texts: UV Map is a complete mess. How do I even begin to fix this?

texts:
100% total beginner here, just completed the Blender Fundamental tutorials and now working on the Default Cube Owl tutorials.
I just got to the "shader" section of these tutorials and followed the steps to create a simple UV map texture so we can see what the UV map looks like on our model and BOY HOWDY is mine ever an ugly mess. Looks like a Tim Burton prop. Totally un-workable.

I don't want to make the model over from scratch and pretty sure I don't have to, but have tried every trick I can find online to make it usable. I've tried adding a seam around the edge and UV unwrapping. I've tried deleting the existing UV map, generating a new one, and unwrapping. No matter what I do it comes out looking exactly the same.
I know it's ugly and just for a tutorial but I'd like to know how to fix it so that I can avoid making this mistake down the line.
Thank you so much in advance.


texts: How to create haze around a uv sphere with emission shader

texts:
So, I have this lit up ball on a black background.

The background needs to be black, and i would like a sort of haze around the ball. Other questions did not solve my problem. I was thinking something with a volume scatter node, but i tried it and it doesn't work with a black background.

Here's the world setup:

So, yeah. Any help would be great. Thanks!


texts: How do I join two separate objects so I can edit them as one mesh?

texts:
I have created two meshes as separate objects and I want to create a face joining them. However, since they are two different objects, I can not edit them to add the face.

Is it possible to join them into one mesh?


texts: Trying to open pref scripts directly into Blender and replicates a message of "Directory not supported in this version". I don't understand the problem entirely and theres nothing on Blenders website, this the first I have seen and heard on this topic. Any opinions would be appreciated! Thx


texts: How to export colored Map from Blender to Unity?

texts:
I have a question.
I created a map in QGIS.
Then I exported my map using QGIS2threejs Eporter in *.gltf fromat.

This format can be easily imported and saved to Blender format which is supported by Unity. In Blender it looks good.

But, then when I drag and drop this object to Unity I lost all colors in a map. It looks like I did not save the image information.
Does anybody know how to fix my problem ?

Thank you.


texts:
I've just tried to launch Blender. Nothing has changed except for a recent Windows upgrade. When I launch Blender it hangs then crashes at the launch screen. I cannot get any version (2.20, 2.78, 2.79, 2.80) to advance past the launch screen - like, at all. I've been using Blender since the day Steve Jobs died so I'm no noob.

I've tried uninstalling and installing (many times)
Installing previous versions
Updating Windows and NVIDIA drivers
Launching from the installer and from the .exe zip file

Any ideas would be great? No error messages apart from the Windows (Not Responding) before it just stops.

Help!


texts: Apply shape to a model but not to the armature

texts:
I posed a model using an armature and I now need to apply the shape to the model, so that it becomes it's default pose.

But I need the armature to not be affected by this new default pose. Think of it as a guy with his arm raised but the bones of the arm are still hanging down. Plus, I still need to be able to control the arm with them. (It would look horrible but it's just an example)

Is there a way to do this? I've been unable to find an answer.


texts:
I have a situation where, after extruding an angled face, I need to make an edge of it flush with the grid lines. I tried to illustrate what I want to do with the image below. Note, the new location does not lie along the intersections of the grid, only along the X line, so I cannot use snap to grid.

I believe the best way to accomplish this would be with the knife tool, but I need a way to snap it to the grid in order to get accurate results. Is there such an option? Bisect would also work.

I am aware I could use a second object and intersect them to get this result, but I would prefer if a tool could accomplish what I need, as my current project will involve a lot of this.


texts: Problem with blury render.(Maybe the size?)

texts:
I have to render this:

But the render looks blurred

Maybe is because the size? Its too small maybe?


texts: Scaling: What’s the difference between Ctrl+A and S?

texts:
I saw some blender tutorials, and a doubt arises to me. Whats the difference between using Ctrl +  A and  S to scale something?
For instance, I modeled some branches using Skin modifier and if I select a vertex and use Ctrl +  A it allows me to scale but not using the  S key.


texts:
I recently started learning Blender and I need some hints about animation. In the Game Engine, I want to display a gauge with a needle (think classical speedometer) which is set by values coming in over the network.

It's supposed to look very smooth. Therefore, when moving the needle, I would like to rotate it with a bezier-like movement to the new value. This means I need an animation that I can parametrize with (rotation_start, rotation_end) values from a Python script and then playback (like playAction() on objects).

I have tried doing this with Actions/Drivers, but was unsuccessful.

What is the best way to solve this?


texts:
What are your suggestions? I'm getting AO pixelated in the texture.
I imported this model with sketchup, but I don't think it's a problem with the faces. Is it any setting that I'm missing?


texts: Combination of Mix shader and transmissions node leaves behind black artifacts

texts:
I'm trying to make an object transparent but when I use a mix shader and transparent BSDF node and turn the transparency to the maximum value it still leaves behind these weird artifacts. Why is that?

Here is how it looks without transparency

Here is how it looks when transmission is turned on (maximum value) with the mix shader. The leaves should look invisible

Here is the node setup for that material. The mix shader at the top right is what I switch from 0 to 1 to get the two previous images. Any ideas on how to get an evenly transparent material without the black shapes being left over would be a great help. Thanks!


texts: How to solve joint bending with a mesh structure

texts:
How to solve joint bending with mesh structure
Hello, I want to make a stickman.
I have no knowledge of rigging and don't want perfection, so this time I used an add-on called Auto Rig Pro for rigging.
However, as shown in the attached image, my arms worked, but my legs did not bend well.
(I used the same object for my arms and legs)
It's difficult to touch the rig with Auto Rig Pro, so I'd like to change the mesh structure to solve this problem.
I would appreciate it if you could tell me how to change the mesh structure so that my legs bend well.
Blender 2.92
Windows 10


texts: Script to separate shared vertices that have different UV's, normals and colors

texts:
So i'm making a model format for my Unity game, and i ran into an issue: Normals, UV maps and vertex colors in Unity are per-vertex instead of per-triangle, so i'll need a python script that automatically duplicates the vertices that have more than one UV, normal or color and rearrange the triangles accordingly. I can't do this myself yet cause i'm a beginner when it comes to Python, what i've been doing is saving each triangle separately and stitching them inside the game, but that takes AGES.
Thanks in advance :)


texts:
I want to have my beveled object to have fake-rounded edges:

The vertex normals should be vertical with the main surfaces, so that the original surfaces are rendered plain, and the beveled edge is rendered fine round.

However, if set to smooth, the auto-generated normals are like this:

The original large surface become not plain.

In addition, auto smooth option also won't give me the expected result. I also tried Normal Edit modifier, but seems it don't allow manual control on each individual vertices. So how can I get the effect I want?


texts:
I'm using a basic armature: a couple of bones for the hand, a bone for the abdomen, chest, neck, head, clavicle, arm, forearm, thigh, shin, ankle, foot and toes. I'm use poles and targets for the arm and leg.

This basic setup works fine for walking animations, attacking, tree chopping etc. but as soon as I attempt an animation where the model is picking something up or crouching, it looks awful. The buttocks completely disappear and the abdomen is pushed in by the thighs. I've tried to weight paint my way out of this but I suspect I need more bones around the hip region to stop this from happening.

Does anyone know any good resources for improving armatures? Keep in mind that this is for a game so I'm aiming for minimal bones. I can post my blender scene on pasteall if that would help.


texts: Background plate for interior render with windows

texts:
I'm making an interior scene in Blender (you can check it below) using two light sources. One sun lamp and an environment hdr image.

I'm happy with the result but I need to have something outside the window. It can be a city landscape for example. But looking at renders on the internet, I always see these kind of interior scenes with an overexposed light coming from the window.

Either way, what is the correct way to make this render better? If it's with a plate, how can I do it in order not to block the sun lamp?

Thanks.


texts: Storing Actions as Part of Object Modifier?

texts:
Is there any way to do a bunch of actions to a model, so that you can store all the values and then modify them later?
I guess maybe a macro would work? Is there some way I can record a macro, then modify it then it'll run every time. That way I can modify the values that I need in the macro. And if anything happens that would make one of the successive actions fail, I would then just have to re-record that section of macro?


texts: Scene clip in Video Editor affects the image strip above it

texts:
In the Video Sequence Editor, I have added a scene and over top I added an image strip.

The image strip is set to 100% opacity and therefore should not be affected by whether the scene is underneath it or not.

However, frame 15 is darker than frame 30.

What could be the cause of this?


texts: Blender 2.79 freezes when I try to open file

texts: Every time I try to do anything that involves action of actually looking at my computer files through blender, Blender stopps responding (right after I click the button) for 2-5 minutes before actually showing the files to me. I tried opening console, but there was nothing new when I for example tried to import a background image


texts:
I am trying to align vertices A and B.
I need vertex to A move to be vertically in line with vertex B, but retain the horizontal slope of face C, how would I go about doing this?


texts: Change Object Index of Objects in a Collection Instance

texts:
If you make instanced copies of a bunch of objects (alt+D), then it is possible to give them different Object Indices from their originals. This is useful if you are using Object Index as a mix factor in the material of the objects. This is especially useful when working with multiple Scenes. However, Instanced Objects don't copy all changes from their originals. If you make a change to a modifier, or Transform the original object, it does not update the Instances. So as you are working, you are stuck constantly re-creating the instances.

You can get around this problem by instead using a Collection Instance of all the objects you need copied. Then any changes are reflected. But then you can no longer change the Object Index of the copies. You can set an Index on the Collection Instance itself, but this doesn't effect the objects within it.

Is it possible to somehow get at the Objects within a Collection Instance and give them their own Object Index that is different from the original object?


texts: File output node outputs wrong image resolution

texts:
I have the node setup shown below.

The input image size is 8000px by 4000px. The scale node is supposedly reducing this to 800px by 600px.

If I hit render, and then manually save the output from the UV Image editor, I get exactly what I would expect (a nicely scaled image size 800px by 600px).

However, if I go to look at the file generated by the file output node, I get a different result. I get an image of size 8000px by 4000px with my 800px by 600px shrunk image in the centre of a massive black border.

