texts: how to draw name infront of Mesh data ID UI

texts:
layout.template_ID(obj, "data")

I assumed on could add , text="" inside the brackets but it seems not to work

layout.template_ID(obj, "data", text="Data Name")

I assume one could use row and lable commands drawing a text via label and the the template via the row command after it.

I am not sure if Blender does not allow what I try to do because also in the buttons menu there is no button text infron

So this is what I tried but the formatting result looks terrible.

    row = layout.row()
    row.label("Mesh Data")
    row.template_ID(obj, "data")
    row = layout.row()
    row.label("Object Name")
    row.template_ID(context.scene.objects, "active")

Alternatively I can also simply rebuild the main Blender UI elements and stretch them over the width of the panel like in the following image. This replicates also more a common visual look. But as you can see it is clean. The previous attempts were not vertically aligned along the left and right edge.


texts: Often I'll try changing the position of an object or whatever it may be, and forget to apply the keyframe, then the timeline moves, I quit the program, I start to render, or whatever, and either the keyframe before the change or the saved keyframe on that frame takes over and I loose all my work. Autosave isn't reliable so is there a way to have the keyframe auto-update to changes made to the properties it defines?


texts: I want to create a model of a human using "Blue Prints" as reference.So when i start modeling the form of the Head i start with the Front view of the face and match the points to positions where i think they are fine.When i switch the view port to the left/right side , to give the head like the 3d form and shape the points look good on the side but back in front view they look like they're on other positions so i ajust them in front view , switch to side and yet again they're on other positions.i hope my question is understandable ^^.do you guys have any advise ? i'm a beginner , i know the basic stuff but have problems with that.


texts:
I have a simple character (below) that is in the middle of an animation that does not work with my logic bricks.

Here are my logic bricks. Sorry, may be hard to read (click on the image for a bigger version).

It states that when the property inMovement is set to 1, it will play a walk animation, and, on the other hand, it will not when it is set to 0. I thought that the problem would be with the parenting, but it all looked fine:

After this I thought that the animation just didn't work, but it did. This is the animation of my blocky character picture at top.

.

Everything I stated here is true, and I did not lie and/or take pictures at different times. All the screenshots were taken at one point in time, and no editing was done between them.

How do I get the animations to play (Loop Stop) based on whether the value is set to 1 or 0?


texts:
Is there a way to display an object in the viewport in one solid color against the background? In ZBrush it is frequently used to help judge the outside shapes of the model without internal details distracting you.

I mean interactive viewport mode, while you can still sculpt, not make a one-off rendering. An example in use is here:

https://youtu.be/riyDQBJxSBQ?t=55


texts: Make duplicates real produces too many objects

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I'm new to Blender (using version 2.74); I was looking for a way to position several Suzannes in a circle and came across this question which has an answer based on this Blender wiki page.

I followed it (several times from scratch, actually), trying to position 6 Suzannes in a circle. It works for me up to the point when I do Ctr + Shift + A to make duplicates real. When I do this, my 6 Suzannes are still in a circle but the Outliner shows there are now 100 Suzannes in the scene; which is actually true - 94 Suzannes are hidden under one of the 6 other ones.

The number 100 happens to coincide with the default setting of Path Animation -> Frames; I made sure to change that to 6 as mentioned in the tutorial. Which doesn't fix it.

Why does the number of Suzannes go from 6 up to 100 when I make duplicates real? Is there a bug or am I missing something?


texts: Output Network Render not written automatically

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I just discovered the Blender Network addon and after playing a little with it I am very happy with this functionality since now I can start renders from my MAC and have them executed on my Windows machine(s). However there is one little thing that does not seem to work (or maybe I am doing something wrong). When I submit a job the rendered frames are not written automatically. I have to click "Download render results from the network" in this panel

Is there a way to get the rendered frames written to disk without having to click this button ?


texts:
So, I've tried and completed at least 10 different tutorials for Smoke and Fire simulations. Some were for 2.8, some for 2.83, and now for 2.9 and so on. I replicate every single step the tutorial guide makes, and still my fire and smoke look like caramel, instead of realistic. I have tried and gotten the same result on 3 different PCs (Desktop with RX580, Laptop with GTX1060, and Desktop with Vega8 APU). I thought it might have had something to do with OpenCL on the desktop, so I tried with CUDA on the laptop.
What am I missing, what am I doing wrong? I haven't found a single forum post anywhere about this problem.
My simulation is puffy and looks like cotton candy, while his is detailed.


texts:
I'm currently trying to figure out the workflow for using the motion capture features in Blender for animation. I've figured out creating markers and tracking them, but I'm stuck at reconstruction. The one video tutorial I've found uses the Camera Solver constraint to project the points in 3D space, but I can't find a way to turn those points into emptys so I can continue with the workflow. Alternatively, the normal reconstruction option in the Movie Clip Editor projects all the points onto a flat Y plane. Would there be some way to effectively combine these 2 effects, getting usable empty tracks in the 3D view that have some depth to them?

I'm currently in v 2.79.

Edit: the motion is from a single camera, and the camera motion is solved. The tutorial I was following used the Camera Solver modifier to calculate 3D depth for some of the points, so I was mostly looking to see if there was some method to get some sort of depth data with just one camera. It seems like that might be impossible, however.

edit2: The video has a stationary camera and the video subject is someone moving their face with control points painted on.


texts: Need rigging help for a robotic jaw holder

texts:
So this is what I'm trying to rig, but I'm not too experienced with rigging so I had some problems trying to rig this.

This is what I currently have and it's obviously bad. I want to make it so it would look the way it would act naturally. Basically:

-The wrinkly black tube needs to stretch normally.

-The red "caps" on the small black tubes need to follow the mesh of the tube it stands on.

-The small black tube on which the red "caps" aren't standing on needs to stay connected to the other small black tube. (I'm not good at naming these.)

-The small black tube holders need to move their black and gray front parts so they wouldn't clip with the screen, my problem is not that, but making the small black tubes stay connected with them.

I don't know how to describe this better but I simply want this mesh to react normally to the rig

Anyone know how I can achieve this?


texts: 2.9x Why can't I see my scripted print function results in the console?

texts:
import bpy
print ("something")

When I run this script nothing happens, nothing appears.
The only answers to where it prints I find are from 6 years ago.
With 2.91 It's not in the Python Console output in the Scripting tab, so where does it display its print command?
Using Windows.


texts:
For some reason I cliked on something I shouldn't click and don't know how to undo it. Only happens in shading viewport. On Layout, it looks perfectly fine.

How to undo this?


texts:
Okay, I'm trying to bake the coloured materials I've added to my model. But whenever I go to the Render tab > Bake > and select any of the options, I get an error at the top saying 'No active UV layer found in the object'. Well... Of course not. I've added materials, not textures. I've not had to do any UV unwrapping. What am I missing? What do I need to do to bake coloured materials?

Thanks


texts: Missing Open Shading Language in Cycle Renderer Check Box

texts:
Was reading up some interesting answers on animating noise. Until, I found out that blender 2.75 doesn't have the same interface as shown on the image below.

Does anyone know how to turn on Open Shading Language in the cycle renderer? Following the post here How to animate noise texture "seed"? I was not able to see the noise on screen at all. It outputs the noise as plain white.


texts: How do i add a transparent texture over my material?

texts:
I am trying to add this rust texture that I found over my brick texture cube. The rust is transparent, and i am selecting a specific area of the cube to have the rust over. I separated the specific faces i wanted the rust on by material, and i added the rust image texture, then plugged it to the roughness node. All that appears is a white square. I tried to texture paint but it doesn't give me the result i want. I followed other tutorials where it said to put both the image textures for (in this case brick and rust) through a mixRGB node, but then the rust appears everywhere on the cube. I tried a different method, this time doing what i mentioned again but in it's own material, (separating the faces, giving it its own material, then adding two images textures, brick and rust, then going through the mixRGB node) which did a bit better, but the brick texture was being stretched whenever i tried to adjust the image in the UV editor. What other solutions are there that i can try out?
(I got the idea of putting the rust on the roughness node from Blender Guru's video on making a subway in 20 mins, but i did not get the same results. The Color Ramp did not change much for me.)


texts:
Whenever I start Blender, this console window keeps popping up!
I'm not that techy with devices, is there anything I should do to stop it?


texts: What are the most efficient workflows to create all quad junctions?

texts:
In a video tutorial on All Quad Junctions some different  types of junctions are explained. When trying to create them I struggle with extra edges and merging points, ripping points. That takes too much time

Is there a efficient reproduceable way to create these types of junctions?


texts: Blender GLTF : which rotation values are really exported?

texts:
I am using https://github.com/KhronosGroup/glTF-Blender-Exporter in a script and trying to compare the exported rotation values. But none of them seem to match. Ie. for exported values in the gltf file such as :

"rotation": [0.7071068286895752, 0.0, 0.0, 0.7071067094802856]

the exported object in blender has the following values:

---> OBJECT ROTATION QUATERNION: <Quaternion (w=0.3715, x=0.6323, y=0.4318, z=-0.5251)>
---> OBJECT MATRIX LOCAL: <Quaternion (w=0.3715, x=0.6323, y=0.4318, z=-0.5251)>
---> OBJECT MATRIX WORLD: <Quaternion (w=0.3715, x=0.6323, y=0.4318, z=-0.5251)>

while exporting, the settings are set to export_yup=False so I guess no other transformation should be involved?


texts: Blender 2.8 - Sprinkles particle are not visible when rendered

texts:
I just started learning Blender, so I'm following the donuts tutorial from Blender Guru. Unfortunately, I'm stuck at part 7 on rendering Sprinkles.

My problem is, the Sprinkles is visible in my viewport :

However, when I render it, the sprinkles are gone :

My Blender file can be downloaded here.

Any help is appreciated. Thank you.


texts: Different Ways to Make Edges (look) Sharp

texts:
This is such a newbie question and I have failed to fully understand the differences between these functions as they all seem to have a similar effect. Could someone please better elaborate?

-Mark Sharp

-Mean Crease

-Edge Loops after SubD Modifier

and

-Edge Split Modifier

-Auto Smooth (Why even smooth if it just makes it flat again)

I've seen these used in different situations and don't fully understand why that technique was chosen over another.

