texts: Issue with IK armature messing up when I try to shrink my model

texts: Hi there I'm starting out and just finished making my first model that has a IK to FK switch, but I only realized afterwords it was way bigger than I'd have liked, so I went to scale it and this happened  So I tried a few things like changing the transform orientation and pivot points but had no luck and then I noticed the issue seemed to be with certain IK bones, so I switched from IK to FK and tried scaling it again and got this So it seems like the issue is with certain IK bones messing up but I don't have a clue why that'd be, they don't look to have any differences with other IK bones. Any ideas? I can provide more info if needed


texts: CUDA Binary kernel 5.2 error. Fresh Install 2.6

texts:
I have never encountered this problem before. Was working in 2.75 and everthing was fine, then I updated to 2.76 (same problem occurs with 2.76b). Now when I try to GPU render in cycles I get this error:
"CUDA binary kernel for this graphics card compute capability (5.2) not found."
I've google some solutions, one being to rename "kernel_sm_50.cubin" to "kernel_sm_52.cubin" in the "scripts/addons/cycles/lib" directory. But when I look in that folder, I only have kernels 20, 21, 30, 35. In the Blender 2.75 install, there is a kernel_sm_50.cubin AND kernel_sm_52.cubin, so I'm a bit confused why these are not showing up in the new install.
Any insight would be helpful, this is the first time I've had a error from a fresh install of a new version. I've updated and reinstalled drivers for my video cards to no effect.

Windows 7
AMD FX 8350
GTX 580
GTX 970
Blender 2.76b


texts: Is there a way to deal with artifacts appearing in texture painting?

texts:
I noticed that if I start painting a 3d model, after a while some "white spots" artifacts start to show up, and they become more and bigger the more times I pass a brush on top of them.

Here is the kind of artifact I'm talking about:

What I've noticed is this: Painting on the model directly through texture paint mode doesn't allow you to paint in the whole "image" of the texture that is being produced as you paint. In fact, the brush doesn't even paint on some pixels of the texture file that the UVs are laid on.
Check this image:

You can clearly see that part of the UV is laid on a part of the texture image that is white. And it's white because the brush can't paint on there.

Is there a way to avoid this artifact happening at all ? If not, is there an easy way to fix it, other than examining the texture pixel by pixel ? A texture can have millions of pixels, and it's like a fool's errand to try to "hunt" for bad pixels on the actual texture.


texts: simulate flow of a mixture of water, oil and gas in a pipe

texts:
I am a (retired) process engineer who has created a spreadsheet for calculating the size of the separator tanks which are used in the oilfield for separating incoming mixtures of oil, water and gas into their individual components, and I want to make a youtube presentation which illustrates how to use the spreadsheet. This video (not mine) shows a typical oilfield separator:
https://www.youtube.com/watch?v=xgLOU4EwC0o.
Might it be possible to create 3 pipes such as the one shown in the video below, separately flowing oil, water and gas, then somehow combine the outputs from the pipes?
https://www.youtube.com/watch?v=AWSAEY4M3gs&lc=Ugz2j4DmpGLWVA8_QjV4AaABAg.9E4lYB9nMCJ9E5xrrIUiPO


texts: Creating brick texture mortar at UV seams

texts:
How can I make the brick texture also have mortar towards UV seams?
The arrows in the screenshot point toward edges which I've marked as seams and where the mortar is "missing".

Thank you for your time.


texts: How to make Terrain Convex Hull Collision?

texts:
I'm trying to make Convex collision for terrain, and I cant seem to get it correct.

I want to keep low datablocks if possible but I'd also like it to be very accurate. I've tried using VHACD to make the convex hulls but it wasn't very accurate and took a very long time. Especially since I have to put the convex hulls in a group for the program I'm using for these hulls to recognize.

Any way to make it?


texts: How to applied texture to selected object?

texts:
I tried following tutorial on youtube

link:  https://www.youtube.com/watch?v=bHLT5Xh_tzQ&list=PLWYj1pF7QxoR32dK6425Dd2I0BFgUt0E_&index=19

at 4:20
the texture different from what i got (link: https://imgur.com/a/FzFpSEm )
how to applied texture on selected object (vertical pole)and not all object?

Is there any proper way to texture properly?
Blender version i used: 2.81a


texts: Cycles baking will not produce same colors

texts:
I followed multiple different tutorials and help exactly, but the bake is always completely different, it is darker, different colors, single colored, shows ONE light spot, and looks like bad like single colored walls from the worst game.

.blend

Look:


texts: When I select and attempt to move every other face in a row, all faces are moved instead

texts: This is very odd, as I was able to do what I am attempting to do on the opposite side of the indentation as shown in the screen captures, though when I first attempted it on that side, it was doing what it's doing now, moving the entire row of faces as opposed to the ones that are selected exclusively. a


texts: Animation Constraints? Not Sure What to Call It

texts:
Animation questions:
I am really trying to learn some animation with blender.
I have a few questions.
Lets say I have box (default cube). And I separate two sides walls but parent them to the main cube.
Now they follow the main cube.
I want the walls to act as animated walls that can be pushed out with some sort of tentacle arms/splines, but the walls should be connected to them
at all times.

How do I attach arms/hoses to walls, so it gives the illusion that they are attached to it and uses it to travel with?

How do I get the walls back to original position, so it forms a cube again?

The splines has to be connected to the middle of the "Wall"

I hope you understand what I mean.
I attached a screenshot of what I would like to achieve.


texts: Render with same output as "solid" viewport

texts:
I'd like to know how I could render a picture that looks the same as what I get in the main viewport (the "solid" view). I tried to play with "Shadeless" and "Toon" color, but I'm not convinced by the result. Indeed, "shadeless" renders the 3 faces with the exact same color, while I'd like to make a difference between faces (like in the solid viewport).

How could I do that? Thanks!

-- EDIT --
I saw this question that proposes to use the "OpenGL render active viewport" in the 3D View window header at the bottom , and it's quite a good idea. However, I'd like to know if I can go further and customize a bit this render (because for now I've zero choice on the render), plug it in composing nodes, customize the background... For instance, with the current method it's not possible to have complex materials with pictures, gradient… And also the background can't be set to transparent. One of the possible applications would be to do something like the picture page 4 of this article for example.


texts: I use the method of Ctrl + C and then Ctrl + Shift + V to copy and paste my rotations of the arm to the other side, but it doesn't seem to work. The origin point of the character is at 0, 0, 0. The arm seems to be veering to the left (character's perspective) and is not where it should be (towards the center like the right arm). Any help would be appreciated.


texts:
I recently picked up Blender and started getting into Sculpting, so I might be missing out on some basic principles in regards to Sculpting.

My problem is that gaps are appearing in my mesh when I'm Sculpting (using Dyntypo) over/around areas that have a higher detail than the detail level im brushing with.

From my understanding 'overwriting' mesh density shouldn't be a problem when sculpting with Dyntypo.

Anyone knows why this is happening and what I can do to prevent it?

Cheers

Update to answer comment:
Yes 'Limit selection to visible' is on.
I removed any double vertices but that didn't solve the problem.

2nd update:
Alright Remesh solved the problem. Tried it before but didn't get it to work cause I were in Edit mode and not in Object mode.

How do I prevent this from happening when Sculpting with Dyntypo? Cause using the remesh modifier is alright but I guess it removes some detail that I might not want removed and thus have to redo.


texts: Problem with return super().__getattribute__(attr) blender 2.8

texts:
That script make this problem:
 return super().getattribute(attr)
AttributeError: 'ParticleSystem' object has no attribute 'my_particle_settings'
i think is a good solution , about create a particle system with default setting, but not work.
i think , i create another function ? is a good o bad way?

import bpy
from bpy.props import  BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Panel, Object

def emitter_update(self, context):

    toogle = self.my_particle_settings.emitter_hair
    part = self.particle_systems[0]
    settings = part.settings
    settings.type = 'EMITTER' if toogle else 'HAIR'

class MyParticleSettings(bpy.types.PropertyGroup):
    emitter_hair: BoolProperty(update = emitter_update)

class ParticleSystem(bpy.types.Operator):

    bl_idname = "object.particlesystem"
    bl_label = "Why"

    def execute(self,context):

        part_system = bpy.context.active_object
        part_system.modifiers.new('New Part sys', type='PARTICLE_SYSTEM')
        emitter_update(self, context)

        return{'FINISHED'}

class VIEW3D_PT_toggle_ps(Panel):
    """Test"""

    bl_label = "My Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"

    def draw(self, context):
        ob = context.object
        layout = self.layout

        layout.label(text="My new problem:")
        row = layout.row()
        row.scale_y = 1
        row.operator("object.particlesystem", text='Click')
        layout.prop(ob.my_particle_settings, 'emitter_hair',  text="Toggle")

classes = (MyParticleSettings,
        VIEW3D_PT_toggle_ps,ParticleSystem)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    Object.my_particle_settings = PointerProperty(type=MyParticleSettings)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts: Is HD7670 4GB DDR5 128 Bit compatible with Blender

texts:
Operating System: Windows 10 Pro 64-bit (10.0, Build 18362) (18362.19h1_release.190318-1202)
             Language: English (Regional Setting: English)
  System Manufacturer: Dell Inc.
         System Model: OptiPlex 390
                 BIOS: Default System BIOS (type: BIOS)
            Processor: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz (4 CPUs), ~3.1GHz
               Memory: 8192MB RAM
  Available OS Memory: 8090MB RAM
            Page File: 5779MB used, 4229MB available
          Windows Dir: C:\Windows
      DirectX Version: DirectX 12
  DX Setup Parameters: Not found

I'm using blender V2.79, running windows 10, please view the specs for more details. I'm about to buy this card from a friend HD7670 4GB DDR5 128 Bit. I want to know if it's compatible with my Blender version on workstation?


