texts: How can I import an image sequence into blender

texts:
So I have a video and a image sequence  that I want to stick together using alpha over nodes.
My background is a .avi video, and I want to put a image sequence with alpha
transparency over it.

I use a image node and import all my png's.

and set the node to image sequence.

But when I move up and down my time-line the images don't change.
What should I do?


texts: How can I make a 3D wireframe object hollow?

texts: For instance, if I want to make a wireframe snowman out of three spheres, I would like to trim the spheres so that only the outermost surfaces are shown. That is, if sphere 1 and sphere 2 overlap, I'd like to delete the overlap region of both spheres. And is there a way to do this automatically with, say a python script, given the coordinates and radii of the spheres? Thanks in advance!


texts: How do you apply a texture to your World?

texts:
I'm trying to apply a sky texture to my World by using the Node Editor, but it makes the texture become black-and-white instead of my expected result. Is there another way to apply textures to Worlds, or am I doing something wrong?

^^ This is the texture I'm trying to apply to my World ^^

^^ This is the unintended result after using the Node Editor ^^


texts: Are any script adjustments needed to render a scene using multiple GPUs or bpy.data.scenes[0].cycles.device = 'GPU' selects automatically all the available GPUs


texts: How can I make sure that simulated cloth doesn't go through other objects?

texts:
I am trying to simulate a wedding dress animation.

So I put a solidify modifier on the dress, and I defined the dress as a cloth.

The lower part is free (pinning of the upper part).
I unchecked "Cloth collision" for the dress, but I added collision physics to it.
I also added collision physics to the character wearing the dress.

My problem is that the dress still goes through the character.

Why is that the case?

Here is how it looks:
- before animation:

after 4 frames of animation:

And finally, may you please see here the settings of the dress :

When I loaded these pictures, as you can see, I finally checked "cloth collision", which is different from what I said at the beginning of this topic.
It is because I took into account the PGmath's comment.

Here you can find the Blend file: it is already animated.


texts:
I need to achieve this result

a cloth simulation of elastic sheath for tubes, cables, wire like this:

there is a sample video for c4d and other software

https://www.youtube.com/watch?v=VXi57AAWu4M

https://lesterbanks.com/2017/07/modeling-cloth-cover-cables-c4d/

thanks a lot


texts:
I am a very basic blender user, I need to know if there is a add-on or a built in function that could export selected objects model transformation matrix (the matrix that contains the models scaling, rotation and translation information).

Thanks!


texts: Blender 2.81 - cannot import stl files using facet normals

texts:
I have a mesh to import of a part designed in Mastercam. I have saved it in Mastercam as an stl file. It is a very complicated mesh so I want to use facets normals so I check the box, but 2.81 throws this error:

bpy.ops.object.select_all(action='DESELECT') bpy.ops.transform.translate(value=(-0, -0, -0.286018), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True) bpy.ops.transform.translate(value=(10.1709, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True) Traceback (most recent call last):   File "C:\Program Files\Blender Foundation\Blender
2.81\2.81\scripts\addons\io_mesh_stl\__init__.py", line 150, in execute
    blender_utils.create_and_link_mesh(objName, tris, tri_nors, pts, global_matrix)   File "C:\Program Files\Blender Foundation\Blender
2.81\2.81\scripts\addons\io_mesh_stl\blender_utils.py", line 55, in create_and_link_mesh
    mesh.show_edge_sharp = True AttributeError: 'Mesh' object has no attribute 'show_edge_sharp'

location: <unknown location>:-1

I have tried to delve into the python files and add 'show_edge_sharp' attributes to the mesh object in the init.py and blender_utils.py files, but this doesn't seem to work.

As far as posting the code goes, I have not as these are just the standard add-on files that come with the install.

Any ideas?


texts: 2.78c | Changing fluid gravity direction results in really weird behaviour

texts:
I have a rather simple fluid simulation.
My gravity is at -9.81, and it works nice, but I have animated the gravity and when it changes from -0.001 to 0 or a value greater than 0 the simulation breaks totally.

Frame 144, gravity at -0.001 — Frame 145, gravity at 0

And it stays that way the rest of the simulation.
I do need the gravity to change for this, and I just don't know what is going on and no one seems to have this problem.

I'm using Blender 2.78c

Here's a link to a Drive folder with the blend file and ZIP with both the blend file and simulation cache.

Thanks!


texts: Can I convert an annotation into a stroke object?

texts: I started drawing some sketches using the annotation tool, but now would like to convert them to grease pencil Stroke objects.  Is there a way to do this?  Another post mentioned pressing F3 and then running a convert tool on it, but I can't figure out how to even select my annotation object since it doesn't appear in the outliner.


texts: When filling a gap with a new face edges do not seem to subdivide correctly

texts:
I'm learning Blender and following Blender Guru's Intermediate Modeling Tutorial to make an anvil. I made a small mistake and had a duplicate vertex that could not be cleared by the Remove Double Vertices tool for whatever reason, so I went in and deleted it myself then restored the face. However, the new face now has sharp edges that won't subdivide and I don't understand why.

I've attached a screenshot that will hopefully provide a little more context. I'm referring to the two faces on the tip of the horn of the anvil, relatively centered in the viewport. The edges are sharp and I'm trying to round it to a point. You may also see a similar issue happening at the corners of the higher part of the body towards the top right of the viewport.

P.S. I'm aware that I'm using the 2.8 Beta and he's using an older version in the tutorial, so I'm not sure if something would have changed between these versions that either causes this issue or the way to solve it just isn't as clear.


texts: I want to get rid of this but the only option I can find is to delete vertices. I would appreciate some help. If needed, you can find the file at: https://pasteall.org/blend/27dda981439148c8a16237925d5b428e


texts:
I have an architectural scene that I imported from 3ds max, however there is no windows in walls. Problem is, the scene doesn't have strict scale (I don't know measurements of the holes).

How this problem should be approached, because there is quite a few windows in my scene.


texts: No IK option under Add Object Constraint

texts: Blender 2.81. I have been following some tutorials about bone rigging. I get the the part about Add Object Constraint and there is no Inverse Kinetic option in the list like everyone shows.


texts: Is there some quick way to "divide" (bevel) one vertex inside a geometry into two making a edge between them like on the picture?


texts:
To help myself with rigging my dinosaur properly i downloaded a nice, professional  dino with a nice rig. I found out in it the thing i don't understand. There's a parent-child chain: chest -> neck -> head -> jaw and there's no bone constraints on any of those bones... and somehow you move the head and the neck follows. It works like IK and it's very smooth and it's comfortable but i have no idea how it's done, despite of having the .blend file.
My question is: how to do this?


texts: Blender Game Engine toggle FullScreen with script

texts:
My 'FullScreen' script occurs an error.
Each time the object is clicked it activates the 'FullScreen' and then deactivates.

import bge
from bge import render

# Functions
def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    # Action
    if bge.render.getFullScreen() == False:
        bge.render.setFullScreen(True)
        return
    else:
        bge.render.setFullScreen(False)
        return

# Action
main()


texts:
I'd like to change the opacity of this ink bleed that i've made using a couple of masks.
Here's my node setup:

I've tried adding a mix node and a set alpha node and attempted at changing the fac. value in hope of changing the opacity but it's not having an effect so i was hoping someone could help me out,

cheers for any help- much appreciated!


texts:
I am experimenting with rigging, and one of the components requires a corrective shapekey that is based on the location of a bone. The driver needs to only activate between a certain range (let's say -.5 and -1), but be able to return to a maximum of 0. I'm having a bit of trouble getting the expression right.
Essentially, I want to do something like this, but with a single coordinate instead of rotation.
My last attempt was this expression:
min(max(0, -1), -.5)
Would anyone be able to clarify how to do this?
Thank you.


texts: scaling issue, particles don`t scale down why?

texts: i made this donut from classic blender guru tutorial, i tried to put this into a scene so i appended the model in this scene, now in viewport it is normal but whenever i render the particles above it renders larger. i am using blender 2.82. i have scaled down the donut. particles don`t scale down why? please help


texts: Head bone not moving with parent hip bone

texts:
Not really sure how to word it, but I have an bone chain with a hip bone as the root and everything being a child of that.
When I move the hip it seems the tail of the head bone tries its best to stay in place, making it very difficult to translate the body as the head does some funky movements. Rotations work as expected, with the whole bone chain pivoting from the hip.
Very similar to this post, but it seems like it's not applicable to me.
The only thing I noticed is that the head bone goes orange when translating the hip and a constraint icon pops up in the hierarchy but disappears as soon as I release.
Deleting the head bone makes the same unwanted movement occur on the neck, so it seems like it's trying its best to keep the tail of the bone chain at its original position pre-translation.
I followed this video and playlist to model and rig the character, and it doesn't seem like he has the same problem.
How can I fix this so that the whole body follows the translation of the hip bone?
This image from left to right shows idle with hip bone selected, hip translated to the character's left, and hip translated to the character's right and up.


texts: Hole pattern in model when moving in sculpt mode

texts:
this is not the first time this is occuring to me and I wonder if it might lead to problems further down the road. I created a metaball as I mostly do when starting to sculpt and as soon as I am moving the view in the viewport I get this pattern, as to be seen in the picture. But it disappears the second as I let go the MMB.

Any idea why this happens and if this could be a problem?

Thanks for reading.


texts:
I have FBX model which is ~25MB in size. When I import this model into a blender and export it again (even with decimation modifier applied), the exported FBX from blender increases in size to ~44MB even when just straight export without any modifications is done. The model has no animations at all and I even exclude them in the export settings. Only the MESH and OTHER are being exported.

So I would like to know if something can be done in order to somehow preserve the exported model's size since it's not modified in any way after import, or at least do something to minimize the file size as much as possible when exporting?

I've also noticed when I combine all sub-meshes (Ctrl + J), exported fbx size will be increased to ~88MB

Link to Blend file

Thx for any suggestions


texts: Blender 2.8 causes all other versions to not run!

texts:
After installing 2.8 i use it for 5 min then it stops responding and crashes. I try to reopen and the console is blank and it never ends up working. All other versions of blender i have installed also stop working after this.