Thank you!


texts: How to make a slice in the Particles System?

texts:
I am a student looking at microstructures. Therefore I am using the Particle System to create a lot of droplets.
To mimic a microscopic image I want to make a slice of the system.
I can do this by using the shortcut Alt+B. (see image)
But by using this shortcut, rendering isn't possible.
Does anyone know how to make a slice of a Particle System?  The Boolean Modifier, Knife tool or Bisect don't work for the Particle System...

Thanks!
Jantine

By using nodes, I get black artefacts:

Suggestions for a solution? I guess these black shapes are remaining of part of the balls that overlay each other, which is also something to solve...

Thanks!

Is it possible to fill these spheres? So that the inside is solid green?

Thanks!


texts: Python - Linear interpolation before keyframe

texts:
I'm having trouble to find a way to set the interpolation before a keyframe. For example, this is useful if you want to animation to continue before the first frame and after the last frame to get correct motion blur.
I haven't found a way in the UI either, as setting the interpolation to linear is not acting the way I want.
Is there a way to do this?
Attaced is an example from Nuke where the interpolation is set to linear before the keyframe (which makes the animation continue).


texts: Can't snap two objects without space between

texts:
I can't snap two objects. It's always make space between them. I found this answer, but these 4 steps taking me little long. So i am asking, if there is faster way to do this.

Snap is on vertex and closest.


texts: Still a newbie to Blender. Trying to line the gray tube along the edge of the blue object, but there is still a slight lip. How do I rotate or pivot or whatever the gray tube so that it follows the edge of the blue object?


texts:
youtube videos didn't help!
I want the rig to have drivers for location.


texts: Traceback - Attribute Error: 'SpaceView3D' object has no attribute 'context'

texts:
I'm kind of new to blender, so I don't know all there is to know about this software. Anyway I have a issue, I've been watching the tutorials for Blender 2.8 and I'm following the guide. But for some reason an error occurs when I select the selection tool after editing in edit mode.
I've tried to uninstall and reinstall the software but the same problem occurs.
Please help.


texts:
I need help modeling the roof part:

I'm trying to make that cube a wedge. I've tried the knife tool (both with Z and E) And I've tried all the tools in edit mode.
That "roof" I made out of planes, and I can't make them higher, they are super thin


texts: Armature distorts mesh on transformation

texts:
I'm having hard times, figuring out why the rig behaves veirdly (intended to be 2d)

when i'm parenting the plane "wing" to the armature (with vertex groups), on armature rotation the outline of the mesh is not moving and the texture gets distorted, however it moves correctly.

If i export the model, (with animations) the result is the same, just without blurring, a wing is visible at the original position and a second wing is visible on top of that, with correct animation.

things that i checked, that may cause anomaly:

i only have 2 meshes and 2 bones without hidden children (see outliner, at the img)
bones are  not scaled
objects on same layer
all transformation is applied to the meshes
origins are in same place
the 2 vertex groups both only contains the 4 vertices related to their planes
same result if meshes are joined (2vertex groups under same mesh)
looks like weight painting could cause similar effect, but when changing something the result getting worse (all vertices have max weight)


texts: Scripting. How to declare and work with vectors that define the centers of cubes?

texts:
I am learning python for Blender and having some difficulties so I humbly request some help. I am trying to replicate the ¨Recursion in all directions¨ script found here, but doing it my way, I try to preserve the sets of cube centers for all the iterations to extend the script with other features I want to learn. However I am having problems with my code:

import bpy
import math
n=4 #write here the desired number of iterations (the first iteration is the first cube))
def distance(p):
    return 3/(p+1) #the function defining the distance between cubes
def radius(p):
    return 1/math.log(p+2) #function defining the radius of the cubes. We now define the centers of the cubes for each iteration
listOfCenterSets = [[] for i in range(n)]
listOfCenterSets[0].append((0,0,0)) #the center, here the action starts
for i in range(n):
    for c in listOfCenterSets[i]:
        listOfCenterSets[i+1].append(c+(1,0,0)*distance(i))
        listOfCenterSets[i+1].append(c+(0,1,0)*distance(i))
        listOfCenterSets[i+1].append(c+(0,0,1)*distance(i))
        listOfCenterSets[i+1].append(c+(-1,0,0)*distance(i))
        listOfCenterSets[i+1].append(c+(0,-1,0)*distance(i))
        listOfCenterSets[i+1].append(c+(0,0,-1)*distance(i)) #we now add the cubes
for i in range (n):
    for c in listOfCenterSets[i]:
        bpy.ops.mesh.primitive_cube_add(location=c, radius=radius(i))

I believe the problem is with me not understanding how to declare and work with the vectors that define the centers of the cubes.

Thank you.


texts: How do I get an object to stretch between two animated objects?

texts:
I want to animate this LEGO x-wing closing its wings, and have managed to rig up bones to control the wings so they close on the correct rotation, but it has this elastic band on the back that needs to be on those two black pieces and stretch between them when the wings open and close. How to I do that?

I'm thinking weight painting is involved? Do I make a bone on each black piece?

I'm only new to blender only this year so please explain as basic level as possible please! Many thanks in advance!


texts: Blender - Plot viewport-independent 2D-Labels

texts:
I am creating program that translates lithological data to colored 3D-columns which can be imported into Blender. Because the amount of single objects would be huge and disastrous on the readability in in the "outliner" (list of all objects), I am planning to accumulate them in one Wavefront (.obj) object. However, I would like to have labels (stations ids) for each lithological column. Blender seemingly only allows to display the name of objects in Object- and Edit-mode.

Is there a way to at least label all lithological columns differently while keeping all columns in one single object? Maybe there exist an addon or a niche in the Blender Python API. As far as I know there would be the possibility to write a Python addon which scales and rotates 3D-text-objects according to the viewport movement of the user. Still, I am looking for plain 2D-text and the functionality is somewhere within Blender already, but not necessarily in the Blender Python API.

Thank you in advance!

EDIT:
I intented to do it without the Blender Game Engine. The text should be displayed somewhere over or adjacent the lithological columns (which depends on the current viewport). It would be good if the labels could be switched on and off, to not always interfere with the final results. Additionally, it would be beneficial to preserved the labels in rendered images as well but this is not a necessity. Distance dependent scalability is also optional. The main purpose is to identify the columns/locations while working with them.


texts:
I had a Problem Using the Follow CUrve Force Filed in blender 2.77.

This is the Scene:

The Highilighted Object is a Plane, with a particle Setting and the curve has a Follow Curve Force Field Applied.

But when I play the animation:

Am I doing something wrong?
Is there a way to fix this?

Another Situation:

This is the Curve:

The Emitter:

But, When I play the Animation:

Any Way to fix this?

Blend File:


texts: On both sides of the model i have indentical faces. I want to move them both closer to center. Is there any way to copy my editing but with negative axis. For example i move one face along x axes for 2, then another face also moves for but for x -2.


texts: I have a problem where the texture is on the wrong side.I want it in the middle of the sphere (left arrow). Rotating it did not fix it either. I was wondering if anyone know how to fix this?


texts: Is it possible to create an animation in Blender 2.8, using Python, that it's not tied to any object?

texts:
I want to create an action (Fcurve) before I have any object to attach it to. I know how to create an Fcurve directly for an object: for example, to keyframe the location of an object

object.location = (x, y, z)
object.keyframe_insert(‘location’, frame=1)

I have tried to do the following:

# Create a new action (not attached to anything)
new_action = bpy.data.actions.new('NewAction')
new_action.keyframe_insert('location', index=2, frame=1)

Which produces the following error:

TypeError: bpy_struct.keyframe_insert() property "location" not found

which makes sense -- there is no object selected, so there is no 'location' that can be recorded.

So, is there a way to do it, with no object involved in the initial creation of the Fcurve?


texts: Is there a way to replace a spline tracer trail with a collection with animation nodes?

texts:
I have a spline tracer node setup and I want to know if it is possible to replace the spline tracer lines with a collection of meshes
Here is my current node setup

Here is the collection of meshes I want to replace the spline trail lines with

And here is what the trail looks like currently


texts: Make Human Mhx2 files exported with 1.2.0 β (beta) version cannot be imported into Blender 2.83

texts:
I will post for the first time.
Make Human Mhx2 files exported with 1.2.0β version cannot be imported into Blender 2.83.
I downloaded Mhx2-MakeHuman eXchange, but I'm not sure what to do. can you tell me?


texts: Im modeling a Aircraft(Mig9) but i don't know how to procced with the cockpit

texts:
As the title says

Im a newbie and im not sure how to model the cockpit of the aircraft. Im not looking for a super detailed cockpit but not a low poly as well.


texts:
I've edited an eyeball in the shading editor however I am unable to see the shading effects in 'layout' it just shows the mesh. However I can see shading effects under 'shading' tab

This is the eyeball in shading


texts: How can I get Infinit Reflections on Cylces

texts:
I have this circular room with mirrors instead of walls, but when I go to the render tab, at some point it gets black, how can I make the mirror material have limitless reflections?

I'm using the latest version of blender 2.82, an my mirror material its a Principled BSDF full metallic no roughness.


texts:
I've a nice mesh but would like the flexibility of rigging (joke intended).
Should I start with Rigify or create the bones myself? I'm familiar with bones and the skin modifier from 3dsmax but have little experience with blender. I'm using version 2.9


texts:
I'm trying to display an image external to blender in the 3d view with python and bgl. Is it possible not to load an image in data.images and display it?