How can I make the file output node output a properly scaled image?


texts: I'm pretty new to Blender and I'm trying to create a perfectly round NURBS sphere. I need a wireframe of this sphere with big cells (like on the image below) but I also need curved (sic!) not straight edges of cells. Is there a way to do so?


texts: Python script: Problem in copy object location

texts:
i am trying to copy z location of my object and storing it in a list for a range of keyframes but the location is not updating
c = 1
s =list()
while c < 251:
 bpy.data.scenes["Scene"].frame_current=c
 bpy.data.objects['Empty'].select_set(True)
 loc=bpy.data.objects["Empty"].location[2]
 s.insert(c-1,loc)
 bpy.data.objects['Empty'].select_set(False)
 c=c+1

i wrote list s in a file and saw that the loc does not update in the loop. Need help.


texts: Mesh deformation after armature parenting

texts:
When I tried to set parent with automatic weights my mesh was deformed.
What did I wrong?


texts: How to Get That Triangulated Low-Poly Look?

texts:
I've been doing low-poly models for about a year now cause that's all I can really do. I've always wanted that good triangle looking low poly style. Never knew how to achieve it, Im guessing with modifiers. I'm just unsure, if anyone knows how to do this look please leave a comment. Thanks!

(Example is the game Jalopy)


texts: How to tell if an object is linked with another blend?

texts: Is there any way I can check if an object is linked from another Blend file via bpy? I need to do this for xrefs on something.


texts: How to unlink / remove an object from a scene?

texts:
There is an object shared between Blender scenes. So the same object appears more than one scenes (see below).
Is there a way to unlink the object from a specific scene? In my case I would like to remove the Cube.001 from Scene.001.

There is Make Links - Object To Scene command and we can use it to add objects to another scene (see below). So I search for kind of an opposite action.


texts: Changing Influence value on Bone Constraint frame by frame

texts: So i'm new to animating in Blender. And I'm currently having trouble with the 'Child Of' on the Bone Constraint, for some reason the 'Influence' value is not working frame by frame. What I mean by 'frame by frame' is that I want to be able to have its 'Influence' value set to 0 on one frame and on another frame set it to 1, but for some reason its not working when I create a new frame.


texts: Is there a simple/concise explanation out there of script manipulation of mesh objects?

texts:
I have run out of luck just copy/pasting other peoples code, and now I want to understand (at least somewhat) how to "do some things" to mesh objects. For example, I often do this to make various complicated meshes:

# make a custom purple mesh object
me = bpy.data.meshes.new('tim_the_mesh')
ob = bpy.data.objects.new('tim_the_object', me)

bpy.context.scene.objects.link(ob)

me.from_pydata(verts, [], faces)   # generated earlier

ob.active_material = purple
bpy.ops.object.shade_smooth()

# then, for some reason, I do this to make sure it remains selected
bpy.data.objects['tim_the_object'].select = False
bpy.data.objects['tim_the_object'].select = True

Now I want to make a matching purple sphere

ob2 = bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))
#ob2.active_material = purple  # Nope!
#me2 = ob2.data   # Nope!

bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))
ao = bpy.context.active_object
ao.name = "tim_the_sphere"
ao.location = (x,y,z)
#ao.active_material = purple  # Nope!
#bpy.ops.object.shade_smooth()  # Nope!

Each "Nope!" is something I thought might work, but without a decent grip on what is what.

Of course there is more than plenty of documentation all over the internet. But is there something concise, maybe even a block diagram, that will help me see how to "get at" the various properties easily within a script environment? It will be much easier for me if I can get a grip on how these things are accessed.


texts: How to make the rendering process less resource consuming

texts:
I am new to blender and I really love it. I have completed some tutorials from tutor4u on youtube. I have a HP Probook 4530s with a core i5 2430M CPU and the problem is that when rendering files the CPU temps reach about 99C or about 210F which It think is not good.I have tried limiting the threads to 1 but then one of the core heats up to 200F or 95C.
P.S. I am not sure if my computer has a graphics card. It does have Intel Integrated Graphics.


texts:
usually i just make an object, add an Lattice, then select the object, and then with shift also select
the lattice, and thereafter ctrl P. then there should come option up for select Lattice, but its misssing
in the menu, and the lattice its not thereafter active in edit mode. i have also tryed to add an lattice modifier after doing this with pick select the Lattice, with the picker.
Non of this work, - and i can find any failure, this is what all tutorials tell me to doo.
What can be the problem? The picture is what the window toggle console says.
regard Frank Fenriz dk
this should be the fail code
File "", line 1
(0.o65*1 )*1
^
SyntaxError: invalid syntax
Info: Deleted 1 object(s)
Info: Deleted 2 object(s)
Info: Deleted 1 object(s)
Dependency cycle detected:
OBSphere.002/Geometry Component/GEOMETRY_EVAL() depends on
OBLattice/Geometry Component/GEOMETRY_EVAL() via 'Lattice Modifier'
OBSphere.002/Geometry Component/GEOMETRY_EVAL() via 'Lattice Modifier'
Detected 1 dependency cycles
Dependency cycle detected:
OBSphere.002/Geometry Component/GEOMETRY_EVAL() depends on
OBLattice/Geometry Component/GEOMETRY_EVAL() via 'Lattice Modifier'
OBSphere.002/Geometry Component/GEOMETRY_EVAL() via 'Lattice Modifier'
Detected 1 dependency cycles
Info: Deleted 4 object(s)


texts: seeking UV Stretch colour related information

texts: i have unwrapped a object in blender and when i turn on the display stetch,it shows the blue and light blue clour.I know blue means no stetching and red means high stetching. The question is what other colurs reflect inforamtion regarding stretching. Do we always have a blue colur on our uv or light blue or even green is acceptable.What would be the best colur to have in your uv for good uvs thnx


texts: I am trying to parent two bones together on the human body I made. For some reason, on 2.77, no matter what parent option I use, the bottom abdomen bone and the upper leg bone wont "connect" (as much as they can when it comes to parenting). I'm using this video to learn how to rig, but what it tells me to do doesn't match up with what is happening on my screen. Any suggestions, tips, or option changes I don't know about?   Blender Rigging 1/2


texts:
This might be a bug, and I've spent all night hunting it. I think my solution will have to be rebuilding some of my file and animation, but I was wondering if anyone had run into this problem:

I have a basic walk-cycle for a character for a unity project, along with 3 shape keys. The last shape key is a king of growl/grimace. In blender everything is fine, the walkcycle "walks", the shape keys shape, all is good. In Unity the character comes in with only the first 2 shape keys, and the last "growl" shape key as part of the mesh.

Interestingly, Unity wouldn't let me import this as a .blend file.

So, I start deleting bits and pieces (the shape keys and the animations) and finally ended up with a FBX file with a new 3rd shape key and a new animation, with a normal face. I tried to recreate this with no animations (to start fresh animating in Unity), and all my imports still had the "growl" shape key as part of the mesh (and yes, this is well after I've deleted the offending shape key).

Here's where it gets weird! Back in Blender: When I added a shape key, and brought my new shape key from 0.0 to 1.0, the growl came back as if I sculpted it. There was already information in the shape keys when I added them. I added another 3, the growl was in all of them.

So, I thought this was Unity messing up, but somewhere in Blender, after shape keys were removed and animations were cleared, the memory of that "growl" shape key still exists, and I can't get it out. AND... all the FBXs files I export from there have the growl.

Any ideas how this is happening? Is it some kind of buffer? Can I clear it out?


texts: Blender fire is rendering in solid mode or wireframe mode but not in render mode

texts:
This is for domain

You can see that in wireframe mode it is showing fire but not in render mode. I have waited but got only smoke. In image below you can see the settings.
Below image is of object ( wood )


texts: My materials section is different than the one shown on tutorial

texts: My materials section (the bottom one) is far different from what  the top section looks like. I need help in how i could change it to look like that.


texts: I use standart texture from blender. As long as faces of the cube are parallel to axes, it looks fine, but when not - it's like on the image. How can i make the texture on not parallel faces look similar to parallel ones?


texts: Animations imported into unity from blender don't work

texts:
So after decaphimes of hardwork I was ready to import my Blender character into Unity, I export my rig, model, and animation as an FBX and put it in Unity... but nothing works or plays. My Model shows up in Unity But it stays in whatever position I imported it in and nothing else, the animation plays by itself when I look at it in the Unity animator thingy on the bottom right-hand corner when I select the model. But it never applies to my character, and when ceratin animations do work it'll only work with the imported model. I'm not able to swap out animations (All animations I created that all come from the same Mama and Papa rig)is what I'm trying to say. This is a link to all of my files and assets, it would be great if someone could solve this problem for me.

https://drive.google.com/drive/folders/1eq_2D13hRwJEU_uGFt3J0UZndyesnCWj?usp=sharing

I will give whoever solves my problem boundless gratitude, thank you.


texts:
So, I just started using Blender about a week or so ago, so forgive me if the answer to this is literally right in front of me.

But I was editing a channel banner for one of my friends and added text behind it:

But.. As you can see here, when I go to render it the text doesn't show up.

At first I thought it was just because the background was transparent or something, but that didn't seem to be the case. How do I fix this?

EDIT: Here are the material settings


texts: Why does my video editing playback slow down after a short amount of time?

texts: I'm fairly new to Blender and video editing as a whole. I understand that the playback in Blender's VSE needs to load a video once before playing at full framerate. After playing through a video once, when I return to the beginning, I'm able to play it smoothly at 60fps. However, after around 1000 frames, I get a brief freeze in the video followed by ~24fps playback for the remainder. The audio plays fine at full speed, not freezing with the video and finishing long before it. I've tried this with multiple different clips (flv files recorded with OBS) and the problem is consistent in each clip, though there doesn't seem to be anything wrong with the clips themselves if just played raw through a media player. Does anyone have a fix for this?


texts: How to put thorns on the surface of a plant?

texts: I  want to make a Spiny plant and I want make thorns on the surface of it with a specific angle .. I tried to use particle system (hair) but the thorns appear floating outside the mesh with random angles .. is there any way I can snap them on  the surface of the plant ? .


texts: I'd like to install LDR-Importer in order to import LDraw .dat and .ldr models into Blender. Unfortunately the script comes with no installation documentation. Where should I unpack the github archive?


texts: How can I get a stereo cameras volume and parameters?

texts:
I need to find some parameter of the stereo camera.
In particular I need:

The distance of the near and far plane and where are them (for calculate the dimensions, the position of the vertices of the panel, etc.)
Where exactly is the volume of the camera situated (the volume you can see if you enable the option in the 3D view generic properties)
The formula used to calculate this data in blender (who knows where the file with this formula is?

