texts: I'm using grass objects in a particle system to create a small field and need to animate it with the turbulence field. When applied the grass objects in the particle system sometimes rotates in the Z axis so it doesn't look right, how can I lock it to only rotate in the X and Y axis?


texts: I don't know how to be able to view my object normally again

texts:
So this is what I see now, but I cant get the bottom part (that's orange right now) to be viewed normally again, like the top part.
I have no idea how this happened and I tried to google the problem but I am unsure what has even happened so I don't really know what to look for.

Can anyone explain what I can do to fix this?

Please keep in mind that I'm a beginner.


texts:
Is it possible to make underwater hair simulation?

I haven't tried it yet, but is it possible for hair particles to react to water particles?


texts:
I'm trying to sequence frames into video, and I noticed all of my output is a bit darker than it should be. So I set up a pure white render through the compositor, and that's gray too.

compositor setup (through testing, "Use Alpha" and the Alpha slider do not impact the result)

compositor is enabled

nodes are active in the compositor

and this is what I get, a gray render

I don't have film transparency enabled. This seems super odd

EDIT: it does appear that the output is white, w/ values of R:1 G:1 B:1, but clearly it is gray


texts:
I want to dissolve faces as shown in this video.
In this video (please watch it at 0.25), the author turns some faces into "holes".
I try to do the same, but for me, it doesn't have any effect:

Why does it not work as in the video?
Thank you!


texts:
Are you speaking about Particle Settings or Particle Placement?

Before i hit render f12. All the bees stuck to the sphere. But after pressing f12 and render then i cancel it. And back to 3d view all the particles setting are disturb. May i know the reason whats going and why its not stuck same setting.

Any suggestion or Help. Thanks

Bake


texts:
I am having somewhat of a problem. I get a real nice flame and smoke in the Viewport but when I render only the fire does. I've been to other forums and tried different things but can't figure out what it is.

This is a screenshot of the viewport

And this is a screenshot of the render

Here's the link to the blender file if it helps.

Thanks everyone.


texts:
I'm trying to use sublime_Text_3 as text editor, I tried going through
https://github.com/svenfraeys/SublimeBlender and
https://github.com/svenfraeys/SublimeBlenderAddon
this links. But I didn't get anything.
Someone please help me with this.
I'm new to coding?
My Blender version : 2.83


texts: Camera switching in blender game engine 2.72

texts:
I am making a game in Blender 2.72, but in version 1.5a I decided to make a multiple camera view feature. I want it so that when you press C or F3(both are to do the same thing) the cameras will switch. I tried some tutorials, in which it was shown that actuators should work. I did all as said, but when I tested the game, it did not work as expected. I tried two different ways:

1.State 1
Keyboard C ------ And (state1) -------- State (set: 2)
Kayboard F3 ------/                  \- Scene (set camera: cam2)
State 2
Keyboard C ------ And (state2) ----------- State (set:1)
Keyboard F3 ---/                       \-- Scene (set camera: cam1)

2. State 1
Always(pulse) ------- And(state1) --------- Scene (set camera: cam1)
Keyboard C --------- And(state1) ---------- State (set: 2)
Keyboard F3 --/
State 2
Always(pulse) --------And(state2) ---------Scene (set camera: cam2)
Keyboard C ----------- And(state2) -------- State (set:1)
Keyboard F3 --/

Neither of these methods appears to have worked.


texts:
Is there any way to keep the angle between two bones fixed?

Here is what I am trying to do. I got an armature consisting of three bones. I IK constrained the tail bone to a dummy and when I move the parent bone, the armature should move in a way that the angle between the middle bone and the tail is fixed. I have tried all kinds of tricky stuff, but couldn't get it work.

Here is what I mean (sorry for the annoying logo!).

Basically, I need the angle between the black bone and yellow bone preserved. It is possible whenever the parent bone (blue) and the IK bone (yellow) rotate "more" so to speak. I mean, it's possible mechanically.


texts: How do you turn off deform for all bones in a rig? I've tried selecting all the bones in Edit Mode and unchecking Deform, but going through each bone, I've noticed some are still checked.


texts: Is there a way to smooth a surface cleanly without subsurf?

texts:
I often use subdivision modifiers to give my models a cleaner appearance, but this comes at the cost of too many faces and obviously difficulty in modelling (well, it's partly a hardware issue).
Is there a way (say, a modifier) that can achieve a similar "smoothness" without having to subdivide so much?
Example:
With subdivision on:

With Subdivision offf:


texts: Keyframes deleted but model still 'floats'

texts:
I'm trying to redo my walking animation. I've deleted all the keyframes under the Dope Sheet/NLA Editor etc., but my model still 'floats' along when I hit play. Prior to removing everything I could find, there were no keyframes showing on the Timeline either. Even if I selected the Armature, the keyframes weren't showing. How do I get them to show? How can I stop it floating along?

Thanks


texts: Make a seamless, continuing texture on two separate models

texts:
I've made a simple test texture:

... and a simple test model. Combined, they look like: (in Unity)

The image above shows two of my test objects. The left-most one is fine to me, but the right isn't. I would like the right one to continue counting where the left one stopped. For example, a brick wall made of two models. I don't want it to get cut off in the middle of the wall, rather I'd like it to continue seamlessly. The real-world application I'm going to use this for is 2D levels of different meshes. I built the levels and the Unity code would randomly place them for me. I'm having a problem here because the textures cut off. I was considering texturing each level individually, but that would be painstaking and it would take up a lot of memory.

Edit:
Please keep in mind that the two objects are different models and different shapes that will be placed in the Unity scene. Most of the methods listed wouldn't work or are not practical.


texts:
I am trying to make a surgical cutting guide (blue) for a jaw bone (white). The top part has to fit on the teeth, the lower part on the side of the jaw bone.

However, when I use the Boolean Difference modifier, it only partially works: The teeth are nicely cut out from the upper part, as you can see below.

But the part that touches the mandible is left open after the boolean, as you can see below.

I guess it might have something to do with the jaw bone model coming from a CT scan so it has an internal (hollow marrow) structure (see below)

I don't know how to solve it though. Is there a way to just 'fill' the jaw bone model and make it completely solid? Thanks for any advice.


texts: can I use ocean modifier on any custom shape?

texts: i am working on a ship in a bottle and want to animate the water inside the bottle with the ship floating on it. Is this possible with Blender 2.7a?


texts:
there is a tight cloth which I want to apply to a body

but the cloth shape is different since the cloth comes from the different body.

I tried to fit it as much as possible and used sculpt painting,

but it ruins the texture alot.

is there any other way to fit cloth to the body?

sorry I'm still new to blender.


texts: Someone knows what it is that dotted cage, what it serves but especially how to remove it?


texts: How could i make rotating tiles animation like in this video

texts:
So i've been triyng to replicate something that you can see in this new game of thrones intro starting at the 10 second mark, where the ground is made of these slabs/tiles and they rotate in this sort of nice wavy form.

I tried to play around with with different stuff in blender, but haven't been able to replicate this effect when there is hundreds of tiles.

Of course i could just animate each tile individually, but that would take ages.


texts: metarig is invisible, can't see it (scale, move pose it)

texts:
I'm a super newbie here. Currently using V 2.91
I started with some tutorials and stuff in youtube and it was all going well until I messed up with some configuration in the process of editing my character and now I can't see my Rig anymore. I tried searching for answers online but nothing worked. Everything seems to be fine and working but I can't manage to see the rig.
I'm going to upload the file and take a screenshot:
Blender File: https://drive.google.com/file/d/1klVfvf6Vt__D6HR9IAO5_OmDXZZaXRSh/view?usp=sharing
Thanks in advance.


texts: Store viewport display color and toggle shading type

texts:
I need to toggle between material and object color in the viewport shading, when I toggle on, the viewport shading should change to object and all the selected objects should show the same custom viewport display color value and when is toggle off the mode, it should return again to the previous state and each of the objects with their own viewport display color they had before the toggling.
What I have so far is far from working but I think the general idea is in the code. Somehow it changes the color of the object but give me some errors and I can't revert the previous viewport display color that each object had. Hopt all this makes sense.
import bpy
from bpy.types import Panel, Operator

bl_info = {
    "name": "Toggle Viewport Color",
    "author": "USERNAME",
    "version": (0, 0, 1),
    "blender": (2, 92, 0),
    "location": "View3D > N Panel > Toggle viewport color",
    "description": "",
    "doc_url": "",
    "tracker_url": "",
    "category": "3D View"
}

class Toggle_Viewport_Color_OT(Operator):
    """Toggle viewport color for selected objects"""
    bl_idname = "objects.toggle_viewport"
    bl_label = "Toggle viewport color"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        objs = context.selected_objects

        old_col = bpy.context.object.color = (1, 1, 1, 1)
        new_col = bpy.context.object.color = (0.5, 0, 0, 1)

        for o in sel_objs:
            for area in bpy.context.screen.areas:
                if area.type == 'VIEW_3D':
                    for space in area.spaces:
                        if space.type == 'VIEW_3D':
                            space.shading.color_type = 'OBJECT'
            new_col

        for o in hid_objs:
            for area in bpy.context.screen.areas:
                if area.type == 'VIEW_3D':
                    for space in area.spaces:
                        if space.type == 'VIEW_3D':
                            space.shading.color_type = 'MATERIAL'
            old_col

        return {'FINISHED'}

class Toggle_Viewport_PT(Panel):
    bl_label = "Toggle viewport"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'Toggle viewport'

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

        col = layout.column()
        col.operator("objects.toggle_viewport")

classes = (
            Toggle_Viewport_Color_OT,
            Toggle_Viewport_PT,
)

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

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

if __name__ == "__main__":
    register()


texts:
I'm still learning to model on Blender, but one thing I can't grasp is how to make such perfectly aligned and evenly-spaced mesh topologies. I'm trying to model an acoustic guitar and my mesh looks at best messy:

How can I create a smooth topology like this one? Notice how the features in the instrument's face align perfectly with its outline.


texts: I'm adding a curve modifier to my twisted object, targeting the bezier curve, and its making my twisted object much bigger than what it was originally, I have reset the transformations values but it didn't help.


texts: My rig does not move my character correctly

texts: I created a character, I inserted the bones and the rig, when I use the pose mode and move the rig my character deforms and I cannot animate it. I searched a lot online but found nothing about it. I hope someone can help me because I don't know what's wrong.


texts: Animation rotation of an object around another boject's fixed vertices

texts:
I have this landing gear bay doors that I am trying to animate with a simple rotation to open at a 90-degree angle.  The bay doors are a separate object from the plane. The pivot point is where the 3d cursor is.

