texts: how to make object to follow curve with bending rather than it staying rigid

texts:
This may sound silly but I just to simply follow tutorials back before 2.7 and I simply added my curve and my object, in this case a icosphere elongated on one axis to make like a slug type shape. So I would simply make the ico follow the path and the ico would "bend" and the body would literally follow the path, bending and twisting and all, as simple as that. Now it was a while ago but I remember for certain I did not use any modifiers or soft bodies or stuff. simple follow path procedures.

Ever since 2.7 I have to create a curve, add the object, set the follow path and animate it, but now the object remains rigid, yes i can make the object pitch up and down and sideways as it follows the path but the body itself remains "rigid" rather than moving and molding to the path, does anyone know how to achieve this "organic" movement when following a path? and just to make sure I made myself clear and make sense...

like if I make a curve with a sharp u turn, and I create a straight rectangle to follow the path, at the U shaped corner, the rectangle will not just follow the path and pivot in a center point tilting as it follows the path, the straight rectangle should actually bend to create a U shaped rectanlge during that instant that it is in the corner, and then shape itself to whatever shape the curve follows up with after the U turn.


texts:
Why is my baked image black? What have I done wrong?

Link to the file: https://we.tl/t-ekBeME8dQq


texts: Why is my road offset from it's parent bezier (wrapped to a sphere)?

texts:
I'm currently combining this tutorial with this answer in an attempt to make something like this:

Instead, I'm getting something like this:

I'm using two simple deforms in order to turn the bezier into something like a sphere, then shrinkwrapping it to a UV Sphere in order to make it more rounded and avoid weird twists inward.

Unfortunately, the road array is going a bit crazy. Can anybody tell me how to get it to more closely follow the curve (in a sphere shape)?

Thanks in advance,

--Rev

PS: Shrinkwrapping the road just results in the road losing geometric detail as it's smooshed into a razor thin coating on the sphere.

EDIT / ADDITION:

Just to try and clarify, ultimately I'm looking to have a road layout similar to the following wrapped around the sphere seamlessly.

As mentioned below, I'd like to be able to have multiple roads and intersections connecting to each other and looping over and around each other with interchanges, etc


texts: How to script an animation based on 3d joint data?

texts:
I have looked at the other questions that have been posted here and I am very sorry that this is such a similar question AGAIN but none of the issues solved it for my issue.

I am working on an application that converts 3d joint positions into an animation with the goal of saving the deformed mesh at certain points.

What I have right now is a mesh, an armature that is properly parented to it (I checked in pose mode) and all the 3d joint positions. What I would like to do now is "just" move the heads and tails of the bones (in edit/object/pose mode, whichever gives me a deformed mesh to export) to the correct position with a python script and then export the deformed mesh.

However, while I can change the armature in edit mode by positioning heads and tails of the edit_bones, the mesh stays the same (duh) and in pose mode I can only set the location of the entire pose_bone, heads and tails are read only. I would like to avoid the hassle of computing translation matrices, rotation matrices and scale factors for every joint - am I missing something?

It feels like I am so close to the solution and yet I can't progress.

Code version 1

Code with pose mode (the way I understand it this should move all bones randomly but the actual result is it just moves the root node and and therefore the whole mesh, all joints stay in the same relative position to the root node. If I try to move only the nose for example nothing happens but the pose_bone.location changes, maybe I am missing the bpy.context.scene.update() from the example but it causes an attribute error for me) as per this solution on stackexchange

import bpy
import numpy as np
import mathutils
import random
from bpy import context

bpy.ops.object.mode_set(mode='POSE')
armature = bpy.context.scene.objects['Armature']

for pose_bone in armature.pose.bones:

    print(pose_bone.location)
    x = pose_bone.location[0] + random.uniform(-0.2, 0.2)
    y = pose_bone.location[1] + random.uniform(-0.2, 0.2)
    z = pose_bone.location[2] + random.uniform(-0.2, 0.2)
    pose_bone.location[0] = x
    pose_bone.location[1] = y
    pose_bone.location[2] = z
    print(pose_bone.location)
    print('changed' + pose_bone.name)

Instead of directly assigning the coordinates i also tried this bone.location = armature.matrix_world.inverted() @ bone.bone.matrix_local.inverted() @ v in case there was an issue with coordinate systems but the result is the same, I cannot independently move individual bones.

Update on the pose mode solution: it seems like the issue was setting the location, this only works for my root node, the location change is ignored everywhere else (why is the functionality provided for non root bones then ?).

What does work is setting the rotation of individual bones but that brings me back to the problem that i would have to compute the rotation matrices (and potential scaling) for every frame of my data, which will probably result in errors at the ends of the limbs because of accumulating errors.

Code version 2

This version is in Edit Mode and changes heads and tails of the armature bones but the mesh remains unchanged (per this solution)

import bpy
import numpy as np
import mathutils
import random as rd
from bpy import context

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

for bone in obj.data.edit_bones:

    random_vector_1 = mathutils.Vector((rd.uniform(-0.2, 0.2), rd.uniform(-0.2, 0.2), rd.uniform(-0.2, 0.2)))
    bone.head += random_vector_1
    random_vector_2 = mathutils.Vector((rd.uniform(-0.2, 0.2), rd.uniform(-0.2, 0.2), rd.uniform(-0.2, 0.2)))
    bone.tail += random_vector_2

My data is not true mocap but .cdf (nasa, not wolfram alpha) so I have just raw 3d positions. Links to the similar issues: 1 2 3 4 5 6 7


texts:
i'm still learning blender and i'm very new to the particle settings. while creating a city, there were a few things that i couldn't quite figure out why they were happening and/or how to solve them.

object | edit mode > on object mode my buildings are there, but when i try to go to edit mode (i want to edit simply one of them to be unique from the rest), all the buildings disappear?! is there a way to edit just one building (i want to take off the shop part and replace it by something else)

on object mode, there is this white plane that serves as base for all my buildings. if i delete it, the same thing happens to all the buildings. i tried to lower it in order to go under the streets, but my buildings get lower as well, which can't happen. is there a way to fix it?

thank you very much!


texts:
So I'm trying to model a rocket engine, and I'm trying to figure out how to add ridges to the nozzle.
This is what I currently have:
And this is what I'm trying to achieve (specifically the ridges on the nozzle itself):

So how would I go about this? Thanks in advance!


texts: Is it possible to mimic nuts and bolts in blender using Normal maps?

texts:
I've been wondering whether it is  possible to have fake nuts and bolts using Normal maps.

I know it is possible, but is there a way to just paint bolts wherever I want. I couldn't find any article regarding this.


texts: Blender Game Engine: do something when an actuator happens

texts:
I've made a shooting scene in the blender game engine and I want a property of the gun to show how many shots have been fired. This is how the shooting works:

There's an integer property on the gun called "shots_fired" and I want this property to increase by 1 every time the shoot animation is played.
I've tried to have true-level triggering with different skip amounts but it's not working properly


texts: How to merge 2 parts of the same object?

texts:
i have a simple question for you, i need to "merge" 2 parts of the same object in edit mode where the faces collide, here a simple example to better explain the desiderata:

IS it possible in Blender with a simple operation? or do i have to recreate the whole parts to make them collide correctly?


texts:
how to distribute different objects evenly in Object Mode? I know about dupliverts, particles, array modifier, etc, but they do not serve as a good, general solution.

EDIT: I have a scene with a quite a lot objects. They are already there, the question is how, in general, to distribute them evenly in linear (or in 2d/3d) fashion.


texts:
I'm still fairly new to Nodes/texturing.
Had it baking correctly until I Appended the material into another model that needed the same treatment. Realized I had changed and saved some of the node settings (color/color ramp) so I copied the 2nd model back to the original to bake. The mask baked fine but the 2nd bake has 3 tones of red??? I thought it may have some thing to do with the 2nd model using a different 'Ray Distance' as I baked the normal on 2.7(I think) and have only recently started using 2.9(new PC), but I have 'Selected to active' turned off.

Spent about 3hrs trying to fix this and have finally given up. I Appended it to a cube if anyone can take a look. https://pasteall.org/blend/d49a6e9cc5fd4d99b17f96c2769369a3


texts: For some reason the grid floor isn't visible in any mode. I was using it earlier but it seems as though it has disappeared. It's visible in the second picture; the first picture is my current view. How can I get the original grid back?


texts: There seems to be a limit to where my camera dsitance from the objects can be... How do I fix this? because I want to get the whole of my fortress in the camera, but this happens.


texts:
Hello Blender Community,

I work for the Pierre Auger Observatory, which is the worldwide largest detector system for ultra-high energetic cosmic rays, located in the Pampa Amarilla, Argentina. We are detecting extra-galactic particles arriving at earth with near light speed through the particle air showers developing from their interactions with the atmosphere. Unfortunately our visualizations for press and similar purposes are quite outdated (in my opinion), cf. this animation .

Having heard that blender has a python interface I was hooked and wanted to try to visualize actual data (which we store python-accessible in HDF5 or ROOT format) with blender. After a few first steps I was not sure, if blender was the tool to go with, since (at least for me) the learning curve seems very steep and doing the visualization I wanted might not be possible in reasonable time. Also I could not find an important feature: particle creation within the animation (frankly speaking: having one particle, decaying into two particles along its track, which decay further, and so on).

My questions:
Can you estimate the required effort for a Blender beginner to create an animation similar to the one seen here from 3.37 to 4.02?
Is Blender capable of creating (in terms of multiplying) particles within the animation?
Is there an easy way to parse detector coordinates and signal values, so that the animation can depict actual data?

I am neither a spokesperson nor a task leader, so this request is very unofficial.

Thanks for reading.


texts:
I want to edit a mesh of a rotated object in pose mode.
But when I select a rotated object with edit mode, it is restored to its original condition.
I want to make an animation process of folding, so I could't press apply button after rotated armature.
Please give me an advice.


texts: I can't scrub the Movie set as image texture in cycles

texts:
I want to do Rotoscoping, in the way you do for animation where real life footage is use to inspire the animation of a character.

I almost got it working according to these instructions: Movie set as image texture not playing in cycles?

Except I have to hit in Mapping the Texture button to view a changes of the video texture, that kinda takes care of the problem except I can't scrub the animation which makes it difficult to animate this way.