The following code display an image from the data.images :

import bpy
import bgl

def draw_callback_px(self, context):
    img = bpy.data.images[0]

    x1 = 50
    y1 = 50
    x2 = bpy.context.area.regions[4].width-50
    y2 = bpy.context.area.regions[4].height-50

    img.gl_load(bgl.GL_NEAREST, bgl.GL_NEAREST)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, img.bindcode[0])
    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)

    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
    bgl.glEnable(bgl.GL_TEXTURE_2D)
    bgl.glEnable(bgl.GL_BLEND)

    bgl.glBegin(bgl.GL_QUADS)
    bgl.glTexCoord2f(0,0)
    bgl.glVertex2f(x1,y1)
    bgl.glTexCoord2f(0,1)
    bgl.glVertex2f(x1,y2)
    bgl.glTexCoord2f(1,1)
    bgl.glVertex2f(x2,y2)
    bgl.glTexCoord2f(1,0)
    bgl.glVertex2f(x2,y1)
    bgl.glEnd()
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_TEXTURE_2D)

class ModalDrawOperator(bpy.types.Operator):
    """Draw a line with the mouse"""
    bl_idname = "view3d.modal_operator"
    bl_label = "Simple Modal View3D Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        if context.area.type == 'VIEW_3D':
            # the arguments we pass the the callback
            args = (self, context)
            # Add the region OpenGL drawing callback
            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()


texts: Why does my final exported image appear more desaturated than my render?

texts:
Why does my final exported image seem more desaturated than my render? In Blender it seems full of color but once exported as a PNG it seems desaturated a bit...

Sorry, I am completely new to the program and this is my first time using it.


texts: Where has the Object Index from Layers has been moved to in 2.80?

texts:
I need to use the Object Index for a couple of objects. But as seen in the image below, it is no longer found in the Layers/Passes window.

Thanks guys!


texts: The controllers or my rig are created outside the mesh when I generate. Is it normal ?


texts: how does the color ramp interpolation work?

texts: how does the interpolation of the color ramp node in cycle affect the behaviour of the color ramp. During modelling the interpolation meant the shape of the curve, but while using node it must be something different........... How would this affect the values physically and technically(i.e. how would it carry out internally and how would blender interpret the input value of the color ramp)?


texts:
I'm new to blender so this might be a noob question!
I've been trying to weight paint as the automatic weighting was affecting the wrong parts of my mesh, however, nothing I'm doing seems to be changing anything! I've darkened all the areas I don't want my bone to affect and brightened the areas I do but when I go back into pose mode it's as if I've done nothing.

For example, here I painted the foot and darkened the other.

And here is the result - as if the painting hasn't been applied, am I missing something?


texts: How to get vertex normals from a shape-key in Python?

texts:
I'm trying to create an exporter for a format, which includes shape key support. This format requires both vertex coordinates and normals to be specified. This should be logical, because the vertex selected on the image below won't have the same normals:

Comparing it to this one:

But I actually haven't found any way to export shape key normals. Both Bmesh Vertex and ShapeKey Vertex only store the coordinates.

Is there any way to get them?


texts: How to import a .max model into Blender?

texts: I've tried to import but I don't see the (.max) file as an option when importing. Is there another way to import the 3DMax model into Blender for rigging and animation?


texts: Label not showing up as transparent... or showing at all

texts: Any ideas why this label is not showing up transparent? I believe I have all my nodes correct. These nodes are so complex someone should start a online Blender NODES academy...


texts:
I'm trying to animate an expanding circle as a texture on a sphere.  I've tried using a wave texture, but that doesn't seem to be working.  It has to start as a point (very small circle), then expand out a little way like a rock dropped in a pond (with no waves) and then disappear.  The coordinates it starts on as well as its maximum size has to be random and repeat.  It has to fade out at maximum size.

I'm stumped.  Can this be done with anything but a custom written procedural?

Thanks!


texts: Is there a way to make the eevee scene look like the cycles one?


texts: weird bump on object and dont know how to remove

texts: was following the BlenderGuru tutorial on making a coffee cup. was making the handle when i finished i noticed there was a small bump, pimple like, on my mug. the point its on seems to be in place. im not sure how to get rid or smooth it out.


texts: How to set this strange anim. keys in outliner?

texts: I'd like to set animation keys from python script (for automatization). In this particular case can't find command for outliner context. I need command to set keys for 'TOGVIZ' and 'TOGREN'. (Not by picking that pictograms.)


texts: Is there a way to import .gr2 files to Blender?

texts: I want to import some 3d models in .gr2 format to edit them in Blender. Is there any add-on that does this?


texts:
I'm looking for a method of creating animated displacement maps for Keyshot, such as this one:
Full animation here

This particular one was made in After Affects - which I do not use.
I'm wondering if it's possible to create physics simulations in Blender, which can then be rendered in a similar greyscale heightmap format. That way I can create some detailed 2D animations without AF.


texts: Can a material be reflective, but not reflect a light source?

texts:
I want to have a reflective floor, but have it not reflect rays coming from a light. Using Blender 2.90, Cycles. I want the light to create glossy reflections on the other objects in the scene, so I don't want the usual solution of Light > Visibility > Ray Visibility > Glossy off.
Is there any way to get the effect I'm after? Maybe by using the Light Path node somehow?


texts: Why is my blueprint not visible as a render?

texts: I created this blueprint using the vertices of a plane but the image is completely blank when I hit render


texts: Problem: material has stretched on side of shape

texts:
I have a cube that I have cut into triangles with a boolean modifier. I have animated this shape to open out in various ways and begun adding images/ materials onto the sides of this shape.

Some materials have stretched, usually I would double check the material is assigned correctly and made sure I have done UV unwrap.

This screenshot shows what is seen when rendered and what it's meant to look like. All of those pieces of the shape should be correct but two aren't on this side, and are incorrect on a few others as well.

Is there anyway I can rectify this or is there someway someone can take a look?


texts:
I am trying to create sci-fi doors similar to those that Dan Brown creates below:

I have tried a few methods, the closest I can get to the image is using a solidify modifier and then making edge loops and cutting away faces.

This method only gives me curves on the outer edges, I would like to have the inner corners curved also, cannot seem to find a way to do this.

Can anyone think of any ideas to try?


texts: How do I get rid of artifacts on boolean text?

texts:
I have taken 2 letters and combined them with a boolean, but now I get these artifacts everywhere. I tried using ⌘ Cmd + R to add parts, but that made it worse (some faces dissapear).
How can I make this proper/one flat color?


texts: I was deleting some stuff because I wanted to export it one object but then I accidentally saved the file out of habit, and now all my other items are deleted.


texts: if anyone could help i would be grateful. So I installed blender and when I start it, it shows in cmd "Bundled Python" . I don't know what to do. But its only for .app , when I install blender through zip it works so I don't know what's the problem.


texts:
I have only started using Blender fairly recently, and I was trying to model something when I accidentally pressed a shortcut. I don't know what it was, but it opened an (editable) rendered view of my model. I was trying to revert my screen back to normal, but I don't know what I'm doing. Can anyone help me figure out how to collapse the labeled window (see attached photo)? I've trying dragging the corner to both the right and up, but it won't move.

Thanks!


texts: Shortest path key makes edges freestyle instead

texts:
I use a heavily modified shortcuts for blender. I have set "select shortest path" to ctrl+right click and it has worked for a long time until today.
I am not aware of changing anything recently but suddenly instead of "shortest path" the above shortcut does something weird:
-selects the shortest path
-makes all selected edges freestyle edges
-deselects all

Any idea what's happening?


texts: Combine png image with a background color for a shader

texts:
I have UV mapped a PNG image (Has no background of course) onto a Taurus shape
The image appears as I'd like it to, but I cannot figure out how to change the colour of the Taurus. I'm selecting the subsurface colour but nothing is changing.
is it possible to change the colour in some way, but having the numbers intact as they are?

Thank you.


texts: weird lighting of a cone with eevee ( and cycles too )

texts:
super noob question here.
I have created a very simple scene with just a cone, a light and a camera. The cone has a default white material and I selected "shade smooth" for it.
The light is the default light and is placed at the bottom of the cone and a bit in front and to the side of it.
I am not trained as an artist, so I don't have more than a vague idea about how the end result should be. In my understanding the light on the cone should have at least a more round shape.
Obviously there is something I am missing here. The default settings produce the results below.
I am using blender 2.90.1 on a Mac.
Is there anyone who knows what my problem might be and how to solve it?
Please let me know if there is any more info about the scene that I need to write in order to get help.
Thanks :-)
When I render the scene with eevee I get weird artefacts:
When I render it with cycles it is a bit better but still weird:


texts: How do i add weights to bones that i added after i parented the armature to the mesh?

texts: So i added two bones to the armature after I parented the armature without those two bones to the mesh. I named them mouth lower and mouth upper, but when I select the mesh they are not in the vertex groups. How do I fix this?


texts: How to make preset for RGB curves in compositor

texts:
i have added preset base in my code, now is there any way to save data of RGB curve , so we can use it from saved dropdown menu at any time in any file ,

i have added preset base

this gives me only 1 point data , it does save it but only one , if i add extra points and then save it as preset even after that it didnt count extra curvepoints , it only gives x and y values of single point

do let me know if there are any way to save RGB curve property for compositor

class add_comp_preset(AddPresetBase, bpy.types.Operator):
"""Add a new render preset."""
bl_idname = 'comp.add'
bl_label = 'Add My comp Preset'
bl_options = {'REGISTER', 'UNDO'}
preset_menu = 'comp_presets'
preset_subdir = 'weybec_comp_preset'

preset_defines = [
    "nc  = bpy.context.scene.nc",
    "scene  = bpy.context.scene",
    "render = bpy.context.scene.render",
    ""for i in bpy.data.node_groups['nevercomp'].nodes['RGB'].mapping.curves[3].points:c = i.location"

preset_values = [
    'c'
    ]


texts:
I've been trying to make the sphere shoot one plume of smoke (2 frames) and it doesn't shoot it in a small puff but a very large amount that fills up the entire cube in an instant.  How can I change the settings to make this happen?

Here's a screenshot of the sphere physics settings:

Here's a screenshot of the particle settings:

I realize this isn't showing all of the possible settings with the screenshots, so I will attach the .blend


texts: Sculpt high detail with custom brush over low poly terrain for Unity

texts:
I have made a low poly terrain in Blender, but now want to sculpt with a brush to detail it. This is not the problem, I saw tutorials.

Problem is, the brush is high poly, so my terrain will drastically increase in poly counts. I want to bake a normal map of the details.

Should I bake the brush, decimate it and make it into a low poly, then paint over my terrain?
Should I paint with high poly, transforming my terrain into a polycount disaster, then bake the whole thing with normal map at the end ? (Blender will crash for sure)

I think more about the (1) but don't know if it's possible actually to paint with a low poly normal mapped brush...