I've tried uninstalling all other blender versions and reinstalling, Updated all my drivers, restarted my pc, Closed all other programs, waited an hour for it to open. I've tried all of these multiple times with no luck!!! It seems to corrupt all versions of blender somehow!

This is clearly a bug with 2.8 unfortunately :( Any suggestions ?
Should i just wait for the next update? and go back to 2.8beta?

Pc specs: 1080ti ftw3, i7-6700k, 16gb ddr4 ram, 2 1080p monitors, Win10


texts: How to apply a texture during an animation?

texts: So I'm going to have a laser fire into a spot in the ground. I want it so that before it fires the ground is blank and when it stops there's a burn mark where the laser was. How could I do this?


texts: Can I use OSL shaders with Eevee in Blender 2.8?

texts:
I was trying to create a custom OSL shader to use with the 'shader' node in the material node editor.  However, I noticed that none of the scripts worked when I was using the default Eevee rendering engine selectedin the Render tab.  Switching the render engine to Cycles make the script nodes compile correctly.

Are there any plans for supporting the shader node in Eevee?


texts: Get node tree result values at certain points on mesh surface using Python?

texts: Blender 2.80. I have material with several different textures (generated noises, images, etc.) mixed using nodes in Shader Editor. This material is assigned to the mesh. Is it possible using Python somehow to get resulting values of node tree (such as value, RGB, etc.) at exact points on the surface of the mesh (e.g. at each vertex location) without baking node tree to Image?


texts:
I recently started animating a character wearing armor and I decided the best way to handle the deformations of the various armor pieces would be to create separate armatures for them, for several reasons. However, I had to realize that it's not possible to export something like that into Unity or Unreal, since they don't allow for multiple roots. So I wanted to combine the armatures. Now, the problem I am facing is that the animations are already done, and whenever I join the armatures, they get moved around in a different position than they originally were, and when I play the animations, the positions and rotations of the armor armature bones are completely off. Is there a way to join/parent the armatures without everything getting messed up? Or do I have to start anew?

Here are the things I tried:
1. Joining the armatures with CTRL+J
2. Parenting one armature to the other (to a bone, and to object)
3. Using the child of constraint

Thanks for any input!


texts: I am experimenting with rigid body simulations and have an animated cube hitting a stack of cubes and moving around. The problem is, I tried to render and forgot to bake to keyframes, but now that I have, the keyframes are still not rendering and I can't see them in the timeline. I tried recreating the blend file using the properties panel and frame guessing but now the objects are not colliding! Is there a way to revert back to rigid body after keyframes are baked?


texts: Best way to move scale pivot with mirror modifier

texts:
There are times when I'm box modeling with a mirror modifier where I want to scale a face from the center axis (that I'm mirroring over) NOT the center of the face.

Currently I'm doing this:
Enter Edge Selection Mode and select and edge on the center axis
Shift - S to snap 3d cursor to edge
Use S then X to scale on just the single axis

Is there an easier way to do this?

Thank you.


texts:
I am beginner in python script with blender. To start, I write a script to render a simple scene using the cycle engine and a fisheye camera. here is my script:

import bpy
from mathutils import *
from math import *
#delete the cube
bpy.ops.object.delete(use_global=False)
# Add a camera fish eye.
bpy.context.scene.render.engine = 'CYCLES'
bpy.ops.object.camera_add(view_align=True, location=(0, 0, 2.5), rotation=(0, 0, 0))
bpy.context.object.rotation_euler[0] = 0
bpy.context.object.rotation_euler[1] = 0
bpy.context.object.rotation_euler[2] = 0
bpy.context.object.data.type = 'PANO'
bpy.context.object.data.cycles.fisheye_lens = 2.7
bpy.context.object.data.cycles.fisheye_fov = 3.14159
bpy.context.object.data.sensor_width = 8.8
bpy.context.object.data.sensor_height = 6.6
#Add a lamp.
bpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(0, 1.5, 2.5),
layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.data.shadow_soft_size = 0.01
bpy.context.object.data.cycles.cast_shadow = True
#Import the model .mhx in the scene
bpy.ops.import_scene.makehuman_mhx(filepath="/Users/xxx/Documents/MakeHuman/v1/exports/scene1/person1.mhx")
#Set the rendering parameter
bpy.context.scene.render.resolution_x = 1360
bpy.context.scene.render.resolution_y = 1024
bpy.context.scene.render.resolution_percentage = 50
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = 2
bpy.context.scene.frame_step = 1
bpy.context.scene.render.pixel_aspect_x = 1
bpy.context.scene.render.pixel_aspect_y = 1
bpy.context.scene.render.use_file_extension = True
bpy.context.scene.render.image_settings.color_mode ='RGBA'
bpy.context.scene.render.image_settings.file_format='PNG'
bpy.context.scene.render.filepath = "/Users/xx/Desktop/pythonscript/"
bpy.context.scene.render.image_settings.compression = 90
##sampling;=path tracing
bpy.context.scene.cycles.progressive = 'PATH'
bpy.context.scene.cycles.samples = 50
bpy.context.scene.cycles.max_bounces = 1
bpy.context.scene.cycles.min_bounces = 1
bpy.context.scene.cycles.glossy_bounces = 1
bpy.context.scene.cycles.transmission_bounces = 1
bpy.context.scene.cycles.volume_bounces = 1
bpy.context.scene.cycles.transparent_max_bounces = 1
bpy.context.scene.cycles.transparent_min_bounces = 1
bpy.context.scene.cycles.use_progressive_refine = True
bpy.context.scene.render.tile_x = 64
bpy.context.scene.render.tile_y = 64
#insert the walls
#1)the floor
bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.dimensions[0] = 4
bpy.context.object.dimensions[1] = 4
bpy.context.object.dimensions[2] = 0
#1)Wall 1
bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0, 2, 1.25), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.dimensions[0] = 4
bpy.context.object.dimensions[1] = 0.05
bpy.context.object.dimensions[2] = 2.5
bpy.context.object.location[2] = 1.25
bpy.context.object.location[1] = 2

#Render results
bpy.ops.render.render(animation=True)

I remark that the image rendered using the GUI and using the script are different.


texts: Rendering Multiple Frames Makes my Animation Grainy

texts:
Sorry if this question has already been asked but I'm kinda desperate at this point. I have recently started using Blender for animations. Whenever I see people post animations they made in Blender online they always look crystal clear and the colors really pop. But for some reason whenever I try to render out multiple frames to later put together in the video sequence editor my images look grainy and not as  bright once they are placed in the finished and placed in the folder. But when I'm sitting there watching the images render on my laptop they look pretty clear and all the colors pop. It only seems to happen when I render multiple images at once, I have tried turning up my samples, resolution and other settings but no matter how cranked my they are or how long the render seems to take it still doesn't look as clear as it could be. Here are some example pictures of what is going on and what my settings look like.

This is what it looks like while it's is rendering

This is what it looks like once it's placed in a folder when it's finished rendering.

And these are my settings.

Sorry again for the long explanation and any help or advice would be much appreciated! Thanks.

Here is a picture of color management settings as well


texts: Is it possible to use a mesh object to bevel a curve instead of another curve?

texts: When i try to use a mesh (like a cube for example) as a bevel target for a curve it doesn't let me select it. Am i missing something?


texts:
So I have said this earlier, but I love watching Adobe After Effects tutorials, and recreating them in blender. But I have this problem that has happened in a few tutorials now. Its where people use the Time Displacement Modifier. It looks like a really handy modifier, and I am almost certain that it can be recreated for blender. The question I have is: Does an addon already exist? or do I/we need to make it so? Thanks for your help!

EDIT: For those who don't know what time displacement does, watch this video: https://www.youtube.com/watch?v=YCZ3MqXOfYQ


texts: Creating a "library" of standard objects for use in multiple projects

texts:
I am assembling a "library" standard 3D parts that I will be using on various projects. What does Blender call a group or library of parts/objects, and where is this referenced in the current manual (particularly how to set up the library)?
As an example, some programs have libraries of parts that you can quickly select and insert into your program, such as AutoCAD or MS Visio.  Video editing programs and VX like Resolve and Fusion also have "media bins" where you can keep commonly used media files to make their access quicker and easier to use.  Trying to see if Blender has a similar concept to group together 3D parts and access them in different projects.


texts: How to add a certain number to an object's coordinates

texts:
I'm currently making a first person game in BGE. I animated an action for the camera of slowly going up and down to make the walking more realistic. I added it to the player's logic, but instead of moving forward, the player moves a small distance from the spawn point, and then immediately goes back.

I thought that maybe this happened because I added a keyframe for all the axes, and I could just add a keyframe for the Z axis. But then I thought that this could malfunction if I was on a different height level, because it would just bring me back to the original level.

So a way to do this would be to just add a number to the coordinates of the player, but I couldn't find anything on how to do that, and don't even know if it's possible.

How will I add a number to coordinates, no matter what they are, and how do I make it a keyframe?

.blend file:


texts: UV map quality decreases after importing wavefront object that is exported as obj before

texts:
I have a blender model and the mtl folder that I found before:

blender file link: https://drive.google.com/open?id=0BxFdejPeV4z3WEpMTVJGTDRsLXM

I am opening blender file and adding uv map files by selecting File-> External Data -> Find missing files  and selecting "mtl_files" folder (I also added mtl file from google drive : https://drive.google.com/open?id=0BxFdejPeV4z3el80Y1djazRTX3M)

After adding mtl and uv map files it seems like this:

After that I am trying to export this file as wavefront with only this 6 options marked (File -> Export -> Wavefront):

Lastly I imported the obj file that I exported before and its uv map quality decreases a lot (if it cannot find the mtl path I am selecting the File-> External Data-> Find missing files and selecting mtl_files folder again), and it seems like that:

I have no any idea why this happens, I am doing the same process with a spider man model and it just works fine.


texts: I'm trying to add some smoke to the train and I've set up a particle system to simulate how I would like it to look, but the smoke won't follow it no matter what I do. I've changed the emitter's flow source to the particle system and done all sorts of other things but it still won't follow it. How do I fix this?


texts: I want to round out this right angle join between two edges. How can I achieve this effect in red?


texts: How to crop image based on Alpha in Compositor?

texts:
I wonder if there is any way to crop a image based on alpha data like this:

The reason I want to do this is that I want to crop the White area of another image (of the same dimension to the Alpha image above), then stretch it to fill the whole area, or fit to other expected dimension. And this has to be done in Compositor.