Maybe it's the MP4 maybe it's the 2.79 version that is buggy I need help trying to figure out why it is not working for me.


texts: How to eliminate Cycles artifacts with many overlapping volumes?

texts:
I have encountered an issue with Cycles Volumetrics in a recent scene. I am using Blender 2.72, and both CPU and GPU render options. In both I get a solid black artifact when I have two volumes overlapping, as in this campfire smoke test:

I have a solid cube, with a volume scatter and volume absorption material, duplicated by a particle system. As you can see, when the particles get higher up and farther apart, and are no longer overlapping, the artifacts disappear.


texts: Having troubles with edit mode high poly meshes in 2.90

texts:
Recently updated to version 2.90 after using 2.79 for several years to get a performance increase, since I've been working with higher poly meshes and blender isnt coming close to using all the resources available to it.
The New version? Great performance increase! Though using edit mode with the high poly meshes is a nightmare. I may be missing some setting... but when I'm in transparent wireframe in edit mode the vertices I'm selecting are completely obscured by the surrounding mesh! I tried everything I could find online to changing theme colors and vertices px size but I still cant get it to function like 2.79.
Everything is just so clear in 2.79... see picture for what I mean. Both pictures have the exact same areas selected.

If there is something I am missing or that's just how it is please let me know ;m;


texts: Coordinate UV option is missing under Mapping

texts:
I'm trying to texture a simple plane, but whenever I go to mapping I don't find the UV option that should be there. Here are my steps:

Make new object (ShiftA) then add mesh > plane
Add texture and then open the texture I want to use

Go to mapping and then click the coordinate option and there is no UV option.


texts: Please wait/ loader in the while is loading another scenario

texts: I need to put a loader, a please wait or something similar when I send the command to change the scenario in BGE. I really don't know how to implement this. Can anyone help me? Thank you


texts: Shrink/flatten tool - unstable increase/decrease of size of selected faces (fluctuating)

texts: The shrink/flatten tool in edit mode tends to increase/decrease in a fluctuating way,on moving the mouse slightly, it changes to a very large one in an instant, wont decrease below that base size. I've tried to decrease my mouse sensitivity, changed the mouse, still won't go.


texts: Two Different Materials in One Particles System

texts:
I wanna make a carpet with two different materials (some part is glossy and the rest is diffuse) using only one plane and one particles system.

How to do that


texts: Principled BSDF (and other shaders) do not render textures with the Eevee engine

texts:
I'm trying to render a texture that uses a Principled BSDF shader using Eevee, however nothing is shown on the render output
This is what I'm getting:

I initially thought this might have something to do with my texture, so I used an RGB input and got exactly the same problem:

If I remove the Principled BSDF and link the picture direct to the Material Output it works fine:

This also applies to RGB inputs as well.
I've tried other shaders, and I'm having the exact same problems.
Oddly if I use the Cycles engine, the Principled BSDF (as well as all the other shaders) works fine:

What I've done to try and solve the problem:

loaded factory settings
selected the "repair" option on the Blender installer
reinstalled Blender
upgraded Blender to the latest version
updated Windows and all my drivers to the latest version (including the GPU)
tampered around with some of the settings (admittedly I don't know what I'm doing with most of them, so I could easily have missed it)

Could anyone please offer some help? It's been a few days and I'm getting a bit desparate.


texts: Light not passing through mirrored mesh seam

texts: For some reason, my project started doing this weird thing where light gets cut off at the seam where a mesh is mirrored. I tried applying the mirror modifier, but nothing is changed. As you can see in the photo, I even added a point light on the other side of the edge and it can't reach past that point. What it is even weirder is that is only started doing this after I installed Filmic Blender https://sobotka.github.io/filmic-blender/ to my version of Blender 2.8. I have tried everything but nothing seems to fix it.


texts: How do I remove one object from a group hierarchy? I don't want to delete it, just remove it from one specific group.


texts: removing intersecting geometry in blender 2.9

texts:
In blender 2.79 we could use the boolean carve solver to just keep the meshes on the outer surface, eg:
this:

could be maintained to this:

but, the carve solver was dropped since 2.8. Does anyone have any workaround or technique to achieve this in blender > 2.8?(except for  the remeshing in blender sculpt mode, which is destructive as well as requires too much density to cover the details)


texts: How to populate UIlist with certain collections?

texts:
I'm trying to understand how to populate an UIList with certain collections based on their name. I am trying to extend this very useful answer by @batFINGER In addition, I would like to be able to show a button/operator alongside each collection shown in the same row, if that's possible. Based on this answer collections can be iterated and returned using a BoolProperty:

import bpy

def traverse_tree(t):
    yield t
    for child in t.children:
        yield from traverse_tree(child)

coll = bpy.context.scene.collection

for c in traverse_tree(coll):
    if c.col_prop.tag:
        print(c.name)

class CollectionPropertyArchive(bpy.types.PropertyGroup):
    tag: BoolProperty(default=False)

def register():
    bpy.utils.register_class(CollectionPropertyArchive)
    bpy.types.Collection.col_prop = bpy.props.PointerProperty(
            type = CollectionPropertyArchive)

def unregister():

    bpy.utils.unregister_class(CollectionPropertyArchive)

Q: How to populate an UIlist with certain collections?


texts: I have my lightsaber object and the textures on it, which render perfectly. I also have the plane underneath it that just renders out black. I think it may have to do with me possibly messing up the UV mapping of the plane.


texts:
(Sorry for my ill English skills)

Hi, I'm working with an animation including the television seen in the picture. The TV's "cover-material" (don't know what it's called) is an aluminum texture that has the ability to reflect other objects (of cause).
Anyway, The screen itself is green because I would like to use it as a greenscreen to edit later on (in another video editing software). The problem is that the green plate reflects in the aluminum, which makes it look very weird when replacing the greenscreen.

My final question... Is it possible to make that one object (the screen) "unnoticed" by other objects, so that it doesn't have a reflection?

If you have another way to solve the problem, that could work too...


texts: Is there a way to pull data from bpy.ops without putting the model into Edit Mode

texts:
I want to pull data from a bpy.ops command, something like
for x in bpy.data.objects:
    if x.name in bpy.context.view_layer.objects.keys():
        bpy.context.view_layer.objects.active = x
        bpy.ops.mesh.select_non_manifold((extend=True, use_wire=True, use_boundary=True)

and follow it up with commands like
a = bpy.data.objects['obj'].data.total_edge_sel

to grab non-manifold edge data (other other data gatherable if the model were in edit mode) without throwing the model into edit mode. Currently I'm getting out of context errors (the model is in Object Mode. I understand why the error, but...)
Is something like this it possible without flashing 200+ mesh objects into edit mode to get the data?
EDIT:
Thanks for the info batFINGER, the report is starting to take shape!
'Model Name: 00000000DE66'
'Model Armature: 00000000DE66_Skeleton'
'Armature Bone Count: 377'
'Number of Bones Without Vertex Groups: 28'
'Armature Scene Rotation Mode: XYZ'
'Armature Rotation: (90.0, 0.0, 0.0)'
'Number of Bones Layers: 1'
'Number of Mesh Objects in Model: 9'
'Number of Vertices in Model: [10188, 178, 264, 1598, 226, 92, 1740, 396, 226]'
'Number of Vertex Groups in Model: 349'
"Number of Vertex Groups That Don't have Bones: None"
'Number of Vertices Influenced By More Than 3 Bones: 1175'
'Number of Vertices Not Weight Painted: 0'
'Number of Materials: 8'

