texts: Is there a way to create a dynamic paint object/brush that absorbs wave motion rather than reflect it?

texts: Within dynamic paint, let's say there was a wave incident on an object (a wall created by a mesh cube, for example), but rather than reflect the wave, you would like it to absorb (completely damp) that energy as the animation continues. Is there a brush (or other) option for this object that would allow for this? This wall may have holes, etc..., so I can't simply open the borders and leave this wall as the edge of the field. Thank you!


texts: How to make search folder script in add-on preference? I want to make a button to search a folder in add-on preference that can search resource files like the Extreme PBR add-on.


texts:
I've been researching for a while now and I can't seem to find any way to make radio or transmission waves in blender.

I'm looking for an effect sort of like this, but coming from a point in the animation. I am using Cycles and I am trying to create an internet of things animation, but it is very hard to portray what is happening without waves.

I have already tried to use a particle system, but was unable to achieve this effect. Maybe something like this would work but I'm not sure how to do it without the plane still being there. I also don't have after effects so that isn't really an option for me.

Any help of ways to make waves or to portray them would be greatly appreciated! Thanks!


texts: Blender High/Low vertices versions in same object

texts:
I would like to make two versions of the same mesh, one version for test rendering with few vertices, and the other version for final rendering with all vertices.

I haven't been using Blender for some years, and stuck on trying figure out how I do this. Vaguely remember it should be possible.

Would be happy if someone either can explain how this can be done or post some relevant links. Well, or tell me this is not possible, so I can stop wasting time searching the subject:)

Sorry for not very useful tags, but really have no idea what this feature is called. And thanks in advance.


texts: After the retopo is done a lot of detial is lost and if I use subsurf or multires and increase it it over 2 times it has double the amount of faces than the high res mesh and still not all the detail is back...any idea?


texts: How to deform a 2d shape to make a 3d object?

texts: I have a 2d flat mesh that i would like to manipulate without any distortion to create a 3D shape. Typically for the pie below, joining the 2 edges together would make a 3D cone. Do you have any idea of which modifier to use ?


texts:
I am using windows 10 and the latest version of blender and even tried to reset windows however blender keeps flashing not responding and the complete UI flashes.
Please help


texts: Arrange UV maps of multiple objects without joining them

texts:
I am trying to arrange multiple pieces of an outfit to fit onto the same texture. Some of these outfit pieces are already unwrapped before being imported to Blender, and so cannot be re-unwrapped as they have no seams. Some pieces have mesh caches on them, so they cannot be joined into other objects without destroying their vertex indices, and thus breaking their caches. Other objects are being unwrapped for the first time in Blender.

In order to properly arrange and optimize my UV islands, I need to be able to view all of these object's UV maps at the same time. I could export all their UV maps as images, arrange them in photoshop, then re-import that and align their UV maps to the image, but this is imprecise and inefficient.

My googling has turned up that the usual method is to join objects together, but I can't do that. Is there any other way I can work on multiple object's UV maps in blender at the same time?


texts: Is there a list of the node names for the node_tree.nodes.new() function in blender 2.82?

texts:
I'm trying to add nodes to a material using bpy in blender 2.8, but I cannot find a list of names to refer to them in the new() function
IE:
mat.node_tree.nodes.new('ColorRamp')
doesn't work, because it is actually mat.node_tree.nodes.new('ShaderNodeValToRGB')
and I need a list of all the names of these, so if anyone knows where to find them I'd love to know, as I cannot find it in the documentation


texts: Does this flat 5 sided face count as a square?

texts:
Is this a pentagon or does it count as an square for animation purposes?
It technically has 5 angles, but one of them is flat, so practically it should be a square with 4 sides, but I'm not so sure.
It also is flat on the Z-axis.

I'd generally leave it like is but I'm trying to up my game. Thank you


texts: Why do I get weird rotations in exported FBX?

texts:
I have a simple, extruded cube model with two bones assigned to it. Now, when I export the model to FBX, the bones get weird rotations. I've checked that the bones have XYZ rotation of (0, 0, 0) in Blender, but for example the root bone has a rotation of (90, -90, 0) and the child bone has a rotation of (-180, 0, 0). The armature has a rotation of (-90, 0, 0) which I kind of expect to be there (as far as I know it's because of the axis conversion).

So, where are these rotations coming from?


texts: How to correct shading when connecting faces?

texts:
On this image I selected four vertices and then I pressed F to create a face and I repeated until I connected the two parts of the object. Then I deleted the "internal faces". But the shading is still wrong. Recalculating the normal doesn't fix it. I deleted one of the faces and recreated it and the shading on it was correct.
What is causing this un-smooth shading and how can I correct it?


texts:
let me explain it again, also with an image:-) I have 4 points in 3d space (vertices in the 3d viewport) and I know the direction-vector d (normalized) of the plane they are building.

Now I want to calculate the amount of the length of the vector (positive or negative) when I move the mouse along the direction d for extruding these vertices - so that I can re-implement an extrude operation and the mouse cursor is visually in sync.

This is what blender does when moving vertices, edges or faces with a constraint to a certain direction.

Any ideas or Python code?

Thx in advance


texts: I am making a space game in BGE and I need a planet to orbit around the sun without having the origin point inside the sun (this is because I want it to have a Collision bounds). How can I do this? Thanks


texts:
I saw this question this morning and i'm also quite interested in a Picker modal operator, so I did tinker a bit and achieve a somewhat beginning of a working code but I encountered some problems along the way.
The code is functional in 3Dview, as you can see it will print objects detected under the cursor, the problem is that it needs to work from any areas! so we need some context override action here
(Note that, as final touch, we could draw a little icon on screen with the name of the object picked at cursor location. Not sure if this is possible cross area ? i believe custom drawing are only allowed within the 3D view correct?)
import bpy
from bpy_extras import view3d_utils

# rework of this
# https://devtalk.blender.org/t/pick-material-under-mouse-cursor/6978/4

#We need the picker to work cross area, unfortunately blender don't like that very much
#So we need to override the context,
#the function below will try to find 3D view and update the given context.copy()

def find_3d_context(context_copy):
    for area in bpy.context.window.screen.areas:
        if area.type == 'VIEW_3D':
            for region in area.regions:
                if region.type == 'WINDOW':
                    break
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    region_data = space.region_3d
                    break
    print(area, region, region_data)
    context_copy.update(
        area=area,
        region=region,
        region_data=region_data,
        )
    return

def find_object(context, event):

    # get the context arguments
    scene     = bpy.context.scene
    region    = bpy.context.region
    rv3d      = bpy.context.region_data
    coord     = event.mouse_region_x, event.mouse_region_y
    scene     = bpy.context.scene
    viewlayer = bpy.context.view_layer

