texts: Rocky mistake with key frame in timeline

texts:
it looks like that i made a mistake with the timeline. I have deleted objects from the file, left the one that i wish to work on, which i did (worked) and even saved the file. Today I have opened the file and wanted to add some keyframes to my rigs but, sadly, by removing the old objects and forgetting to remove their keyframes, now i came accrose to be unable to remove the left over keyframes from the old objecs and my file is irrecoverable (ctrl+Z will not work any more since file was edited and saved, closed and then opened). I might even say that i have "ghost" keyframes in my timeline that I just can't remove them in any way. I have searched on youtube, on google, in the book but nothing was mentioned (or i haven't paid attention well) for removing this "ghosts".
I have only the lines in the timeline, nothing else nowhere (nothing in dope sheet, NLA editor, graph editor, just in timeline).

If someone could advice me how to remove them, I would be a very happy man.

Thank you in advance.

The file of the issue at hand:


texts: How do you manipulate pose bones using python?

texts:
I'm trying to render different images of hand gestures using python, but for some reason, I'm unable to get the hand armature bones to move. I'm using Manuel Bastoni for the model. http://www.manuelbastioni.com/

Here's the code that I have right now:

bpy.ops.object.mode_set(mode='POSE')
for bone in bones:
    x = bone.location[0] + random.uniform(-0.2, 0.2)
    y = bone.location[1] + random.uniform(-0.2, 0.2)
    z = bone.location[2] + random.uniform(-0.2, 0.2)
    bone.location[0] = x
    bone.location[1] = y
    bone.location[2] = z
    bpy.context.scene.update()
bpy.context.scene.render.filepath = outfile_name
bpy.ops.render.render(write_still=True)

I saw that in the python console, bone.location = (x, y, z) works perfectly fine to manipulate the bones, but it's not working here.

Please let me know what I can do to manipulate the pose bones through a python script!

Thanks!


texts: I am trying to weight paint but when adding or subtracting weight paint either doesn't work or is very unreliable.(Blender 2.83.5 LTS)

texts:
So Hello everyone here at Blender, I am kinda new to the community as I have been using blender for maybe a few weeks. But the problem is that I am trying to use weight paints to control the effects some bones have to my mesh but when I am trying to add weight(by setting weight at 1 and the strength at 1) It doesn't take effect until I have clicked and dragged the cursor on the mesh like 30 times. And I have tried using the add brush, mix, multiply,and draw. And when I do get it to work it isn't consistent.  So here I am literally pressing on the red weight trying to remove it, but it doesn't do anything at all. I tried other brushes like multiply and mix, but multiply simply doesn't work because I have to go all the way to the ankle and it takes a big chunk of the shin's weight and I don't want that.
Please someone shine some light on me, I hope it is just a big fat mistake on my part
(Edit)
Alrighty Mr. Zak I've taken your advice and it Worked! But another problem surged. The add tool works great, but I like the Mix tool better because it makes more sense to me. Anyways, I am trying to make the whole shin red so the bone can influence the whole leg, but make a sharp cut at the ankle part of the leg.I don't want any leakage from the shin down to the ankle or the foot. But when I try and take weight paint off of the foot it won't do anything until I go to the ankle, but when I reach the ankle it does this... Thank you all very much!.
(EDIT) Sorry Mr. Zak I just realized my problem is that my low poly character was a little too low poly. I added some loop cuts and I was able to get some much desireable outcomes. Thank you so much for all your time!


texts: How to scale objects vertically depending on proximity to an empty?

texts:
Alright, what I have is an array of cubes that I want to animate scaling vertically depending on proximity to an empty I'll move around the scene. Like this:

As I move the empty sphere around, the cubes will scale down to a flat almost plane or up to an elongated cube. What is the best way to do this? Shape keys and some sort of driver setup? I don't know how to approach this.
With first answer solution:


texts: Replace all white vertices with color of my choice Blender

texts:
I need a way to replace all white vertices in the scene with color of my choice via python or tools.

The real problems is that I make models with vertex colors and I apply Cell Fracture. Unfortunately all the fractured internal faces are white and I am looking a fast way to replace all the white vertices with a color of my choice.

I am a python noob but I have found so far: Generate/Replace Vertex Colors and invert vertex colors in Blender


texts: Plane Tracked + Keyed video is misaligned when moving quickly

texts:
I have a video that I used Plane Tracking on, to key out a green board and put a video inside it.
It's all working more or less correctly, but I notice that when the board moves quickly in the video, the video inside is pretty misaligned. I'm not seeing this problem when the board is moving slowly though.
As you can see below, the board is tracked fairly perfectly:

But if you see in the "Compositing" panel's preview, on the same frame, the board is misaligned:

Why is this happening?


texts: Modeling from reference; how to not get messed up?

texts:
So I've started trying to model stuff from reference. I've gotten fairly OK results, but I keep running into some issues. The main one being, I could get the model perfectly lined up with one side of the reference photo, but then when I try lining it up in another reference photo, things don't go so well because there is a MESS of vertices everywhere! How can I stop from getting confused?

Example:

"Oh this is fairly clean, no issue."

"Geez Louise what is this mess!"


texts: How can I turn a photo into individual mesh objects

texts: I have a simple photo of city lights at night. How can I convert the lights into meshes that I can manipulate.


texts: Why is this anti-aliasing artefact happening?

texts:
Shown below is a render of a model of mine.

Larger version here

As you can see in the circled portions, the anti-aliasing is pretty bad. How do I improve it?

I've tried increasing the samples per pixel and the sample width, but neither seem to help it. Is there any other way to correct it?


texts:
I've ran into a problem quite a lot where I would like some sort of guide line or similar to snap to when editing an object with the "auto merge" feature turned on. So far I've just added a cube or similar that's the length I want and snapped to that, but it's a very tedious and annoying process. Does anyone know of a better way of doing this?
Here's an example of the problem, I want the distance measured there to be exactly 5m. Grid snapping only moves it relative to where it is to begin with or relative to some abolute grid which does not line up with the distance I want.
NOTE, I'm not looking for a solution to this specific case (such as moving the selected plane to "0" and then extruding it up 5m) I'm looking for a process which works no matter the geometry I have, such as specifying an origin and a point to be moved and then setting the distance between those points while moving the selected geometry with the point being moved, or adding a guide line to snap to. Is there such an option in Blender?


texts: Is there a way to make a game splitscreen in BGE

texts: I want to make a 2 player game but I need it to use 2 cameras. Sorta like an fps. I'm not great with code, any help?


texts: Problems after separation part of a mesh

texts:
I am learning how to destroy a building with this tutorial

The part of the building that gets smashed is separated from the main building (one large mesh).

Somehow some artefacts have been created.

What is wrong and how to repair this ? Or better go back and separate the "smashed part" again ?

Hmmm ... now I notice that there are some problems with that left column too .... ????


texts:
So, i was making a jumpscare animation, then i realised they changed the rendering stuff A LOT. I'm talking about "Output". It seems that we can only use "FFmpeg Video" as the output for rendering animations. I watched some videos to see what the settings should be for it and how to at least render the thing.
But theeen, my animation came out really low resolution, the details look crappy, very crappy.

I would LOVE to get some help, in any ways, doesnt matter. I just really need help with this.


texts: A strange bias for Vertex Weight Edit Modifier

texts:
I would like to modify my vertex weight using a texture.
To do so, I found out here that I can use the Vertex Weight Modifiers for this job.
However, I am facing a problem that there is a strange bias in the vertex weights. Please help me remove it.

As you can see in the left of the picture below, I painted the uv white in the middle and black as around it. What I expected to happen was that the white will assign a vertex weigh of 1 and the black a 0. That also means that I expected to see a weight painting with red in the middle and blue in the margin.

However, what came out is the weight painting in the right. I am not sure what value green and yellowish green implies but I am quite sure that none of them are 0 nor 1.

As a summary, my requirements are

I would like to edit the vertex weight via texture
I would like to assign weight 1 for white and 0 for black

while

White and black would NOT be 1 and 0


texts: Having two different wall materials, with graffiti on both

texts:
I am working on an abandoned hospital. I would like to add graffiti here and there on the walls. The graffiti is a PNG with alpha.

I have managed a rudimentary look and feel on a test piece, to be refined a lot soon, but the graffiti seems to make the materials under it transparent too, resulting in this type of image:

So the question is, what should the node system be to allow three materials on one piece of wall?


texts: Placing bone at each vertex -> How do I then connect each bone exclusively to that vertex?

texts:
Add a bone at each vertex location?
Using the above, I can place a bone at each vertex, however, it doesn't connect the bone to that vertex.
How can I edit the code in the solution to make it so each bone is connected to (only) the vertex it's placed at (with weight 1) ?
If I try to connect the bone-rig and mesh with automatic weights, it leads to un-evenness in the weight distribution.
Specifics: I have a 100 or so bones and want to automate rather than manually connect each bone to it's respective vertex on the mesh.


texts:
How can I make a bed canopy?

Both the modeling and the material?

Looking for something like these 01, 02.

UPDATE:

So this is what I ended up with thanks to Nicola Sap suggestion and I'm pretty satisified with it. Thank you.

What do you think?

What about the material? (Now I'm just using mix of diffuse and transparent).

(credit to pixabay/Viscious-Speed for the floral background).


texts:
::Edit::
Thank you, respondents.

I now have the desired z-transforming camera, the second part of my question is: I would like a sphere to be able to roll on top of the wavy plane due to the wave motion of the plane.
I can't seem to get the sphere object to make contact with the wavy plane during animation. The ball should rise and fall with the wave, and also roll due to gravity when the wave is vertical under the ball. I have it close, but the ball is going through the wavy plane.

Please visit http://gph.is/2EpCrto for a better gif picture.
The ball's y-transform is locked because it kept going off the side. The plane's and ball's rigid body source includes all modifiers via "final" mode. There is no collision modifier yet applied to the ball.

The Blender Docs mention something that could be of help: "The changing collision shape is available also with Change Shape button in the Physics tab of the Tool Shelf."
https://docs.blender.org/manual/en/dev/physics/rigid_body/properties.html#rigid-body

Thank you.