'Model Name: Sesshomaru'
'Model Armature: Sesshomaru_arm'
'Armature Bone Count: 204'
'Number of Bones Without Vertex Groups: 44'
'Armature Scene Rotation Mode: XYZ'
'Armature Rotation: (0.0, 0.0, 0.0)'
'Number of Bones Layers: 3'
'Number of Mesh Objects in Model: 1'
'Number of Vertices in Model: [9599]'
'Number of Vertex Groups in Model: 162'
"Number of Vertex Groups That Don't have Bones: 2"
'Number of Vertices Influenced By More Than 3 Bones: 2905'
'Number of Vertices Not Weight Painted: 0'
'Number of Materials: 30'
```


texts: Texture scaling to real world measurements?

texts:
Is there a method to scale a texture in relation to the measurements of the model?

For example, consider an architectural model with a concrete paving. Its image texture is a "real world" photo measuring 3×3 times which makes it 180cm × 180cm. Is it possible to make Blender scale the texture in model-units? Or the other way around: is it possible to automatically scale the UV coordinates so they fit the "real world size"?


texts: Why NLA animations are limited to 6 when exporting to FBX?

texts:
I'm getting this problem when trying to export from blender to any other program in Fbx format using NLA stacks for animation, when exported it only seems to save 6 out of 12 animations

Don't know if it helps to find the problem, but 4 out of 6 of those unexportable animations were clones at first and later modified.

FBX export settings used.


texts: Blender texturebaking not working (combing all textures into one)

texts:
I created a 3d model with a 3d scanning software called meshroom
. When I import the model into blender, the material of the object is divided into many textures (Pic.2). Now I try to combine them all into one. I have to say I never did this before, and so I watched two videos on YouTube.
(https://www.youtube.com/watch?v=9airvjDaVh4)
(https://www.youtube.com/watch?v=MH7Xdol5erw)
I created a second UV map called UV2 and created a node group in all textures with the image texture (called horse_color_bake) I want to bake it on (just a black 1024x1024
image). Then I just clicked on bake after changing the values on diffuse and Color (Pic.3). After I waited for some time, blender just crashes. Before that I get a note which says: "
Circular dependency for Image "
texture_1017.png"
from object "
horse 1"
. In another file I added the same textures on two cubes and tried it as well. It worked there perfectly fine. I hope you can help me. Thank you very much in advance.
Pic.1:
Pic.2:
Pic.3:


texts:
I need to animate a multi step change in a mesh like this

I set a shape key for the base and then step 2 fine but when I used new shape key from mix it applied the transformation for both step 2 and 3.

How can I get the shape key to only apply changes from step 2 to 3 and not from 1 to 3?


texts: Blender 2.8 crashing after starting render

texts:
To preface I am reasonably new to Blender, however recently upon trying to render a scene (which I have done perfectly fine multiple times before, even with the same file) Blender has now decided to crash as soon as it finishes rendering the first frame. This scene does have 13 particles systems, if that even matters, but I rendered it a few days ago with a majority of those and it exported perfectly.

I've ran the command line render, and it stops after two frames with:

Error   : EXCEPTION_INT_DIVIDE_BY_ZERO
Address : 0x00007FF79C140EA2
Module  : C:\Program Files\Blender Foundation\Blender 2.81\blender.exe

I can't find anything pointing to how I could fix this online, so I figured I would ask here.

I am running Eevee in Blender 2.81, with my export settings set to ffmpeg, MP4, H.264 encoding, and audio with MP3.

Any help would be greatly appreciated.


texts: object parented to bone does not stick to its place

texts:
I have attached an empty to the head bone of a rig.

This empty is the parent of a face - it has a nose, eyes, hair... attached to it.
(I did this because I need to toggle the face attributes in my animation).

Thing is, when I'm moving the head, the parented elements are not sticking where they should, it seems to slide and I don't understand why.
I DID have parented it in rest pose as answered here for the same problem...

Does someone understand that or could have a look ? Here's the blend.

Thanks !

PS file has been made under 2.8


texts:
I have a .ply file and I simply want to render it in Blender 2.9. I can import it as a .ply and I can see it in the viewport but I have no output in Render. I tried the Point Cloud Visualizer plug-in and it kinda works but I have to use its own renderer (if that makes sense).
Can anyone advise? I found an old (similar) post but I cannot find the Vertex Color Paint in 2.9 - Rendering of the imported .ply does not show textures
My .ply code looks like this:
ply
format ascii 1.0
element vertex 36
property float x
property float y
property float z
property float nx
property float ny
property float nz
property float intensity
property uchar diffuse_red
property uchar diffuse_green
property uchar diffuse_blue
end_header
13.32 12.84 3.06 -0.352745 -0.230493 0.906887 1 255 243 245
13.44 12.84 3.06 0.135449 -0.0514792 0.989446 1 255 244 242
13.56 12.84 3.024 0.26937 -0.00564067 0.96302 0.988235 252 232 218
13.68 12.84 3 0.023836 0.341656 0.939523 0.980392 250 222 199
13.8 12.84 3 0.17265 0.491562 0.853557 0.980392 250 222 196
13.92 12.84 2.94 0.271418 0.421348 0.865331 0.960784 245 205 181
13.32 12.96 3.048 -0.113205 -0.0506456 0.99228 0.996078 254 240 240
13.44 12.96 3.036 0.316732 0.242606 0.916964 0.992157 253 232 220


texts: How do I add thickness and add a material to hair particle mesh

texts:
I've converted my hair particles to mesh because I want to use them in a game engine. I currently have two problems.

I don't know how to change the thickness of the hair (I've tried a solidify modifier)

I can't assign a material to the mesh.

Here is a photo reference:
Thanks
Liam


texts: Appended or Linked Hair Particles not like original Hair Particles

texts:
The hair of my character changes radically when brought into a new file, as either Appended or Linked - see images. As a work around I have created a new copy of the character and then rather linked the set and props into the same file. While this works it will become cumbersome when adding more characters, and seems to go against the concept of optimizing workflow. Is there something I am missing, or are hair particles not designed to link/ append at the moment?

About the process: The Hair Base is just one vertex group on the Head Object - which has two particle systems - the vertex group controls the density in both particles systems. It also has a black & white UV texture that defines the hairline.

The brows have two vertex groups - one for density and the other length - with two particles systems. The second vertex group only uses the density.

The lash have a simple vertex group with one particle system.

Some progress: I have an older file with the model and hair setup - without animation - that I have been able to both link and append without problems. It seems obvious now that somehow the rigging, and or animation is interfering, though the hair itself is not animated.


texts: Can blender create a topology of a face from real camera? (photogrammetry)

texts: If you record your face on film, then use blender to create a geometry from it with its aligning topology. Is that possible? Using camera tracking? How?


texts: Why no light travelling inside the window

texts:
I have made a simple model with the window with archimesh addon. With the window material i have set to travel the light inside.

But no light travel inside through the window

What is missing the blend file attach below


texts:
I have written a script that syncs the position of a bezier curve handle to an empty via a handler (bpy.app.handlers.scene_update_post):

def curve_handler(scene):

if bpy.data.objects.get('curve_name') is not None:
    curveOb = bpy.data.objects.get('curve_name')
    if bpy.data.objects.get('empty_name') is not None:
        e = bpy.data.objects.get('empty_name')
        curveOb.data.splines[0].bezier_points[1].handle_right = e.location

My problem is that the curve does not get updated. When I select the curve, go to edit mode and back, the handler jumps to the position of the empty. But not when I move the empty in object mode.

My current workaround is the following:

bpy.context.scene.objects.unlink(curveOb)
bpy.context.scene.objects.link(curveOb)

But that is apparently a super ugly hack. Is there a sane way to force redraw of a curve object in Blender?


texts: How to create a texture made out of multiple color layers

texts:
I wanted to ask if you know how to make multiple layers on a sphere. I wanted to make a sort of jawbreaker Ball that if Opened or cut would reveal different color layers. and if there is a way to make it a sort of material that would adapt to any model. if you have seen something like that please send me a YT link or something I haven't found something along these lines myself.
thanks for reading!


texts: Blender is Crashing Finding Missing FIles

texts:
I am trying to relink some Kitbash3D models to their textures. Using "External Data/Find Missing Files" is reliably crashing Blender release (2.82a) and the beta (2.83) every time. The models are large-ish - all the textures together are 1.2 Gb and the blend file is 220 Mb. But I have deleted half of them, and I have a decent system - 16Gb of RAM Ryzen processor, RTX2060 Super. I'm using Linux....I do have a PC (128 Gb RAM) and a Mac...I'll give that go.

Can anyone suggest a work around or point to what the problem could be?


texts:
I am very new to Blender and I'm having some trouble with grid snapping.
I have absolute grid snapping enabled. If I select an edge or edge loop and attempt to snap to grid, it snaps in the correct increments, but not exactly to the grid lines. However if I select a singe vertex it snaps to the grid lines perfectly. What am I missing?

Any help is greatly appreciated, thanks!

Scott.


texts: Tried Everything Cant find Nodes in Node Editor

texts: I've tried numpad . I've tried ctrl+f nothing seems to work and I cant for the life of my find the damn nodes in the node editor. I'm using a macbook btw, so maybe the problem is that my numpad . isnt beside the 0?


texts: How to unlink seperated objects keyframes?

texts:
I posted this earlier but comments don't allow me to post attachments.

I want the bottom object to animate 20 frames later than the top one. They will not let me do that in the dope sheet; every object's keyframes moves when I try to edit keyframes in the dope sheet. Attached is the .blend.

The problem: two objects keyframes copy each others's modifications. How to separate the two?

https://www.filehosting.org/file/details/781641/ProblemFile.blend


texts:
I'm trying to use the fluid sim to create a vomit VFX shot for some live action footage I've got. But I'm struggling with getting it look the way I want. So far this is what I've got:

I'm relatively happy with the way it lands on the floor (except for the jittering), but I'm wanting to improve the way it falls. Currently it just flows too smoothly, where as I'd like it to be more like this:

So it has more of a 'spraying' and forceful quality to it, where the diameter starts narrow at the source (The mouth) and then it spreads out the further from the mouth it gets.

Any suggestions?


texts: I am new to blender , I need to make a 2 min vid. Can anyone help me get started ?


texts:
I am very new to blender and I am doing a tutorial of a donut which is my first project. When I try to move the frosting towards the donut, lines start to stick out and when I view them, they show as spikes. These spikes are connected to vertices and If I delete the vertices the spikes stay. I cannot select the spikes either. Does anyone know how to make these go away?
These are what the spikes look like:


texts:
I have a chain, and I need it to collide with a soft wall. Every part of this chain is a Rigid Body (physics), and its collision bound is type "triangle mesh". The problem with this type of collision bound is that the chain breaks through the wall. If I change the type to "sphere" or another collision type, the parts of my chain are separated, but in this case these parts don't break through the wall, which is what I want.

What can I do to fix this? I need the parts of my chain together, but, at the same time, I need the chain to impact the wall without breaking through it.

Important: the wall can't be rigid, it has to be soft.

I uploaded my file here: http://www.pasteall.org/blend/28965
(move with arrow keys, T and R)

Another problem is when I press P to start the game engine, it happens that my chain cannot move at any point; it's as if there were a invisible obstacle, and I don't know why this happens.


texts: align reference image with orthographic camera

