texts: Particle Settings - Noob - Blenderguru Tutorial

texts:
New to Blender, I'm not sure why my Particle Effect isn't working here. I'm sure I've clicked a wrong option but I have no clue where. I've been following a Blenderguru tutorial on Youtube and this lesson added a 'Use Count' feature from the particle effects. However, when I enable it, the blue spheres are grouped in bands. Basically they don't look random.

I tried changing the seed number, no effect. I tried re-doing the step (deleted the sphere and set it up again), no effect. I've restarted PC.

Any ideas?

Tutorial


texts: Currently trying to do some modeling using reference images, and found out that in my current blender install (2.90.1) for some reason the image transparency does not work. I'm modifying the transparency using Object Data Properties, ticking the transparency box and adjusting opacity as shown in the attached image. Is there something I'm missing here?


texts: How to snap the center of a face to another face?

texts: I have a sword handle and I want it centered below a completely differently object that has a face on the bottom with a vertex in the middle. I could also snap a central vertex to the other one but I don't know how. How can i do this?


texts: Python: Add existing NodeGroup to Material

texts:
My goal is to add a NodeGroup I created earlier to the shader nodetree of an object using python. (Actually a few hundred times, hence the script)

This is what I know how to do:

iterate over all the objects of which I need to change the Material.

Here is where I get stuck:

I can add a new NodeGroup with object.data.materials[0].node_tree.nodes.new("ShaderNodeGroup")
This only creates a generic NodeGroup and I'm unable to select the actual Nodetree within this new Group.
py.ops.node.add_node(type="ShaderNodeGroup", use_transform=True, settings=[{"name":"node_tree", "value":"bpy.data.node_groups['MyNodeGroup']"}]) is the operator to add the Nodegroup that I want, but when I try to use that in my script, I get an error that I'm in the wrong context.

How can I make any of these methods work for my script?


texts:
I have a single curve object and while I can set an array of objects to follow the path, I seem unable to combine this with a Follow Path constraint (as I wish to have them follow that path animated).
Thanks~
--- Edit: Pictures ---
At frame 1 (looks okay):
At frame 5 (entirely messed up):
Modifiers & Constraints:


texts:
I'm working on a small post-save-hook, which is working pretty nicely only if the file is saved first and then the script is loaded later on. If I install my addon from the file and I save the currently opened new blender project I have this error:

AttributeError: '_RestrictData' object has no attribute 'filepath'

Which comes from the line, where I try to access the filepath data of my blender file:

path = bpy.data.filepath

When I remove my script, save the blender file and then readd my script it works again. So basically my question is:

What is the workaround of this issue? Can an already loaded module reload itself? Or is there some other way to do this properly?

Thanks in advance!


texts: How to edit scenes without loosing work in VSE

texts:
I am creating a slide show in blender using the VSE and essentially creating a scene for each picture.
I made a mistake a few of my images and want to delete those scenes, but when I select a one scene from the dropdown list of scenes, all of the work I have complete in the VSE disappears.
If I carry on I can delete the scene, or change it ect, but I can't figure out how to get my work back in the vse without undoing, ctrl z, which of course undoes the changes I made to the scene. I'm relatively new to Blender so I'm assuming I'm doing something stupid, but I'm not even sure how to search for my answer. Any help would be greatly appreciated.


texts:
Blender crashes often now and lags much,  i have a windows 10 with 8 gb total ram and a around a 5 gb memory nvidia geforce 940mx graphics card still blender crashes on some small scenes like a ant generated landscape with a sand shader and a few 500 rock particles made blender not responding and then crash
I also have enabled quite a few add ons to speed up my work
What can i do to prevent blender from crashing so frequently


texts:
I need to do the following - import two different Collada-files, join them into one and combine their textures to one texture. So, the output should be one Collada file with just one texture.
I am trying to bake textures like here: How to combine two different textures into one
but get some strange result in the baked texture.
Just for example - here is the joined object with two materials (and two textures):

When i try to bake the textures I switch to the Edit mode, select everything with A, push Bake in the render menu and get the following strange baked texture:

What approach should I choose to make the correct texture and material?

I will describe the way I worked step-by-step:

Load the first and the second model
Position the models side-by-side (just like on the first screenshot)
Created a new UV Map
Created a new image in UV Image Editor with default size (1024x1024)
Created a new material for the baked textures
Went to the Texture tab with the material selected and in the material textures tab created a new texture
In the texture selected the image created in step 4
Went to the Render Tab
Switched to the Edit Mode, selected everything with A in 3D View.
In the UV Image Editor switched to the image to which I want everything to bake
Push the Bake button in the Render Tab
Got this strange result.

What I have missed?

Thanks in advance!


texts: Can't activate experimental Particle Nodes/ Simulation Window

texts:
Was the experimental Particle Nodes Feature removed in 2.91.0 Beta? (Nov 8, 00:34:11)
I’m Trying to access it via Preferences > Experimental but there is nothing there but “Debugging”-Features. Interface > Developer Tools is checked.
Did search for it excessively, but couldn’t find anything about that problem.
Also I wasn’t able to find a branch.
And I got the same problem in 2.9 and 2.92 Alpha.
Maybe it’s a bug in my install? Factory Reset doesn’t change anything, sadly.


texts: hi I have made a olaf model with textures and materials and I want to sell this model but I don't know to export the textures and materials in a FBX and OBJ file


texts: I made a 3D model of a seal using Meshroom and thought I'd have a go at 3D printing it.  Is there an easy way in Blender to a. Identify what issues there are with the mesh in terms of 3D printing and b.  How to fix them.  I'm thinking of some kind of auto fix tool.  I've watched a few videos and it seems like it could be quite complicated so want to check if there is an easy fix before I investigate further.


texts: Animation node Moebius ring transposed into nodes

texts:
I'd like to learn better the use of math formulas in animation nodes. I'm very bad in maths but i would like to define a node set to make a parametric moebius ring i've found https://en.wikipedia.org/wiki/M%C3%B6bius_strip
but i don't know how to start to traspose a formula to nodes, someone can guide me to a good direction?


texts: Frame Duplication with Changing transparancy and colors

texts: Is there a way to Change the colors and transparency of previous and post frames using the duplication frames, in object properties?


texts:
How could I take out the space in-between the hair strands on a large braid?

I would like to remove those "holes" and make hair children better distributed. I tried reducing the amplitude, but it gets too skinny. As you can see on the settings it's 1 parent with 10k children particles.

I'm pretty sure I can make adding a custom property, but I don't know which one to choose.


texts: How to write a python script to execute a .blend file and modify it

texts: I am doing a complicated 3D scene model. Actually, I am using the blender GUI (not python script) to do it. Once I designed the scene, I need to move randomly an object in the scene for many times. So, I am wondering, if possible to write a python script that execute the *.blend file and then in the same script, I write lines to move randomly the object. Any suggestion?


texts:
I'm having some issues with simulating certain rigid bodies. The above gif illustrates what happens and is a simplified version of a large assembly that i need to simulate which is shown here:

As you can see, the spindles around the vertical beams of the lower assembly are simulated correctly, but the central pin that sits in the hole of the upper assembly comes loose although it should not due to the flange on top of the pin.

I've gone through every fix/workaround I can think of, including:

check objects for holes, degenerate triangles, etc. everything seems fine.
perturbed physics parameters, including 0 friction, 100% bounciness, and vice versa, different mass settings, various damping parameters, etc.
increased solver iterations, reduced gravity, reduced timestep, etc.
fix one object in place using a constraint to a passive cube and remove the floor to eliminate possible problems with floor object
toggled use of collision margin
used trimesh to accurately calculate the center of gravity and mass

This assembly is a reduced version that I need to evaluate for clients, and it's quite important we get it right. I have no idea why this object keeps failing, and other objects seem to have the same problem.

I have prepared a git with all the relevant code and models here:

https://github.com/jochemborges/blender_pathology

The repo does not contain the larger assembly because of copyrights, and the only requirement is the blender module.

If anyone could have a look and possibly shed some light on this, I'd much appreciate it!

thanks!

Jochem


texts: Why are the Cycles/BI Voronoi Procedural Textures Different?

texts:
The Voronoi procedural texture settings you get when, for example, you create a Displace modifier, are much more customizable and there are many more different effects you can achieve them with the Cycles material nodes version of the voronoi procedural.

Material nodes:

Displace modifier:

Is it possible to get effects like you can with the displace texture with the cycles material nodes texture? For example something like this:


texts: Why are the unwrapped UV faces different sizes and proportions to my model's faces?

texts: Hey so I'm fairly new to Blender and am having issues with some of my UV unwraps. The lines in the UV Image Editor are making completely different shapes. I've tried multiple things trying to get them to be more uniform with their model but it still isn't working. Not sure if it's how I'm doing my seams or something else. Let me know what you think.


texts: It"s possible to morph a spline in multi-spline controling the delay on time?

texts: moving in the same direction of this idea -Morphing Object-Distributions on multi-splines(Animation Nodes - Blend distribution of objects on a curve into another curve), i find the way to morph spline in multispline but i dont know how to offset this distribution on time. I need some help.


texts: Cell Fracture Issue | Cells appear werid

texts:
I'm having an issue with cell fracture where no matter how many subdivides I do after clicking cell fracture this happens I can't find any helpful info online I have no modfiers set before cell fracture and my sub divisions are applied. Any help would be appreciated
Images
1 2 3 4


texts: How to make image transparency of clouds brighter

texts: I am trying to make a pillar cloud using an image transparency. I have a basic node set up for making the image show with transparent background. But I would like to make the cloud pillar glow. I am not sure how to set up the nodes to make this happen. I am using Blender 2.79


texts:
this is a simple add on just to select a loop so i can make the mean crease value 1

I do this alot and the constant moving mouse right is starting to hurt my had for models then will be subdivided.

I just want to press on a edge, (use the assigned shortcut key to active the add on) it will then select the loop and set the value of mean crease to 1.

This only works with the scripting editor, I can't get the add on to work after saving as test.py any help please.