For example, this is a MANUAL way to crop then fit to expected dimension:

Blend File

However, to decide the value in Crop node is not so easy in order to get rid of unwanted part. So I wonder if there is any way (math or something?) that can be smart enough to save that work.


texts: I need all my normals to be oriented in the same angle, but as you can see from my screenshot, the outer edge are turned one way and the inner edge are 90º offset, so I'm just wondering if there's a way to manually turn them?


texts: Trying to fill an opening in an object and match depth

texts:
I just started 3d modeling with Blender about 3 weeks ago. Steep learning curve but I was able to muddle along (thanks to this site). Now I am stuck. I am volunteering at a non-profit and I have to modify an existing container that has some openings in the bottom to allow wires to pass through. I received this as an STL file (I think from AutoCad). I need to fill in a portion of some of these openings. The openings and my patch are non-uniform in shape but should be the same depth (along z axis). I tried making a face in the opening and solidifying it down until it was the same depth as the existing opening. I guess I thought this would magically become part of the existing mesh and I would have the new smaller opening. Well, I had a lot of non-manifold edges.
I finally backed down to a simple test case to try to understand what was going wrong. I made a simple frame 50mm x 50mm and a depth of 5mm. This was made by applying a difference boolean to two Blender cubes. I then tried to make a "beam" go from one side of the frame to another on the y-axis. First I tried subdividing the two edges on the top and using those 4 vertices to make a face which I solidified downward to the same 5mm depth. This gave me non-manifold edges with the "multiple faces" selected. I figured this was because of the hidden faces at each end of the beam. So, I was able to delete the faces on each end of the beam but the original frame face was still inside.
I then tried again from scratch. This time I put two edge loops on the inside of the frame across from each other along the y-axis. I selected those two faces and deleted them. This was going to be where the face of the solidify object would wind up so I thought it had to go. I then did the same face solidify and then deleted the face on each end of the new beam. Now I get non-manifold edges with the "boundaries" check box.
Here is what Blender looks like now.

I am at a loss. I must be missing something pretty fundamental. I thought filling in a hole like this would be easy but I can't find any examples of someone modifying an existing object like this.
Here is my blend file.

Any help would be much appreciated.
Thanks,
Don
Update: I was still messing around and found that the "Make Manifold" option in 3d print fixes it. So, I must be close. Really want to understand what is going on here.
Follow up image

Final Update:
lemon was able to solve my issue and in doing so he shared a very great diagnostic/debugging technique which I hadn't seen in all my previous searches. I wanted to make sure to point it out for any beginners following me up the Mt. Everest of learning curves. ;-)
If you are having problems with an area of your mesh the 3d print tools or select non-manifold geometry will indicate the basic area but it can be hard to see what is going on. From lemon's answer and his image I learned the following..don't be afraid to grab a vertex or edge or scale a face. Move it around and it will be obvious what it is and isn't connected to. You can always do a RMB or ctrl-z to put it back when you are finished looking. I have been working on a more difficult variation this afternoon and using this technique I have gotten to 0 non-manifold geometries every time (eventually).
Thanks for the tip, lemon!


texts: how to add texture to an object import in .stl format

texts:
Extreme blender newbie here..

Is it possible to import an object in .stl format and add a texture to it?

I seem to be able to do it fine with any object I create inside blender, but when I import an .stl it will not give me the option to do so.

Could anyone please tell me the steps?

Thanks!


texts: Objects can be seen after turning off all lights : How to turn off ambient light in Blender/Cycles?

texts:
I am unable to find the lighting option that would turn off the ambient lighting after turing off all lightings in the scene while using Blender Cycles.
What I mean is, if I turn off all the lights in a scene, the scene is still not completely dark - there seem to be still some ambient light.

Is there any way to turn this ambient light off so that it does not affect my lighting setup?

PS: I have noticed that if I use a HDR background for lighting and then disconnent the node from the world output - the scene becomes completely dark.


texts:
I'm currently working on a carved wooden heart lying in a field of grass using the grass essentials you can grab from Blender Guru and as you can see there is some clipping that occurs. I know how to make sure grass wont appear from under the wooden heart, that is not the issue. What I want to do is make it so that the grass around the edge of the heart is slightly bent, that you can actively see the grass is being pushed aside by the object. Is there a way to do this in the particle system? The only thing I can think of short term is to apply the particle system and just do it manually, but with so many vertices that would be an absolute pain to do.

Any help would be greatly appreciated.


texts: Easier way to convert text to mesh for keyframe baking with animation nodes

texts:
Below is the animation node set up for a timer that just alternates between 0s and 1s. I would like to bake keyframes for this animation so that I can render the entire animation on sheepit.
But apparently, '0 s' is a text and so I can't do it. Is there a way to make a simple modification to the node tree below or do I have to make an entirely new node tree to be able to bake the keyframes?


texts: I have a sci-fi scene with a floating platform and a camera that pans around the platform. I want to add clouds underneath. Since I am going to pan around the platform, I can't use an image texture for the clouds, However modeling a bunch of volumetrics clouds takes too long and after skimming a bunch of tutorials I couldn't find a material that worked right with my scene. any suggestions?


texts:
I'm trying to create a water scene where paper lanterns rise from the background (similar to this scene from the movie Tangled.

I'm using a particle system to generate a bulk of lanterns to rise from behind some (really bad for now) hills. The issue is that they just won't budge in the face of any type of force field. Can anyone tell me what is going wrong here?

I set up another file and emulated the situation and things are working perfectly, so I must be making some dumb mistake that I can't see with my tired eyes.

Link to .blend file


texts:
I have a rigged model that I want to turn into a different body type (I want to make the arms shorter, etc). I scaled the arms and it looks fine, but the rig stays in its original position below the hands. How do I keep the rig attached? It still works, but changing the pose doesn't work normally because the rig is far from the hands/arms... What should I do?

Thank you in advance


texts: EEVEE Glass shader doesn't show through itself

texts:
I am having an issue with my glass shader where objects using it do not show up through each other.

Here is my current setup for the shader:


texts: Why is rigged car's XYZ location different from its physical XYZ?

texts:
I just rigged a car (following WannabeExpert's DVD tutorial).
And have a weird issue.

When I move the car, its root bone's location says it's 40m away from the center.
However, its real distance is about 12m.
And it just scales up when I move further (E.g. it says 140m when it's 45m away etc.).

I thought I missed some checkbox or something, so in a new file, I made a starter cube with a single bone.
And when I move it, it also has inaccurate coordinates (e.g. it's 60m away, but says it's 87m away).

Don't think it's because of the size of the bone, as there's no way the bone is big enough to make such a big difference.

EDIT

Perhaps it's worth mentioning that when I apply a "distance constraint" to the bone, it calculates the distance from the center correctly. However, it's odd to use such monkey-patch.

EDIT 2

I did apply the scale.


texts:
Either a script or addon or whatever, is there any easier way to swap the Z coordinates of two objects in one click or something, I am making a graph like animation and I need to swap the bars a lot, my current method takes forever, I jot down the Z coord for object 1 and then swap them, this is very slow and I feel like there should be an easier way.

You can actually look me up on YouTube I make graph animations, many other people use adobe after effects but I'm broke.


texts:
I am pretty new to blender and I am trying blender 2.8. Whenever I am trying to bake normal map from a high poly mesh to a low poly mesh using cycles render, the results are not accurate at all. I have tried removing doubles, recalculating the normals, changing the ray distance, using cage and so far nothing is working so far. I have also tried using the 2.79 version and it gives similar result as well. am i missing something here?

Here is this result when i'm using 2.79, the results are a bit better but there are still errors.

Using the 2.79 version this is the best result i can achieve in the low poly model render.I used a bevel modifier in the high poly model and the edge in the baked normal does look right,it looks fine in the high poly model though.


texts:
So I am currently working on a CAD rendering and decided to give Blender a try instead of Keyshot. One part is a black ring with engraved writing (silver/white) on it (in the mesh since it is a stl import). I thought just like color by z hight it should be possible to assign color by radius -> lower parts of the ring white and higher parts black. So my approach was calculating the radius and input into a color ramp set to constant.

Also tried to add a Mapping Node to scale the vector etc. but no luck with that. I am quite new to blender so I guess my understanding of the texture coordinate object vector might be wrong. Switching the xyz outputs didn't help either.

Maybe someone could help me out here.


texts: How to make grass respond to an object hitting them

texts:
How can i make the grass bend when this cube hits it?

Here's the picture:


texts:
I am trying to use the geometry.intersect_plane_plane function, but I can't use the results properly.

On this tryout, we have two points (f0c and f1c) extracted with obj.data.poligons[idx].center and two normals (n0 and n1), extracted with obj.data.polygons[idx].center + obj.data.polygons[idx].normal, where idx is equal to the polygon index (0 and 1, on this case) from object obj

From the geometry.intersect_plane_plane(f0c,n0,f1c,n1) we got the result "isec" point/vector... It doesn't make any sense to me :(

Can someone help me to understand what is the result and how to "trace a line" or construct a edge in the intersection?


texts: How to make a camera face exactly downwards at the centre point?

texts: New to using blender, and have an image as a plane in the centre point. I'm trying to set a camera up to face perpendicular to it which i preume is doable by resetting position to centre, which I've done, and then changing the angle, but I can't find any shortcut to press to face it downwards, and can't find any input boxes to manually set the rotation by value. Any help?


texts: Adding background to the landscape and mixing with mist

texts:
In order to create clouds in the background of landscape I followed instructions of the lesson and used the Image node to add image needed in the result. Then I mixed that image with color (by using AlphaOver node) added by the RGB node to make environment look more realistic.
So, we have clouds created.
Then Mist socket from the RenderLayers is used to give infromation to ColorRamp node about the mist we want to get. ColorRamp's Image output socket is connected to Fac socket of the Mix node. Our clouds are added to the first Image socket, and the main Image from RenderLayers - to the next one.
I would like to ask about this way of mist creating. How is it possible to avoid of translucence of clouds through the island and at the same time leave mist? I tried a lot and didn't found any ways to combine these 2 images without getting problem when clouds can be seen through the front image (in this case, island).