Thank you very much, pictures coming tomorrow.


texts: Is the Principled shader a combo of all shaders?

texts: I heard that the new Principled shader is a combination of all the other shaders. Is it true? If yes, then can you please list all of the shaders/nodes that are obsolete now.


texts:
I can't see through the reference image in wireframe
that view is truly wireframe
Is there anyone who knows what happened?


texts: How to make curve have evenly distributed segments?

texts:
I ask as the curve simplify addon doesn't work well. The result should be Like maya REBULID a curve. I want to do it in Blender but can't.
how to rebuild a curve have same distance segment?


texts: Where can the latest API documentation be found?

texts:
Some of my scripts scripts are broken e.g.

bpy.ops.pose.armature_layers(layers=sel_layers) # 2.6 api

has been (unnecessarily) renamed to

bpy.ops.pose.bone_layers(layers=sel_layers) # 2.7

In the 2.71 RC1

bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')

leads to an error:

TypeError: Converting py args to operator properties:  enum "BUILTIN_KSI_LocRot"
 not found in ('Available', 'WholeCharacter')

And seems no longer to respect the bone/armature layers.

The latest documentation I found is:

http://www.blender.org/documentation/blender_python_api_2_70_5/

which is not accessible from the navigation pages from blender.org, manipulating the version part of the URL neither works (tried 2_71, 2_71RC1, 2_71_RC1).

Where can the 2.71 API be found?


texts: Hair dynamics sends particles flying when mesh moves

texts:
I'm trying to use dynamic hair for an animation, but every time I turn it on, the hair warps, then "explodes" when the mesh is moved. It doesn't get any better when I try to bake the dynamics into the system. I'm completely at a loss as to what could be the cause. Any and all help will be much appreciated. I've attached the .blend file, in case anyone wanted to tinker with it.
Edit: I've updated the blend file to better showcase the problem, as I've removed the armature entirely, and the problem is still there.


texts: Add two edge loops aroung selected edge loop (hard surface modeling)

texts:
Does anyone know if there is an addon to add two edge loops adjacent to an existing edge loop, to make "creases" while using a subsurface modifier? I don't wanna mark sharp edges or mark creases, I want to manually (by this addon) add 2 edge loops close to a selected, exsiting edge loop. Ideally this addon would allow me to choose an offset, and also apply these pair of edge loops to as many edge loops I select. I don't think this exists already in Blender so I'm guessing I need to code that??

Just to make sure I expressed myself correctly, here's what I want to do:


texts: I'm having problem enabling Animation Nodes in blender 2.82

texts: I dont know what to do. Im pretty sure you will get the idea what is wrong by seeing this picture. I'm new doing animation in blender so any help will be apprreciated...


texts: Problem with fireflies and denoise on surfaces

texts:
Lately I have this problem with my renders when after rendering I get weird light effects (fiereflies) especially on walls that are just plain coloured. Like in this render

( It's closed room with 5 area lights from ceiling and one from lamp) I get this effect, especially around and at objects that are "ceramic".
I tried different things that have worked in different projects, but with this one seems like nothing works (render was made and denoised with 2000 samples).

Here is 2000 samples without denoising

Thank you for any advice!


texts: Radeon RX 570 poor work in Blender Cycles

texts:
My RX 570 4GB GPU is just enormous headache when in comes to rendering in Cycles. Most of the time my computer freezes and GPU driver crashes so I have to reset and wait for a looong 10 minutes reload (it always that long after freeze). Sometimes I even have to reinstall drivers.
Sometimes it freezes in the very beginning of render, sometimes in the middle.
And rarely it works perfectly and finishes render very fast.
And I don’t even want to talk about using RX570 in the viewport – it just doesn’t work.
This is just ridiculous because RX570 works perfectly with Radeon ProRender engine or LuxCore, I can play on medium-high settings in Cyberpunk 2077 and everything works fine.
Cycles is the only problem for this GPU.
I’ve tried almost all ever created drivers. All Adrenalins (and PRO drivers too), old and latest. Reinstalled them millions of times in millions different ways. It doesn’t depend on scene complexity, volume scatter or not – it fails to render most of the time on ANY render settings. I’ve tried all versions of Blender, I tried even E-cycles - nothing helps.
Can anyone help with this? Any hints? PLEASE. Maybe some other drivers for other hardware? This is just ridiculous because RX570 works perfectly with anything I do… except Cycles.
My computer:
Window 10 – latest x64 version,
Ryzen 5 1600 – 6-core 3.2-3.4 GHz,
16 GB RAM 2666 MHz,
Radeon RX570 4GB


texts:
Prompted by my previous question, I am wondering how to use the mapping node.
(I still don't understand, even after reading the mapping node section on the wiki)

My setup:

Top:

Bottom:

Scaling the UV map of the cube does not make the texture appear larger or smaller, nor does changing the Scale on the mapping node. (Changing the scale seems to drag and stretch the texture off to one side, high values make it disappear completely)

My confusion is not helped by the fact that it appears differently in Textured, Material, and Rendered views.

Textured:

In Textured view, Scaling the UV map does change the size of the texture:

However, it looks completely different in Material view:

Could someone explain how the mapping node should be operated?

Thanks.


texts:
I've created a pendulum rotating around a circle with a Follow Path constraint. I would like this animated pendulum to follow a curve in my scene, but as soon as I constraint my pendulum to this curve with a Follow Path, the pendulum goes completely crazy (because the position of the bone following the circle is relative to the center of the scene).

How can I fix this and make my animated pendulum follow my curve? In other words, how can I create a Follow Path animation within another Follow Path animation, and if it's not possible what is the right way to create a animated object like this pendulum following a path?

blend file:

thanks a lot!


texts:
Question: Given a fluid simulation, is it possible to change the 'Type' of a given object, halfway through the simulation?
Context: Let's say I have three ice-cubes that are melting. At frame 1, the three are solid; at frame 10, the first one melts, and its liquid flows around the other two; at frame 20, the second melts, and its liquid mixes with the liquid of the first one, and flows around the last ice cube; and, at frame 30, the third melts as well, and we are left with only liquid.
My attempt: The naive, most natural solution would be to set the three cubes to be a 'Fluid - Effector', and change their type into 'Fluid - Flow - Geometry' at the corresponding frames, one by one. It appears that the type is immutable, so what is the second best way to accomplish this?
I thought of duplicating the cubes, and making one copy into an effector, and the other one into a flow. At the right frame, I would turn off the effector and turn on the flow. The former works fine: effectors can be turned off (with "Use Effector" button); but the latter does not: I don't seem to be able to figure out how to specify when the flow object is to begin pouring its content out. 'Geometry' type doesn't seem to allow one to turn it on at a specific frame. (On the other hand, 'Inflow' type does allow this, so perhaps one could turn it on for just a single frame, thus mimicking the behaviour of 'Geometry'). So this approach doesn't seem to work off the bat, and even if it did, I feel there should be something better than duplicating all objects this way, and carefully orchestrating their behaviour frame by frame (especially considering I have many more than just three cubes, and they should all behave this way, at different points in time). Is there a better way to do this?


texts:
I have a problem, I explain you.

if you're looking my 2 pictures above:

First picture it's when I selected Wiewport shading solid

second picture it's when I selected Wiewport shading texture

when I export my object 3D to .FBX to use in unity 3D or I create a image in UV/Image editor and I save the image,

Blender always applies the rendering on the texture when you choose "Wiewport shading solid" and I don't like this rendering, I prefer "shading texture" because it has a little cartoon effect.

How to do to export the materials with shading texture effect?

Thanks for your help?


texts: Make sides of text object a different color?

texts:
I have a text object and I want to change the inner color of it, so that it is black. How can this be achieved?

So the inside of the S is black, and the outside it still blue?

Like this:

I've already done it but there should be a faster way to do it.


texts: Deleting Objects With a Mass or Surface Area Less Than

texts:
I have imported a 3D model from another program that I use to CAD. The CAD program I use creates these circular artifacts within the model and there is no way to remove them in that software.

I'm hoping to make some renders of this object in Blender but I do not want these little circles showing up.
Is there a way to remove a lot of objects at once based on their mass or surface area? Because they are the smallest objects in the scene, ideally I'd like to find  a way to just type in a number that whatever is less than or equal to that (mass or surface area), they would get deleted.
Each object in the scene is its own part I have tried to see if there is an order in the Outliner but it is all random so there is no way to select them manually since there are over 3,000 of them.


texts:
I was following this tutorial.
I created:

circle as water source,
pool,
domain.

I selected Cycles Render;

Objects have following settings:
water circle: fluid type - Inflow, Volume - Shell, y = 1;
pool: fluid type - Obstacle, Volume - Shell;
domain: fluid type - Domain;
I pressed Bake, waited till it finish and got shaking puddles during play.

Here is my project: https://drive.google.com/open?id=1pFP8xoK48LCwkeW36FYCCsEpdY7qOjPH


texts: How to make layout panel for addon in the render properties window visible only for EEVEE?

texts:
I'm currently working on addon for EEVEE. The code below adds new panel to Render Properties window.

import bpy

class MyEeveeAddon(bpy.types.PropertyGroup):

    use_myeevee_addon : bpy.props.BoolProperty(
        name="",
        description="Enable My Eevee Addon",
        default=False
    )
    mea_int_property : bpy.props.IntProperty(
        name="Quality",
        description="Increase My Eevee Addon quality",
        default=8,
        min=0,
        max=128
    )

class RENDER_PT_my_eevee_addon_panel(bpy.types.Panel):
    """Creates a Panel in the render properties window"""
    bl_label = "My Eevee Addon"
    bl_idname = "RENDER_PT_true_mb"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"
    bl_category = "My Eevee Addon"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        col = layout.column(align=True)
        row = layout.row()
        col.prop(scene.me_addon, "mea_int_property")
        col.active = scene.me_addon.use_myeevee_addon

    def draw_header(self, context):
        layout = self.layout
        scene = context.scene

        col = layout.column(align=True)
        col.prop(scene.me_addon, "use_myeevee_addon")

bpy.utils.register_class(MyEeveeAddon)
bpy.utils.register_class(RENDER_PT_my_eevee_addon_panel)
bpy.types.Scene.me_addon = bpy.props.PointerProperty(type=MyEeveeAddon)

I can't figure out how to make it appear only for EEVEE render engine (like ambient occlusion tab for example). Tried to assign PointerProperty to bpy.types.SceneEEVEE.me_addon and change context in both drawing functions to context.scene.eevee but it doesn't work this way.