I get the following errors :

addon_utils.disable: edge crease not disabled
Modules Installed (edge crease) from 'C:\\Users\\RTJ\\Documents\\edge crease.py' into 'C:\\Users\\RTJ\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons'
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\RTJ\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\edge crease.py", line 35, in <module>
    class EdgeCrease(bpy.types.Operator):
  File "C:\Users\RTJ\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\edge crease.py", line 42, in EdgeCrease
    bpy.ops.mesh.loop_multi_select(ring=False)
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\ops.py", line 195, in __call__
    BPyOpsSubModOp._view_layer_update(context)
  File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\modules\bpy\ops.py", line 157, in _view_layer_update
    view_layer = context.view_layer
AttributeError: '_RestrictContext' object has no attribute 'view_layer' "

the script:

bl_info = {
    "name": "Edge Crease  ",
    "author": "RTJ3DCosplay",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "",
    "description": "delete in context",
    "warning": "experimental, not stable, at your own risk",
    "wiki_url": "https://your web or web of the maintainer",
    "category": "category where the addon is located"
}

import bpy
import bmesh
import mathutils
import collections
import math

from bpy_extras import view3d_utils
from bpy.types import (
        Operator,
        Menu,
        Panel,
        PropertyGroup,
        AddonPreferences,
        )
from bpy.props import (
        BoolProperty,
        EnumProperty,
        FloatProperty,
        IntProperty,
        PointerProperty,
        StringProperty,
        )

class EdgeCrease(bpy.types.Operator):
    """Edge Crease"""
    bl_idname = "object.edge_crease"
    bl_label = "Edge Crease"
    bl_options = {'REGISTER', 'UNDO'}

 # this is all i'm trying to do,
 # i select on edge then active this to loop select and set value to 1
 # id be happy just to set to 1 each time

    bpy.ops.mesh.loop_multi_select(ring=False)
    bpy.ops.transform.edge_crease(value=1)

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

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

if __name__ == "__main__":
    register()


texts: Mirror model in editmode without breaking UVs?

texts:
Basically the title. Blender breaks up the UVs when doing a ctrl+m in editmode. Anyone know of a plugin or perhaps a script that allows doing this without messing up? I know you can detach, mirror and then rejoin, but with multiple small objects needing to be mirrored in different directions it can be annoying.
-Cheers


texts: For Anime Modellers: How to paint Anime hair with many hair objects

texts:
Hi, this is a hair model I've been given to try and paint in an "anime style".
Are there tips or tutorials you guys can give on how I can approach to painting this?

My aim is to make the hair look close to this -- or something simpler.


texts:
I'm currently running into a weird issue with my scene and not sure how to overcome it. Firstly my cell fractured object with connections seems to be breaking before the ball hits it and when the ball hits the object not every connection is broken. Regardless of what threshold I use. Does anyone have any ideas?
Blend file:
https://pasteall.org/blend/a72bfbff307e424aacbc919d672b8026

Thanks,
Mitchell


texts: how do I add vertex paint over a base material?

texts: I have a model with a green base material, and I want to add vertex paint, but I don't know how to add the vertex paint in a way that doesn't fill the rest of the model with white.


texts:
Using a Blender python script I want to get the world coordinate of a specific pixel (or all).

Assume a camera has been defined (focal length, fov/angle, sensor size,etc.), and orientated/pointed as desired. Also, a large surface is defined, so the camera rays would actually "hit" objects in the scene (& not cast into infinity).

For example, Given 4 corners pixels of camera, where do they in fall in world coordinates (XYZ)?

Alternatively, a script could export the world coordinates (XYZ) for all pixels, then a "camera ray hit map" could be generated.  There's probably a better name for this.

From the very similiar question, "Get location in scene for pixel?", there are recommendations to use:

bpy_extras.view3d_utils & Scene.ray_cast

However I'm new to blender, and ray-tracing in general, and it is not clear to me how to proceed with these functions.


texts:
I'm following a time lapse clip which has to do modelling the PLayStation 5.
I cant seem to understand what the modeller is doing at 0:20 seconds,(I lowered the speed at 0.25) Somehow he is avoid a tri face. But If I continue modelling, as seen from the different angles I've provided I'll get a tri face in the corner of my model. Can someone please tell me what he's doing with the mesh to get a quad when he extrudes the mesh.

Thank you.

https://www.youtube.com/watch?v=WzGkQAfxakE&list=LLZ2XZXqOZRx6idQLEh4-RIw&index=2&t=13s


texts: Launch the full Dialouge of another script from within my own script (Export Add_On)

texts:
I have written a small add on that allows a user to create a mesh in a particular way. Once the mesh has been created I would like the user to be able to export the mesh to a dxf file for various reasons.
I have been able to figure out how to enable the 'io_export_dxf' add_on from within my own script while checking to see if it is already activate or not.
The issue is when I actually run the dxf export operator from the console or the script it does not launch the full built in dialogue box for file export that the add_on has built in to itself. From reading multiple post I can see that this is the intended function.  However, I would like the end user to have the full functionality of the dxf export add_on without having to go to the File Menu - Export Menu - Autocad DXF selection.  I tried other built-in export and import operators to make sure that it was not only this one particular add_on and I get the same results.
In short...I would like to run any built-in import or export operator from within my script and have it use the existing add_ons pre-built dialogue.
Any help  you can provide would be greatly appreciated


texts: Color gradient changing with surface curvature

texts:
I am wondering how to make a color gradient following the changes of curvature of a surface. The trick is, I would like the color gradient to only follow the changes of curvature along z, like in the image I post here.

Thank you for your help!

Gaël


texts:
I'm working on a model and I've noticed that when I look at others, they don't seem to end up with the same "mess" that I get and I would like to know if there's a way to avoid getting this result?

I don't mind having to fix this manually but I'm mainly curious as to why this happens. The model I'm making is a humanoid creature that's thin, tall and disproportionate.

Again, I don't mind having to undo this and I'm mainly curious as to why this happens every time I unwrap a model.


texts: How do I delete a mesh/object in the middle of my animation?

texts:
I'm an MC animator, and I am a noob. I want to create an animation where the world deletes, and the character falls into the main grid thing.

I use a MAC, and Blender 2.79b.


texts: Rounded mouth when using subdivision surface

texts: I can't make my character smiling when I use subdivision surface.


texts: VSE: Why is the first part of my sound cut off?

texts:
In track 1 of the Video Sequence Editor, I inserted the same piece of audio several times:

But when I render out the video, the sound byte sounds different on every occurence.
When I extract the audio track from the video and take a look at the waveform in Audacity, it looks like this:

As you can see, in most cases the first part of the sound is cut off by Blender, each time at a different location in the waveform.
Could someone explain to me why this is?
Of course I could fix this issue by starting each audio fragment with a short piece of silence, but that would make it harder to position my sounds at the exact right position in my video.
This is the sound file I'm using: http://www.mediafire.com/file/1nonz7niy3502xw/Bounce.wav/file


texts: Can't Find any of the add-ons on "Testing" for 2.8

texts: I'm trying to find the import-export after effects add-on; the youtube tutorial I was watching said I should find it in the "Testing" section of the "add-on" menu. But Nothing shows up on my "Testing" section


texts: Soldify modifier leaves gap instead of thickness?

texts: Hey so I'm trying to make eyebrows/eyelashes andnfollow tutorials but when I try to add a solidify modifier it doesn't make it thicker but it leaves a gap. How do i fix this? Thank you!


texts: I dont know why its not smooth, can someone please help me, Im a beginner in blender and I saw this tutorial online and seen this output not the same as him


texts: Unwrapping car problem, overlapping faces and uv "spaghetti"

texts:
I've made car model. I want to unwrap some details mesh. I've marked seams on all required (I think so) faces/places. Its my first so big model and unwrapping of so many faces. The result is strange:

It's my .blend file:
.blend file hyperlink


texts: Cropping and/or editing an UV map with multiple objects without joining them

texts:
I have this

and I'd like to stretch the contents to fill the UV map. How could I do that? Is there a way of editing a whole UV map containing multiple objects?

Thanks for the responses


texts:
I want to make the falling autumn leaves.
I did a system of particles, but when the leaf particles reach the surface, (to which I applied collision modifier), they do not entirely remain on the surface, but are "stuck" in it.

How can I make particles not pass through the surface and not get "stuck" in it?


texts: Recreating colored glass shader from VRay/Max to Blender/Cycles

texts:
Edit: Blend file:

I am converting a somewhat simple scene from 3DSMax/VRay to Blender/Cycles. I'm almost done with the conversion, but I am having trouble with matching the glass shader used in the original. Since a picture is worth a thousand words, here's where I am at for reference:
Original scene rendered in 3DS Max and VRay:

The same render, highlighting the glass that I can't seem to match:

Here is my progress, rendered in Blender/Cycles:

Here are the glass material settings in Max:

Here's the glass shader I'm currently working with:

Finally, here's a side by side comparison:

As you can see, the glass from 3dsmax looks a lot more translucent in the middle. It just looks better. I'm not exactly sure what I'm doing wrong, but I think the falloff map used in max is part of the solution.
Here is a stripped version of the scene for anyone here who wants to help:

Any help at all would be greatly appreciated!
Edit1:

So I arrived a material that comes a lot closer. I am updating this post so others may learn from it.
Here is the final render with the glass shader:

Here is the shader itself:


texts:
How do I add backdrop images like this one and see it in the render, too?
The one in the picture I added by Shift+A-->Empty-->Image...
Thanks


texts: Solidify modifier material Index offset not working

texts:
So I read in the blender manual and watched some tutorials where it is explained that the material index offset is used to choose a different material for the new geometry. Alright this is the screen shot and what I'm trying to do is making a spaceship that glows from the inside and I cannot figure out how to change the inside color with solidify modifier, and I'm new to blender so sorry if this question is a stupid one.

Here is the screen shot:


texts:
i'm wondering is it posible to mirror texture in paint mode after i apply mirror modifier and unwrap uv's, like symmetries model in sculpt mode but in paint with texture? Also i have turned on X Mirror and Topology Mirror in Options i'm wondering is there any option after i select one side to "one click" select mirrored side as well?

Note: For both questions Mirror Modifier are applied and model is already unvwraped.


texts: Circular array applied to an empty that is not in the world center

texts:
I'm modeling a knob so I want to copy an object along cylinder (which is not in the world center) faces. I've watched many tutorials and all of them show how to do that if an empty is in the world center. I cannot achieve the desired effect if it's not. I noticed that copied objects are getting closer to the cylinder when I move the empty closer to the world center (image #3) but I still cannot understand what should I do to get the array on the cylinder's surface. Could you please help me with this?