texts: System freezes when trying to start Blender

texts:
I recently upgraded to Linux Mint 20. Have not tried using Blender before, so not sure if that has anything to do with it.
Whenever I try to start Blender it freezes the whole system and I need to force the laptop to power off. I don't think it's related to the specs, as the hardware should meet the minimum requirements.
I experience the same issue when starting the game engine Unity. So it's probably not a bug in the software.
Can anybody help me?
Below are the specs. If anything else is needed, I'll add it to the post.
 System:
      Kernel: 5.4.0-42-generic x86_64 bits: 64 compiler: gcc v: 9.3.0
      Desktop: Xfce 4.14.2 Distro: Linux Mint 20 Ulyana base: Ubuntu 20.04 focal
    Machine:
      Type: Laptop System: Acer product: TravelMate P2510-M v: V1.00
      serial: <filter>
      Mobo: KBL model: Aquila_KL v: V1.00 serial: <filter> UEFI: Insyde v: 1.00
      date: 08/24/2017
    CPU:
      Topology: Dual Core model: Intel Core i5-7200U bits: 64 type: MT MCP
      arch: Amber Lake rev: 9 L2 cache: 3072 KiB
      flags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx
      bogomips: 21599
      Speed: 901 MHz min/max: 400/3100 MHz Core speeds (MHz): 1: 901 2: 900
      3: 900 4: 901
    Graphics:
      Device-1: Intel HD Graphics 620 vendor: Acer Incorporated ALI driver: i915
      v: kernel bus ID: 00:02.0
      Display: x11 server: X.Org 1.20.8 driver: intel resolution: 1920x1080~60Hz
      OpenGL: renderer: Mesa Intel HD Graphics 620 (KBL GT2) v: 4.6 Mesa 20.0.8
      direct render: Yes

Update:
blender-softwaregl seems to work without problems. So there has to be a problem when using the integrated GPU.


texts: how to smooth zoom in on a movie clip using transform scale in video sequence editor?

texts:
I've created a transform in the video sequence editor that applies a uniform scale to a strip.

The zoom in happens as soon as the transform frame is reached and then the zoom out happens just as abruptly at the end of the transform.  I would like zoom to be progressive.

How can I do this with blender?


texts: Removing untextured faces from UV mapping

texts:
Newbie to Blender In blender 2.91.0 I am making simple buildings and covering with texture using uv-mapping. Many of the faces are internal and will never be seen and have no texture applied to them. (The textures with the red letters in the attached picture)
Is there some way to select and delete the unwanted faces from the UV map? and hopefully rearrange the UV map using Smart UV project function or something similar to use all remaining space.[Image of my layout]
Apologies if this has been covered elsewhere


texts: Can blender use multiple GPUs in command line mode?

texts:
I just found that Blender can use multiple GPUs to speed up rendering when using the GUI mode.
However, can it also use multiple GPUs when rendering from command line mode?  Do I need to set any parameters for it to do that?  I'm using Blender 2.9.  Thanks!


texts: Importing problems (*.3ds distorted / *.obj no materials)

texts:
I just bought this model from cgtrader:https://www.cgtrader.com/3d-models/vehicle/truck/volvo-vnl670-trailer-truck--2

The problem is that, for some reason, I cannot make it work in Blender. This seems to always be the case; I literally cannot remember the last time when I imported something in Blender and worked right from the beginning. Usually I can find a way to fix the issues, but this time I'm completely lost.

If I try to import the 3ds format, it looks like the image below. Even though the mesh is messed up, the model has the materials attached and I can see them in the materials panel.

If I try to import the .obj format, the mesh is perfect, but there are no materials whatsoever. I tried to render it in Blender Render as well, but there are literally no materials, just the mesh.

Any help? PLEASE! This is so frustrating.


texts: How can I Select all vertices that are outside?

texts:
HI !
I have this wall made by cubes and I am trying, via script, to select vertices of each block, that are outside, like this:

It´s is possible to make this via python ?
Thanks


texts: Filling holes on the bottom of scanned design?

texts:
I'm very, very new to Blender, and for an assignment, I've used the Trnio app to create a 3D image of a stuffed animal that I then imported into Blender. This is the result (as you can see, Trnio also scanned in the floor that the animal was sitting on):

The scanned bit of the floor aside, my problem is that the bottom of the animal wasn't scanned, as it was on the floor, and so I get this opening below:

My task is to both close the bottom of my design while also cleaning up a bit of the extra floor. But I can't seem to close my gap. I've tried selecting vertices, but this took a very long time and turned out to be quite a mess. I'm not really sure what the solution is, and would greatly appreciate some help.


texts: I was importing a vrm file and it stretched out everything but some things were normal such as the hair how do I fix this ?


texts:
I have a relatively complex scene (with a lot of particles and geometry) and would like to rendee a long animation sequence from it. Right now, the only animation is the camera following a path around the scene. There would be trees moving in the wind (using spaling addon) but only after I can speed things up, so not at this moment.

I realise that before each frame in a sequence can be rendered, blender has to load every objects into memory, and that is the most time consuming process. The rendering itself does not take long, only 20 seconds (compare to 5.30 mins of loading and calculating) for VGA image size (with small CPU render title). I cannot use GPU because the high amount of geometry and object couldn't be loaded into GPU memory.

Besides reducing number of bouncing and sampling, I don't know if is there any other ways to speed up rendering, especially for animation. Somehow we can preload or prevent blender from loading everything all over again?


texts: Python scripting, shows 'nonetype' error for modifier

texts:
import bpy

def main(context):
    bpy.ops.mesh.primitive_uv_sphere_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
    bpy.ops.object.modifier_add(type='ARRAY')
    bpy.context.object.modifiers["Array"].relative_offset_displace[0] = 10

    bpy.context.object.modifiers["Array"].count = 4
    bpy.ops.object.modifier_add(type='ARRAY')
    bpy.context.object.modifiers["Array.001"].relative_offset_displace[1] = 2
    bpy.context.object.modifiers["Array.001"].relative_offset_displace[0] = 0

    bpy.context.object.modifiers["Array.001"].count = 4

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

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

I want to add sphere and array modifier, error at line 10


texts: Editing object created from bezier curve

texts:
I used a bezier curve to create an architectural moulding profile. Extruded the shape and used solidfy and made exactly what was intended. I would like to find a way to cut the shape with a knife at a 45 degree angle. Suggestions?

Thank you!!


texts: Help! Normals rendering every edge in substance and marmoset!

texts:
Teaching myself blender and am having a blast, but during test bakes im running into this issue that has me smashing my head against the key board. No matter how many times i smooth, sharpen, or average the normals my mesh keeps rendering all of its individual edges. I never really had an issued with this from maya, so i figure that this is just me not knowing blender well enough!

As you can see even when i sharpen them the normals get all wonky. Any ideas on whats going on?

heres the wireframe, ill throw the blend file up as well!

https://drive.google.com/open?id=1yesV5NHGlWuFPoP7x3heN9yvtvGRl5vm


texts: Subdividing mesh to get equal vertex density in all direction

texts:
This is the twice subdivided mesh of a cylinder:

As you can see, the vertices are very close together in horizontal direction but the vertical distance between them is comparatively very large. Is it possible to subdivide only the vertical edges of this object, so that I would get a mesh with edges equidistant in all direction?


texts: How do I make my model move with an armature's bones?

texts: I'm making an animation and I need to use armatures, but I don't know how to make the model move with the bones. I know there is a certain command, but I can't recall it.


texts: Boolean union modifier doesn't look right

texts:
I have a boolean modifier attached to the circle set to union with the curve object. I'm unsure why there is a strange line where the two shapes overlap even when the curve object is hidden from the viewport. I've recalculated the normals to face outwards on both meshes and I've checked if there are any overlapping faces and i'm pretty sure there aren't any.
Please help, thank you.


texts: How can I load .dll texture plugin? I read this thread https://www.blender.org/forum/viewtopic.php?t=2684 but it didn't help - I can't find any "load plugin" button.


texts: How do I make a game with multiple levels?

texts: I want to make a full fan made Mario 3D world style 2 player game. How do I make a game with multiple levels in blender? Is there something like a sequence editor for video game levels or files?


texts: How to create a Torus with a non-circular cross section?

texts:
I want to create a torus-like shape, however using a cross section that is not circular. In particular, the shape I'm trying to make would have a cross section that consists of a rectangle, with one side replace by a half-circle (as in the picture). The circular side would be inwards, towards the center of the Torus.
I have found answers for how to do this out there, but all of those that I've found apply only to pre-2.8 Blender.


texts: Change camera from rectangle to square by center

texts:
Is there a way to change axis of scaling camera?
I have a rectangular render, but need to get identical square render. I simply need to cut off the left and right side of the camera view, but after changing camera settings, i get extra view space above and below my desired picture.
I am not interested in zoom-related solutions, since it and Focal Lengh would definitely differ from the original rectangular render.

Thank you in advance for your time!


texts: Power of 2 style grid and grid scale subdivision hotkeys

texts:
How would I set up a grid similar to unreal engine 4 power of 2 grid/UDK/GTK Radiant/Hammer, etc in the 2D and 3D views. I also want to be able to decrease and increase the grid subdivisions with hotkeys. For example, in unreal engine 4, "[" or "]" would increase and decrease the subdivisions.

I need the grid to be the same for everything and I can't seem to find anything. I've been looking for an answer to this for a very long time and I hope someone can help me.


texts: How to create normal (direction) widget?

texts:
I'm looking a way of creating widget like normal node has in Cycles.

I have examined names of all method in UILayout but it looks neither of them are related with Normal widget.


texts:
I don't see Lightwave object in import menu and I was wondering if the support has been dropped. I still see the python script for lwo format in addons folder, but it doesn't seem to work. I tried from 2.79 to 2.70,versions work on current macOS (Sierra). 2.69 won't launch under current OS. I don't have a PC to test it.

Thanks in advance.

Euisung Lee


texts: How to rename objects based on LODs in python script?

texts:
I want to rename objects and their meshes by their triangle counts in a particular collection. The script should identify similar objects and put them in a collection then rename them based on their triangle counts in a format below:
Format:

LOD0: Cube

LOD1: Cube_LOD1

LOD2: Cube_LOD2

LOD3: Cube_LOD3

LOD4: Cube_LOD4
and so on...

LOD0 should not have a suffix.

From:

TO:


texts: how to texture a head model using exsiting images?

texts:
Im pretty new with blender, and desperate with failing again and again with what Im trying to do. I hope this question is not a duplicate and can use others as well:

I've created a model using a scanner and imported it into blender.
I have side and front photos of the man scanned.
My goal is to texture the head using the photos, creating a high detailed photo-realistic texture that can be UV-unmapped and printed as one or two unwrapped photo islands.