Screenshot of the nodes set up.

To point out your attention at the problem, screenshot of the rendered image if ColorRamp node settings are changed (mist managing).

UPD.

I'd like to say that I think my island wasn't behind the clouds but rather the island lost transparency according to the principles mist settings are processed in Blender. You might want to look for references - http://wiki.blender.org/index.php/Doc:2.6/Manual/World/Mist#Transparency,  this one - http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Mist_-_Make_Objects_Opaque. I'd like to use the last one as a manual but I was unable to reach everything I wanted.


texts: Problem with the weight paint mode when there are a lot of geometry on the mesh

texts:
I have some problem with the weight painting of the mesh,check the attached video and tell me please what's the correct way to operate,in this case. Since there are a lot of geometries on the mesh,I suspect that I need to use the face/vertex selection masking for painting,but I don't know how.

demonstration video

screenshots :

NB : I also tried to use the vertex selection masking and you can see in the video below that it didn't work...

this


texts: Since Blender 2.90, the program has been very slow to start up

texts:
So ever since Blender 2.90 came out, and with the following updates of 2.91 and 2.92, Blender has been very slow to startup... At least more than 30 seconds, probably closer to a minute. Blender itself runs fine, and performance hasn't changed. I thought it might have been a PC issue, but it happens on multiple computers.
Any thoughts on what it could be?


texts: Stretch to bone constraint SHORTCUT in 2.81

texts:
In Blender 2.7x you press Shift+I to link a bone constraint to something by selecting both bones.
In Blender 2.81 that shortcut changed. What´s the shortcut for Bone constraint "stretch to"?
Thanks.


texts: How can I get the "strip input" toolbar in the Movie Clip Editor?

texts:
Could anyone please help me with this one? I can't see this small plus icon (png file attached).
I just don't have it! And the result is that I don't have this toolbar: STRIP INPUT. I can squize image or video or change dimension, but I would like to change "working area" (Idk if it is a proper name for it, but my image or video has a black area surrounding I can't remove).
I have check all toolbars but still no clue what to do and how to deal with it.


texts:
I am trying to do a "follow path" but when I go to the: CtrlP. That option doesn't show up.
I look the center of the objects and them are equal.

Also, I tried to link the object in the "follow path" but I can't select the curve.

My version is: v2.78


texts: Material which is not rendered but interacts with light

texts:
It's hard to explain this. The way I'm visualising it is by thinking of an invisible object which reflects light.

Let's say we this cube here with one face of it being lit up with a blue spotlight.

Now, let's treat the patch of blue light on the face of the cube as another discrete object (I understand it's physically impossible but bear with me).

I want to be able to keep that patch of blue light while making the cube disappear.

What I visualize in my head is a patch of blue light hovering.
My ultimate goal is to capture lighting information.

I hope this makes a little more sense.


texts: I am new to blender and when I sculpt it isn't smooth like in videos I have watched

texts: Whenever I watch a video on blender and they use a sculpting brush it is smooth but whenever I use a sculpting brush it comes out very sharp and polygonal, What do I do? I was watching this video https://www.youtube.com/watch?v=ujfwXiQ1_II&t=334s And I am trying to use the grab tool here is an image


texts: Blender 2.9: hollow cylinder has "Normals" problem

texts:
I want to make a cannon and I am using a hollow cylinder for that. But as soon as I create it, I am seeing an issue with the normals.

I can flip the normals but then the inside faces are blue and the outside faces are red. The same when I try to recalculate the normals.
How can I fix the normals so the faces are blue on the outside and inside?
Thank you for your help,
Peter


texts: How to make bump with Displacement Modifier

texts:
I have a world map image and a sphere with subdivided. I tried all the setting to get that world map on that sphere clean and clear way but did not get. This is my result

What else setting are missing to get a clean world map bump effect with displacement modifier. Can i achieve it with nodes and how.  Any suggestion or help. Thanks


texts: How to make the hole and bevel in the hole without effecting the geometry

texts:
I have been struggling for hours now trying to figure out a way

I have made a separate object for the shape of the hole. But I don't know how to go further.


texts: How to create screw thread with a circular profile

texts:
I am new to blender and this might be a duplicate thread, so please point me to a similar question because I don't know the right vocabulary to formulate my question.

I try to make a screw thread with a circular profile. So I create a cylinder and next to it a circle. I use the Screw modifier to create a spiral around my cylinder.

Now I have the problem that I can not unify my thread with my cylinder. Normally I use a Boolean modifier and operation Union to do so. This time it complains.

What I recognise is, my thread is not a solid object but actually more like a pipe. I can see an opening there and I wonder if this is the reason.

I tried the Solidify modifier but this didn't help ether.

In general the spiral and the cylinder are touching each other, so I don't really see the problem.
Hope somebody can point me to a solution. Thanks in advance...

By the way, I want to print this screw in a 3d printer. So in general these objects needs to be solid or so :-)

EDIT

So here is an image of my result so far. I guess the boolean is not working because of this "pipe". It is not a solid object but only vertices. How can I make it solid so I can unify it with my cylinder.

When I then try to boolean unify both I get the following error. This happens also when I select the cylinder first or the circle first.


texts: "Legacy WGL is unable to select between OpenGL versions" error

texts: Is there a chance of fixing this? (the autodesk maya was working fine and I want to try this program, could someone help me with this?)


texts:
I have a very basic scene (Box on a plane, area light on top) but it has a huge scale as I want it to be in real world coords.
My units are set to mm / metric.
My box has dimensions of 2m^3 and the plane has 15m^2.
The area light is a square with the size of 2m and is pointing perpendicular to the ground, it's position is right above the cube.

When I use the live-rendering mode in cycles, I need ludicrous values for the area light to actually see anything (>50000000).

What is the issue here? What is the thing with units in blender?

Thanks!


texts: So I started working on Master Chief in Blender and once I got to the point when I needed to make things smooth and realisitc, since that's how he is in the video game of course, everything started lagging. And it's not just for Master Chief. I went back to one of my other files that worked perfectly fine before I got 2.8, which is the version when this started happening, and that file was laggy also. Can someone please explain what is going on.


texts: rotation_euler is displayed correctly in "n" panel but not in python

texts:
I am confused, are these not the same, or should be the same?

If they are not the same how would I get the rotation information from the 'n' panel using python? Thanks for all the help.


texts: Merging three parts of a model for eventual 3D printing

texts:
I'm currently trying to take a 3d model I ripped from a video game and prep it to 3d print it for a costume's prop. My problem is that the game's model is obviously made for being virtual and not physical, so it's not all in one piece.
For some reason (I'm no game designer or modeler), the model has a lot of unattached edges. All the methods I know for merging meshes aren't working, unassumingly due to these un-closed parts. I don't even know what exactly to search for to resolve this; thus I'm coming here. I have a sculpting plugin (sculpt tools) that has a nice union option, but it's not working and causes chunks to disappear. I'm using blender 2.79
The model below, and it in its three separate pieces. You can see how there's single face parts that would connect to one if it was a solid unit:


texts: Creating 3D printable 3D-texture on faces with nodes?

texts:
Newbe with Blender!
(v2.9)
Want to set up a correct Nodes-chain in the Shader, to perform:

a 3D-texture on only one face of, say ,a cube
from a jpg image, defining the displacement along the normal of that face (for ex a .jpg image of a brick surface)
with size/translation/rotation capabilities of applied texture.

I tried a lot:...(I am newbe, and watched a lot of videos...!).
My last tries:

in edit mode: subdivide the cube ..
in shader pane: add texture coord node, mapping node, image node, displacement node

but I dont know how to connect these nodes (especially the displacement node) correctly !
I dont'care about rendering, my purpose is 3D-printing of the model only!
Thanks


texts: Creating Sapling Tree in the Python Console

texts:
I'm trying to create a Sapling Tree object using Python. The Sapling Tree is an object that comes from this add-on:
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Sapling_Tree

I'm able to create it using the UI (Add > Curve > Sapling Tree Gen). I can see the command executed by the UI in the Info window. That command is:

bpy.ops.curve.tree_add(do_update=True, bevel=False, prune=False, showLeaves=False, useArm=False, seed=0, handleType='0', levels=2, length=(1, 0.3, 0.6, 0.45), lengthV=(0, 0, 0, 0), taperCrown=0, branches=(0, 50, 30, 10), curveRes=(8, 5, 3, 1), curve=(0, -40, -40, 0), curveV=(20, 50, 75, 0), curveBack=(0, 0, 0, 0), baseSplits=0, segSplits=(0, 0, 0, 0), splitByLen=True, rMode='rotate', splitAngle=(0, 0, 0, 0), splitAngleV=(0, 0, 0, 0), scale=13, scaleV=3, attractUp=(0, 0, 0.5, 0.5), attractOut=(0, 0, 0, 0), shape='7', shapeS='4', customShape=(0.5, 1, 0.3, 0.5), branchDist=1, nrings=0, baseSize=0.4, baseSize_s=0.25, splitHeight=0.2, splitBias=0, ratio=0.015, minRadius=0.0015, closeTip=False, rootFlare=1, autoTaper=True, taper=(1, 1, 1, 1), radiusTweak=(1, 1, 1, 1), ratioPower=1.1, downAngle=(90, 110, 45, 45), downAngleV=(0, 80, 10, 10), useOldDownAngle=False, useParentAngle=True, rotate=(99.5, 137.5, 137.5, 137.5), rotateV=(15, 0, 0, 0), scale0=1, scaleV0=0.1, pruneWidth=0.4, pruneBase=0.3, pruneWidthPeak=0.6, prunePowerHigh=0.5, prunePowerLow=0.001, pruneRatio=1, leaves=25, leafDownAngle=45, leafDownAngleV=10, leafRotate=137.5, leafRotateV=0, leafScale=0.17, leafScaleX=1, leafScaleT=0, leafScaleV=0, leafShape='hex', leafangle=0, horzLeaves=True, leafDist='6', bevelRes=0, resU=4, armAnim=False, previewArm=False, leafAnim=False, frameRate=1, loopFrames=0, wind=1, gust=1, gustF=0.075, af1=1, af2=1, af3=4, makeMesh=False, armLevels=2, boneStep=(1, 1, 1, 1))

But, when I copy and paste that command into the Python Console and run it, I get this error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\add_curve_sapling\__init__.py", line 911, in execute
    addTree(self)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\add_curve_sapling\utils.py", line 1424, in addTree
    bend = props.bend#
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy_types.py", line 605, in __getattribute__
    return super().__getattribute__(attr)
AttributeError: 'AddTree' object has no attribute 'bend'

location: C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py:189

I am able to copy and paste the UI command for creating a native object (i.e. a bezier curve), and that works just fine. I'm not sure whether this error has to do the Sapling Tree specifically, or applies to all add-on objects.