import bpy

scene = bpy.context.scene
cam = scene.camera
print("convergence_distance: %f" %cam.data.stereo.convergence_distance)
print("convergence_mode: %r" %cam.data.stereo.convergence_mode)
print("interocular_distance: %f" %cam.data.stereo.interocular_distance)
print("pivot: %s" %cam.data.stereo.pivot)
print("focal_length: %f" %cam.data.lens)
print("gpu_dof.focal_length: %f" %cam.data.gpu_dof.focal_length)
print("gpu_dof.focus_distance: %f" %cam.data.gpu_dof.focus_distance)
print("gpu_dof.is_hq_supported: %s" %cam.data.gpu_dof.is_hq_supported)
print("lens_unit: %s" %cam.data.lens_unit)
print("sensor_width: %f" %cam.data.sensor_width)
print("clip_end: %f" %cam.data.clip_end)
print("rotation_euler: x = {0}, y = {1}, z = {2}".format(*cam.rotation_euler))
print("location: x = {0}, y = {1}, z = {2}".format(*cam.location))
print("sensor_height: %f" %cam.data.sensor_height)
print("sensor_width: %f" %cam.data.sensor_width)
print("angle: %f" %cam.data.angle)
print("angle_x: %f" %cam.data.angle_x)
print("angle_y: %f" %cam.data.angle_y)
print("cam.matrix_local")
print(cam.matrix_local)
print("cam.matrix_basis")
print(cam.matrix_basis)
print("cam.matrix_world")
print(cam.matrix_world)
print("cam.calc_matrix_camera(x=1, y=1, scale_x=1.0, scale_y=1.0)")
print(cam.calc_matrix_camera(x=1, y=1, scale_x=1.0, scale_y=1.0))**

with this code i have some camera parameters but i don't know how to find the others.

tips?


texts:
I'm working with color sensitive data in vertex colors, and the only way I can retrieve these colors in real-time is to capture them off the mesh they're applied to (otherwise, I have to locate the vertex in an exported format or keep a list). They're currently not possible to retrieve in-editor like weights are, to my knowledge.

Unfortunately, there's a subtle noise over the 3D viewport that was not present in 2.79 and will not go away in 2.8. Under flat lighting, proper color sequencing, and colors from vertex, any given point on the mesh or background altered by a noise overlay that slightly skews the actual data:

It's difficult to make out, but up close any given pixel appear to vary in color by one of three variants, of which only one is correct (this presentation may also be altered by any compression added on upload, but believe me, it's there)

Where is this noise option specified? It's been a battle disabling various and superfluous rendering options applied to 2.8 over older editions. I need a functional workspace, not a pretty one.


texts: Exporting cycles rendered models to be used in opengl

texts:
The cube in top left corner is the default cube with change in view port color. I added checker texture to it using nodes and got it rendered using cycles render. When I exported them to be used via opengl API, the cube in top left corner,i.e. without texture, gets displayed.For any model, the only effect I observed is the change in viewport color in the model, which gets displayed via opengl. Is there a way to use rendered model or models with texture and other details added to it?
P.S I have Open Asset Import Library to load scene and GLSL for implementing shader source.


texts:
I've read a lot about this but most of what I've found is anecdotal or personal experience.  My question is more about architecture.

The optimal tile size for GPU's is universally stated to be 256x256.  But all GPU's are different.  They have different interfaces, # of cores, memory, etc.  Why is 256x256 the universal constant?  If it's the memory interface, there are cards with 128-bit and 384-bit interfaces.  Would their optimal size be 128x128 and 384x384?

I've found that for my GTX-970 (256-bit), if I keep the multiplied tile size as close to 65536 (256x256) as possible, I always get the fastest render times.  But that number doesn't correspond to the number of cores (1664) or the amount of memory (4GB) on my card.

Ultimately, how is the optimal tile size determined for a specific GPU, architecturally speaking?


texts: How to make Noise modifier on f-curve loop?

texts:
I am trying to make a looping animation. I am animating the camera movement using the noise modifier of an f-curve. I would like my start keyframe and end+1 keyframe to be the same so that the animation loops.

I can accomplish this by setting the Restrict Frame Range setting to the start and end+1 frames. However, this just makes the value linearly jump back to the value for those frames which does not result in a smooth animation.

I would like the slopes of the fcurve before these two points to be match up so that the animation is smooth.


texts: bpy.types.Operator meta info based on current Frame

texts:
I'm creating a simple add-on that allows you to give each frame a custom description and keywords, which I hope to write to a frame_name.txt file when the frame is saved.

I've got the basic option set-up working, but I can't seem to figure out how to get the option to reflect the current frame. Ideally, each frame should have a separate value to be input.

So:

Frame 1:

Title: This is frame one.
Description: This is some guy doing
something.
Keywords: Running, Race, etc

Frame 2:

Title: This is frame two.
Description: This is some guy doing something else.
Keywords: Jumping, Leaping, etc

I attempted to add custom names to each field using

current_frame = bpy.context.scene.frame_current

But that does not work since the values are only registered once.
Perhaps I'm going about it all wrong? Its a simple frame-based information system.

What am I doing wrong to get this input-system frame-based and per object?

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty, FloatProperty, StringProperty

"""
NOTES
current_frame = bpy.context.scene.frame_current

"""

class PaperDoll(bpy.types.Operator):
    """Sequential Paperdoll Character Class"""

    bl_idname  = "object.paperdoll_operator"
    bl_label   = "Paperdoll Sequence"
    bl_options = {'REGISTER','UNDO','PRESET'}

    root_title = StringProperty(
        name    = "Title",
        default = "Enter a Title"
        )

    root_description = StringProperty(
        name    = "Description",
        default = "Enter a Description"
        )

    root_keywords = StringProperty(
        name    = "Keywords",
        default = "Enter Keywords"
        )

    def execute(self, context, event):
        print("HERE")
        return {'FINISHED'}

    def execute(self, context):
        print("HERE")
        return {'FINISHED'}

def add_object_button(self, context):
    self.layout.operator(
    PaperDoll.bl_idname,
    text=PaperDoll.__doc__,
    icon='PLUGIN')

def register():
    bpy.utils.register_class(PaperDoll)
    bpy.types.VIEW3D_MT_object.append(add_object_button)

if __name__ == "__main__":
    register()


texts: How to apply gradient colour along a curve?

texts: In image 1, I have made an electric spark by applying a displace modifier and cloud texture to a long mesh strip, controlled by a driver following the https://youtu.be/p4UWvg6ixho tutorial. I want to apply a color gradient along the mesh's length so that either tips of the spark are blue and the remaining is white. Below are two attempts I did following tutorials. But couldn't figure out the mapping part myself. Any help please.


texts: Progress bar from bpy.ops.object.bake() without using INVOKE_DEFAULT?

texts:
I'm making an add-on for AO baking which among other things joins multiple objects into one, bake the AO, and then delete the joined object that is only used for baking:
#BAKE
bpy.ops.object.bake('INVOKE_DEFAULT', type='AO')

#DELETE JOINED OBJECTS IF NECESSARY
if multiple_obj == True:

    bpy.data.objects.remove(joined_object)

I'm able to do just that without using INVOKE_DEFAULT but I don't get a progress bar.
If I do use INVOKE_DEFAULT I run into a problem where what comes after this line bpy.ops.object.bake('INVOKE_DEFAULT', type='AO') is being run while the baking is still in progress.
How do I keep the progress bar (or create my own) and stop the script for running until the baking operator has finished it's job?
Alternatively how could I use INVOKE_DEFAULT and have some kind of loop next in the code that would check if baking is over until running the rest of the script?
Both those solutions would work fine for me.


texts: How to completely delete an object through python?

texts:
How to completely delete an object without using:

bpy.ops.object.delete()

bpy.ops methods are too slow for my script, so far I am able to delete an object with a simple:

del obj

But Blender does not reset/delete names of the deleted objects with this method, so I end up with Cube.344, Cube.599, etc..

Also, deleted objects are not linked to the scene.


texts:
I have the following custom prop:

class Settings(bpy.types.PropertyGroup):
    enabled = False
    state = {
        "some_data": None, # edit: this points to numpy array
        "some_other_data": None
    }
    string_prop = StringProperty(
        name='Heyyy')

Assigned to:

bpy.types.Object.my_settings = PointerProperty(type=Settings)

There are two issues I am having.

1) I cannot change the value of enabled, like so:

class Init(bpy.types.Operator):
    bl_idname = "object.init"
    bl_label = "Init"
    def execute(self, context):
        context.object.my_settings.enabled = True
        return {'FINISHED'}

2) All of the objects share and control values of state

There are no issues with blender props like the string_prop above.

I assume this is just how Blender handles custom PropertyGroups. Is there a way to make this work? I need to have information stored per object. The only other solution I can think of so far is to store an array of custom props per scene and check which one is currently active based on the id of the selected object, but that is more complicated than I would like it to be.


texts:
Well, I'm trying to change the values of UV Vertex (see the picture):

When I change the values, selected part of UV (orange selection) will move.

How I can do this change USING PYTHON?

My code untill now...

import bpy
import bmesh

(...)

for area in bpy.context.screen.areas:
    area.type == 'VIEW_3D'
bpy.ops.object.editmode_toggle()

#+ grab the current area
original_area = 'IMAGE_EDITOR'

scene = bpy.context.scene
for count, ob in enumerate(bpy.context.selected_objects):
    if ob.type == 'MESH':
        scene.objects.active = ob
        #+ switch to the image editor to perform transforms etc
        for area in bpy.context.screen.areas:
            area.type == 'IMAGE_EDITOR'
            bpy.context.area.type = 'IMAGE_EDITOR'
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)

            bpy.ops.mesh.reveal()
            bpy.ops.mesh.select_all(action='SELECT')
            #+ select the uvs
            bpy.ops.uv.select_all(action='SELECT')

            bpy.ops.transform.translate(value=(0.125, 0, 0), constraint_axis=(True, False, False))

            #+ return to the original mode where the script was run
            for area in bpy.context.screen.areas:
                area.type == 'IMAGE_EDITOR'
            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

Still moving the object.
Tks


texts: Running Modal Operator from callback — segfault!

texts:
This is a followup to the question Calling an Operator from an application handler.
I'm trying to start a modal operator running when rendering is finished, so I can capture the user's mouse and keyboard actions at that time.

I have this code:

import bpy

class FooOp(bpy.types.Operator):
    bl_idname = "development.fooop"
    bl_label = "Foo"

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

    def execute(self, context):
        return self.invoke(context, None)

    def invoke(self,context,event):
        self.report({'INFO'},"running FooOp!")
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def modal(self,context,event):
        return({'FINISHED','PASS_THROUGH'})

def make_foo(scene):
    bpy.ops.development.fooop('EXEC_DEFAULT')

bpy.app.handlers.render_complete.append(make_foo)
bpy.utils.register_class(FooOp)

When I run this script, and then render something, blender segfaults! Any insight?