I've watched a few tutorials using a range of tools like bprojection, project painting, cloning etc., but for some reason I couldn't follow them and succeed- every time the process went wrong followed by horrific results esthetically. I've read that bprojection is replaced by a tool called stencil brush but I couldn't find it.
The web offers so many tools that doesn't work for me!

To make a long story short, what is the best way to create a photo realistic texture for the head?
thank you!


texts:
So this is one of the weirdest problems i could have had. Whenever i use two shapes different than a cube and another cube (and by that i mean that this combination is the only one that works, none other does), the difference option in boolean modifier is acting... Really strange.
For exemple, i had a cube and a cylinder, the cylinder was supposed to get substracted from the cube...
The problem wasn't an artifact, a terrible result or just a kind of bad geometry. The entire cylinder was added to the geometry of the cube. I thought it might have been substracted at the same time, but no...

I don't even know how this is possible. It works like the union, except the union doesn't work at all, acting like an intersect while the intersect just make everything disappear.

If anyone has already encountered the problem or found an answer deep down at the page 125 of Google, please let me know.

Best regards.

Edit: the image below shows the problem. All the boolean carvers are in Bounds display, so the cylinders you see here are actually the problem i talked about (they are added to the initial mesh)

It only works if the cube is carved by another cube (1st object)

Whether it is a simple cube (2nd, 3rd has one side beveled)

By the way, it worked fine for long and the problem suddenly appeared.


texts: How do I create only one of multiple new face outcomes?

texts:
I have a shape within another shape and I want to make the space between them into a new face.

I want to fill in the frame but not the actual 4 tiny squares inside.
I have tried selecting all and creating a new face but I can't seem to get that specific face. Help


texts: Rendering a dark scene in Blender 2.8 Cycles + glass shader with lettering

texts:
After putting way too many hours into this scene, I'm finally ready to render. The problem is I get a ton of noise, no matter how many samples I choose, and denoising just makes the image look like garbage. I've searched and searched and searched for a good solution, but I can't seem to get it right. The image attached was rendered with 512 samples without denoising and took about 45 minutes. Please somebody help! Also, if someone has a better way to set up a glass shader with lettering on it that will allow light to pass through the glass and not the lettering (see the signage on the desk for example, the lettering should cast a shadow), I would be greatly appreciative!

[EDIT]: Added an updated render and a screenshot of my settings
[EDIT2]: I'm only seeing the updated render, but none of my other pictures are showing up for me. I hope you all can see them.


texts:
How do I arrange selected vertices into a circular formation quickly?

The other answers does not have the same title as my question. My question is direct and simple for younger beginner to search for results.


texts: Why is Blender just using 54% of my CPU when rendering in cycles?

texts:
Blender is only utilizing 54% on every core of my CPU (as shown in TaskManager) when rendering in Cycles. How can I make it use 100%?

Can this be fixed within Blender or is it more of an OS/hardware-related issue?


texts: Painted and projected UVs not working as expected

texts: Why are my strokes on Krita getting artifacts when I project them on this gun in Blender? P.s. It only happens with this part of the gun.


texts:
Using Blender 2.81, I have a scene with:

A cube "template" for particles
A plane that emits the above cubes via "Particle Emitter"
a plane with "Collision" modifier.

So the particles bounce off the plane rather than passing through it.

How can I either:

Add a sound to be played on each particle+plane collision?  or
Tell Blender to generate a list of either "time,position,relativeVelocity" or "time,distanceFromCamera,relativeVelocity" data for collisions, so I can generate the sound elsewhere?


texts:
I placed a simple bump wave texture on my model but on the side faces it stretch:

this is the node setup:

Someone know how may i fix this problem an make the texture uniform all around the model?
Thanks a lot in advance.


texts:
Ok, Ive looked at all the tutorials, turned on blackface culling in Blender so that I could see the holes that show up in Unity, and taken these steps to fix normals in Blender:

Recalculated normals
Flipped normals
Turned on the "show normals" option so I can verify the normals are THERE:

But no matter what, exporting to fbx with these settings (I have to do old FBX):

I STILL get holes in Unity. I have no idea where to turn. No holes in blender but unity:

Unity import settings are:

What am I doing wrong?


texts: In imported collada file separate same parts in different objects

texts: So, sorry if it's dumb I'm a newbie. I imported a collada file from stud.io lego builder, and there are several objects in it. There are several parts in those objects, and there are two objects with the same part inside. I want to modify these parts differently, and don't really find the way of it with google. Any ideas? Thank you!


texts: Can Blender 2.80 run in windows 10 virtual machine

texts:
I have been doing a little research on virtual machines like VirtualBox and that got me wounding if I can run windows 10 on my mac using VirtualBox and run blender 2.80 on windows 10 and what do the extension pack do for you if you download it alongside the VirtualBox software?

My iMac system

am running an iMac osx late 2012 version 10.9.5 Macintosh HD with a 2.9 GHz Intel Core i5 Processor and 8 GB 1600 MHz DDR3 of Memory and an NVIDIA Geforce GTX Graphics card


texts: I pressed something, and my object went curved

texts:
I was modeling an object, using the Maya keyboard layout, and as I was pressing Alt+2 to move the camera, my finger slipped, and the object went... strange. I've observed this effect before, but I can't remember what it's called or how to (un)do it. The shape deformed, rounded off, and really annoying. What did I do, and how can I fix this?

Before:

After:


texts: Quaternions, txt file parsing, animation/graphing

texts:
Here's the setup:

I have text files that have timestamped translation (X, Y, Z) and rotation (X, Y, Z, W) data.

I need to turn this data into something useful.  A graph or an animation would be great, but even plotting these data points into a scene would be helpful.

Something to make quaternions relatable to some form of understood human-readable measurement would be ideal.

Anyway, here's what my data looks like.

<rdf:li>Thu 2016.04.28 at 11:58:02:139 AM EDT</rdf:li>
<rdf:li>Translation X Coordinate: -3.2085694110362977</rdf:li>
<rdf:li>Translation Y Coordinate: -1.197867039253428</rdf:li>
<rdf:li>Translation Z Coordinate: 0.48078423909602214</rdf:li>
<rdf:li>Rotation X Coordinate: 0.22961249490971072</rdf:li>
<rdf:li>Rotation Y Coordinate: 0.21702063175390662</rdf:li>
<rdf:li>Rotation Z Coordinate: 0.6846872482993578</rdf:li>
<rdf:li>Rotation W Coordinate: 0.6567979290396148</rdf:li>

<rdf:li>Thu 2016.04.28 at 11:58:02:144 AM EDT</rdf:li>
<rdf:li>Translation X Coordinate: -3.214916998318956</rdf:li>
<rdf:li>Translation Y Coordinate: -1.1993618771091203</rdf:li>
<rdf:li>Translation Z Coordinate: 0.4799950000327235</rdf:li>
<rdf:li>Rotation X Coordinate: 0.2288923548191825</rdf:li>
<rdf:li>Rotation Y Coordinate: 0.21741372305589235</rdf:li>
<rdf:li>Rotation Z Coordinate: 0.6856134027700572</rdf:li>
<rdf:li>Rotation W Coordinate: 0.6559526087106968</rdf:li>

I'm almost entirely clueless about how to go about any of these steps; large or small.


texts:
I would like my mesh to grow to form this logo:

I created a curve and made the mesh grow along it. The problem in with the 45º edges. See here better:

Any hints please?

Edit:

I have tried using a Lattice but it is so difficult to model it. Is there a way to extrude a lattice?

Check out the kind of animation I need:


texts: Excess noise in cycles render and odd denoising results

texts: I'm trying to do some renders of a dark room, but there's quite a bit of noise despite me setting it to 128 samples. When the denoiser kicks in, it fixes the noise but makes the scene look completely bizarre. Is there a fix for this without remaking the scene with different lighting?


texts: Can 3 objects be replaced by 1 object, or joined by their location? (BGE)

texts:
I have a crane loading three 40' long pipes onto rollers to be welded, end-to-end to make a 120' long pipe. (The pics are not to scale, just a mock-up):

3-40'Pipes on Rollers, Pipeyard to the left

On keypress "W" the rollers turn once with robotic welders joining the 3-40' pipes. I used the actuator EditObject/EndObject to remove the 3-40' pipes and an EditObject/AddObject to replace them with one 120' pipe on the rollers so it can be lifted from the rollers onto a truck.

1-120' Pipe replaces 3-40' pipes on keypress "W"

Problem with that is the pipes in the pipeyard also disappear. So, my question is...can the 3-40' pipes on the rollers be JOINED, or replaced, by their LOCATION on the rollers rather than by assigning EditObject to each pipe? Animation won't work because I need to move the finished pipe to the truck with the crane.

Any ideas would be appreciated!


texts: Fluid, object, childof constraint animation - won't work

texts:
See this video for project example

It's a simple project. I'm trying to create a fluid simulation flow out of a cylinder, but the cylinder has a "childof" constraint, paired to the cube above it. The cylinder moves, but the fluid simulation does not; it stays in the "actual" position of the cylinder.

Is there a way I can accomplish having the fluid simulation follow the cylinder, even with a childof constraint? Or is there some other way to accomplish this task?

(Using Blender 2.75a)


texts: I want to install the sheep it render farm client, but I have a 32 bit windows. So, is there a 32 bit client for sheep it? If not, can an emulator be used at least?  want to download the client, render projects and earn rankings. I also cannot use java as I use Chrome , which stopped supporting java.


texts: Animating object from speed data in python

texts:
This is the deal now...I have a speed data in a .DAT file; For example lets say the file looks like this

0.111
1.11
2.22
3.33
4.555
1.111
2.22
10.11

What this data represents is the instantaneous speed in m/s of a certain object, these data intervals are in 10 mil-second difference that means that we get the speed of the object in every 10 mil-second interval. So I was wondering on how I will convert this to a motion on an empty in blender using python. Any help or ideas in the comment is also more than welcome.


texts: I seem to only be able to UV paint a few faces, not on the entire model

texts:
It's probably something simple, but I'm stumped.