I guess, the right way would be to use correct bl_context in RENDER_PT_... class, something like "eevee_render" instead of just "render", but there's no documentation exist about what strings can be used for bl_context, and I could not pick up exact meaning with selection method and not skilled enough to find it in Blender source code.

Please, can anyone help with that?


texts: When sculpting, my brush changes from Add to Subtract and viceversa

texts:
When sculpting, my brush changes from Add to subtract and viceversa if i sculpt in some places of my mesh. How like that?

As it seen in the image, it switches or changes to add or subtract in some places, so everytime i have to press ctrl and stop pressing it because this thing. In some places flattens, in others just add, and it's absolutely annoying, can't sculpt in peace.

Maybe i pressed some "autocontrol-switch option" somewhere, or maybe not.

What's happening?


texts:
I am trying to import a .svg from Inkscape 1.0 : it's a simple text that I have converted into a path.
Then I open Blender 2.83, try import .svg, and then I get an immediate crash from blender.
I have a "path" .svg, the module import .svg active. Any idea for why it goes wrong ?
Here is the link : https://1drv.ms/u/s!AlnEmWLfODePgX4Xj7Kb381bn9pT


texts: fps setup... camera looks into character... how to fix this?

texts:
How can I make the body of my character in the blender game engine invisible (just for the camera) so that I am not able to look inside the body anymore.
I could make a camera collision but thats not so useful for that case because I still want to move my camera fully downwards.


texts:
I have tried multiple times to export a simple design made from importing an svg file, extruding and adding textures to gltf, glb etc and it seems that there is just no way for blender to export the file. It works with a simple cube, so I believe I must have selected a wrong parameter that stops the models from being added to the file.
So I select my two objects I want to be exported:

Exporting them in separated form,

The export doesn't contain the models:
{
"asset" : {
    "generator" : "Khronos glTF Blender I/O v1.0.5",
    "version" : "2.0"
},
"scene" : 0,
"scenes" : [
    {
        "name" : "Scene",
        "nodes" : [
            1
        ]
    }
],
"nodes" : [
    {
        "name" : "path28",
        "translation" : [
            0.01957155205309391,
            0,
            -0.06752680242061615
        ]
    },
    {
        "children" : [
            0
        ],
        "name" : "path24",
        "rotation" : [
            0,
            0.258819043636322,
            0,
            0.9659258127212524
        ],
        "scale" : [
            2.5,
            1,
            2.5
        ],
        "translation" : [
            0,
            0,
            0.045051999390125275
        ]
    }
]

}
I have general suspicion that it has to do with my models textures, but I have very little experience with blender, so it could be that a simple material / object selector was turned off?
Thanks for any indication


texts: How to tweak render when each render takes so long?

texts:
Like any artistic project, until you can see that final render, it's impossible to know how close you are to achieving your goal. As we will all know, from being 'almost finished' to being finished can sometimes involve 20 or 30 tweaks. This is fine when we're designing in Gimp or PaintShop, but Blender is a vastly different animal and tweaking your initial rendered project, even 10 times, can mean 20hrs of rendering (and that's with a small 5sec animation). You could be looking at a week of rendering time alone on larger projects that you need to tweak multiple times. With Blender and all the options it has it seem highly unlikely you'll get all the parameters perfect first time many effects will be trial and error). But trial and error seems impossible if you want to create furiously. I couldn't wait 2 or 3 hours between each tweak... I'd end up on a murder rap!

How do you girls and boys get around this problem. And it's not a matter of being careful and taking your time in the design phase. Even doing that... bveing as careful as you're able, it is just the creative way to look for improvements and want to speed this parameter up... scale that one down... change the effect... try another effect... try ten effects...


texts: How to correctly shade transmissive gumdrops?

texts:
I want to preface this by saying that despite the blown-out appearance, it's definitely not a lighting problem. It's a shader thing; here's the blend file: Click here
Here's a pic of a recent render. As you can see, the light on these gum drops are not really reflecting even though the light source is facing towards them.
Curiously, I can see that the light is obviously passing through when see render from back (camera facing the light source) : another odd thing is that the shaders on the sugar crystals are multicolored while the gums are all a similar green color.
This is an animated scene where the gumdrops move.
Not sure if this is relevant info, but, the sugar crystals were made with geometry nodes. I want the gumdrops to be multicolored and not the crystals.
Any advice on setting up the nodes correctly for these?
Image of gumdrop node setup here:

sugar crystal shader nodes here:


texts: Loving texture paint - How can I make a square 'pixel' brush?

texts:
UPDATE: It turns out all I needed to do was just use a very low res texture for what I was trying to achieve (32x32...etc).

I'm loving the texture paint mode inside Blender but I want to set myself up to create pixel like textures for my 3D models.

Is it possible to make a square brush? How would I go about this?

Also, any other advice / tips on tailoring Blender for pixel like texturing is also welcome.

Many thanks.


texts: Joining the meshes of two previously separated objects

texts:
I'm new to Blender, and new to 3D modelling in general, and have created a dog. So far so good, but I wanted to mess around with animation and separated each limb into its own object so I could tie them to armaments. Then when the fun was over, I wanted to refine the look of the model. I have now recombined all of the objects back into one in order to use Edit Mode to manipulate the entire mesh at once. Seemingly to be a feature of Blender, each object that was previously separated is now torn from the original mesh of the body.

Now, I know I can bridge the edge loops and then soften their interaction by reducing the size of the polygons, but I'm seeking to simply make all of the vertices of each edge loop (seeing as they're lined up to be identical) to be merge into one another without having to individually merge each pair, as this would be quite time consuming. Essentially set each vertex equal to the other. Removing doubles seems to remove vertices, but it doesn't actually combine the two meshes and tearing still occurs.

Is there a tool for this?


texts: Smoke simulation (manta) goes wild when I add wind

texts: I wanted to add some wind to the smoke so it does move a bit sideways. It did work before but now the volume pixels in the domain just go crazy. (see pic) Maybe you can help to fix


texts: Is there a shortcut or hotkey that I could use to access the Transform panel of the properties shelf in the 3D viewport?

texts: While working on vertices, and wanting a bit more precision than I can get with a mouse, I use the transform panel of the properties shelf in the 3D viewport. But to do this, I have to move the mouse over to the panel, make my adjustments with the keyboard, and then mouse back over to the vertices I'm working with. Is there a shortcut or hotkey that could eliminate the mouse moves?


texts: Only half of the object is getting texture, the other half is dark

texts: I have a cube and I want to apply a concrete texture to the inside of it but, when i do, it only applies the texture to half of it on the inside and then the other half on the outside of the cube. Why?


texts: How can I calculate and draw the center of mass of various objects, with Python?

texts:
I am using a Python script to render the below scene in Blender.

Now, I am trying to pack them using the piston on the right hand side to make it look like this:

The center of mass before packing will be roughly at the center of the box and it will be shifted to a different point after packing the objects. The question I have is, how to do the center of mass drawing in the Blender and how to calculate it in the Blender using a Python script. Does Blender have an inbuilt feature for doing this? I have checked online and the closest I have found is this.

http://www.wildpockets.com/sites/all/themes/ninesixty/exporterstemp/wildPocketsBlenderExporter-v0.6.py

Additional Information:

Using Blender 2.74 on OsX
Using Blender Game Engine to do the packing


texts:
A grey wedge appears on the screen
I've uploaded a picture of what keeps happening, I keep masking out part of the scene and can't figure out what keys i'm pressing, any help really appreciated!
Thanks.


texts: Transparent shadow not appearing in viewer node

texts: I am trying to create a transparent shadow using the compositor in blender 2.8, i used a image invert and viewer node to get rid of the white portion of the image, but the changed image wont show up in my viewer node in image editor, is there anything that i'm doing wrong here?


texts: Bevel constantly regardless of face size (don't stretch bevel)

texts: I want to bevel a rectangular prism, but when I stretch the prism, instead of keeping the same bevel, the bevel stretches as well. How can I get the bevel to stay the same size while the prism is stretched?


texts: Eliminate objects meshing over each other in roof particles

texts:
Guess what its me again with another potentially basic question!... So for those that remember my previous question im still working with making a roof using particles, but this time im trying to create the roof with random sizes to give a more natural appeal, especially if it were taking place in a more primitive time.
The issue im running into is that because of the randomness the objects seem to be overlapping each other creating that nasty texture you see in the gif... ive tried adjusting the number of tiles, the scale of the tiles, and the level of randomness but to no avail. Any ideas on what to do? or am i in a situation where i should make the roof from scratch in order to achieve my desired effect?


texts:
Hello would anybody here know how to fake animate a texture/material? I would recreate a waterfall similar to this video and have a fake flowing via textures just like how it is done here without using fluid simulation. Thank you very much.

https://www.youtube.com/watch?v=ZW5yFRaQkUE at 0:49

If you must know I would recreate the animation to this scene..


texts: 3D print tool surface area and volume calculations?

texts:
I am currently using Blender to determine surface area and volume of 3D whales. I originally used
volume = bm.calc_volume() #volume of whale
area = ((sum(f.calc_area() for f in bm.faces)))

However, the values I got were wrong by orders of magnitude. I decided to do this manually using the 3D print tools, however these measurements also appeared off. I decided to test how both the code and 3D print tools calculate surface area and volume (since I haven't been able to find exact definitions of how they calculate these metrics online) and found that when I used a cube from the create toolbar both the code and 3D print tool calculations were corrected, and matched. When I split the cube in half and applied the mirror modifier (what I use in my whale model), the code and 3D print tools calculated the same values, but surface area and volume were double what they should be. However, when I created a triangular prism using the mirror modifier (just to test another easy shape) the 3D print tools calculated the correct values and values weren't doubled as they were in the mirrored cube, and the code had the correct surface area value, but a completely random and inaccurate value for volume.