I understand that using bpy.opscommands are notoriously finicky, but I cannot find any other method to create the Sapling Tree since it isn't a native object.

I am running Blender 2.78 64-bit on Windows 10.


texts: Importing Google Maps Data into Blender with Renderdoc isn't Working

texts: I have made multiple attempts to generate 3D maps into Blender from Google Maps. I resorted to different tutorials to see what I could possibly be doing wrong. All attempts would end with the same result via an error message stating that I wasn't in Satellite Mode when I saved the capture, although I was. I would like to know what else could be wrong if I have followed directions for installing Blender, Renderdoc, and Maps Model Importer, have them all run correctly, seemingly, but still get nothing but the same error message on every attempt? Do I need to reset anything in Blender to enjoy the benefits of the Maps Model Importer and Renderdoc?


texts: How to have a nice visual join between two colliding meshes?

texts:
I don't know if the answer is in the modeling, texturing or even the compositing part but my aim is to be able to achieve a nice visual look between two meshes (like in the render shown below).

The picture is a snowman scene and one of the worse parts of the render is the joint between the ground and the snowman.

When looking at it, it is pretty obvious that both snowman and ground are two separate objects and that is because when I tried modeling the ground as an extension of the snowman, the textures wouldn't apply properly and the overall look was even worse than the current result.

This is only one example out of many other situations in witch I get this kind of issues.

I'm interested in knowing what solutions could be found to that problem.


texts:
My system config are as follows:
Processor: i386
GPU: AMD Cedar (Mobility Radeon card 5k series) on a laptop
Blender Ver.: 2.79
OS: Windows XP 32bit( has Blender 2.76)/ Xubuntu 17.10 (blender installed on both)

Problem: I found out that GPU rendering is not working on my laptop. The option does not show in the device section in user preferences. I tried using the debug-flag thingy but even that doesn't show changes. Is there no way to use my GPU to render in Cycles rendering engine? And that too on any of the two OSes mentioned?


texts: Beveling a BezierCircle with anonther BezierCircle, but the outcome is oval

texts:
I'm trying to make a kind of cage for a sword handle, and thougt doing that with Biziers an beveling should do the trick but I ran straight into this issue:

The outcome I want to get, should look similar to this:

I used a normal BezierCircle as Bevel-Object:

for another BezierCircle, but I got a oval profile then:

I kinda solved it when I went to edit mode and resized the Bevel-Object in X direction, but then the final profile looks somewhat angular.

I would appreciate if someone here can tell me what I'm doing wrong here, or whats the problem, especially because I did the same thing with the vertical Beziers and the profile in this case was correct. And (at least I think so) I did the same steps in both cases.

Second Question (not THAT important so I don't want to open an extra question for that):
With this solution to the cage it feel like this object alone has double the amount of quads then the rest of the sword. No Problem in this case, because I don't really plan to use it elsewhere.
But if I want to keep the model low poly, I feel like I need another approach to this. Perhaps one of you could give me a hint for a new view to the Problem.

Thx in advance ^^


texts: After Blender symmetrize mesh other side deforms differently

texts: I have made a character and when I select the left side of the bones and symmetrize them they all mirror but when I select some bones to edit their weight everything goes purple. All the bones I am symmetrizing have a .L at the end and I am using blender 2.8 the mesh is also the exact same on each side. I have tried to create new bones, giving them weight and when I symmetrize them they do the same thing. UPDATE: I tried to symmetrize and then re-parent but when I weight painted the bones that caused the problem (I weight painted them identically and no other bones had any weight on them) They would act differently than the originals when posed (the mesh deformed differently).


texts: Why doesn't the object fall into the other object?

texts: I want my small object to fall inside the shell of the larger sculpture. Why does it just hit the top plane of the object instead? Thanks!


texts: How to make holes in several plains at once

texts:
Image of what I'm talking about:

I can't figure out how I can make holes in that pages where each ring is attached there in several pages beside it like 15-20. How can I cut holes there?


texts:
I’m following BlenderGuru’s donut tutorial, and right now I am modeling the coffee cup. The problem is that the cup looks kind of foggy after rendering (see attached screenshot). There’s a weird black-spot pattern that’s present on the side of the cup and in the cup’s shadow. When I turn off “cast shadow” in the lighting settings, the problem goes away. This makes me think it’s a problem with how the light is interacting with the glass material and casting a shadow.
I’ve tried a lot of different ideas I’ve found online, but nothing has worked so far. Yes, the liquid is scaled up so that it overlaps the cup. And yes, denoising is turned on. Increasing the number of render samples doesn't help.
I really appreciate any help!


texts: Caps lock to control: not accepted by Blender

texts:
I have a question about the keyboard input handling of Blender.

I'm running Kubuntu 14.10, and set up my Caps Lock such that it acts like an extra Ctrl key (System Settings → Input Devices → Keyboard → Advanced → Caps Lock key behavior → Make Caps Lock an additional Ctrl)

Every application simply sees it as just another Ctrl key. Blender, however, now ignores the key altogether. Pressing Caps Lock + W acts as if I just pressed W. The Python scripting console also keeps typing in lower case after pressing Caps Lock, which shows that it's no longer interpreted as Caps Lock either.

This happens when running Blender 2.72b, as well as when I compile my own Blender from Git.

Who can help me solve this?


texts: How to use 2.8's default HDRi's in renders?

texts: Blender 2.8 contains a number of HDRi's in it by default for the LookDev. I'd like to know how to use them in final renders (EEVEE or Cycles), because quite frankly they appear fantastic.


texts: Trying to use the graph editor but I see no keyframes to an existing camera path. I want to eventually alter the speed of the camera path by manipulating the keyframes in the graph editor. How do I find / reveal the keyframes in the graph editor?


texts: How can I make the UVMap make all the vertices appear without any spaces? What I want to achieve is to use a tile texture to repeat over the 3d model. Now I have spaces, so the result is a patchy representation of the texture due to the spaces between the vertices in the UVMap.


texts: I am new to blender so I think I might have accidently activated a setting, whenever I open a  new project it keeps opening one of my old one , instead of a default cube it load a few modified cylinders. I would appreciate any help I can get.


texts: Auto-keyframing fails to record when a modal timer op is setting position/rotation?

texts:
I have a serious problem in understanding how the Modal Operator works. I created a Python script using the Modal Operator Timer template, which basically translates and rotates the camera of the scene taking data from a sensor. The function called is:

def get_rotation(self):
        data = tracker.get_data()
        print("Received:\n%r" % data)
        try:
            camera.rotation_quaternion[0] = data[3]
            camera.rotation_quaternion[1] = data[4]
            camera.rotation_quaternion[2] = data[5]
            camera.rotation_quaternion[3] = data[6]

            camera.rotation_quaternion.rotate(math_rot_x)
            camera.rotation_quaternion.rotate(math_rot_z)

            camera.location[0] = data[0]
            camera.location[1] = -data[2]
            camera.location[2] = data[1]
        except KeyError:
            raise ExitOK

And this function is called here:

def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            print("Vive Tracker to Camera FINISH")
            return {'FINISHED'}

        if event.type == 'TIMER':
            self.get_rotation()

        return {'PASS_THROUGH'}

Now, everything works fine, but if I activate the "automatic keyframe insertion" button, it doesn't "record" anything. Why is this?


texts:
I am new to blender. I have a .obj file that I need a rendered turntable of (meaning I need to spin the obj and render a frame every 10 degrees or so). Importing the .obj file works fine. However, I cannot even add a camera to the scene. I am trying this:

cam = bpy.data.cameras.new("Camera")
cam_ob = bpy.data.objects.new("Camera", cam)
bpy.context.scene.objects.link(cam_ob)
bpy.context.scene.objects.active = bpy.context.scene.objects["Camera"]

I also tried this:

bpy.ops.object.camera_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, -4.0), rotation=(0.0, 0.0, 0.0))

but when I run

bpy.ops.render.render()

It says

ERROR: Cannot render, no camera

What's the correct way of doing this, and what's the best way of repeatedly rendering the .obj while spinning it?

Thank you.


texts: So I am having a problem with subdivision surface, it causes some space on my model, I am new to blender any advices?


texts: Can I use VSE result in Movie Clip Editor?

texts:
I'm editing a video in VSE. Some cutting here, a new sound track there.
I would now like to use the result of my edit in VSE in Movie Clip Editor to do motion tracking.

Is that possible wihtout exporting it as a new video (and importing it again) first?


texts: Problem with 2 smoke domains influencing each other

texts:
I'm creating a short film and I have a problem.
In a blender file, I have a video as a background and I've appended a 3D Element with a smoke domain from another file that I created before. The 3D Element is on fire and it looks great.
The problem starts when I append the same 3D Element with its smoke domain again. I have now 2 smoke domains in my file that start at a different frame.
The first domain works perfectly until I get to the frame in which the second domain starts. Then the result is a mess because they seem to influence each other or something like that and the smoke starts going crazy.
I need these 2 3D Elements on fire in the same file. I've tried a few things and I'm not able to fix it.
Any ideas of how to do it correctly?
Thank you very much.


texts: my subdiv modifier pulls the model out of shape

texts:
I was following this tutorial Blender Character Modeling 2 of 10

and when I switch the subdiv modifier on and I move points about it just pulls the model out of shape, makes the surface react like weird scales and makes holes all over the place. What is my problem?


texts: part of a mesh doesn't move with the rest

texts:
I was learning rigging using this tutorial https://www.youtube.com/watch?v=Q9f-WVs3ghI , but when I add automated weights to the mesh and move its head hat stays in the same place . why does it happen ? all mesh parts are joined together . did I do something wrong /miss something ?