By the way, if there were a better way to monitor the user's actions than a modal operator, that would also solve my problem.


texts: Put picture from imported pic as vertex paint and engrave / extrude the shape from other object

texts:
What we have:
We imported image as a plane from PNG. Originally white presented on this import supposed to be transparent but after import it appears white.

What we need:

How to embed the image from this texture onto the cube as vertex paint and remove white background which on original png is transparent?
How to extrude in the shape of this logo into the cube (with/without color - so it appears like this "itoma" logo is written couple of millimeters inside the face of the cube)?
How to extrude out the shape of this logo outside of the cube with or without color - so it appears like this "itoma" logo is written couple of millimeters outside one face of the cube - sticking out?


texts: My displacement node is acting weird? I can't find the solution

texts: [in the final picture of the vase the rings dissapear as it moves away from the centre.i can't find the problem with it. it was working good in the beginning, and I don't what I did for it to be this way I have also added the picture of what the displacement node looks like and I will also add my node setup.this is my node setup I don't know what's the problem. the render engine is cycles, and I use blender 2.93 alpha, and I modelled the vase using screw modifier and also applied all my modifiers and still couldn't fix it.]3


texts: How do I install the Fracture Modifier Add-on?

texts:
Here's the add-on I'm talking about.

I have the zip downloaded, but it just looks like the blender folder (the one in program files), and not like a common addon. What do I do?


texts: Installed Add-on, doesn't appear in export options

texts: Basically I've installed an add-on / exporter to blender via preferences, i've downloaded from the zip file and also attempted to unzip and multiselect all the content in the file. It's downloaded however the exporter does not appear in 'Export' options strangely. Any ideas how to fix this?


texts: Why does inserting a new keyframe effect previous keyframes?

texts:
I'm new at the Blender animation thing and having a problem where my objects will move without me telling them to.

I start at 1, adding all my objects to the first keyframe as a starting point.

Then I rotate a few objects, and make a second keyframe at 25.  I use the timeline editor to play the animation, and everything works great.

So I move on, rotating a few other objects, and making a third keyframe at 50.  This is where everything breaks downs.  The keyframe at 50 looks great, but when I go back to 25, everything has moved.

And this is rewound back to 25...

All the objects are suddenly way spaced out from each other.  Why would creating a third keyframe ruin the first 2?


texts: How to use dynamic topology for terrain modeling

texts:
I tried to get some hills and valley on a 2x2 Km plane with dynatopo, but it is invisible as it seems to be limited in the height it can produce. How can i get it to make bumps that are realistic for that use (100m big or even more) ?

Notes: I know the solution using subdivided planes and proportional editing but it is not as powerful and flexible.
As it as to fit the rest of the scene, I can't realistically work on a 2m plane and then scale to 2Km every time to check if it's ok and then back to 2m to polish, that back and forth is way to time consuming.


texts: I Imported a Model I took from GMod, But the UV Islands Overlap. How do I separate?


texts:
I'm writing a python script to create some simple objects in Blender. Outside of the script I've created UV maps (exported as PNGs) from objects with the exact same geometry as the objects . How can I, using Python, import those PNG file UV maps?

What I'm trying to accomplish is to create an image texture for the objects that I create via script. I'm using Cycles.

EDIT: Here's my exported UV File

Here's a code snippet of what I'm doing:

import bpy

# Use Cycles
bpy.data.scenes["Scene"].render.engine = 'CYCLES'

# Create Sphere
bpy.ops.mesh.primitive_uv_sphere_add(size=2, location=(0, 0, 3), segments=64, ring_count=32)
sphere01 = bpy.context.active_object

# Create new material
mat = bpy.data.materials.new(name="Test Material")
mat.use_nodes = True

# Assign Test Material to sphere
sphere01.data.materials.append(mat)

# Create the image texture node
try:
    img = bpy.data.images.load("//somefile.jpg", check_existing=False)
except NameError:
    print("Cannot load image %s" % "somefile.jpg")
img_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
img_node.image = img

# Link the image texture node
mat.node_tree.links.new(mat.node_tree.nodes.get('Diffuse BSDF').inputs.get("Color"), img_node.outputs.get("Color"))

# ---------------------------------------------------------

# SOMEHOW IMPORT THE FILE UV_MAP.png AS A UV MAP

# ---------------------------------------------------------

# Save
bpy.ops.wm.save_as_mainfile(filepath="./testing.blend")


texts: How to remove a part of edge loop which deforms my object?

texts:
I have just started off with blender, so please forgive me if I misuse the terminologies.

I have created an object by merging together a cylinder and a cube as shown in the screenshots below.
I created edge loops to sharpen the corners, which worked fine. It caused some deformities at the top face of the cylinder which I fixed by creating an inset.

But on the sides of the cylinder, it creates a pinched effect.

I tried for really long to remove the extra edge, but could not do so without introducing more complexities and deformations.

Is there a way to deal with this?
It seems that this must be a very common scenario.


texts: Cycles OptiX rendered titles don't match between CPU and GPU

texts:
When I enable OptiX acceleration on GPU + CPU and then set Cycles to GPU compute I get an obvious glitch in my renders where the rendering tiles are clearly visible. It appears that the tiles rendered on the GPU are perhaps a bit lighter than those rendered on the CPU (or vice-versa). This doesn't happen if I use only the GPU or only the CPU, nor does it happen if I use CUDA acceleration. Did I discover a bug, or is this already known to happen?
Hardware is AMD Ryzen 5000 + GeForce RTX 3070 and OS is Windows 10.


texts:
To show mesh indices you need to go to the Python console, type in bpy.app.debug, and then in the Mesh Display panel in Edit mode you can find the Show Extra Indices checkbox.

I would like to have a button or a checkbox in the Edit mode panel that sets the bpy.app.debug flag to true, so that i don't need to go to the python console for that.

The flag exists. So all it needs should be a prop with the valid parameters. That's where i struggle. It doesn't allow bpy.app, and when i just type in app then i get a warning that 'Context' object has no attribute 'app'

layout.prop(app, "debug", text="Debug")

How can i add a prop here that accesses bpy.app.debug?


texts:
I nabbed some code that creates created_box object that represents the Arbitrarily oriented minimum bounding box by volume of the selected_object

I get the rotation of the created box like so:

rotX = created_box.rotation_euler[0]
rotY = created_box.rotation_euler[1]
rotZ = created_box.rotation_euler[2]

I want to apply that rotation in reverse to selected_object such that the minimum bounding box is axis-aligned. I think to do this, I need to pass a ZYX euler instead of an XYZ. How would I go about doing this?


texts: Child Of Constraint Set Inverse with Python

texts:
When I try to use the "set inverse" operator in python there comes an error that it missed a context called "constraint". But I did it exactly like in the Info Panel.

bpy.ops.constraint.childof_set_inverse(constraint="Child Of", owner='BONE')

The Name of the constraint is correct and the also the owner


texts: Game Export Tool like in Maya LT Update 2

texts:
Hi I'm new to blender and I was wondering if Blender has something like the game export tool like in Maya LT. What I'm interested in is the ability to export a fbx with animation clips already  defined. This is really important because I'm using this with the Unity game Engine and it would help a lot in speeding up development.

Here is a video of what I'm talking about.
https://www.youtube.com/watch?v=gDW_-ACddd4

Thanks


texts: I paint weights by going back and forth between the add and subtract brushes on the toolbar, but it is time consuming and kind of silly in terms of workflow. I noticed weight painting doesn't have an option to subtract by holding Ctrl like sculpt mode does. Is there something I am missing?


texts:
This is how it should look like.

This is how it renders

Smoke settings:


texts:
Press F12 in this .blend:

You may see the ground plane has two colors separated by a line:

Using the same Blender version 2.76b, but on a different computer, or using CPU instead of GPU, this line will not be present: the ground is one solid color.
Also subdividing the plane or scaling it down will make the artifact disappear.

Our question is, what is causing this, is it a bug in Blender or a problem in the .blend?


texts: How can you pin a group of vertices so they don't move during animation?

texts:
I have an object that I want to animate by scaling it along the z-axis. I want one opening to be pinned in such a way that it doesn't move.
This is not related to cloth physics in any way.
The following is a picture of the object, I want to pin the selected vertices during animation.
Thanks for any help.
If my Blender version has anything to do with my issue, it is 2.83


texts:
Since the shape is organic and not a pure cylinder every method I attempt when trying to make a UV map of a sleeve of a T-shirt I cannot get a square grid in the UV editor. This is the closest I got to having a grid. Ctrl+V just makes a mess. Besides editing every single point I have no idea how to achieve this. Pictured is half the sleeve mapped.

---UPDATE---

The suggestion of Follow active quads gives me a skewed diagonal irregular large on top smaller at the bottom grid.

New information, new problem:

It was suggested to use  the The UVSquares addon in the possible duplicate entry. I followed the UV squares addon tutorial, I didn't have an entry for "3D view: Screencast keys" so I found it and install it from file and activated it. Done! But I do not have the "Mesh: UVSquares" entry to activate once I installed from file the uv_squares.py

What can I check to get it to work?


texts:
So I followed Andrew Price's baking instructions in the anvil tutorial and below is my result.  Any suggestions as to what I did wrong?

UV:


texts:
I've made a chips bag model for my game:

And I textured it like this:

And I googled on how to make lightmaps and all of them say "Smart UV project" but when I do that, texture on my model gets broken, so that's why I don't want to use smart UV project

Is there another way? There has to be.


texts: HDRI strange double rotation with glass shader

texts:
I am using EEVEE and when I see in render mode through a glass there is a transparent "copy" of the environment image's reflection but with a different rotation. The problem is caused by the glass shader, the material is literally only the glass node.

another problem that appear if I change the IOR of the glass node is a vertical line.

The window is inside a closed room, so the copy of the reflection is not the other side of the hdri

Solved:  Martynas Žiemys comment has the solution

How can I resolve this?
Here the gif of the problem: https://imgur.com/a/Q36sXB8


texts:
I'm in the UV image editor and I selected "individual origins" as the pivot. On my UV unwrap I selected very clearly, 100% bet my life on it, separate edges of the unwrap. Now, in regular edit mode, there is no problem with this, transform scale and rotate would all work by applying these transforms to those edges separately.

For seemingly no reason in the UV editor though, it keeps assuming the average as the pivot, even though it's set to individual origins. So when I scale these individual edges, instead of scaling them individually, it makes them shrink towards their center of their distance.