    #this is the tricky part, region will not be found if we are not running this operator from a 3DVIEW
    if rv3d is None: print("region_data not found") ; return

    # get the ray from the viewport and mouse
    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
    ray_origin  = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
    ray_target  = ray_origin + (view_vector *-10)
    ray_goal    = ray_origin + (view_vector *1000)

    Rresult, Rlocation, Rnormal, Rindex, Robject, Rmatrix = scene.ray_cast(viewlayer.depsgraph, ray_target, ray_goal)

    if Robject is not None:
        print("Found an object ! : ",Robject)
    return Robject

class ObjectPicker(bpy.types.Operator):
    bl_idname = "view3d.test"
    bl_label = "Picker test"

    def modal(self, context, event):

        #should work from any area, so we need to find correct context
        context = context.copy()
        find_3d_context(context)

        object = find_object(context, event)

        if (event.type == 'LEFTMOUSE'):
            print("Execute Something With Object")
            print("Done")
            return {'CANCELLED'}

        elif event.type in {'RIGHTMOUSE', 'ESC','RET'}:
            print("Done")
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()


texts: Problem rendering at the end of rigid body animation with script

texts:
I am working with a rigid body sequence consisting of a number of objects (leaves) that fall on to a plane. I want to loop through a number of different starting locations and rotations of the leaf set (among other changes), so the result (final frame) should be rendered to file before starting again with new leaf parameters.

My code uses bpy.ops.screen.animation.play to create an animation sequence, then I have tried to render the result (last frame) to a file using bpy.ops.render.render(write_still=True).

I can play and stop the animation, but when I then call bpy.ops.render.render(write_still=True) it renders the output of Frame 1, and doesn't show the animation playing in real time in the viewport or the timeline.

I can, after running the script to play and stop the animation, call bpy.ops.render.render(write_still=True) in the Python console and it succeeds in rendering/saving the final frame. However this makes the looped multiple sequences harder to manage if I need to use the Python console after each (~3minute) render sequence.

Basic code for running animation and attempting to render/save final frame to file below, thanks for any help! I feel that a handler is useful, perhaps?

import bpy
import os

filepath = bpy.data.filepath
directory = os.path.dirname(filepath)
print(directory)

for scene in bpy.data.scenes:
    scene = bpy.context.scene

def stop_playback(scene):
    if bpy.data.scenes['Scene'].frame_current == bpy.data.scenes['Scene'].frame_end:
        bpy.ops.screen.animation_cancel(restore_frame=False)

def start_anim():
    bpy.ops.screen.frame_jump(end=False)
    bpy.app.handlers.frame_change_post.append(stop_playback)
    bpy.ops.screen.animation_play()

def write_image():
    filePath = bpy.data.scenes['Scene'].render.filepath
    bpy.data.scenes['Scene'].render.filepath = os.path.join(filePath, 'BOB' + "_")
    bpy.data.scenes['Scene'].frame_set(bpy.data.scenes['Scene'].frame_end-1)

    bpy.ops.render.render(animation=False, write_still=True, use_viewport=True, layer="", scene="Scene")
    bpy.data.scenes['Scene'].render.filepath = filePath

if __name__ == "__main__":
    start_anim()
    bpy.data.scenes['Scene'].update()
    write_image()}


texts:
I downloaded the geometric node from git, and copied it in the addon folder of blender 2.67. Tried with 2.67b and a self-compiled svn version, in both, I can't enable it in the user preferences. Does anyone know how to get it to work ? I didn't find any readme.

Edit, more info :

I downloaded geometry_nodes from https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes
Extracted the folder geometry_nodes in my ~/.config/blender/2.67/scripts/addons/ folder
it appears in user preferences under add-ons but I can't activate it. Launching Blender from the command-line doesn't give any help (no error given in output)
Trying to launch init.py gives following error in the console :

  .config/blender/2.67/scripts/addons/geometry_nodes/parameter.py", line
  433, in register_mod_pass
      from geometry_nodes import modifiers
  ImportError: cannot import name modifiers


texts:
I have recently started using blender for work, with the idea being to show the customer their sticker kit design on the go kart bodywork.

I have modelled the bodywork with a certain degree of success, but am having trouble creating the UV mesh. The difficulty being, I need the UV mesh to match as closely as possible the 2D representation, so minimal manipulation of the 2D image is required.

The image below shows the 3D model of the front bodywork, the 2D shapes I am trying to match, and what the final product should look like.

Any ideas on how to create the mesh will be very much appreciated. I have also tried creating the shape of the sticker in blender and shrink wrapping it onto the bodywork, but with little success.

Hopefully this explains the problem well enough. If you need any more information, I'll do my best to answer any questions.


texts:
This questions has already been asked a million times, but nothing solved my issue so far.

Situation

I'm using Blender 2.72b.
I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow.
I'm using the Mirror modifier.
I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now.
I deleted the cube and made this model from scratch (no import).

In texture view everything looks fine:

In material view (and after rendering) everything is black:

Attempts to solve

I have a light source.
I have a camera.
I have no ceiling.
I have a material.
I have a texture.
Shadows are activated.
I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway).
I checked out many solutions posted on the web.

As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.


texts:
I am trying to change the render from a different point of view and is almost impossible. I have this

and pressing 0  and I obtain this

and everything I do this is not going to change.
I tried Ctrl + Alt + Numpad 0 and I have the same view but the object rotates far away.
I use blender 2.8.

Is there a way to tell Blender to render this camera from this view?

The file is available here if someone wants to have a look
https://github.com/acipolla/casa-dedo


texts: How to make 3D model shader have a Digital 2D look?

texts:
So, iv been banging my head on this for awhile now, trying to figure out how I would go about making a shader (for my 3D character) look 2D. The intersections here are what I'm after,
I have messed with this type of stuff before.
I just cant seem to capture the 2D brush style.
The rest I have a rough idea how to do, but it's the light intersections that stump me.
Thank you for your time, and I hope you have a wonderful day!


texts: Most of my water simulation scene disappears when viewed through the camera

texts:
I created this water simulation animation and I'm ready to render it. when I tried to set up the camera most of the scene disappears. I tried deleting the original camera and adding a new camera but the same problem happened. Any help you can provide is greatly appreciated!