Blender file


texts:
I want to link one of the objects in my scene to be linked with a flying camera and render it. I am looking for a simplified Call of Duty style, which can be watched in the youtube video here, where the gun or other tools can always be seen in the hand of the player.

My scene includes a large cave and I want to attach a stick to a flying camera inside the cave so that when I move the camera I can always see a small tip of the stick oriented with a fixed angle with respect to the camera in the rendered video. I want to fly the camera to look at the top, bottom, and side walls of the cave while walking towards the end of the cave. I would be grateful for any tip.


texts: Marker and line is not same in timeline editor

texts: the marker and line is not in same position, how to fix it?


texts: My mesh is messed up when I try to add a circular hole in it

texts: It only happens when I enable the subdivision surface, anyone know why it is happening? I am trying to make a studio speaker and I used a knife projection to make that hole in there but that just happens... (the circle's face is deleted)


texts:
Once i uploaded the texture that I also edited in my UV map, i noticed how 'zoomed in' the texture was looking on my 3D model. I wanted it to have smaller pixels and not so big & up close, so i was told to scale the texture in node.

When i scaled to 5 for example, i ended up with this proble.
The whole Uv map scales down and spreads out on my couch. Thats not right.

So then i tried to only add the texture directly in blender without editing it on my UV map in photoshop first. But then the texture applies on everything, so also the legs of the couch. Like this everything has the same texture, but the legs should be a different texture.

Maybe its really simple, but i dont know what other way i should try so that i have proper textures and does not look zoomed in.

Thanks!


texts: Why does the box select tool change to the cursor tool when clicking in a blank space?

texts:
When I click on nothing with the select box tool selected, it simply goes to cursor tool rather than deselect. And when I left click drag with the select box tool selected it moves the cursor tool, rather than making a box selection.
https://www.dropbox.com/s/8gz5srken7omaly/V%C3%ADdeo%2028-02-2020%2021%2037%2007.mov?dl=0

here is a video showing what's going on.
I already asked on reddit but nobody knew how to fix it.


texts:
just quick question,
I am having a rather dark scene, trying to do a prerender but even at 10.000 Samples the picture still isn't really any good looking and it's hard to say how it will look at the final render. Is that normal that you need quadrillion samples for a dark picture? The layer samples are set to 0, just if anyone would bother to ask.

Thanks for your attention.


texts:
Such a simple task and such unexpected behaviour from the Clone-brush. I want to pick up green color from the opposite side and place it on the red dot (doing it in 3D viewport).

What I get is black instead of green. Why?


texts:
For brevity, here's the blend. Using 2.76, internal renderer. Simulates just fine.

Things I've done: volumetric material - density 0, texture - file format smoke, domain object set, mapping generated, checked density, emission and emission color under influence, type set to voxel data, and probably several other things. Figure'd it'd be best just to include the blend.


texts: How to render layers in different files?

texts:
To explain myself better, i have 3 render layers (i’m using blender 2.8) one with the subject, one with a light beam and the last one with the background.
This is an animation and i want to composite each layer in premiere separately, how can i render 3 different images per frame? Thanks!


texts: Applying opencv distortion parameters to camera or setting custom projection matrix for render

texts:
I need to set a camera and render images with that camera. I have rotation and position data as extrinsic parameters and focal length, shift values and radial and tangential distortion coefficients as intrinsic parameters from opencv. I succesfully applied all the parameters except radial and tangential distortion coefficients.

There is an lens distortion value in Blender in Compositor Editor but it is just single value. I need three parameters k1, k2, k3 for radial distortion and two parameters p1, p2 for tangential distortion. How can I achive to use those parameters? I can manually set the projection matrix by myself. However is it possible to use custom projection matrix for each 3d points in the scene for render image?


texts: I am working on a tree-like structure that could be created by either a mesh object or a series of bezier curves. Assuming that I can create the object either way, what are the pros and cons of modeling with curves vs. a mesh with respect to routine things like shading, texturing, uv mapping, rendering, etc.?


texts:
I'm just a beginner in Blender and trying to learn. I am following a tutorial and have a problem. I'm missing the light 'Strength' option.
I couldn't find the answer to what could be the issue. I would appreciate it if someone would let me know what I can do to have the 'Strength' option.


texts: Rigging & Exporting: Non-Deforming Character Problem

texts:
So I've recently tried to learn how to make my own armatures for meshes, and I still don't know if I'm even connecting the armature to the mesh right.

One of the main problems that is causing me so much trouble is that the mesh I'm making isn't really a mesh. I don't want the character I'm making to deform so I just went out on a whim and made each piece of the mesh a separate object. ie. UpperTorso, LowerTorso. etc. The blockiness of the character is just the style I went for.

I'm trying to rig it for UE4. That on its own has had ALOT of problems which I'm currently trying to figure out. When trying to export character + armature, I export it as an fbx file, Hopefully, that's right.

I'm still a novice at blender and Unreal engine, At least in the armature and mesh exporting aspect, I have no clue if I did it right and it would be nice if someone could try and point me in some type of direction.
I am willing to start over the whole project, I just need to know what I need to go for to reach my desired goal of the character and where I want to import it to.

File link: http://www.filedropper.com/ue4charactertest3_1


texts: 2.79 Multiple displace mods with different uv-maps and textures

texts:
I have a model of a glass. I want to create three different displacements:

one along the rim
one in the middle
one at the bottom.

I nearly succeeded there - I assigned a new material to, say, the bottom part, unwrapped that portion in the uv-editor, chose the corresponding uv-map, opened the correct uv-image.
After this, still having my relevant faces selected, I created a displace mod (called "GlasBoden"), chose the appropiate texture ("boden_glasrand"), chose "uv-map" and the respective map: "GlasBoden".

It worked!

I then repeated this for the middle part and the rim. But it seems I did do something different, because in the middle part there's not just ONE displacement, but two of them. If I disable my (correct) displacement "GlasMitte", I can also see the rim displacement applied to the faces I  had unwrapped in the "GlasMitte"-uv-map.

I've since then unset the rim and middle part in the uv-editor (twice, actually), re-assigned the textures, re-selected the uv-maps... still no success.

I feel I'm missing something in the creation of the uv-map. Maybe someone could explain what I did wrong? (I'd upload my file, but I'm not sure how to do this...)

Thanks.


texts: How Do I Use Armatures , I cannot get them to work with my meshes

texts: Im Trying To Learn How To Animate Movement with Armatures but all i can seem to do is move the armatures and not the actual mesh.


texts: why those black tiles appear on my render?

texts: I just got a brand new amd radeon 6800 xt and i'm having this problem everytime I add displacement in my material nodes. I'm using cycles render. In preview it looks nice, the problem appears in the final image result. When I render using only CPU it turns out nice. In the image I'm rendering with both CPU and GPU and you can tell which tiles are done by each of them. With my previous gtx 1660 i've never had this issue. All drivers are updated and I've tried several blender versions without success...


texts: How do I change the layer of certain objects in a group?

texts:
I've encountered this problem a few times from workaround, but it keeps coming back. I have no idea how I solved it initially, but now the problem has persisted for quite some time.

What I want to do:

Is to have my player and weapons all in one .blend, and to let the player switch out weapons, whereby a given weapon is added or deleted whenever a weapon change occurs.

Problem:

This is requiring the weapons to be in a separate layer. Linking object doesn't seem to support this. I've tried using different groups for each set of assets, but that also did not appear to do anything.

Picture related, the groups I am referring to in game. Any help is greatly appreciated. I can provide additional information if necessary.


texts: How do I add an object from one project to another?

texts: I'm trying to add a tree for my game in a forest and they are in separate files. How can I get the tree into my game? I have already tried appending and linking but I want the entire thing. Even what I did all it did nothing.


texts:
I'm working on rigging the actuator arms for the landing gear doors on a project and have run into an irritating problem. When the doors are open everything is fine:

However when the door closes:

As you can see, it flips the arm 180 degrees. This is happening to all three actuator arms. I have it rigged as follows:

1) The door itself is parented to the armature that actually rotates the hinge.

2) I'm using empties and track to constraints to animate the actuator arms.

3) The actuator sleeve (the upper half with the ball joint) is parented to an empty called Upper, which the acuator piston (with the arm) is Tracked to.

4) Vice versa for the Lower empty.

5) Lower is parented to the door object, and moves with the door. Upper remains stationary as it's fixed to the bay (no parenting).

This is one of my main landing gear bays. I'm using a similar setup for the forward bay doors, which are NOT experiencing this issue.

I just remodeled and repositioned the actuators so they stop flipping. They're not exactly where I wanted then to be, but they work proper in the new spots, so all good.


texts: Follow active quads does not "flatten" all the poligons

texts:
I modeled the U.S.S. Enterprise NCC-1701 and my next step is to unwrap it before texturing.

At the moment, I'm working on the unwrapping of the "disk part", but I'm having some problem. Here you can find an image:

What I would like to do is to use "Follow active quads" to "flatten" horizontally the UV map and texture it easily. However, it seems that "Follow active quads" doesn't work completely.

In my example (the image), some parts don't get flatten horizontally (in red). It seems that this behaviour is caused by the extra details in the pulse propulsion.

I had a similar problem with the upper and lower part of the disk, connected to the pulse propulsion (in yellow). It's not shown in the image, but I tried to put an extra seam to flatten horizontally the upper disk (in pink) and I could not flatten the yellow parts.

Hopefully I was clear enough on the explanation. If not, feel free to ask.

EDIT 1:
Blender file available here.


texts: How to pop up this command" object.modifier_add"

texts: I could not run the command object.modifier_add as explained here. What's up with this?


texts: Is there a way to edit unassigned materials in the shader editor?

texts:
I have a material, that is not assigned to any object. I use it as a material override in a pass (View Layer) only.

Do someone knows a way to edit (see) materials in the shader editor, that are not assigned to any object?