The original object's origin is in the center of the cylinder. My Blender version is 2.82. All transformations are applied to the original object.


texts: Lock Front/Top/Left views from entering User view when dragging mouse

texts:
Is there a way to lock the top/bottom, left/right, front/back views (ortho or perspective) rotation so that these views don’t accidentally move out into the user view when dragging with the mouse ?
note: this is particularly useful (to me) when using these views to do (blackboard/whiteboard) annotations and I don’t want to accidentally have these  top/left/front views be rotated out of their orientation when I drag the mouse.


texts: How do I move the pivot point of a given object manually, using the blue/green/red arrows?

texts: So I want to not just center the pivot to the Mesh (which was possible using this menu)  but also to the bottom of the object, where it touches the grid. How do I do this manually or by entering values by hand into a box?


texts: [blender 2.9]Shortcut Key to Pick Color on GreasePencil in vertex color mode on 3D viewPort

texts:
I want to pick color quickly like texture paintMode color picker shortCut[S].
Default Hotkey color picker ( eye dropper ) on vertex color  is [E].
However, it is only work on menu vertex color menu.
not working on 3D view port while drawing.
it is slow to menu press [E] ,to pick vertex color .

greasePencil eyedropper shortCut also exit.
If I assign shortCut like [E] (and inactive other same key's shortCut),it works even in 3D view port on draw mode of GreasePencil.
But greasePencil eyedropper could only pickcolor as adding material ,or add color to pallet.
It cannot pick color as vertex.
If you know the answer, I would be grateful if you could tell me.
[I tried]
Adding KeyMap of Eyedropper short cut of User Interface to GreasePencil(Global),GreasePencil Stroke Paint(Draw brush) in preference menu. But it does not work.

Reference
Is there a reference for how to add custom keymaps to operators in an addon?
https://blenderartists.org/t/grease-paint-eyedropper-in-vertex-paint-mode/1265552


texts: How to make eye tracker for flat eyes that already applying lattice

texts:
Im new at blender and i stumble this problem on my simple character project where the character using lattice / flat eye, is there any way to make an eye tracker to animate the character because the one tutorial i found need me to not applying the lattice modifier while my character already applied it and i havent found a way to do this with lattice modifier already applied, or is there realy no other way ?

blend file : http://pasteall.org/blend/index.php?id=52053

Thankyou


texts: Camera can't see object, it only renders the background

texts:
I've got a problem while trying to create a smoke simulation in blender 2.79 (internal render). I have already made a simulation which is appearing in the render mode, but when I'm trying to render it with the camera, the smoke is not visible. I'm very new to blender.

Rendered mode:
Camera Render Result:
.blend:
https://drive.google.com/open?id=17eeY1EcQnSQOAV3Uwez6f3_Yr7RTAEIf

Thanks in advance.


texts: See UVs for beveled curve in UV/Image Editor

texts:
So I'm making character hair and I have plane beveled on to a curve like this

Now I'm able to see the texture I apply on it, but I want to edit the UVs for it. I usually select the faces in edit mode in order to see them in the UV editor, but I'll have to convert the curve to a mesh for that.

Is there a way to do it without converting it into a mesh? I'll be duplicating this curve a lot and editing each one.

I'm using Cycles, if that makes a difference


texts: How to translate bump height into real world measurement?

texts:
So 1 Blender Unit is usually taken for 1 meter. Given that scale, how can we make a bump displacement texture that has 1mm (0.001bu) of height in Cycles?

Let's assume the texture has both pure white and pure black regions, since shades of grey alone don't give us practically measurable information.

I couldn't wrap my head around how to calculate this, especially when taking scale of the scene into consideration. Like, if you are looking at a brick wall from far away and you know the bricks jut out about 1cm (0.01bu) from the mortar, how would you go about preparing a texture with the appropriate bump scale?


texts: Basically the meshes on my 1911 model are becoming different colors and I have no idea why. It doesn't really seem like a problem to me, but I'd like to know how to fix it if it can be fixed. I'm using Cycles and I've already recalculated and even tried flipping the normals but nothing worked. By the way this model is not complete(clearly).


texts: I want to suppress self-shadowing, but allow to receive and cast shadows otherwsie

texts:
To make a forest for a project I'm working on I am using simplified cutout trees made from three intersecting tree image planes with transparency. these have the three planes spaced 60 degrees apart sharing a vertical central axis. I'm using Cycles.

The issue is that when rendered, the planes cast shadows on the other planes of the same tree, which pretty much ruins the illusion. The shadows cast on the ground are OK, just not the ones falling on the tree itself cast by other parts of the same tree.

I tried using an emission shader, and get pretty good results but only so long as the tree isn't being shadowed by something else (in that case, they seem to glow like they are radioactive).

Is there a way to configure the material nodes for cycles such that the object doesn't cast shadows on itself, but allows other objects to cast shadows on it, and allows it to cast shadows on other objects? Any other approach to accomplish this than the material configuration?


texts: Draw rectangle around active window (C or Python)

texts:
I would like to try coding a simple Blender modification: to have the active window (i.e. The one beneath the mouse cursor) outline in orange, with the title bar also lighting in Orange.

Is it possible to do this from the Python level, or is it necessary to go down to the C level?


texts:
So I have an animation that I am trying to render in cycles. It takes about 20 mins per frame (my pc isn't amazing) and is 200 frames. I want to render the animation overnight, close the program and come back to it later.
Question:
Is there any way to close a project after rendering, and be able to edit in the compositor after?
I know that you can do this with MultiLayer EXR files, but thats for pictures. How would I get a multilayer video?
Or is just any way to not have to composite the whole render in one go, and be able to close the program
Sorry in advance if this is already answered, I looked but found nothing.


texts:
I've been thinking or searching for solution about this, I've been trying to make the propeller spin but for some reason

https://www.youtube.com/watch?v=BcD4-3UVCSI


texts:
The 2 windows/panels I can resize are the ones you get by pressing "T" and "N"

I'm a blender beginner. I can't seem to resize any window after I create it, neither the properties panel on the right. The double-edged arrow does appear, but when I grab it and move nothing happens.
I'm on Mac.
Please help.

Edit:
here is a video demonstration of the problem:
https://www.youtube.com/watch?v=rig5zg9l4QQ&feature=youtu.be


texts: How to select objects and join them with Python

texts: My problem is that I have a scene with many objects , which are grouped into EMPTY, I need to take all of the objects in the parent (EMPTY) and unite them into a single object , if you do it manually, it takes a lot of time


texts: How to show the names of each bone on an armature?

texts:
For example I have imported a dota 2 3d hero model and I need to attach my item to a particular bone but I cannot see the names of each of the bones.

Is there an option to enable display of the bone name?


texts:
I've got a little problem. I tried to put a texture on a plane, but now it looks like this.

It looks very buggy and its cut at the half of the plane. How can I fix this?

Thanks for your help.


texts: What is that? How can I make it disapear?

texts:
What is that red line above the cursor?
How can I turn it off?
What did I press?
questions over questions about a red line in the 3d Viewport

thanks for helping!


texts: Most efficient way to create these hairs

texts:
I am trying to make a pipe cleaner but I am having some trouble to create the hair strands on it. I also want the strands to be translucent from the top part to absorb some of the light.
The hair strands are bunched together and then the bunches are spread across the metal wire.
I have tried multiple particle systems and also tried to fake it with a mesh but nothing seems to be working since I require good detail. So what would be the most appropriate and efficient way for it?
Thanks.


texts: how to use compositer nodes on a render farm?

texts: When i use sheep it it only uses one of my layers, it will not add shadows or background videos. I have done some research and figured out that sheep it does not support using the compositing nodes. So i'm wondering if i have the render of one of the layers. Can i send another one of the layers through the render farm and then combine them somehow? Maybe? Let me know


texts: How do I change the render order in the blender 2.8 2D animation tool

texts:
I started experimenting with the 2D animation tool yesterday but while using the array modifier to make a crowd I had the problem that all objects that overlapped overlapped the exact opposite way you'd think they would. Somewhat fixed it by rotating the camera around 180° but the problem persists in the top left corner. There is a button to "Keep original stroke on top", but that only helps for the original row and I'd prefer to know how to do it right than working around problems.

I'm also sorry if I did anything wrong, I'm new here.


texts: Is it possible to restore a project that I didn't save?

texts:
I created a blender model using blender and exported it as an .obj.
I the clicked File > Open and opened a Blender project.
My project before was gone. Is is possible to get it back. I didn't save it as a .blend.

I can open the obj but it doesn't have the correct edit points


texts: How to export 3ds and animation together?

texts:
I am using an engine(Blitz3D) that exclusively only supports .3ds and .x file formats.
I have found a  demo of a walking character and the code made Blitz3D extract the animation from the .3ds file somehow.
When I export the .3ds file, I have no animation. I tried opening the exported .3ds file with animation in Blender, but it also had no animation.
I made a simple walking animation that is just rotating.
It has no skeleton because the character is just a collection of cubes and I needed a simple animation(I tried doing a skeleton, it just turned out very horrible, weight painting didn't help at all).
So I just made it without the skeleton and it looked good.
Can someone please tell me how to export animation together with .3ds if that's possible?


texts: How do you make a character navigate along a grid in the BGE?

texts:
I am currently developing a concept of a game, and a critical part is the character navigation. The game is based on a 2D grid, and I need to be able to navigate one block at a time, in only straight lines.

If it makes it easier, the scaling is non-critical, so grid blocks can be one Blender unit.


texts: Gizmo (manipulator) is missing for some reason

texts:
I have a problem with gizmo
(I am not sure what it called but it is the three arrows of axes when you scale, rotate, move).

it disappears sometimes and I can't get it back unless I open a new project. Can please some one help me with that?