John


texts:
I'm creating a cyclic animation, and I'd like to add some random jigglyness by using a f-curve noise modifier on one of the object's angles.
This works quite well, but the noise 'jumps' at the repeat of the animation.
Does anybody know if there's a way to make the fcurve noise modifier cyclic in time?
I tried combining multiple noise modifiers stacked with different offsets en envelope modfiers, but I can't get it to work.


texts: I'm trying to make the cut out edges of this shape appear smooth but i can't seem to do it.


texts:
When i opened up my blender file it suddenly inverted all the lightings of the Solid OpenGl lights and whatsoever. I tried to fix it up but it still wouldn't..!
-- Added Explanation as to my reply to someone's comment below:

I'm new to blender so i can't explain much what's going on. When we make a model from scratch, it becomes all gray cause that's the basic color right? Awhile ago when i opened up my blender file it suddenly turned black.. I tried to ignore it and made the leg part, the leg is now gray but the head is still black. When i tried to move the direction lights, the head became gray and the leg became black.. ( I don't know if that made any sense)


texts: I am trying to calculate the collision detection between the nodes of the single yarn, is that possible in blender for dynamic simulation of yarn, later I am supposed to use the Jersy model where I can calculate the sliding friction and contacts between nodes.


texts: Merging two rigs with same bone structure?

texts: I have a problem and I'm not sure how to go about fixing it. I've imported a valve qc rig and I need to merge what appears to be a meshless bone rig with a meshed rig. I thought about doing it in unity, but I thought I'd ask here first. Unity doesn't allow merging of non-human rigs


texts:
I been looking online for this so idk if this is a duplicate or not, I never seen this asked before.

But for the curvy lines I went with the Sinus Displacement modifier in the geometry tab and its all spikey, I'm trying to smooth it but I have no clue what modifier to use for that.

But the bigger problem of the two is show below with the first picture zoomed out and the second picture Zoomed in.

I'm wanting the curves to be uniform but as you can see when zoomed out its less curvy and when zoomed in its more curvy. Is there any way how to set a uniform amount of curves to the sinus displacement?

Out:

In:

-please feel free to edit the question if you think it could be improved in someway, I don't really know how to make the question/post look better


texts:
In the Properties -- World tab, I am no longer seeing the "Stars" option. Has it been removed or did I accidentally do something silly that caused it to be deleted or completely hidden? It is completely absent not just closed, and I have tried with several different files and a new restart.

I am running on Manjaro Linux and the blender version currently installed is 10:2.69.a0dbee6e. I'm not sure of the change occurred at the last upgrade or since then.


texts: So I've had this problem for a long time, and what happens is that the camera, when zooming in or out, makes textures very jumpy. It is always adjusting and it's very weird. I don't know if this is because I've set the clipping to the max (End clipping being 10000), but it looks very bad. Any ways tp fix this? Thanks!


texts:
I have to replace a linked object with another one but it would be nice to keep all object transformations of the old proxy.

What is the common way to do this?


texts: How to align object well enough to integrate into array modifier?

texts:
Edit: I found the merge checkbox on the array modifier (whoops.)  But the alignment problem is still interesting...

So, let's say I'm following yet another tutorial from the blender Guru, how to create a spaceship corridor.  This thing is a beast.

So we start with modeling a quarter of the ship, since it is all nice an symmetrical.  Like so:

We proceed to mirror it into something that looks a bit nicer:

Great!  Then, the guy simply adds a plain to act as the bottom.  Simple enough!

And Viola!  We hit CTRL + J and expect the the object to join that which is being mirrored.  Unfortunately, I can't seem to align it right.  I'm exaggerating for clarity, of course, but I get either:

 or something like:

I can't seem to figure out a way to alight this in a reasonable amount of time so that the edges actually touch each other.  As you see, when I am seeing the "Array" modifier, it makes no effort to weld the pieces of the array together, instead just putting the "pieces" as close together as possible with no overlap.  Therefore, the floor has to be exactly the same size as the original mirrored piece!  I can't seem to make this happen!

Thank you very much to anyone who can tell me how this can be done properly!


texts:
I made marks and solved the camera. In the constraints menu, I selected the camera solver and set floor. However, the camera angle is not harmony.

What is the problem?


texts:
I'm new to Blender, and am building a flat surface to be extruded later (submarine deck).

I've designed an outline as a Bézier curve which I then converted to mesh. After that, I iteratively created the slots in the deck in the same manner. For convenience, I have placed the slots into groups, as you see, tagged with suffix numbers from 0 going left to right (stern to bow). Groups 0, 1, and 4 have been successfully integrated.

I join a group of slots to the outline, go to edit mode, and apply fill, and it works fine, as you see:

However, I seem to hit a brick wall at this point. When I try to add new slots (in this example, group numbered with suffix 2), the fill seems to break. I've tried different groups and even just tried to add single slots, to see whether one of them is somehow improperly designed, but I can't get past this point:

Is it likely something about the individual slot construction? They were all built from the same template, just adjusted in length....

Note: not sure whether it matters (like in fonts) but the outside outline was a clockwise curve, the two hatches (not joined here) are counterclockwise, and the slots were created using the circle curve feature and not altered.

EDIT: following suggestions below, I was able to achieve near-complete success (all but four slots of several hundred), as follows:

Build a clean main object.

extrude my outline to deeper than needed.
create a 'plank' from a cube, making it longer and wider than needed, but correct height.
select plank and apply boolean modifier 'intersection' using the outline.

For a given group of slots, create and apply a boolean 'difference' modifier in a similar fashion.

in a few cases, some fiddling about was required such as making groups smaller, doing them in a different order, or using 'face' rather than 'fill' before extruding the modifiers (though in most cases it made no difference).

End result:

note: after each application of a difference modifier group, I checked carefully for quirks in solid mode then examined the mesh in detail in wireframe mode; if I saw anything out of the ordinary I backed up and tried something else.

Ultimately, I was able to produce what I wanted and a clean (as far as I can see) topography, except for 4 slots where the boolean differences failed no matter what I did. I understand that these can be fussy, and I tried every trick I could find on the internet with no luck. But I think the last four can be done perhaps at the wireframe level (?) and can open another topic for that.


texts: Is the import/export of GLTF files is going to be supported or is there a python script that can handle that?


texts: I am new and following a tutorial. The teacher links his final .blend file that I downloaded, but he uses a few backgrounds/videos etc that I need to strip out so I can use the same for my personal copy. How can I achieve that?


texts: Differences between Center and Median options of Blender snap target menu?

texts:
As title: what are the differences between the "Center" and "Median" snap target options?

The Blender manual explicates with pictures only one of the two options I'm trying to compare: the "Median":

https://www.blender.org/manual/editors/3dview/object/transform/transform_control/precision/snap.html#snap-target

I use all the options them for a very long time and I know what they do but what I want to figure out is just what differences are there between the two options cause it seems to me that they behave exactly the same way.


texts: Why does perspective always have xray on?

texts:
When I toggle x-ray in Edit mode, only the orthographic views toggle. The perspective view constantly shows xray and it is super annoying. I see face handles (the square to select them) as well as edges and vertices through the faces just as if xray was on, but it's not.