Answered - ::I would like to modify a mesh, either a plane or cube, to have a wave modifier. I would like an object to rest on the surface of this wavy plane and receive forces from it. Basically, I want the object to transform its Z-location value (Z axis is up) based on the waves of the plane. I do not wish to use the Ocean modifier.

So far, I've had minimal success; the wave-riding object seems to accept vertical forces from the waves but it's awkward, unrealistic, and just not right. What's the right way to have a stick-mounted camera move up and down with the waves?

Thank you.::


texts:
Note that this uv was way worse earlier. Seamingly smooth perfect squares warp and mangle unless i make more cuts than it seems like it should need.

Ok so i have props for my first ever scene for a game. Its a pretty basic set of platforms,  hand rails, and endposts, corner post and what not. I had no issues 3d modeling it. Ive been modeling for over a year now.  But im just starting to look at using my models so im learning UVs. But I cant seem to just get nice clean geometry.  Every thing blows out of proportion strangely.

there are no triangles in this model except for 4 at the bottom face to kill the n-gons. And its really just been beveled and inset to make this shape. and 1 side has been left flat. Most of the problems ive had i would use orthographic and project from veiw. But these wrap around the egde. How do i get clean square uvs from this. Im mostly worried about the top. But the sides also uv'ed to different sizes? There identical. how?

The pictures below are

So after several hours this is the cleanest result i could come up with. everything is some kinda warped, there are identical geometry that have different sizes on the uv map. And the cone for the top is slightly warped and i worked pretty hard on it. Because it was originally mangled.

i added 2 different attempts i would rather attempt 1 work .but i could settle for 2. stretching is ok in the small insets.

notes: i have already
- applied rotation and scale
- removed duplicates
- thought about applying and very heavy deform modifier.

enter image description here


texts: I have the issue that when I uv unwrap a cone, like the nosecone of a rocket, the pieces are not aligned in the uv map and the textures don't align. Does anybody know how to fix this? Here is a picture:


texts: Shrinkwrap modifier decal - When I join with object disappears

texts:
I have made a decal and added a shrinkwrap modifier with the following settings.

However when I apply the modifier to the decal and apply all scale, rotation, and position to both the decal and the object I want to attach the decal to and they to join them. The decal disappears. I believe it has something to do with the origin of either the object or the decal.  Since when I change it the invisible decal changes position.

How can I fix this?
file uploaded here enter link description here


texts:
I'm trying to use the mirror mod to place hands on a character.

The origin is the direct centre of the scene and the mirror is placed on the Z axis, and yet I get this result:

The viewport is in direct front orthographic mode. Why is my mirror messed up?


texts: Getting instanced particles to follow paths of hairs in particle system with hair dynamics

texts:
I've created a plane with a hair particle system and with hair dynamics on. I then used a particle instance modifier to add a custom cylinder to each hair particle, and turned on both 'create along paths' and 'keep shape'. I then added a wind force field to displace the particle system and (I hoped) in turn the cylinders. However, the instanced particles remain stationary when I play the animation and do not follow the paths of the hair particles (which deform just fine). Is there any solution to this? Am I missing something obvious? Here's the .blend file: https://drive.google.com/file/d/1qqP-HdKrQP_uk3MMPlcxnhdnoKtU7yi7/view?usp=sharing
Thanks


texts: Is there a better way to make addon working on both blender 2.80 and 2.79?

texts:
I know this works:

import bpy

class Test(bpy.types.PropertyGroup):
    def unedit(self, context):
        print(self.type)
    if bpy.app.version >= (2, 80, 0):
        type: bpy.props.StringProperty(default='xxxxxxxxxxxxxxxxxx')
        name: bpy.props.StringProperty(update=unedit)
    else:
        type= bpy.props.StringProperty(default='xxxxxxxxxxxxxxxxxx')
        name= bpy.props.StringProperty(update=unedit)

bpy.utils.register_class(Test)

but it is coping and paste solution (bed for many properties). Is there a better way?


texts: how to set the color on object by program

texts:
In python program, I want to randomly give the color to a object, I found a snippet like this

def get_random_color():
    ''' generate rgb using a list comprehension '''
    r, g, b = [random.random() for i in range(3)]
    return r, g, b, 1

bpy.data.objects['object'].color = get_random_color()

however this doesn't work for me, my environment is OSX 10.10 and blender 2.7.6.


texts: Making a Video using only text, correct way to do this?

texts:
I'm Trying to make a video using just Text, but I don't know the best way to do this.
I just want some kind of simple 2D edition also on my computer blenders take too long to render 3D scenes, what would be the best way to do this?

I have to create scenes for each group of text I want to show?
Or maybe it's better to just use images with text?
Or just use one Scene and use keyframes to get text inside and out of a the scene?


texts: How to remove shadows appearing inside material?

texts:
I've been following a tutorial on geometry nodes, which uses gumdrops and sugar for context. The geometry node set up for the gum drop is:

For the material of the gum drop I used the following shader set up:

The problem I have is on the render. If you look at the image below, You'll be able to see little shadows appearing inside of the gumdrop material. I want to be able to control these, either removing them completely or reducing the strength of them.

I've tried a few different things to alter them, but I've not been able to work out what is causing them.
I've tried removing Shadows in the Ray Visibility section, from the sugar cube objects, used within a collection in the geometry node setup. Specifically the collection is used in Point Instance Node.

I've tried increasing the Density in the Volume Absorption node in the gumdrop material Shader Node Setup, but it just darkens the colour, so the shadows blend in, and I would like to keep the brightness of the gumdrops if possible.
The last idea I had was to apply 'backface culling', but the option only appears in the Viewport Display settings, so doesn't affect the render. (I figured maybe the shadows are caused by sugar on the back of the gum drop.)
I'm not sure what's causing the shadows, and I've only been using 3D modelling software about 2 months, so I have no idea what else to try.
Any ideas or solutions?


texts:
In the linked video at 6:40, how did the author create a face on top of the figure? How do you create a new mesh/plane on top/inside of an existing one?

https://www.youtube.com/watch?v=kfebPwr0gx4

Also,
the faces on the mesh in the image are not flat because the edges are bent in places where there are no vertices. How do I make flat faces?


texts: How to include objects into the simulation of the wave modifier or replicate the wave modifier

texts:
My scene is a ocean with an ANT Landscape in the middle serving as an island. There is also to be a boat and some sort of serpent in the ocean, which is a plane with a ocean modifier. Currently, the ocean overlaps some parts of the island like its not there and the waves pass through the boat. Later on, when I finish up the serpent mesh, I want to create a splashing effect and cause the waves to rise around the serpent as it threads through surface.

However, there isn't any settings I can mess around with to fix this. I've looked up a solution using the shrink wrap modifier, but that creates a mess of triangle and still doesn't do everything I want it to do. I considered fluid simulation, except for the warning that fluid simulation takes a long time and its used sparsely.

I was wondering, therefore, if it was possible to replicate the ocean modifier and then join the meshes by joining the closest vertices? Or if there is some workaround involving some complex modifiers? Or if I should fake the effect of all objects being in the same scene?


texts: How to export materials to collada file correctly?

texts:
I am now using Blender 2.8 and create my own model, I add a new material and
link an image texture node to its color channel. However, when I try to export it to a collada file, and reimport it, the image texture disappear! It works only if I use Principled BSDF shader, it fails when I use other shader types such as Emission shader.

the selected object is the reimport mesh, the image texture is preserved in this case.

again, the selected object is the reimport mesh, the image texture is missing in this case.

So what is the proper way to export materials to collada file, or is it possible to export image textures correctly?


texts: Rigid Body and Invisible Object Collision

texts: Let us assume I have a brick wall (rigid body) that I want to get smashed with an object (in a rigid body simulation). I want this object to be invisible in the render. Is that possible? How do I do that?


texts:
As I understand it, a "closure" is the thing passed out of those green dots on the ends of those magic black boxes known as "shaders":

I've vaguely imagined that they somehow described a sort of "probability density" of the possible directions an incoming ray could bounce towards, and maybe an albedo for each color channel
(R, G ,B).

What really makes up a "closure"?
And how can you make your own via OSL?

Inspired by this question: What can a custom cycles shader do?


texts: Reparent object with transformations of new parent

texts:
To begin, I had an empty as a parent of a bunch of objects (think books with many children). I wanted to duplicate this as a set so I followed the following instructions:

Select Parent.
Shift+G, Children.
Shift select parent (by default it will be deselected when the children get selected).
Alt+D to duplicate.

However, after duplicating many times, and translating and rotating the empties (think duplicating and positioning books on a bookcase), I realized that one of the children was hidden so it did not get duplicated.

So I'm looking for a good way to duplicate this child and reparent this to a new empty, applying the new transformations. As far as I know, there is no way to transform an object by parenting it. Whatever advice I am given here will not only help me fix my problem, but allow me to make use of this technique for new projects.


texts:
[][

I am trying to make some colored glass blocks but on the image below the shadows are render like it's the block is solid.

On the top image, the shadows are rendering fine, but the seethrough makes that weird effect...