How can someone get the individual origins to work as it should?


texts: I am trying to find a way to import an image, so that I can use it for 2D animation. Is there any way to use an image so it imports as an object like a plane? Thanks!


texts: how do I bake out a normal map from a procedural texture

texts:
In blender I'm trying to use an emission shader to bake the color of a normal map of a procedural texture in blender like this

everything is unwrapped but When I apply the baked out normal map a to the object as an image texture the shading looks very odd especially inside the pan
My goal is to be able to convert procedural textures into texture maps that can than be applied using image textures and normal maps but I can't figure out why the baked normal map looks like this
here is the blend


texts: What causes this messy normal around the ears, eyes and nose?

texts:
This isn't the first time it's happened and I don't know why it happens or how to fix it. I've tried putting seams around those areas, changing the ray distance when baking and using higher and low poly meshes to bake to.

This isn't the first time it's happened and I don't know why it happens or how to fix it. I've tried putting seams around those areas, changing the ray distance when baking and using higher and low poly meshes to bake to.
The shapes of both the sculpted mesh and the lower poly one are borderline identical, I even duplicated the sculpted mesh, turned the multires down to 1 and applied and baked to that just in case I'd somehow warped the features in sculpting, but it still happens.
In case it might be the topology, this is how it looks-

The ear is botched, I know, but I'm not sure that's the reason since it also happens with the nose and eyes, which as far I can tell are fine


texts:
So I'm having an issue with the animation I am doing atm. It is as many frames as shown in the image, but for some reason when I am rendering, the animation suddenly stops just before the gap in the animation which is when the camera is moving. I tried it again just in case I pressed esc by accident but it still did the same thing. I tried just moving a random bone in case it needed something moving other than the camera but it didn't work. I've never had this issue before in my previous animations, just for this one. I thought I would try and start it at the point it stopped and continue the rendering but, when I do that it just goes straight back to the beginning of the part I've already rendered.

Am I doing something wrong? Please help! Thanks! :D My Blender version is 2.74

Then when I try to get rid of the beginning part...


texts:
I'm still trying to understand the concept of vertex groups, so any help would be appreciated. I'm currently trying to follow this video to create a "trampoline", but I'm stuck trying to assign weights to different vertexes.

Here I've got the inside vertices selected (and set as a vertex group) which is going to be the "cloth" part, whose weight I want to set at 0, but I want the rest of the cube's weight to be set at 1.
For some reason whenever I try to set it to a different weight (by weight painting it or by creating a different vertex group), one of the weight settings reset (so either the vertex group somehow changes to select every vertex on the cube or the whole cube's weight is set to 0).
I've tried looking at this previous question for reference but I couldn't seem to set the weight of the selected verticies.


texts: How to put a text input field in the GUI

texts:
I'm working on a script that hides some objects by name (to simplify graphics of some high poly objects to switch them to bounding box while editing), and this is done by a python array matching which works well.

Now I'm about to write a GUI for this script and deleting strings from the array by pressing array of buttons works well, but I simply cannot add a text input field.

In an ideal case the array is saved besides the .blend file, but when a text is put in, some functions should be run (to delete element from the array), so a row.prop() doesn't seems to fit the task, I think I need an Operator, but these are all button-like.

I don't know the Blender GUI API too well, so any ideas where to search are welcomed.

Thanks in advance

PS now I have a code like this:

import bpy

samu_objects = ['leaves', 'IvyLeaf',]

def string_update (self, context):
    if self.items()[3][1] != "":
        samu_objects.append(self.items()[3][1])

bpy.types.Scene.my_string_prop = bpy.props.StringProperty (update = string_update,)

class SamuHide(bpy.types.Panel):
    bl_label = "Samu Hide"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Samu"
    hidden = False

    def draw(self, context):
        layout = self.layout
        obj = context.object
        layout.row().operator("my.button")
        layout.row().prop(context.scene, "my_string_prop")
        if samu_objects:
            a = layout.box()
        for i in samu_objects:
            a.row().operator("my.button2", text=i,).text2=i

class Samu_Button(bpy.types.Operator):
    bl_idname = "my.button"
    bl_label = "Hide objects"
    bl_description = "Hide certain objects"
    hidden = False

    def execute(self, context):
        for o in [x for x in bpy.data.objects for y in samu_objects if x.name[:min([len(y), len(x.name)])] == y and len (x.name) >= len(y) ]:
            if SamuHide.hidden:
                o.draw_type='TEXTURED'
                o.hide_render = False
                o.show_name = False
            else:
                o.draw_type='BOUNDS'
                o.hide_render = True
                o.show_name = True
        SamuHide.hidden = not SamuHide.hidden
        self.report({'INFO'}, "teszt")
        return{'FINISHED'}

class Samu_Button_2(bpy.types.Operator):
    bl_idname = "my.button2"
    bl_label = ""
    #hidden = False
    text2  = bpy.props.StringProperty()

    def execute(self, context):
        i = samu_objects.index(self.text2)
        self.report({'INFO'}, self.text2)
        del samu_objects[i]
        return{'FINISHED'}

#++++++

def register():
    bpy.utils.register_class(SamuHide)
    bpy.utils.register_class(Samu_Button)
    bpy.utils.register_class(Samu_Button_2)

def unregister():
    bpy.utils.unregister_class(Samu_Button_2)
    bpy.utils.unregister_class(Samu_Button)
    bpy.utils.unregister_class(SamuHide)

if __name__ == "__main__":  # only for live edit.
    bpy.utils.register_module(__name__)


texts:
I made a loop cut, slided it first all the way to the top, then slid it down and got 10 cm away from the top, which is good. I've tried to do the same thing for the bottom edge loop (to try to slide it 10cm away from the bottom) and it snaps to 9,5cm instead of 10cm. The only way I could fix this is by turning incrementing off, but is there something I can press to keep incrementing on?

Why does the second loop even increment to 9,5cm, instead of 10cm like the first one?


texts:
Is there a better way to adjust overall brightness other than using the "exposure" slider? The "exposure" slider in the Color Management area is considerably grittier than making the lights physically brighter for anything other than post-render micro adjustments.

Right now I just have a node group with a single "Value" node shared across all my light sources & world strength, as shown.


texts:
How can I change the frame range in an alembic file?

I have an alembic file from Houdini and I want to use only part of the simulation in Blender, so I can't figure out how to take the necessary part (like from frame 150 to 350) and put it on frame 1.


texts: How to add face to parallel edges of two hemispheres?

texts:
I'm making a shallow hemisphere for a 3d printing project. I have to add some "depth" to the hemisphere for the printer to be happy so I made a copy of the current object and shrunk it down a bit. In order to close the shape up I need to add faces to hold these two objects together.

I selected the edges of both hemispheres but when I type "F" it fills each hemisphere independently to itself. I've bool > union these two hemispheres together thinking that would help but it hasn't.

How can I get these two circular shapes to close together making one shape rather than having them close independently making two overlapping shapes?

This is my first 3d project from blender so if there is a better way to be doing this please let me know. Cheers.


texts: How can I render with a transparent background in 2.82?

texts:
Trying to render PNG's and I can only render with a white background!  I've checked Transparent;selected RGBA;tried both Filmic and Standard under Color Management...nothing changes render with white background.

I've tried Eevee and Cycles, to no avail. Really frustrated - can someone please help?!


texts:
I have empty1, the empty that fires the bullet(s), and empty2, the empty that is always at the center of the screen. If you are confused about empty2's function, look at this question. On command, I need a line, which is our bullet, to be added. I obviously can't just add a line that starts at empty1 and is endless as that causes many issues. When the command to shoot a bullet is sent, I need a line to be created, starting from empty1, and I need to it to continue towards empty2. In other words, I need a line to be between two objects (for my case, empties). What is the best way to achieve this? Thanks!

EDIT: I prefer that the "line" is an object as I'll be planning to change its color, thickness, etc.


texts: Is it possible to clean up overlapping faces?

texts:
I've been using the Boolean Modifier to union multiple meshes, but it often makes overlapping faces, that are criss-crossing each other, as shown in the image below:

Is there any way that I can remove the unnecessary faces?


texts:
that's my first question here in blender stackexchange, so I'll try to be specific;

I have modelled a city with more than 30 objects, but my problem is that Blender not detects each mesh as object. I mean, when I select each "object", in the upper menu where displays the project info (verts, faces, ) says 0/2 objects.
I don't know why shows me 0/2 objects instead of 0/30 objects.
I've found 2 buildings that Blender detects as objects, but the rest of the models doesn't recognise them as objects.

How can I "set" the other models as "blender objects"?
I need for exporting them to 3ds files, and Blender won't export anything if is not an object.

thanks!

(I restored a previous file where it detects 4 objects instead 2)
I have each kind of building in separate layers, but the object's number doesn't change if I change the layer where I'm working


texts: Applying images(textures) to singular faces on top of UV Map?

texts:
I was wondering how I can apply an image to singular faces on a mesh, but have the whole mesh still be UV mapped at the same time. Could I do this through face masking perhaps? I basically want to have the whole mesh UV mapped, but have different images appear on each face separately. Also, I want to be able to texture paint the mesh below the images. So, basically imagine a whole UV map that has been textured using texture paint, on all sorts of faces, and having a different image on each face on top of that texture paint. I would provide some sort of picture but I am not sure what I should show - seeing as I have never done this and don't even really know how to open an image on top of a UV map.

Thanks,

Best regards,

IdealistDeveloper


texts: How Do You Use An Image As The World Background?

texts:
I'd like to use a background image for my world, but I'm not sure how to do it.   Right now I am using the sun as a lightpoint and it looks like sky and a flat plane (not realistic). I was thinking of just using a mountain background image for the world.

I've done that through textures etc. but I don't see ANYTHING in render even though it shows in worlds?  What am I doing wrong?

Also what's a cheap quick fix for cases like mine so it looks like the world isn't JUST blue sky?  Thanks guys!


texts: Correct code for: set Snap to Pixel = True/False as Pie menu in UVEditor

texts:
I try to figure out how via a pie command one could set the "Snap to Pixel" = true or false inside the UV editor and struggle with finding the right way to write this as a code instruction. For the pie menu I would like to have a button to press and each press can trigger either the true or false based on the current state which I think one could check via an if step. Right?

As it seems the console reads this out:

But unfortunately this is the same when selecting "Constraint to Image Bounds".