How can I turn it off so that while in Edit Mode, and with Solid display mode selected, I don't see through things as if xray mode is on?
Thanks]1

Left: In Edit Mode
Right: In Object Mode
Basically I don't want to see the edges and face handles through the faces in front of them.


texts:
When I try to use bpy.ops.wm.append, the object appears "selected" with the red outline, but how do I switch it to "Active" with yellow outline?
bpy.ops.wm.append(
    filepath="Prefab_Objects.blend",
    directory="/Users/Yuri/Desktop/Blender_Python_Test/Prefab_Objects.blend\\Object\\",
    filename="tower")

(I need to apply bpy.context.active_object.name afterward, but can’t because the object is not "active")


texts: Python Triangle Function Crashes Blender

texts:
I am running Blender 2.76b on a 64bit Windows 10 machine, with Python 3.4.2 installed (Blender also is running the same version of Python). I recently downloaded a python package called triangle (which is used to generate a triangular mesh for given a set of points). This function required me to download Visual C++ 2010 for windows which I did and was working fine outside Blender. But when I included that in a Python code which I am running as a Blender script, Blender is crashing. I tried troubleshooting this, it basically is crashing when it is calling a function called core.triang() in the triangle package, and this I'm guessing is inside core.pyd which I can't access. Can someone help with solving this problem? Thanks!

Edit 1: Here is a representative code:

import triangle
import triangle.plot
from numpy import *

A = {}

A['vertices'] = array(((0,0), (1,0), (1, 1), (0, 1)))

B = triangle.triangulate(A, 'qa0.5')


texts: Paint directly on model or redo UV unwrap for new faces

texts:
I'm new to Blender and not a 3D designer. I'm a photogrammetrist.

I have a very complex mesh that I created with photogrammetry. I used Blender to repair the mesh in places where it did not generate good connections. I'd like to now go back and paint the fixed surfaces with texture I've pulled from the photos.

The problem is, since I've added new faces, the UV map is scrambled and overlapping my new faces with old texture. It applies the wrong textures to the faces.

Is there a way (inside or outside of Blender) that I can just paint my texture onto the surfaces or unwrap the new faces without destroying the existing texture?


texts:
I need to export a lot of collections (200 collections), each one in a .blend file. Is it possible to do this automatically, like a batch export?
Edit, Is it possible at least in .FBX format?
Thanks.


texts: Floor tiles material - match size for multiple rooms in house

texts:
I'm making a house from a floor plan.

Each room has its own plane to be unwrapped and assigned the same tiles material.

Whenever I unwrap a floor plane and assign its material, the material scale is different for each room and I have to eyeball the scale to make the tile seams align.

Is there a more efficient way of unwrapping all planes so the tile seams align properly, or do I just have to give in and make all floor planes into one object?

Cheers.

EDIT: Added picture

In the picture below you can see the floors were unwrapped but each floor scaled differently. On floor has small tiles and one has large tiles. I'd like to unwrap each floor so they have exactly the same scale.


texts: How to reload all text editor scripts at once

texts:
I'm creating some simple scripts to automatize my workflow. Things like:

import bpy
# import find_and_close_open_edges

def select_by_pattern(name="SovereignMace",part=None,number=None,partsep="_",numsep="."):

    # Sql NVL
    xstr = lambda s: s or "*"

    # name = "Name_<part>[.partnumber]"
    if name is None:
        pattern = ""
    elif part is None:
        pattern = name
    elif number is None:
        pattern = name + partsep + part
    else:
        pattern = name + partsep + part + numsep + number

    pattern = pattern + "*"

    # pattern = xstr(name) + xstr(partsep) + \
    # xstr(part) + xstr(numsep) + \
    # xstr(number)

    print("Pattern:",pattern)

    # deselect all
    bpy.ops.object.select_all(action='DESELECT')

    # select all objects by pattern
    bpy.ops.object.select_pattern(pattern=pattern)

    return {'FINISHED'}

They grow in number, and they become to be dependent on each other. I use an external editor, so I seldom need to reload one or more script at once and the run them in Blender text editor by ALT-P.
Is there a way to reload all scripts used in Blender text editor at once? (Mind I'm not asking how to do F8 reload... that's unrelated)
Thank you


texts: Im interested in creating low poly mesh and exporting them to a game engine. Which game engine is better to use, Unity or Unreal?


texts: Rotating, Moving or Placing Procedural Texture on an Object

texts:
I have modelled an object with procedural material.
I wish that the texture could either be rotated, moved or placed anywhere in the x-y-z axis or, the surface of it.

This is how far I've gone with the model.

I've made some nodes for the texture. And, have 2 Musgrave texture nodes for the object.
I would like to fill the empty or plain surface with the same texture. By either rotating it along the z axis, move it along x or y axis. Or, place it anywhere on the surface along either axis.
What kind of nodes should I do to be able to have control over the texture placement on the surface?

Thanks in advance.


texts: Can only Extrude or move vertices/edges in a pre-set distance

texts:
I just started using blender yesterday to model a character. I got through most of the head but now, every time I want to move vertices/edges or extrude, I cannot do it properly. If I try, it moves at a pre-set length that I can't seem to get away from. Please help!

You can see the file here (http://s000.tinyupload.com/?file_id=61829621657266848046)


texts: Bake Texture from procedural Shader to multiple Objects from Array

texts:
Here's my problem (2nd attempt at explaining it btw :D)

I got a wooden panel thingy. I selected two array modifiers (x and y axis). Those are not applied yet.
I did build a shader (see below), and did adjust it, so that it makes for a reasonable wood texture. I.e.: I did tweak the parameters to achieve just the kind of texture I want across the whole array. The Shader is using procedural Textures and Object Mapping.

The Problem:
I need to apply the Array modifier to be able to modify individual objects.
When I apply the Array modifier though, the whole texture is messed up (scale and distribution among different objects)

The kind of Solution I hope for: Any way to bake the whole thing "as is": I want just the stuff I got on my screen in preview to be applied as image textures to the individual objects after applying the array modifier.

Any directions on how to solve this? Thanks!

Edit: Here's a screenshot of the Shader and the multiple wooden panels still with an unapplied array modifier.


texts: Custom blurred pointiness node using normal input

texts:
I need to create blurred curvature map, I'm currently using Pointiness input along with ColorRamp node but because the Pointiness node doesn't depend on coordinates input I'm unable to blur the result by distorting the input coordinates using noise texture.
I'm assuming that all the geometry info I need to replicate the same effect are available in the normal input coordinates yet I do not know exactly how to process it.