Anyone knows the solution (The only change i made was the Ambient Occlusion effect)

*(I Also render it on blender render)


texts: Can I control the intensity/strength of bouncing (the one that can be found in Graphic Editor with T key pressed)?

texts: I tried to decrease the effect in the Graphic editor but it doesn`t seem to work


texts: I made a lot of objects unselectable (intentionally). Now, instead of un-clicking them one by one in the outliner I'd like a button like make all objects selectable. Can a Python script do that?


texts: Is it possible to change the local orientation of an object without joining it to a "helper" object?

texts:
I am creating a building for export to an external game engine. Before exporting, I need to ensure the doors of the building are separate objects and have their local axes aligned to the the plane of their normals. The doors are initially created from the main part of the model (to ensure correct positioning and orientation) and then separated.
The issue, of course, is that these doors have local axes aligned the same as the original model, rather than reflecting their own individual rotation:

Before exporting, I need to correct the local rotation to match the actual orientation, so that i can script it in the game to slide along its local x axis.
I have had to face this issue many times in the past and having given up trying to find the correct way to solve it, have resorted to a kind of bodged workaround to fix it which involves orienting my view to the plane of the door, creating a cube as a helper object aligned to that view, joining the door to the cube and then deleting the faces of the cube, as in the picture below:

The issue with this, of course, is that the object then takes on the name and properties of the cube, rather than keeping its original properties.
Having used this method for years and driving myself insane with the tedium of having to rename every single object after performing this "correction", it occurred to me that there must be an actual "real" way to simply flip the local orientation of an object to match the normal of a specific plane in the object .....
... can anyone tell me what that "real" way is please? (or suggest a different workflow to achieve my goal with less tedium!)
Thank you!


texts:
I am trying to add a series to text in blender using python
Presently I am using these lines of code

bpy.ops.object.text_add()
ob=bpy.context.object
ob.data.body = "my text"

Is there a way that I can add my text while adding the text object itself?


texts:
I'm trying to add some wrinkles to these pants by baking a high poly sculpt into a normal map but i get these weird artifacts in my normal map. I'm not sure what I'm doing wrong that would be causing this. I've restarted from the same low poly model multiple times with different sculpts and different bakes and I always get the same artifacts. Any help would be appreciated.
For some reason there is this weird smooth looking section on the inseam and I'm not sure where it's coming from. Here's a picture of the high poly sculpt and there is no visible issue with the sculpt itself.
As a side not that is not as serious of an issue there seems to be an unusual discoloration between the seams of the mesh despite me just using a flat color as the base input color. I've included my node setup in case that might help.


texts: Blender plays a short .mp3 sound when it completes the render - HOW?

texts:
I was looking into a really necessary function for me when using Blender. I need Blender to play a short mp3 sound when it finishes rendering.
I found this on the API:

bpy.app.handlers.render_complete

Callback list - on completion of render job

And this script .py (addon) sends email notification, but I was really looking for .mp3 playback of a sound. Say for example if you are away from the computer, then you´ll hear the render fininsh.
https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Render/Notify_after_render/

But I don´t have a way to put this all together.
Could someone point me with another script?


texts:
I'm creating a scene with planets, and I wanted one planet to track to the camera (but not in 100% percent). But when I want to render it the "fresnel node" is acting weird. Why constraints ruined my set up, and how to avoid this?

Of course I want planet to rotate in directon of my camera, but fresnel must behave the same as before (it should outlines the object, not creating some line via center of object). I tried different constaint settings, nothing worked.

Simpler Example (both screens are from camera perspective):


texts: Python Script to import obj and create collections

texts:
I’m having trouble updating a script that worked in Blender 2.7 over to 2.8. Since Scene Layers have been changed over to Collections. The script takes all the OBJ files from a location and brings them into Blender, which is working great.

The issue is after the objects are added to their collections there is also another "linked" copy in the Outliner.

Why is this a problem? I want to hide all the collections apart from the first one. Having these linked objects means when I try and hide the collection the object(s) stay visible.

Does anyone know how I can import objects into a collection without it linking a new copy?

I tried bpy.ops.object.move_to_collection function instead of linking objects. But I could not make it work in my script.

Here is the script:

import bpy
import os
import glob

directory_im = 'C:/Users/mila/OneDrive/Desktop/OBJ for test/'
files = glob.glob(directory_im + "*.obj")
for f in files:
    head, tail = os.path.split(f)
    collection_name = tail.replace('.obj', '')
    bpy.ops.import_scene.obj(filepath=f)
    myCol = bpy.data.collections.new(collection_name)
    bpy.context.scene.collection.children.link(myCol)
    for ob in bpy.context.selected_objects:
        myCol.objects.link(ob)

And this is how it looks like after the import:


texts:
I have this high poly model, and I did retopo for it.

Now I want to create a discplacement map for it, or at least to try and get some more details into the model. I added a subdivision modifier, and then a shrinkwrap modifier, and that cuased some issues in the mesh. When I added a displace modifier between the subdivision and the shrinkwrap modifier, it help but it doesn't eliminate the problem.
What can I do to fix it?


texts: Transparent object on transparent background

texts:
I am using Cycles Render and v2.79. I have an object that is partly transparent and when I set the background to transparent (check transparent under Film) the object has no alpha and is rendered with the background (which is white). The rest of the background is transparent and edges that touch the background have variable transparency.

The two circled objects have the same material which is just a principled shader...

Why does this happen and what should I do to fix it? How to do I get the object to render with alpha?

Thanks for any help.


texts: Only the first objects i made are rendering

texts:
Hi i am pretty new to blender but i was practicing with this logo but only the first two objects i made are rendering. however everything seems to render fine in my camera preview. if somebody could look at my file and help me out i would appreciate it. file

>

File is here: http://s000.tinyupload.com/index.php?file_id=06456673312295020538


texts:
I just started Blender yesterday, following this tutorial: https://www.youtube.com/watch?v=WFzIbz2FN28 and at 8:30, he's made a cylinder and scales it down to flashlight handle size by pressing "S" and moving the mouse.
For whatever reason, pressing "S" suddenly didn't allow me to scale with the mouse despite it working earlier in the tutorial.  I was able to enter the values manually to scale it, but then it came time to rotate it.  He did so with "R" as I had previously, but now it also wasn't working for me.
When I press "S" or "R", the cursor changes to look the way it should when I'd be scaling or rotating, but moving the mouse has no effect on the shape itself.  When I press "R", the cursor changes, and moving the mouse causes a "Rot: -250" for example to appear in the upper left corner if I've moved the mouse in such a way that it should have rotated -250 degrees.  The change just isn't visible on the canvas area.
As I'm new to Blender, I assume that I've inadvertently selected some sort of "Lock from Transforming" option and disallowed myself from transforming objects with the letter shortcut and mouse movement.
It's not the end of the world because I can still change the rotation by typing in the values on the right in the "Transform" window, but I'd still like to know what's wrong.
Opening a new Blender file confirms that I can transform as intended there, so it must be some option I've selected in the practice file that's preventing me.  Does anyone know what it is, or what else I might be doing wrong?
Not even clicking the "Transform" button on the left and dragging one of the axis circles works. It should have rotated but it's still just sitting straight up.


texts: Why does a white background look grey once added to the VSE as a scene strip?

texts:
In Grease Pencil this is how the image looks with a nice white background.

When the same is imported to video sequencer I get a solid grey background. I tried putting a white solid behind to see if there was any transparency issue but the grey remains.
I need a proper white background, how to achieve the same.


texts: How can I move a vertex and maintain its distance from another?

texts: Is this possible? Basically the other vertex would be like its pivot.


texts: Particles converted but materials are linked

texts:
I converted a particle system with sphere objects.
I want to individually change the colors of objects.
It is linked, when changing the color of an instanced object it changes all others to that color.
Help?


texts: I want to download new update of Blender but I don't want to lose my projects. What is the procedure?

texts: Title says it all. I want to download new update of Blender but I don't want to lose my projects.


texts: I've created an animation of wine pouring into a glass, the problem is after the simulation is done and the fluid still splashes outside and goes over itself in the glass. I want it to slowly settle down after the pour is complete


texts:
I would like to model a cell and I was really impressed by this video:
https://www.youtube.com/watch?v=TSSCj2yD70M

Needless to say that it is way to fast to follow it through, but does anybody know how to achieve the surface on the red blood cells seen in the first 30 seconds? I already experimented with noise and the displacement modifier, but it doesn't come close to the surface shown in the video. I looks like I am either creating a rocky planet, or a ball full of spikes.

What I did so far was modifying a UV Sphere with subdivision modifier set to view = 4 and render =3. I created a cloud texture with a size of 0.25 and used tohgether with the displacement modifier with strength =  0.2.

I can add more detail with the subdivision modifier, but it gets impractical at values above 4.

Thanks for any hints!


texts:
Edit/Note: I edited the title of this question to match the only answer that seems to be available for this situation. Original question was how to "Undo/Redo View-port Changes"

Original Question:

I'm pretty sure Blender does not have any direct way to undo view-port changes (similar to Max - if I rotate the view, I can press a command to go back to the starting point of that rotation). But has anyone figured out any trick or found any script that accomplishes the same thing?

I'm surprised so few people have asked about this. I definitely abused this ability in my Max days, and wouldn't mind doing it in Blender, if its possible!

Edit: Another similar question would be the possibility of saving view-port orientations and reloading them via commands. Is something like this possible without a lot of hassle?

Thanks for any advice!


texts: i'm worked on augment app when i augmented the texture getting disordered

texts:
I'm working on an augmentation app.

I created an object, uv mapped and applied material (lambert). After that the baking process,saved the images that I baked and applied textured in gimp.

Applied textured image to the object and when i rendered in blender the textured topology is good, but in app when i'm rendering texture is getting distorted.

I don't understand where I made mistakes please suggest to me correct procedure. i exported my object to .obj format.


texts: What is the best way to reduce the poly count on this object with smooth shading

texts:
Hi I have used decimate before but is there a better way to reduce the polygons on an object such as the one in image 1?

Image 1


texts: ParticleInstance modifier doesn’t list any particle systems

texts: I’m trying to create some low poly fur. I’ve created a plane with an image of my fur texture on it. I want to use a ParticleInstance modifier to create the hair geometry since this will allow me to bend my hair geometry along the hair shaft (and the default particle system modifier does not). However, when I add the ParticleInstance modifier, the drop down box where you need to select the particle system is empty even though my model does have a particle system on it. How do I fix this?


texts:
I drew some shape and it's length is 1 meter according to Blender. Then I have exported it into STL and opened it in SolidWorks. Now it's length is 1 millimeter.
How to fix?


texts:
I'm doing some game with city traffic in BGE. I'd like to spawn driving cars near player using script but I want to give them different Game Logic on spawn dynamically and randomly (for different types of drivers like agressive or calm). Is it possible to import GameLogic from file or object from other .blend file? I know it is possible using bpy but how to do it in bge?
Thanks in advance.


texts: What settings do I change to render an animation of 60 fps instead of 24 fps for video editing?

texts: I rendered an animation at 24 fps, but I need it at 60 fps for rendering. At 60 fps, it's going to take around 6 hours, so I don't want to mess anything up. How do I change the fps without changing the video speed? Also, do I have to rebake my fluid sim? My current render is 240 frames with the step at 1 frame.


texts: Transparent Depth and Transparent Node not working

texts:
I am trying to create a shader that renders visible when looking at it from behind another invisible object, and vice versa. However, when the object is supposed to be invisible, it renders a black artifact in it's place. Is there any way to get rid of this and simply keep it transparent?

http://imgur.com/a/DQYyx


texts: convert xyz to uv and set texture color from python

texts:
How can I transform XYZ locations into UV coordinates for a mesh?  I have a mesh and a data that consists of temperatures at various XYZ values on the surface of the mesh (not vertex locations).  I want to generate a texture of this data and apply it to the mesh.