However, when the rotation takes place the main vertices and edge of the landing bay doors are totally off from the ones on the plane they should rotate around.

Is it possible to make the bay door rotate around the vertices and edge between them as indicated in red in the first photo?
Thanks for the help.


texts: Unable to view double bonds from PDB file

texts:
Firstly, let me say that I am an organic chemistry graduate student and have very minimal experience with Blender itself. I am trying to use the atomic blender add on to make the molecules I have made in our computational software 3D printable.

However, currently I am experiencing trouble viewing the double bonds of any pdb file I import. I am exporting the file from Spartan Student. It is of pentafluorobenzene. The pdb file reads as such:

HEADER
REMARK Spartan Student v7 exported M0001
HETATM    1  H   UNK  0001       0.000   2.004  -4.575
HETATM    2  C   UNK  0001       0.000   2.004  -3.479
HETATM    3  C   UNK  0001       0.000   2.004  -0.707
HETATM    4  C   UNK  0001       0.000   0.804  -2.786
HETATM    5  C   UNK  0001       0.000   3.205  -2.786
HETATM    6  C   UNK  0001       0.000   3.205  -1.400
HETATM    7  C   UNK  0001       0.000   0.804  -1.400
HETATM    8  F   UNK  0001       0.000  -0.394  -3.478
HETATM    9  F   UNK  0001       0.000  -0.394  -0.708
HETATM   10  F   UNK  0001       0.000   2.004   0.676
HETATM   11  F   UNK  0001       0.000   4.402  -0.708
HETATM   12  F   UNK  0001       0.000   4.402  -3.478
CONECT    1    2
CONECT    2    1    5    4
CONECT    3    6    7   10
CONECT    4    7    2    8
CONECT    5    2    6   12
CONECT    6    5    3   11
CONECT    7    3    4    9
CONECT    8    4
CONECT    9    7
CONECT   10    3
CONECT   11    6
CONECT   12    5
END

The structure opens fine, no errors appear. The bond box is checked. Everything is bonded as it should be EXCEPT I cannot see any double bonds. All of the bonds are represented by one stick, regardless of whether they are actually double bonds or single bonds.

Can anyone propose a solution to fix this? Thank you in advance.


texts:
As the picture shows, the bottom part of the hospital is covered with shadow and I don't know why. The face normals are not flipped. This happens in both solid view and rendered view.

What causes these black shadows?


texts: Blender 2.8: export 3d object to use as website (wordpress) background

texts:
I'm totally new in Blender, I'm even not sure if what I want to do is possible:
I want a website where the main structure is a 3d staircase. So I use blender to create this:

Now I would like to export it and use it in my (wordpress) website background. Does someone know if this is possible and how?
I did see that there is a wordpress plugin especialy for 3d objects, but this plugin is mainly so you can rotate the object on the website, which is not what I'm looking for..
Hope someone knows more about this than I do :)


texts:
I’m trying to animate an umbrella designed by me, whose opening is based on a system of pulling wires. The bone called “Molletta_F_SX” has an IK constraint and, during the entire animation, it should be at the center of the round hole, where I placed his target (“Target_F_SX”). Unfortunately it doesn’t stay there. How can I fix it? Maybe the inverse kinematics is not the solution to control this mechanism?

Blender file: https://drive.google.com/file/d/16A4IfSJu9Pe5v_oNqlp558Fw0Pj0wVOo/view?usp=sharing


texts: Unsupported Radeon VII eGPU rendering on MacOS and Blender 2.8 beta

texts: I installed a Radeon VII into the Razor Core X eGPU, hoping to increase rendering speeds in Cycles on a 2018 15" MacBook Pro (i9, 32gigs ram). The beta 2.8 2019-6-12 version shows the message, "No compatible GPUs found for path tracing. Cycles will render on the CPU." The stable 2.79b 2018-3-22 version allows me to select "AMD Radeon VII Compute Engine" in the OpenCL tab of User Preferences ... -> System, set Device to GPU Compute under Scene -> Render, and optimize my tile settings to 256x256 in Scene -> Render -> Performance. Will we have the same options with 2.8 when it's out of Beta. I'm a Blender newb, but a long time Maya user excited to switch to Blender 2.8, but I'll be stuck on 2.79b if my eGPU setup isn't supported :*( ... will it be?


texts: How can I pack image and movie strips that I have in the video sequence editor? I have tried selecting the pack option in menu File/external data but when I latter restart the blend file, I find no packed images.


texts: How to export a model in blender along with the node setup?

texts: I have created a mountains scene and added a lot of detail to it through displacements in node setups. Unfortunately when I try to export this whole scene, I only export the main model and not the node setups that modify the model when rendering it. Is there any way around this? Thanks in advance.


texts: I was using the 2D animation environment to do a simple b/w drawing and when I press f12 to export I get a really low contrast image. Anyone knows whats happening?


texts: Looking for advise on modeling/faking lots of rope

texts: Another question for my Titanic model. I’m wondering how to efficiently add the rope arches on the lifeboats. My first thought is using curves and an array modifier to add long cylinders with a rope texture, but I’m worried that’ll add to much geometry to my already geometry-heavy model. Another thought was faking it with a flat/displaced texture, but I’m not sure if that’ll work as I want to make my model explorable at some point (so people will be able to see it up close). I might just fake it and make it more convincing at a later date, but I was wondering if I’d be able to do it now/soon.


texts: Blender adding image / texture on object does not show up in .obj document

texts:
I've watched some tutorials on how to add images to an object in blender. There are different ways to do it but I choose to do it as the following: with UV image editor and making a material and after that a texture for the image.

This is how it looks in blender as rendered, the front and back view:

I need this blender project to be exported to a .obj file so I can use it for an AR project in ENTiTi, but no matter what I Do, the rectangle will be empty when exported to .obj

Material and texture preview:

Can you guys please help me because I can't find a solution on google or youtube. I made a **google drive directory with the blender file, .obj file and the images:
https://drive.google.com/drive/folders/1WdspdKiK28vTmJVepi_FWb4Avs1pZOw5?usp=sharing**

Thanks a lot !


texts:
I followed a tutorial to create a city using .osm map file, and ended up with a red-colored city, (with red buildings), I wanted to know how do I texture it?
Tutorial I followed

In the tutorial, he states something about a texture atlas, which I couldnt understand.
Thanks!


texts: Exclude certain vertices from cloth sim collisions

texts:
I am making a sleeve that "abstracts away" detail by getting darker on the inside. I am doing this by giving the inside depth:

I need to prevent the selected faces from participating in any collision. I still want it to deform along with the rest of the mesh, but it should not collide with anything (shadows do not have collisions). Is there some way to assign a blacklist/whitelist vertex group for collisions?


texts: Why is Bump causing blackout of material

texts: When I plug my Bump Normal to Diffuse Normal my material turns completely black. What should I add &/or change?


texts: How can I render an edge only mesh as solid lines?

texts:
I have a schematic of a raspberry pi that is completely flat, no solid faces, just connected vertices.

Is it possible to render these lines somehow, so that it looks like a 2D drawing?

Maybe with freestyle?


texts: Strengthen normal (bump) map in Blender Internal rendering engine?

texts: Is there a way to do this in Blender Internal rendering engine with a normal map already set up and good to go? Specifically when the model has nodes enabled.


texts: UV Mapping identical meshes on top of each other

texts: I have an object with multiple identical meshes that I would like to use the same texture space for. When I unwrap the object, however, it maps each of them to a separate space. Is there a way to tell Blender to map them on top of each other, instead of having to manually move each one to the same space?


texts: Material doesn't move with object, it remains static

texts: I'm having issues with my material appearing static throughout the transform of the object. The object will move but the material seems to stay static. https://www.youtube.com/watch?v=U-jWT1q_Fx4 This link is similar to what I am seeing if you look at the clothes of the character in the youtube video.


texts: Why can't the Data Transfer Modifier be applied?

texts:
I am using the Data Transfer Modifier to make a flat bevel appear like a curved bevel.

There is an original object and a beveled object. The beveled object has the modifier on it. The modifier is taking the flat face normals from the original and using them to flatten out the shading on the parts that are not beveled.

When I click 'Apply' the effect disappears instead of being applied.

There are also two options in the Operator Panel that I don't fully understand. It can be applied as Object Data or as a New Shape. If I try to Apply it as a New Shape I get an error message saying: "Only deforming modifiers can be applied to shapes."

Is this the intended behavior of the Data Transfer Modifier, and if so, why is it like this?

Thanks


texts: How can I select only external edges in this mesh?

texts: I want select only external edges in this mesh, because i want to extrude them to remove empty areas.


texts: How to duplicate an object with all the unapplied modifiers (made with BoxCutter)

texts:
Note I m using  Boxcutter  but it should no be any difference.
I created an object i want to repeat N times.

I select it and Shift-D so i create a copy (should be linked) but in object mode this copy is completely clean without any of the booleans of the original even if it has all the list of the modifiers that the original has. ( U know boxcutter the cuts are only visible in object mode).i tried after that even CTRL -L but  with objects data but no success.

I want to keep all the modifiers not applied since i want to modify further the object.
Is there a way or should i apply the modifiers and then duplicate the object ( or save in a file and link frpom it)??


texts:
Is there a simple way to "modify" / "decorate" a bezier / curve (==curve in the following). For example:

modify a curve so that it is dashed or dotted;
decorate a curve so that it has something (an arrow tip, could be a curve or a mesh) at its end (or somewhere else: at its beginning or in its middle).

