. Anyone knows how to solve it? thanks in advance. (UNDOs not available)


texts: How to get a perfect circular UV unwrap projection?

texts:
When I UV unwrap this mesh, I got those "non-circular" projections. They look weird and non-aligned...

I want them perfectly circular. What's the proper way to fix that... or isn't it possible?


texts: Animating Z-transparency in the game engine for multiple objects sharing the same material

texts:
I have a single material shared between multiple instances of a reference object that is spawned in from a secondary layer. I'm trying to animate the Z-transparency of the sared material but i don't want the animation to effect all the object sharing that material.
How can i animate each object's material separately?
Thanks


texts:
Hello Blender Artists!

As said in my previous questions, I´m pretty new to Blender and 3D stuff; I made this very easy door animation you can see below a few days ago with simple keyframes for every single part, and quickly got tired of animating every single part again and again.

For a single open animation (the ~four seconds you can see below) I had to animate 42 parts with 2-10 keyframes! And now think of an animation where I have to open/close this door four or five times... no way.

So I want to ask if there is a way to "pack" all those single animations into a slider or something like that, where you have a "0" value (closed) and a "1" value (open) you can slide along. I´ve heard about drivers, but only found tutorials for SINGLE objects, so that´s why I´m asking here.

Is there any way to combine these keyframe animations into one, compact control thing?

Thank you very much beforehand for reading this through!


texts: Carving or sculpting model ship decorations

texts:
Good evening,
I am fairly new to Blender with the intent to 3D-print my own decorations for a ship model. I have looked at both wood carving and sculpting tutorials, but find it difficult to decide which way I should go (with further training). I have a picture attached to clarify. It appears to me as a carving, but the figures look more sculpted than what I could achieve with a carving approach (?). I would very much appreciate if someone could point me in the right direction how to approach this.
Piet


texts: Mantaflow. The liquid just doesn't respect the collision object

texts:
Mantaflow. The liquid just doesn't want to properly respect the collision object. I've watched countless tutorials and still can't get it right.

Google drive link


texts: Python: How to select one 'BoolVectorProperty' value at a time unless 'shift' key is held

texts:
I am trying to overwrite the bpy.ops.object.move_to_layer operator in Blender so that I can move other objects when the selected objects are moved.

When I try to move the selected objects by pressing the 'm' key and clicking on the new layer in the invoked props popup (from the 'layers' BoolVectorProperty), though, the object still remains in the old layer as well as being added to the new layer because both layers are active, as if I was holding the shift key in the original operator.

The following is my code to overwrite and replicate the bpy.ops.object.move_to_layer operator (I omitted extra code run when the operator is executed for simplicity):

# Blender imports
import bpy
from bpy.types import Operator
from bpy.props import *

class move_to_layer_override(Operator):
    """Move to Layer"""
    bl_idname = "object.move_to_layer"
    bl_label = "Move to Layer"
    bl_options = {'REGISTER', 'INTERNAL', 'UNDO'}

    ################################################
    # Blender Operator methods

    @classmethod
    def poll(self, context):
        return True

    def execute(self, context):
        self.runMove(context)
        return {'FINISHED'}

    def invoke(self, context, event):
        # sets self.layers to active layers of selected objects
        idxs = [i for i in range(20)]
        for obj in context.selected_objects:
            for i in idxs:
                layer = obj.layers[i]
                if layer:
                    self.layers[i] = True
                    idxs.remove(i)
        # Run confirmation popup for delete action
        return context.window_manager.invoke_props_popup(self, event)

    ###################################################
    # class variables

    # This does not behave like scn.layers.
    # only one layer should be selected at a time unless shift is held
    layers = BoolVectorProperty(
        name="Layers",
        subtype="LAYER",
        description="Object Layers",
        size=20,
        )

    ################################################
    # class methods

    def runMove(self, context):
        scn = context.scene
        for obj in bpy.context.selected_objects:
            obj.layers = self.layers
            # insert extra code to run when objects are moved here

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

def unregister():
    addon_updater_ops.unregister()

if __name__ == "__main__":
    register()

It should behave exactly like the original operator – when a new layer is selected in the invoked props popup, the old layer(s) should be deselected unless the shift key is held. Could someone help me figure out how to do this?