So I used this formula to calculate the angle between two adjacent vectors (see the attached file) but it's not even close. Am I missing something here?


texts: Blurry Evee Render especially at the edges of model even though rendering at 500 samples?

texts: Render looks blurry especially at the edges,just with a very little zoom in, even though render samples in EVEE are set to 500 .


texts: What to do when I get the message "subsurf modifier need to be first to work with unwrap"?

texts:
I am trying to UV unwrap an object. However, I keep getting the following messsage when I try to unwrap:

  subsurf modifier need to be first to work with unwrap

I have tried adding subsurf modifier, but I keep getting this message. What can I do in this situation?


texts: How can I make it so materials are linked to objects instead of data, with Python?

texts:
How to add material to selected objects via python?
Material must be linked to Object (not Data).


texts:
I've got a model, which after importing from CAD has wrong rotation, but in blender it has rotation equal 0,0,0 . I need to correct "visual rotation" to correct model rotation.

Do you have any ideas how to fix this problem, because all the models in this import have wrong "visual rotation".
Thanks for future advices.


texts: Difference in render preview and actual render

texts:
In my preview, the scene renders perfectly. In the actual render, only the shading of the objects is visible on the ground.

I know i've moved some things around between layers to clean up my scene, but i'm in the dark on what causes this. Anyone any idea? I'm using the official 2.79 build.


texts: Problem with getting a clear and smooth glass surface

texts:
Dear Blender Community,
right now I am trying to make a transparent glass shape with objects inside.
I tried to smooth the shape via subdivison and smooth modifiers.
With the subdivision the glass has a nice clear look but i get a lot of hard edges

Without it appears smoother but unfortunately it is appears less clear

Do you have an idea how I can get a smooth an clean look for the shape.
Thank you :)

topology without subdivision

topology of the model with applied subdivision results in having bulky edges


texts:
Is source code for the ocean modifier accessible? I looked through my Blender installation, but I can't find it.

I'm trying to create a game (not in Blender because it's for iOS/Android) and would like to use real-time generated ocean waves rather than using prebaked .obj files, but have no idea how to make waves like that on my own.


texts:
When calling an operator like wm.link, is there a way to get the user input like selected directory, filepath or object name?

Here is a simple code example:

import bpy

class appendObjectsPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Replace Object"
    bl_idname = "OBJECT_PT_append"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        row = layout.row()
        property = row.operator("wm.link")
        property.relative_path=True
        property.autoselect=True
        property.active_layer=True
        property.instance_groups=True

# ------------------------------------------------------------------------
# register and unregister functions
# ------------------------------------------------------------------------

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

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

if __name__ == "__main__":
    register()


texts: Why does my frame range start automatically revert back to 0 after I set it?

texts:
I want to do as described here: How Do You Start Animation At A Specific Frame?

Whether I use the setter below the timeline, or the one in the render panel, immediately after I set it--clicking anywhere else--it goes back to 0.  Also trying to set it via the arrows, you can't get past 1, and that also reverts to 0 as soon as you click elsewhere.  Even if I type it in the render panel and the next thing I do is click the anim button (while the typing caret is still there), it has gone back to 0 before the render begins:

Is there some context in which this is normal behaviour?  If so, how can I change it?


texts: Attach a rigid body system to a rigged mesh (earring)

texts:
I made a simple earring for my character : the earring is a low-poly torus set as Active in the rigid body settings, I also have a cube as the passive rigid body, and finally an empty used for the Hinge rigid body constraint between the cube and the earring.

I simply need to attach this system to the rig of my character. In fact, the passive body is located at the bottom of the character's ear. So I need this system to follow the head bone here, keeping the offset between the rigid bodies and the bone of course.
I can make the passive rigid body and the empty follow the character's head movements, but for the earring, either it won't follow, or the rigid body simulation is canceled.
It is probably very easy to achieve, but I can't figure it out.
Many thanks


texts: How to get elbow IK constraints to work properly?

texts:
So far I have 4 IKs on my rig: 2 arm and 2 elbow. The arm IKs work fine but the eblow IKs are wonky. When translated, the elbow IK is hinged by the arm IK. If I set the elbow IK to chain length > 0, they simply stop working entirely. Any idea what I am doing wrong?

File:


texts: How to get rid of floating texture in render?

texts:
I am using the minecraft rig to make an animation. Whenever I render the image to see how it looks, there is a floating object next to my character that does not show up when I'm in 3D view. I don't know why its there and I need help to get rid of it.
I have no idea how to get rid of it, I cant select it either.


texts:
I am trying to use a timer for a function, but I need to provide it a parameter so I'm using the example from https://docs.blender.org/api/blender2.8/bpy.app.timers.html:

import bpy
import functools

def print_message(message):
    print("Message:", message)

bpy.app.timers.register(functools.partial(print_message, "Hello"), first_interval=2.0)

The problem is that I don't know how to unregister it.
Trying with this:

if bpy.app.timers.is_registered(functools.partial(print_message, "World"):
    bpy.app.timers.unregister(functools.partial(print_message, "World")

Or this:

if bpy.app.timers.is_registered(print_message):
    bpy.app.timers.unregister(print_message)

Or even this:

   if bpy.app.timers.is_registered(functools):
        bpy.app.timers.unregister(functools)

And a lot of other things, but that doesn't work. Any idea?
Thanks!


texts:
I want to make an animation of a wave like the following images:

I want to achieve that same transparent material. As you can see they are two waves, one over the other. One wave is dark gray, and the other one is light gray. I want these two waves to move the opposite waves, like one moves to the right and the other one moves the the left and then return to the start point in a "smooth" way and repeat. I only need the guide on how to make the animation, the materials are not a problem. Thanks in advanced.


texts: Why can't I see my object when I start the game engine?

texts:
I started using Blender a few days ago but I've got stuck with the camera.
I'm trying to make a simple maze game with a moving cube as character, using some tutorials and this is the result.

The selected camera you see is one I added by hand: I deleted the default one and added this with Shift+A > add camera > etc...
The problem is it doesn't render anything when I press P.

I've tried making the camera active by clicking Ctrl+0 and It seems to be active indeed, but I still get nothing at all!


texts: Check if group input node was passed a value, optional default value

texts: I am trying to creat a green screen filter. I would like to have the option of passing it a background image, but if no image was passed, then to just make the background transparent. How would I go about checking if a background image was passed to the input?


texts: place quick smoke icosphere over video in video sequence editor

texts:
I am new to blender and since i am unaware of the terminology i dont know what to search forI have a 'quick smoke' icosphere as a rendered mpeg file.
I have another video in which a man shows his hands as if he is holding the smoke ball.
But in Video Sequence Editor when i add both the clips and add the transform effect to the smoke clip with 'alpha over' and scale it,I get a black box (background) around the smoke.
I have tried to make it transparent as given here
Can Blender render pngs with the background transparent?
How should i display only the smoke without background?
Note:I have also tried changing the opacity of both the transform and smoke strips to no avail


texts: stroke material in black is half transparent, end of stroke not trimmed

texts:
I would like to draw with the same material as the "stroke" material by default, when you add a grease pencil object, but when I draw, the stroke seems to have transparency and the end of the stroke is not trimmed, although I checked the option in the "stroke" menu.