Obviously, I can add a decoration (an arrow) as an object, grad it and attach it to the curve. I can use an array modifier and simulate a dashed pattern. But that's not what I'm looking for. I'd like this to act like a modifier.


texts: Weight painting problem : when I move the head of my character,the cloak also move but it shouldn't

texts:
I'm trying to weight paint correctly my character. It's a roman soldier. The problem arises when I move the head,because the cloak also moves with it,but it shouldn't. I'm using the rigify + pitchypoi armature. I don't know what's the deform bone that stop the cloak movement. Check the attached video for a better understanding. I have also added the blender file. Thanks.

video

blender file


texts: How to read scene(s) data without loading content

texts:
I need to extract scene data without loading a blend file completely as some files might be in the upwards of 3GB and more.

Here is an example of the data I have managed to extract by loading everything in the blend via a python script.

{
    "scenes": [
        {
            "scene.cycles.samples": 250,
            "scene.frame_end": 250,
            "scene.frame_start": 1,
            "scene.frame_step": 1,
            "scene.name": "Scene",
            "scene.render.engine": "CYCLES",
            "scene.render.image_settings.file_format": "PNG",
            "scene.render.pixel_aspect_x": 1.0,
            "scene.render.pixel_aspect_y": 1.0,
            "scene.render.resolution_percentage": 100,
            "scene.render.resolution_x": 1920,
            "scene.render.resolution_y": 1080
        },
        {
            "scene.cycles.samples": 1111,
            "scene.frame_end": 250,
            "scene.frame_start": 1,
            "scene.frame_step": 1,
            "scene.name": "Scene.001",
            "scene.render.engine": "CYCLES",
            "scene.render.image_settings.file_format": "PNG",
            "scene.render.pixel_aspect_x": 1.0,
            "scene.render.pixel_aspect_y": 1.0,
            "scene.render.resolution_percentage": 100,
            "scene.render.resolution_x": 256,
            "scene.render.resolution_y": 256
        }
    ]
}


texts: Use a generated texture for Grease Pencil

texts: so I've made a building in blender with the Grease Pencil, and I've filled up with colors the walls, now I'm trying to put a generated brick texture onto these fillups, but I cant find any way. So does anyone know if there is a way? I would prefer not to use an image texture to make it random. BTW I'm a beginner. I want to replace the brown fillups with the texture schown on the right, the corresponding node setup is on the bottom


texts:
I have an .STL file of a Minecraft building which I would like to 3D print. The building itself is "hollow", but I understand that in the world of 3D rendering, there is no such concept - just vertices and edges.
So the issue I'm having in Blender is that the building is made of units of blocks which themselves are solid, but together create an overall model which is hollow. Thus when attempting a 3D print, the hollow inside of the building is not being infilled which is causing problems.
I just care about the exterior of the model. How do I edit the model in Blender to in essence "fill" the interior of the model? I thought of trying to select all the exterior vertices, then invert, then delete the interior vertices, but that did not work in my case and is unreliable/tedious. I assume there is a proper way to do this anyway (I am relatively new to Blender).
Edit: (Link to file): https://pasteall.org/blend/510d7027732e4e07be713198e682c060
Photos:

The first image is the exterior, the second is the hollow interior. I just want to print the exterior shape as if the whole model were totally solid. How can I achieve this. Thanks!


texts: Is there a way to simulate convection with a particle system?

texts:
As stated in the title, I want a particle system that will have particles heat up and rise, and then sink when they cool. How can I simulate this?

Additionally, I want to make sure the particles attract each other and move around on the x and y axes.

The end goal of this is to make physically accurate cumulus clouds (the puffy, flat bottomed ones), where the particles are emitters for a smoke simulation.


texts: Screw modifier with mutiple curves (how to get good result)

texts:
The screw modifier is good for creating a solid mesh from a single curve profile, but it does not seem to provide any options for handling multiple curve profiles.
This is the result of using a screw modifier on two (asymmetrical) curves. The generated mesh does not line up at the seam, since the two profiles generate independent submeshes.

Can the screw modifier interpolate between the two curve profiles as it rotates around and creates each vertical slice of the mesh? The dimension of interpolation should be the radius of any point on the curve, measured from the central screw axis.
Diagram:

A result with clean topology would be a bonus, if possible.


texts: Does anyone know how to make your object render as smooth after using edge split modifier? I have to use edge split around all UV-islands (else UV maps get distorted in my game engine). However, besides splitting geometry it makes the edges render sharp there. Is there any way to preserve original normal data after using edge split?


texts: I'm working on a human model, and so far I'hv been using a single color for the skin texture, which obviously doesn't look realistic at all... Anyone having some tips or tricks to make a realistic - or just semi-realistic (animation-style-realistic - skin texture? Or maybe you know a place, where I can download a texture-picture big enough (Very high definition) to cover a whole body.


texts: how can i import an object file of 400 mb into blender ,it freezes "" and if any hotkeys are pressed it stops responding

texts:
I did a model in rhino for 50 Mb and i exported as a wavefront obj file and while importing that into the blender it was 400 Mb and blender froze for 5-6 mins and stopped responding.
1.is there any problem on my side?
2.if not, the procedure what'll be it?
3.how to effectively solve it
my Pc specs: 1060 ti 6 Gb graphics,16 Gb ram,i9 8th gen processor SSD 512 Gb


texts: Why are there dotted lines in wireframe in 2.8?

texts:
I am testing 2.8 and I stumbled over the wireframe.
As you can see the I put a cylinder in between two objects.
The lines being hidden by the other objects are more dotted than solid lines

In the top-View it is even worse

With overlay disabled it isn't better though

Am I doing something wrong or is it a bug or is this feature still not fully implemented?


texts: I have a question about changing units when exporting to Adobe Dimension. When I export basic cube 2 m x 2 m x2 m from Blender 2.8. as a OBJ file and import it in Adobe Dimension, the cube has 2 cm x 2 cm x 2 cm. It is one hundred times smaller. Why doesn't have it same dimension? If I try to exchange the cube with FBX file, the scale of the cube is same ( 2 m ). I supose that universal format for exchange models between 3D aplication is OBJ file. Any explanation?


texts: Blender freezing when I try to add automatic weights to a parent?

texts:
still very new to Blender, and I was following this tutorial for creating rigging to a character model.
At around the 10:12 mark, we're instructed to hit Crtl+P while selecting both the armature & the mesh, and clicking on "Set Parent to...Armature Deform...with Automatic Weights". Upon doing this, my software immediately freezes, and I can no longer continue the project. Considering the fact I have a really nice setup, I don't think it's my video card persay, I'm curious what's causing Blender to freeze up. I'm not sure how I can continue from here. (The screenshot is my current model, where I'm trying to apply the step explained)

So, what am I doing wrong? Is my current character model too complex? I noticed the leg bones stick out of the leg mesh slightly, is that the problem? Or did I miss something else entirely?
Thanks so much for your help!


texts: How do I reactivate that the 3 axes for moving an object move with the object? :D

texts: So my english isn´t the best so the upper formulation was the best I could write xD. When you move an object for example 3 Units to the right, the 3 axes also move 3 Units to the right. But in the Project I´m currently working on(IPhone SE or something like that) the axes now always stay at the global Center which is pretty annoying, and I have had this Problem for a few times already and I never found the solution :X


texts:
I am trying to write some scripts to test blender.  I have developed some helper tasks that I would like to use from a common module.  However when I move the task from the working script into a different file and try and get the script to import from the second file it does not work.

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "E:\blender-addons\test\test_import_obj.py", line 14, in <module>
    import test_helper
ModuleNotFoundError: No module named 'test_helper'

So I figured that I needed to at least set the PYTHONPATH to the current directory.  However when I do that then the blender bit stops working

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "E:\blender-addons\test\test_import_obj.py", line 214, in <module>
    main(infile, module)
  File "E:\blender-addons\test\test_helper.py", line 22, in copy_plugin
    bpy.ops.wm.addon_install(overwrite=True, filepath=zfile)
NameError: name 'bpy' is not defined

I am using windows to develop my scripts.

What am I missing?


texts: Python: Nonsensical edge addresses when using bmesh.ops.create_circle

texts:
TL;DR: Two different faces created using bmesh.ops.create_circle have the same edges... sort of?
# create 2 circles
circ1 = bops.create_circle(bm,
                           cap_ends=True,
                           segments=segments,
                           radius=1)
circ2 = bops.create_circle(bm,
                           cap_ends=True,
                           segments=segments,
                           radius=2)

# get their respective faces
end1 = circ1["verts"][0].link_faces[0]
end2 = circ2["verts"][0].link_faces[0]

# debug
print(end1.edges) # <BMElemSeq object at 0x12ec08600>
print(end2.edges) # <BMElemSeq object at 0x12ec08600>
print(end1.edges[0]) # <BMEdge(0x7ff3cc8963f0), index=6, verts=(0x7ff3d03a91a0/23, 0x7ff3d03a8f38/12)>
print(end2.edges[0]) # <BMEdge(0x7ff3cc8961c0), index=2, verts=(0x7ff3d03a8cd0/1, 0x7ff3d03a8d08/2)>

end1.edges and end2.edges are reportedly at the same address, but end1.edges[0] and end2.edges[0] point to different places. What's going on here?


texts: Snap object on top of surface of other object

texts:
How do you snap an object on top of the surface of another object? I tried using the shrinkwrap modifier but that produced weird results.

If I have a cone, and a cube - I want to move the cone around so that it snaps perfectly along the faces of the cube


texts: Can I open Blender internal files with python?

texts:
I want to open a file which is packed into the Blend-file with the open() function while the game is running.

Is it possible? And can I write files into it? Like open("Test.blend/Text.txt", "w") or something?.


texts: How can i apply gobos to a spotlight to make it look like a real life moving head light?

texts:
as you may know most moving head lights used on live stages and dj shows have a gobo feature which allow the light to be restrained on some parts of the spot, as if a cookie cutter was placed in front of the light source, this results in various shapes.
How can i recreate this effect in blender on a light ?(i'm using 2.8 and Eevee)
i already have some black and white gobo textures ready if it can help (see picture below)

Many thanks in advance !


texts: Why my renders don't render to the bottom?

texts:
I'm rendering some products and when pressing F12 I'm getting 90% of the image rendered, there is a gap at the botton. It gets outputed when saving image as PNG.

DOWNLOAD SCENE:

https://drive.google.com/file/d/1-HbS0Q7hUOtK9dkXayaZ4VGkTxzwPWWp/view?usp=sharing

Examples of output (a & b have the problem, cups.png was rendered with other configuration):

This is my active camera, the only one:

Another perspective of the camera:

UPDATE 1:

Incresed Clipping End from 1000 to 2000 with same result.