texts: A polygon uses the same vertex twice error in animation nodes

texts:
I am trying to recreate the animation nodes example from the online documentation that is here.
https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/mesh/operators/create_polygon_indices.html
I get an error at the combine mesh node (Which used to be the Combine Mesh Data Node) "A polygon uses the same Vertex twice"
I have tried fix it but couldn't. I would like to know why. Thanks. I am using animation nodes 2.1.7
and Blender 2.83.1
I have attached the Blend file.


texts: Using IES light with iestocycles / rotation problem

texts:
I'm trying to use Ies lights in Blender using the addon which seems the only solution right now. It works OK with some problem. But I can't rotate the lamp on the Z axis at all. (I need a lamp which lights on a statue from the side, not a downlight.) I spent the whole afternoon but no luck till now. Did anyone face the same problem?
(I would add a print screen but image uploading seems not working - not my day, I know...)
Thanks a lot,
Attila


texts: How to make inverted smoke in blender 2.8

texts: I'm trying to make a kind of inverted smoke. I'm making an animation of the LEM landing on the moon but the flame of the engine is ascending, it need to go down, I tried to rotate the flow but it's not working


texts:
How does the bend tool (⇧ ShiftW) work? I couldn't find any mention of it in the wiki or in the new documentation.

When I tried to use it, I failed:

It seems to use 3D cursor position, as well as the angle and distance from the mouse cursor.

What do the Radius and Bend Angle do? How do they affect the result?

What is an example use-case of this tool in action?


texts: How can one create Physical based Impact deformation?

texts:
So my goal is simple. This: https://youtu.be/f7F5tef1ACE?t=34

Creating a ricochet is all to easy. Just some rig Body stuff. But dont know of a way to make the Mesh Deform with according to the Impact. I mean, shapekeys could work but that is not really ideal. As the mesh deformation effects how the Projectile moves further.
So what i tried so far was to just use Cloth sims but that turned out to be a bad idea. The next idea was to use Fluid sims but they dont interact in the way i would expect.
My final thought was Soft Body but i cant get that to work either.
So yeah, how can i get a bulge to form when the Round impacts in a dynamic way ?
Thanks for the help !


texts: Blender noob here again! I'm working on making a Swamp scene and I'm curious how I can make my water look murky/smokey. Would I need a smoke simulator in the system too? Or is it a materials thing? Any suggestions?


texts:
When Blender is installed, it creates its own copy of Python 3.x. However, I prefer to code in Python 2.x. This makes it difficult for me to work with newer versions of Blender. I would like to know what to do so that Blender will instead use an external installation of Python 2.x, which I already have installed on my computer.

How do I make Blender recognize the other version of Python?


texts: Is there a way to include motion path in render?

texts: I have object which is moving and i want to include its path in render. Is there a way? I trired "Motion path" option, but this doesnt show in render. Is there a way to for example plot trajectory if i have all the points or is there some ad on?


texts: How to specify frames for "Сycles" modifier in F-Curve editor?

texts:
Basically, I want "Cycles" modifier to repeat only the last two keyframes of many others. Restricting frame range doesn't help me at all. So how to set it right?

Here is screenshot. Frames 40-60 are what I try to repeat.
http://www.pasteall.org/pic/104876
And .blend http://www.pasteall.org/blend/42636


texts: Non Manifold object ? why hole is not print with 3D Printer?

texts:
I don't undestand when why i print my gear (with central hole) the hole (only on the top) is fill and not print.

There's problem in my blend project ?
Is non manifold ?

I hope someone can help me !

Sorry for my english...


texts: Mesh see-throught if look on some angles

texts: So i made some mesh in quad draw in maya. And after import to Blender, when i look at some angles, it becomes see-through. I tried to recalculate normals but it fix nothing. It happens only in render view.


texts: Mix normal texture with noise texture to create flat patches

texts:
I'm trying to achieve this result where the house is white, and the bricks show through the plaster in some places:

I have an image texture as a normal map, and I want to use a noise texture to "flatten out" the bumpiness of it, where the noise is white, and make it stick out where it's black.

I tried using a Bright/Contrast node, but it only gives a very slight effect. I want to be able to make it completely flat in some spots.