I can call bpy.ops.uv.smart_project() on the mesh to generate UV coordinates for the mesh.  What I haven't found is a way to map XYZ values into UV, or set a pixel value of a texture once I have the UV coordinates.


texts: How to add a image with alpha channel over a material?

texts:
I have a cube that have the original Blender material (diffuse BSDF, color is white), and I want to add a icon on it

The problem is I added a .png image onto the box, but then the face become black, and that really confuses me

I am a noob to 3d modeling, so please advise, sorry for my bad English..


texts: Where is "Align with view" for new objects in Blender 2.8

texts:
I'm trying to follow a short video.

In this video, the user creates a new plane and then checks "Align with view" in the "Add" panel:

I don't see this "Add panel" in Blender 2.8.

How could I achieve the same in Blender 2.8?

Thank you!


texts: Getting msg "could not write image: no such file or directory"

texts: This suddenly started today when I attempted to save an image file (save as image).  I have tried different directories, different blend files, and still it will not save the file.  Any suggestions would be appreciated.


texts: Append Not Working - Copy and Paste between files not reliable

texts:
I have used append many times, but recently it refuses to work. I suspect I know why - it's a bug related to animation and/or armature.
I would love to know if anyone has any secret workarounds. The problem is 100% reproducible here - I cannot append any collections with armature and models in them. They all return "nothing indicated" as the error message.
It may also have to do with collections...I can sometimes get the project to open in append (in order to choose items) but selecting the relevant collections returns with the error.
Also, very often simply choosing any other item from the append list - cameras, or mesh say, there is no error message and nothing is brought in.
Copy and pasting of collections never works as expected. If I select the collection, and paste it in to the scene collection on my view layer, the collections are not pasted, but parts of their contents (not all), and never organised into their collection. The only work around I have atm is to go into the source file and delete everything else before copying.
We might suspect a corrupt file, but this is in multiple files including brand new ones. It also occurs both on Linux and Mac systems (I am running 3 systems), and the problem occurs there as well. I'd love to know what the problem is and if there are any work arounds. It's a really big problem.


texts: How to set up rig so it automatically switches between object mode and pose mode?

texts:
The title pretty much says it all, I remember on one .blend file I tried, it was set so that depending on what rig/object you clicked, it would switch accordingly. How would you do this?
Example:
.blend I found online:

My .blend

As you can see, in mine I cannot switch between rig <> object or rig <> rig.


texts:
I'm trying to rig the following bridge, but can't wrap my head around this.

When I rotate Bone on its X-axis to hoist the bridge, the bottom part where Bone.002 is attached too comes loose from the part where Bone.001 is attached to.

Note: Bone.001 has a Copy Rotation Constraint and follows the rotation of Bone

What can I do to keep the parts connected?

Here is the .blend file:


texts: Blender Automatic Weights: Is it grabbing more mesh than it should?

texts:
When I use automatic weights when parenting a model and armature, it works but there's an issue where it seems to grab more "mesh" around it. For example, when I rotate the left leg to test if it's been rigged properly, the leg moves but so does part of the right boot(it stretches and follows the movement of that leg)

Another example is the braids I've rigged, except instead of following another limb/the wrong bone, they stay in place when I move the character's midsection(plus the eyes also stay in the same place but I'm not going to worry about that now)

Does anyone else experience this issue with automatic rigging? If I were to change the model's default pose from the classic "T" pose to one that looks like a jumping jack and try it, would that help or not?

Here's a few screenshots of the issues I'm talking about but I will not be uploading the model itself(past experiences with thieves)

I've rigged a very basic "Test Model" for my game I'm working on and it's basically a blank mannequin in appearance that never gave me this issue. If it's because of the details, is there a way to avoid these random bits from moving with the wrong limb or detaching from the model?

I'm still fairly new to blender but I've learned enough of the basics to get me this far, however any help would be appreciated(again I'm not uploading the model file because of thieves)

Usually I join the clothes to the model but in this case I haven't because I want to update the outfit later on and rather then build from scratch, it'd be easier to switch them out.

I used the same method of parenting the armature and body for the dress, boots and hair.

Also if anyone knows how to make the eyes, teeth and tongue follow the head(WITHOUT joining these models to the main body) I would greatly appreciate it since whenever I try, the mouth becomes huge and appears in the centre of the grid.


texts: How to Join parts of an imported .3ds model

texts:
When I imported the file the model was separated

I tried to join the different parts with Ctrl J but it doesn't do the trick.


texts: how to make a line break in a text object from an external file

texts:
So I am controlling a test object's text property from an external text file with this code

def text():
    import bge
    from bge import logic
    path = logic.expandPath('//')

    cont= logic.getCurrentController()
    scene= logic.getCurrentScene()
    own= cont.owner
    T= int(own['t'])

    try:
        file = open(path+'text_file.txt', 'r')
        info = file.readlines()
        own.text = info[T]
    except:
        print('error')

it works fine except for if I want line breaks so it doesn't stretch off the box i have it in. for example i have the veriable 't' set to 0 and the first line of the txt doc says "example text for stuff" but i want a line break between "text" and "for". If i was setting the normal text vaule and wanted a break there i'd have the code

own.text='example text\nfor stuff'

but if i type that in the txt file it just displays the line break command (\n). how do i make a line break command from inside the txt file be recognized  by python? or is it even possible.


texts:
I can't convert GP into mesh or curve.

There are tools options to convert but nothing happens.

I was following old tutorial but now is something different.


texts: How Would I Join The Selected Edges Together

texts: As you can see the lines are not the same, on the bottom it has bigger spaces and on the top its smaller, please help me out i tried everything i know and am stuck.


texts: Pie Menu Operator with several properties

texts:
Is it possible to specify several operator properties for a Pie Menu operator?

I have an operator that has two properties, axis and type:

bpy.ops.object.myscript.align(axis="X", type="TO_LAST")

I can add it to a pie like this:

pie.operator("myscript.align", text="Align X").axis="X"

But can I specify the type at the same time as the axis? Or do I have to create another operator just for that?


texts:
I have a simple mesh and I have materials added to it. I want to bake them to a texture. When I unwrap the mesh and click bake, it works. To have a simple texture, I decide to reset the texture and separate it between the two colors. Now when I press bake, it doesn't update. How do I fix this?

This is what the UV and texture looks like. The boxes are where I want the materials to be baked and the colors are what it bakes (when it was unwrapped). Thanks for your help!

File


texts: Why isn't addons_contrib\module in sys.path? (2.90)

texts:
From reading the manual, I'm assuming that the proper place to put my own scripts and modules (in Windows) is
%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons_contrib\module
According to the Blender 2.90 (and I think earlier) manual, it sounds like the path should automatically be added to sys.path:

./scripts/addons_contrib/modules/*.py
Modules for addons_contrib to use (added to Python’s sys.path).

But according to the Python console, it isn't (addons_contrib is, but addons_contrib\modules isn't).
Am I misinterpreting something?


texts: What is the most effective way to use displacement with Cycles?

texts:
I have a PBR material with a normal map for some surface defects. I'm trying to use Displace to emboss some fonts but I'm just getting an outline instead of full depth.

Reference image:

Node set up:

Texture: (this is cropped the original is 2048x2048) Also, I've tried many combinations black on white/middle grey/alpha etc.

Mesh:

Result:


texts: So I am making my first interior scene and I have made a coffee table but am struggling to make it less reflective. It looks as though it's a mirror and I just want to know how can I make it more transparent.


texts: I'm animating a scene with lightning, and I want the lightning to light up the scene for a few frames, then die out. I've already animated the lighting, but when I try to bake indirect lighting, it only bakes one frame. How do I have the light change with the animation?


texts: Automatic Weights Rigging makes model warp horribly on posing

texts:
I've used Automatic Weights for rigging humanoid models a lot of times and it worked more or less perfectly. But for this one model, any movement of bones just grabs most of the mesh and deforms it strangely instead of affecting the appropriate part, weight painting does little to help as it just makes every bone affect the rotation of the entire mesh.

I have no idea what's causing this, tried cleaning the mesh up as much as possible but to no avail.
Redid the skeleton 3 separate times, and the results are always the same.

Update:
The problem seems to be that the bones only deform the mesh, and don't move it at all otherwise. If deform is disabled, bones cease to have any effect on the mesh.


texts: Slow performance in viewport even in wireframe mode

texts:
This is my first question here. I have been looking but haven't found a proper answer. Hope someone can put me on the right track.
I have painfully built a scene, with a lot of problems because I cannot seem to be able to move it smoothly even in wireframe mode.
When I look at the memory usage, at most it gets to 8gb. I have 16 installed (Mac 27" High Sierra iCore5 AMD Radeon R9 M380 2048 MB)
I'm not concerned with render times, but with being able to work smoothly a comfortably not having to see the spinning wheel every time I move around the scene.

My questions are:
Is it normal to have such a poor performance in the viewport even in wireframe (details of scene attached)??
If not, how do I fix this?
Having more memory would solve this issue?
Having a eGPU solve this? Again, not concerned with time renders but with viewport performance.