Moving the camera a little bit to the top yields this result:


texts:
According to Blender's manual:

  Local Space is the parent of the object (or bone) is the frame of
  reference. Location is relative to the parent object origin. Rotation
  and Scale are oriented to the parent object axes. Only transformations
  to the object itself are taken into account. Transformations to the
  object’s parent are not taken into account.

I do not understand what that all means? What if an object does not have a parent at all? Then what is its local space?

Furthermore, if I use Local space for both the owner and the target of the copy rotation constraint then nothing happens. But if I use the Local spaces for both of them in the copy location constraint then as the target moves along its local axis then the target moves along its own local axis.

Why do we not get the same for the rotation?


texts: Why Asset Browser is missing from Blender 2.92?

texts: I just downloaded the new version of Blender (2.92) and the "Asset Browser" (which we were all waiting for) is missing. Is this normal for a reason or do I have to do with any settings issue?


texts: Hello, I am a beginner in Blender and I have tried to make a ladybug for my project. I managed to model it, but now I have to add a ladybug texture to it. I heard that by using the "Smart UV Project" function, I can easily   add my Ladybug pattern to it. However, after doing this, my image started to distort. Now as you can see, the ladybug's patterns has gone really wrong and I don't know how to fix it, so is there any way I can fix this problem and make my ladybug work?


texts: What happen. blender 2.80 is not working on my pc { window 7 32bit }

texts: Previous blender version was download and open successfully. But the upgrade version of blender 2.80 did'nt open on my pc {window 7 32bit}. Telling me that I need to get latest driver graphics cards.


texts:
I know there are lots of questions about this, but I've tried all the given solutions and I'm still having the same issue. When I look at the marked area in the preview window, it shows the whole image, yet when I render, it crops the window to only show about 50% of the whole image for a couple of my video clips- but not all of them. I did some cropping and scaling of all my images, yet their appearance in the preview is how I'd like them to render.

I've checked that the resolution is the same for the image and the render (1280x720) and I've checked that the scale is 100%. Any ideas? Thanks so much!

p.s. The answer might be obvious- this is my first time using blender as a video editor, so thanks in advance for your patience!

Here's a link to my blender file:


texts: how to set up background image for edge modelling a head?

texts:
I'm looking to try out edge modeling a human head in a method similar to the one shown in this video. I plan on using this image here, but I can't seem to be able to find a way to set it up like in that video. The method he used to add those reference images is gone in 2.8, and I don't know how to achieve the same effect.

What should I do? What's the best way to set up a background/reference image for edge modeling a head? Are there any ways to do it like in that video?


texts:
Is there a way to hide output node sockets that have nothing plugged into them?

This would be really useful, for instance when I am using the light path (or any other input node) and I am only using one output and the other 9 are just wasting space.


texts: Why am I not getting a sharp, creased edge?

texts:
All of the sharp edges are creased, but one side is not sharp like the other for some reason.

This side

should be like this side

And if I try to add a crease on the corner, I get this


texts: I was following a tutorial video on YouTube on how to make a coffee cup, but in the middle of doing so I accidentally changed which type of selection I was using. For example I can usually drag a rectangle over object and it will select the faces, but now it's a circle and I have to run it over each face individually. I've tried googling the answer but nothing that I found has worked. Does anyone know how to get out of this?


texts: How to Create Photo Collage Template using Blender?

texts:
I want to create a photo collage template in Blender. Is there any template available for this already?

My requirements is to create a video that covers several photos. Those photos should be pasted on the wall like a motion poster. Like photo collage apps for Android.

Here is the Video sample for what I want as a Blender template. It is a corridor with videos along the walls and a studio at the end. I would like to create it and include my own vids.


texts: constraining an empty to the intersection of two coplanar segments

texts:
For some reason I have two coplanar segments (each represented by a 2 points path), moving relative to each other in a way that guarantees they are always intersecting.

What I would like is to constraint an empty to follow the intersection of these segments.

The movement of the intersection point is far too complicated to be plotted manually or analytically, especially since the idea is to try various configurations that will change the position and rotation of these segments.

I tried using constraints, a combination of "damped track" and "clamp to" (i.e. orienting one axis of the empty parallel to the segment first, and clamping according to this axis next), but to no avail.
I get the empty to follow the first path in the constraint stack, but though it moves somewhat close to the second path, it remains quite far from the intersection.

Maybe the whole idea of using constraints is wrong? I'm interested in any trick that would make this work, including python scripting if there is no other way  (I suppose a scripted driver could easily compute the intersection coordinates, but I would hate to hard-code object references and such).

EDIT:
this cross-question discussion is kinda awkward, but here is a modified version of the proposed answer :

I just moved the end of the rod to reflect the fact that it is not aligned to any global axis. This is a major constraint that had me conclude an analytic solution was too complex to code as a driver formula.
Another constraint is that the slot inside the crank must be a straight line. This piece is supposed to be cut out by hand from a few mm of plywood, and trying to carve out a complex elliptic curve is out of the question (you would never manage to get the precision without laser cutting).

I have no doubt the trigonometry of your model is correct, and the precision is more than enough. Still, it makes the hypothesis that the rod axis of rotation is aligned with global X, and the contact point describes some complex trigonometric curve (I suspect it would be more like some Lissajou curve than a mere part of ellipsis if the axis was not aligned with global X, but not a straight line anyway).

As soon as its axis deviates from X, you can see the end of the rod going round in cicles as the crank moves. In what I try to simulate, the axis should remain stable and the "top" empty should slide along the crank radius to allow the rod to rotate without shifting position or deforming.

Maybe some formula adjustment can fix this, but I can't see how. At the very least the formula should take the rod rotation axis into account, which would probably require an arcsine of the two axis cross product.


texts: Looped Mixamo Animation not working in MD

texts:
I've been using mixamo's animations on my models and its been going pretty well. i recently downloaded the walkcycle and decided to duplicate to loop the sequence more in blender as its a very short sequence.
however when i export the fbx to marvelous designer, the animation becomes all wonky where everything seems to be pivoting from the hip and there is no animation from the limbs.
I'm not sure what I'm doing wrong regarding the exporting. when i use the original fbx file in md, it works with no problem, only the file that i tried to loop the animation in are there issues.


texts: Object is darker after joining it with another object just like it

texts:
I tried to join these two boots and the child becomes dark?

I separated them from the legs and then remodeled them, flipped the boot to the other side, and reattached them.


texts:
What do the modal operators do? They are found below the 'Border Select.' Why are there so many of them?

If I  assigned a HotKey to 'Border Select' as shown in the screenshot, what values should I put in modal operators, to 'Border Select' work as Deselect geometry through Alt + Left mouse?

So I need need to left-click + drag mouse Select geometry (or part geometry) and
  Left-click + drag mouse + holding Alt  Deselect geometry (or part geometry).


texts: Apply array modifier on multiple objects that have modifiers themselves

texts:
I have a scene with a movie theatre and I modeled a chair.

The chair is composed of different parts (meshes) that have subdivision modifier applied to them.

I want to apply an array modifier on the chair in order to make a real movie theatre but I can only apply two array modifiers (for both directions) on each parts of my chair. For performance reasons, I want to keep the meshes without the subdivision modifier applied to them.

How can I do that?


texts: How to create the effect of a flaming/electric cyllinder

texts:
I'm wanting to make another lightsaber movie.  The first one I made, The Battle of Harris Beach simply used an animated cylinder that was motion blurred, colored, and then overlayed on top of the footage as seen in this picture:

This works great, but unfortunately, the new trailer has somewhat raised the bar,  as seen at 1:57 in the new trailer.  They not only glow, but appear to be flaming and have some sort of lightning travelling through them.  What would be the best way of accomplishing this effect?  Thanks.


texts: How can I create accurate Colors and Emission for a computer screen model?

texts:
I'm trying to create a product shot with a computer and a screenshot of a webpage. I have some basic nodes set up, but the colors look washed out and dull. Lights are disabled, and I've set the background to transparent. Here is what it looks like
Here's the screenshot of the webpage:

Upon first glance the color might look pretty similar, but the white on the computer screen definitely isn't #FFFF, and in my file Which I'll attach, you'll see what I mean. Can anyone point me to the best nodes to get a good looking computer screen with accurate colors and some nice light emission?
Thank you!!
[edit] removed "add shader"


texts: Make a mask from a black and white video

texts: I have created a black and white video of a transition that I want to use in the video editor but I see that the masking tools require a vector type object. Is it possible to simply use the black and white channels in the video I created to mask a video in the sequencer or to quickly create a vector mask from a black and white video to then be used in the video editor? Basically I want the top video layer to show in the white areas of the video and the bottom layer to show in the black area.


texts: Why Scene Lights are not displayed in Eevee render?

texts:
I am a beginner modelller. I started learning Blender in August but I still can't figure out texturing. I just barely figured out using materials. My problem is: In the viewport the preset world material is being displayed. But I want to see it in my rendered view too. But In my render picture the lobby is completely black despite the lights. Please help what is wrong with my file? Why I can't see this preset scene light in the render picture and how can I make it being displayed? ( sorry for bad english ) My file is downloadable here >
How it should look like:

How it looks like after render:


texts: Combining Multiple Materials Without Image Texture Nodes

texts:
I would like to be able to combine a number of materials together into a single texture map.
I have attempted to go through the baking process, however I believe the problem is that none of the materials have a texture outside of their base color as seen below

Is there any way to bake all of these materials into a single texture without a texture map assigned to each material? Or, perhaps there is a way for the texture map to inherit the base color from the shader itself?
I would be happy to provide more context for this question if it helps.


texts: I was trying to make a carpet but hair isn't showing up in in renders...why?


texts: Mesh Data transfer to make similar shape

texts:
I have a small plant and created a ivy on the walls and its hidden. I want my small plant take the ivy shape. Is it possible with data transfer modifier. Never used. Any other suggestion how can i make it.
Blend File


texts:
I have made a BB-8 robot from the new Star Wars: The Force Awakens movie, now I want to rig it so the head will stay on top when I move the body.

Here is some reference footage of what it looks like moving.