Thank you


texts:
I'm using blender 2.8 and my simple scenario is: a plane and a cube mesh.

I want to move the cube on the plane without using the G command on the Z axis of the cube mesh, because doing freehand it's not perfect.

What's the best practice using blender tools?

Thanks


texts: Displacement Maps in cycles from Zbrush not rendering properly

texts:
I'm trying to render a mesh with a displacement map imported from Zbrush in Blender Cycles.

The sculpt and the map (as you can see in the image below) look fine, but the render in Cycles creates some weird 'artifacts' on some details... Actually, I've never managed to make displacement maps work correctly on Blender :( Tried to use the displacement modifier (which gives even weirder results) and the material nodes (rendered in the image).

The mesh itself is also imported from Zbrush (the lowest subdiv level).


texts: how do I get blender to stop rounding up my dimensions?

texts: I'm using 2.8 and If I have an object that is say 10.75 on the z axis the read out will change to 10.8 once I've hit enter. It doesn't change the dimension to 10.8 and if I click on the box again it shows me that it's 10.75. It mostly just annoys me and makes me constantly click the box just to double check that my dimensions are correct and I haven't made a mistake.


texts: UV Unwrap faces distorted even after using seams to separate them. v2.81

texts:
I have Blender 2.81.  I'm trying to UV unwrap a model but my faces are distorted, see image.  Why are they being distorted?  I thought completely isolating a face with seams would allow it to UV unwrap as its own island with the original shape.
Thanks.


texts: Is there a way to make slight imperfections on a model? (golden ring)

texts: Im using blender to create jewellery, as you know jewellery is finished with a high polish so that the surfaces are almost mirror like, this is easy in blender but in the jewellery trade nothing is quite perfect, every surface has very slight imperfections and things this is how you separate a render from an actual ring, is there a way to recreate this? I have not yet found any normal maps with the right imperfections or any other method that recreates such a subtle yet important change to the mesh? All ideas welcomed.


texts:
I have made a tank model, I worked for maybe month and now I can't export it to any type of file!

That's the same error I got on two other files, which are deleted, but I can't delete this one.

Also, I know that there are some similar questions as mine, but I didn't find anything useful there or similar.

Any help will be appreciable, if there is any.


texts: Some curves ignore the curve resolution, Active Spline field missing settings

texts:
I'm experiencing a bizarre issue: Certain curves appear to offer options that other curves do not, specifically the ability to set the resolution of the active spine. I noticed this because one curve is smooth (follows the resolution setting) while the other is not (each curve point is a also a geometry vertex). Both curves are paths: I checked everywhere and couldn't find anything that should be different between them. Attached is a simple blend file with the two curves.
https://pasteall.org/blend/36b78757e2cd4157be261f42743f4d32
When selecting the first curve, you get this set of settings under the Active Spline section which contains all options as desired:

But when selecting the second curve, the section only offers two of those options, the rest are inexplicably gone!


texts: Rig behaving strange after parenting it to an object

texts:
Following this tutorial: How to make rig that reacts to gravity or seem to behave physically correct?

I get the physics effect that I am looking for as long as I animate the underlying cloth.

If I parent the cloth and the armature to an object and animate the object (like the tutorial suggests) instead I get some strange behaviour. Flickering, weird movement, stopping in a strange position ...

Here is the blendfile without the parenting (Blender 2.8).

http://pasteall.org/blend/index.php?id=51625


texts: Vertex coordinates of mesh imported from Blender as fbx are all equal to 0,0,0?

texts:
Edit: When I use FBX ASCII export and set Normals == None in Unity's import settings it allows me to access the vertices as expected, I have no idea why this works though..

I was trying to figure out what was wrong with altering the vertices of my model and found that printing the vertices of a model imported from blender resulted in every vertex being == (0, 0, 0). Using the same script to print the vertices of a Unity created Cube worked as intended.

        GameObject go_body = GameObject.Find("tiger_body");
        Mesh mesh_body = go_body.GetComponent<MeshFilter>().mesh;
        Vector3[] body_verts = mesh_body.vertices;
        for (int i = 0; i < body_verts.Length; i++){
            print(body_verts[i]);
        }

Does anyone have any insight into why the blender model is different? I additionally don't understand how the game engine can render it in the correct place when all of the mesh's vertices are equal to (0, 0, 0)?

Thanks in advance!

I tried exporting it in ASCII instead of binary and the vertices exist as expected in the fbx file, why is Unity not recalling them properly with mesh.vertices;?

Additionally, when I export using .OBJ the vertices work as expected as well.


texts: I'd like to know if it was possible to test if my .blend, who is running in background, still open and, if it's possible, how can i do that with python please ?


texts: Tilt a loop cut without affecting the whole form

texts:
I want to rotate a loop cut from this:

to this:

If I simply rotate it, it would affect the whole form:

which isn't what I want.
I know in this particular case, I could've use a knife tool to cut through the cube. But I'd like to know if it's possible to "tilt" an existing loop cut without changing the bounding geometry?


texts: How to fill particular areas in texture paint?

texts:
I tried to Google this for hours but couldn't find how to do this. I have an object with a texture that has a completely closed black circle. See this example:

What happens it that if I try to fill my inner circle with orange, the whole circle fills. I wanted fill only the inner circle (similar colors). I was hoping if someone could tell how to accomplish this. Thanks!


texts:
I am trying make it so when an object interacts with a plan, it creates a bevel effect show in the attached photo.
Is this possible?


texts: Animate many objects each object has many animations

texts:
I'm working on an FPS game and I have many weapons to animate. Each weapon has many animations such as idle, walk, shoot, reload ... etc. Some weapons have very similar animations.

I am a beginner in blender so I don't know how to create each animation for each weapon.

Is there a way to make it easier because it's too hard and boring to create animations for each weapon.

I'm asking this question because I believe you have good workflows for this kind of work rather than the hard way that I'm trying to do it.


texts: Does the usage of seperate scenes cut down on render time for an animation?

texts:
I could have the different locations and objects of the shots all set up in the same scene and have the camera move to each shot.

I guess my question is whether the objects out of frame affect the render time?


texts: How to make particles a different color depending on which side they’re on?

texts:
Ok I have a particle system (in 2.8) where the object emitted is a meatball. I need to have the left side of the emitter emit red metaballs and the right side blue, with blending in the middle. I probably need to use a colorramp here, but don’t know what the exact node setup would be.

Here’s a diagram of what I need where R is red side and B is blue

How can I do this?


texts: How to change mid mouse button function for a keyboard key?

texts:
"The Summary"
I need to change shortcuts that involves, mid mouse button and movement of the mouse, specifically "The shortcut for the Pan View Function" and the user preferences only allows me to put a single key or the mouse only. How can I set a combination of keys and mouse for a shortcut?

"The large explanation"
For medical reasons I stop using mouse, now i use just the pen of my tablet, the thing is that the button on the pen that I mapped to be the central button of the mouse is breaking easily with the continuous use, I bought a second pen and now it is begin to fail, I want to replace the mid mouse button function with any other key "I know i have to do it shortcut by short cut, that is not the problem" the problem is that the user preferences menu only allows me to change it for a single key, I need a combination of the movement of the mouse and a key, How can i do it?

Thanks Duarte Farrajota Ramos and thanks a lot cegaton that was exactly what I was looking for, thanks man!


texts:
I started to use Blender to make Intros and stuff.

Right now I'm working on a very complex intro with animations and other stuff. Everything works pretty well except the rendering. When I hit F12 I just have my World Color but no Meshes.

By the way, I am using Cycles to render.

When I go to the "Realtime" Render view I can see the meshes and Shadows but these Meshes have the same color like the world color even when I apply some materials.


texts:
Can shortcuts be accessed through python script 2.8? I'm referring here at box select, tweak, cursor.
I know that is not best practice but I just curious how to access those left window buttons.


texts: How to project a single x/y coordinate in z-direction onto a specific mesh with scripting

texts:
I want to place a number of objects on the surface of a mesh (think: terrain, (displaced) ground plane mesh) along the global z-normal. I know my objects' x/y coordinates and need to find the corresponding z value on the mesh surface to do the translation of my objects.

I'd prefer a solution involving scripting. Performance is not a big issue, but the method should be fast enough to handle up to a couple of thousands of objects.

I have found a number of approaches, but I'm unsure where to dig deeper and would appreciate some pointers.

What I looked into so far:

Raycast: I understand that I could place 2 empties - number one just underneath my object, number two shifted far away down along the z-normal, cast a ray and would get a hit on my mesh if it is between the two. However, there may be situations when my target mesh is obstructed and there is no direct line of sight. Still looks like the most promising approach so far. (related issue)
closest_point_on_mesh: that sounds good too and would avoid the line-of-sight issue, but I don't see a way to restrict this to the z-normal
mathutils-geometry: intersect_line_plane sounds also interesting, but my target is not a "plane" (or triangle) but a mesh. I'm unsure how to apply this function to a mesh - do I have to step through all the faces? Is that efficient and if yes, how is this done?
BVH: mytree.ray_cast or mytree.find?
Snapping: maybe in this case, using userspace functions like snapping make sense? But I'd prefer something without reliance on context.

I've tried to use lattice/shrinkwrap to place all (joined) objects in one go, but the shrinkwrap modifier deforms them, which is not what I want.

Thank you!


texts: I am trying to mirror the cylinder and would like the shelter to be the mirror object. But no way, I have tried almost anything.


texts: How to check if the element in the UIList was clicked

texts:
I want the Blender to check whether an element in UIList was clicked. If the element was clicked, a certain action occurs, for example, the operator is assigned a value.
I managed to do this via  buy.app.handlers.depsgraph_update_pre.append(my_handler),  but the disadvantage of this is that it is triggered almost constantly if there are any changes in the interface.
Is it possible to make it so that it works only within the UIList?


texts: Blender 2.8 select and drag with a single click

texts:
in previous blender releases I used to left mouse selection and with a single click I can select and move a component (vertex, face, object etc.). Now seems this option does not work anymore in blender 2'8, only if I chose right mouse button selection.
This is a video that shows the problem
https://www.youtube.com/watch?v=tbzK4-MvWaQ


texts: How can I make Christmas lights to put on a Christmas tree

texts:
I am wondering how to make Christmas lights in blender. They need to be simple, I am not going big for the cords, but I am focusing more on the lights.