I've successfully unwrapped my model, I have a UV map, and the first few faces I painted using a fill brush worked successfully. However, I seem to only be able to paint a few faces on the entire model, and it's not allowing me to fill anything else. I can select the face:

However, clicking to fill fails. It's worked on other individually selected faces on the mesh.

UV texture at this point in time:

I'm stumped. Something that's worked for multiple faces seems to be unwilling to work for any other face on the mesh (that I could find).

Recalculated normals just in case it was something like that, but to no avail.

Any help would be appreciated!


texts:
I'm trying to make a simple brick texture for this archway I made, and I want to use displacement in my material. Problem is that when I attach the displacement, the faces all become detached from each other.  It doesn't seem to recognize that the faces are attached and so there's big gaps in the corners. What could be causing this? I tested the same material on a basic cube and it worked fine so the problem must be with my mesh but I have no idea what the problem could be.

It's hard to tell on a still pic but here's what I mean by the detached faces (I made the scale high for the pic so it's easier to see).


texts:
I would like to make a rope for a game object (so it should be fairly low poly). I know how to divide a cylinder into segments (K key with Z key) and form it around a nurbs path.

for my game engine (unity) my textures have to be powers of 2 and square, so 128x128, 1024x1024 etc, so it would not make sense to use a huge texture with just a thin line used. i need to use the same square rope segment texture over and over again on each segment.

I would like to texture map a segment of rope to each segment, I'm still playing with photoshop to produce the perfect tileable, seamless rope fragment texture, but assuming I work that out, do I have to select each segment and use the uv smart project on each one, or is there a quicker way to do the whole lot.


texts:
I'm a long time user of Sketchup and I decided to finally learn Blender, but Blender is different from Sketchup in almost every possible way and I have trouble with a lot of things, so..

line tool, it doesn't exist in Blender, the knife tool does however, so if I want to draw a simple line between two points on a edge of a face of a box for example (but not at the middle points of the face) and to be precise, how am I supposed to do that?

A way to do that would be the loop tool, but that also creates unnecessary divisions on other faces which I don't want.

Is there a curvy line tool? Say that I want to draw a dog house entrance and the upper side of the door has to be curved, do I just draw a regular blocky shape and then subdivide the upper part a bunch of times and move the vertices up or is there a different easier way? In Sketchup you'd just draw a box shape and curvy line at the top, extrude it to the inside of the dog house and it would instantly create a hole/door, done, not even 5 seconds of work.
Textures, my biggest issue. In Sketchup you simply choose a texture, click on a face and done, again less than 5 seconds of work. Do I have to do the UV unwrapping stuff in Blender or can I also paint face by face if I want to? (for simpler objects) Also, if I want to create a long wall like object and put textures on it, how do I do that so that the textures repeat seamlessly?

I only know how to create subdivision a bunch of times and then make each face use the same part of the UV texture, but in Sketchup you just paint a wall and it automatically repeats the texture across the wall and you can easily make the texture larger or smaller.

Offset tool, how does it work? In Sketchup you choose a face and that just set how much you want, I suppose that Blender does the same thing, but I can't get it to work.


texts:
I'm doing an industrial robot and I want a hose from the base up to the robot arm and I want the hose to follow the robot arm movement in a natural way. Is this possible and what approach is the best? Do I need to rigg the hose with several bones
 and then animate the hoses bones for every key frame or is there a way that the hose just follow the robot arm in an automatic way?


texts: Why the simulation I made in Blender has a different behavior by changing only the size of element?

texts:
I premise that is the first time I use Blender.

I would like to simulate a Cubipod installation by a construction crane, for my Master Thesis project in Coastal Engineering . First of all, I should simulate the fall of this element by hand (Cubipod is a rock armour unit deployed to defend ports and shores from wave attack) , using the size of Laboratory rock armour unit (= 3,5 cm). The problem is that with this dimension I've an unstable simulation, unlike when using a bigger size of the element (scaled 50:1). The only parameters I've to implement are in the rigid body, using Mesh as shape collisions. Apart from the mass of the element (which varies with size), the other features are the same for both the Lab size and the model 50:1.

The Cubipod file I imported is Collada (.dae); I've also the .stl version, but has a worse behavior.

Thanks for your help!


texts: Exporting a Blender file for use in SFM doesn't work

texts:
So I've installed this blender plugin that allows you to export .blend files to .smd files, called Blender Source Tools. However, I am encountering an issue when I click export. I get this error code:
Python: Traceback (most recent call last):
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 207, in execute
self.exportId(context, id)
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 351, in exportId
bake = self.bakeObj(ob)
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 930, in bakeObj
ops.uv.smart_project()
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect
location: (unknown location) :-1
I feel it's an issue with materials, but I have no idea what code means, so it would be a real help if someone were to decode the problem.


texts: Compositor: Get the average value of an input fac

texts: I want to take an input factor, such as a mask or pass, and get the average value of the pixels within it. How can this be done?


texts: Stretch To with Copy Location bone constraints not working properly

texts:
I have 3 bones and 4 empties. I am trying to make each bone stretch to one of the empties where each bone has a copy location constraint to one of the empties, but for some reason it's not working, not sure why. I can change the value of the Rest Length manually but this is not what I want as I want it to work correctly without manual adjustments as this will be written in a python script.

As shown below is a screenshot of the problem and highlighted the desired output.

My .blend file can be found here:


texts: Transparency only rendering on one side?

texts: So for context I'm using Cycles Render. As you can see in the image below, when I go to render my transparent cube it renders as transparent on one side and then the other sides are left a solid color. I thought it was a lighting issue so I added multiple light sources, specifically to that side but no luck. Any help would be greatly appreciated!


texts: Rendering tangent space normal maps in Cycles

texts:
Version: Blender 2.82a

Issue:
Create a composite node setup to render a tangent space normal map.

Current setup:

Node setup I have right now after lots of googling(still doesn't work correctly):

What it produces:

Anything in the scene that is on the Z axis seems to produce invalid colors for a tangent space map. While X and Y are producing good results. As you can see from the example with a cylinder on a plane. Although even the base color seems a bit off. Not sure.

Here's an example of the the type of result I'm looking for, just for a different object:

Any ideas of how to go about this would be greatly appreciated, even if it's a different approach than I am using now. Thanks!


texts:
The grid shown below is what i have right now but it just overlays. I want the white dots to be using the image texture color.
I have this method i have seen with simon tommes.
Where he uses a image texture and 'projects' it over the material set up by some math nodes. The image texture does clip to the knittr (in simon tommes shader) i put a picture here.
I have this setup, also with math nodes. made a grid of dots

This is my set up of nodes


texts: How do I get two way coupling in FLIP Fluids?

texts: I'm on Blender 2.91 and I'm trying to make a simulation with Suzanne being pushed around by liquid. No idea how I'd approach that though. Obviously I'm making it a rigid body and a fluid obstacle, but what should I do from there? There's no FLIP two way coupling option, is there?


texts: Is there a limit to the number of objects that one material can be applied to?

texts:
I have a file with lots of objects referring to the same image texture.
I have added a few more objects that use the same material and the new objects render black when using the Cycles engine - they also cause one of the original objects that was previously rendering fine to render black as well - if I remove the material from the new objects all of the original objects render fine.
If I apply a different material with a different image texture to the new objects they render as expected.
I am sure this is a simple newbie mistake but it's got me beaten and I have google around with no success.[

I can't seem to get the file below 40Mb to use Blend-Exchange so I have put a version in dropbox (I hope this is acceptable) https://www.dropbox.com/s/k44ny1a5xxe4x0u/ECBCutdownPACKED1.blend?dl=0


texts: MCH eye bone animation plays in Blender, but not in Unity

texts:
I'm new here and new-ish to Blender but getting to grips with it, thanks to a lot of on-line support!

I've rigged my character using the Rigify option in Blender, and have got a handle on applying automatic weights, weight painting and building an animation for export. I've got an 'idle' animation for my character playing in Unity. So mostly it's all working.

The only thing I was unhappy with were the eyes, which were being deformed as opposed to actually rotating. (The eyes are separate spherical objects in the Blender file).

So I found this solution:
https://blenderartists.org/t/rigify-eyes-deform/1117896/5
..which suggests parenting the eye meshes to by-default hidden bones (MCH-eye.L and MCH-eye.R) at the eye positions.
I did that and things in Blender look great - the eyes now rotate like real eyes. I imported into Unity again and the animation plays, but the eyes remained in position, while everything else in the character mesh moved around them.

I then read that I should check the 'deform' box on the 'eye bones' each eye mesh is parented to in Blender. That didn't seem to make any difference.

I've since noticed the eyes start at whichever position they're in when I do the FBX export. For example, if Blender is at frame 120 when I export, the eyes in Unity will be static, but at the frame 120 position/rotation. This suggests to me the position and rotation are passed to Unity, but not the sequence of animation for those MCH bones - but I don't know if that's either useful or correct.

Has anyone else encountered this problem? And, if so, how do I make sure the movement of the MCH bones is included in the FBX export?

I've tried multiple settings from Blender; checking/unchecking the 'relative parenting', 'local location' and 'inherit rotation' boxes in the bone properties, as well as selecting a bone group and 'bake all keyed frames'. No change to the result in Unity and I'm out of ideas.

Any pointers or clarifying questions, much appreciated.


texts: Subdivided plane's faces have inconsistent indexes. How can I order them sequentially?

texts:
I'm trying to iterate through each face on a mesh sequentially.

This works fine with a grid (bpy.ops.mesh.primitive_plane_add(radius = 8)) and it loops through the faces row by row.

Subdividing a mesh though, the faces aren't numbered the same way.

Looping through the faces:

So it starts on the right, jumps all the way over to the left, completes the rest of the row, jumps to the beginning of the first row going in the other direction and then fills out the rest of the faces that same way. I guess on behalf of an algorithm.

How can I order them normally? The way a grid does?

.sort.faces() isn't doing anything. I may not be using it right, though


texts:
There is another question on this forum with the same title but the answer given and accepted has nothing to do with what I am asking here. What I ask is this:

Suppose I have a cube rotating by X and Y. Now I need to transfer all keyframes in X to Y and vice-versa or, in other words, swap X and Y rotation animations.

Is that possible from the graph editor or by any other mean?


texts: Print3D Volume changes when object is moved

texts: Whenever I change the position of any model it changes the volume. It's usually very minor but is there some way to fix this?


texts:
I could not figure this one out by myself so far, and would appreciate some assistance from you guys.