How can I create the lag in the head moment seen when the robot starts or stops?

Further more, how can I make the body rotate when I simply move it?


texts:
I am very new to blender, and I accidentally deleted the Render layer box in the node display in compositor. I don't know how to get it back, and all my renders are either just pure black or pure white.

I found how to add it back via shift A, but that brings me back to the reason I ended up deleting it in the first place: I'm trying to use the denoise function, but the nodes aren't showing up on the render layers. It only says Image, Alpha, Depth and Noisy Image, but last time I did it (following along a tutorial) there were more nodes in the render layer box that now are missing. Can anyone help?


texts:
I am a beginner in Blender 3D, but I can already appreciate the power of this app.

I downloaded this book --> http://upload.wikimedia.org/wikipedia/commons/c/c1/BlenderDocumentation.pdf

However, I am encountering a lot of problems because my version 2.72b and most of what I am reading refers to UI which dates back to older versions.

Can someone help me identify a beginners book (in pdf format) that is updated for the version 2.70+.


texts: Rendering sequence of PNG for later animation - Render output does not show progress very well

texts:
I have an animation for which I am rendering thousands of PNGs to later be combined by the VSE.  When I start the render animation for the PNGs the Render output window is mostly gray and occasionally flashes an image super fast before if moves to the next PNG (Occasionally a rendered image will stick in the render view but it does NOT list the frame number).
That gives me some idea of where in the sequence my render is, but I have to pay close attention and mostly I miss the frame number it's on.  If I delete all of the previously rendered files I can see which files are being produced on the filesystem so that kind of works, but if I am over-writing files I can't tell.
Is there some way to configure blender render view (like a 1 sec pause between renders for the result to show) or watch the console output to keep track of my sequence generation?
Like I say, more of an irritation than a problem but I would not be surprised if someone has a solution :-)


texts: Apply Transforms on object copies not working

texts:
I have two objects which I want to make copies of them and apply transforms for these copies. I'm using the below script but it doesn't work and I don't know why?

obj1c=bpy.data.objects['Obj1']
obj2c=bpy.data.objects['Obj2']

obj1c = obj1c.copy()
obj2c = obj2c.copy()
obj1c.data = obj1c.data.copy()
obj2c.data = obj2c.data.copy()

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

obj1c.select = True
bpy.context.scene.objects.active = obj1c
bpy.ops.object.transform_apply(location = True, scale = True, rotation = True)
obj1c.select = False
bpy.ops.object.select_all(action='DESELECT')

obj2c.select = True
bpy.context.scene.objects.active = obj2c
bpy.ops.object.transform_apply(location = True, scale = True, rotation = True)
obj2c.select = False


texts: Switching or selecting the Object associated with ObData (Mesh)

texts:
Hopefully someone can help.
I want to use the Outliner to help select a number of Objects based on the ObData name and then organise them into collections.
I used ALT + D to duplicate instances of a number of objects.  Unfortunately, to create iterations of the original rock, I Shift + D duplicated and did not change the name.  So the original objects were named rock.001, rock.002 and rock.003.
All the duplicated instances have names rock.038, rock.201 and so on.
The ObData have names that match the original geometry:Cube.001, Cube.002, Cube.003
I want to now organise the rocks into Collections based on the original geometry.
In the Outliner, I can search by name and I can select the Meshes (ObData?).  However, I don't believe I can't only move the ObData to a new collection, I need to go up the hierarchy to the object node.
Is this possible? If so, how would I accomplish this?


texts: How do I enter Pose Mode in Blender 2.81?

texts:
I have a figure and added rigging.

I'm supposed to select both objects, go to auto weights and then switch over to Pose Mode.

I don't see that option. How do I pose my character?


texts: Bump Causing Bumps? (Not the right ones)

texts:
So I made a bump map for this model I've been working on and it works but it leaves these lumps.

My bump map doesn't have anything like that on it yet it still causes these no matter how I change the colour scaling.
I'm guessing it could be those seed things the texture has but they look too big. Any help would be great.


texts: Faces get distorted when scaled or moved

texts:
As you can see in the image, the selected face (on the right) is distorted.
I have four questions here:

(1) Why does it happen?

(2) Does it affect the final output when rendering?

(3) How to fix it?

(4) Is it a bug? (If so, should I report it or is that already done by someone?)


texts: Copy object from hidden layer with Python

texts:
Is there a way to duplicate object located on inactive layer? bpy.ops.object.duplicate() doesn't do anything.

>>> D.objects
<bpy_collection[3], BlendDataObjects>

>>> C.object.layers[10] = True
>>> C.object.layers[0] = False
>>> C.object.select
True

>>> bpy.ops.object.duplicate()
{'FINISHED'}

>>> D.objects
<bpy_collection[3], BlendDataObjects>


texts: Custom inteface: Two 3D views with a different header (toolbar)

texts:
Here is what I am trying to achieve:
I have two 3D views

One for manipulating objects (which needs to have some custom manipulation tools in its header). This view cannot be rotated.
A second one used to view the result from any point of view. This one does not allow to interact with the objects of the scene. It can be rotated.

The goal here is to hide the manipulators in the right 3d area from the user.

But, of course, there's still a plus sign that allows the user to reach those features (not only from the toolbar, but on the sides toolshelves, etc, as well).

I tried different approaches so far.

The most satisfying was to detach the right one into a new window and switch that view to fullscreen (removes anything else but the window region. But, since my app is small sized on screen, I would like to keep both views in a unique window.
Another possibility I tried was to override the draw callback of the header. Of course it leads to removing it from both views:

def my_draw(self, context):
    #...
    pass
bpy.types.VIEW3D_HT_header.draw = my_draw

Maybe there is a way to distinguish between the areas owning the header, and do the regular draw() for the left one and leave it empty for the right one (but I don't think so). But an empty header on the right would be more than enough for me.

I also tried to find a way to sort of mimic the way the region_quadviews work. That would have been a "dualviews" version, but don't really know where to start with that kind of approach.
And last thing I've been thinking about was to use another type of area for the right side and override its window region with the one from the left side area (since I won't need an OUTLINER, neither a RENDER area). But same problem: I read lot of threads here and there, but couldn't figure out if this is something that can be done, and if so how to implement it.

Well, I've read many times that we cannot hide the header via python (just saw a patch allowing it here).

But, if you guys have an idea about how to get close to one of the options above, or have another approach to suggest (even a simple idea) to help having a behavior that is not to far from was I'm trying to achieve, then thanks for your time.

EDIT: To be more specific, I have disabled the 3D Manipulators from user prefs and have a modal operator running on the left side allowing to deal with manipulating the green objects. And I use the code below to lock this same area from being rotated:

# Locks: Prevents from any numpad, mouse, ... rotation, as well as
#        leaving the 'ORTHO' mode
rv3d.is_perspective = False
rv3d.lock_rotation = True


texts: Why is my plane flickering in solid view mode?

texts:
My 5 sided plane is flickering when rotated in solid view mode

The plane has only one face and doesn't have any inner edges, I have tried creating another plane and it doesnt look like it has this problem.

Why would my plane flicker like that?


texts: Snap object with assigned rotation to surface

texts:
I have an object (button), which has been rotated and where the rotation has been applied. I want to align this button to a surface (the blue surface of the cube). The black background should sit flat on the blue surface.

I tried "Snap to Face" with "Center" and "Align Rotation to Target". I also tried to use an empty to find the rotation of the button in the 3D space. But nothing worked. Any help is highly appreciated!

This is a link to the example file: SnapTest.blend


texts: how can i fix Unable to generate valid Navmesh error

texts:
i have two files and when i am running the file in which i created navmesh that time it is running fine without any error but when same file is running from another file it shows error as
unable to initialize image(0) in MAMaterial, image will not be available
Converting navmesh: Error! There are no vertices!
Converting navmesh: Error! Can't get raw vertices and indices from mesh
Navmesh: Unable to generate valid Navmesh
please help me

#

file in which i created navmesh

#

file from which i am opening file of navmesh


texts:
I've selected a material view and here's what happened with the cube.
I'm sure it's not a camera max clip distance problem, because outline and grid is visible.
It is appears only when GLSL mode is active.


texts: Hole pattern appears when in sculpt mode

texts:
I was following along making the Blender Guru Donut® when I found that when I switch to sculpting mode a pattern of holes appear on my icing. I thought it couldnt hurt, maybe it was just for reference or something. But when I was done pulling arround the mesh (and thus some holes) and switched back to layout you could indeed see some artifacts of the holes in the form of spikes, and now my delicious donut is totally ruined.
Im guessing this could have to do with some setting being turned on/off? Can anyone give any help?

Edit: Yes thank you Rjg, that does indeed solve it


texts: Why is the handle on the bottom have a hole?

texts: I was following Andrew Prince's tutorial on how to make coffee cup. I applied my solidify modifier. Everything looked fine. After I was done with the plate I had noticed there was a hole in the bottom of the cup at the handle, showing the bridge between the cup and handle. I have already saved it and do not want to have to make a whole other cup. How did this happen and how can I fix it?


texts: Backface culling has weird glitch (Squares wont show up from culling)

texts:
So I like to use backface culling when I make my cars to showcase the topology. When I turn backface culling on though, it doesn't show any squares in on the backfaces. Instead they just disappear. On the first picture is how it looks currently. On the second picture it explains how the squares would look with a drawing. Thank you for your time!

.


texts:
I can get TOLLS width with code:

for region in bpy.context.area.regions:
    if region.type == "TOOLS":
        print(region.width)
        break

I can't set it in the same way (read-only error).
Is it possible to set it by python script?


texts: How can I snap a group of objects to a face instead of individually selecting each one then snapping it to the face.


texts:
I am using a hair particle system to scatter grass around. However, the models being used for the grass are already bunches of grass themselves, meaning they are considerably wider than the "original hairs" and which causes them to go over the edge of the plane where I'm using them.

My question is rather obvious: is there a way to mask or kill generated geometry that goes over the boundaries of the emitter, or when it collides with other geometry (like the grey border in my image)?

Thanks!


texts:
I have made a plane, and I have added one Vertex Group to it, and weight painted it as I desired. I then want another vertex group, but I want to duplicate the initial one, because I want the second vertex group to share the same weight paint as the first one, and I also want to add additional weight paint to the second vertex group.