In summary, I don't understand how for one shape the values can be doubled using the mirror modifier but for another values are perfect, and how a code and tool that usually have the same input can suddenly result in different outputs.

If somebody has detailed information on how these calculations are created, or any other way to accurately account for surface area and volume using the mirror modifier for a highly irregular mesh that would be greatly appreciated.


texts: Splitting Blender animation into separate clips

texts:
I am new to Blender and working on a uni project with a very close deadline and really really in need to help. I've created an animated character in blender that I am importing into Unity.

The character has a rigged hair mesh and a rigged dress mesh parented to the rigged body.   (See screenshot)

I was unaware of the action editor when i started so, I used the dopesheet to create a run cycle and a jump animation all in one animation clip. I then animated the hair and dress to they move with the running body. I need to import this into unity but am having huge issues and was wondering if someone could help:

Is there anyway I can merge all the animation for the hair, dress an body together into one animation clip. That way I would have, One animation clip for the run and one animation clip for the jump.

If not how do I split the animations that I have all in one animation clip, into separate animation clips. So that I can have - character_runcycle, character_jump, hair_runcycle, hair_run, hair_jump. But then I have no idea how I would set this up in Unity.

Can someone please please help?

I tried using the F button to create new animation clips but I couldn't separate out the hair from the dress animations even though in the animation timeline the keyframes were only for the hair. I'm so completely confused, this is all very new to me and i am working to a VERY tight deadline for my uni project deadline so any advice is needed and much appreciated.

Thank you so much in advance! xxx


texts: The Info window top part is not revealing the full numbers I need to see about polycount

texts:
Hey I just wanna see how many polygons or triangles a specific mesh has. I guess going into edit mode should allow this. Btw, some high-poly meshes, I don't really want to go into edit mode, cause it can be slow. So.

1) Is there a way to see the polycount for a specific mesh in the scene, and not go into edit mode?

2) Why do I get this partially hidden by the three dots ... polycount info?

Thx!


texts: I need to animate sliding gate following the path in two points where the wheels touch the rail. The rail is not straight.


texts: I'm  trying to create a FPS game in blender game engine. When I do KeyBoard[Spacebar] sensor and hook it up to a simple motion of z +1 or something like that, the guys pops up really fast as if he didn't have any motion between being on the ground and being in the air. Is there a way to make a more realistic, more slow jump in BGE?


texts: How to avoid particles passing through an object which is the emitter itself?

texts:
As in the screenshot the particles are emitting from a specific portion of the bigsphere. I made a vertex group and assigned that group for the particle system so than the particles will emit from that specific part of big sphere. The issue i am facing is the particles now coming out is overlapping with the big sphere, some particles are coming out of the mesh which is not a part of the vertex group. I want these particles emit from that portion without overlapping with the mesh of bigsphere. There is also a pulsating animation applied to the vertex group with simple deform modifier.
I tried "size deflect" and also making the bigsphere a collision object but its not working.
Solutions?
Thanks


texts: Why do colours display differently in texture and solid view? (3D scan)

texts:
I did a scan of a face which I want to print. It's 4 scans merged together. When I set my interaction mode to texture paint, and my view mode as texture, I see this...

However, When I change my view mode to solid, Fiona of shrek appears like this....

Not a huge problem. The main problem is, when I want to 3D print in colour, it wants to print the green coloured 1. Why is it green?

I am adding these images to the question due to an answer that was given...
Below is object mode texture view

Below is Texture paint mode, texture view....????
Below is Texture paint mode, solid view....
Below is when I zoom in on the grey 'Patch'
I imagine it's the grey scratches giving it the discoloured look. I have no idea how or why.


texts: Is there a way to spawn 2 new particles when a particle dies?

texts:
I’ve been tasked to come up with an animation that shows a cloud of particles (A) floating around the scene, and then a bunch of new particles (B) enter and flood the scene, binding to the old particles in a 1:1 ratio. Every time a particle B binds to a particle A, particle A changes color.
In 3ds Max I achieved this with a Particle Flow system that spawned 2 new particles upon death, each child being 1/2 the geometry of the parent, with a different material. So it starts out with (A+B), then when an A+B particle dies it spawns a different-colored A and a B. Then I just played the entire animation in reverse.
Is there a way to do this in Blender? I’ve been searching for quite a while. Something to do with Boid particles, perhaps?


texts: How to get cycles bake progress in Python?

texts:
I can bake to textures using bpy.ops.object.bake(). But because this function waits until completion, I then use this: bpy.ops.object.bake("INVOKE_DEFAULT").

Then it displays this:

I also found this in Blender's source (object_bake_api.c):

typedef struct BakeAPIRender {
    /* DOESNT MATTER TO THIS QUESTION */

    int result;
    bool ready;

    /* callbacks */
    Render *render;
    float *progress;
    short *do_update;

    /* for redrawing */
    ScrArea *sa;
} BakeAPIRender;

/* callbacks */

static void bake_progress_update(void *bjv, float progress)
{
    BakeAPIRender *bj = bjv;

    if (bj->progress && *bj->progress != progress) {
        *bj->progress = progress;

        /* make jobs timer to send notifier */
        *(bj->do_update) = true;
    }
}

I'd want to get that progress variable, but this code is C++. So how can I get bake progress using Python scripts? Any suggestions?

PS: I also couldn't find any information in the documentation.

PS2: Or maybe some kind of time approximation, so the user would at least know how much time it's going to take.


texts: Cell fracture doesn't work properly with solidify modifier

texts: I am pretty sure the issue is the solidify modifier I applied on the object before fracture it, but I don't understand why Cell Fracture breaks just some part of the mesh. It happens either with annotation pencil and own verts or child verts. Any idea how to fix it? Thanks!


texts: Symmetrize bone generates flipped X axis

texts: I used W -> Symmetrize to create the bones on the other side. I noticed that the axis was flipped. Is this how it supposed to be? Because now my bone constraint cannot be copy-paste easily. (e.g. Limit X 0,0 on the left side is equivalent to Limit X -90,-90 on the right side)


texts:
I am modeling a building in blender and I have this strange problem with my viewing camera. The geometry seems like it has been scaled down for the Y axis. I measured a 2 vertices relative to a point and they have the same distance, but in the view, vertex on the X axis seems like it is farther than the one in the Y axis.

I definitely accidently changed something but I don't know what. Here is my blend file. Thanks a lot in advance!


texts: Directional Offset of an noise wave texture

texts:
When creating wood floors or other materials based on blender textures like noise wave ect., the Pattern that is created is clearly based on the same Seed and Point of Origin.

Example: A wooden floor where every plank has an original crack wooden pattern instead of what is currently standard a pattern were cracks are going visible from one plank into another.

What i would like to achieve is that i can break those up with an given amount.

So that you would get for a face with a diffrent pattern for every brick/plan/tile instead of what is now just one pattern for the whole face and then the bricks/tiles/planks painted above that.

And i dont want to create an object for every plank / brick. I know how that is achieved but that is also a pain because the array modifier doesent influence the seed so that wont work and copying by hand is just awful.

The desired effect is seen here at 3:30

Substance YT Video about Wood material and Warp


texts: Using some kind of unit of measurement for scale?

texts: So I'm not very experienced in making scenes. So for my first attempt at doing so I want to make a scale model of my apartment. I'd like to make it last night and still possible, but I don't know how to turn gauge what the foot is in blender. If there's no built-in function for this, is there some way I can measure things to some kind of equivalent scale?


texts: How to change the size of the particles over distance traveled

texts: I'm using a verticle blend texture to change the size of the particles the more they go up, to mimic a stylised blocky fire. It works, but the starting size of the particles change over time as well. So it looks like the "fire" is getting bigger and bigger over time. While I want it to be a constant starting size, and getting smaller the more it goes up.


texts:
I am trying to make my plane exactely the width / height of a grid cell.
I thought I could do that by clicking "Snap Element"->"Increment", but that does not do anything.
Can anybody tell me what I am doing wrong?
Thank you.


texts: I know that you can triangulate a selected portion of a mesh in Edit Mode by hitting CtrlT. This converts all quads and n-gons into tris. How how can this be reversed, combining coplanar triangles into quads and n-gons?


texts: Control Cycles material based on the distance to an empty using Animation Nodes

texts:
Target: Emissive Intensity increases as an empty comes closer, the object is a mesh that is being instanced on a grid ( following Zach Hixson's tutorial). I also have a Rotation transformation based on vector distance of the empty and vector list of the vertices of the grid(also following the same tutorial series).

My Animation Node Experience: beginner

What I Did: I Used The rotation value ( 0-180 ) and mapped that to like 0-5 and plugged it to the cycles material output to the emissive strength.

Problem: Does not work as intended, instead of it increasing the emissive by rotation, the material is universally changed and seems to follow a single "instance".

Solution: Probably need to create a material list?Preferably instead of just showing what it is , try to explain how and why it is. It will help me and others who browse this domain.

Thank You ( also what ritual do I need to complete to summon Omar Ahmed )


texts: Create custom graph and access values from Python

texts:
I need to allow the user to create their own transfer function y = f(x)

(I will then use this transfer function to warp the scene)

Currently I'm using a mathematical formula:

y = exp( 1/(x^2 + 1) )

But it doesn't allow a (non-mathematical) artist to shape the curve, and it is awkward even for a mathematician to turn an arbitrary shape into a mathematical formula.

Ideally I would like the user to be able to draw the curve freehand, or maybe in the same manner as constructing curves in Blender.

In fact, can I get away with using Blender's existing curve tool? Say I create a new scene, I suppose I can then create a curve that is constrained to the xy axis. But then how could I get y = f(x) from a Python script?

And also, is there some 2D curve tool, that might allow the curve to be designed from within some panel?

Is there any solution path I'm missing?


texts: Splitting a mesh at the end of a shape key-based animation

texts:
I am using a series of absolute shape keys to progressively deform a mesh as shown below. Eventually, I want the soap bubble-like spheroid to detach from the originating plane and move away.