After setting up the base color / albedo and the normal map for my object, it looks fine in 3D view, but as soon as I switch into a rendered view or perform a render, the texture looks messed up.

Here is the 3D view:

and here the rendered view:

The .blend file if it helps:
http://www.filedropper.com/coucholdnew1

Thank you in advance guys!

-Aldin


texts:
I have a file that define some curves and values from 0 to 1 for each point in the curve. I am trying to create a material which uses this values from 0 to 1 as the UV coordinates for a colormap texture so I can see the values from 0 to 1 as colors in Blender.

I have seen several ways of using generated UV coordinates for the curve, but I haven't found any way of using my own data as UV coordinates.

I have tried something like this, but it doesn't work as a SplinePoint doesn't have uv property (or something similar).

    curveData = bpy.data.curves.new('myCurve', type='CURVE')
    curveData.dimensions = '3D'
    curveData.bevel_resolution = 0
    curveData.bevel_depth = 1
    curveData.use_uv_as_generated = True

    polyline = curveData.splines.new(type='POLY')
    polyline.points.add(len(yarn)-1)
    for point, node in zip(polyline.points, yarn):
        position = positions[node]
        point.co = (position[0], position[1], position[2], 1)
        point.radius = radii[node]
        point.uv = blending[node] # Of course, this doesn't work...

Any idea on how I could achieve this?


texts: I am trying to make this can label with some transparency around worn-out edges but I just cannot figure out how to add specular map to the texture at the same time. That fac slot is quite busy. Is there some way to do that with mixing?


texts: Python commands listed in the info area do not exist

texts:
I'm a Blender beginner just trying to find my way around, with the end goal of fully automating a number of rather pedestrian 3D manipulation tasks. While experimenting with various Python commands I encountered the following situation:

I use the UI to change the scene unit system from the default Blender units to Metric/millimeters (I can also do this in Python). But now the grid units in the 3D view are too small, so they need to be adjusted as well.
I go to the Display section of the Properties screen (window?) and I set the Scale to 0.01, which would give me a decently visible grid.
The Python code shown in the Info area once I execute this command is:
bpy.context.space_data.grid_scale = 0.01
But when trying to run this same command in the Python console I find out that
the SpaceConsole object (.space_data) does not have any attribute named grid_scale. That is also confirmed by the auto-completion feature, and by the Python API documentation that comes with version 2.79 of Blender, which is what I'm running.

A couple of questions related to this case, and the general exercise of trying to familiarize myself with the Blender environment, which so far presents a unexpectedly steep learning curve when it comes to "getting both feet off the ground" (in this case maneuvering around the UI):

How far can I trust the Python commands shown in the Info area while I manipulate objects manually in the 3D view? (This particular one obviously can't be trusted, since it doesn't exist or it's been deprecated.)
Is there any other way to use Python to set the grid scale after I change the scene units (or any time I want to)?
If there is no other way (anymore), then what workarounds exist to achieve this modest goal? (Saving a file with all the correct scene and grid units and loading that instead, etc.)

I apologize in advance for wasting someone's time with newbie questions, but in this case this discrepancy seems to point to a shortcoming in the product, which I would like to confirm (and I am actually reading the _ manual :))


texts:
So I actually had this working, and without changing anything (or so I thought) it stopped working, and the error I get is just a "this won't work" without even pointing me to a line or anything.  Here's the code:

import bpy

#Set parent
bpy.context.scene.objects.active = bpy.data.objects['Armature']

ob= bpy.data.objects['Tuxedo Shirt']
arma = bpy.data.objects['Armature']

bpy.ops.object.select_all(action='DESELECT')
arma.select = True
bpy.context.scene.objects.active = arma

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

parent_bone = 'CC_Base_BoneRoot' # choose the bone name which you want to be the parent

arma.data.edit_bones.active = arma.data.edit_bones[parent_bone]

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

bpy.ops.object.select_all(action='DESELECT') #deselect all objects
ob.select = True
arma.select = True
bpy.context.scene.objects.active = arma    #the active object will be the parent of all selected object

bpy.ops.object.parent_set(type='BONE', keep_transform=True)

I know there are redundancies there, but it was how the code got built and I didn't want to alter anything from what was working.  And, yes, those are the right names of the mesh and bone (like I said, it was working just fine -- obviously I must have changed something but I have no idea what it was).


texts: How to get the filepath to an imported mesh?

texts:
I wanted to add some additional functionality to this Texture Map Batch Bake Addon (it's not mine, no longer maintained, and I take no credit for it whatsoever).

By default it exports baked textures to a //Textures/ folder in the same folder as the .blend file:

path = StringProperty(
    name='Bake Folder',
    subtype='DIR_PATH',
    default='//textures/',
    description='Save baked images from this object in this folder',
    )

In my case though I'll be using this addon on an imported fbx and it doesn't look like the addon keeps track of where it was imported from.

Do I have to somehow use the fbx_io operator to get access to the filepath of the fbx it imported?

I couldn't find any threads about how to get the filepath of an imported fbx post-export, and was hoping someone knows of a way to get it.

Thanks in advance!


texts: How to enable snapping animation keys in the «Graph Editor»

texts:
How to enable snapping animation keys in the Graph Editor, in which after use Shift + D  I could move the selected keys. Key X = 0, Y = 0 exactly snap to animation  key X = 20, Y = 2. And then use Shift + R to duplicate the sawtooth curve? So that after the selected key is moved, it snaps to the neighboring key on the X-axis and Y-axis.
Or it can be done only by knowing the exact coordinates of the key X = 20, Y = 2, calculate the exact offset. And after use Shift + D write the coordinates of the displacement along X and Y. And then use Shift + R to duplicate the sawtooth curve?
Maybe there are still alternative ways to make a sawtooth curve?
We do not use the Cycles modifier for a curve with «Repeat with Offset» and an indication of Restrict Frame Range End, because after the sawtooth curve, if you add new animation keys, then the shape of the initial curve changes. And the new curve repeats cyclically. But on the Influence parameter cannot be installed by the driver, and the animation keys cannot be installed.

Advantage / application snapping animation keys:

Replacement / alternative of the Cycles modifier in the "Graph Editor".
Manually duplicate animation key loops via Shift + R with exact binding of the start animation keys to the end animation keys of adjacent loops. Because in the Cycles modifier there is no way to put the driver or animation key on the Influence parameter. And if you put animation keys on the curve after the end of the Cycles modifier, the shape of the curve changes and another shape of the curve is cyclically repeated.


texts: How do I get an "Empty" for texture coordinates node?

texts: I'm currently working on a voronoi texture, and it looks kinda stretched. I tried looking for a way to unstretch it, and they all said that I need to use a texture coordinate and use an "Empty" as its object. But I tried looking for it and I couldnt find anything. Is there anyone that can help me find the empty, or maybe to unstretch  with another way?


texts:
How do I go about creating a blocky noise texture similar to the one attached. This was done in After Effects using the Fractal Noise effect set to "Block".

This answer and this article from the blender documentation came really close, but the blocks are still too even and all neatly aligned in columns and rows.


texts: image not rendering with rest of scene, why?

texts:
I've been messing with textures and materials not actually knowing the difference and the effect it will have on my image as an object. Before it was shwoing in the render and now it's not.

I've linked my blend file here and i was hoping someone could point out my (most likely) noob mistake.

Cheers for any help!


texts:
I have a mesh wich currently looks like this on edit mode:

Even though I haven't activated the Z key to enter wireframe mode, I can see the edges behind the mesh. This is really annoying since I keep accidentally selecting the vertices at the back.

How can I disable this?


texts:
I have plane with sphere attached as object particle.

I have tried to set distribution jittered and random size of sphere.

What I noticed that there are smaller sphere particle inside bigger ones.

How to make sure that smaller particle spheres are not inside eeach other ?


texts: Applying transform to the child without offsetting transformation

texts:
I have no idea how to describe this further than the title so I show it bellow
https://www.dropbox.com/s/afwammm18ltr5jv/Apply%20transform%20like%20this.blend?dl=0


texts: How to apply a hair particle effect to a specific material

texts:
Okay, so I'm making an animal character and I want it to have fur by using the hair particle effect, but only in certain areas where I use a specific material.
I've tried to find tutorials on this but most of them start way far ahead from where I am, have something way more specific in mind, or only apply it to the whole object.
I don't want to use any UV wrapping because I don't think I need to in order to do this

Basically I want a material I can apply to certain parts of my object that will make it appear like it has short blue fur without any complicated UV wrapping


texts: i've overwritten one texture file, however the little thumbnail, preview of the previous texture is still there on the uv/image editing. i wonder is there a chance that it can be recovered?


texts: How do I get the name of the active brush texture with Python?

texts:
How to get active_texture.name via python? Or get active_texture[ID]?

(I mean a texture in active slot)


texts: Z-Buffer render gives unexpected results

texts:
I'm rendering blender's z-buffer to an image using render layers under compositing in cycles, but I'm noticing unexpected results.

Here is an example of a typical z-buffer render (not from blender). A flat plane will appear as a vertical gradient:

Here is blender's render of its z-buffer. A similar flat plane appears as a radial gradient:

I'm not quite sure what logic blender is using to represent depth. Is there a way to make blender's z-buffer behave more typically, where each pixel of the buffer represents the shortest distance from the camera viewing plane (the plane defined by the camera's normal)? If not, is there a way to get blender to render a scene like that without using the z-buffer?

EDIT: Here's a .blend file that demonstrates the z-buffer's strange behaviour. Hit render and it should show a radial gradiant on a flat plane.


texts: Mesh collapses too much when DynTopo sculpting

texts:
I've just started using blender or sculpting in general, and I have a problem. I watched lots of tutorials of how to sculpt and in all of them, they just drag the object and it's uniform, as in the example.

But for me, it's like this:
I don't understand what I do wrong. I've tried turning the symmetry on and off, turn it only for certain axes, zoom out, zoom in, everything.
Now, the question is: How can I make the smooth sculpt? What do I do wrong?
Tried to explain it as best as I could.