texts: I've got my scene set up as shown below. The camera is set to orthographic and both camera and reference are rotated to [60, 0, 45] degrees. It seems not to line up with the 3D world, however. (note how the cube's y axis is not parralel with the lines in the reference image) How do I rotate the camera and reference image to line up with my 3D grid?


texts: When I try to bake normals using the settings in the image the normal bakes with weird colors and the object is unwrapped no doubles or inverted normals, can someone tell me what am doing wrong,thanks.


texts: I am making a python script that replace lights by spheres (to get the Blender light positions in Unity) for Dark Blender, but the script Cursor to Active command is specific to the 3d view so it does not compile from the text editor. What code should i write to make it work?


texts:
Blender 2.78a crashes while in texture paint mode, even with small meshes (8k vertices), 1024x1024 canvas. My i7 8 core computer, 32 Gb Ram, GTX 970 4Gb, Windows 10 pro original, doesn't have any problem handling sculpt mode on 1 milion poligons. I'm in Cycles, UV unwrapped, canvas created and saved, texture node selected (unconnected), everything seems OK but the software crashes after a couple of brush strikes. Is there any known issue?

Thanks


texts: Why does my transparent png have artifacts around it?

texts: I'm trying to project an image onto an object using UV mapping and an Image Texture node. The png I am using is transparent, but when it's projected onto the object there are places where it is not. It seems to have artifacts. Both my image and UV are both set to 4096 x 4096. Can you please assist? I would be very appreciative if you could help. Thank you.


texts: Slightly edited Mesh disappears when activating Dyntopo in Sculpt Mode. Blender 2.8

texts:
Total newbie here. I was trying blenders 2.8 sculpting tools and i came across this situation.

I started a new sculpt file and began sculpting the default object that comes in it. Once i was satisfied with the overall shape, i tried to activate dyntopo to start working on the details. But once i activate dyntopo and select a tool or move in the viewport, the mesh disappears completely. I tried with a lot of different (dyntopo) settings but the problem persists.
  For a moment i thought it was a hardware issue, with my pc not being what you'd call super fast. But the funny thing is, when i started a new (sculpting) file with the same object and the same mesh density, BUT activating Dyntopo from the beginning, it works just fine!

Id really like to continue my original file. Or at least, id like to understand why this happens?

If i wasnt clear enough, what can i show you or tell you to be more specific?

By the way, sorry if my english is bad.


texts: Got a weird problem subdividing an object that I want to sculpt and texture

texts: I got this face model that I want to work with and in every way that I've tried to make it high-poly it becoming a mess with a lot of stripes on it but the typology looks right and the problem is that those stripes appears in the render, sculpt mode... really everywhere// I tried to do the subdivision manually but also with modifiers but it didn't solve the issue// in the picture that I attached you can see the flat shade on the left and next to it on the right the shade smooth witch is pretty similar and after it the center of the typology


texts:
I have selected road path. This road path is export from openstreetmap.org.
I have problem with add my road image here. If I added image like as on right side, nothing happens, but I can change color.

How can I resolved this?


texts: How do I best capture the lighting in a video shot so I can easily insert rendered objects into the scene that are correctly lit?


texts:
Models not showing up when rendering on blender 2.90 using Cycles or EEVEE. I have restarted my pc, it did not work.
result:


texts: How can i get a better result Baking in blender render?

texts:
I have a little question here, it is possible improve the result of the baking in this model (Blender Render)?

In the image We can see a little deffects like black points ,can i improve that?

Edit and Solution:

Just need to increase the samples in the World tab , i increase the value to 25:

And here the final result Thanks for everyone!


texts: Why there is no light coming inside from the window

texts: I have made the model with Archimesh addon. I want light should produce voulmetric type from the window inside the room. I have used spot as light source and strength as 100 default. But there is no light coming inside the light. What setting im missing so that light should transparent the glass windows.


texts: I can't choose render device in property window

texts:
I'm using Blender 2.78. I choose CUDA (Nvidia Geforce 940MX) as compute device in User preferences > System > compute device.
But everytime I render, blender uses CPU instead of Graphic card for rendering.

Then, I searched around the web, and I found out there is an option to choose render device in property window in others, but not mine (As shown in picture).
Is there any other way to use GPU for rendering, or is there any other option to choose render device.

P.S
Geforce 940MX support CUDA.
My graphic memory is more than rendering memory.
I already chose CUDA as compute device and made default, in user preferences.
I have latest graphic driver.
I am using Windows 10 v1703.
I tried to run as administrator and run with graphic processor.
Thanks.
Alexander Beatson


texts: Why does the head look so shiny compared to the body? I haven't added any texture yet, I think. (I'm still new to blender) I tried changing the matcap but it still looks very glossy. How can I get rid of the glossy look?


texts: Is this face topology good for animation?

texts: Is the topology in this image good for animation. And can I move on to professional level with this kind of modeling


texts: Filling space between two identical curves/mesh

texts:
I wanted to create a flat coil for a project. I used this workflow: https://blender.stackexchange.com/a/7090/12883

I copied my first coil. Now I have two coils in two dimensions (the first above the second). The space between those is the third dimension. (Z Axis)

Is there an easy way to fill the space between those spirals?

At the moment I am filling the space between both spirals by selecting four points and filling that part, then selecting the next four points and filling the next part (as you can see in the picture).

For reference:


texts:
I am wondering how to recreate some kinds of effects (you can easily do in Photoshop) in Blender.

I want to create the gradient textures like ones pictured below, should I render objects and blur them in compositor? Or can I achieve it using only material nodes?


texts: What is the space used by Scene.ray_cast()?

texts:
This is the complete 2.8 documentation for Scene.ray_cast

  ray_cast (view_layer, origin, direction, distance=1.70141e+38)

  Cast a ray onto in object space

  Parameters:

  view_layer (ViewLayer, (never None)) – Scene Layer

  distance (float in [0, inf], (optional)) – Maximum distance

  Return: (result, location, normal, index, object, matrix):

  result, boolean

  location, The hit location of this ray cast, float array of 3 items in
  [-inf, inf]

  normal, The face normal at the ray cast hit location, float array of 3
  items in [-inf, inf]

  index, The face index, -1 when original data isn’t available, int in
  [-inf, inf]

  object, Ray cast object, Object

  matrix, Matrix, float multi-dimensional array of 4 * 4 items in [-inf,
  inf]

Can someone flesh this out for me?

"Cast a ray into object space": which object?
Which object's space are origin and direction in? And the
returned location?
What is the matrix?

Do these all belong to the 'target' object? How would I know what that was before hitting it?


texts: How would you animate a cube in Blender Cycles Engine to transform it smoothly into a human model I already made?


texts: How to make playhead / transport / cursor return to start position in Blender?

texts: Like DAW does? I need this to be able to test animation comfortably. Or how do you do this?


texts: Why my blender script runs fine, than throws error during render

texts:
I've wrote a script that creates NURB curves as trails for objects. A small part of it, deletes points from the curves if they are longer than a value. The script runs well if I just play the animation but if I start to render it I get this error:
'Context' object has no attribute 'Object'  | and the scrip only throws that error if I'm trying to render it.
The problem should be somewhere here:
def delete_last_point(obj):

    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.mode_set(mode='EDIT', toggle=False)
    bpy.ops.curve.select_all(action = 'DESELECT')

    curve = obj.data.splines[0]
    points = curve.points
    points[0].select = True

    bpy.ops.curve.delete(type='VERT')
    bpy.ops.object.mode_set(mode = 'OBJECT')

This is like the third workaround I'm trying to delete/hide points from curves.
I can't figure it out.


texts: How can I rig a two handed weapon that can import to Unity?

texts:
I have been rigging and animating characters for a while now, but I usually tend to stay away from two handed weapons for the reason I am struggling with.

I'll explain exactly what I have rigged.

I started with a simple rig with two arms and a IK bone sticking out to control the arm, however, I used to rig some first person rigs a little bit ago so I decided to use one of those strategies.

One thing to note, I browsed another forum and found something that I thought would work, however, there is one thing that I disliked.  This is the forum I was talking about:
Rigging two handed weapon

It works, but I dislike how the bone rotates slightly when you move it.
I need it how when you move the bone, it doesn't rotate at all unless you manually rotate it.

I duplicated the arm bones, made those the IK bones then parented each original bone to the IK bones.  This actually turned out really well and I was happy with the results... until I put this into Unity.

Because the original bones aren't parented with the base skeleton, the Hand is not parented to the Forearm bone therefore making it independent from what the rest of the arm is doing.

This is what it looks like when I make a ragdoll effect in Unity.  I already went over this and I cannot have this game without ragdoll effect.

I will upload my blend file here, but this is my first time uploading a question so I don't entirely know how to do that.

Any help is appreciated, Thanks!


texts: Can NLA strips be combined by transform matrix?

texts:
When I add two action constraints to each bone in an armature, they combine as expected and as described in the wiki, that is, translations are added, rotations are "added" (whether Euler rotations or Quaternions, I have not tested Axis-angle), and scales are multiplied. To me, this seems like what it's doing is multiplying the transformation matrix of the base armature by the transformation matrices of the two action constraints.

When placing one NLA strip above another, which both operate on the same set of keys, the only options I can find for blending the two strips are Replace, Add, Subtract and Multiply.

Add works for Euler rotations and translations. It doesn't work for scales, because adding scales of, say, 1.1 and 1.1 gives 2.2, which is not what two scales of 10% each should do, so scales need to be blended using Multiply. Similarly Multiply doesn't work for Euler rotations and translations, so it looks like actions have to be split into the channels that need to be combined using add, and the channels that need to be combined using multiply.

Worse, Quaternion rotations don't seem to combine well at all with any of the blending options (except of course replace), as adding or multiplying the components of a quaternion rotation doesn't really have any relation to something an artist might want to do (and will be normalised again before they can be applied anyway). Even a single NLA strip with quaternion rotations set to add doesn't work as expected, because it appears to me that it just adds the quaternion components to the "no rotation" quaternion (1,0,0,0), which doesn't give the desired result.

So my main question is, is there another way to blend two NLA strips using the same method two Action Constraints are blended? This appears to me to be combining them by multiplying their full transformation matrices, not just adding or multiplying the components which the NLA editor appears to do.

If there isn't, I guess the work around would be to always use Euler rotations, and split every action into two actions, one that gets combined by multiplying (scales and perhaps some 1-0 switches and other properties), and one that gets combined by adding (translations and Euler rotations). Quaternion rotations will just have to be avoided.