If none of the possible solutions I have thought of will do, ahoud I consider getting a new mac (don't say windows is better, I know but this is not my point, since I need mac for work and I cannot shift to windows)

Thanx in advance and sorry for the long question. A bit desperate and lost here :-(


texts: Why does Skin modifier give No valid root vertex error when placed after Decimate modifier?

texts:
I've built a 2D shape by tweaking a heavily subdivided plane, and I want to create an 'outline' of it by using the Skin modifier. To avoid having all the internal lines also get thickened by the Skin modifier, I added a Decimate modifier (set to Planar, other modifier's values left on defaults) to turn it all into one large face. The Skin modifier now no longer works, error message stating

  No valid root vertex (you need one per mesh you want to skin)".

Is there anything I can do to combine the two modifiers?

Using blender 2.77a


texts: I am having a weird issue. I can select every frame 0-4 except the negative frame (-1). I am not sure why I can't select it? any one know? the red arrow points to the keyframe I can't select? these are keyframe eyelid positions from BlenRig


texts: How can we make an solid object being squashed by another, turning the first one into fluid?

texts:
everyone.
My issue is that I don't know how to make an object splatter another.
I have a text appearing on screen like so.
I have it recovered by a second text
in the same manner.
I would love for the first text to be smashed upon impact by the second text and react as it if were paint or any type of fluid, really. This fluid should have a starting shape of exactly the text it imitates, splatter on impact as well as physically reacting to the second text.
I don't (think I) need for the fluid to paint what it touches.
I understand that there should be two instances of my first text, one for coming into frame, the other to be smashed.
But I'm not sure of which physics I should use (namely fluid or dynamic paint) or exactly how to proceed as I fail to fully understand/bend the rules of the tutorials I've watched to adapt to my needs.
Can someone help ?
Also, sorry for not integrating the videos in my post but imgur is doing a number on me, at the time.


texts:
I am working on a project with multiple texture of different sizes for the same object. The textures have the correct scale in dpi.

I use a formula to calculate the UV scale of each texture.
"pixel width of Texture" Divided by "DPI"
Multiplied by "2.54" (inch to cm)
Divided by "Width in cm of object's UV"

You gave me an answer using the MixRGB and Texture Cooridinate Nodes to create the vector. This is great for square textures.

What if the textures are rectangular. How do I create a vector with two input?

Thanks

EDIT

Not sure how to update the post. Just wanted to post the latest solution. This also resolves the issue of non uniform textures.

Basically, the first part gets the scale of the texture. (Math nodes)
The second part scales the UV x and y axis. (Separate and Combine RBG)

Now i can input the dpi of the image, pixel height and width, and the UV dimension in cm. The textures all textures will be at the correct proportional.

I don't know the correct term for UV dimension in cm.


texts: Transformations of instances of collection - problem with "origin"

texts:
I have serious problems when I build complex machines from instances of collections.

Consider e.g. wheels/tracks of a Tank: Each wheel is instance of a wheel template which is a  collection of individual meshes (rim, axel, disk, damper ... )

This instance is multiplied 12x (6 wheels on each side), and then transformed by translation (offset between wheels in the track) and scaling x=-1.0 to get mirror symmetry (left track, right track)

But If I move the whole thing everything breaks appart, as each instance moves in different direction according to different pose of its origin.

Before I was working with "Softimage XSI" and there were many tools to solve this

Global / Local and COG mode of transforms (using different coordinate system)
Tools to modify origin of collection without moving the meshes inside the collection

I cannot find such tools in Blender 2.8


texts: Blender 2.83 Displacement - Cycles and Eevee

texts:
I have problems with working on displacement node. So there I have setup of nodes.

Cycles Render

Eevee Render

On Cycles there's some error in displacement. I tried to adjust displacement with displacement node(also i have enabled Displacement and bump in options). Used displacement + normal map node still the same result. Displacement looks like it moved to right top side instead of being in the same place as headlight. On Eevee it's looking good.
What is the solution to solve this because I have no idea?


texts:
I'm starting to use the amazing, yet simple to use Blender Drivers:

I'm looking for a way to add other Types of Custom Properties than the default floats.

For instance: Color, Vector, String, Boolean or Integer.

From what I've seen it seems to rely on Python.


texts:
I am having some problem in 'opening a file browser with python' in blender. Can you provide me with a sample code where I can access the file location after running from the script.

.

Please, if you have full code it will help me better. I am very new to python.


texts:
I have couple of objects in my GLB file.
One object (a chair) has this material:

and on scene it looks like:

The second object (group of objects) looks like:

and on scene:

My question is: how to merge second object (group) in order to look like first one, and how to merge materials from the second group in order to look like material from first object. I tried to merge objects with ctrl+J but it does not merge materials.
Many thanks!
Mirko


texts: How to find out if the array_index of a fcurve is used

texts:
I'm currently working on the Animation Nodes and I'm trying to read all fcurves of one object and dynamically set the evaluated values on other objects.

data_path = fCurve.data_path
array_index = fCurve.array_index
value = fCurve.evaluate(frame)
targetObject = some object

# How can I know wether to do this:
exec("targetObject.{} = value".format(data_path))

# or this:
exec("targetObject.{}[{}] = value".format(data_path, array_index))

I have a working version using try and except statements but this isn't really nice. I hoped that fcurve.array_index is -1 if it isn't used but it is 0 by default, so I cannot use it.

Just some extra notes:

Ideally the solution is fast but that isn't absolutely necessary because I can cache the result. Based on the decision wether the property at the data path is subscriptable or not, I dynamically create a setAttribute function so that I don't have to use exec for each execution. I talk about > 10.000 executions per second.

cache = {}

def getSetFunction(object, attribute):
    if attribute in cache: return cache[attribute]

    function = createSetFunction(object, attribute)
    cache[attribute] = function
    return function

def createSetFunction(object, attribute):
    data = {}
    try:
        eval("object.{}[0]".format(attribute))
        exec(setAttributeWithIndex.replace("attribute", attribute), data, data)
        return data["setAttributeWithIndex"]
    except:
        try:
            # when the property is not subscriptable
            eval("object." + attribute)
            exec(setAttributeWithoutIndex.replace("attribute", attribute), data, data)
            return data["setAttributeWithoutIndex"]
        except: pass
    return None

setAttributeWithIndex = '''
def setAttributeWithIndex(object, index, value):
    object.attribute[index] = value
'''

setAttributeWithoutIndex = '''
def setAttributeWithoutIndex(object, index, value):
    object.attribute = value
'''


texts: How do i set a bone as active in pose mode by scripting

texts: I want to run a command that needs an active bone and I want to change the active bone in a script so after I finish the command I dont have to select another object to run the command again


texts: File browser does not show up when operator is executed from a shortcut menu

texts:
I'm trying to create an action for the add menu in the video sequencer. I need it to open a file browser so the user can select a file to add. To do this I use ImportHelper, which works great if I trigger my action from the menu at the bottom of the Video Sequence Editor window. However, if I type ShiftA and then select the same action from the menu that pops up, the file browser doesn't show up. Is this a bug in Blender, or am I just missing something?

Here's a slightly modified version of the operator_file_import python template that exhibits this behavior:

import bpy
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator

class ImportSomeData(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "sequencer.some_data"
    bl_label = "Import Some Data"

    def execute(self, context):
        print(self.filepath)
        return {"FINISHED"}

# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
    self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")

def register():
    bpy.utils.register_class(ImportSomeData)
    bpy.types.SEQUENCER_MT_add.append(menu_func_import)

def unregister():
    bpy.utils.unregister_class(ImportSomeData)
    bpy.types.SEQUENCER_MT_add.remove(menu_func_import)

if __name__ == "__main__":
    register()


texts:
I'm pretty new to blender so it might be a silly question to you. I try to create a 2D animated logo

I was able to animate two mesh objects, both move around. Now I want to connect both with a line. Each end of line should follow one object. As result, the line gets streched, compressed, rotates and so on.

I was able to do so with an additional pane mesh and manually set lots of keyframes (LocRotScale). This is a lot of work and I'm wondering if I could do it faster. Also by scaling the mesh with keyframes, it can become really thin so you can't see it anymore for a while.

I found out that it should be able by using either a curve mesh or a mesh containing just two points. I tried to create a curve, select one point and select the mesh I want to attach and press CTRL + H to hook this end of curve to the mesh. Now I did the same for the other end.

When running animation now, the curve stays unchanged while the meshes walk around. In outliner, I can see that the curve object has two hooks attached to the meshes, so the hooks seems to be ok.

It would be glad if someone could explain step-by-step what I have to do.

Thanks for your support.


texts: Superellipse bevel with unevenly distributed edges?

texts:
I want to create a simple box shape with rounded corners. This is, of course, easy enough to do with a simple bevel of the relevant edges:

However, this approach has a minor problem. With certain materials, the sudden curvature change from corner to flat face produces a faint but noticeable point of transition and an unsightly optical illusion similar to that produced by Mach bands:

These issues appear regardless of whether the Auto Smooth or Harden Normals options are used.
Strictly speaking, these are not shading artifacts: a physical object with the same shape would produce the same results. Product designers know this, which is why many Apple products, for example, are not actually rounded rectangles, but superellipses. Naturally, it seems wise to take a page from their book and model a superellipse myself.
Fortunately, Blender’s bevel operation makes it easy enough to create a superellipse by using options like the following:

This yields a superellipse shape that, as desired, completely eliminates the problem:

However, this solution has a different issue: lots of unnecessary geometry! In order to get corners with a similar smoothness to the original bevel, I had to crank up the bevel segments to 35, since all the segments are evenly sized:

This is less than ideal, as the whole point of creating a superellipse is to take advantage of the fact that the curvature smoothly varies over each side. What I actually want is for the edges to be unevenly distributed—denser at the corners and sparser towards the middle of the sides—so that the angle between each face is the same, not that the faces have equal widths. That would allow me to get the most bang for my polycount buck, so to speak.
However, I’m not sure how to do this. Thus, my question: is there any way to bevel faces into a superellipse shape while preserving the angle between the faces, not face width? I am fine with destructive modeling solutions (though of course nondestructive ones are always nicer), but I specifically want to be able to do this to an arbitrary existing edge the way I can with a bevel—so an “Add Superellipse” primitive isn’t good enough.