Thank you!


texts: How to chang matcaps light direction in blender 2.8

texts:
Hey everyone so with new matcaps in blender we are getting really cools shapes! I wanted to know if I can change matcaps light direction in an easy way! because I would like to use toon maptcap as a starting point for painting! the only problem I've got is I can't react it to light direction! I know I can make toon shaders and free style which is also awesome! but toon matcap is also awesome at the same time and it's only one click! I was wondering if there is a way to make matcaps to react to lights or changing it's light direction in Blender!
Tnx.


texts: I have several pieces of music in my game's scene I want to play based on an assigned number in a game property.  However I don't want the transitions to be abrupt, but rather smooth (as in when the property controlling which song is to be played changes, the already-playing song fades out while the new song fades in simultaneously.)  Is there a way to do this in the BGE?


texts:
I have uv map. It is similar to O shape.

With the textool addon. On clicking the Rectify it creates C shape.

I want to have a straight line uv without any bending or twist. Without apply any modifier used. A straight line.
Any suggestion or help how can i make it.


texts: Smoke simulation values are Resetting automatically

texts: I simulated smoke in Blender 2.74 and when I changed vorticity to 3 and changed flow type to smoke+fire which is in next tab the vorticity value again changed to default value. Then I tried Alt+A and there is no simulation. and all the values are resetting automatically.


texts: Where is Particle Velocity and Rotation in Blender 2.7a?

texts: I'm trying to make some Grass in Blender 2.7a but, I can't seem to find the Velocity in the Hair emitter settings, nor the Rotation, I use these to add random Velocity and rotation to my grass, can anyone help?


texts:
Is it possible to have "multi-color" emission?
For instance if I was modeling an iPhone, I would want the phone's screen to emit light - but not just one color. I'd want the light emitted to exactly match the colors of the screen that's emitting:

Unfortunately I can't seem to find any possible way to accomplish this.
Any suggestions would be greatly appreciated.


texts: How to display number of users in object properties panel? 2.91

texts:
After updating to 2.91, I can no longer see a user number in object properties, when using Duplicate Linked (Alt+D). Is it possible to make this feature work, like in previous versions?
Here's how my object data panel looks like (the number of users next to object name is now missing):


texts: ID mask noisy when using Volume Scatter for World volume

texts:
I've made a sword in this medieval blacksmith scene an ID mask so that I can give it a glare effect without affecting the rest of the scene, but because I used Volume Scattering for the world volume, the mask shows up like this:

Without volume scatter the mask looks fine, and I've tried rendering the mask without volume scatter enabled but it looks too far removed from how it looks WITH volume scatter not to stand out when I add it back into the scene.

This only happens when I include an ID mask node in compisiting. Is there a way to fix this or a workaround?

This is how I have the compositor nodes set up so far in case it helps:


texts: I have a sphere in my scene, and I keyframe its position. However, I later decide to change its position on that keyframe, so I go back to the keyframe in question, and attempt to move the object. I cannot. It seems that Blender will not let me move an object on an existing keyframe. Is there a setting I am missing? Also I cannot adjust it's position between two keyframes to add a new one in the middle. It seems as though setting a keyframe locks it in stone. Any help would be appreciated.


texts:
I am currently working on a simple animation for a sword, based on Percy Jackson's sword Riptide, and for some reason, the animation for the blendshape I am using on the sword is not exporting properly. It looks like the sword is doing the blendshape for the sword and the animation for taking the cap of the pen off. The animation for the cap of the pen coming off seems to work fine.
https://gyazo.com/65d8fdc36839c02e600c4872aa56ddc9 <- Animation in Blender
https://gyazo.com/e7cf9b64f476573537124e451ec52105 <- Animation in Marmoset
https://drive.google.com/file/d/1pgOZ6xlNKhnzovbrrDl2S87ap1GhE1gJ/view?usp=sharing <- Link to the blend file.
Any help would be appreciated, thanks.


texts: Joining an array before using a displacement displacement map

texts:
Stupid question, but here goes.  I am modelling a greyhound track.  I have used an array along a curve to create the track and am looking to use a displacement mask to create tracks in the procedural sand. I am now trying to get my head around how I can actually do this. I have applied the array and thought that the easiest solution would be to make the segments (of the quarter of the track that will be visible in the shot) into one piece, subdivide this with loop cuts and then use displacement. If that is the best way forward I am afraid I am failing at the first hurdle as I can't seem to join the segments.

Undoubtedly I am being dense but any advice would be welcomed.

Thanks

Adrian


texts: How to find the pixels of a texture for a certain face

texts:
I'm making a script that determines the color of a face, based on the texture. I have an object that is UV unwrapped and has a texture assigned. What I would like to do is find the pixels that are in the UV space of a certain face.

I have something that works, but it is terribly slow. For every face I loop over all pixels of the texture image and determine if they are inside the UV space of the face. Not the best method I think :D

In the Python API documentation I found something about MeshTextureFace and this seems exactly what I need. But I have no idea how I could use this.

Any ideas?


texts: how do I add reflections to the ground in tracking?

texts:
I am able to add shadows using the ground but I am unable to figure out how to add a reflection from the object to the ground. I tried to add a material to the ground using a glossy shader and a transparent shader with an add shader but its just invisible when rendering. here is an image
how can i achieve a reflection? Thanks in advance :)


texts: Lamps To Use For Natural Outdoor Lighting With Animations

texts: I have been creating a lot of outdoor scenes with nature. The problem I run into is the lamp choice for outdoors especially for animations. I always start with a sun, but it ends up being too bright in one small area,  and the surrounding isnt bright enough. What lamps/settings should I be using to make everything seem relatively lit equally but also realistically?


texts:
I'm using version 2.79 of Blender and I can't edit my mesh to create an animation.

The Problem:  I cannot edit my mesh when I create a new shape key (Key1). I can edit fine when I switch to the Basis key. When I try to scale the image in Key 1 a red line appears showing the axis I'm trying to scale but the vertices don't move.

The steps I took: Object mode > select object > create Basis shape key > create Key 1 > Edit mode > begin editing the object

I previously created an animation that worked so I'm pissed, extremely frustrated, and ready to jump off a bridge (smh, j/k of course). I've done too much work to start over. Please help.


texts: Python script not working beyond a certain line in the code

texts:
I am pretty new to coding in blender, just two days since I started.

I am trying to create a code that will align the local axis of an object to the local axis of another without changing its mesh alignment. So to do this I align the object in Object Mode and then go to edit mode to invert the changes.

I created a basic code but it seems to not work after a certain line.

import bpy
from mathutils import Matrix
from math import pi

class OrientLocalAxis(bpy.types.Panel):
    """Orients Local Axis to another Object without changing current
Structual view"""
    bl_label = "Orient Local Axis to object"
    bl_idname = "OBJECT_PT_OLAxis"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        layout.prop_search(scene, "Epty", scene, "objects")

        row = layout.row()
        row.operator("object.align_local_axis")

def main(context):

    #-------------Obj = Object we want to change----------------------------
    #------------TObj = Target Object we want to Align to-------------------

    scene = bpy.context.scene
    TObj = scene.objects[scene.Epty]

    TObjIRE = TObj.rotation_euler
    TObjIRM = TObjIRE.to_matrix()

    ObjIRE = bpy.context.active_object.rotation_euler
    ObjPos = bpy.context.active_object.location
    # We will need this later for rotating the mesh
    ObjIRM = ObjIRE.to_matrix()

    #We Find out the Rotation Matrix to transform TObj to Obj---------------
    # We will use this transform the mesh back to its original orientation--

    ITM = ObjIRM  #ITM is for Inverse Transformation Matrix

    # We set the orientation of the Object to the target

    bpy.context.active_object.rotation_euler = TObjIRE

    #Now we go to Edit Mode and select all Vertices

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

Doesn't seem to do anything after this point

    mesh = bmesh.from_edit_mesh(bpy.context.active_object.data)

    for v in mesh.verts: # Not sure if selection is needed Check Later
        v.select = True

    bpy.context.scene.objects.active = bpy.context.scene.objects.active

    bmesh.ops.rotate(mesh, cent=(0,1,0), matrix=TOBjIRM, verts=mesh.verts)

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

# Operator Definition

class AlignLocalAxis(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.align_local_axis"
    bl_label = "Align Local Axis"

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

 #--------------------------------------------------------------------------
def register():
    bpy.utils.register_class(AlignLocalAxis)
    bpy.utils.register_module(__name__)
    bpy.types.Scene.Epty = bpy.props.StringProperty()

def unregister():
    bpy.utils.unregister_class(AlignLocalAxis)
    bpy.utils.unregister_module(__name__)
    del bpy.types.Object.Epty

if __name__ == "__main__":
    register()

So the code doesn't run after it goes to edit mode, essentially from the for loop on wards. It doesn't select all the vertices or rotate them.
I copied the code from the 'for loop' on wards till  'Object mode' and ran it as a separate code and it works just fine.

ps: I am not concerned about whether the code will serve my purpose or not, I would prefer fixing it myself. Thank you.


texts: Linking material emission value with light power for easy animation

texts:
I have a flickering lightbulb.
It consists of a point light and a lightbulb mesh with an emission material for when it's on.

I'm using a noise modifier to variate the lightbulb power, but I'd like to link the power value to the emission strength.
I know I can just copy the modifier from the point light fcurve to the emission, but it's a hassle. I change one I have to change the other. Also consider the emission strength is exponential in its visual effect - 0.0 - 1.0 massive variation, but as you get higher the difference is less and less noticeable, unlike the point light where the strength value has a comparatively linear effect.

Any ideas?


texts: Emission of particles parented to a high velocity object

texts:
https://www.youtube.com/watch?v=NW9HJ02OfeE
As shown in the video, I have an object that move at high speed in 3d space. But the emitter does not have time to emit particles all the way.
It creates particles for each frame. But to emit particles constantly with a moving object?
Thank you for your time.


texts: Iterate over CollectionProperty with blendfile.py

texts:
Over on this question I found out about io_blend_utils/blend/blendfile.py, which is a one-file-module to read a blender file without actually loading it into blender. I need to read the elements of a CollectionProperty, which I am currently only able to do for the first element.

I fear this is a very specific and advanced question. I am hoping @ideasman42 may be able to help?