Here's my node setup:

Here's my current result:


texts: How do I change the default output file format and location

texts:
So that when I start Blender the next time, it remembers.

Also, seems odd that when I press render animation that it would output hundreds of .png files by default instead of some kind of default video format. Is there a good reason for choosing images over a single video file?

Cheers.


texts: How do I jump to a keyframe time on the dope sheet?

texts: In After Effects, I could easily select a keyframe, right click it, and click "Go to keyframe time" so I could easily line up other keyframes to it and do other useful things, but how do i do this in Blender?


texts: How do I delete these vertices? They are only visible in face selector mode

texts:
So I'm in Blender Render, and I need to delete the extra points on the edges of themiddle left plane. I'm contructing the abdominals for a man, and everytime I try to subdivide this plane blender crash/closes. I think it has something to do with these extra points. How do I delete them? Disclaimer: this is my first blender project.
                          P.S.- Any other tips? Criticism? I know so very little.


texts: Background color is not the exact color I set

texts: When rendering the background color is not the exact color that I set under the world settings. Does anyone know why is this happening?


texts: No redraw after assigning new vertex position with python

texts:
I'm trying to write a new operator which modifies my geometry in some way, but I'm struggling with vertex manipulation. I can get the selected vertices fine and also print the individual components. So, lets say I have a vertex v. I can get the position of this vertex via v.co. But when I set a new value for this vertex with my operator it does not redraw in the 3D View. I assign a new value like this:

v.co = Vector((1,2,3))

Like said above the 3D View does not update. I have to quit my operator and navigate in the 3D View to update. What do I have to do to make blender update the 3D View correctly?


texts: Can we create an Action from a Dopesheet animation?

texts:
I have animated a number of Shader Node properties and the keyframes show up in the Dopesheet but not in the Actions editor.
I have tried copying the keyframes from the Dopesheet but I can't paste them into the Action editor which throws an error: "No selected F-curves to paste into".

How can I create an Action from the Dopesheet keyframes?


texts: How can a rigged model be used multiple times in a scene?

texts:
I've created a rigged model and created and grouped the model and rig.

I would like to add it multiple times in a single scene. I used File > Append selected the group, made it local L and created a proxy Ctrl + Alt + P.

But I can do this only once, when I try to repeat the procedure described before nothing happens.

It works when I save the group in another file, and link two different groups into the scene.

What am I doing wrong?


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I have extruded a plane, and I did this all from the front-view.

I am not sure how this could be happen, but when I switch to side-view, I can see that the plane was also moved on some other axis.

It is not an even plane anymore.
Can somebody tell me how to bring it back to one level again and perhaps also tell me how to avoid something like this in the future?
Thank you!
ps: And if somebody could also tell me how to bring the leftmost vertices to one level on the blue axis to allow for mirroring, I would be very thankful as well! Thank you.


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I want to model a torus with grid, i.e torus code in topology quantum computation, just like followin, but I do not know how to draw grid.
Maybe using texture might be helpful, but are there any other ways?


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I have been writing a custom raytracing renderer in C++ and I would like to natively integrate it with Blender 2.8 as a custom renderer. I know that this is possible, as I have seen many projects (for example, SORT) do this. However, I am completely new to Blender plugin development and am at a loss for how to even approach writing such a plugin.

I vaguely know that I'll need to re-write all of the material nodes and that I'll need to somehow pipe data back and forth between Blender and my renderer. Other than this, I am completely lost.

The closest threads that I can find regarding this topic are this and this, neither of which is particularly relevant to what I'm trying to accomplish as far as I can tell.

Could someone push me in the right direction? If there is a minimal example then I could probably take it from there.


texts: NLA editor, I can't get two baked animations to work at the same time

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I have two animations that are baked one on top of the other. How do I get both to `work at the same time? One is a walk cycle and the other is a simple movement forward for the walk cycle. I have chosen both baked animations at the same time and get the same result.
  I'm fairly new with nla editor, but I have done some research and only found examples that have baked animations beside each other, but not stacked.

Do animations need to be baked for a final render? If not I think I will use them rarely.

Also too does anyone know of any well explained videos of animations using dope sheet and nla editor. I would like it to include; how to render and save a completed animation, just as if I wanted to save it and play it on windows media player?
  If you would only like to answer the first paragraph that is totally fine.