Here is the blend file :
https://pasteall.org/blend/ec7049d9f19641e7acb60d3f6f53e4f5
Any advice would be very appreciated.
Thanks


texts: How to merge or move two vertices without affecting the others?

texts:
I want to merge two vertices into one, but Blender help me to select the third one automatically. I didn't turn one Proportional Editing Mode. Would anyone here can explain why? Please go to my shared videos below to see my problem in detail, if my word is not clear enough. Thank you

https://drive.google.com/file/d/0B7o5ywq5dlOgOFNVVHhkZzljcjQ/view?usp=sharing


texts:
I am currently in the process of creating a rollercoaster outside of Blender, but I am using Blender to build a path for my coaster.

I currently made my Bezier Curve along my imported Coaster. I added TILT value's to the bezier curve itself, now I have the following issue.

I am currently using .obj to export my bezier curve. This gives me about ~16000 positions which are really awesome and I am able to use them in my rollercoaster, however. I cant seem to find a way to export TILT. The only way I found was exporting TILT on the control points of the curve itself.

Would anyone be able to help me with this? would be awesome!


texts: I'm sure this is possible with a custom script node but is there any out of the box way to create a collection with animation nodes? Currently I'm creating a bunch of objects in my node graph and would like to group them into a collection. I.e every 3 objects gets put into a new collection.


texts: Can we skip some pre-defined Frames while rendering, to prevent blender from re-rednering the same scene?

texts:
I am an animator on blender and i want to know that Can we skip some per-defined Frames while rendering, to prevent blender from re-rendering the same scene?

Because while rendering there are scenes in which camera stops for a while and all of the objects are stopped and only audio is playing in the back. So for that period let say camera and objects stops for 4- 5 seconds which means at 24Fps 120 Frames will be re-rendered again and again although they are ditto same. Is there any feature in blender 2.81 version else i will have to manually skip them which is a time taking task.


texts: When I add a cylinder, it doesn't even show up on my screen at all

texts: I'm modeling a car, the car has circular headlights. okay! ill add a cylinder to make them and just make it very thin, the issue is, whenever I add a cylinder, it doesn't even show up on my screen at all. what am I doing wrong?


texts: Glare shows in compositing window, not in final render

texts:
I am trying to do the Blender Guru Neon tutorial, all good EXCEPT I can't figure out the glare node set up. I have mine set up just like his tutorial shows, but in mine the glare only shows as a preview in the compositing window, does not show up in final render. I have attached a picture of the compositing window view and a shot of the render (bottom).

I am a total noob - I must have something set up wrong. Anybody have any ideas?

(Someone else asked an almost identical question to mine, but if you read it, he just says he figured it out and didn't give the solution)


texts: A moving object responds very slowly to gravity

texts:
I'm making a game and I'm using logic bricks to make my character (currently a default cube) move.

It moves (using the arrow keys) relatively fine up until I try to go down a slope or fall off an edge of some kind. When I try to fall instead of falling down as soon as goes off an edge, it keeps going in the same direction until I release the arrow key making it move.

And something even weirder is that if the object is still in the air after it starts falling when the arrow key is released, if you press the arrow key again it causes the object to completely ignore gravity again and go off in that one direction.

If you need anything to help you solve this problem I'll provide what I can.
I'm using blender's game engine if that helps.

EDIT: Turns out its falling really slowly instead of staying the same height. It's still annoying though.

Hope you can help.
Jako


texts: Can python access control points of Hue modifier?

texts:
I am making a chroma keyer in the VSE and wondered if it possible to access the control point data of the Hue Sat modifier? I would like to build a GUI for easier control of the curve slope but cannot find a reference to these values.

They seem to have coordinates but no data structure, perhaps this is because you cannot animate their value. But I only want to make interacting with them easier (like the points of a  ramp or blend texture).


texts:
I am new to blender and I was following this tutorial to make a donut.
But when it comes to the cream on top I cant deform the mesh on top to make it creamy so I end up with two ugly meshes.  I did like in the tutorial and enabled snap face, is there somthing am missing?


texts: Blender 2.8 : enter 'select box' mode while in transform mode

texts: I used Blender version 2.8. When I have Select Box tool active, if I left click and drag empty area, it will create border selection (or box selection). But when I have Move tool active, if I left click empty area, it will move the selection immediately. This is not what I want. I want to enter 'box selection' mode whenever I left click the empty area just like any other 3d software. How to set this up?


texts:
I'm a beginner and I don't know what's going on.
Some faces I've made look like two triangles glued together with different angles.

Removing doubles didn't do anything, nor flipping normals.


texts:
I'm trying to model some objects in blender. Now I have created a bended stick using the curve modifier. I would like to add this stick to my simulation by scaling, rotation and moving it.
Doing so, the stick changes it's shape, because the curve doesn't move along. Is the a way, that I can freeze the stick's shape or to link it to the curve so that all transformations are also applied to the curve?


texts: recalculating the number of subdivisions of a cylinders

texts: I'm modeling car wheels and i just spent a bunch of time getting the curvature just right, but now that I'm about to make the rims I'm realizing giving the initial cylinder 32 subdivisions was a mistake and that I should have made it 30 instead to split evenly with 5 and 6 point rims. Is there any way to change the subdivisions to 30 while keeping it a perfect circle?


texts: Dynamic Paint not showing in rendered image

texts:
To make it simple: I have a project using dynamic paint. In the viewport the dynamic paint works as it's supposed to work. But when rendering it the dynamic paint doesn't show/gets rendered.

I really have no idea what I did wrong so I'm hoping that someone of you knows how to fix this.


texts: Can't convert the Ruler/Protractor into any Geometry type

texts:
So I clicked on "Ruler/Protractor" button, drew a 3-meter line, and tried to convert it into a curve or poly but no joy. The options are inactive before you go into Ruler mode, and when you actually go into the Ruler mode and draw the actual line, the mouse cursor changes into a crosshair shape and does not allow you to click on any button in the UI. And when I hit enter, I'm out of Ruler mode, the line disappears, and the "Convert to Geometry" 3 drop-down menu options are inactive again.

Is that a bug in Blender or am I missing something?


texts: I'm making game assets and characters in Blender. For easy shapes and simple coloring I use a painting software, then import the texture back into Blender. However, when I'm trying to handpaint models (for example fur patterns on cartoon animal characters etc.) I find it really dificult to do it nicely. I usually end up going back and forth between Blender and a painting software until it looks good enough. Am I simply bad at texture painting? Is there some kind of trick that would make it easier? Or should I try to switch to a 3d texture panting software like Armor Paint or Substance Painter?


texts: What is the advised output method to upload a 180 degree VR work to YouTube

texts:
I want to upload a 180 degree VR work to YouTube.
What is the advised output method.