My use case

I need to crawl through a bunch of .blend files to find all the texture atlases (created with the uv_texture_atlas plugin) contained in them.
Since there are many and large .blend files, I do not want to have the overhead of loading all the files into blender.

My code so far

    def group_iterator(block):
        """
        Iterate over a IDPropertyGroup BlendFileBlock.
        :param block: block to iterate over
        :return: All IDProperty blocks in the group or list
        """
        i = block.get_pointer((b'data', b'group', b'first'))
        while i is not None:
            yield i
            i = i.get_pointer(b'next')

    atlases = collections.OrderedDict()
    for blend_file_path in blends:
        with blendfile.open_blend(blend_file_path) as blend:
            scenes = [block for block in blend.blocks if block.code == b'SC']

            for scene in scenes:
                # get custom properties
                properties = scene.get_pointer((b'id', b'properties'))

                if properties is None:
                    continue

                # iterate through all the property groups
                for itor in group_iterator(properties):
                    if itor.get(b'name') == "ms_lightmap_groups":
                        group = itor.get_pointer((b'data', b'pointer'))

                        if group is not None:
                            # iterate over all the properties
                            for prop in group_iterator(group):
                                name = prop.get(b'name')

                                if name == 'name':
                                    offset = prop.get((b'data', b'pointer'))
                                    length = prop.get(b'len')
                                    blk = blend.block_from_offset.get(offset)
                                    blend.handle.seek(blk.file_offset, os.SEEK_SET)
                                    atlas_name = blendfile.DNA_IO.read_string0(blend.handle, length)
                                elif name == 'resolutionX':
                                    resX = prop.get((b'data', b'val'))
                                elif name == 'resolutionY':
                                    resY = prop.get((b'data', b'val'))

                            atlases[atlas_name] = (2**(resX+8), 2**(resY+8))
                            print("Found atlas %s" % atlas_name)

Thank you so much in advance (I have been trying to figure this out for over a day now)!

Regards, Jonathan.


texts:
I'm making an animation of Solar system and shadows of all planets are shown, except Saturns rings which have no shadows¸, although there's no light from the Sun coming to the certain parts of the rings. For Saturns rings I used torus.

But when I position the torus at a certain angle, it's completely dark.

This is torus' node tree.

And this is the node tree for every other planet.

My render engine is Cycles.

What could be the cause?

Thank you!


texts: Adding loop cuts without unwanted details

texts:
I just get into blender modelling and have a mesh/topology question/problem which I accounter currently quite often and want to ask you how to resolve it. In the first image you see my current mesh with a subdiv:

Here without the subdiv to better reveal the mesh:

To get a sharper edge, I usually would introduce a loop cut like shown in this image:

However as by nature of the loop cut I also add more polygons/cuts in the mesh where I do not need them, or also do not want them (shown as red crosses in the image). This extra lines give me often sharp edges, where I do not want to have them. Is there a way in this situtaion to get a clean edge in my mesh, where I want to it to be (green arrow) to get a sharp edge in my model, without using creases? How can I fix this? Is there a way to avoid this situation at all?

Thanks a lot!


texts: Video footage becomes slower than the 3d after animation render

texts:
So, I'm trying to composite my 3d character with my video. My video was 1920x1080p with 23.97fps. So I set the render setting on blender to 1920x1080p and 23.97fps. But when I do render, after it finished, my video play slower than my 3d. It's like my video becomes a slow motion video. How did I get this? Any help would be appreciated.

I play on Movies&TV app on Win10
I render it under AVI JPEG format on blender


texts: "Error Writing Frame" during movie render

texts:
I'm brand new to Blender. I've made three short videos with the most editing done to them being fade ins and fade outs and added audio. Never had a problem rendering those.

My new project, however, is a 30 minute clip with some parts sped up using speed control strips. After I finished those edits, I grouped all the clips into a meta strip and added a "global" speed control to shrink the entire film down to ~8:20, to fit with a song I want to add to the video.

Problem is, at around 8% or 9% rendered, I start getting "Error Writing Frame". Here is a screenshot, which also shows my render settings.

I thought maybe I was running out of memory or something, but I don't know how to check if that's the case. The "Mem:" in the top right corner hovers around 1840M. I tried just rendering the video, without an audio track, but I still run into the same issue.

I'm not sure how to find output logs and stuff like that, and I'm not sure exactly what I need in order to get support. Any help is appreciated, thanks!


texts: The length of the edge doesn't show correctly!


texts: How do I fix this irregular shading on my subsurf retopology attempt?

texts:
So I am retopologizing an elbow on an arm mesh, but there is this strange vertex that just sticks out of the mesh whenever I use a 2-level subsurf modifier with smooth shading. Here are some photos:

Vertex is in dead center of elbow:

The mesh with the vertex highlighted:

Is there a quick way to make this stubborn vertex conform with the rest of the arm, or do I have to just sit and continue to rearrange my mesh?


texts: Blender takes a long time syncing objects

texts:
Why does Blender take more time synchronizing than it does to render. Does anyone know a solution to this problem?

A screen shot of the sync screen:


texts: Fixing Non-manifold edges for 3D printing

texts:
This is my first model for 3D printing, and I'm trying to fix non manifold edges. I included a screenshot, there are 6 non manifold edges. Things I already tried:
- recalculate normals
- remove doubles

To me it looks like there are no double edges left, so I'm clueless to what causes this problem. :) Who can help me?

The way I created this part is deleting two faces in the wall, extruding the floor face and merging the vertices to make it 1 piece again.


texts: Msgbus - How to subscribe to bpy.context.scene?

texts:
I'd like to receive a msgbus notification when the active scene is switched, or somehow otherwise capture this event and respond to it in my code.
I thought this would be a fairly simple msgbus subscription to bpy.context.scene, but my listener is not receiving anything from msgbus, not even errors. In fact I don't seem to be able to get msgbus to fire for anything in bpy.context. What I was hoping for was something like an active property for bpy.types.BlendDataScenes that I can hook msgbus into, but I've come up blank and the lack of any kind of output from msgbus has left me fumbling in the dark with mittens on.
Has anyone been here before?


texts: Blender is freezing when rendering: split kernel error: failed to load kernel_path_int

texts:
I'm running into an issue where I can't go any further with a tutorial. It keeps freezing when trying to render.  More information about my issue can be found here:
https://www.reddit.com/r/blender/comments/lh0tvh/blender_is_freezing_when_rendering_split_kernel/


texts:
Upon running, my character immediately does its assigned task but when I press something for another object (that is my building shaking) my characters get pushed by the walls and will stop walking.

Why does it stop when it's sensor is "always?"


texts:
I'm trying to morph from one video to another. I've seen some tutorial of how to morph images subdividing the plane and moving vertices, but what I really want is to morph from 2D moving images (video) sequence.
Does anyone know of any add-on/pluggin that I can use to accomplish this?

I was thinking about placing a feature request, since I think that the tracking system can be used to greatly automate this task. Does anyone know the right place to do this? Do you think it is an interesting feature to ask for?

I know there are programs that can be used to accomplish this task outside blender. I'm using gtkmorph to do the task, but AFAIK I have to morph from still images, and morphing a video sequence becomes very time consuming.


texts: Three shaders (or more) sharing same basecolor?

texts:
Can I change BaseColor from one shader and update automatically in other SELECTED ONLY object's shaders at the same time to share the same basecolor?

The idea is to use the same color on selected objects while respecting the other distinct properties of each shader
Thanks for help!


texts: cloth simulation penetrates thorugh the collider

texts:
I am recently trying to make pants, therefore I set my human mesh as

collider, but the pants still go through the legs.

how can I fix it?


texts:
So I'm modeling a character but the original model I used didn't have eyes, so I had to import those eyes.

I then joined the eyes with the model. The only problem is, when I pose my character, the eyes don't move with the rest of him. This doesn't make sense as they are joined and I can't individually select the eyes.


texts: Freestyle Line Set not Showing in Blender 2.79

texts:
Similar problem as in this other post:

Freestyle line is not showing

Freestyle Line Set should be in Render Layers ( Properties ), but is not Showing in Blender 2.79

Based on Blender 2.79 manual it should be there. Do I need to activate something. I already activated an addon called: FreeStyle Line Style SVG Export, but that didn't help.

https://docs.blender.org/manual/en/dev/render/freestyle/parameter_editor/line_set.html#edge-marks


texts:
So i was wandering is there a way to transform object 2 into object 1, without going into edit mode and deleting all extra vertice from object 2
i tried the un-subdivide option but it did something else :/ help please.


texts: Is there a way to modify multiple curve slopes in Graph Editor at the same time?

texts: How can I adjust several handles on one side at the same time?


texts: Same first UV and texture but different second UV in each objects

texts: I'm making a book shelf with a lot of books. They have the same material for the covers, and the colour of cover is changed randomly in the node. But I want to put different titles over it in each books with the second UV and texture. I have PNG images for the titles. Is there any way to put them avoiding make different materials for all books?


texts: Small black triangle appears during subdivide in combination with Sub Surface

texts:
I have pretty standard mesh with a sub surface modifier (not applied).

Editing has been fine until now - now when I subdivide an edge (one cut) it creates a small black diamond around the new vertex. When I toggle 'Display in viewport' in the subsurf modifier the diamond disappears correspondingly so the two are related.
I also can't recreate this in a fresh scene with just the default cube.

Blender version 2.82.7 - any ideas?


texts: How to give Tepig its tail? (Sculpting a curly tail)

texts:
I'm sculpting Tepig in Blender but its tail is giving me headaches. Extending it with the grab tool doesn't seem to work very well as the tail is getting thinner at the end and it's getting more and more hard to deform it:

Is there an elegant way to extend the tail more even?
Reference: https://www.pokewiki.de/Datei:Sugimori_498.png


texts: I tried exporting with every option available, and exporting with wavefront(.obj) works but it doesn't include all the parts(like the body parts where I added the armature thingy).


texts: Displacement on single vertex inside of a mesh

texts:
I am currently trying to make individual joints (vertexes) on a human figure move based on an audio file. I've done this for objects in the past for nonspecific movement by using a displacement modifier and keying the strength then baking the audio to f-curves. For this project, I want to move the joints of this figure based on audio, but have different joints react to different aspects of the audio. I thought having each vertex have its own displacement with different F-curve modifiers would work, but the displacement only works on the entire model, not just one point. This might not be the best way to do what I am looking to do, I'm fairly new to blender so apologies if there is something obvious I am missing!
Summary of desired outcome: be able to have each joint (vertex) move based on an audio track, but have different displacement settings and different f-curve modifications.
Thanks for any help!


texts:
I know that one can use a Gradient texture and Texture Coordinates node to fade an object out the farther it is away it is along an axis. They can even use a Mapping or Separate XYZ node to change the direction of the fade.