I am now writing later in the after noon. I don't seem to be able to go into tweaking strip actions mode. When I try it says I have no active strips to enter tweak mode. Well as far as I know if the strip is yellow it is selected.
  I don't know why I would even want to bake a strip. I am not able to see any other animation when working with a baked strip.


texts: Blender keeps crashing to the point my laptop restarts itself from overheating when I render my image

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I’m currently working on a room design. Nothing too complicated bc is a beginner. I tried everything including lowering the cycles render number to as low as 10, switching to CUDA, etc. it even crashes when I render with Eevee. When I press render, no tiles show up and it just crashes.
It was fine the other night when I render the same file but with an angle that is closer to the objects of the room. But when I try to render it in a zoomed-out angle today, where the shape of the room is within the camera frame, it just won’t stop crashing.
FYI. The laptop I’m using is completely new, got it three days ago and it’s a Asus 2020 gaming laptop. 9th gen i7 intel core and nvidia 2060 processor
What do I do? I worked really hard on this project and I really don’t want it to go to waste just because I can’t render it and same an image :(


texts: I have a string of bones with an IK constraint at the end that uses most, but not all, of the bones. When the target is brought back, the first bone bends greatly away from the bone before it, and the last bone (the one with the IK) bends greatly relative to the rotation of the target. In the IK constraint, there is a rotation option which will force the last bone to match the rotation of the target, and the bones before it rotate to account for that. How can I do this but for the first bone instead of the last, so it matches the rotation of the immediately before the IK-affected bones and the other bones rotate to account for it?


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I've grouped objects and I would like to mirror them along x axis.
How to do it ?

Then I would like to animate this group as a single object. Do I use armature or something else ?


texts: Black turns transparent in Blender texture

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My texture has some black text (on right side of picture,) and also a transparent background. But the text also is transparent?!? Plus I must keep the text black.

Picture:

Please help.


texts: How can i align the vertex to a surface?

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first time writing here in stackexchange since most of the time i find the answer on other people's posts
I have a mesh made of a lot of vertex, i had do manualy remove and add some vertex after the surface was already made and now it looks kind of bumpy, it has smooth shading on and still
I want to align the vertex to the shape of the surface to smooth them, is there a way i can do this?

Thanks in advance!


texts: Can I Put Multiple Animations on a Single Skeletal Mesh?

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I have a skeletal mesh I want to use in an Unreal Engine game, and I've made a running animation for it.
Is it possible to create multiple animations (e.g. attacking, resting, etc.), and store them all in the same skeletal mesh?
Should I put only a passive animation in blender, and then the create the other animations in Unreal?


texts: Query if modifier exists on listed objects

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I'm new to Blender and the way it works with Python, so I still don't understand quite well the way the different commands work.

But I wanna create a small tool where i can assign a modifier to a list of selected objects and play with the properties.
So far I achieved adding the modifier to the selected objects, but if I happen to create new elements and select all objects in the scene I need to find a way to query which objects already have the modifier and which do not. So if I run the script again, only the ones without the modifier get it, otherwise it gets duplicated.

So far I haven't been able to find a way to do this using  bpy.context.selected_objects , I don't know if there is another way or if i'm using it wrong.

Here's the script i have to apply the modifier:

import bpy

objSel = bpy.context.selected_objects

for i in objSel:
   if i.type == "MESH":
      subD = i.modifiers.new(name = "Subdivisions",type = 'SUBSURF')
      subD.show_only_control_edges = True

Any help is appreciate it!


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I'm trying to model a simple chair, and I want one of the back legs to be curved/bended. I tried using a lattice for this, with a vertex group set to the vertices in the leg. But the result is super-weird as you can hopefully see in the picture.

The vertex group (RightBendyLeg) can be seen selected in yellow.
I don't understand why the leg grows on the z-axis, as I would think the lattice has almost the same size on the z-axis as the leg. Can someone explain this behaviour?
If I wanted to created a bend/curved leg like this, is there a better way than using a lattice?

Thanks.


texts: Does anyone know how to fix this weird Faces in Blender?

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Flipping faces is not working, neither recalculate normlas.

Thanks for your help!

Regards!