If this is the case (and maybe I should make this a separate question?) is there any way to combine two NLA strips into a meta strip that spans more than one track? I can only see ways to combine NLA strips as a meta strip in sequence on the same track, which is of no use for recombining strips that have been split into their add and multiply components.

(Of course if there's no way to do either of these then this will of course turn into a feature request, which is not what this site is for, so I'd be very happy with just an answer of "No" or "Yes, you can do it like this...")

Thanks for your time!


texts: Is there a way to disable composite effects on already rendered frames?

texts: I rendered about ~170 frames with the glare node on and would like to look how the normal render looks without rendering those frames all over again.


texts: How do I reveal the "Diffuse and Transparency" option in Cycles Render for Import as plane (png)?

texts:
Currently I can only see the diffuse and emission options. However, on tutorials such as the screenshotted one, it requires that I have other options available. I added the same addons as in the tutorial, and yes, I am in the cycles render engine.

Here is my screen, currently.

Thank you for all the helps.


texts: Link a Texture to Displace Modifier using Python

texts:
I can add an object to a scene, and apply a Displace modifier to it using the following code:

bpy.ops.mesh.primitive_cube_add()

bpy.ops.object.modifier_add(type='DISPLACE')

It's also easy to change some of the Modifiers attributes, like so:

bpy.context.object.modifiers["Displace"].strength =  1

However, I'm not sure how to link a texture to the modifier via Python. Tried the following code:

bpy.context.object.modifiers["Displace"].texture = 'Tex'

But it gives this error:

TypeError: bpy_struct: item.attr = val: DisplaceModifier.texture expected a Texture type, not str

Linking a texture to the modifier manually shows nothing in the Info window, so I'm not sure how to accomplish this using Python.


texts: Select overlaping vertices from vertex groups

texts: Does anyone know how could I select and view vertices which overlap from two vertex groups ?


texts: Normal values not changing while chang normal in bmesh obje

texts:
I am using blender 2,79 and blender API to edit my mesh. Following is the my code..

import bpy, mathutils
import bmesh, os, sys
from bpy import context

path = bpy.data.filepath;
folder, name = os.path.split(path);

bm = bmesh.new()
meshes = [o.data for o in context.selected_objects
            if o.type == 'MESH']

#file = open(folder+'/norma.txt', "w")
#sys.stdout = file
def print_vertices(mesh_b, mesh_a):
    bm_b = bmesh.new();
    bm_a = bmesh.new();
    bm_b.from_mesh(mesh_b);
    bm_a.from_mesh(mesh_a);
    vs_b = [v_b.co for v_b in bm_b.verts]
    vs_a = [v_a.co for v_a in bm_a.verts]
    file = open(folder+'/vertices.txt', "w")
    sys.stdout = file
    for k in range(len(vs_b)):
        print('before', vs_b[k]);
        print('after', vs_a[k]);
        print('\n');
    print('Finished');
    sys.stdout = sys.__stdout__ #reset
    file.close()

def print_normals(mesh_b, mesh_a):
    bm_b = bmesh.new();
    bm_a = bmesh.new();
    bm_b.from_mesh(mesh_b);
    bm_a.from_mesh(mesh_a);
    fn_b = [f_b.normal for f_b in bm_b.faces]
    fn_a = [f_a.normal for f_a in bm_a.faces]
    file = open(folder+'/norma.txt', "w")
    sys.stdout = file
    for k in range(len(fn_b)):
        print('before', fn_b[k]);
        print('after', fn_a[k]);
        print('\n');
    print('Finished');
    sys.stdout = sys.__stdout__ #reset
    file.close()

mesh = meshes[0].copy();
bm.from_mesh(mesh)
#bpy.ops.object.mode_set(mode="EDIT")
#bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
if hasattr(bm.verts, "ensure_lookup_table"):
    bm.verts.ensure_lookup_table();
    bm.faces.ensure_lookup_table();
    bm.edges.ensure_lookup_table();

for v in bm.verts:
    v.co.x = v.co.x + 2;
    v.co.y = v.co.y + 2;
    v.co.z = v.co.z + 2;
    #v.co.x +=0.2;
    #print('x is updated');
for f in bm.faces:
    nl = f.normal.length;
    if nl < 1:
        #fn = mathutils.Vector()
        #fn = f.normal*4;
        print('before', f.normal);
        f.normal = f.normal * 0.2;
        print('after', f.normal);
        print('\n');
bm.normal_update();
bm.to_mesh(mesh)
mesh.update()

#meshes[0] = mesh.copy();
bpy.ops.object.mode_set(mode="OBJECT")
#bpy.ops.object.mode_set(mode="EDIT")
#bmesh.update_edit_mesh(mesh, True)
bm.clear()
bm.free()

print_normals(meshes[0], mesh);
print_vertices(meshes[0], mesh);

bpy.ops.object.mode_set(mode="OBJECT")

When i Save the normal and vertices value to file. Than vertices have been changed while the normal not.. Can any body tell me how to change the value of normals ??

One may consider any built in mesh like Monkey in blender. Thanks in advance for your help.


texts: Why I'm getting burning marks of the sun on render?

texts:
I'm getting this burning marks in the sky and i don't why and how to get rid of it.
I have no composition, just sky texture Nishita. Previous project i had also some issues, didn't use sky texture, it was a HDRI, and same problem on the Final Render.
I'm using 2.90 version
Here is a image:

How can i fix it?
Here is the blend file:

Thank you


texts:
Is there any way to get Blender to paint a fresh render over the top of the previous render, to make it easier to see the result of changes?

So: I render a scene, then make some changes, then hit render again, and instead of being blank, it shows the previous render result, but gradually replaces it with the new result.


texts: How do you know poly count or how many triangles are there in your mesh or object?

texts: How can you know your poly count? I searched online, & all the answers are for versions from years ago. How can you see the number of triangles you have in Blender 2.83?


texts: How to export objects (.obj) and textures (.mtl) correctly?

texts:
Two questions :

How I can write my images textures at the same time as .obj and .mtl? The linked files are missing.
How I can write the files paths correctly.

I tested the file / external data but there isn't any changing.

Thank you for your replies

I try to make option copy, but it does not work, I do not understand.


texts: Where do these black stripes come from on this texture?

texts:
I'm fiddling a bit with SteamVR Workshop to recreate the atic. I've modeled the top of a desk and I wanted to give it proper coloring. So I used a texture. This is the first texture I have ever created, so this might be a noob question. It seems not all colors are in the right spot.

This is the model in blender

This is how the texture is put together

And this is how it is rendered in the VR world

Where could these black faded spots come from?

Or maybe it is not entirely fair to ask it in blender.stackexchange.com, as in blender, all looks fine. But, since I have such little experience with texturing, maybe I did something wrong?


texts: Bend a plane into a television screen using curves?

texts:
Is it possible to turn a plane into a convex shape using the curve modifier?  I want to shape it to look like a vintage television screen.  I tried to do this but it just made it look like a crumpled piece of paper.

The reason I want to use the modifier rather than a curved mesh is because I want to use video as a texture (thus the single face of the plane).

Thanks!


texts: Adding tracks/markers with a custom name?

texts:
In the Movie-clip-editor:
Is it possible to make a button for adding a marker with a pre-defined name?
The code below I build a custom menu with button-names defined in a text-file. When clicked on a button you need to add a marker. The goal is to give that marker the name defined in the text-file. But for now just giving it a custom name (not Track.xxx) is OK.
I can not find a way to change the name when markers are created. So I tought of a workaround wich just renames a track/marker called "Track" to the custom name. But that code is executed before "add_marker_at_click()" is finished.

from __future__ import print_function
import bpy
import os
class addmarkers(bpy.types.Operator):
    """ This operator adds markers
        add marker and give it a good name
    """
    bl_idname = "wm.addmarkers"
    bl_label = "addmarkers"

    def execute(self, context):
        # lmc to add a marker and change the name of the track

        bl_space_type='CLIP_EDITOR'

        sc=context.space_data
        clip=sc.clip
        bpy.ops.clip.add_marker_at_click('INVOKE_DEFAULT') #click to add a marker

        #bpy.data.movieclips["test.avi"].tracking.tracks["Track"].name="TESTNAME"
        #previous line is executed before add_marker_at_click is finished, so it doesn't work
        return {'FINISHED'}

    def invoke(self, context, event):
        return self.execute(context)

class MARKERPANEL(bpy.types.Panel):
    bl_label = "Add markers"
    bl_space_type = "CLIP_EDITOR"
    bl_region_type = "TOOLS"
    bl_category = "MARKERPANEL"

    def draw(self, context):
        f = open('settings.txt', 'rt')

        for line in f:

            layout = self.layout
            row = layout.row()

            sc = context.space_data
            clip = context.space_data.clip
            row.operator("wm.addmarkers", text=line)

bpy.utils.register_class(addmarkers)
bpy.utils.unregister_class(addmarkers)
bpy.utils.register_class(MARKERPANEL)
bpy.utils.unregister_class(MARKERPANEL)
bpy.utils.register_module(__name__)

for information: picture of the custom menu


texts: Exporting camera tracking markers from Blender

texts:
I am trying to use blender to do some matchmoving and then export the camera along with the tracking markers for use in other software. After getting a successfull track, I have created a vertex cloud using the "3D Markers to Mesh" button. But when exporting the vertex cloud using alembic they do not get properly exported as they don't show up in any other software (I have checked in maya, houdini and nuke). The camera however does get exported, and any geometry that I export also works, I am just missing the vertex cloud, which is going to be useful for recreating the environment.

I am thinking that if the issue lies in exporting vertecies with no actual geo, I could perhaps instance some geometry onto the vertecies and then export that, but as blender is not my main 3D software I do not know how to do this. Any other suggestion on getting the points exported would also be appreciated.


texts: Particle system hair lines are facing downwards. How to make them facing upwards?

texts:
I was creating a doughnut following a famous Blender tutorial on YouTube. I duplicated the upper part of a Torus and made them into a separate object. At this point, when I added a particle system (hair), the hair lines were facing up.

Then, I deformed the object using the sculpting mode. At this point, if I add a particle system, the hair lines look like below; they are facing downwards. I have searched Google and found answers and posts about moving the origin, but it did not work. Is moving the origin the answer? I am using Blender 2.81.

The project file can be downloaded from this URL: https://filebin.net/pyj0vqo1787i4y1r/test.blend?t=uco3o5we


texts: Everytime I weight paint it moves the model

texts:
I am fairly new to blender. Please, if you know the answer just post it down here, and get it over with.

Whenever I weight paint the model I have it moves the painted area to some weird origin position.

Examples:

See how here the bones are in the correct place...

And then when I weight paint (it's not proper, just an example) it moves to some other position.

And then here is when I weight paint the entire thing. As you can see it gets moved to some other origin position. Notice how the bones are in the same place.

What's going on here and how could I fix it?


texts:
I have a tool that exports animations to blender, but those animation keyframes are applied directly to the rig.

I have a better rig setup with constraints and a controller rig. The controller bones are not 1:1 to the actual rigs bones.

The problem is that the animations doesn't "do" anything while the constraints are on, because the controller bones aren't moving. Disabling the constraints allows the animation to play.

Is there a way to temporarily "reverse" the constraints so that the controllers are moved as necessary in each keyframe according to the animation.

Then I would need to turn the constraints back on so I could use the controller to modify the animation.

Thanks in advance.


texts: Colours underneath bleeding through when painting

texts:
So very new to Blender.  I'm in the process of making a little cart for a roller coaster.

I unwrapped the seats and textured them and that was fine.
When attempting to texture the front of the coasters cab, it is revealing the colour grid I used underneath.
Can I use a separate image for each object? Or does the cushion and the coaster all need to be on one image?