However

Using a Mapping node can be tedious, especially in an animation. I was wondering if it was possible to fade an object out away from the camera direction via a straight up Vector/Input node output or a combination of Vector/Input nodes.


texts: Joining animated model to a quick fire effect

texts:
I have been trying to join a quickfire effect sphere in evee with a model I finally found a way to animate but each time the model moves the flame does not follow it.
Is there a way to join the sphere (which is the fire mesh) and the smoke domain to the main model and make them follow the animation?
Also, will the fire domain box still keep showing when I render?


texts: How to do this in Blender and select multiple things at ones or is there a better way to do this?

texts:
In the end it will be a video, for a music track of mine, a fly though through the corridor.
Let met start with a few picture to explain what I am trying to achieve.
( and a vid )
My question is not about the fly through part, it's about how to model the corridor around the bends.

https://www.youtube.com/watch?v=fbJrFz2nKls
The problem I am having , is how to get not just the hull around the bends, but also the pipes and other details.
The bends I made in edit mode, select edges, then spin (45 degrees) then fill (F)  then extrude, and again spin.
Then delete the faces I used to extrude.
Wiling to share the blend file if that helps explaining my problem.
I hope the answer won't be, I will have to do this part for part.
I am getting the feeling I am doing it too much the 3D cad way, not the Blender way.
I thought I had figured it out so I made the hull a parent, and the details childern, but this does not work for edit mode, only for object mode.


texts:
I've already modeled the 4,6,8,10,12 and 20 sided dice via regular solids (tetrahedron, icosahedron, etc...) and the 10 sided following a tutorial.

Now I need the 14,16 and 18 sided ones, but I don't have a clue of how to get them...

Has anyone a clue of how to model them?


texts: What is the simplest way to create a horizontal or vertical dashed 2D line in Blender?


texts: Video Clip is Being Rotated in Movie Clip Editor

texts:
I've seen a question similar to this one, but it didn't answer my problem.
I have a video that I took on my phone that I'm trying to open in the Video Clip Editor, but whenever I open it, it is rotated sideways.  However, the video shouldn't be sideways, because when I play the video in a player like VLC, it is oriented correctly.
It seems like Blender is changing the orientation of the image when its opened.  I'm not sure why though.  Is it because of Resolution settings?  I've got the resolution X and Y values set to the dimensions of the phone picture size, so that shouldn't be the issue.
Is there an easy way to rotate the video IN the movie clip editor?
Thanks
EDIT
After @moonboots' suggestion, I tried using the Video Sequence Editor to flip the video, following this video that @moonboots posted: youtube.com/watch?v=hfo-DRGvkgo
The result worked when I rendered the animation and loaded it into the Movie Editor.  However, I had this issue where I had a sliver of video at the bottom which was just alpha.  What did I do wrong?
Here's an image of my settings.  My video width x height is 480 x 800

Thanks!


texts:
I have imported a .stl model into Blender with the goal of isolating and shading various parts of the model (painting it). I'm stuck with this format as a starting point.
In the Modeling pane I've selected the first part of the model that I want to isolate and I believe I want to create a Surface so that it can then be shaded.
Assuming that creating a Surface is correct, I can't figure out how to.  Right-clicking the selected vertices brings up the Vertex Context menu but I see nothing about Surfaces.
Is there a step I'm missing or a menu?
Here are some images to demonstrate what I'm seeing.
This is what it looks like when I select using the circle and box tools.

After some playing I realized I didn't have everything and after selecting 'more', I get this

Now it looks like I have the whole blade selected (although I'm really not sure).
So time to make some faces, and when I hit F, this is what happens.

I would expect to see something new in my Scene Collection, nope. When I pop over to the Shading pane, nothing new to see, in fact, the disappearance of the geometry is the only indication that something (who knows what) happened.


texts: What rendering framework does blender use?

texts: Does it use OpenGL?  Crystalspace?  Ogre?  I want to change the rendering system but I don't know what framework blender uses.  Also, what physics engine does blender use?


texts:
I'm trying to import a model, and to do that I need the XNALaraMesh addon, and I downloaded it from this tutorial here:
https://www.youtube.com/watch?v=SRRt2gZOg_Q&t=639s

The problem is, once I download it, when I try to check the box to enable the addon, I get the following error:

I'm using blender 2.79 and I'm not sure why I'm getting this error. Does anyone know how to fix this?

Thanks in advance!


texts:
I recently rendered a scene in blender after following a BlenderGuru tutorial and made sure to save the image. After closing Blender and going back in, I am able to open the image up in the UV Image Editor (below)

However, after selecting "compositing" and going into the node editor, I can't seem to view the image with the "viewer" node. The only option I seem to have is to re-render the whole scene again in order to see this in the node editor?


texts: Help figure out where this phantom rust is coming from

texts:
I have an object with two non intersecting UV Maps.  One UV Map (round.red.light.decal) is to place a red light decal (round.red.light.png).  The other UV Map (rust.map) was used to draw an image mask (cabin.rust.mask.png).

I have my nodes as such...

But I have some phantom rust that I did not draw in my mask.  The face the red light is on isn't even in the rust UV map.

Thanks for any insight.  Here is my blend file https://drive.google.com/open?id=0B8ZnFrE6fxi_ZDNIanAyQ001RlE


texts: Is there a file format with CSG operations that blender can import?

texts:
I misuse Blender as one possible editor for a 3D simulation program. The 3D simulation program also has other ways to create and modify geometries, among them are CSG operations. If there were a file format supporting CSG operations, then I could export to that format for visualization with Blender.

Blender 2.71 offers the following import formats

Collada (Default) (.dae)
Motion Capture (.bvh)
Scalable Vector Graphics (.svg)
Stanford (.ply)
Stl (.stl)
3D Studio (.3ds)
Autodesk FBX (.fbx)
Wavefront (.obj)
X3D Extensible 3D (.x3d/.wrl)

I'm pretty sure that .dae, .ply, .3ds, .stl, and .obj don't support csg operations (because I have read sufficiently deep into their specifications to be sure). I think that .bvh and .fbx are motion capture formats, and that .svg is a 2D format.

My guess is that .x3d/.wrl doesn't support CSG operations either. I also guess that there simply aren't any portable non-proprietary file formats supporting CSG operations, independent of Blender and its supported input formats. Are my guesses and assumptions correct?

A more limited form of CSG are overlapping (solid) objects, where an order of the solids is specified and determines which object wins in case of overlaps. Does any of the above formats (or their implementation in Blender) supports this more limited form of CSG?


texts: OpenGL error on startup - Blender 2.80 - bumblebee

texts:
i can't open Blender 2.80 since it tells me that it requires OpenGL 3.3 to run.
Well, when i start it with my intel graphics adapter everything is fine, but it fails, if i want to start it via optirun / primusrun with my nvidia graphics card, although it supports OpenGL 3.3.

Output:

Read prefs: /home/daniel/.config/blender/2.80/config/userpref.blend
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-44100.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-44100.mhr
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-48000.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-48000.mhr
Error! Blender requires OpenGL 3.3 to run. Try updating your drivers.

Here are some (maybe usefull) outputs:

1.) glxinfo | grep OpenGL

OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.2.2
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 18.2.2
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 18.2.2
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:

2.) optirun glxinfo | grep OpenGL

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 840M/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 410.57
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6.0 NVIDIA 410.57
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:

3.) mhwd -l -d
    --------------------------------------------------------------------------------

  PCI Device: /devices/pci0000:00/0000:00:1c.4/0000:03:00.0 (0302:10de:1341)
      Display controller nVidia Corporation GM108M [GeForce 840M]
      --------------------------------------------------------------------------------
  INSTALLED:

NAME:   video-hybrid-intel-nvidia-bumblebee
ATTACHED:   PCI
VERSION:    2018.08.09
INFO:   Hybrid bumblebee solution for NVIDIA Optimus Technology - Closed source NVIDIA driver & open source intel driver.
PRIORITY:   8
FREEDRIVER: false
DEPENDS:    -
CONFLICTS:  video-intel video-nvidia video-nvidia-304xx video-nvidia-340xx video-nvidia-390xx video-hybrid-intel-nvidia-390xx-bumblebee video-hybrid-intel-nouveau-bumblebee
CLASSIDS:   0300 0302 0300
VENDORIDS:  10de 8086

> AVAILABLE:
...

If i try to force the version to 3.3 (for whatever reason) with MESA_GL_VERSION_OVERRIDE=3.3 and MESA_GLSL_VERSION_OVERRIDE=330 it still outputs version 4.6.

A bit weird is that i was able to run blender some weeks ago, but changed some stuff in my linux configs which shouldn't have anything to do with my hardware / drivers / etc. The only difference is that i was using gnome on wayland and now i'm using i3 on Xorg.

Suggestion to fix it are welcome.
Daniel


texts:
I want to ask, is it possible to change camera focus in Blender? For example, I want the camera to focus to an object. So the other objects behind the focused object have a blur effect. How to do that?
Thanks for the reply :D


texts: How can I imprint very difficult Model (only visible without any other Polygons)

texts: I have many complex models. This is only one part of hundreds. Each has a lot of docking platforms without binding. And even more intersecting which creates a lot of unnecessary polygons. And also in the future this will help the normal coloring of objects. I have tried all modifiers. But after such a mess after Unreal Engine 4. Is there an easier way than how to manually align everything. I would like to make an imprint of only the visible part (that is, the space in which there will be no collision) But mathematically, the imprint is made on all polygons. What modifier can make imprints of spaces without visible faces or planes?


texts: I want to snap cursor to the center of selected face of the cube. I can do that by separating the face from the cube, setting it's orgin to it's geometry and than snapping cursor to selected separated face. Is there a shorter way? Can it be as easy as snapping cursor to a vertex?