I am using Blender 2.8.
When I press Ctrl+Space the show gizmo box is checked.


texts: I want the mouse to move the camera.  Now I don't want to rotate the camera.  I am trying to make a top-down space themed game.  I would like something where I can move the mouse close to the edge of the window, and it moves the camera in that direction.  I'm guessing I would have to use python, which I'm pretty good at, but I can't find out how to make python move the camera. Any ideas?


texts: How well does Blender Rigid Body physics translate to real life

texts:
I am new to rigging and playing with rigid bodies physics in Blender. I use 2.76

As I failed to set up gears with large differences in diameter and the gears were impossible to make stop wobbling around while spinning with no restraints shown  by their own physic confinement (hole and axis) I wonder if indeed Blender can be used to simulate a mechanical real world transfer of rotating motion through a series of physical restraints such as holes, axles, bolts and nuts?

Is Blender good enough (and I simply failed to set it up in a proper way? I wouldn't ask this if I had found something useful on Youtube, but the person (blendersensei) presenting Rigid body constraints seemed to want to lock the rotating objects xyz positions as well as rotation in every other axis than the one set in motion. (I failed to do this as well, and only got a good laugh out of it.)


texts: Fire+Smoke simulation won't refresh in Cycles

texts:
Smoke+fire animation won't update with edits, stuck on old version. It was updating correctly earlier. Now, no matter what changes I make or what I select or delete or reload or delete everything the old animation still plays in the 3D viewport. It's not baked.

The simulation is setup with a particle system as the flow source for fire + smoke and a smoke domain.

Could it be the cache or an artefact left in the animation editor? I'm out of ideas because I have little experience with the physics stuff. It could be cache related but unsure how to test.


texts: Why can't I change the shading of one of my objects from Wireframe to Solid?

texts: I have two objects in my scene, a boat and a seat. When I try to change the Viewport shading to Solid, the seat changes but the boat stays in Wireframe. I tried looking for an answer before posting but didn't find one.


texts: Is that the right approach for modelling this shape?

texts:
I'm a beginner with Blender and I'm doing some basic hard-surface modelling exercises.
I am struggling with understanding the right approach to take. The rules of exercise are:

use only quads
do not use booleans or crease (to make the shape exportable)
the end result should be as simple as possible
there can't be any visible "pinching"

Here is the target shape:

I am applying a subsurface modifier to create the round extrusions, but at the same time, the cubic extrusions need to remain sharp. To do so, I am using edge loops.
But unless the flow of edge loops is controlled and kept around the shape to "sharpen", they would propagate to the rest of the object and "deform" the cylindrical extrusions.
To avoid that, I am creating some "complex" topology around the cubic extrusions to make sure that the edge-loops stay around these extrusions (basically they stay in the right corner of the overall object).
Here is what I mean by "complex topology" to redirect the edge-loops:

I can't help but think that there must be a better way to achieve that.
How would you solve this problem?
Here is the model in Sketchfab: https://skfb.ly/6URp6


texts:
I can do a LOT of things with Python in Blender, but for some reason I'm struggling with changing the material name.

When I import an FBX Blender renames the material names if they are dupes.  So I get a "Glass.001", "Glass.002" but I really need them to all just be "Glass".  I can rename them manually with no problems, but my code to do so fails.

for obj in bpy.data.objects:
    for num, m in list(enumerate(obj.material_slots)): #rename materials with . numbers
        if m.material:
            myhold = m.material.name
            if myhold.find(".") > -1:
                print ("Material is", m.material.name)
                tempholder = myhold[:myhold.find(".")]
                m.material.name = tempholder
                print ("Material is now", tempholder)
                print ("So should be", m.material.name)

which prints something like:

"Material is Glass.001"
"Material is now Glass"
"So should be Glass.001"

It must be something obvious but I don't get it.  TIA for any help.


texts: Does anyone know how to make an object hollow in order to cut cost for 3D prints? I want to create and upload to shapeways.com to make metal jewelry. Thank you in advance.


texts: How can I make the width/height of particles randomly?

texts:
I know, how to control and randomize the size, position and color of the particles in a ParticleSystem:

But is it possible to randomize the width and height of the particles too, so that there are rectangles that have different sizes in this example?


texts: Fluid sim not working, no liquid is being made

texts:
I've been trying to make a sim of oil flowing out of a pipe onto some objects I made for a school project. The problem is that no matter what I try, the domain doesn't seem to want to show up while it's baking. I've tried scaling up the inflow object and moving it out of the tube it was in and that didn't work. Then I tried changing another object into an inflow and still the domain doesn't create any liquid.

Earlier when there were less obstacles and the domain was smaller it did work.


texts: How do I get object names to appear in the render?

texts:
In my scene I have multiple objects (30+). In the viewport I have the handy control of selecting (in the Properties Editor) Object> Display> Name and copying to selected.

This is beautiful for diagrams etc. as wherever my view is at whatever distance these labels have been placed instantly, always face me and are always the same size.

How can you get these to display in a rendered view?

Is the ONLY option to manually create a label for each object, get them to track to your camera (Probably have to track to an empty miles behind your camera rotation otherwise they offset if your camera isn't facing exactly front on to an object) and add some sort of scaling property to change depending on how far away you are?


texts: What is the Difference between Displacement Node Normal Node and displace modifier?

texts: The Displacement node doesn't seem to be much different than a normal map, where as the displacement modifier will actually effect the geometry.  Am I missing something here, is there a difference in the node tree between normal mapping and displacement?


texts: Blender as a VSE - can I separate my editing into multiple scenes and render as single video?

texts:
I'm using blender just for the VSE functionality.  As such, I have created two scenes each with some movie clips.  I'm trying to render the output into a single movie using:

blender -b demo2016.blend \
        -S 01_Scene -s 1 -e 13 -a \
        -S 02_Scene -s 1753 -e 1760 -a

(From: Is there a way to batch render multiple scenes?)

In the properties window for each scene, the option 'Overwrite' is not ticked.

However, only the second scene is output to the final video.  Is this the correct approach?


texts: Unwrapping my simple 'Cubes' is distorting (most of) the faces

texts:
I've modeled a 'cube'guy with rounded edges, and I'd like to unwrap him in what feels like the intuitive way-- seams separating head, torso, and legs, and then two seams running the length of the sides... then unwrap along the Z axis while keeping the X and Y 'square'

But no matter what method I try, I'm getting a lot of distortion on the torso and head

Here are some things I've tried or checked already:

Vertically, just one seam in the back (or side) instead of one on each side... but that still gives this weird projected/curved distortion

Conformal Unwrap instead of Angle Based... gives even MORE distortion as it turns the islands into sort of a spiraling shape instead of a symmetrical one

Cube projection... but that gives me overlapping 'adjacent' faces. For instance, the frontside-righthalf and the rightside-fronthalf are unwrapped on top of each other, so that selecting any 'one' vertex/edge/face of them in the UV editor window actually selects two vertices/edges/faces. I haven't figured out a way to pull them apart without badly stretching other things, as all the islands are somehow connected still

Smart UV Project... Gives all my big main faces nice, square, non-distorted islands... but makes way too many seams-- it also gives all the tiny faces of the rounded edges their own big separate islands, spread all over. Seems like a nightmare to try and corral all of those to be neighboring (and small) like they should be

Project From View... Works great! ...for the front, or whichever side I'm viewing when I hit it, but I haven't been able to combine the four (well, five counting top) different angles I need to capture every face

My Object does not have a scale/transform/rotation... it's at the origin, with scale 1, and no rotation

There are no n-gons (I know in these pictures the top of the head is one; I have fixed it since, but the unwrap results are the same)

Please forgive me if the solution is just "UV wrapping needs a lot of manual fixing," I am very new to this and it seems like all the tutorials I've followed have much less distortion from the default Unwrap command!
I'm also encouraged/discouraged by the fact that the legs come out exactly as I'd expect, nice and square! But somehow using the same seam-technique on the head and torso DOESN'T!
Can anyone help point me in the right direction?


texts: Why is it that the second time I use the bevel tool it locks at the maximum bevel amount?

texts:
As an example, I will have a cube, and bevel one of its edges. And it works just fine. However instantly once I have bevel another edge of any model in the scene, it just gets locked at max bevel and I can't lower the width.

The first bevel it works just fine, and I can change it, however, I want to

On the second bevel it instantly locks at the maximum amount I can bevel, and I can't change it at all, except for adding segments. Why does this happen? I am using blender V.2.79.

I used to be able to choose the width amount. Selecting a line, hitting CTRL + B and then being able to control how much to bevel by moving my mouse, but I can't do that, it just locks in the maximum amount I can bevel.


texts: How can I let the User draw a curve in BGE while playing?

texts:
How can I make a Python code or mix python with blender things to make the user draw a track(will be a ball rolling over it) by leaving spacebar or click pressed to decide how will the track looks.
maybe creating a curve and making any object, like box attach to it

Note: I want it to be made in 2D.

later I could make something, I achieve to let the User press spacebar and while he moves the mouse it puts little cylinders that make kind a path thing, but they are so far one from each other, so is not exactly what I want...


texts:
so im about eight and a half minutes into this video: https://www.youtube.com/watch?v=GTq9sLQOiVs

and something isnt working properly. i have followed every step but this happens:

ive refollowed the steps, can anyone give me a fix or something?


texts: How to create a seamles UV map for an hexagonal grid texture?

texts:
I have very little experience unwrapping UVs. I'm not able to wrap my head around how to seamlessly create the texture for a beveled rectangle.

Here was my attempt when UV unwrapping it. I ended up with large, ugly seams.

In Rocket League they not have seams, but their texture was not a simply repeating hexagonal pattern like mine was. Theirs was filled with irregular sized hexagons, as well as pentagons in some places where the pattern needed to transition and curve.