texts: What is and how can I use the bpy.types.UIPopupMenu?

texts:
I want to use the bpy.types.UIPopupMenu in my addon but it turns out that it can not register.

  (Console:UIPopupMenu does not support registration).

Can i use this class for addons? and how is it possible?

class testpopup(bpy.types.UIPopupMenu):
    bl_name = "Name"
    bl_idname = "wm.testpopup"
    bl_label = "Popup Menue Test"

    info = {}
    def draw(self, context):
        layout=self.layout
        colsub=layout.column()
        split = colsub.row().split(percentage=0.15)
        split.label(text="Some")
        split.label(text="layout")


texts: How to display texture preview on a custom node?

texts:
I'm trying to use layout.template_preview to display texture previews on some custom nodes I created. I'm currently calling it with just:

layout.template_preview(bpy.data.textures['some_name']) I'm not exactly sure what the other parameters do...

Problem is I can only get one texture to display at a time. The other nodes will display the same texture, even when I supply layout.template_preview with different textures. When I click on different nodes, sometimes the texture will change. Also, when the previews are displayed in the nodes, the texture preview in the properties panel disappears.

I wonder if I need to do something with the ID's, or maybe it has something to do with the user interface rendering.


texts:
To normalize the position coordinates of particles for an Image Texture node, I have to divide 1 by a very large number (119,617). After running some tests, I see that the colors of my image texture are off by a factor of about 1e-4 (0.0001).

This has me wondering: how many decimal places does the Math node retain in its output?

I've noticed that some fields (e.g., the values for a Divide operation) accept up to three decimal places (and that everything beyond that third decimal place is simply rounded up or down). Is the same true for the output of the Math node? If so, is there anyway to change the output precision so that I get at least 6 decimal places in my output?

Many thanks if you know the answer and care to share it!

EDIT: Jaroslav pointed out that color is shown in the Data-Blocks view of the Outliner panel with six decimal places. However, when I look at the same view of my outliner, I see only three decimal places. Compare my screenshot (below) to that posted by Jaroslav. This is under Blendfile Data > Images > StarCol > Pixels.

Is there a reason for this difference? Am I looking in the wrong place in the Data-Blocks view? Can I trust that under the hood the full RGBA color values are being used (at least to six decimal places)? I would post this in a separate question, but as I'm only asking for clarification, it seemed best to do it here. Thanks again!

EDIT 2: The Python output for the pixel color values, on the other hand, has far more decimal places than just six! I assume that the values shown in the Outliner panel and in the fields of the Math node are shown with three decimal places for conciseness only? It would be disappointing to have the full precision stored in the Blender file and not using it!


texts: Shared Network install / config priority

texts:
I'd like to deploy Blender with a custom startup scene and some enabled addons on a network drive, so that every user here can run Blender from there with all the settings and addons.

Sounds easy enough, but the problem is that the users can't generate their own startup/settings because the config folder on the server has a higher priority than the user  config (they would change the settings for all users).

This doesn't make sense at all, and it is different in all other software I can think of. User settings shall always override system settings. Is there a special reason why it is that way in Blender? And even more important: is there a workaraound?

Thanks!


texts: Inconsistent visuals between Material view and Rendered

texts:
Edit: Cant seem to set my answer as the answer yet so check my own answer for details on how I fixed this.
Im fairly new to Blender and Im trying to set up a material that can import textures and models from a game I need and edit with them in blender. (not edit them)
It has a lot of color lookup style stuff this "CC" texture but for some reason Im getting inconsistent visuals between the rendered version and material view.

The main question Im asking is... Should I make sure certain things connect correctly? (like yellow point to yellow, ect)
Or would having the color I end up with from a color ramp linking into a mix then going to a Diffuse BSDF then Output end up rendering just fine?
Here is a version I have currently, its in the end meant to apply a "base gradient", "Pattern Gradient", "Pattern" and "Sticker" to a part in that order (so a sticker covers the pattern and the pattern covers the base gradient).
(Details on what everything there means is documented on this guide here: https://www.overkillsoftware.com/workshopmanual/ )

Thank you for any help and tips!


texts:
I have made a tree with the sapling Addon. I want my leaves to be replace with the icosphere. I want to make the grapes bunch. Is there any way to replace the leaves to icosphere.

I tried with object Data but i have to select manually single leaves and object data. I want to replace all the leaves to icosphere. Any suggestion or help. Thanks


texts: Way to browse all type of files by operator button class in panel

texts:
I want to search a file on pc by pressing a button ,
The button will be drawn in the ui panel with:

class MYBROWSERBUTTON_OT_Seach(bpy.types.Operator):

    bl_idname = "my.browser"
    bl_label = "Search file"

    def execute(self,context):
        ###In this operator I would like to open a file search popup, and assign the path to file_finder(StringProperty)

        return{'FINISHED'}

class MAT_PT_Panel(bpy.types.Panel):

bl_label = "My Panel"
bl_idname = "My Idname"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"

def draw(self, context):
    row.operator("my.browser", text='Search file')

register string:

class MyProp(bpy.types.PropertyGroup):
    file_finder: StringProperty()

register property

Scene.my_setting= bpy.props.PointerProperty(type=MyProp)

I would like to have the full path name with file name, saved in the StringProperty ---> c:mydyr/my_folder_/my_file.###

I'd like to do it that way, but I don't know very well and I don't know if it's a correct way


texts: Global switch for grease pencil effects?

texts:
I made a greasepencil object, then did a few instances of it (about 15) and placed them around my scene. I then added a glow effect. Since the effects are instance-independent, I added the same glow effect to all my instances (next time I'll add the effect before instancing). After doing that I realised that the effects massively slow down playback in the viewport.

My question is: Is there a way to globally switch effects on/off or do I need to go through all my objects one by one and disable effect in viewport?


texts: how to convert an "empty mesh" to low poly with high detail

texts: my object is a 3d scan and is basically a shell with a mesh and image textures. i've heard about retopo but the problem is i don't have a model to retopo on. just a shell. is there another way to convert this to low poly but keep the detail?


texts: Fill in object with procedural shader, like vessels in human body

texts:
I’m trying to achieve in Blender Cycles (preferably 2.79b) a shader that fills in any object with procedural generation.

For example, if I have a model of a hand, I want to fill with vessels inside the hand. Like following inage:

My final goal is not to add vessels, but tree branches/roots. I want to make a hand look like it’s made out of tree roots. Or maybe electronic wires.

I think is the same idea, but different settings on how the inner object renders.

Here is another example, but being used in a human lung: (Apparently this was made in Houdini)

Can anyone lead me to the right path to achieve this. Thanks in advance.


texts: Why is my characters hand spinning in a circle?

texts:
I am using Blender 2.8. I have been trying to make a character I just rigged dab (because it is a simple movement), but early in the video my character's hand spins 360 degrees along the Y-Axis in the frames between my two keyframes. I have tried rotating the final position 360 degrees in all directions, but the hand is still spinning in a circle. Why, and what could I do to prevent this? Here is the render. It is a short video, so I couldn't attach it to this post. Thanks for your help!

Edit:
Here is the *.blend file.


texts:
I am new to Blender and am building some basic shapes and trying different texture methods. In this case I am modelling a rock and when I plug in the normal map I get the following weird line.

the normal image looks like this:

and the output from the Normal map node looks like this:

Note that it doesn't appear when the normal map is off

Here is my node map:

with a zoom on my normal map data:

The shape is a basic low poly shape with 2 subsurf and 2 displacement modifiers. I am using the Object data from the TextureCoordinate node instead of unwrapping, as I've seen many people do that without issues.

Here is a link to the blend file.

any help would be appreciated!

Thanks Dan.


texts:
Trying to render the default scene.  Have set my user preferences to have Render Output go to F:\Blender\BStills\ - and this is what's listed in Properties panel as well.

If I try to render an animation, things work fine.
If I try to render a single, still image, I'm not getting any output (even though the render looks like it runs fine within blender).

Also, is there a simple way to attach .blend files so people can look at those directly to help with troubleshooting?

Thanks for any help.


texts:
I have a model I created with bones from Mixamo. The FBX has embeded textures.
I want to rename the bones in the model to get rid on the Mixamo in the beginning of each bone name. (this is find with Mixamo). I removed the Mixamo from the names, but then I export as FBX, the textures are gone. I am wondering how to reapply the textures to the model, or how to save the FBX with the textures.
Thanks for any help.


texts: How to apply force to a face of an object?

texts:
I wanna do a test on an square (softbody) where the top surface is fixed and i want to apply a force to the bottom surface toward down to see the deformation of object due to the applied force.
Does anyone know how to do that? Thank you in advance!

The result is likely to be something like this:

Cheers


texts: How do I make the back faces of a transparent object hidden while other individual objects behind it remain visible?

texts:
This is the scene in material mode

Render mode with Z transparency

The same thing but now with mask transparency

Can I make the back faces of the front cube hidden like the 3rd image, while the black cube behind it is still visible like in the 2nd image?


texts:
I'm new into textures and I'm trying to bake high res normal map for low res model. And I always get same result, this distortion on the places where seams are. Any help?

I'm trying to use cage method, so my low res is bigger than high res, if I leave the same size result is the same. I feel like it is very stupid and tiny mistake, please help!


texts: Replicate "scribbly" effect in 3d with Blender 2.8

texts:
Looking for advice on replicating this common effect in 2d animation:

I've tried a few things, nothing came close to looking good. Ideally it would be the same effect, but in the 3rd dimension as well.

The closest I came (which still looked quite poor) was with shape keys and randomizing the vertices each frame. It looked alright on the edges only, but the effect wouldn't be there in the middle of the mesh.

Any ideas or even someone having replicated this effect before (I tried searching but found nothing) would be much appreciated.


texts:
I'm currently working on a VR coaster experience, kind of a cruise in a flying car/ship/thing.
My panoramic camera is parented to the vehicle, which has a Copy Location & a Copy Rotation constraints. The target is an empty that follows the path of the cruise.
Problem : when the ship rotates, the axis of the stereoscopy is fine in the viewport, but in the render it seems to keep a 90° angle compared to the world, like you can see in the capture.

Any help would be much appreciated !
Thanks


texts: How do I extract a texture .png from an FBX?

texts:
I've got a Black Ops 2 gun in FBX format. I want to extract the texture from it as a PNG or some type of image.
I am using the latest Blender


texts: non-uniform scale and vector mapping in blender uv unwrapping

texts: Hi i am trying to apply some bump maps and normal maps to a floor in my scene but when i uv unwrap it blender warns of non-uniform scale and i think because of that Vector Mapping is resulting in some wired shape