The VR I want to do is a two-eye VR screen, this VR is immersive when viewed with a headset, but not 360 degree VR.

What output methods are available using Blender 2.8?

I searched but found nothing helpful, what I want to make is something like an attached image.

Englis is not my first language.


texts: Apply a Follow Path Animation to a Collection of Objects (using Blender 2.8)

texts: I understand how to make a single object follow a path animation, using Add Object Constraint, then Follow Path (and specifying a path). But I can't figure out how to make a Collection follow one. Is this supported? If it isn't, what would be the best approach to having a set of objects follow a path? I'm trying to make a truck (comprised of many separate objects) travel along a road specified by a bezier curve. I'm using Blender 2.8.


texts: How to create a progressive coil spring in Blender 2.82?

texts:
I've been trying to create a coil spring with a progressive elongation of the spiral in the Z direction and so far have been coming up short. Seems like it's possible to scale the radius easily enough, but not the tightness of the spiral itself.
I've primarily been using the screw modifier to achieve a basic coil.
Does anyone have any suggestions? will I need to use a particular modifier combo?


texts:
I've tried checking indirect lighting and selecting approximate in the world settings, then put emit on high in the materials tab, but the glow itself is very very weak. Is there a way to adjust the glow distance? Thanks!

Update: I've actually been successful with this by adding a glare node and selecting fog glow, then adjust the threshold, and emitting it to max in the materials tab. The only problem I have with this is that my model's texture looks really bright. I have a Godzilla model, it comes with two textures. one for the whole entire body, then a separate glowing texture specifically for the spikes.

What i did was I selected the material, added the body texture, then added the spikes glow texture. I then added the glare node, but when I got to emit and set it to 2.00, the whole body texture glows. I just want that spike glow texture to glow.

Is there an emit option, just for a texture?


texts:
I am writing addon, that adds keyframes to a group of objects at a time.
In example .blend file I created two objects: Group_obj1 and Group_obj2.
If you select both of them and go to View3D > Sidebar > View Tab > Group Poses you can add keyframes to both of them when you hit Add Keypose button, both object will get keyframes by location at frame 1.
What I do next to break addon:

Go to frame 100. Hit button Add Keypose
Go to frame 150 and change Y location of one of the objects. Hit Add Keypose
Press Ctrl+Z so keyframes in frame 150 are not set.
Hit Add Keypose again and I get an error:

Traceback (most recent call last):

  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\out_exmpl\__init__.py", line 98, in execute
    GroupObjectsData.add_keypose(current_frame)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\out_exmpl\__init__.py", line 27, in add_keypose
    x, y, z = obj.location
ReferenceError: StructRNA of type Object has been removed

How can I handle this Undo, so nothing breaks?
I want to keep all backend associated with inserting keyframes and other animation stuff in my own class GroupObjects, which is not inherrited from bpy.
My __init__.py: https://gist.github.com/spawly/3ceee6897519e74c3d3cddd3f96ef073
My .blend file with all objects added: https://drive.google.com/file/d/1KlRZgFnQbrlKr349BMgAlxDyQM0--d8x/view?usp=sharing


texts: How to make a single character out of many parts?

texts: I have created a low poly model that I'm attempting to rig. Using rigify, I notice certain aspects of the model don't move, namely the legs. I believe this is because the joints, namely the torso connecting to the legs, is not fully connected by  a legit joint. I've seen that rigify works much better on solid models. Is there a way to fix my issue? Perhaps by making it a fully connected model, or anything else?


texts: Video editing: keyframe values not setting

texts:
The problem I have encountered when using Blender as a video editor is that when I set keyframes the values do not stay set. Instead all keyframes adjust to a value of 0.0.

The keyframes appear in the dope sheet and graph editor. The graph shows the curve between keyframes but there is no adjustment made to the movie or sound.

Am using Blender 2.8. This is my first time using Blender as a video editor. Also first time using stackexchange. Let me know if there is anything I can supply to help explain the issue further.


texts: Why does Blender make .dvd files when I tell it to make .mpg?

texts:
I rendered an animation as PNGs, then used Blender to make the PNGs into an .mpg. The output was a .dvd file.

I understand that if I rename the .dvd to .mpg, the video plays as I would expect. What I want to know is why does Blender use this .dvd format, when it's seemingly identical to .mpg?


texts: Convert particle system to animated meshes Blender 2.8

texts:
We know the code below works in 2.79. But trying it in 2.8x it will not take effect and no error will be displayed. Anyone knows how what could be missing there?

import bpy

# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = True  # Viewport and render visibility.

def create_objects_for_particles(ps, obj):
    # Duplicate the given object for every particle and return the duplicates.
    # Use instances instead of full copies.
    obj_list = []
    mesh = obj.data
    for i, _ in enumerate(ps.particles):
        dupli = bpy.data.objects.new(
                    name="particle.{:03d}".format(i),
                    object_data=mesh)
        bpy.context.scene.objects.link(dupli)
        obj_list.append(dupli)
    return obj_list

def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):
    # Match and keyframe the objects to the particles for every frame in the
    # given range.
    for frame in range(start_frame, end_frame + 1):
        bpy.context.scene.frame_set(frame)
        for p, obj in zip(ps.particles, obj_list):
            match_object_to_particle(p, obj)
            keyframe_obj(obj)

def match_object_to_particle(p, obj):
    # Match the location, rotation, scale and visibility of the object to
    # the particle.
    loc = p.location
    rot = p.rotation
    size = p.size
    if p.alive_state == 'ALIVE':
        vis = True
    else:
        vis = False
    obj.location = loc
    # Set rotation mode to quaternion to match particle rotation.
    obj.rotation_mode = 'QUATERNION'
    obj.rotation_quaternion = rot
    obj.scale = (size, size, size)
    obj.hide = not(vis)
    obj.hide_render = not(vis)

def keyframe_obj(obj):
    # Keyframe location, rotation, scale and visibility if specified.
    if KEYFRAME_LOCATION:
        obj.keyframe_insert("location")
    if KEYFRAME_ROTATION:
        obj.keyframe_insert("rotation_quaternion")
    if KEYFRAME_SCALE:
        obj.keyframe_insert("scale")
    if KEYFRAME_VISIBILITY:
        obj.keyframe_insert("hide")
        obj.keyframe_insert("hide_render")

def main():
    # Assume only 2 objects are selected.
    # The active object should be the one with the particle system.
    ps_obj = bpy.context.object
    obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]
    ps = ps_obj.particle_systems[0]  # Assume only 1 particle system is present.
    start_frame = bpy.context.scene.frame_start
    end_frame = bpy.context.scene.frame_end
    obj_list = create_objects_for_particles(ps, obj)
    match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)

if __name__ == '__main__':
    main()


texts: Paintbrush painting in places not intended

texts:
In painting this model I have found several instances where I get strange effects.  Either the area will not be covered at all, or I will paint on one area, only to find another area is also getting covered unintentionally.