I'd love any direction as to how you think the developers might have accomplished this seamless, custom UV texture.


texts: How can I move the axis of symmetry on a mirror modifier?

texts:
Sorry for this noob question but i really need help :( xD i want mirror this

and it mirrors like this

its supossed to be a bow so in the middle there are a heart and the other piece has to complete it but it mirrors in reverse?D:


texts: How to loop over the API for creating a generative code?

texts:
i'd like to experiment with code generation with the blender API, but i first need to understand how i could loop over the API within my code

for example bpy.context.object have tons of properties, we can naturally see those properties within the console autocomplete or within the Otuliner Data Api

let's take a modifier for example. (here above)
we can clearly see from the outlined or console that this 'Array' modifier have many properties (or functions)

i'd like to know how i can print each property module followed by the value assigned.
something like so:

import bpy

obj = bpy.data.objects['my_object']
mod = obj.modifiers['Array']

print('Properties of Array modifier:')

for modules,value in mod:

   print(f"property {module} : {value}"

i already saw this kind of solution used before, but it seemed to only work with bpy and bpy.utils

import pkgutil
import bpy
import email

package = bpy.utils
prefix = package.__name__ + "."
for importer, modname, ispkg in pkgutil.iter_modules(package.__path__, prefix):
    print("Found submodule %s (is a package: %s)" % (modname, ispkg))


texts:
When creating wood textures in Blender, I often use the Cycles 'Wave' procedural texture (the equivalent of the Blender-Internal 'Wood' texture). I can use it to create what appears to be very realistic wood grain.

However, I run into a problem whenever I'm modeling wood blocks with sharply cut edges. Real wood would have a different cross-sectional type of grain on each side, depending on how it was cut (for example, in the image below, one side would have a 'ring' structured texture, and the other two would each have a different 'band' texture). Moreover, if you look at any one of the individual dark bands, you'll see that they 'align' with each other across the three faces.

Is it possible to make three different procedural textures that align with each other in this way? If that isn't possible, is there any way to produce a similar effect using other techniques?


texts: Can I draw very simple plot in blender using data with python?

texts:
So, I have three columns of data points in CSV file for x y z axis. I KNOW how to import them inside but I dont know how to connect those points. What command to use and stuff.
For the sake of question just imagine we have points (0,0,0) (1,1,1) for (x,y,z). How to connect them and draw the line in blender?
No code provided because I have literally nothing.


texts: How do I reparent an entire model (and accompanying objects) to another armature?

texts:
I have a model composed of several objects: the main one is a body parented to the armature using vertex groups; there is head parented directly to the head bone, and there are also supporting objects for attaching other props, also parented directly to bones - the model wasn't originally made in blender and that's how it's imported. Props attached to the support objects are parented to them using constaraints.
Now, I obtained a modified skeleton that has added IK for arms and legs. Apart from this one thing, the names of deform bones, their locations etc. are all the same. Is there a quick way (or a script) to reparent everything - main body, head and the support objects - to the new skeleton without the offsets blowing up? If it was just one character, I would do it slowly by hand, but there are lots of them - all with the same structure.
Thanks in advance for any help.


texts: Shadow Catcher, Shadow Rendering Behind Tracked Camera Scene

texts:
I asked a question before but I think the problem has changed enough to ask it in a new way.

I tracked some footage using the setup tracking scene button, and had issues with the rendering.  I switched over to Cycles from Blender Render , and used Shadow Catcher. This seemed to work until I exported the render, which I think is placing the shadow below the tracked camera scene.  When rendering, the image viewer shows the shadow background layer being rendered, but the final image doesn't have it.

Is there a way to bring it forward above the camera scene and below the object casting the shadow?  This is a screenshot of my workspace.

OKAY!  I've done some work and gotten pretty good results.  I believe my issue before was that I had objects on the wrong layers.


texts: Is it possible to create (and delete) armatures or hooks at specific keyframes?

texts:
In Blender 2.82a, is it possible to create and delete armatures or hooks at specific keyframes?
Questions such as this one and this one are similar, but they are about triggering visibility in rendering. They don't seem to address creating or deleting meshes, nor do they address armatures or hooks.
The rationale for doing this is that my collaborators and I have been trying to combine cloth and a sequence of "movements" (which update the cloth). So far we've been stuck in that pinning and moving vertices using armatures or hooks will cause simulation to behave as if the vertices start from the original position at frame 0 (e.g., as described in this question). One potential solution to that might be if we can create an armature at frame X, pin vertices, and then perhaps that might use updated vertex positions at frame X.


texts: Importing X, Y, Z data with a know datum

texts:
I am an archaeologist and I need help. I want to make a 3-D model of archaeological structures that I have x,y and Z data for. The xyz data are in CSV file format. I could also make a shapefile in ArcMap. I would like to try and load the coordinates in but I am not sure if there is a way. If I have to do it manually that is okay. Is there a quick way to do this?
Thanks
Jacque


texts: Why 38000M peak when trying to render image

texts:
When I am trying to render an image with 32 samples the peak M gets to 38000 and the crashes with CUDA error for not enough GPU memory.
We just bought a new computer

Rtx 3070
32 ram
Cpu AMD ryzen 9 5950
Water cooled

The file takes 10 minutes just to open, thne crashes when trying to go into render view mode
Have 158 million tris
80 million verts and faces


texts: How do I eliminate a harsh lighting issue on my cylindrical glossy model?

texts:
I am new to blender and have recently created my first model.  I created the mesh and then textured it, added a world environment texture, and rendered it only to find a very dark harsh "shadow" around the rear of my model.  However, the shadow only appears when I add a face to the back of the model to complete the whole mesh.  I have included pictures so you can see what I am talking about.

Without the rear face

With the rear face

In the first picture you can see the model's cylindrical body WITHOUT it's rear face resulting in no shadow.  However, in the second picture, a face was added to the rear of the model resulting in a harsh shadow as shown.
I am using blender version 2.73


texts: Is there a quick way to move a keyframe to a specific frame?

texts:
What is the easiest/fastest way to move a keyframe to a specific frame?

In other words, is there a way to type in an absolute frame value with modal numinput (which uses the delta by default)? E.g. type G140 to move a keyframe to frame 140?


texts: First time using stackexchange, so bear with me. I'm making a mid-poly character in Blender 2.8 for a third person shooter in Unreal Engine 4. . While I am satisfied with the shading so far, the model takes up nearly 500 megabytes of memory, far too much for a game asset. I am using a combination of 1024 and 2048p resoultion PBR materials.I have been trying to bake a single diffuse, normal, roughness, and metallic map onto a copy of the model with a packed uv map and just a single material, however the resulting texture images look nothing like they should. I'm really new to blender and just learning about how to use cycles baking, so any help is appreciated. Thank you!


texts: Distance between objects is kept constant for rigid body

texts:
I tried this tutorial here:
https://www.youtube.com/watch?v=nHVYYMG3QVY and I'm stuck by creating the chain correctly (I'm pretty new to Blender). I think the problem is that the chain links keep the same distance when falling. This leads to the chain falling in it's entirety like a stick (see screenshot a few seconds after begin of the simulation) and not falling into each other like the tutorial suggests (at 02:08).

I think that I carefully followed the tutorial, created the chain in the same way as suggested and changed the rigid body collision shape to mesh and copied it from active for all chain links. I tried centering the origin to center of mass but that doesn't help.

The blender version in the tutorial from 2014 is different to mine which is v2.78, so some option seem to be new or different. Maybe that is the problem (or I just got something different wrong). In this context the source below shape does not show up in the tutorial (and is set to Deform as default). What am I missing?


texts: Is there any way to plotting in 3D viewer without using object and mesh?

texts:
I'm trying to use Blender as assets creation tool for my own stuff. I added width and height custom properties on objects, and I want the bounding box to be shown in the 3D view.

Currently, I achieved this by adding non-selectable objects and meshes, but they would be still on the Outliner view, which may confuse my users. So is there any way to draw lines in the 3D view without using meshes?


texts:
I have an awful lot of models to rig, and most of them have lots of loose parts in each mesh that function as hairs when used with a toon shader. My issue is that when I apply an automatic weight paint the geometry is painted very erratically, almost at random. If they were slightly off they could be tweaked, but most are paired to completely wrong bones on the other side of the armature.

Does anybody know of a better process? Or a way I can get the auto-painter to recognise the loose geometry as part of the whole mesh?


texts:
Im having a few issues learning to bake. I have created a model of an onramp, its a solid mesh, consisting of two materials (/w assigned faces) UVMapped, one being the "road" and the second being the "cement". my goal is to bake several UVs into a single one for the final texture.

here is the UVmapped onramp, the end result should be identical, but with a single baked texture.

I've only selected textures, created a new blank image for the render, and pressed bake

alas its black, there are several lamps on the scene so it's not a lighting issue.

I also selected the new blank image, went into edit mode, and unwrapped the mesh (its black against the new blank image), after blicking "bake" I get this monstrosity!

whats happening and/or how do I get the proper end result?


texts:
I basically want to create this in Blender

But I have some trouble creating the textures for it. I have created an UV map for it which looks like this.

Now I just want to paint on the UV map. But I am not sure how I would paint those textures. I need some some masking tools, for example I only want to paint on a specific face and not on the whole texture.

I also need some tools like the fill tool and the ability to draw lines because as you can see it is not hand drawn.

Can I do this in Blender itself or do I need to use an 3rd party tools like Photoshop/GIMP?


texts:
I have this problem.. i want to combine the objects into a group so that it becomes one object and when i move it (the group of objects), it moves as a single object/model. I know that we need to press ctrl + J to join the objects but this is not i want to do. I want to keep the materials separate. when i press ctrl + J everything becomes one and shares one material.

It might be a very basic thing for some but for me, i have never needed to do it before. so.. kindly guide!


texts: I don't know how I did this. Can someone explain. Is this lighting? shading? why the extreme black and how do I fix this? Thank you. Cheers!


texts: Init object every time file new is called

texts: I'm using a Python class static members properties in order to store the state of the addon I'm developing. It works fine and my Python class is brand new every time I start Blender. Problem is, if I do file->new or revert, that class is not created anew and still stores values that are relevant to the old file. Is there any way to achieve that?


texts: Imported alembic from Maya. No lights are working at all besides Sun light?

texts:
I am new to Blender and have been struggling, trying to read online as much as I can to try to solve this but I am stumped.
I had a friend animate a shot for me in Maya. He exported out his scene as an alembic cache and passed that on to me. I imported the .abc into Blender - the animation worked, and I was able to manually set up the shaders and textures again.
However, once I went to start lighting, it seems that no lights are working at all - the scene is just black for the most part. The only light that does work is a Sun light. But point/spot/area - even if I turn up the size and power of the light to insane numbers, nothing is being lit.
The scale of the scene is pretty massive, as the subjects are a spaceship and a planet in space. I tried reducing the scale of the scene to 5% its original size, to see if maybe it was just too large for the lights to catch anything, but even at a smaller size, I was seeing no light.
There's also a random "directionalLight1" in the scene that I did not create, it must've ported over from the .abc.
Here's a link that has my .blend scene and also the original .abc if anyone wants to try importing from scratch:
https://drive.google.com/drive/folders/1I-6OXrT-VAyYe_4-ANUYUOC1mW3aX7lV?usp=sharing
Appreciate any help on this as I am truly stumped! Thank you!


texts: Is there Way to Cover Surface this Ways not Working Very well { Fill/Grid Fill/Beautify Faces } take match more time to solve

texts: My Problem is Fill Around holes and used all ways but not Working as I wish , manual Editing take More time


texts: Images as Planes in Eevee having weird transparency

texts:
I have a weird problem with my viewport. As the images show, there are some very basic objects. But some textured objects are shown through other objects, although they should be hidden. It's obvious with the gravel – the object with grass texture should conceal a part of the object with gravel texture. On the other hand, the gravel goes some way under the plain white object, and is hidden by it, as expected.