texts: How does the annotation work in the VSE, in blender 2.8 beta? If I check the box annotation in the VSE and add a layer nothing happens. What am I missing?


texts: Blender mesh becomes messed up after importing

texts:
Alright, so I have this X wing model that was created in a separate game file, and I want to move it to a main game file with other models where I plan on making a game.  The thing is when I move it, it looks normal enough.  However, when I hit key "p" to play the game as a game render, everything on it looks messed up as far as placement goes.

So this is what it looks like after importing it into the game--as it should

But this happens after entering the game, pressing "p"

As you can tell, normal perspective is all messed up.

I am really confused as to what's going on and have played around with import settings, with no luck.  I would really appreciate it if someone could help me out.

Thanks


texts: Inside of clothes pop out certain rigged character positions

texts:
Don't know how to explain this in words so here's a video showing the issue.

https://youtu.be/AjOcXKPOm4Q

Is there any convenient way to paint out the weight of the bones on the skirt so the inside won't be popping out?

The topology of the inside is almost identical to the outside, so I'm not sure what causes the popping of the inside.


texts: Meshes not visible in render and render is super grainy with black dots

texts:
I´ve been trying to fix this now for two days and it seems as being new with blender I´m totally lost. I have this scene with green screen where five snakes(made out of cubes) are slithering through the view done with simple curve modifier. The snakes are visible in rendered view, but when I render a picture it only shows a supergrainy green screen and no snakes, that should be in the middle of the picture.
There´s only one camera and its activated, the right layer is selected and the snakes are not hidden (the camera icon and eye icon are selected). Thanks for any help!


texts: Emit particles from a plane based on the alpha channel of it's texture

texts: Is it possible to have a particle system emit particles based on the alpha channel of a texture? I would need to emit particles only from the parts of an image texture that are not transparent.


texts:
I'm trying to create my own similar Shrinkwrap-Modifier with raycast.
Unfortunately the result isn't accurate and I don't know why. It work's with Spheres, all other primitives are inaccurate.

import bpy

scene = bpy.context.scene

objA = scene.objects.active
objB = bpy.ops.mesh.primitive_uv_sphere_add(segments = 30, size = 100, location = objA.location)

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

mesh_obj = bpy.context.edit_object
me = mesh_obj.data
bm = bmesh.from_edit_mesh(me)
for vert in bm.verts:
    #vec = mesh_obj.matrix_world.inverted() * vert.co

    localA = objA.matrix_world.inverted() * objA.location
    localB = objA.matrix_world.inverted() * vert.co

    (location, normal, index) = objA.ray_cast(localB, localA)

    vert.co = location


texts: How to use Vertex Groups to determine the distribution of an object in geometry nodes?

texts:
I am using the new Geometry Nodes to put chocolate chips on a cookie. I have weight painted the cookie shape to keep the chocolate chips on the top of the cookie.
If the vertex group is named "Distribution", how would I reference this to keep the geometry nodes (choc chips) on the top of the cookie?


texts: When using randomize transform => randomize scale, how do you have the randomized values all be above zero?

texts:
I'm trying to Randomize Scale(only Z) of some identical boxes, the goal being to have all of their bottom faces on the same level, while top faces are on different heights.
As you can see below, some of the boxes have their Z randomized to negative values.

I know Blender accepts some simple maths when entering values, so I tried entering |6.24| (as an absolute value) to see if that will work, but no luck.
So, I'd like to know if there's a smarter way to go about this, maybe without Randomize Transform tool altogether.
Also, I'd like to know if there IS a way to use some equivalent of |x| in Blender, or is there no such feature?
Thank you for your time!


texts: How do I copy bones from one armature to another?

texts:
I have 2 armatures. I want to copy one subset of bones from the first armature to the second -- in Edit Mode -- in order to have the same bones, same names, same transforms on the second armature.

What I have tried:

A) in Edit Mode, Ctrl+C the bones from the first armature, CTRL+V to the second armature also in Edit Mode. This doesn't work because Copy/Paste will actually copy the entire Armature Object in Object Mode, and will paste a new object with all the bones.

B) in Edit Mode, Shift+D to duplicate the bones in the first armature, then try to unparent them from the first armature and parent them to the second. But I couldn't figure how to unparent the bones from the armature, all the unparenting options I could find would only unparent the bones from their current parent bone, but they'd stay inside the first armature.

Is there any way to do this in Blender or am I going to have to manually rebuild all the bones, one by one, on the second armature?


texts: Motion Tracking + MatchMoving -- What am I doing wrong?

texts:
I'm trying to track the camera in this piece of footage and then also track the object on the stick (to replace the object with a 3D object and remove the pole).

I am a newbie, but I think I got the trackers to a low solve ERROR, so it should be working right --- I also plugged in my camera lens (35mm) and my sensor size, (Fujifilm T3 -- I looked up it was 28mm but maybe I read it wrong).

The results are horrible -- with the camera shaking hysterically. I do not know what is happening but this happens often when I try to motion track and match-move this kind of footage.

Can anyone help this idiot? lol. If you want to contact me privately, I will tip you a little bit for your time.

Here is a link to the videos that illustrate what the camera track is looking like: https://f.io/smQOQvPd

Picture with specs here:  https://f.io/gX-H3BrI


texts: Is it possible to combine both head and body UV maps into one without losing UV mapping coordinates for both of the UV maps? The 3d model is one combined object...


texts: How may I achieve the effect of insetting a concave n-gon?

texts:
The picture above shows the outer walls of a house I'm modeling. The walls of the main house (highlighted orange) need to have an inner layer of insulation, which is half as thick as the present walls.

Ideally, I could create an n-gon with the selected vertices and then do an inset to get the geometry I want. However, an n-gon cannot be created from the selected vertices. Or at least, no n-gon is created when I hit [F].

Is there some way I can avoid a lot tedious vertex shuffling?


texts:
How to create  sunset scene in blender 2.78? I need sunset scene such:

animated
without using any image captured sunset
look like this:

All videos and tutorials creates sunset using sunset images. But how to create sunset without any image and animated?


texts: How to upload videos from Blender to Youtube (and other things)

texts:
Yes, I have checked the other threads. Yes, I looked at the online tutorials. Yes, I tried converting it to an AVI file, but instead of getting what I want, I got either a very slowed down version of my video with no audio, or one with normal speed except my video is only 3 seconds long.

I even downloaded ffmpeg to try to "convert" the video, but I can't find any of the saved copies of my videos that I have.

I posted some of my settings down here.

Also, the video is showing up on a weird 90 degree tilt. So, how do I rotate it?

(from the .AVI one, to the .blender one, to the five other formats that I tried saving it under).


texts: How to define the diameter to a certain size

texts:
I have made a 3d curved cylinder in blender, Inlet diameter of cylinder is certain size, say: 25 meters and outlet diameter of cylinder is say: 7 meters, I want resize or define inlet dia to 0.95 mm and outlet diameter to 0.75 mm,
is it possible to do it in Blender?


texts:
Is it possible to rig an armature to an STL file?

I have been trying and it's not seeming to have it. I'm a bit of an amateur, bit it's still not seeming to have it.

Thank you,
Harry


texts: EEVEE not rendering Grease Pencil lines as expected

texts:
I'm testing out the basic functions of the Grease Pencil by drawing some sketchy lines on simple objects. In the viewport, when in Render mode, the lines look as expected. When I render them in EEVEE (F12), some of them appear broken. I've quite literally gone through all the different render settings in EEVEE (including new settings like anti-aliasing for GP), and on the Grease Pencil object itself, and have not found anything to make these appear correctly when rendering.

I've attached a screenshot of the difference between the viewport & a final render. This is the same in 2.82a, 2.83 beta, 2.90 alpha & is driving me nuts (especially because it's the same render engine?!)..

Any tips would be appreciated on how to get them to render correctly like they do in the viewport (without using Cycles - the lines appear correctly there).

EDIT: I've tried things like turning off bloom, AO, etc - basically tweaked everything in the EEVEE render settings with no luck.

Thanks!


texts:
I would like to define a 3d, spherically symmetric, profile for objects that changes colour and loses opacity as move away from the centre. Essentially I want a 3d heat map centred on the object. The idea is that if I place many of these objects near each other, than they will blend seamlessly, i.e. that instead of overlapping, the space in between them will get the colour and opacity that is the sum of the two.

Is this possible in blender?

Edit for some figures:

So, firstly what I'd like to is paste a 3d profile on to all my objects. Something like this but in 3d:

I'd like the opacity to follow the same or a similar gradient as the colour in the above image. So that you can kind of see through the edges of the objects, but not the centre.

Then I'd like to add many objects but I'd like them to combine like this:

Notice how one object doesn't overlap the other, rather they blend seamlessly, and the brightness at points between them is the sum of the brightnesses from each individually.


texts: Vertex Paint disappears after switching to edit mode

texts:
Basically, after painting the vertices, I noticed that at some point while editing my scene, they disappeared ...
and I tested every step i did before to find out what was causing it to disappear.
I found that, for some reason, entering edit mode and exiting edit mode deleted my vertex painting.
So I recorded a video showing exactly how it happens:
https://i.imgur.com/Y3X2w9B.mp4
My thought about it: For some reason the vertex paint goes 100% white, that is the default color when you create a new one. I know it could happen if u decimate or somehow change the amount of vertex of your object, but I'm just entering edit mode and not changing anything... I don't know if its a bug or I am doing something wrong. pls help!


texts:
In the Fake reflections in Cycles question, there is an example of a simple shader set up. I tried it, the image is displayed in my Preview (Blender 2.73a). The rendered object shows reflection but no image. Why is my image not showing in the new version of Blender?

Jonathan Williamson has an example of how to do this on cgcookie (http://cgcookie.com/archive/tip-faking-reflections/), but it's dated 2010 so the Blender version is different - using Blender Render, not Cycles.


texts: Blender Displace Modifier not importing into Unity

texts:
I created an animation using the Displace Modifier. There is a keyframe for the strength.

This animation does not show up when I import it into Unity (as a .fbx and as a .blend). Does Unity not support this kind of animation?

Thanks!


texts: Camera tracking : Rendered image only render 3D objects and doesnt render the video image

texts:
I am new to Blender(2.9) ,I followed several Camera Tracking tutorials. But when I render my final image, it only renders the 3D objects and the video image doesn't get rendered.If I change the "Fac" value of the "Alpha Over" node, it blends the images but does not give the result I want . (all the tutorials keep this "Fac" value to 1.000)
Following shows my View Layers,Collections (I deleted the 'BackGround' layer generated by the Camera Tracker)

This shows the Compositor settings:

This is my rendered output:

Any tips on how to fix this ?


texts:
I'm not really sure what to call this, but here's a quick example of my problem:
When beveling a corner edge loop, Blender fattens the inner edge instead of keeping it mostly the same width. I've tried to figure out how to fix this in vanilla Blender. I also have several popular addons and couldn't figure out how to resolve it with any of them either (HardOps, MESHmachine, MACHINE3tools). It seems really strange to me that there isn't a setting you can change in the default bevel tool, which makes me feel like I must be missing something.
EDIT: Assume the mesh is too complex to do this with Solidify (which is how I got the "Good" version for my example).
Thanks in advance for reading and responding!


texts:
I am animating the opening of a shutter door. I don't want to deform this door like in real life, just move it on the Z axis.

How would I mask or hide the part that will obviously stick through the roof?


texts: Random edge or object appearing on my sculpt

texts: I did a bool operation to seperate a par of my mesh after then booled them both with a uv sphear!while sculpting i noticed this unnecessary edge which gets engraved in mesh whin i apply clay brush on it if i smooth it then it appears again! How to get rid of it?


texts: fluid rendering in viewport but not final render

texts:
All this fluid is completely blank in the final render.

I made sure "shown in renders" is checked. Any ideas?
Here is the blend file


texts: My PBR Texture looks better in Viewport than in the Render

texts:
i'm rendering an Image of Bane's Mask in Blender. Its on a wet road, which looks high-res in viewport.
This road looks very flat and dry after rendering in Cycles.
Viewport result:

Render result:


texts: I'm trying to adjust my drawings position in Object mode but every time i move onto the next frame, it snaps back in place. I've check my other layers to see if the problem was with all of blender but some of my other objects work but others dont move either. Im stuck and cant carry on with animating :/


texts: I've been working with and fooling around with the magnetic force field. I noticed the seed number slightly change depending on the size of the force, but I wasn't sure what it did or what it controlled. Knowing that would likely help!


texts: Making a 3D Live Wallpaper with Blender only

texts:
What I want to do is create 3D scene animation in Blender then turn it into live wallpaper on my laptop.

I did consider Wallpaper Engine but the question is - Can I use the 3D scene where the path of recording camera took place in Blender then import the file to Wallpaper Engine to make it a live Wallpaper?

Example:
Exo Zombies Carrier Lobby Theme


texts: Is there a simple way in python to rotate/position a camera so that a specific point (X,Y,Z) is in the middle of the camera viewfinder in Blender 2.8?


texts: CLI How to render last frame of hair dynamics sym?

texts:
I have a script that generates random hair
I want it to play animation from 1st frame to 250th, and then output a rendered image of 250th frame, or simply give me the 250th frame without playing animation (that would a be better option)

Here's my code to play animation:

# Animation Frame Timer
def stop_playback(scene):
    if scene.frame_current == 250:
        bpy.ops.screen.animation_cancel(restore_frame=False)

bpy.app.handlers.frame_change_pre.append(stop_playback)
bpy.ops.screen.animation_play()

bpy.data.scenes["Scene"].frame_set(250)

I have 2 scripts. One for generating hair, and one for rendering my output image.
I use this command in terminal to execute it:

#!/bin/bash
frames_cnt=#needed number of images
output_frame_path='BlenderRepository/RenderedImages/LongHair'

for (( i=1; i<=frames_cnt; i++ )); do
  echo "Rendering frame ${i}/${frames_cnt}..."

  (
    cd /home/ds/Documents/blender2.80/
    ./blender --background una.blend --python BlenderRepository/Scripts/Config/LongHair/LongHair.py --python BlenderRepository/Scripts/Config/LongHair/RenderLongHairImage.py -- "${output_frame_path}/frame_${i}.png"
  )

  echo "Frame ${i}/${frames_cnt} has been rendered"
done

When I executing my script via terminal, I suppose it gives me the 1st frame as output. Well, formally its 250th frame, but it looks like 1st frame, as you can see here:

And here's example when I manually execute my scripts via blender one by one:

You can see that the animation has been played, and its 250th frame, as hair lay down. I executed my 1st script for generating hair, wait for animation to run from 1 to 250th frame, and then executed the 2nd script.

So my question is how can I make it work automatically? Is it possible to make it work that way in the --background? I mean I want my second script wait for 1st script to end animation run, so I can get the right image of 250th frame.

2 Particle Systems code:

psys = ob.particle_systems[-1]
psys1 = ob.particle_systems[-1]

pc = psys.point_cache
pc1 = psys1.point_cache

print(pc.frame_start, pc.frame_end)

bpy.ops.ptcache.bake({"point_cache": pc}, bake=True)
bpy.ops.ptcache.bake({"point_cache": pc1}, bake=True)


texts: I need a handler for render_complete but with OpenGL render

texts:
Is there a handler to execute a function after an OpenGL render (after the whole animation is rendered).

Because this script

import bpy

def end_rendering(dummy):
    print("I'm doing something")
    bpy.app.handlers.render_complete.remove(end_rendering)

bpy.app.handlers.render_complete.append(end_rendering)
bpy.ops.render.render('INVOKE_DEFAULT',animation=True)

works and prints I'm doing something after the animation is rendered, but this:

import bpy

def end_rendering(dummy):
    print("I'm doing something")
    bpy.app.handlers.render_complete.remove(end_rendering)

bpy.app.handlers.render_complete.append(end_rendering)
bpy.ops.render.opengl('INVOKE_DEFAULT',animation=True)

does nothing.

Is there a specific handler like "opengl_render_complete" or something? Anyway, is there a way to manage this and execute a function after an animation (called with 'INVOKE_DEFAULT') is rendered with opengl in python?


texts: my model doesn't move from the origin, or moves or rotates ONCE and then returns to the origin

texts:
I exported my scene with a simple plane and a animated mesh into 2.73 from 2.66a and now the mesh doesn't move from the origin, it looks like if it wants to move or rotate but it remains in  the origin, or if it moves when i press another key to rotate or move, the model returns into origin. Please help

Here is the blend file:

http://www.pasteall.org/blend/33673

Perhaps this could work:

How do you import a rigged character from one blender file to another?

Now i am trying to clear parent between armature and mesh nd rig again. Actually the walking animation was easy to reproduce and not very accurate. hmmmm


texts: After Applied Array Their Location Changed

texts:
I can not figure out the reason causing the mesh location to change after applied the array modifier. I have not had this problem before.

Applied LRS, it does not help. :D

Thanks for your time to take a look at this problem.


texts: How to make fractal-like bubbling pattern with spheres?

texts:
For a graphic design project, I want to illustrate a fractal-Style arrangement of “bubbling” spheres: a network of “hub spheres” with smaller spheres that each have their own hub, smaller and smaller, etc. Here is a sketch of what I mean:

Is there a way to make this semi-random, fractal dispersion of spheres in Blender (2.8)?


texts: Why is my render deforming some of my scene?

texts: I've tried rendering with 128 and 300 samples with optix and can't seem to get rid of these strange deformations. Rendering in NLM is super splotchy. Does this have something to do with the materials? Any help is greatly appreciated!


texts: Recently when I grab a mesh in blender my mouse does not snap to it. What I mean is that the mouse cursor stays where it's at and moves the mesh from a distance. I don't know how this happened but I would like to know how to change it back.


texts: after applying the normal map my character looks so weird

texts: After applying the normal map this is how my character looks pls help. The file is available here


texts: How can I sharpen the light fall off for a rotating earth animation with 2 materials?

texts:
Intermediate level question. I have been following Andrew Price's excellent tutorial on "How to make Earth". I have managed to "create" earth, and render as a static image. I have returned to this tutorial and am now producing an animation where the earth rotates, and then as the earth faces the sun the night time material falls away sharply revealing day-time earth. I'm not sure if this is still the right approach to rendering animations vs static image renders.

I have been trying to use vector normals in the node editor which allows me to, sort of, produce the effect. The problem is that the fall off is not sharp enough. Here is the nodes setup for the "Earth" sphere. I have added a vector normal to the night time material to create fall off but this is not working as I thought it would. The effect is half way there, but still not right.

The node setup for earth looks like this. (It's in the blender file to).

The challenge is to setup nodes, so that as the earth spins, the night time material falls off sharply on the horizon, and the day time material becomes visible as light hits the sphere. The outliner shows the basic structure of concentric spheres named : earth, atmosphere, and clouds.

You will need to download the image textures and install them in your own local location and re-connect in the node editor for "earth". Some pointers from the blender experts out there would help a lot in my understanding of nodes, especially the vector normals and if it's applicable here, so please "have at it!".

Earth Blender file here.


texts: How to set active control point of a curve using python

texts:
I'm failing to set the active control point of a nurbs curve using bpy.

For context, I'm trying to add a hook to a selected pose bone. The following snippet demonstrates the idea. A pose bone is already selected:

ob = bpy.context.active_object
curve = ob.data.splines[0]
scene = bpy.context.scene

ob.select = True
scene.objects.active = ob

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.curve.select_all(action='DESELECT')
curve.points[0].select = True
bpy.ops.object.hook_add_selob(use_bone=True)

This returns the following error:

RuntimeError: Error: Requires selected vertices or active vertex group


texts:
Is there a way to "glue" input fields together in Python, like in the Properties > Render > Resolution?

It's not a layout box, it's not a IntVector...

I was surprised to see in how many ways a FloatVector can be displayed (e.g. numbers, RGB, RGBA, ...). Perhaps I missed an option somewhere?


texts:
any help?

i tried changing the mirage meter but no luck.

https://www.dropbox.com/s/d8e3vht6vdg5pl6/s.blend?dl=0
this is the file also its 2.8


texts: How to get / set attributes scene property in blender 2.79?

texts:
This question has already been asked for blender 2.8, now that I have had an answer I quote the code fragment of @aliasguru's answer

(How to write __annotations__ (scene property) in new scene?)

This works perfectly on blender 2.8, now I'm trying to figure out how to make it work on blender 2.79, but I can't find the right keys to do it. It is simply a matter of copying the props "props" of the scene recorded in a class of PropertyGroup

def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.__annotations__.keys():
        source_attribute = getattr(first_scene.scene_prop, key)
        setattr(new_scene.scene_prop, key, source_attribute)

the error I get during code execution is:

AttributeError: 'MyclassPropertyGroup' object has no attribute '__annotations__'

Note: Within the class there are properties of type enum, float, int, string, bool


texts: Where do these hair artifacts come from?

texts:
I'm rendering some hair close up, with a fresnel-based material on them:

The majority of the render looks fine:

However, some areas have a scratchy-looking artifacts running perpendicular to the hair length:

What cases these artifacts?


texts: How can I limit motion blur to a specific object?

texts:
I have a plane with propeller. The plane is moving and so is the propeller but I just want the propeller to have motion blur and not the plane body. How can I achieve the effect? I am using blender render engine.

Here is my image currently:


texts: Different vertex coloring behavior depending on vertices painted

texts:
I've been experimenting with vertex colors on the default cube. I've painted three vertices, as is visible in the picture:

My question is, why does the upper right face visible in the picture form a stripe where opposite vertices are colored, while the the other two visible faces are colored differently?

It seems that in any given quad, coloring the top left and bottom right vertices will form a stripe in the middle, and the other two vertices will color in the other parts. My assumption is that this is because each quad is really two triangles, and the coloring is more greatly "stretched" along the longer side, creating the stripe in the middle. Is this correct?