I am fairly new to blender, so it will be a simple animation.


texts:
I need to import a mesh with more than 100 normal maps and diffuse textures.
The mesh is in Obj/mtl format, and Blender loads  the mesh and the textures. However, it doesn't set the normal map as normal map: I need to check Texture/Image Sampling/Normal Map to get it working.
However, doing this to more than 100 textures is too bad.

How can I do this automatically?


texts: When I apply bevel modifier I get this deformation. Why is this?


texts:
Why is the name of a particle system slot different from the name of the particle system settings it contains?

This is not the same as material slots, where the slot and the material share a name.


texts: Align object to edge | "Fence-generator"

texts:
I want to build a 'Fence-Generator'. For that i did simple path from points connected with edges.
What i did so far:
Aligned fence-poles to verticies and fences-walls to edge centers. but now i want the rotation of fences-walls to match the rotation of the edges.
I tried to calculate the angle but i didn't got it to work.
Any help on how i can calculate the right rotation for the wall would really be appreciated!
Loop Setup for Pole and Wall Generation:

Object and loop initialization:

Current State. I want the walls rotation to follow the edges.


texts: How to get face normal from a mesh loop?

texts:
I'm iterating through the loops of my mesh and would like to get the face it is attached to (so I can get the face's normal).  I'm looking specifically for the face normal, not the vertex or loop normals.  The docs provide information for finding the associated vertex, but I can't find anything to get the face index.  Is there a way to do this?
    for obj in ctx.selected_objects:
        if obj.type == 'MESH':
            mesh = obj.data
            for l in mesh.loops:
                v = mesh.vertices[l.vertex_index]
                #looking for face here


texts: Why is the preview animation on my cloth simulation slow?

texts:
I have been trying to get the cape on my figure to work right, but the preview animation plays at about .12 fps.  This is my first attempt at cloth simulation.

Also, the cape starts to go through the shoulders at the end of the simulation.

Is there a setting that I am missing with either of these problems?

Hardware information:
Processor Name: Intel Core i7;
  Processor Speed:  2.3 GHz;
  Number of Processors: 1;
  Total Number of Cores:    4;
  L2 Cache (per Core):  256 KB;
  L3 Cache: 6 MB;
  Memory:   16 GB

You can get my blend file here:


texts: Which algorithm does Blender use for Inverse Kinematics?

texts: Is there any documentation how the Inverse Kinematics Bone Constraint is implemented? I assume the problem is written in some kind of minimizing problem and Iteratations defines the number of steps for a minimizing algorithmn but I couldn't find any proof in the documentation.


texts: Why do eye poses not record in the animation?

texts:
My animation works well except that the eye positions (rotations) do not record. I have rigged the eyes with IK and with Damped Track (separately of course) both methods work to animate beautifully but neither record in the timeline.
I have animated (in pose mode) in the timeline with the auto keyframe (circle icon in the player controls) and I have used the keyboard (I) command. Both seem to work. But when I scrub back to the frame where the pose was set, it has disappeared.
I have also tried setting the poses with all the eye rig bones selected, not just the control bone. Still no joy. I've run out of ideas.
Any helpful suggestions welcome.


texts: Remove vertices that are not in the frame

texts:
I'm creating a rather long (234 frames) animation with a giant landscape as background/environment. Since my computer (it is a laptop actually) is rather slow in terms of rendering, I would like to speed up this process as much as possible. The scene has now already over 1 million vertices and I expect this number to at least double as I plan to add a forest covering most of the landscape (low-poly trees like seen in this tutorial on youtube) as well as fog/clouds everywhere. There is camera motion in the shot, but a lot (I estimate almost about 2/5) of the vertices of the landscape are never in the frame.

I assume removing them would save some render time (probably not much, but this will ad up for each frame). This could be done manually which would however need some time. Is there any process in blender to automate this process?


texts: Create a custom object type to constrain options of blender object

texts:
I am working on adding a particle system exporter for a custom glTF extension. That glTF particle system is not as complete as the Blender one and even some options look very complicate to match.
I would like to create a custom type that internally creates blender stuff, but does not expose all the blender properties. That way I can constrain the properties my custom type have and its easier to create something that later can be exported to glTF.
For example, my particle system emits all the particles from a emission point, instead of from the surface as in blender. To simulate my case, I would create a small plane, but I dont want the user to see that plane or be able to modify it.
Is this posible? If it is, where can I find some inspiration?


texts: Can I move the items that I have already copied in Array?

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I would like to do some barrels and in the top more. I use Array.

My problem is that I can't move the last barrel on the top. How can I do it?


texts: Blender's video output is different than the preview

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I made a short video with some recorded gameplay (from a rather low-fps game). The recorded clips have a varying framerate between 20-35 fps. I set Blender to render the clips in 60 fps, turned on AV-Sync, then added some audio and a scene "alpha-over" layer and it all looked great in the preview and rendered images.

But after I rendered the full video (with H264, encoding format also H264, and again in 60 fps), the video became extremely out-synced. Some parts of the video were suddenly sped up and the audio and scene was out-of-place, although length of the full video remained the same. I haven't yet tried turning the framerate to 30 as it wouldn't probably work, since the clips all have a varying framerate.

So what happened and what is the best way to fix this?


texts: How to make blender confirm closing an unsaved file?

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I know that this question has already been asked here, but it was 5 years ago, and I want to know if the answer has changed.

Can I make blender confirm closing an unsaved file? (I am using ubuntu linux)

Thanks!


texts: As you may infer from this question, I'm a complete noob. I've gone through quite a few tutorial videos but I still don't understand how I can create this shape...


texts: Why is my mesh flipping? (Rigid body simulation)

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I'm attempting to run a simple rigid body simulation with the following parameters: A plane as a "floor" set as a passive rigid body, and a mesh "scrabble tile" as an active rigid body and all defaults except for "Box" as the collision shape.

I'd like the scrabble tile to start face up, fall, and settle on the ground. The problem is that at frame 2, the mesh seems to completely flip so that the bottom side of the tile is facing up, for no apparent reason. See screenshots (can't post a 3rd, but if you rotate underneath the tile in frame 2, you'd see the text).

Any advice on fixing this would be greatly appreciated. Thanks!

Here is frame 1 (good):

Here is frame 2 (bad):


texts: Is it possible to compare 2 meshes for the complementarity of their respective surfaces?

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Is there a way in Blender to compare two pieces of mesh or two meshes to its similarity? Maybe with some script or an addon.

What I mean: there is a stone or brick broken into half for example:

This is a kind of forensic or architectural task.
The goal is to prove that those 2 pieces have similar surfaces and may be connected to each other with some threshold or they were a one piece before.
I know of "select similar" in Blender, similar face area in this case, but it doesn't work quite well for such a task.

I am not a coder so I can't figure out a possibility of solving this.
So what is the way to do it?


texts: Pipe the render output via command line interface

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How can I pipe the render output via command line interface? I mean normally we are rendering and saving the render output as a PNG image file with this command:

blender --background untitled.blend --render-output //test_ --render-format PNG --use-extension 1 --render-frame 1

But I want to pipe the output to a let's say imagehandler program like this:

blender --background untitled.blend --render-frame 1 | imagehandler

in reality, I'm aiming to create a command like this:

pqiv -c -i < blender --background untitled.blend --render-frame 1

pqiv is an image viewer, you can install it with apt-get install pqiv

It supports creating fully transparent window so this is why I'm trying to pipe the output to pqiv.

Eventually, my goal is displaying the rendered image on the screen as soon as it's rendered.

P.S. A solution with either piping or redirecting the output OR displaying the image directly using a feature of Blender is acceptable.


texts: Turn off brush overlay in Texture Paint mode?

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I'm looking for a way to draw strokes with Texture Paint with soft brush and Strength set to low so that all painted strokes to be the same strength. The problem is that if the mouse button / tablet pen was released (while the stroke wasn't finished), it's better to erase the whole streak, because the strokes will overlay.

Currently if Strength is set to something other than 0 the strokes will be painted as it's shown on the left. I'm looking for a way to paint with Stregth set to low and get result like on the right (the result on the right was created with Strength set to 1).
It seems that in the wiki is written about blend modes, but either no denial nor approval on whether this is possible.


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I would like to create a video that will be used in place of a usual powerpoint presentation. For this I need that the video automatically stops a some predefined points or that some regions are looped until I press "play" on the player.
With the DVD format this can be done in a very contrived way (correct me if I'm wrong).
Is there a way to produce those videos with Blender? Are there other formats that support these features?

Thank you


texts: Making (or finding) a realistic image of the sun as seen from space

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I'm making a game set on the moon, and I'm currently making the background in blender 2.8. I'm using cycles, which means I can't make a believable-looking sun (cycles doesn't have bloom, and I'm not sure how to apply post-processing to an equirectangular image).
My solution is to render my scene with an image of the sun in place of a real object, but searching "image of sun" in google just has darkened, easy to observe "scientific" images, not the blinding light I'm looking for. I'm thinking I should render an image in blender using the eevee engine (which has bloom), but I want it to look realistic--not too perfect--like a camera took it.
The problem is, I don't know the first place to start, or of a better method that might exist for what I'm trying to do.
TLDR: I need help creating an image of the sun in blender, such as what post-processing shader I should use, what renderer, etc. A pointer to a pre-existing image of the sun would also be incredibly useful.
EDIT: I figure it probably would be useful to provide an example of what I'm thinking of:
Note the rays, caused by imperfections in the camera. I'm looking for a picture like this, minus the earth and spacecraft (which I can't find for the life of me on google). I've tried looking at NASA's catalog, but they only have "useful" images of the sun:
Not realistic.


texts: Game Engine lags when activating sound with keyboard

texts: I have a basic character set up in an FPS style game I am building. When the player presses W to move forward, I want the game engine to play a walking sound. However, when I link the W keyboard sensor to the sound actuator, anytime I press W in game there is a spike for Logic on the profiler and the game lags a couple milliseconds. My audio file is an mp3, but it does this with WAVs as well. Thoughts?