I'm anything but a noob with Blender, but switched recently to 2.82. This problem happens with different objects and different materials, even with Cycles or Eevee. Could this be a graphical glitch? My PC isn't anything but bleeding edge, more kind of usable ol' buddy. Never had this behavior with 2.79b.

Thanks in advance.


texts: Where are the item dialogue boxes in OS X?

texts: I thought Blender would work the same on a Mac as it does on a PC, but I cannot seem to find the item 'dialogue boxes' that exist on the PC version. Anyone know how to bring up an item dialogue box in OSX version of Blender?


texts: How do I convert my blender file into OBJ format? Is there a specific software I need? Or is there a blender add on?


texts:
I found a hard surface modeling technique in the video below (link) but i have no idea how to make it work. Skip to the minute 28:00 of the video.

https://www.youtube.com/watch?v=oJbxu_GLMz0&list=WL&index=4&t=1583s

Please someone know how could this work?
Thanks in advance.


texts: Set Multiple Target Objects Simultaneously

texts:
I have a number of different objects with similar armatures that I reuse regularly in animation.

Each contains multiple bones with various constraints and drivers that have to reference other objects in the scene to work. The reference objects change based on the scene and so I'm looking for a way to streamline this process.

Simplified example:
I have a cube with an armature with two bones. Each bone has a constraint and each a driver. The constraints and drivers all need to reference the same object. Currently I'd have to do each one manually.

I'd like to know how one might go about setting all four references at once. By having three all reference one or by having all four reference something else (a custom "Set Target Object" panel in the UI somewhere??). I assume this can only be done via addon or a script but any way of speeding this up is greatly appreciated.

Thanks for your assistance.


texts: I'm still getting to know blender a bit and I was curious if there was a way to achieve a morphing/shapeshift effect using separate character models - specifically from MB-Lab. I know you can change the model with shapekeys, but that requires manually editing the vertexes into the target shape. Is there perhaps another method? Or at the very least, any tricks to make manual vertex editing a bit less tedious? Thanks for any help!


texts: Soft lighting through translucent material in cycles

texts:
I'm making an interior scene in which all light comes from a window with a curtain. This is an image that shows the effect I'm trying to achieve:

The light source is a plane with an emissive material outside the room. Without the curtain, the scene looks nice. However, I can't find a way to make the scene illuminated and have the curtain look good at the same time.


texts:
Currently I'm using the 'Cell Fracture Add-on' and want to remove the doubles. To do that I have to make all fractures into one single object so that I'm able to go into Edit Mode. Normally you only need to press Ctrl+J, but somehow nothing happens.

How can I fix this problem?


texts: How can I make a hole in a hole in a hole?

texts:
How can I make  of a hole in a hole in a hole by using Blender?

There is an image from this book.(page 22)


texts: Focal Length in Walk/Fly Navigation Mode

texts: How do I change the focal length in Walk/Fly Navigation Mode?


texts:
After the script that was working as mentioned in my earlier post. I am trying to create a blend file that has the scene setup and a script that has the locations of the objects available in the blend scene. I am able to see the new positions created by the script to the objects in the blend scene. But I am not able to bake them all. I get the below error.

RuntimeError: Operator bpy.ops.rigidbody.objects_add.poll() failed, context is incorrect

This is relevant to the lines

bpy.ops.rigidbody.objects_add(type='ACTIVE')
bpy.ops.ptcache.bake_all(bake=True)

Let me know if you have come across this kind of error. How do I make the context correct. When I try to the print the objects that are in the scene, I am able to see the objects in the blend file. What does the context here mean?

Thanks in advance!


texts: Fluid Simulation bakes, but cannot see water flow when playing video

texts:
I'm very new to Blender. I used it to create a simple water simulation successfully with a domain, collision effector, and an inflow.
I'm using version 2.90.1
I've attached my blender file.
I'm trying to get Blender to run water through this tool I have. I have set one sphere(part from solidworks) as an inflow. The rest I set as collision effectors, assuming this is the correct selection to act as constraints to the water flow. I also tried Flow > Geometry.
My issue is after baking, I do not see the water flow through the model.
Does my part have to be modeled in Blender to be able to apply physics to it?
The model blinks as it's running the clip, but I don't see any fluid simulated.
I read on another post to set to final resolution, but I have not been able to find this option in version 2.90.1
Thanks :)


texts:
Newbie here with possible strange request.

I am learning anatomy, currently by studying a 3d skull.
I would like to lit it in some ways, so that the faces facing front would be in a certain color, the faces facing left in another, the faces facing right in another.. you get the idea.
This would come with some threshold i guess: lit faces that are x degrees facing front for example.

I guess that i would have to dig into creating a shader to do so? Maybe with the normals?
Maybe what i want is not possible?

Thanks in advance!
Y


texts: Exported model not transferring with UV Wrap to Unity

texts:
I'm fairly new to unity so my apologies as I try to work this out.
I finished a model in blender that contains a few objects and uv wraps:
When I load up the obj or fbx export of the entire project it shows up normally with everything attached:

However upon putting the model into unity, the object mesh will only show up and I can't find how to exporting everything as is.
This may be more of a unity problem but I thought I'd try here
Again, thank you for your patience and help ^_^


texts: how to import a .3ds model in Blender 2.65 via console

texts:
I just need to import a .3ds model into the scene using the console/scripting.

The main file is in C:Users\Me\Desktop\Maps and the .3ds model is in C:Users\Me\Desktop\Maps\Models

I'm pretty sure I should be using bpy.ops.import_scene.autodesk_3ds() but I honestly just keep getting the following errors:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.65\scripts\modules\bpy\ops.py",
    line 185, in __call__     C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)
  File "C:\Program Files\Blender Foundation\Blender\2.65\scripts\modules\bpy\ops.py",
    line 142, in _parse_args
  raise ValueError("1-3 args execution context is supported") ValueError: 1-3 args execution context is supported

Exactly how should I type out that line?


texts: Mesh will not show any material colors in the cycles quick render (shift + z)

texts:
I have a part of my mesh that is supposed to have an emission material (applied in cycles). I can see the material in the preview window on the side, and the nodes are the same as any other basic material (emission > material output), but it just won't appear when I do quick renders, in the way that the other materials appear. In fact, even if I apply a material that is being used in another part of the mesh, this one part will still only appear as gray.I also want to say that these are only materials, and I haven't added any UVs or anything to the other parts of the mesh, which display their materials just fine.

No emission

No material appears at all


texts:
I have installed Blender 2.83 in my arch Linux installation and it crashes. I downloaded it from the repo then also tried from the official site. It still fails.. help needed

# Blender 2.83.0, Commit date: 2020-06-03 14:38, Hash 211b6c29f771

# backtrace
blender(BLI_system_backtrace+0x34) [0x55806be25ba4]
blender(+0xd03e7d) [0x558069b6ee7d]
/usr/lib/libc.so.6(+0x3c3e0) [0x7fa86daaa3e0]
blender(GPU_draw_list_command_add+0x57) [0x55806bcf68f7]
blender(+0x10b9355) [0x558069f24355]
blender(+0x10bac94) [0x558069f25c94]
blender(+0x10e5916) [0x558069f50916]
blender(+0x10b22f3) [0x558069f1d2f3]
blender(DRW_draw_render_loop_ex+0x2c7) [0x558069f1d5f7]
blender(view3d_main_region_draw+0x98) [0x55806a5d3dd8]
blender(ED_region_do_draw+0x8a1) [0x55806a1a1e61]
blender(wm_draw_update+0x4d5) [0x558069e30a75]
blender(WM_main+0x34) [0x558069e2ea34]
blender(main+0x36b) [0x558069b3d31b]
/usr/lib/libc.so.6(__libc_start_main+0xf2) [0x7fa86da95002]
blender(_start+0x2e) [0x558069b6b0fe]

Note: My arch installation is also new.


texts: How can I make a fluid (smoke) follow a particle system?

texts: I'm using Blender 2.82.7 for this.  I need to make a tornado, I created the particle system, I created fluid physics, but when I make the final bake the system does not behave as I wanted and it spreads.  Is there also a way to save the cache?  It takes a long time and when I close Blender I need to bake again.  I'm using Blender 2.82's new Mantaflow system.


texts: How to offset the start of rigid body physics to a specific frame

texts: How can I tell Blender not to start applying physics until a certain frame? Is it possible? I have a very complicated shot, where a massive object is crashing though various different cell fractured elements, but despite having tried the Enable Deactivation/Start Deactivated and trying somehow to set up keyframes for the Dynamic check box, all of my objects that are supposed to activate when my large object interacts with them end up just breaking apart on their own free will at the beginning of the animation. Is there a solution I am missing?


texts: How to duplicate objects with constraints using script?

texts:
I have a few objects which are connected. This code copies without constraints. How should I modify it for duplicating ALL things on the scene?

import bpy
for ob in bpy.context.scene.objects:
    ob.select
    bpy.ops.object.duplicate()


texts: When I create several objects, each time I try to work on a particular object, the rest of them are affected directly with any changes I make with the object I'm working on. Grouped by default. I clearly see that when I click to select on object, the rest of them are highlighted as well. How do I unlink this connection?