texts: Alpha over layers but maintain environment background

texts: I have a scene where I have a few different render layers that I need to put on top of each other for the final render. Everything works fine when I have transparent background checked for the render but I need to also have the environment background image behind everything. Also, the camera moves and displays different parts of the background, so I can't just alpha over everything on top of an image texture. Is this possible? Thanks in advance!


texts: Can't figure out what nodes to use to make this procedural texture

texts:
I'll try to explain the best I can
I'm trying to build a texture, using an image as reference:
I tried using this 3 combinations:

This was my final shot. From Sam Bowman - https://www.youtube.com/watch?v=_Ewq6e-HSWE
My plan was to get the different directions and twists, but always having a "center" is bugging me a lot. also is not very similar

This was my base, because of the spiral effect. But it just had 1 center
From OmarSquircleArt - https://devtalk.blender.org/t/cycles-eevee-improvements-weekly-reports/7697

I was hoping to make a Spiral in each "Division" of the texture, and be able to move the center of it. But got nothing close to what I want.
From Blender Guru - https://www.youtube.com/watch?v=-VgtSL5ZpYc&t=263s

I tryied to combine the 3 methodes, but not with much luck
I understand enough of procedural textures, to know that I don't understand much. So I'm just giving random shots in the dark, searching google and youtube. And I was hopeing someone could point me in the right direction, on how to "Draw" the texture
The reason I wan't to use Procedural texture, is to make roughness and bump maps of it.
Thank you to everyone that will read this.


texts: Is there a tool to combine two different sides of a asymmetrical bottle design? Previously used rail sweep in Rhino

texts:
New to Blender and trying really hard to get myself immersed in it. I've come across something that I can't seem to find an answer for no matter what I google.
Previously I'd use Rhino's command for this, and use a rail sweep to create a mesh between two paths. You select the start path, the end path, and the point of rotation (center). It worked very well in allowing me to create unusual asymmetrical designs in a rotation. I've tried and tried to get something similar to work in Blender but I'm missing something. Please disregard the fact that the highlighted meshes are currently in the same shape, I tried combining them as a last attempt to get Grid Fill to work. No go. Does anyone have any thoughts?
Picture 1 shows a side view of the front profile of my bottle shape.

Picture 2 shows the profile of the side of my imagined bottle shape.

Picture 3 is a crudely drawn visualization of what I'm trying to achieve.

Sweeping the face from one to the other in a seamless and accurate manner. I appreciate anyone's time that can give me some help. Thank you!


texts: Why is my BezierCurve shaded like a tube?

texts: I've added a BezierCurve, and beveled it with a square curve.  The ends are square as expected, but the shading makes it look like a pipe (beveled with a circle).  I would expect a shading more like the cube I've added for comparison.


texts: Creating fractals (mandelbrot set) using math nodes

texts:
I'm new to blender and I use hp elitebook 9470m which has i5 processor, recently I tried to make fractals on a single plane using script node which is basically only available in cycles render engine(using osl). When I tried to render a 180 frames of animation each frame took about 6 minutes to render, I searched for other ways. I realized that we can even do it in shader editor using math nodes.
But I'm stuck at the usage of nodes and it's iterations
Can anyone help me how to complete this in which we can even zoom into fractals (I think iterations may require many nodes, but I seriously need this)


texts: Do I need to separate an object in order to give it different materials and textures?

texts: So I have a certain object that consists of multiple parts everyone of which has a different color/material. Do I need to separate those parts in editing mode or can I just add different textures to one object?


texts: when I render my Blender Video Editor projects to AVI RAW, I don't get any sound in the output file.  I'm on version 2.78.5.


texts: How can I connect a set of vertices to make a 3D model, with a script?

texts: I have a set of vertices in an spreadsheet from which I want to make an object. I only need it to connect the vertices and then fill in the faces. How can I do this in Blender?


texts: How to set camera to view the whole floorplan?

texts: My floorplan units are set to inches. I added a camera to view from the top as shown but when I hit (0) for camera view, I have a feeling it is view a small portion with no detail in it. I zoomed all the way out and played with camera scale but camera view shows nothing. Any advise? Thanks


texts: Toggling Annotate line drawing mode instead of holding keys

texts:
Is it possible to change the shortcuts for Annotate (what used to be Grease Pencil) to a toggle-type hotkey, instead of having to hold Alt+D for Draw Straight Lines?

It's the gpencil.annotate property in the keymap; as far as I'm concerned there's no 'toggle' option anywhere.

I've tried setting different shortcuts, both on mouse and keyboard, as well as enabling 'Wait for Input' but I can't seem to find a toggle key.

Ultimately I'd like this to be either a pie menu where you can quickly select a different drawing mode, or bound to single keys (like the numeral keys) so I can quickly switch without having to hold keys.


texts: enum_items is empty on a dynamic EnumProperty

texts:
I'm developing an addon on Blender 2.91 and I can't wrap my head around something:
I have a dynamic (uses a callback for items) EnumProperty inside of a Operator:
class DMX_Fixture_AddEdit(Operator):
    manufacturer_list_items = []
    def manufacturerListItems(self, context):
        if (not len(DMX_Fixture_AddEdit.manufacturer_list_items)):
            DMX_Fixture_AddEdit.manufacturer_list_items = DMX_GDTF.getManufacturerList()
        return DMX_Fixture_AddEdit.manufacturer_list_items

    manufacturer: EnumProperty(
        name = "Manufacturer",
        description = "Fixture GDTF Manufacturer",
        items=manufacturerListItems
    )

Then, I try to acess it's enum_items throught the rna_type:
self.rna_type.properties['manufacturer'].enum_items

And the result is an empty collection.
However, if I define the items manually (not through a callback), the enum_items show up as expected.
The documentation is not clear on this point, however the enum_items_static description makes me think the enum_items should read the dynamic items.
Any thoughts?
EDIT
Minimal sample:
import bpy

class DMX_OT_Test(bpy.types.Operator):
    bl_label = "DMX > Test"
    bl_idname = "dmx.test"

    entries: bpy.props.EnumProperty(
        name = "Entries",
        description = "Entries to be loaded into enum_items",
        items = (('id0','',''),('id1','',''),('id2','',''))
    )

    dyn_entry_items = []
    def entryListItems(self, context):
        if (not len(DMX_OT_Test.dyn_entry_items)):
            DMX_OT_Test.dyn_entry_items = (('dyn_id0','',''),('dyn_id1','',''),('dyn_id2','',''))
        return DMX_OT_Test.dyn_entry_items

    dyn_entries: bpy.props.EnumProperty(
        name = "Dynamic Entries",
        description = "Dynamic entries to be loaded into enum_items",
        items = entryListItems
    )

    def execute(self, context):
        print('---\n')

        print(self.rna_type)
        print(self.rna_type.properties)
        for prop in self.rna_type.properties:
            print("\t",prop)

        print("\nself.entries:", self.entries)
        print(self.rna_type.properties['entries'].enum_items)
        for item in self.rna_type.properties['entries'].enum_items:
            print("\t",item)

        print("\nself.dyn_entries:", self.dyn_entries)
        print(self.rna_type.properties['dyn_entries'].enum_items)
        for item in self.rna_type.properties['dyn_entries'].enum_items:
            print("\t",item)
            print("\t",item.identifier)
        return {'FINISHED'}

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

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

if __name__ == "__main__":

    register()