My naive approach was to create a further shape key, cut through the mesh at the last point of contact between the bubble and the original surface, and seal each of them separately.

But of course that does not work, as the split is really applied to the underlying mesh, not just to the specific shape key, so it is visible at each step, not just at the end.

How do I proceed from here?


texts:
I'm using blender to make a basic model of my house and I want to hollow out the inside of the house so that the walls are slightly thicker and there are normals facing both ways, I'm not really sure how to can achieve this. I think it's called shelling?

Also, has anyone got any tips on working on the interior of buildings, because I find it nearly impossible to do so :/


texts: Blender Add-on: Import-Export Three.JS doesn't activate

texts:
I added the io_three folder from three.js to Blender's add-ons.

When I go to Blender user preferences, the three.js addon appears, but it prevents me from activating it.
The warning says "importer not included."

^ Report inside warning panel.


texts: How in the script to apply an image on the image texture node

texts:
I can’t find the answer to how to select an existing node through the script and apply the already added image without a GUI.

I have a ready-made script that opens a prepared blender file with saved materials, makes an import of the SVG curve and performs manipulations by adding these materials.

In one of the materials I need to change one picture.
I found a code that can add a node with a new picture

import bpy
bpy.data.images.load("D:/temp/1.png", check_existing=True)
mat = bpy.context.view_layer.objects.active.active_material
tex = bpy.data.images.get('1.png')
image_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
image_node.image = tex

This code created a new unconnected node and it needs to be connected to three other nodes. But I need only assign an already linked picture to the already connected node.


texts: Boolean modifier difference between curved objects not working well

texts:
I tried to make difference between the two concentric cylinders. The boolean operation works well for the straight ones. But after I added the curve modifier to both cylinders, and did the difference again. There were some redundant faces left for the large cylinders.
Why did this happen? Could someone give some hint or advice? Thanks!
My file can be downloaded here:
https://www.dropbox.com/sh/l1vw12idg72vccn/AACewT_XSUhBMdP1CqA8L5zsa?dl=0

enter image description here


texts: Why is only one side of the object affected by subdivision surface?


texts: Logic bricks in BGE OR similar function for animation in blender render

texts: I am using Logic bricks in BGE to move a sun across the sky, I want to use the logic brick function OR similar function to do the same in the blender render for an animation, what would you suggest?


texts: How is the .blend file thumbnail generated?

texts:
In my file explorer I can see a small rendering of my scene as the icon for the .blend file. I wonder if I could retrieve this internally via libload..? This is just what I need: A small rendering of the first scene.

My question is: How can I get a render of the first scene of a separate .blend file?


texts: I sent my friend a blender model but textures aren't showing up?

texts:
Okay so I made a model for a friend to teach them how to use blender but the textures aren't appearing as their model is hot pink/blank. I sent the model and textured files inside a zip file but it's still not working. Does anyone know how to fix this?

I'm still learning myself but any and all advice would be greatly appreciated and due to copyright reasons I cannot upload the model.


texts: How to make a sword appear from behind a tree in 2D Animation

texts:
Hello, i am brand new to blender.
I am trying to make a short Stickman animation for learning purposes.
I would like to make the sword appear from behind the tree, and not in front of the tree as it does now.
I have been looking for tutorials, but i can't find any answers on how to do this.
I thought maybe i could make the tree a layer somehow and get the sword to be behind that layer, but dunno how.
The best clue i got was somebody talking about "shrinkwrap" tho, i don't think it's meant for stuff like this ?
Any tips would be a great help! :)

Best regards Mathias


texts: Cut a hole in a cylindrical subsurf without losing overall shape?

texts:
I'm working on a model that is based on a cylinder and I have given it shape using a bevel and a subsurf modifier:

Based on the edited low-poly cylinder structure:

I want to cut some holes on the offset at the top of the cylinder which I made using an inset face and extruding the result, I have tried making the holes by making some inset faces on both sides of the extrusion, cutting the faces, and bridging the openings on the low-poly mesh and then applying bevel weight to keep the shape of the hole but this makes the section of the subsurf come forward due to the new geometry:

I have also tried adding a boolean modifier after subsurf but this breaks the topology and the smoothness:

This looks the closest to what I want to do, but the resulting normals would cause trouble when trying to use the model on software like Substance Painter to generate mesh maps for a low-poly version.
Is there some way to make the holes in a non-destructive way while keeping the cylinder's surface plain and smooth?


texts:
So I have some displacement for the top plane of my model. The displacement raised the plane. I figured out the cause. It happened because the edges were somehow split while I was modelling. BUT, when I merge the vertices, the displacement ceases to exist. It looks as if I applied a bump map. I tried modelling again but in vain. I am following a tutorial from youtube.

Here is a link

I'll upload pictures for references

Here is my node setup:

Blend file:


texts: How to separate meshes that are converged into a single object

texts: This is my mesh which has edges that I made with the knife tool to make a brick wall. And I want bricks to have rigid body for each. So I want them to be a separate object. I tried P->By loose parts but it doesn't work. How do I break down the wall into brick pieces(Though the mesh has those grouts in between the bricks and I'm sure I'll be stuck at that part also)?


texts:
I am attempting to make an environment that has hand-painted shadows in the base color texture. This would give me more artistic control over how the shadows are cast. However, I would also like shadows to be cast by moving/animated objects that blend seamlessly with the painted environment shadows.

A good example can be seen in the gif below:

Here, the artist painted in the static shadow on the left while the box is casting a realtime shadow in Unity.

Based on his explanation here, I would imagine this could be achieved by creating an emissive base color texture with a dark/shaded version revealed by a hand-painted mask. At the same time, shadows cast by other objects could be used as additional masks to reveal the dark/shaded texture, allowing them all to blend seamlessly.

Unfortunately, I am at a complete loss as to how this might be achieved and have yet to find anybody else do the same. Is this sort of shader setup possible within Blender?

EDIT: I am using Cycles for this case.


texts:
I doubt anyone will be able to help me as I have a feeling that the way I'm doing things might not be the most common way, it's just a solution that I found to my problem but I'll go ahead and describe my issue.

I have a scene that has a lot of objects, however many of them are copies. I'm trying to export everything in my scene to Unity so I figured that I first need to create a texture atlas to reduce the draw call by only having 1 material.

What I did was make a copy of each unique object and dragged it aside. Once I had one of each I joined all of these objects that I dragged away from my scene. I created a new UV map, unwrapped everything and then baked all of my textures on a new image. I then deleted all the materials and only kept the new UV, created a new material and used my atlas texture as the texture image. So far so good.

I then grouped up all my duplicates from my scene using ctrl+g so it's easier to select them. I then went to my joined objects and separated each by selection. Then I selected the group of duplicates from my scene and the object that I just separated which was now using the atlas and I linked my materials and uv map with the others that were the same. I did the same for every single object in my scene so that all of them were now using an atlas texture. All the objects in my scene basically copied the UV map and the material from the objects that were dragged aside and joined to create the atlas map.

Once I did all of this, I then took all of the objects from my scene and pasted them into a brand new blender document. I joined them and then I moved forward to import the object into Unity. In blender it only shows me as having 1 UV, 1 Material and 1 texture for all of these joined objects. In unity however the object comes with around 250 separate materials, one for each object that I joined. How can I remove all of these materials and have unity only use my 1 material with the texture atlas?

Thanks!


texts: My UV map isn't wiring Properly with my normal direction

texts:
I'm a bit of an amateur in Blender, but I'm making a mockup LEGO box for a school project, and I can't seem to figure out why my image texture is showing up on the inside panels on my box. Only two panels seem to be at fault. The box has a solidify modifier, but doesn't have any real depth, which is why I set it up this way.

My normals are all facing outwards, and my UV map seems to be set up correctly.

Here is a link to some screens from within blender.

http://imgur.com/a/LGiwW

This may not be the correct method of doing this, if that is the case I'll figure out a different method.


texts: How can I execute the uv smart project operator per polygon or face of a mesh in python?

texts:
The last state of my unsuccessful attempts has been the attached code sample.

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
bm.faces.ensure_lookup_table()
for face in bm.faces:
    face.select_set(True)
    if bpy.ops.uv.smart_project.poll():
        bpy.ops.uv.smart_project()
    face.select_set(False)
    bmesh.update_edit_mesh(me, True)

This will lead to an error "ReferenceError: BMesh data of type BMFace has been removed". Replacing

face.select_set(False)

by

bpy.ops.mesh.select_all(action = 'DESELECT')

leads to a Blender crash.


texts: I can't select "filmic" in view transform

texts:
OS: windows10 64bit
version:2.83
view transform shows only "standard" and nothing else.I know filmic color management is already installed to blender 2.8. Also every time i download a new version of blender 2.8 it does the exact same thing.
please help me.


texts: So 3 weeks ago I tried to open my blender like I usually do. then it didnt open it up it just shows the cmds bar and never open up so today I download opengl32 and when I did my graphic card has 0% means my graphic card not detecting blender. I tried all the ways , graphic settings , reinstall and even ddu but nothing work can someone help me?


texts: I make an action editor animation using keyframes, I save and quit, then when I open it back up, my animations are gone

texts: I am making an animation using Action Editor and key frames, I then go to save and quit, when I go back in, most of my animations are gone and only a few remain.


texts: How can i make this texutre look less repetitive?


texts: is there any way to make a loop animation in blender?

texts: a short loop animation in blender 2.81 ? How to make a short animation looping, so it plays and replays the animation itself.


texts: How do I make a control blend file that can link to other blend files and save changes from the control to the external blend files?

texts: I would like to add props, sets, and characters from external .blend files into a main .blend file scene but have it save to the external .blend files, rather than append which copys the files or link which gives me very few options to change the objects.


texts: Switch from Armature Weight Paint to Hair Weight Paint?

texts: In Weight Paint mode, how do I switch from painting the armature to hair?  I am stuck on armature, and want to paint emission instead.


texts:
I have a cube with a Follow Path constraint. In the first part of the animation, I need it to move along the path. In the second part of the animation, I need it to be free of constraints and move according to keyframes.