The command I think is:

spaceUVEditor.use_snap_to_pixels

And this being boolean so true or false.


texts: When posing a rigged mesh I get really weird results

texts:
So I am new to blender and I followed this tutorial to rig my arms model:
https://www.youtube.com/watch?v=R0xkPLAhFrY&list=PLKklF7YNi0lOM0C8r_L3JN3oTC6AY9iFE

After I parent my mesh with automatic weights and start rotating the lower arm, the hand mesh gets dislocated. Obviously, that's not what I want my arms to do, so my question is: how do I stop the hands from extruding?

I think, that it's somehow related to the way I modeled the arms or/and the way the rigging is done.

By the way, here's the tutorial I followed to draw the arms:
https://www.youtube.com/watch?v=Dm23eX8S3sQ&list=PLKklF7YNi0lOM0C8r_L3JN3oTC6AY9iFE

Here is my file:
https://we.tl/t-SwMYNsKu5x

The tutorial guy uses an older blender version, maybe that's the problem.

Thanks in advance


texts: Normals not working correctly 2.8 Blender

texts:
Normals are not working for me in Blender 2.8. I tried "CTRL+N" to recalculate outside but they still are not working. I tried also to turn them inside but it also didn't work. This also happens only when using "Shade Smooth", when I use "Shade Flat" normals are fine. Is this something that can be fixed or is it something they are still working on in 2.8 Blender?

Shade Smooth

Shade Flat

Normals


texts:
Can anyone tell me why the feet of my model don't rotate with the root bone?
Below is a screenshot.
Thank you for taking the time.
Regards,
Bridie.


texts: How/can you install an older version of Blender?

texts: How or can you install an older version of Blender? The current version you can install is 2.82a, although, I would like version 2.78c. I cannot find it on the website if it exists.


texts: Blender Exported Materials Have a Wrong Name Assigned to it

texts:
I created a material called logo_back2, but in the mtl, it is written as logo_back1.001. Is there a problem with the cache or something?

I exported as .obj and the .mtl file is auto generated.


texts:
How can I hide the name of the variable related to a list box
i want the text in the red box not to be seen

import bpy
from bpy.props import *

class MainPanel(bpy.types.Panel):
    bl_idname = "armature.retarget"
    bl_label = "Armature retarget"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'View'

    def draw(self, context):
        scene = context.scene
        layout = self.layout
        layout.label(text="Select Armatures")
        layout.prop(context.scene, 'src_arm')
        layout.prop(context.scene, 'tgt_arm')

    def armatures_items(self, context):
        obs = []
        for ob in context.scene.objects:
            if ob.type == 'ARMATURE':
                obs.append((ob.name, ob.name, ""))
        return obs

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

    bpy.types.Scene.src_arm = bpy.props.EnumProperty(items=MainPanel.armatures_items)
    bpy.types.Scene.tgt_arm = bpy.props.EnumProperty(items=MainPanel.armatures_items)