# test call
bpy.ops.dmx.test()
unregister()
```


texts: I recently watched the grass essentials video from andrew price at blender guru and he said that it would be easier to use objects of grass in a particle system rather than strands. How would you get your object and put it in a particle system?


texts: Errors exporting model to .pmx (multiple plugins) and .x

texts:
I keep getting nonetype errors Trying to export a model with multiple plugins
It wont even let me export it as .x with out an error what am I doing wrong? Just getting one to work is enough for me.


texts: Able to transport the rendered opengl frame to byte array with python script?

texts:
I'd like to render a frame with OPENGL and I want to save to a byte array variable without file save/load.
What can I do?


texts: Freestyle is confusing me - Cycles Blender

texts:
I have been trying for the past 3 days to try and get freestyle to work in Blender cycles, but I can only find tutorials for Blender  Internal.

I don't like working in Internal, but I can't figure out how to get the freestyle to work in Cycles!

I am not a seasoned blender-ist, so please explain with pictures


texts: How to create a liquid meniscus/bridge between two surfaces

texts:
I'm trying to model a water droplet between two plane surfaces such that it forms a capillary bridge as soon as the surfaces get into close proximity of each other like in the first figure of this wikipedia article: https://en.wikipedia.org/wiki/Capillary_bridges
I tried to play with the fluid simulation but I can only get an "infinite" stream of water. I also tried metaballs but I was only able to "melt" two balls with each other.
How would you do this?


texts:
I'm looking to make a video demoing an iPhone app. I have an .mp4 file with a video of the interactions on the device. Now, I want to import it into Blender as a 3D plane and affix it to a model of an iPhone so it can be animated.

Here is an example of the effect I am looking for:
https://player.vimeo.com/video/162753618

Any pointers would be much appreciated!


texts: How to use my own geometry as mesh deform cage in BlenRig add-on?

texts: If my character's proportions are very different than the original human's proportions that the mesh deform cage was designed to contain, then I have to do so much tweaking to match the cage to my character. Is there a way to use my own mesh cage that already matches the character and copy the deformation weights from the BlenRig mesh deform cage to it?


texts: I would like to generate camera shake in either a render or in BGE.  How can I accomplish this?


texts: BPy Create an Empty object without lost the selections before it (Blender v2.70)

texts:
i have again tiny problem :(

is it possible in blender python to create an Empty object without lost the selections before it ?

I have selected some objects and when i create an Empty object, I lose the previously set selection.

I hope there's a solution for that.

best regards -DevilSam


texts: How to make a mask for voronoi texture (with randomness)?

texts:
click to enlarge
I created mask from gradient texture with rgb mix node but it cuts some voronoi cells in half.
edit: i need the voronoi position to act as a mask..so it didn't cut the voronoi cells.
any other solution is also great if it didn't cut the cells.
my english is bit rough..feel free to edit it


texts: Incorrect context Runtime Error on calling .poll() method via command line

texts:
I'm trying to get a python based audio visualisation script to work in blender via command line interface. Here's the code myscript.py

When I run the following in blender 2.66 on Ubuntu 14.04

blender -b -noaudio -P myscript.py

I get the following error

File "/home/random9/myscript.py", line 66, in <module>
bpy.ops.anim.keyframe_insert_menu(type='Scaling')
File "/usr/share/blender/2.79/scripts/modules/bpy/ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)

RuntimeError: Operator bpy.ops.anim.keyframe_insert_menu.poll() failed,
context is incorrect

in [line number 66]

bpy.ops.anim.keyframe_insert_menu(type='Scaling')

How do I resolve this error?

I've been going through the python scripting docs and it suggests that I should be able to figure out what context an operator needs simply by seeing how it’s used in Blender and thinking about what it does.

Any help is appreciated.


texts:
I'm kinda new in blender so I'm trying to improove by making some low poly characters. But as you can see, I've got some weird shading issues. I have no clue how to fix this. And before you suggest me changing lighning or so - I want it to look cartoonish.

Any suggestions?


texts: I have to key footage. I did it, and have some issue, actor`s cloth have reflection. So this part of cloth reflected greenscreen and keyed. To solve this problem I made masking but have some problems when compose. I try different ways to connect but not find right way. Can you help with properly connect nodes. Thank you!


texts: Exporting Rigged Character to Unreal Engine

texts:
Hello everyone I'm very new to Blender and I'm having trouble to export my Character into Unreal.
I set up a rig and some simple animations which work fine in Blender, but when I export it to Unreal, my mesh gets somehow messed up (I included a picture below).

I already tried everything I know, hopefully someone can help me with this problem.


texts: Can an add-on be automatically installed and enabled?

texts:
I am developing a program that will include a custom importer and exporter for blender.

I would like the installer for my program to be able to automatically install and enable the import/export python scripts.  Here are the steps I think I need to do:

Find the blender add-on directory.  My program is windows-only, so I presume this will just be in %appdata%\Blender Foundation
Copy my add-on files to a subdirectory of the add-on directory
Enable the plugin in blender
Save the user preferences so that the plugin stays enabled after a restart.

I can work out 1, and 2 is easy, but I'm not sure that 3 and 4 are even possible without using the UI.  Is it possible to do them programmatically, perhaps via a python script that I launch with blender?


texts: Collision not working for only one object

texts:
I'm trying to make the blanket in the Couch Tutorial (Blender Guru, How to Make a Couch, Part 8), but although every part of my sofa has "Collision" turned on, the side of the sofa is not answering to the collision. The blanket is going through it. Does somebody know what is going on? Thank you, guys! ;-)

Here are the settings for the side of the sofa, as you see, "Collision" is turned on.


texts: My rigid body animation freezes after second frame

texts: My animation records frames but the rigid bodies don't work after the second frame. Does anyone know how to solve this problem?


texts:
I have a cube that I have fractured (using cell fracture) and I'd like to know how I can keyframe the animation tick box under the rigid body section. When I select all of them and keyframe the animation tick box, only the fracture that has been primarily selected gets the keyframes and I want them all to be keyframed at once

Also, I am using 2.79 because I need to for an assignment.


texts: No sculping when the other side is hidden

texts: I wanted to model the arms, but I hid the whole body so that I can only see one arm. Unfortunately, the mirror effect is not applied if everything else is hidden. How can I make the mirror effect work?


texts: Giving the same keyframe to multiple meshes

texts: A beginner here. I want to give the same key frame to multiple meshes. Are there any other way than selecting every single one and giving key frames one by one?


texts: The AutoCAD file when Imported to Blender in .DXF is not workable in terms that when zoomed in does not zoom out. The scale of the imported file is also not clear and all that can be done is change the scale of the Software.  We are trying to work out an architectural building which requires details to be sorted and is very difficult to do as we cant see the whole file.


texts:
I am trying to replicate the arc flying over the logo in this classic Disney intro.

How do I achieve this type of animation effect in blender?


texts:
I want to remesh my object,
just give a more straight edges...
voxel remesh tool is the best I know but
in some parts I have some vertices and other is low and it lowers the vertices in some places and it give a lot on other.
more info : this was a circle...


texts: How to delete a face using BMESH.OPS? (SOLVED)

texts:
Sorry if the question is asked before, but I tried using the examples I found on StackExchange and it still didn't give me the right mesh.
I am trying to create a tube that has a shape of cylinder at the tip and a tapered cylinder at bottom, so I decided to use bmesh.ops.create_cone to create both and combine them by removing the doubled vertices and the extra faces (in hindsight, I probably should've created circles and connected the edge loops, but back then I thought it'd be easier this way).
I managed to delete the doubled vertices using bmesh.ops.remove_doubles; and when I deleted the face in the middle using bmesh.ops.delete, it seemed to have worked. But afterwards I tried to increase the mesh size (to prepare it for curve modifier), I realised no edge loops in a significant part in the middle of the tube. I know it is due to the face deleting, as the edge loops seemed fine if I commented out the face deleting part. Could someone please show me where I did wrong? The code for face deleting is as follows, and I am also attaching my file.
    # find the face in the middle and remove it
    ##############  PROBLEM HERE  ##############
    link_ff = []

    for vert in bm.verts[:]:
        vert_f = vert.link_faces[:]
        if len(vert_f) == 5:
            link_ff += vert_f

    mid_face = Counter(link_ff).most_common(1)[0][0]

    print(mid_face)

    bmesh.ops.delete(bm,
                     geom=[mid_face],
                     context='FACES_ONLY')
    ##############  ############  ##############

EDIT: after sleeping on it, I figured out what went wrong. The problem was not the face-deleting but the subsequent edge-subdiving. I forgot to exclude the circumferential edges belonging to the deleted face so they also got subdivided. I am not sure if it is okay for me to delete this post so I will just leave it here.


texts: Blender did not run and shows some error

texts: When I tried to run the blender it shows this I don't know how to solve this as I am new to coding. Anybody help me with that??


texts: How do I quickly move vertices to the same location? I can snap cursor to vertice and then move the other one to the cursor but it takes a very long time.


texts: Modelling pillow with cloth simulation model floating

texts: So I'm trying to model a pillow with the cloth simulation in blender 2.8. When I try to simulate the model I can see its forming the shape but eventually it starts to float or falls down. I set the Gravity to 0 in the Field weights and enabled object collision but it seems that my model doesn't stay in place. Also is there a way to have a seam to my pillow or do I also have to model it? Any suggestions will be appreciated, Thanks.


texts: No reference images of my daughters face for modeling

texts: It may be practical problem of the few beginners, the Problem i am facing is most of the tutorials are using reference images to model face, I also want to model my daughters face but i dont have the reference images like front view, side view, top view, etc also I do not know how to perfectly take photographs of my daughter face to model the same. Can someone shed some light on this problem.. Many thanks


texts: 2019 Macbook Pro (laptop) keyboard shortcuts

texts:
I'm UI graphic designer and junior front end dev and I started learning blender few days ago but everytime I open blender and trying to do something while watching tutorials I'm stuck in the keyboard shortcuts issues. I find so many shortcuts links but for the Windows. I feel like Mac is something "special" for this.
I will really happy if someone can help me, or if someone has any tips.

Thanks a lot! O:)


texts: How can I adjust the position of shadow according to the light source in 3d viewport?

texts:
Although I adjusted the position of light in 3d viewport, the position of shadow did not change accordingly.

I want the position of shadow catch up with the change of light position in 3d viewport. (not in rendered mode)

Would you please help me?


texts: Material Shader not fully applied to selected faces? Why?

texts:
I am adding materials to my model but the bottom edges of faces do not show the colour/material even if the rest of its faces are coloured. Why is this?

As you can see by the picture, the grey area above the indent is part of the face of the red material but it is not shaded red along with the rest of the face. The indented section only coloured the middle red and left the top and bottom material-less. How do I fix this?


texts: Avoid converting to tris when preparing file to 3D print

texts:
I created a low poly alien in blender and wanted to print it exactly the way I created it. It's modeled in quads which are converted to tris when exporting the stl. I know stl works with tris but it messes up the look of my object. I tried to export it as an obj file as well but I have the same issue with it.

Is there a way to prepare my file for printing without converting the quads to tris?

Thanks a lot.
Cathleen


texts: Strange flickering while modeling in Blender 2.8 beta

texts:
So, while modeling simple building, I came across some strangle flickering on faces, which is strange for me.
There is no overlapping, so "z-fight" is not the cause here.
Flickering is visible with solid or rendered -- no matter which.

I have blender 2.8 beta by 27.02.2019 version

I inserted images and .blend file, so please look at them :)