texts: Animate armature from 3d joint locations

texts:
I have a simple human armature that I am trying to animate based on real-world 3d coordinates. These are coordinates of 21 distinct joints in (x, y, z) format. Based on the way that I generated my data, I cannot guarantee that the bones are globally the same length, but I assume that it will be close. To combat this, I produced an armature that has a parented joint structure, but where the bones are disconnected. It looks like this:

I want to set the bone head and tail position of every bone in my armature, and then animate it from the data that I have using the python API.
I have a super simple script that I am working from to read in my data and assign the proper objects. I was attempting to assign positions to head and tail, but I see that the pose_bones are read-only for those objects. Thus, I created a few extra bones and just set .location to see if I could get my bones to move. My script translates all of my bones, but every frame appears identical (not to mention extremely disconnected) - even though my data is not constant in every frame.
Here is that script:
with open('frames.json') as f:
    frame_data = json.load(f)

# frame_data is a dictionary of dictionaries that looks like this:
# {'frame_0' : {'joint_name': (x, y, z), ... }, ..., 'frame_n': {} }

rig = bpy.data.objects['metarig']

for frame_num, joints in frame_data.items():
    bpy.context.scene.frame_set(int(frame_num))
    for joint_name, joint_positions in joints.items():
        if "hand" not in joint_name:
            rig.pose.bones[joint_name].location = joint_positions
    rig.keyframe_insert(data_path="location", index=-1)

I assume that I am accessing the wrong object to update positions, or that I have to switch back and forth between edit mode and pose mode in every frame, but I am not sure where to turn.
When I run my code, I get some craziness that looks like this:

I am suspecting that the giant gaps are because I am not updating the head and tail positions. How does one do that explicitly? And is there any reason in particular why every frame is identical?
I am completely new to blender, and this is the first time that I have ever done a project with the software, so I apologize if my question is a little elementary.


texts: How to mirror or flip duplicates in edit mode?

texts:
I'm currently trying to create a duplicate of the character's shoe with the shift + d method but I'd really like to know if I can flip/mirror the vertices selected so it'd look like I have a left shoe, not just two right shoes.

Normally what I would do is duplicate the model, then delete everything I need however for some reason this stops the shoe from following the rest of the model(and that's after I've rigged the new shoe, weight painted and everything) so I'd like to know if there's a way to just flip/mirror only the vertices I have selected in edit mode? Similar to how you van horizontally flip an image in Microsoft paint.

Here's a basic image of what I'm trying to do:

I'm sure there must be a way to do something similar in blender, it seems like something that would be part of the program, any advice would be greatly appreciated :)


texts: Wind force field won't affect cloth simulation

texts:
I am trying to use a wind force field to cause multiple cloth simulation objects to be blown away from their initial location, however when I play the simulation, the simulated cloth objects just fall downwards. I am following a tutorial and have made sure I followed every step, if anyone knows what the issue is and how to fix it, please let me know.

Here is the .blend file:


texts: Having trouble panning/rotating with two-fingers on trackpad

texts:
I'm having trouble with something that's hopefully pretty basic. I just got a windows laptop after using a macbook for a while. I was surprised to find that blender was not acting the same. On my mac, when I do a two-finger scroll, it rotates the view, and when I do shift+two fingers, it pans the view. On my new laptop, it acts like it would with a deskop + a mouse: to rotate I have to click the middle mouse button (in my case, left-click+alt) and move it, and to pan I do this +shift.

This seems like an unnecessary number of keys to be pressing when I have scrolling functionality built into the touchpad. Any suggestions?

I have an asus laptop with an elan touchpad, the latest drivers installed.

Thanks!!


texts:
I have found a conflict in how I want to UV unwrap my model for cloth modeling:

For material patches, it seems natural to make use of the seams the real thing would have (easier to paint the texture correctly).

For making seams look like seams I need to be able to paint over the real seam, making it hard if I use the real seam as UV seam.

How are such cases usually handled?


texts: Setting GPU rendering: CVMCompiler has now run for 5 hours

texts:
I've got an AMD 6750M graphics card with 1 GB of VRAM and Blender 2.79. I successfully selected the card as a GPU target in the user preferences.

When starting my render, Blender says: Loading render kernels

According to Activity Monitor a process named CVMCompiler has now been running for over five hours. That surely is more than a few minutes?

The rest of macOS is practically unusable, as it seems most things are reliant on the GPU. When I force quit the process, other apps, including Safari, become responsive immediately.

What could be the issue? I can't see any signs of any errors, but where should I look to find any?


texts: Application mtree not working (MacBook Pro, Catalina 10.15.7)

texts:
I'm trying to download and install the MTree Addon (latest release) from Github on a MacBook Pro Catalina 10.15.7 Blender v2.83.4.
It is the first time I'm trying to download a 3rd party addon, so it's highly likely that I'm making a mistake.
What I've done so far:

Downloaded the .zip file from Github and unzipped it

Copied the file containing the .py scripts and pasted it in the Blender "addons"-folder

Opened Blender then Edit>Preferences>Add-ons, where the checkbox for the mtree-addon doesn't seem to show up.

Then I tried:

Copy same folder containing .py files

Pasted it in the "addons_contrib"-folder

And this message shows up in the "Add-ons" section of "Preferences" in Blender:

This conflict confuses me, since it means that the contents of the folders are recognized but, as I said, the checkbox for the add-on doesn't appear in the Preferences.
Any help or idea as to what could be the problem?


texts: How to create normal map image from camera view?

texts:
Good day, I have scene in blender with many objects (picture below) and want create a normal map of this scene from camera view. Is it possible make it in blender (I found only way to create normal map for one object and need make uv map). Mybe it possible if I export scene in different program, like 3d max?

Example of normal map I need (made in Photoshop with nvidia plugin)


texts:
Here, I have tank track model. I'll use this model in the Game, so I will just translate texture to x axis.

Top and Bottom uv are well mapped, when moving texture to x axis, it's moving circular.

But the side parts, it's just have same shape, UV doesn't laid out as square like top and bottom faces.

I tried to make those UV to square just like top and bottom parts, but everything was failed.

How to convert UV of those side faces to square laid out just like top and bototm faces?

Here is the model:
https://drive.google.com/open?id=1y9HfS_kLRFU52F4GAAysc_km_fSStU0o


texts: after reset blender and when added new objects that could not been seen.

texts:
Hi can anyone helped to check out what's wrong on the script, thanks
After reset blender and when  added new objects that could not been seen.
used the blender console implement the script it works good.
but use .py got the result the object had been added turn out to be a orange point.
the first generated file test0309.blend is ok. But the second generated file test0309_2.blend the sphere only show as an orange point.

import bpy
import os
import bmesh
import math
import mathutils
def reset_blend():
    bpy.ops.wm.read_factory_settings()
    for scene in bpy.data.scenes:
        for obj in scene.objects:
            scene.objects.unlink(obj)
    # only worry about data in the startup scene
    for bpy_data_iter in (
            bpy.data.objects,
            bpy.data.meshes,
            #bpy.data.lamps,
           # bpy.data.cameras,
    ):
        for id_data in bpy_data_iter:
            bpy_data_iter.remove(id_data)
def main():
    bpy.ops.mesh.primitive_uv_sphere_add(size=10,location = ( 0, 0, 0))
    output_filepath=os.path.join(bpy.path.abspath("//"),"test0309.blend")
    bpy.ops.wm.save_mainfile(filepath=output_filepath)
    reset_blend()
    bpy.ops.mesh.primitive_uv_sphere_add(size=10,location = ( 1, 1, 1))
    output_filepath1=os.path.join(bpy.path.abspath("//"),"test0309_2.blend")
    bpy.ops.wm.save_mainfile(filepath=output_filepath1)
    reset_blend()


texts: How do I make the camera snap to position

texts:
I want to be able to have the camera move somewhere instantly, is this possible?
Like when the camera jumps to a different angle in a different shot.
P.S I'm very new to animating, so, please be patient.


texts: Cleaning unused Material Slots in Blender 2.80 Beta

texts:
In Blender 2.80, I've deleted a material and have empty material slots on my objects. I want to clean this up.

I have this bit of code:

def clean_mat_slots(self):
    bpy.ops.object.select_all(action='DESELECT')

    for ob in bpy.data.objects:
       if ob.type != 'MESH':
           continue

       ob.select_set(state=True)
       bpy.context.view_layer.objects.active = ob

       # Delete all material slots in bounds object
       for i in range(len(ob.material_slots)):
           print("mat slot:", i)
           ob.active_material_index = i - 1
           bpy.ops.object.material_slot_remove()

But it does not clean up the slots as I expect. There are no errors reported when I run the code.

Any ideas?


texts: Rename first uvmap of selected objects with each having multiple uvmaps

texts:
I need to rename the uvmap of several objects to same name so I can merge them. I found this script here:
How to rename UVs of all the objects?
import bpy
for obj in bpy.context.selected_objects :
    for uvmap in  obj.data.uv_layers :
        uvmap.name = 'UVMap'

However that code fails on me:
AttributeError: 'NoneType' object has no attribute 'uv_layers'
Error: Python script failed, check the message in the system console
How to fix it?
I did figure it out. It was an empty that was also selected that caused the script to fail because the empty had no uvmap. Deselecting the empties allowed the script to run.


texts: Objects material strange behavior when rendered

texts:
Here is image and it will tell everything. Left is rendered, right one is as you can see object mode shown as materials.

I am learning blender and this is my first project after watching one tutorial so i have never came up this problem.


texts: How to show accidentally hidden menu bar?

texts:
Here is the blender window I have:

As you see, it doesn't have the menu that is usually displayed at the top of the screen.

How can I get the menu back?


texts: I have two cameras in my project but they are shown differently (one is represented bigger than the other), although they have the same focal length and the same sensor size (and the same scale). Are there any other properties that are considered when drawing the camera representation?


texts: Game Engine object getting darker as it scales

texts:
Working in game engine, objects are fine in 3d view, but once I start the game engine, object size has an inverse relationship to its material brightness. It's almost like there's a set amount of light each object reflects regardless of area, so larger objects are darker.

There's what I mean: The Below are three identical planes, with the same material. I actually took the first and duplicated it, changing nothing but the scaling.