I know that using the normal keyframes will cause the cube to jump to its original position after disabling the constraint. I also know that the answer is to use Visual Keys. I tried using them but the cube also jumps to far places.

I would appreciate it if you write the steps of getting rid of constraints like Child Of and Follow Path and keeping the cube at the same position so that I can continue the animation with keyframes or even add another constraint.


texts: Compositing backround image not loading right?

texts: I am trying Composite a green screen clip onto a backround image but when I select the backround image, it only loads a zoomed section of the image? How do I get the full image?


texts: How to rotate an image in compositor without cropping it?

texts:
I have an image that I want to rotate in compositor, to mix it with another image later. But as you can see in the images attached, when I use the rotate node, the image gets cropped.

I could create a plane in 3DView and render it, but I would prefer a shorter solution inside the compositor.

Is there any way to extend the canvas of the image, so this operation can be done?


texts: How do I set the location of the 3D axis?

texts:
I am new to Blender, so this is probably a common question.

The origin and the 3D axis indicator are in different locations. This affects how modifications applied in edit mode via S and mouse drag.

I found the N panel that lets me enter origin location.  How do I set the location of the 3D axis indicator?

Also, how is there any way to lock the origin so that it does not change with every left mouse click?


texts: I want to bake AO for this map but can't do it because the map is not on the plate. Is there a way to fix this?


texts:
I am using objects (those in image below) to mask parts of others (3D modeled holes in ground and wall) in camera motion tracking . Those masking objects are in different "background" layer, so they are not rendered in final image which is fine.

However, when I am watching the rendering process, it takes quite long to those masking objects to be rendered, so my question is, is there a way to let them only mask rendered 3D objects and not catch any light, to not be rendered at all?

I guess the process looks like this for each frame:

the 3D model is rendered (just the parts not hidden by masks)
mask layer is rendered (the one you can see in image below - you can see last three tiles to be rendered in bottom left corner)

In short, by those masking objects shapes (image below) I just want to tell Blender what parts of the 3D objects it should not bother to render. I don't need those masking objects to catch and bounce any light or so = don't take render time.

Using Cycles.

Sample rendered image - just masking layer :


texts:
i am trying to follow https://www.youtube.com/watch?v=gDJkIu8xvk4&t=655s tutorial to draw basic lime. but there is small gap in center of the lime which you can see . it is very frustrating, what is the worng with me although i follow tutorial carefully?

thanks,


texts: How to load UDIM images which sequence number does not start with "1001"?

texts:
In UV Editor, I can't load the UDIM images if the sequence number does not start with '1001'. Is there a way to load? Or another workaround?
This is a problem with the new UDIM workflow of Substance Painter (2020.2). It exports the texture file name as {Material Name}_{UDIM Number}.png, such as 'face_BaseColor_1001.png' or 'body_BaseColor_1002.png'.
According to the developer at Blender Developer Forum, 'There must be a file with number 1001' to detect UDIM image sequence.
⚓ T72734 UDIMs don't behave properly on imported geometry
Therefore, this is currently a Blender's specification. But I want to use SP's new UDIM workflow. It will be more useful for large projects which has many meshes and materials.
Does anyone know a good solution?
Example
In Blender, I modified Suzanne mesh as follows:

Assign 3 materials: Face, Eyes and Ears

Split into 3 UDIM tiles: Face (1001), Eyes (1002) and Ears (1003)
Then export it to .FBX format, and import into Substance Painter.

After texture painting and exporting with default settings, you'll get these files:

Face_BaseColor_1001.png
Eyes_BaseColor_1002.png
Ears_BaseColor_1003.png

Return to Blender's UV Editor, load Face_BaseColor_1001.png, it succeeds.

However, Eyes_BaseColor_1002.png and Ears_BaseColor_1003.png fail. It says 'Can't Load Image'. Maybe it's because the number doesn't start with '1001'.


texts: why are hair particles facing the wrong direction?

texts:
0 rotation
tried every orientation
tried rotating the particle object
normals are fine


texts:
I installed the CreaPrim addon and when I try to add a new primitive, I get the following error:

Traceback (most recent call last):
 File "/CreaPrim - create your own primitives", line 141, in invoke
 NameError: global name 'do_creaprim' is not defined
 location: <unknown location>:-1

Does anybody know how to fix this?


texts: Can't render using GPU on blender 2.90.1

texts:
My blender keeps crashing whenever I try to render on my GPU, this issue has only happened since I updated to the most recent version ( 2.90.1 at time of writing ) anyone else have this problem?
SPECS:
GPU; Radeon RX vega 64 OC Windforce
CPU; Amd Ryzen 7 1800X


texts: How to export object with transparency from Blender Internal?

texts: I'm making a photo frame with glass on top of a emissive photo material. I get the desired output when I render. But when I export it as fbx or obj there is no transparency of glass neither is the photo emissive.


texts: Blender won't render sound (even when enabled) in Compositor

texts:
I'm having fun compositing some videos on Blender and it's awesome. However, when I'm done compositing a video and start rendering with both Compositor and Sequencer checked, the video renders with audio BUT no compositing effect that I added is rendered (only raw video and audio are rendered)

When I uncheck Sequencer and leave only Compositor checked, the video is rendered with the compositing effects that I added, BUT no audio is rendered! Why?

Here are some screenshots of my set up:


texts: How to organise dope sheet keyframes with color or strips/groups and how to change the order of displaying animations?

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I'm animating a book with a lot of pages, and few objects defines a single page animation (I'm talking about latices, empties and meshes).
Using NLA isn't a good way of organise this kind of animations, because it can make strips only with bones, or animations of an one single object.

Animations of three cubes looks terrible in this editor, and it can not be joined into one strip/group. So if I wanted to offset all animations I need to select 3 different Actions blocks.

Dope sheet is better, but it still is confusing when you dealing with a lot of keyframes of different objects (think that you need to offset a few keyframes, that you couldn't label in any way, and you need to search for them in thousends of keyframes looking all the same - grey dots...)

Is there any way (maybe an add-on?) to color keyframes? It would help a lot:

Or is there any way (maybe an add-on) to organise keyframes into group/frames/strips?:

And also I hate that I can not change (or I don't know how to change?) the order of displaying animations in Dope Sheet. The list is always alphabetical, but sometimes I want to change keyframes of 2 objects, and it would be nice if they were one right on top of another even that one object is called "A-something" and the other one "Z-something", and there are lot's of objects with animations on the scene that they have names starting with different letters.

I know that you can HIDE the keyframes of other objects by hiding those objects so for example we can display 2 animations in Dope Sheet Editor from hundreds of animations (which is nice), but it's also mean that I could not see the other objects on the scene (which really sucks). Are there any add-ons to fix that problems?


texts: Tracking scene moves markers from points in 3D view

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I tracked a scene, solved it, and used a Refine Solution Addon to better my track, and got a solve error of .0018. I set the video as the background and set up the tracking scene by clicking the buttons. I began to notice on the 3D view, the markers are not on the tracks. As well, I set the floor to three points on the table top, and in the final render, the cube added appears to be floating. I'm not to sure why it's off. Is there a way to fix this, so the markers are on the tracks, and the box does not float?

The markers are parented with the camera, and so they won't get positioned correctly if I move the camera to a certain spot.


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Could someone guide me to create a simple folding animation of an Origami Plane?
version 2.8 or 2.81 if possible.

I will really appreciate.


texts: Why is the color white darkened through glass?

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So here are two pictures, the first one Has the outer eye object, which is just solid glass, and the inner eye, which is has a UV map of an eye. The second having just the inner eye. I took a screenshot of my whole screen so you could see I turned the outer eye visibility off on the top right.

Why does the glass darken the inner eye when the light is shining right at it? I could understand the outer eye is reflecting the background, but the light is shining directly at the left eye (as you can see in picture 2).
How do I fix the darkening while keeping the reflective property of an eye?


texts: How to use AN struct from a script node? (Animation Nodes)

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I have a Dictionary that is created by a script running in a subprogram node. I want to output the dict from the node, but it seems Animation Nodes doesn't support regular python dictionaries. Apparently it uses its own ANstruct and various struct nodes instead? So I am trying to output my dict as an anstruct. I set the script node to output a struct type with the same name as the dict, but it is empty.

What do I do to get my dict to be a struct? Or is there any other method to handle this problem?


texts: 2.8 Having trouble with Boolean Modifier

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I am trying to follow Andrew Price's Anvil tutorial using Blender 2.8 and the 'Difference' modifier just isn't working for me.  I don't have the 'Maximum Draw Type' that I can change from solid to wireframe (mentioned at 5:07 https://www.youtube.com/watch?v=WxMwa0njGSM) See Screenshot.

I started a new Blender project and I was able to start a new project and 'cut' a cube with the difference modifier just fine, AFTER I applied the modifier.  But I was unable to use the same technique to continue cutting the anvil back in my anvil project.

Can you see any reason why my difference is not working and/or suggest what I should do to make it work?  I've spent more time than I want stuck on what seems like should be an easy problem, ah Blender ;-)

New picture added as requested, front, top and two rotated views


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I would like to define a vector-valued custom attribute at each mesh vertex.  I would like to define a vector direction at each vertex, and use the interpolated value across the face for anisotropic shading.

It seems I can't store the value in a vertex color, since they are [0,1] values (and are possibly represented with 0-255 values...?).

What I'm really looking for is a blender equivalent to a primvar, but it doesn't seem to exist.  My current intended workaround is to store the vector in two uv maps, but that is awfully hacky.

If I'm reading this correctly, cycles supports this, but blender does not?

Are there any standard workarounds for this?


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Please can someone tell me how to open the object box that is supposed to be in the bottom left-hand corner of the screen? I'm trying to complete a Beginners tutorial, but I'm stuck because that box isn't visible. I am using Blender 2.82.
Thank you.


texts: Would the automatic removal of double vertices ever be undesirable?

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While modelling an object in blender it's not unusual to have overlapping vertices that are exactly on top of each other. This happens easily when I extrude and manipulate the mesh and then change my mind later on.

So removing doubles tends to be a common operation. However, wouldn't it make more sense to have blender automatically do this to help improve workflow?
Are there any situations where I wouldn't want to remove double vertices?