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

if __name__ == "__main__":
    register()
```


texts: What is the max length of names in Blender?

texts: Is there any max char length of names in Blender? I'm storing node names, material names, shape key names etc in a DB and need to setup the proper max length of the DB char fields.


texts:
Where did everything go?
No "Feature Set" dropdown
No "Device" dropdown [CPU/GPU]
No Motion Blur, Light Paths, etc


texts: Issues and troubles with a gold decal or gold foil sticker on a glass in Blender 2.8 upwards

texts:
I ran an old problem here (see an old post of mine dated back to 2017) - I recently switched from Blender Version 2.79b to 2.8 respectively 2.9...
When modelling some glass now for a new gold decal/foil sticker design, my render (Cycles) came out the way as shown below! Superstrange with a ghost picture. The glass is supposed to only show the decal to a restricted area (like the complete frog you can see...).
This is like what I want to build:

Oh, of course, I UV-unwrapped the section I wanted to put the decal on - I did it a lot successfully in Blender 2.79b, you know...:

But this is the Render outcome:

And this is the node setup I built and used:

And here's the "Frog Mask" I intended to use for the gold foil material - Black and Transparency:

The glass should be clear except for the centered complete frog design.
Oh - The Frog of course is not yet of a gold material - I just wanted to get the setup right first... But like 6 hrs up until now made no change...


texts:
I am struck with a very annoying problem, I have created a Cube and fixed a texture on the cube using UV Map. Everything is fine, But When i add archimesh, the texture is removed, and when i add any primitive object like plane, etc. then texture remains.

Does anyone have idea, whats going on with Archimesh.. I searched google, youtube for tutorial or the solution, but nothing found about texturing an archimesh. Please help me how to solve it..

Here is the Video - Whats going on - http://tinypic.com/r/2s91zb7/9

Thanks


texts: Is it possible to have windows which are independent of the workspace?

texts: What I am looking for is the ability of having independent windows that retain their type and shading/viewport settings when I change workspace. What seems to happen is that each workspace changes each of these independent windows to the last used state (or how you defined the startup file if you are just starting Blender). Is it possible to have windows not linked to workspaces? Thanks.


texts: Can I control the visibility of edges in a cycles wireframe?

texts:
I want to create a (barely) visible seam like this.

Beveling that edge to create a face and assigning a darker material to that face is one solution, however it is cumbersome, breaks the topology and interferes with the bevel modifier (causes artifacts).

What I am trying to do is add a wireframe shader but control which edges will be shown. Is this possible?


texts: How can I delete overlapping faces when the faces are in multiple objects?

texts:
I've already seen the Remove Doubles method, but as far as I know it only removes the doubled vertices...
Plus, the overlapping faces are from two different objects. The problem is that they have to different materials (one blue, one white). The result I get right now is this:
The result I'd like to get is a clear, round curve seperating the blue and the white object. This model was created from a friend in Solid Edge and imported via stl, which is the reason why sometimes (like this time) the mesh is just bad (and always just triangles)...


texts: How do I draw a solid line when texture painting?

texts:
I'm trying to draw on my model a bump map of smooth lines to make a hair effect.
I notice that when I draw with a thin brush it starts looking more like Morse code than a line.

So how do I get the brush to draw a thin solid line?


texts: Hairs of particle system on wrong places

texts: I try to model a city. I have a group of buildings that act as the hairs of a particle system. The hairs should grow on the faces of a plane. Now this works for the buildings that were initially added to a Group. But later I added two more buildings to this group and these buildings are not "neatly" positioned on the faces of the plane. Either on two faces instead of one face and also on another plane. So it seems that there is something wrong with those buildings


texts: when baking normals, do I have to set shading to smooth or flat for the low mesh?

texts:
When I set the shading for the low-poly to flat, I get the sharp edges baked into the normal map which I don't want. When I set the shading for the low-poly to smooth, the smooth-shading gets baked into the normal map, which I also don't want.

How can I simply bake my high-poly details onto the low-poly
mesh?
Why does Blender even change baking behavior when changing the shading mode of the low-poly mesh? As far as my understanding goes, this should have no effect - the goal is to bring my high-poly details to low poly. I do not care either about sharp edges of the low poly or the ugly artefacts of the smooth shading. Is there a purpose behind such behavior?

This is when baking with smooth shading for the low-poly:

The marked area should be a completely flat area, yet the smooth shading artefacts also get into the normal map.
And this is when baking with flat shading for the low-poly:

This looks better - but, alas, sharp edges of the low-poly cylinder end up in the normal map as well!


texts: bmesh.ops.inset_region gives unexpected results

texts:
I want to create an object based on the active one with inset faces and modified vertex coordinates. Inset works as expected if I don't modify verts coordinates but if I do it gives me unexpected results. Do I need to somehow "recalculate" bmesh after I modify verts positions?
Here's the result I'm getting:

Here's a code I run on a Plane object. As an example I make every point of the object 1 unit higher. I tried to include different variants of .ensure_lookup_table() without any luck.
import bpy
import bmesh
from mathutils import Vector

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

for index, v in enumerate(bm.verts):
   v.co = v.co + Vector((0,0,index))

# insetting bmesh
inset_faces = bmesh.ops.inset_region(bm, faces = bm.faces, thickness=0.5, use_boundary=True, use_even_offset=True)

# creating mesh
mesh = bpy.data.meshes.new("mesh")
obj = bpy.data.objects.new("new_obj", mesh)
bpy.context.scene.collection.objects.link(obj)

bm.to_mesh(obj.data)
obj.data.update()
bm.free()

What am I missing?


texts: View gets messier as I advance in a project

texts:
Hi everyone,
I've been trying out blender lately following Guru's tutorials.
Sadly, the more I advance into any project, the more difficult it gets to move my view around (not talking about camera but simply looking at the objects I'm working on) although I don't touch anything regarding views on purpose.. I must do something wrong but I can't figure it out:
At some point, whatever the size of the object I'm trying to focus on, my view and my preset views are getting messy.
For example, each time I touch the middle click (wheel for rotation), the view focus just instantly jumps meters away before I even move. With a very small object (1 mm) I just can't manage to get near it. Numpad views 1 3 7 & 9 are not aimed at my object anymore.
Weird part is that if I start off a new project, all those view difficulties disappear.  Changing the Clip start & Clip end values, I can zoom on a 1 mm sphere easily.

I spent hours trying to fix my view & zoom problems, tried every tutorial I could find, even from a professional Jeweler working on tiny projects.
YT comments didn't help either although I see many people have similar bugs with various solutions..
Quick list of what I tried to fix my problem without success:
Shift+c. Changing Units. Fly mode (won't let me use it unless in camera mode as "view offset is locked"). Setting up different view settings (focal length, clip start, end). Zoom to mouse position. "Numpad .". Auto Perspective or Depth. New hotkeys. New home brew functions. Change view lock. Lock camera to view. Zoom border. Align view. Local view. Scale down. Orthographic view.
Nothing seems to help expect starting a new blend.
The work around I use now is when I feel views are out of my control,  I copy paste the objects in a new .blend & voilà !
Frustrating that our Guru Blender seems to always have everything working smoothly.

Sad that navigating through blender's virtual space can get so damn hard.  And I can't find any working shortcuts to simply get the object properly into view or reset all the views to 0 (default).
I might have to tape out as I spend more time working around the view than 3d modeling and getting use to blender's tools.

Thanks in advance for your help & your time.
Sorry for writing too much.
Best,


texts:
So I am trying to select the frame in order to zoom out a little as
I normaly do, but somehow i can´t select it. I tried it in other files and it worked there. I recognized that there is normaly a clear black outline at the frame but in this case it´s somehow missing. What am I doing wrong?


texts: How do I join these two objects without causing non-manifold edges?

texts:
I am trying to design an arch shaped fan guard.

I created a long "cube" and then used the simple deform>bend to turn it into an arch shape.

Then I created a plane, removed the centre, extruded upwards and use an array to make the grid.

Then I used boolean transformations to remove the bits of grid that I don't need and joined the two objects using Ctrl + J .

However now I am trying to fix any non-manifold edges etc. so that it is 3D printable please can you advise how I fix these?

Or if there is a much easier way of producing this object that would also help.

Blend file:


texts: How to Merge objects so that when you seperate them by loose parts

texts:
I created a building, and made a window separately, using Ctrl+J, I fused both, but when I pressed P and selected By loose parts and then the windows come off

I don't want that, how do I prevent that so that they are part of the building?


texts: Object invisible during render (Blender v2.81)

texts:
So, I'm new to Blender and I'm following a tutorial. I'm making a doughnut and everything looks fine until I decide to see how it looks when I render it. I set the render engine to Cycles and press F12. However, when it finished, I see that all the icing is gone. The rest of the doughnut is there, all the sprinkles are still there, but the icing is nowhere to be seen. I have no clue what's wrong, all objects are enabled to be viewed in render, this is all in one layer, and I can't seem to find anything else like this.

I'm using Blender version 2.81.16 installed on Steam, an AMD CPU and GPU, and Windows 10. If you need anything else, you can just ask me.

If you need to look at the .blend file, here's a Google Drive link to it, you can download it there: https://drive.google.com/open?id=1vhXdp79OQ2n_YzPkMRLonwRkiWrF_-tD

I'll put several screenshots here:

I hope someone can fix this, I have no clue what's causing it. Thanks!


texts: Increase the speed of the bevel tool mouse-drag

texts:
After activating the bevel tool on edges, the "Amount Type: Offset" scales the bevel amount at the speed I would expect when I move my mouse.

Offset is rarely the type of bevel I want to use. Amount Type: Percent much more closely reflects the behavior of bevel tools in other software. When I change the tool to this mode, I have to drag the mouse across the viewport 10-20 times in order to move the amount value.

How can I change the speed that this works at? I do not want to have to adjust the bevel using the tool panel window every time, it's incredibly inefficient for a tool that gets used so much.


texts: How to change the pivot point position of a text object?

texts: Is it possible to change the pivot point position of a text object without converting it to a curve or mesh?


texts: Bone snaps back to its original position when setting new keys

texts:
This is the only blend file that functions weirdly. I am animating a rig and when I grab a bone to move or rotate it, it immediately snaps back to the previous key.

This is what I did:

In pose mode, insert a new keyframe on any bone (let's use root for this example), then move forward a couple of frames
With the bone still selected (again, it's the root bone)
Press G or R to grab or rotate
Press LMB to confirm the translation/rotation
Bam! It snaps back to its latest key (like when you hit RMB to cancel the action)

It would work 'normally' if I hit LMB and then quickly dragged the mouse the side. However, it's driving me crazy and it only seems to be breaking in this Blend file; other files work normally. I also tried to create a blank file to append the rig to that new file, but, the rig still functions weirdly.

If you guys can help me it would be fantastic :) thank you in advance!

This is the file:
http://www.blendswap.com/blends/view/86352


texts: Converting / getting parametric equation to work using python

texts:
Converting / getting parametric equation to work in Python / Blender / Animation Nodes
I can create / plot the parametric equation in Octave
$$x=u\sin(u)\cos(v)$$
$$y=u\cos(u)\cos(v)$$
$$z=-u\sin(v)-\sin(60/180*\pi)*\sqrt(x^2+y^2)$$
Octave code:
clc
close all
clear all

u=linspace(0,4*pi,100);
v=linspace(0,pi,100);
[u,v]=meshgrid(u,v);
x=u.*sin(u).*cos(v);
y=u.*cos(u).*cos(v);
z=-u.*sin(v) .-  sin(60/180 * pi)*(sqrt((x).^2 + (y).^2));
figure(1)
mesh(x,y,z);
view([-57,32])
h=gca;
get(h,'FontSize')
set(h,'FontSize',14)
xlabel('X','fontSize',14);
ylabel('Y','fontSize',14);
zlabel('Z','fontsize',14);
title('3D Parametric Equation Lily impeller','fontsize',14)
fh = figure(1);
set(fh, 'color', 'white');

Octave Image it creates:

But I'm having some issues converting that over to Python and Blender.
What I have so far is below.
import math
import numpy as np

def surf(u, v):

    x1 = u*math.sin(u)*math.cos(v)
    y1 = u*math.cos(u)*math.cos(v)
    z1 = u*math.sin(v) - math.sin(60/180 *math.pi) *math.sqrt((x1**2 + (y1)**2))
    return x1, y1, z1

ux, vx = np.meshgrid(np.linspace(0, 4*math.pi, 100), np.linspace(0, math.pi, 100))
x1, y1, z1 = surf(ux, vx)

position1 = Vector((x1,y1,z1))

One of the issues is with the line x1, y1, z1 = surf(ux, vx) gives me an error TypeError: only length-1 arrays can be converted to Python scalars I tried converting the line to x1, y1, z1 = surf(np.vectorize(ux), np.vectorize(vx)) but that just gives me another error saying it must be real number, not Vectorized

Animation Nodes:

I plan on using animation nodes to animate it over time.


texts: is there a way to constrain selected to nearby objects/face/etc. for more realistic collisions?

texts:
So I'm trying to make a realistic bullet animation and I wondered about the following points:
is there a way to constrain surrounding objects to the selected?
is there a way to select objects/faces/edges that are near/touching the selected?
if so,
is it possible to treat the selection as its own individual points and constrainted to the selected?


texts:
I have created an Animation in Blender, with an imported 'stl' file of an airplane that flies over an ocean [Plane w Ocean Modifier] and a blue sky background [checked Background and imported an image of the sky].  The Animation works fine in Camera view; the airplane, Ocean & Sky all show as imported: colors, textures, materials.

In the Video Sequence Editor, I Added a video clip, spliced the clip and inserted a picture image - and it plays just fine.

The problem is the Animation clip.  It only shows the plane flying toward the Camera, with no Ocean below or Sky above.  I am unable to Render the whole video, with the video clip, picture image, and animation sections together - showing all the colors, textures & materials.

How do I get the Animation to show up with the Ocean & Sky?


texts: I cannot make the Shadow Catcher plane transparent in Blender 2.92 or Blender 3

texts:
I have
Render - Film - Transparent selected
Properties- Visibility - Mask - Shadow Catcher selected
I'm using Cycles set to GPU compute.
The 'Shadow Catcher Plane' is not transparent and appears as solid in the render.
I have tried to solve this by creating a simple proxy using a cube and two stacked planes but the Shadow Catcher Plane will not allow tramsmission of the underlying plane. I've tried in 2.92 and 3 (Because of the new Cycles renderer) but no success. What am I missing please?
Here is the file - Thanks Marty


texts: Object renders fine in cycles but disappears in eevee render

texts: I have been trying to fix this problem . I tried everything . The road has an image texture and I have done some UV un-rapping. It looks fine in cycles render but the road disappears in Eeve render.


texts:
I have recently started using Blender 2.8 after using 2.79 for some time. I used to render everything alright, but now, I changed from my old laptop to the new PC.

So, I am using the scene with the materials I have bought online, creating there an interior scene, but in many cases (not always though) eevee and cycles are either stuck for longer than it should (comparing to the old setup) or it crushes to the point that my screen simply turns off (screen is connected to the graphics card).

That is all just weird, because the specifications are very obviously way better than I used to have, but not it barely works.

My former laptop:

ASUS UX303U

Intel® Core™ i7 6500U Processor

DDR3L 1600 MHz SDRAM, OnBoard Memory 4 GB , DIMM Up to 12 G

Graphics card: Nvidia 940M

My new PC:

Self-assembled

AMD Ryzen 7 2700x eight-core

DDR4 2666MHz HyperX 16 gb (2x8gb)

Radeon RX580 (2 of them working on the AMD crossfire).

So, if you have any ideas why is this happening - let me know.
Thanks]1


texts: How to create a road with a certain trajectory using Python

texts:
I wanted to ask if there is an automated way to create a road trajectory in Blender using Python.
In particular, I have the (x,y,z) of a road in Matlab:

I would like to know how can I automatically create a road with these coordinates (as a centerline) using the Python API? If there is a tutorial or somebody that has done something similar, I would appreciate any help.
EDIT AFTER GORGIOUS COMMENT:
The code I have written is the following. It reads an excel file of all x,y,z and it saves it in a list of lists named coords_list. From that I can generate successfully the path that you can see the above picture. What I want is to extrude a road profile via Python code, so I can have a road.
import bpy
from bpy import ops
from mathutils import Vector
import pandas as pd
import numpy as np

fileName = 'C:/some path.../_trajectory.xls'
# READ SIMULATION DATA
coords_list = []
excelF = pd.ExcelFile (fileName)
df = excelF.parse(0,header=None)
coords_arr = df.to_numpy()
coords_list = coords_arr.tolist()

# make a new curve
crv = bpy.data.curves.new('crv', 'CURVE')
crv.dimensions = '3D'

# make a new spline in that curve
spline = crv.splines.new(type='NURBS')

# a spline point for each point
spline.points.add(len(coords_list)) # theres already one point by default

# assign the point coordinates to the spline points
for p, new_co in zip(spline.points, coords_list):
    p.co = (new_co + [1.0]) # (add nurbs weight)

# make a new object with the curve
obj = bpy.data.objects.new('object_name', crv)
bpy.context.scene.collection.objects.link(obj)

spline = bpy.data.objects["object_name"].data.splines[0]
spline.points.add(1)
spline.points[-1].co = (1,1,5,1)

points_coords = [p.co for p in spline.points]


texts: Shadow "Cast Only" option in Blender 2.8 seems to be missing

texts:
I'm using Blender 2.82 and Cycles. I've got an object that I want to be invisible, but still cast a shadow.

I've done a fair bit of Googling, and as far as I can tell the "Cast Only" shadow option that used to exist in Blender 2.7 and earlier, no longer exists. I checked material properties and object properties. It's missing from the manual. If I uncheck "Show in Viewports/Renders", the shadow disappears too.

I realize there are some complex workflows described in other threads about how to accomplish this, but I was wondering if there's some obvious way to do it like before, that I'm missing.

Thanks!


texts:
I wanted to copy my mesh to another layer before I apply a mirror modifier. I copied it, went into an empty layer, and pasted it. However, every change I make seems to be synced on the two layers somehow, so if I apply the mod, it applies on the other layer too. Does anyone know how to help me? This has been not letting me make much progress.
Thanks in advance!


texts: So I was watching Blender Guru's videos on donut making in Blender and when it came to the sprinkles they showed up super bright on the rendering. I don't know what happened. In the image, you can see the spherical sprinkles are just fine but the rest aren't


texts: Shadow Catcher object causing brightness issues in scene

texts:
Okay!  Through help on this page I was able to go from this tutorial about camera tracking...
https://www.youtube.com/watch?v=CVPcT0dJmoY&t=2121s
Redoing the whole thing with Cycles instead of Blender Render also helped because I was able to use Shadow Catcher which is very easy, thanks to some advice from cegatron.  However, when I go to render, the Shadow Catcher object can be seen as a brighter area than the rest of the scene.  It's meant to be a whole in the ground, which works fine, but the surrounding area is very bright and washed out inside the area of the Shadow Catcher object.  This is only visible though, when you do the final render, How do I fix it.  Below is a picture of my blender workspace.  At the right, you can see the final rendered image with the bright ring of washed out area which is Shadow Catcher object.  The hole in it was cut out and a cylinder is underneath it, just so you know.

As per request I've added an image of the scene without rendering in solid view.  The object that is the shadow catcher is listed as Circle and is actually a circle I extruded out into something of a plane with a hole in it.  Under the whole is an object labeled Cylinder that I am using for the pit of the hole.  I have also added an image of the Compositing Node Tree.  Thanks for your help!

EDIT: Still haven't quite fixed the problem but I found a half measure.  I took the outer edge of the Circle object that is the shadow catcher and extruded the edge up so it covered the whole shot.  However, I still have a problem of a washed out scene and a pit that's too dark.


texts: Crowd Scene: Generating many characters with random clothing objects

texts:
I'm working on a small crowd scene and trying to figure out the best way to set it up from a workflow perspective. I have addons or particle systems to place the characters, but I need to generate a bunch of characters to feed into those.

I need to place ~25 characters total. For that, I want to have a few unique bodies, and a few unique pieces of clothing, hair, etc. I will then mix and match to have ~25 unique combinations, even if they share a lot of parts. I'm looking for a way to avoid doing this manually. I also want to keep all the parts instanced, although it's not totally essential (but would be for bigger scenes.)

I'm looking to be able to do something like link/append a character, and each time I do it gives me a random body, shirt, pants, hair, etc from a group. I know it's possible to have a particle system use a random object from a group for each particle, but can it be done for something like this?

Does anyone know the proper way to do this, or something similar? Is this even the correct way to approach this problem?

EDIT: I am looking at making a script for this. I'm looking for the best way to approach it, or to get input from anyone who has made something similar.


texts: Viewing background through alpha channel of foreground object

texts: I have set up two planes, one in front of another, and I want to see the back plane through the alpha channel of the front plane.  In the node editor I use the render results as input to a key node so that the green screen is turned into alpha, but it appears that it's only transparent to the plane itself.  Have I reached the limits of Blender?!!  Is there a way to do this?  (see screen shot).


texts: Object selection in 3D view not working correctly

texts:
I've been using Blender for a while now and have had no issues with object selection in 3D view. I just got a new computer (Mac Pro) and now object selection in 3D view will sometimes become unresponsive.

Some objects are selectable while others cannot be selected unless selecting them from the Outliner panel. I've tried changing system settings and input settings in Blender preferences to no avail.

If I restart Blender and reopen the file I was working on it will behave normally for a while but will inevitably revert to this broken selection state. I'm a little worried that it has something to do with my new computer because it's a work computer and I'm stuck with it so any insight on how to fix this is greatly appreciated.

I've added a snapshot of my current Blender System setup as well as the specs of my Mac.


texts:
I'm looking for my boid particles to not intersect with my collison objects. I already changed the mesh to collision, and there are tiny areas where the dragonflies still pass through the mesh, as you can see on the right and front facing sides. I tried bumping up the inner and outer settings under collision, but those don't seem to have any effect.

Thanks!


texts: How can I make a 3D model out of a set of vertices, UVs and faces using a script?

texts:
I have 1 UV .png, and 3 numpy arrays that I will describe below:

Vertices: An array that has many triplet float values eg. [1.1, 2.1,
3.1]
Faces: An array that has many sextuplet integer values. eg. [4, 5, 6,
7, 8, 9]
UVs: An array that has many doublet float values. eg.
[1.1,2.1]

I am very new to Blender and 3D modeling so bear with me with my speculation.

I think that the values in the Faces array are possibly indexes that somehow map the UV values to the vertices.

What I wonder is whether if this is a common format with which 3d models are represented with, and how to parse it. If the faces are to represent indexes, why are there 6 of them instead of 5? How could I possibly parse this information into a 3D model?

To put my question more succintly, how would one go about parsing all of this data and turning it into a 3d model in blender using a python script?


texts:
Im following this tutorial on YT https://www.youtube.com/watch?v=ZiqrCRqyLzE. But freestyle line does not appears. Freestyle checkbox is ticked, add-ons are ticked (LoopTools, PieMenu Official). I tried it with new fresh blender project, but nothing. Im in Blender 1.78, Win 7 Ultimate x64.

Just editing and adding my file since I am doing the same tutorial and having the same problem:

Adding a camera to the scene worked! (I am adding this here since I cannot comment yet) Thanks a lot!


texts: I would like to model a fantasy world that I made and I am wondering about the technical limits. The planet is about 3 times bigger than earth and has four continents, each the size of half the USA. I am not talking about making a sphere and texturing it, I mean like Google 3D where you can zoom all the way into a single house except more detailed. Would there be any technical problems? Would the program lag from having that many vertices? Should I just model each continent separately or even each region within the continent separately?


texts: Distortion in the whole mesh when applying scaling to a part

texts: I am new in blender. I am modelling a cup wherein I want to reduce the radius of the lower part. But when I select the lower circumference using Alt+ click and then press S to scale it down. the whole mesh get deformed as shown in the pictures. Can anybody help me where I am wrong?


texts: Problems updating the context within a loop? C.scene.update()

texts:
I'm using these loops to change the location of an object (I need to see how this object interacts with other objects in the scene when it starts from different locations).

Anyway, based on what's printed, the object's location is not updated in every "loop" repetition. It wasn't updating the location at all, I added the bpy.context.scene.update() line, and now it's only updating it once, so the output is always the same two coordinates (x=3 and y=2).

for ix in np.arange (3,50,0.25):
    for iy in np.arange (2,50,0.25):
        bpy.data.objects["Ball.004"].location[0] = ix
        bpy.data.objects["Ball.004"].location[1] = iy

        bpy.context.scene.update()

        loc_ball=bpy.data.objects["Ball.004"].matrix_world.translation

        print(loc_ball.x, loc_ball.y)

How do I need to update the context (if that's the problem)?


texts: Best workflow to mix several takes in VSE

texts:
I'm mixing a music clip of my band in VSE. I've got three takes (1 hour each) of the same show, and I would like to mix them.

Because of the length of the project, I would need a fast way to change the mix of  the three videos, preferably with autokey turned on, and editing while playing.

Any workflow or addon that help me in this task?


texts: Do rays fire if you have no materials of their type?

texts: If you have no transmission materials, does Cycles still process transmission rays? Is there any speed increase to disabling a ray type if you don't have any materials that use it?


texts:
Notice how in scene 12_peach, shot 21 in the BBB repository the bushes' leafs in the background appear as rectangles in the depth map. I assume this has to do with the way the bush's material is set up (probably single images of leafs arranged in various sizes and orientations).

Maybe someone more knowledgeable can shed some light on this bush material setup. And most importantly: Is there a way to get the actual leaf shapes in the depth map as well?

I downloaded the BBB production repository from https://peach.blender.org/download/ (near the end of the page). The shot in question is scenes/12_peach/21.blend. The shot seems to link bush objects from the envs/bushes.blend library in the BBB repository. Note that I am using Blender v2.46 for this since I could not get the shots to render properly on more recent versions. Crashes all the time. But I assume v2.46 is close to the version they were developing/using in production of the movie.


texts:
My units are mm - meters. Why Am I not seeing my model completely solid?

cheers


texts: I'm trying to edit my model but I found that when rotate any edge or move vertex from left/right side, the other side is moving too ? Like there is a mirror but there is not !! I think something is connected between those vertexs but I don't know what is that thing !!


texts:
Noob help request please to carry this the last 2 yards to the goal line!
I'm trying to rig 2 objects who move up and down Z independently, and a 3rd point that tracks them horizontally, at the same distance, in the Y axis as the 2 in Z move together and apart. Please see the attached Blend file.

I can best describe the requirements using our hands: Place your hands palms-together in front of you, (like praying). Obviously the dist between your wrists and your finger tips are fixed. Now, move either of your wrists, singularly, or together, away from each other in a horizontally straight line, while keeping your finger tips together. Notice how your hands eventually flatten out horizontally, palms down at the point where your hand size restricts any further wrist movement without moving your fingers apart.

That's what I'm trying to get to -- that V-shaped movement with the fingers as the linked pivot. I've got there most of the way. Please see the blend file attached. My rig gets the central finger touch-point to track the wrist movement very well as they draw together/closer, but it's the point where the wrists move apart is where the rig breaks down -- the pivot will not go/align itself to a vertical position in the Z, as I'd expect.

What am I doing incorrectly or missing please?
Mark


texts: How to highlight areas of a desktop recording in video sequence editor

texts:
I'm using blender for editing desktop recordings using open broadcaster software.

I would like to highlight areas of the screen to draw attention to them by surrounding them with a red rectangular box.

How can I do this in blender?  Do I need to create a transparent image containing a rectangle of the correct size for each area using another application like Inkscape, or is there a better way?


texts: How to get rid of fireflies coming from apartment windows?

texts:
I've tried different settings of clamping, sun/no sun, lamps, emission, higher samples, etc... but I can't seem to get rid of them. Not keen on blur nodes or similar since I need to see the inside of the apartments > people, furniture, etc...
And I also need reflections from the windows so I don't want a hole instead of windows.

Download Blend file here: http://we.tl/2oPC7y4zdc

And please don't mark this as a duplicate cus I've tried finding answers here on blender.exchange, Blender Guru and YT without any luck as you can see.

Note: I'm a total noob. Just started Blender about a month ago.

See ref img >


texts: Geometry of one object changes (doesn't update) when I render the image

texts:
I have a problem, I'm finishing a project and suddenly I have a strange problem.
Geometry in viewport looks like that:

And in viewport preview render like that:

But as I hit render, it changes a geometry of one of the objects to what it was many many hours ago before I edited it (Those brick-like things are longer):

Does anyone know what is happening?