texts: Cycles Shader to assigns a color based on how many light sources hit the surface

texts:
I would like to create a Cycles Material that assigns a color to the points of an object's surface based on how many light sources hit that point.

If, for example, there are 10 light lamps into the scene (and no ambient occlusion nor emissions from anywhere), each will contribute with a (0.1, 0.1, 0.1)RGB to the final color of the object surface if any of its rays hit it.

Do you think it is possible? Any suggestions about how to achieve this?

Thanks!

EDIT: (To be a little more specific). For an academic paper I'm writing, which will be a bit long to describe, I need to know how many lights are contributing to the color of a specific point of a surface. My idea was to paint this point with a tint obtained by adding the colors of those lights that hit it. In this way I don't know which lights are hitting a surface point (which could have been even better) but at least I know how many of them contribute to its final color.


texts: lost a background image after an animation render

texts:
I created a simple scene with a planet in space.
I texture-painted a plane as the background and that worked fine, just a black plane with lots of colored glowing dots.In the first picture renders it worked just fine displaying white stars at the colored dots, but after I rendert an animation the background suddenly turned greyish/orange affter the first frame and from now on it doesnt changes back.


texts: My Doughnut icing ends look weird Blender

texts:
Hi,
I'm following Blender Guru's doughnut videos. At one point, when I was making the icing I encountered an issue and changed some settings around. After a few days, I managed to fix the issue, but now this this is stuck here and I don't know how to get it back. Does anyone know what I enabled?
Thanks,


texts: Suggestion to rig & animate skin+bone+muscle at the same time?

texts:
Good morning,

I have a human arm model with separate skin, muscle and bone meshes. Is there anyway I can rig and animate the human arm with skin, muscle and bone together? If not, any suggestions how to make this right and fast?

Thanks in advance :-)


texts:
I have a semi-transparent vase that casts a nice shadwo when I hit "p".

However, when I start the standalone player, the transparent material doesn't cast a shadow.

Any ideas why that could be?
Thanks in advance!


texts: how to make local orientation after transforms were applied?

texts:
I've got Blender 2.92.
So i have that mesh that I have transformed a bit (a rectangle tilted on X axis, scaled up and down in few places so it looks like a stool leg), the I have applied all transforms and I've lost normal transform orientation.
I've watched few videoes on creating a custom one but that doesn't do anything - as soon as switch back to that mesh, it's a standard original orientation (global one). I already tried creating that custom orientation in object and edit mode - it's called "test" in the screenshot attached - and it always switches back to global settings, no matter which orientation i choose.
Reading Blender manual never helps - they give the basics, and it's covered in the youtube videos anyway - so thank you in advance for telling me to read it, I've already done that.
What am I missing that people in videos have no problems doing that, and I have? I'd like to extrude or even move the top or bottom face of this mesh at the same angle as the sides are.

EDIT: I have found out that going to the Viewport Gizmo menu, and changing the orientation in that menu works.
How to unblock it or make the other menu work? Not a big issue now that it's solved, but it would save me hours on searching for that.


texts:
I have used Blender regularly for years and don't consider myself a newbie by any means. But I have no idea if there is any way to tell what the active layer is. When creating a new object, linking in an instance from another .blend, etc. the new item will be placed on the active layer. But, as far as I know, there is no way to know which layer that is by looking at the UI.

We've got the little circles in the Layers panel indicating levels containing objects. And we've got the highlighted circle that shows which layer the selected object resides on. But nothing that shows what the active layer is.

Have I been missing something obvious all these years?


texts: Why is my render only showing the bounded mask area? (video editor)

texts:
Aim: Simply want to add a gaussian blur to my video.
What i have already done, following a step-by-step using this link https://www.youtube.com/watch?v=NF_Q282V_uo:

created the bounding box for the mask, with the name "privacy blur":

added adjustment layer with the following settings:

added gaussian effect strip on the video:

However after carrying out these steps, the gaussian effects works well BUT my render only displays the masked bounding box and everything else is hidden(shown below).

How do I rectify this?


texts:
contrary to Blender 2.8 Blender 2.91 is very buggy. Each time my mac goes to sleep mode Blender crashes when waking up. And sometimes even my files can be loaded any more, it simply crashes. Will there be updates soon?
KR Thomas


texts:
Lets say I have a some particles flying out into space from an emitter, can I get access to their coordinates?

I know the coordinates of the emitter, but the particles themselves, surely they are stored somewhere.

I would like to eventually have a constraint pointing at a particle.
A bone stretching to a particle as it moves would be nice, or a damped track, or a copy location constraint.


texts:
I have a plane with a diffuse material of a blue color, a cube of a red color. I can see them perfectly well using cycles. When I use the game engine render all I get is gray no colors. Can the blender game engine render diffuse material nodes?

Is there a node that says render node to game engine renderer?


texts: How to create diamond pattern on object?

texts:
I'm trying to make a pendant covered in diamonds and I can't figure out how to get the diamonds to go on the surface clean. I've tried shrink-wrap and the results are awful. The pendent base is complex, and the diamonds are pretty simple.
Any ideas?
enter image description here


texts:
Hi how can I make this bone for each finger  move just that finger?

I used the old parenting method.


texts: Hair dynamics not working on large mesh side faces

texts: I was having an issue with hair not moving on the inside edges of a cube that had a hole cut through it, I decided to start a new simple project to test and I have found that if my mesh is 9x9x2 the wind will affect all faces fine, but as soon as the size increases the force no longer has any effect on the side faces, gravity also doesn't work and the hairs stay rigid... The top and bottom faces do have the force applied and they have the largest faces, but the edges which would measure something like 10x2 have no forces applies. I can't figure out why that would be, any help would be appreciated.


texts: Python Modules in the Blender Game Engine?

texts: I was writing a Python script for the Blender Game Engine, and I noticed that any time I imported a module other than the bge, the rest of my script wouldn't run.  I was planning on using the random module to place my enemies in random positions throughout the game.  If you could explain how to get around this problem, that would be great!


texts: Is it possible to record a non-timelapse video with Blender's built-in screen recording system? I can't set the capture time under 50ms. That means 2 frames per second.


texts: What is the best way to re-create plastic chair pad piece?

texts:
This small chair pad (it's a metal bar stool, Ikea) broke and I thought I would use this as a good first Blender project.

My question is which way to build something like this?
Starting from a solid rectangular prism and then creating holes, or by a flat base, and then extrude and cut the circular profiles?

I have limited experience with Sketchup, but very little with Blender
Than you, Max


texts:
I downloaded a Skeleton , and a helm model with another skeleton, I deleted the models skeleton, and try to put the one I want as parent, if I do this by Ctrl + P  Bones, or bones relative, then  in pose mode the helm in this case moves as intended, but when I export the file, it says it has no bones

I tried with automatic weight's and it gives me an error.

I tried with envelop weights, and here it moves but it gets deformed, because some meshes stays in place (like the decals) and the helm itself moves.

How do I fix this? I m terribly lost.


texts: nVidia skin shader with the Principled BSDF

texts:
I've been using a skin shader primarily based on the Brecht skin shader, which is itself based on the Sum-of-Gaussians approach as seen in 14.4.7 from GPU Gems by nVidia. Its Cycles adaptation, which is essentially what I've been using as well, can be seen in this post. The inside of the skin nodegroup is shown in post #13334 on the next page (sorry, I can't post more than two links).

As you can see, for every row of the GPU Gems table, the image input of the nodegroup is multiplied with the corresponding RGB value and connected to the color input of an SSS shader. The radius vector of each SSS shader is taken from the Variance column of the GPU Gems table (incorrectly labeled as Scale in the screenshot). After that, the SSS shaders are added up and then mixed with two Glossy shaders of varying roughnesses.

Now, with the new Principled BSDF from the upcoming Blender 2.79, I could take advantage of the (as I understand it) more realistic shading as well as implement the two Glossy shaders by using the regular roughness input and the clearcoat option of the Principled shader, but how would I go about adapting the Brecht approach for the SSS-part? I obviously can't just add up a bunch of Principled shaders, so I'd either need to somehow combine all that Sum-of-Gaussians stuff beforehand to use as an input for the Principled BSDF, or I'd need to separate the SSS/diffuse component from the specular component to independently add and/or mix them back together again.

This is where I'm kind of stumped, so if anyone has an idea on how to do this, that would be great.

Thanks :)


texts: How can I make this metal material look more realistic?

texts:
I am new to Blender and I want to make this metal look more realistic.  I am using a PBR method but the handle on this sword looks like it is missing something.  Any tips would be appreciated.

Let me know if you would like the .blender file or a screenshot of the nodes.


texts: Whenever I move an object in blender in unit mode(Imperial), it always make it in feet. For example, if I type G Y 12, it will move 12 feet. How can I make it move 12 inches instead?


texts: What is the unit of compressibility in Blender?


texts: How to import ".off" object file using python code

texts:
I have installed import_off addon from this github repo. This addon provide import functionality of the ".off" file in blender using the GUI. But there is no way I can import ".off" file using python.

Please tell if there is any way I can import .off files using python, since I intend to work on many 3D models and using GUI is not possible on all of them.


texts: I am using blender 2.79 and I have a material with the color of purple. The color shows in one of my views but not the other.


texts:
I just want to know if I am understanding this correctly.

Lets pretend my domain is 18 vox wide, if I want Cycles to render all the way through, do I need to set the volume samples to 18?

Below I have it set to 2, does this mean it will only go 2 voxels deep and then stop?


texts: How can we change the particle size in Blender 2.8?

texts: I was watching the motion graphics tutorial, and there's a size adjustment for 2.78, but not 2.83. Where do I go to change the particle sizes now?


texts:
I followed the blender Guru tutorial and modeled the Anvil. I made 2 models The larger one is mine where the texture seems to work fine. But the small one in foreground was followed from tutorial and the front lower part is blank.

I know the texturing is less than ideal but this is my 1st time actually UV mapping.

[The Texture Not appearing on the lower front part of Anvil

Solutions tried
1. deleting and re-applying
2. changing normals (Shift + n and ctrl+shift+n)
3. adding unwanted seams
4. restarting blender.
5. thinking of doing it all over again!
6. clearing seam and doing a smart UV

Smart UV works without a fault, but the textures are all wrong.

The one in the background seems to be fine yet I've to tune the textures but here nothing is happening.

So what did I do wrong?

I'm on blender 2.8

Here is the file link

The geometry is less than ideal btw so I turned on the subdivision adjust edit cage in modifier panel.


texts: Driving an Object at Half the Speed of the main Object

texts: Hi I'm animating my Engines Rotating assemblies and I want to Drive the Cams at Half the Speed of the Crank (Example: Crank is going at 1 and the Cams are at 0.5) what is the operation to make this action happen


texts: I'm new to Blender (using 2.91) and have been playing around with the sculpting.  I am having an issue with the clay strips brush.  When I use it on the front, it seems to be subtracting from the back.  I've tried to include two images to show what I'm talking about.  I've checked the normals and everything seems to be fine there but my knowledge is very limited.  What is going on?  Any help is greatly appreciated!


texts: Object Data Path Input node needed in Animation Nodes

texts:
There is Object Data Path Output but no Input

How can I manipulate spline Bevel Curve Points Radiuses with Animation Nodes?

How to get array of splines[0].bezier_points[n].radius,
modify it and copy to other spline.
Input spline is freehand drawn with tablet.