Is there a way to duplicate vertex groups on the same object ?


texts: Use cycles to bake textures for a physically based engine

texts:
I am trying to use Blender to procedurally generate a mesh and material(s)/texture(s) via python. Parts of the mesh are assigned to material A and other parts material B and so on... The scene is set up to have a sun and is illuminated.

I want to use the created mesh and it's visual details (diffuse, glossy, emission, etc.) in a game engine which can render physically based (not UE4 or Unity, but my own engine, which is in development). Of course, the game engine can set the light source somewhere else and the object should be correctly illuminated.

Now I want to export the textures (albedo, glossy, roughness, whatever-could-be-helpful). I know I can bake the textures in Blender. I need to unwrap the mesh, create a image in uv-editor and select this new created image in a image texture node.

Now I can choose between Subsurface Color, Subsurface Indirect, Transmission, Glossy, Diffuse, Environment and so on. I am a little bit lost looking at these bake types. What types do I need? What is the difference between Color, Indirect and Direct? Why is there diffuse and not albedo? (Diffuse is with shading, albedo isn't).

Can someone shed light on the differences?


texts: How do I exclude an object from AO in Blender Cycles?

texts:
I have a scene where black text is on a gray surface.  With AO, this makes the text are to read.  I want to eliminate AO on the gray surface so I can see the black text, but keep it in other details in the scene.

How do I achieve this effect in Blender Cycles?


texts: [Nodes]Straight displacement for UV Sphere

texts:
I'm trying to get a straight displacement through nodes only. My goal is to create a lollipop.
I'm trying to create the lollipop stick. How can I obtain a straight displacement and not a cone shape (see picture below) ?
Thank you for your help !
PS : sorry, english is not my main language


texts: Create multiple different versions of project

texts:
I am working on a script that makes some changes to a Blender project file (for example, randomising material base colours) and then saves those changes to a new project file. I would like to create several different files from the same 'template'. However when I try to iterate using a for loop to specify how many new files I would like to create, the script throws an AttributeError after the first pass: "'Context' object has no attribute 'selected_objects'."
I believe this is because I'm trying to re-open the original project file to undo all the changes after each pass but I have no idea how to solve the problem
project_path = bpy.path.abspath("//")
current_filename = bpy.path.basename(bpy.context.blend_data.filepath)
for i in range(10):
    asset_folder = 'C:\\KabooAssets\\Fruit'
    new_version(asset_folder)  # make new variation of current file

        # save to new Blender file and reset state of current file
        bpy.ops.wm.save_as_mainfile(
        filepath=project_path + 'FruitHammer_' + str(i) + '.blend',
        copy=True
        )
        bpy.ops.wm.open_mainfile(filepath=project_path + current_filename)


texts: Using gate/sensor dimensions and the field of view to adjust the way camera shots warp?

texts:
How can I use gate/sensor dimensions and field of view (is "field of view" the same thing as "focal length"?) to adjust the way my camera shots warp?  I desire a wide angle without some of the weird perspective warping.

Thanks!


texts: How to set density(no. of particles per area) of hair particles with weight paint?

texts: I want to create a fade hair style but using weight paint affects the length of the hair not the actual density.


texts: How can I see matcap when I play a game?

texts: In BGE I can use Matcap when viewing objects, but when I press play and play the game can I use Matcap? It's real-time, so I can't see why not... That would give gameplay great graphics if I'm correct.


texts: How to output multiple images from Blender's compositor with Python?

texts:
I know how to render one image via Python and get an output with Blender's compositor.

What if I need it to render 100 images for me with numerical names e.g: img_1, img_2, img_3 etc.?

Give me please an example of a working script via Ubuntu terminal and Python sys.argv?

Can I for example setup compositor nodes, and then simply render scene and get composited render as a result render?

Python code for rendering 1 image:

import bpy
import sys

argv = sys.argv
argv = argv[argv.index("--") + 1:]

current_frame_path = argv[0]
print(argv)
ob = bpy.context.active_object
scene_rd = bpy.context.scene.render

scene_rd.filepath = current_frame_path
bpy.ops.render.render(write_still=True)

Shell script for rendering n images

#!/bin/bash

imgs_cnt=n

output_frame_path='RenderedImages/img'

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

  (
    cd /path/to/model/
blender --background Model.blend --python Render.py-- "${output_img_path}/img_${i}.png"
  )

  echo "Image ${i}/${imgs_cnt} has been rendered"
done

Here's an example for what I'm trying to do:

This is an automatically generated scene with plants, and I render it via executing shell script in terminal. It use 3 python scripts for blender. 1st script is for generating the scene, it places objects on the scene with different location and rotation settings and check if objects are intersected (to avoid clipping). 2nd script is for rendering scene. 3rd script isn't yet ready but it will be generating a mask for generated scene via cryptomatte.
As a final result I want blender to output me 2 images into 2 different  directories. 1st for the original images and 2nd for mask annotations.


texts: Are there any optimal settings to take full advantage of hardware when working in Blender?

texts:
Just getting started in Blender but do come from a video editing background specifically with Adobe Premiere Pro CC. I have my computer set up so I have my m.2 drive running my source media and an SSD running my programs with another SSD for scratch. What I'm trying to get at here is I find this to be the optimal way for me to run Premiere Pro and was wondering if there was something similar in Blender.
Are there any settings/steps you can take in Blender to take full advantage of your system and workflow? Or is this irrelevant?


texts: Blender 3D 2.78b on OS X El Capitan 10.11.6 - CUDA error at cuCtxCreate:

texts:
I am experiencing CUDA crashes on Blender 2.78b.

The error given is the following:

  CUDA error at cuCtxCreate: Launch failed.

It only happens with 2.78b, I've tried both 2.78 and 2.78a and there CUDA works correctly.

I am using clean versions, without changing any settings/installed addons.

The scene consists of the default cube, a single light and a camera and the Feature Set is set to 'Supported'.

The graphics card I am using is - NVidia GeForce GTX 780M 4096 MB, I also have the latest CUDA version installed, see screenshot below.

More info regarding the system, see below.

Has anyone experienced CUDA issues with Blender 2.78b? I noticed that this version moved to CUDA 8.0, which I am now using.


texts: How to delete concave edges automatically?

texts:
How can I delete every concave edges from this geometry:

To get this result automatically with only convex edges:


texts: I made sure there are no redundant vertices. It is one object. I expect it to bevel (Ctrl + B) like in the first picture, but what it does is on the second. Did the bevel tool change in 2.9x?


texts: How to flatten the transition of the extruded skin modifier

texts: I've a problem with my created model. I use Blender 2.81 for this model and extruded with the skin modifier a character. My problem is now, it gives some sharp edges, if two or more extruderegions lie near. I tried out to flatten this with the Sculpt-Mode, but not any of the Brushes did work like they should do. How can I fix that to connect them right without edges?


texts: Export mesh with weights and vertex groups

texts: Is there any way to export a mesh that contains weights and vertex groups? I tried exporting a mesh that contains such properties as an .obj but it didn't keep the weights and groups. So is there any file that supports these or is there something that I'm missing?


texts: Boolean modifier (difference) not staying with part

texts:
Hello I'm new to Blender and the community.
I created a cube then another cube inside and used Boolean + Difference and it works great.
However when I go to move the main part with the cube modifier the modifier doesn't move with the main part.
Please help
Thanks


texts: How do I UV Unwrap extremely complicated meshes? i.e: A blanket or a octagonal table?

texts:
I've gotten a couple of meshes from the internet and I need to texture them for a class project. I've learnt the basics of unwrapping cones, spheres, cubes etc. but when it comes to more complex objects, I'm clueless.

So how would I UV unwrap something like a blanket draped over a bed?

Thanks in advance!


texts:
Is there any add-ons where I can adjust the distance between 2 objects accurately? I am not asking about measurement but location objects w.r.t to each other.
For ex:


texts: Make particles slip around objects in Animation Nodes

texts: I would like to create a particle animation that shows a particles flowing and slipping around objects instead of penetrating them. The effect I want to achieve is shown in this gif by Étienne Jacob:


texts: How to connect "disconnected" edge loops between vertices

texts:
It's just simple question, look at these pictures:

As you can see, I'm trying to using loop and slice, but edge is not connected.

I tried to fix this, but it didn't worked(removing doubles, recalculate normals, remove faces that has not connected and re-fill it or etc).

What causes this, and how do I solve this problem?


texts: exporting 23.98 fps as a png sequence in blender 2.8

texts: I'm trying to export my animation in 23.98 fps as a png or openEXR sequence in blender 2.8 however when I import it to a composition software such as after effects it says that the sequence is at 30 fps. However, when I export an AVI file instead of a sequence format it exports as 23.98 fps.


texts: Why does blender delete the headlessly baked cache on startup?

texts:
So I am baking my smoke simulations on a headless machine. I am using the following snippet of python (bake-all.py):

import bpy

for scene in bpy.data.scenes:
    bpy.ops.ptcache.bake_all({'scene': scene,})

Together with:

/path/to/blender -b scene.blend -P bake-all.py

The smoke cache files are created properly. I then render using (for example):

/path/to/blender -b scene.blend -f 2

However, the smoke is not rendered into the scene and the smoke cache directory is empty; all cache files have been deleted.

What am I doing wrong?


texts:
Smoke is not casting shadows in Eevee render.
The blend file is given below.


texts: How can I use cell fracture to a limited section of the mesh?

texts:
I want to fracture a mesh to a limited section. It is shown in this sketch:

How can I control the width of this section and how can I let the top and the bottom of this mesh unmodified? How can I let the sections away from the fractured section the bits become larger and can I even make the fractured line be angled or bend?


texts:
I just started to learn Blender and was following a tutorial on YouTube on making ice-cream. I was almost done with the cream but when I added subdivision modifier my model started having gaps. Please give me some suggestions how to solve it. I am pretty sure I followed the tutorial. Here is the link to the tutorial on Youtube:
https://www.youtube.com/watch?v=EvTrZ0soo_Q&list=PLrjIgEdKLivgpCMmFC0_sV60Y_Ftp-WLD&index=2

Please tell me if you want more screen shots.


texts: Too many objects need random emission values

texts:
I'm new to blender, and am working on a large "cyberpunk" skyscraper that needs a ton of windows. I applied some basic materials nodes that randomized the emission values to each window as a separate object, which works great.