Here it is in edit mode, with the mid-sized one selected so you can see where they meet:

Object mode: as you can see, indistinguishable:

But once I start game engine, the smaller one is blindingly lit, the middle one more or less what I expected, and the largest is extremely dark:

It's not that the largest one is furthest from the lights, because the position the lights are directly on top of the middle one and it's still dark; also, there is no gradient, it just goes from one color to the next. (There's a little green to the inner plane.) Changing the Diffuse intensity does nothing; lowering Specular intensity gets rid of the white and makes the whole inner plane the light green of the upper right corner. Making it Shadeless (under Shading) results in uniformity, but of course no shade.

This seems too consistent to be a bug rather than a feature, so I figure I must be doing it wrong. But I checked the documentation, this site, Google in general, and I can't find it. Maybe I'm just not understanding the words.


texts: alter paths for boost libs in Blender's CMake to use my system boost

texts:
i need help on how to alter blenders cmake to use my system boost instead of the one it dowloaded by itself. It automatically dose it for python, to us the same python I'm using on my computer. I believe this is pretty simple to do, but i have no idea on how to do it.

the reason for this, is that there is a library I'm trying to run in blender and it makes its own bindings with the boost it is made with. and so i can import DLIB into blender, but i cannot use any of the advance features. From going around the web, the only way for it to work properly in blender is for dlib to be compiled with blenders boost, which i believe is much harder to do, or for blender to be compiled with dlibs boost, which is what I'm going for.

So how do you do this?

thanks pascal


texts:
In the Freestyle render settings under the Freestyle Line Style rollout there are a group of settings having to do with chaining.

I have played around with these settings in a number of ways and haven't really found any noticeable impact on the render.  So what is chaining and what does it do?


texts:
Is there a shortcut to copy an exact value with all the hidden decimals (those you see when calling the value in python) ?
I used to think that was what you were getting when hovering the value (without clicking) and hitting Ctrl+C but apparently not.

If that's not possible, can we then display more decimals in the UI without changing units ?


texts: Create a curved face between two bezier curves in Blender 2.8

texts:
I'm trying to create a curved face between two curved edges. I've converted two parallel bezier curves to mesh

but when I switch to edit mode, select 4 of the vertices, and hit F it doesn't create a face.

Can anyone see what I'm missing? I'm very new to Blender.


texts: How to get sharp red to blue in weight paint from vertex group

texts:
I am following How to make towels tutorial by BlenderGuru.

I can't seem to get that sharp red to blue that he does. My selection includes the full weight gradient (greens and yellows. view images). Is there a setting that I am missing? BTW - The vertex group is the whole mesh with weight set to 1, and the selections are set to a weight of 0.

Selection:

Weight Paint:

UPDATE: adding blend file in case anyone wants to take a look at it. Note - the particle system was removed to reduce the file size


texts:
I have this overlay scene

The numbers are all part of the same text with spaces among them. If I don't make them into meshes and run the game, some spaces between them get lost so the numbers are not where they supposed to be(every number in the start of the respective box). If I alt+C and make them into meshes it works. Why does it fail to work if they are part of text?


texts: Object>>rigid body>calculate mass: mass estimates are bit out on shape created using Maths Mesh tool

texts:
I was hoping to use Blender to calculate the mass of shapes with curved surfaces.  To start I took a 1m cube and performed a boolean difference with a parabolic curve (x=0 to 1m)that was extended horizontally for 1m and removed the upper part of the cube.
The volume remaining is 1/3 m^3 (by basic integration of x^2 -> x^3/3).  However, using the "calculate mass" option for rigid body under Physics properties, using lead as a material for the density. the mass of the cut object was 30.6% of the mass of a 1m cube also of lead - as opposed to the 33% I expected and hoped for.
I am trying to figure out where the error has occurred.  The parabolic cut looks fine and so I think there must be an inaccuracy in the way Blender estimates the volume of shapes with curved surfaces.
Please could you tell me how Blender estimates the volume of an object when using the calculate mass menu item.
I have constructed scales in Blender using rigid body simulation and hoped to show Archimedes Method of Mechanical Leverage where integrated shaped (straight line slope to parabolic to cubic and so on - can be shown to balance).  However, to do this convincingly, I need Blender to have more accurate mass estimation than I get here.


texts:
I am starting to get pretty stressed and sad. This is for a mobile game I have accepted a project for and if can't solve this I might have to drop this project which will cost me a bit. So if you could help me it will mean a TON! :)

I am trying to make a cloth look like this.

What I did is I created a cloth simulation with enough vertices and required cloth settings.
Then followed this video to parent some vertices to a bone. To make it work I had to add the bone to the pin group. I animated the bone to rotate so it will mimic the pinch and rotate movement you will do in real life.

After that with some objects with a collision component I have restricted the movement above so it wouldn't clump up and also used a cylinder in the center.

I tried using some vortex force fields but I didn't do that much. Or I don't know how to use them.

You can check this video to see how far I got with the simulation.

If you want to try yourself you can download the .blend file.
To note that both quality settings are set to 100 so it will take a while to bake.

Update: I made some progress but not enough. Using some wind to push the cloth up and more bones. The bones are animated from the edge of the cloth to a small circle in the middle, but there is a lot of loose cloth remaining on the edges. You can watch this video to see.

Thank you :)


texts: Boiling liquid (again) - how to REMOVE bubbles at the top?

texts:
I need to make a boiling liquid animation. Especially it is important to have bubbles "blowing" (or disappearing) at the top of the liquid.
Unfortunately particles cannot be used as a effectors with a liquid. Correct me if I'm wrong.
So I used just a sphere with a liquid effector property. It works fine but I don't know how to destroy the sphere at the top of the liquid.
I need somethink similar to this:
Boiling water
That's my problem:

Here is my file:
https://drive.google.com/file/d/1pXf1RnGKr2DscNfmoNzQuBYXtgwTU36o/view?usp=sharing


texts: 3D print tablet wall recessed mount incomplete

texts:
I'm trying to make a simple 3D print of a recessed wall trim for a tablet. It isn't showing as a solid piece when I try to print. Can someone help me out?

without the curved ends


texts: Prevent Steering Actuator from over-shooting? BGE

texts:
It's a pretty simple question. How can I prevent the Steering Actuator from over-shooting the seeking target? The object must go extremely fast, therefore it over-shoots.

Any ideas?


texts: baking fluids, then exporting/re-importing as shape keys, or object meshes?

texts:
Recently found out apparently I have to "bake" an animation that uses fluids, before I can actually render it. However, I need to have the 'baked' fluids built into the blender file, but it doesn't seem to be a way to do that (I am using version 2.79).

Google searching/etc/etc - some people seem to give a 'hint' as to a workaround - which somehow involves exporting the fluid animation into something called shape keys for the vertices of the fluid animation - OR - exporting each frame as a new mesh object, then re-importing it - and then rendering that. However, since it is just a 'hint' - I don't exactly get how I would do that (and I've tried various things).

How would I accomplish this? I am including a very basic blender example file where I have a domain for the fluid, and then smoke fluid on a cube mesh.

Thanks very much!


texts: When texture painting, black line is pixelated when viewed up close

texts: I've just started to get into Texture Painting, and I've started one for a model I've made. Now I need to add black lines onto the mesh in places that make the model resemble a 3D outlined character. However, as I started painting the black lines, they came out pixelated as I stroke them. Is this an issue of the map dimensions? Where I would have to greatly increase the size of it in order to have clean lines up close? Please help.


texts: GeForce GTX 760: Unsupported Graphics Card or Driver

texts:
I recently installed Blender on my desktop to dip my feet into 3D modeling and printing.

The computer has an AMD A10-5800K CPU with integrated graphics, which does not support OpenGL. I recieved the “Open GL 3.3” error when trying to run blender.

I then salvaged a GeForce GTX 760 from another computer and installed it, and installed the newest drivers for the card. However, even though the GTX 760 supports OpenGL up to 4.3, I’m still receiving the 'Unsupported Graphics Card or Driver' error with the “Support for OpenGL 3.3 or Higher is required”.

I’m not sure if Blender is still trying to use my AMD integrated card. I have attempted uninstalling and reinstalling Blender after installing the GTX 760.  I've also disabled the integrated graphics in my BIOS.

Windows 7, 64 bit


texts:
I have a script which includes the line:

ListObjects = [ o for o in bpy.context.selected_objects if o.type == 'MESH' ]
print(ListObjects)

That works as a standalone script. But within a larger script it fails with:

AttributeError: 'Context' object has no attribute 'selected_objects'

I have tried to follow the advice here: bpy.context.selected_objects by using:

ListObjects = [ o for o in bpy.context.scene.objects if o.select]

But that fails with:

AttributeError: 'Object' object has no attribute 'select'

Has the o.select attribute changed in 2.80, or am I using it incorrectly? Something to do with needing to use an override, perhaps?


texts:
I'm super new to Blender and I'm currently going through the process of making a model for Unity, and I've just finished a draft of my low-poly UV Map but I feel like I have way too many seams, but without the seams it becomes super stretched! It's a water cooler and I'm happy with a lot of the seams, but the cup dispenser and cup station are just super messy and I'm struggling to fix it! I've attached photos below and the project can be found here.
I'd love anyone's advice on how it looks so far and where I can improve, thanks!


texts: How to access per-face UV assignment via API

texts:
In Blender 2.79, how can I find the per-face UV image associated with a given face? Essentially what I want to do is this (pseudocode):

for face in mesh:
  if face.uv_image == "some_image.png":
      do something
  else:
      do something_else


texts:
Version 2.82a fails to render animation. I would like to go back to version 2.79 which worked. Is V 2.79 Ubuntu still available?
Where can I find a download for 2.79?


texts: How to enforce planetary gravity on fluids?

texts: I'm trying to make a scene with a few small planets, but when I went to make a lake/river I couldn't find any options to have the fluid's gravity be relative to a point (aka the planet's center). I've tried putting a forcefield at the center of my planet but the fluids just seem to ignore it completely even if it works for rigidbody objects. Would it even be practical to do my lakes this way, or would it be better if I made a mesh to fill the lake instead of bothering with fluid simulation?


texts: Make particle instances stand on the plane but rotate randomly

texts: I need the particle instances to point up, but with random rotation along the Z axis. How can this be done?