However, the problem is that the picture shown is only a small fraction of the building, and when I'm putting the parts of the building together, the object count is reaching the thousands, and my computer slows to a crawl. Is there possibly an alternative to randomize whether each window is on or off that will remain once I combine them into a single object, or at least in bigger pieces? Maybe have each window be randomly assigned one of two materials? Any help would be greatly appreciated!


texts: I've got a model of a brain, and I want to be able to make it so that in the creases it's a different material, but I'm not sure how to do that. Any pointers?


texts: I have several animations for this model that I was able to access previously in the action editor, but now I can only access my walking animation. Can anyone tell me why and how I can access my other animations again?


texts: Blender selection in viewport suddenly slow

texts:
Since a few weeks I suffer from the issue where I have to wait up to 6 sec after selecting an object in the viewport. The time depends on the amount of hidden layers (and hence the amount of objects visible).
But the amount of objects visible from the moment this starts to happen are nowhere near stretching my system.

This question has been asked before,
and I've been crawling through a number of bug-reports talking about this issue (or not) and they all seem to suggest that this should be fixed in later version.
I'm working with Blender 2.79b and these bug-reports all seem to have this issue resolved for earlier version.
So these fixes don't seem to apply for the current version anymore (or the features causing this are renamed, so I'm not recognizing them in the settings).

Also, the issue I'm having is often related to newe NVIDIA gpu's.
I was using CUDA before (same computer, other arch-based installation) which seemed to perform way worse than my cpu when rendering, so I didn't jump through the hoops again to get it working.
If I understand correctly CUDA has only an effect while rendering, it shouldn't affect performance while working in object mode, but maybe something I did driver-wise might have had an effect.

I've been struggling with this issue for a couple of weeks now, I hope someone can "render some lightrays onto my scene" ;-)

My laptop is a ASUS 4-core, some 2.5 Ghz, 16 Gb RAM with a Intel/Nvidia (bumblebee) GPU


texts: Align origin and axis to custom vertices

texts:
Let's say you have some vertices which are places randomly in space.
You want the origins to be aligned based on these vertices. I struggled a lot with it previously
so I want to share the easy method I found.


texts: How do I create a circular slide (similar to a water park slide)?

texts: I have been trying to use a combination of bevel object and the screw modifier and I keep getting all kinds of interesting shapes but none are what I need.  I'm sure there is an easier way than just randomly adjusting parameters. Below is the best I've been able to do and that's after 45 minutes of fiddling about.


texts:
How can I round up a single edge of a plane?

I hope the pictures help to understand the question.

I'm using Blender v.2.78


texts:
I'm currently playing around with small projects using different functions and effects to improve my skills in the software, however, I've run into a challenge in my current project that I can't seem to solve.

I have a coin (I've given it a colorful texture in the picture, in order to make it more visible to you). This coin spins into the view, and when it stops, et tips backward on one of the sites.

I have 3 light sources in the scene. Two lights are tracking the position of the coin so they keep rotating in the direction of the coin, but they stay in the same position at all times.

The remaining light - the one selected in the picture - is parented to the coin. I want this light to move along the coin at all times, but when the coin tips on its side at the end, I don't want the light to rotate along with it, but instead keep staying exactly above the coins pivot point.

I've tried locking all transformations of the light before the coin tips, and then when the coin has tipped, I move the light back in the position I want it to be in, and then I lock all transformations again, but the moment I drag across the timeline, it doesn't save the new position I have assigned.

How can I make this work? Can I somehow parent the light to the coins location while ignoring the rotation?


texts: Cycles Smoke render - Extremely poor performance & crashes

texts:
I have a decent new build: 3700x + 2x 5700XT, 32gb ram, using 2.81.

I thought smoke rendering for a fairly simple scene would be a breeze (excuse the semi-pun) but for a render of a scene containing a small cube with volume scatter at 1080p, Blender just grinds to a halt and then crashes. The max resolution I've had a successful render at is 640x320!

This is only at 50 samples too.

(I'm using an HDRI for world lighting, plus 2 or 3 small lights dotted about)

Does anyone have any idea how to improve things in this area?

In all other aspects, my new build is blazing fast at Blender.

Thanks in advance,

Jon


texts: Is my hardware what's causing Eevee not to render?

texts:
I've been using Blender 2.79 for a few weeks and just upgraded to 2.8. I want to try out a bunch of new tutorials using Eevee but it looks like I might not have a powerful enough computer. I've been looking at the requirements and such but I'm not really good at this sort of thing.

I can render a scene with Quick Smoke added at 1920x1024 in Eevee (the quality renders ok... it only took 36 seconds but the image just pops up and there's no count down letting me know how long it was supposed to take.) If I try to render the scene any larger Blender just gets hung up and nothing happens. Is this because I need to fill up those 2 empty memory slots I have?

I also saw the requirements said Eevee requires GPU capabilities. My Mac doesn't have that and I'm not sure exactly how (or if) I can upgrade my computer to that.

Thanks for any help!


texts: How to check if Node connected to another node input in Python

texts:
I am doing a process to some switch links in materials. I need to know if something is ever linked or not before to process. I can't find out how to :/
The script works well if something is linked only.

import bpy
for m in bpy.context.object.material_slots:
    mat = m.material
    nodes = mat.node_tree.nodes

    # get node input (socket)
    alphasocket = mat.node_tree.nodes.get("Principled BSDF").inputs[18]
    # get node link that connects into the socket
    lnk = (link.from_socket for link in mat.node_tree.links if link.to_socket == alphasocket)

    #add emission node
    emi= nodes.new('ShaderNodeEmission')
    emi.name= "emibak"
    outepute= mat.node_tree.nodes.get("Material Output").inputs[0]

    #make new link destination
    #here 's where I cant find out how to check
    if lnk != None:
        print(mat.name + " alphanod found")
       # mat.node_tree.links.new(lnk, emi.inputs[0])
    else :
        print(mat.name + " alphanod missing")

    mat.node_tree.links.new(emi.outputs[0], outepute)

here is another way I am searching...

import bpy

for m in bpy.context.object.material_slots:

    mat = m.material
    nodes = mat.node_tree.nodes
    print("**** Material " + mat.name+ " ****")

    for mat_node in mat.node_tree.nodes:
        if mat_node.type == 'BSDF_PRINCIPLED':
            print("From " + mat_node.name )
            alphasocket = mat_node.inputs[18]
            #print(alphasocket)
            node_in = mat_node.inputs
            #print(node_in)

            for n in alphasocket.links:
                print("Alpha connected to " + n.from_node.name)

This show me what is connected to the alpha channel but if nothing is connected I want to connect a new node.


texts: eyes not moving 100% with head / eyes lagging behind

texts:
I've checked many other same questions.
but none of them helped. It is still not working at my object.
I hope that someone can take a look at it and help me out.

Problem is that the eyes are lagging behind when I move the head.
All other objects do.

I tried it as separate and connected objects.
My weight paint seems to be correct.
I also tried a constraint: child of
Eye bones are connected to the head.

but still its moving slower then the head.

LINK unlinked. Problem solved.


texts:
I'm not sure how this happened, but my object appears to have been reversed completely in it's direction.  I tried using mirror (both the modifier and transform tool) and all it does is revert back to its current position.  Any idea why this has happened?  It's like the object has somehow been mirrored but I can't make it face the right direction.
This is how it's currently facing:

As you can see from this picture, it's reversed somehow from the reference photo:


texts: How to create a shape key animation from 2 mdd shape key animations

texts:
[Hard question]
When exporting an alembic (.abc) animation into an .mdd file (and reimport it back) it creates a sequence of shapekeys that form 1 animation.

if I have 1 mocap face mdd animation (female) that talks sequence of shapekeys
if I have 1 mocap face mdd animation (male) that talks sequence of shapekeys

How can I create some sort of effect in which the 2 faces interpolate between each other? like a shapekey between animations?


texts:
I am trying to change the viewport shading to "RENDERED" with python, but I can't seem to figure out how.

It seems like bpy.types.SpaceView3D.viewport_shade = "RENDERED" should do it, but this doesn't work and doesn't even give a context error.


texts: Starting an animation on the birth of a particle or using animation nodes?

texts:
I have a problem with the particle system.

Context:

I have a cube that emits particles. On another layer, I have 3 objects that change shape over time. I group the 3 objects and use the group in the particle system. The result is that the emitter emits the objects using the timeline to drive the grouped objects animation. That is logical.

Question:

What I am looking to do is have the objects start their animation sequence when they are emitted from the emitter, not based on the timeline. So that as each object is born, the animation is seen individually. The particle system gives me a very natural particle animation that I like, it is just that I cannot control when the grouped object animation starts.

I have had a look at the AN tutorials and I am struggling to understand. I figure that if I can create an AN animation for each object, maybe one of the particle nodes can drive the birth of the animation.

I would be very grateful for any thoughts.


texts: How can I access the Layer Enum of an image datablock in Python?

texts:
In Blender 2.79 I'm trying to access the different layers which are present in my MultilayerEXR files using Python. Basically, in my Node Editor, I have an Image node which offers me the various layers which are present in the file:

I can call the name of the layer just fine using bpy.context.scene.node_tree.nodes.active.layer, which will output 'Base' in this example.

Now, following other examples here on this site, usually I can get the possible Enum Items using bpy.context.scene.node_tree.nodes.active.bl_rna.properties['layer'].enum_items. While this does return an Enum to me, it is always the same one: It will be <bpy_collection[1], EnumProperty.enum_items> in all cases. Calling the following:

bpy.context.scene.node_tree.nodes.active.bl_rna.properties['layer'].enum_items[0]

will always return

<bpy_struct, EnumPropertyItem("PLACEHOLDER")>

How can I retrieve the list of layers which is stored in the image?


texts: How to turn off constraint lines drawn using OpenGL render?

texts:
When rendering my animation with OpenGL Render instead of the normal Render I see it's wonderfully extremely fast.

But it draws object linking lines in each frame that normal render doesn't. How do I turn these off please?


texts:
I found some similar questions but no answers to my problem. So I am creating a little player character for a game engine and I want to be able to move the eyes on their own, so I must use bones to control them (I think contrains wont work in the engine). I've set the parent of the eye bones to be the head bone, made sure that only the eye bones are influencing the eye mesh and used a weight paint of 1 for the eyes and the head, but the eyes still don't move properly with the head if I rotate it. I had such problems before but didn't bother fixing them properly and just made sure i wasn't rotating the head too much, but I really want to get a good rig done :/.

If anything is unclear, please feel free to ask me :)
Thanks in advance.

File: http://www.mediafire.com/file/oxkqoz521cpmm82/rpgbase.rar


texts: Merging vertical with slightly larger horizontal cylinder properly without creating Ngons?

texts:
I have a question.

I am trying to find a way to merge a horizontal and vertical cylinder, and have a bevel on the edge where they end up merging.
I tried this with a boolean cutting a hole in one of the cylinders, then merge the objects and bridge the faces of the 2 different cylinders together. But I can't manage to do that without creating a whole bunch of Ngons or distorting the shape. Any method to properly do this?

This is the result I managed to get so far.


texts: Why fabric texture is not depicted in blender?

texts:
I have created a texture in Substance painter including fabrics.

I have applied it to my model in Blender and everything is ok except the fabrics.
This is how it looks in Blender:

Why it is not depicted in Blender?
Appreciate your reply.


texts: How to duplicate an object without duplicating animation data?

texts:
What is the easiest way to duplicate an object without it duplicating the animation as well?

I thought I could simply change this in the user preferences by unchecking "action" but this doesn't seem to work.  It is of course possible after duplicating to U> make single user > animation then delete keyframes manually, but I'd prefer not to have to do that.


texts: Scaling Mesh and Amature Together [ShapeKeys]

texts:
is there a way to use a ShapeKey on Amature ?
I want to do a Character Creator in Unity.
So I create different ShapeKeys and then adjust them via Script in Unity.
But...
I want to have the modified Mesh to have the correct Armature attached to it, so I can make the basic Animation for each Character-Gender (Male, Female).
I'm relative new to Blender, but I can do some stuff, consider me an Amateur.
Help would be nice :)


texts: How can I get a tinted highlight without tinting the entire piece?

texts:
I want to give my highlights a little more color, such as in this image:

But using an environment map gives me pretty flat colors:

Is there a way to get this greater hue range, especially if I can get it just on a single object?

I tried adding a second light, but it really doesn't look good with environment lighting.

I also tried it without the environment, but any colored light tints everything that color, which I don't want. I want the shadows to be unaffected.

Compositor is fine too.

Edit this works, but the screen step seems too yellow:


texts: Blender character to unity scale problem

texts:
This has probably been asked many times before, but I can't find a solution to my problem. I have created a character in Blender, and when I import it into Unity by dragging in the .blend file, the character is huge compared to for example a default cube object:

Here is an image of my character and a cube in blender, along with the character's dimensions in meters:

Why is this happening, and how do I fix it? Hopefully someone can spot the issue, otherwise let me know if you need more info.


texts: If I made a good armature, can I use it for another mesh as well?

texts: I made an armature for a man, can I use that same armature for a female, clearing the weights and add another mesh in the place or do I need to make a new one?


texts: How to create black color in Eevee without any reflections?

texts:
I try to make a a scence where I want an object not to be affected by any lighting, reflections etc...
Here is the picture and the black planet should not contain anything but black.
I would be so happy if there is an answer to this.
Cheers
Robin


texts: Change material of object between multiple scenes

texts:
I have a car model I am rendering. I have several render layers I am compositing. It is simple enough to render and output the animation, but I also need to render the same animation from two different cameras. Furthermore, I need to also render from the same two cameras but with the car being a different color.

It was easy enough to create a new scene that is linked to the other so I can have a scene for CameraA and a scene for CameraB, both with the car being the same color: Blue...

I am going to use a Python script to render all of the scenes instead of me having to hit render for each one, but I cannot figure out a good way to create the scenes for the other color of the car. If I link the scene, changing the color changes it for all scenes. If I make a full copy of the scene, I could have the color be independent, but then I have multiple copies of cameras and everything.

I wonder if there is a way to make a material color change depending on which scene is active or being rendered. Any ideas?

(I am using Cycles, if that matters.)

EDIT:
Here's a basic setup to see what I am wanting to do. If there was some sort of switch or script that would select the Blue node if rendering Scene1, the Red node in Scene2, and the Grey node for Scene3.


texts: How can I scale an object with Python without it moving?

texts:
My code is:

human_obj=bpy.data.objects["Armature"]

When I scale it with the command human_obj.scale=(1,1,1) the object remains at its original location.  However, when I scale it with factors (1,2,1) or (2,1,1), the object will move to a new coordinate location based on the amount of scaling I've done in the x or y axis.

How can I scale the object so that it stays in the same location after scaling?  It does not matter if I do this scaling in edit mode. When I return to object mode, it will jump to a new location for any scaling of x or y != 1


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I seem to be having issues when I try and save the output file as a .png, or .jpeg for that matter. I've set up my user preferences, File, Render Output to my desktop as well as render output in the editor window. What am I missing here? I'm obviously very new to this program and your help would be appreciated.
Thanks for your time


texts: Is there a way to exclude other particle systems from the effects of a Wind effect?

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I have a scene with a number of particle systems. I'd like to have a separate wind effect for my main scene and another for an extra: an emitter + wind-effect to blow leaves into my scene.
I can't find any way to exclude, so here I am.
At the very worst, I can just render the main scene and then render the wind effect and composite it, but I figured I'd check first.


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I have a pretty complex scene made up of 15 sapling trees (which are all duplicates of each other), each with leaves. Obviously this means I have really long render times. While rendering I noticed this "duplicates" data point:
which is always at 0%. How can I make my scene so that I can utilize duplicates to speed up rendering time?

Thank you for your help!


texts: How do I load a UV map onto a 3d mesh in 3d View

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I was editing my UV map and it suddenly disappeared from the character model I was working on. How do I make it reappear on the model? I am new to blender so I don't really know what is going on.

Gyazo: https://gyazo.com/429358278e2083d4058166dc6d32b51b


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So I'm really new to blender, barely been 6 months.
I use a Macbook Pro 2011 running a 2.7 GHz Intel Core i7 2620M with with dedicated graphics, with 4gb of RAM(Yes I know.), and 750gb HDD partitioned into 500gb
I recently reinstalled mac OS High Sierra on it due to a software issue
And before then it ran high Sierra
I'm currently running blender version 2.81 (Thought it would fix the problem)
The problem now is that I really can't use up to half of my CPU according to my task manager anyways
At the top it says Blender is using up to a 100 percent (sometimes more) of the CPU but at the bottom it still says that 60% of the computing power is left on idle
I basically can't use the 3d viewport without it chugging
And I can't even go into rendered view without blender not responding for up to 5 minutes
Any ideas???


texts: How can a body transition between soft and rigid during animation?

texts: I would like to animate an object so that it transitions from being rigid to soft and back to rigid again. How can I achieve this?


texts: How to extrude an SVG on a cylinder but not have it solid

texts:
I have an SVG which is in the shape of a bone.
I need to have this shape wrap around a cylinder and have it extrude to have depth, however not be solid. Essentially a cookie cutter wrapped around a cylinder.
So far I've managed to import the SVG into Blender, that's as far as I've gotten. Most of the tutorials I see are about extruding a solid shape, but I'm not sure how to add thickness to the line of the bone and extrude from that.


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I loaded a file and the 3d model is white. I looked at different hoping to find a preset that will give the model color but I couldn't find it.

I then went to UV/editing to put an image in, but there was no color either.


texts: OS-X - Fly Mode won't respond to mouse movements

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I'm using the latest build of Blender (2.75a). When I use the fly mode function (Shift+F) I am unable to control the view of the camera with the mouse. I tried uninstalling and reinstalling, but that didn't work. This function worked fine the other day, but now it won't work. Any help would be appreciated! Working in Blender hasn't been more convenient since I've been using Fly Mode.

I'm running Yosemite, and my mouse works with everything else but controlling the camera's direction of view in Fly Mode.

Fixed! The menu bar above the timeline was placed too high for my mouse's movements to be read.


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I'm making a prosthetic hand for a young man.  These are the 'gauntlet' and 'palm' for the base design:

https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&usp=sharing

https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&usp=sharing

The two parts join at a "wrist hinge".  As designed, the forearm "gauntlet" hinge (link 1) is inside the "palm" hinge (Link 2).  However, there are many instances where the "gauntlet" hinge needs to be outside the palm hinge.

A) I've struggled to cut away the hinge from (2) to transfer to (1), but have not figured out how to reattach.  The hinges from (1) need to be transferred to (2).
B) Reattach the new hinges to the primary objects.
C) Offset the hinge connections on (2) about 2mm toward the center and spread the connections on (1) about 8mm away from the center of the object.

Okay, I hope A, B, & C convey what I'd like to accomplish.  However, I'm fairly certain that this is a relatively simple transformation in Blender.  I'm just too locked into conventional CAD.

With a fresh cup of coffee, it occurs to me that this might effectively be accomplished by selecting each hinge in turn and translating it, then smoothing the vertices.  The holes for the hinge pins would require some reshaping, which I haven't learned.  So...different questions:  1) can the effects of the hinge translation be spread over more than adjacent vertices (smoothing enabled?) and 2) can a primitive be used to reshape the holes for the hinge pins?

TIA for links, suggestions,....


texts: How to duplicate insets/extrusions on objects

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I've been wondering how it's possible to nicely duplicate extrusions on an object's surface.  For example, if I had the following window:

And I suddenly had the idea to put another window on a different part of the surface, I couldn't just duplicated the vertices of the window, because it doesn't include it's interaction with the rest of the mesh.  It would just do this:

Obviously if I was making a building with windows, I would plan ahead and make extra loop cuts for the windows I'm planning to put there, but sometimes after thoughts occur and knowing how to do this would also be very useful in other circumstances.


texts: How to only deform (GKEY in Edit Mode) selected faces?

texts: I want to only push forward the front faces, but not the side faces, like in the image below


texts: How to make such a material (Frosted glass)

texts: Tell me how to make the material as in the blue circle in the photo and glass in front. Thanks!