To best illustrate this, I have taken a snip of a number I tried to paint with the brush mask. Is this related to seams?


texts: Delete all materials that aren't assigned to a face?

texts:
Ok, I have several models that because various joining and un joining, have material slots that are there, but not assigned to any faces. Im exporting and would like these gone but there are too many to delete by hand:

Is there a script/way to get materials not assigned to a face to be eliminated?


texts:
I have this annoying issue. I am trying to position my 3d cursor with accuracy of about a cm (half inch) but the 3d cursor movement speed is waayyy too fast to get any kind of accuracy. The way I am trying to move it is by going to view tab (top right) on 3d view and dragging one of the 3d cursor axises to move it to wanted location.

Despite me holding shift the cursor moves way too fast to make any kind of accurate positioning. It doesn't even move smoothly but in jumps like I have some kind of grid snapping on. I don't know if I do and how to turn a grid snapping off for it and how to make the speed slower?


texts: Time shift between tracked camera motion and original movie

texts:
I tracked a sample movie clip and put a cube in the center. It animated quite well, and I was even able to see the video by playing (Render > Play) a set of PNG files.

I then changed options to export to H.264 and the result was quite bad - it looks like I somehow created a lag between the camera tracking and the video. It seems object on frame X is shown as if the camera is on frame X + 1, so the object moves just slightly ahead of the video.

What did I break?

Thanks.


texts: I have a sensor object that I need to execute a certain function once it detects a certain static object. Everything works, except it always has difficulty detecting it. The only way to make it guaranteed to work is if I scale the static object by an absurd number, this way it will always collide; however, I can't have my object be so large! Is there any way to fix this issue and have my sensor object detect the static object consistently? Thanks!


texts: Is baking textures a GPU or CPU process? I just started with baking textures and my GPU died about a week back. If I got a new (supported) GPU, would it bake off that and be faster or still go off the CPU and take a while?


texts: How to split an object into two different

texts: Ive created an UFO and when it came to texturing I encountered a problem. Ive made this object of default cube so basically these two parts are a one object, so texturing works fo both of them. How can I divide it to two different objects (like body and glass)? Thank you.


texts: How to play a video strip backward in blender 2.8?

texts: If I select a specific strip from a clip in video sequencer and in strip tab under video -> playback direction -> backward, something funny happens. Can someone tell me whether there is some other way to play the video strip backward.I


texts: I am making a third person shooter and I have three different lazer sounds. I want to figure out how to make it so every time I click it plays a different lazer noise.


texts: Pinning multiple vertex groups in cloth physics

texts:
I am making a cloak for a character, and I want the cloth physics to become stronger for each loop starting from the bottom as they reach the top. So I'm trying to make the bottom loop of the cloak pinned at .9, the loop above that at .8, the loop above that at .7 and so on until the top part moves freely.
Issue is, the cloth physics only allow you to pin one vertex group.

Anyone know of a fix around this?


texts:
Hello Blender community,

I have this animation of a shark that I made using a lattice structure. It looks really good in Blender, and the shark moves according to the lattice and everything. However, when I import the .fbx file into Unity, I only get an animation of a shark moving in a straight line instead of wiggling across the lattice. What could be causing this?

Here's the .blender file:

Thanks in advance! :)


texts:
I am trying to make an animation using soft bodies, but the problem is that they are passing through each other. I have turned on Collision in the physics panel.
Thanks.
Blend File


texts: sort objects in outliner case-insensitive

texts:
I really love blender but what puts me off a little bit is the case-sensitive sorting in the outliner.

Mostly I use lower case object names, but freshly created objects always have an upper case first character. The only option available here is to disable alphabetical sorting, but that's counterproductive in my case.

So, does anybody know an addon or something to achieve case-insensitive sorting?


texts:
When I click on wave in the modifier list, nothing happens. However when I click on the Subdivision Surface modifier this does work.

After I set the surface modifier to desired setting, and try to add a wave modifier, just the top of the object moves up and stays;nothing else happens.

When I add the wave modifier only, with no subdivision surface modifier, nothing happens. When I click apply in the wave modifier box I get this message," modifier disabled skipping apply. How can I activate the modifiers?  How can I fix this?


texts: Mirror modifier is not working how expected?

texts:
I'm following the blenderguru chair tutorial and when he adds a mirror modifier, it does not look like this (mine)
His looks like this


texts: I have a problem with weight painting. This is what happens, the mesh follows the bones just partly. I have really tried to paint the mesh thoroughly from all angles. It looks like it's somehow attached to something else and being pulled apart. Thank you! / Alex


texts: Replace material and texture with python in BGE

texts:
I've a game project done with BGE and i've done a menu where the user can choose the character and the characters have only different material and texture.
I'm not able to change material and texture with python, i just know how to replace the mesh with logic bricks but i want to keep the mesh and the armature of the character.
Any advices?
Thanks for the help


texts:
So I was working on a night scene with a model of a mustang. My scene looks similar to this:

I was wondering if anyone knew how to produce the glow of the rear lights; how they start orange, but are red around the edges.

This is what I have tried so far:

The light source is a point lamp behind the glass.

Any help would be appreciated!

Edit:

Here is the lights isolated from the rest of the car:

Here is the wireframe:

the four dark circles are the front lights

there is a point lamp behind them and the back grey part is glossy with 0.2 roughness

Edit 2:
Changed to Filmic colorspace:

Edit 3:
Final Render using Luke D's suggestion:

Edit4:

Here's the blend file of the rear lights:

Edit5:

Second Render after Luke D's suggestion:

I think it came out rather nice.


texts: Point lights not lighting at all; at wits end!

texts:
Fairly new to Blender here, quite excited about its capabilities, but unhappy with its quirkiness and unpredictability (to a newbie).

I have been making a tunnel to get some practice with the array and curve modifiers.

Initially, I modeled the road pavement, two sidewalks and the tunnel wall, using an array modifier followed by a curve modifier; I then edited the shape of the path curve to give the entire tunnel some non linearity.

Subsequently, I added a point light to the left side of the tunnel wall, and made it follow the path of the curve used with the tunnel, so that I had one light every few meters.These worked correctly, illuminating the scene as expected.

To model the light bulbs, I added an ico sphere near the first light, similarly made to follow the path of the curve of the tunnel, and coincide with the location of the point lights.

At that point, and as I was moving the point lights back and forth, to make sure they appear near but not inside the ico spheres, I realized that everything was rendering to complete black, none of the lights showing anymore!

I tried adding a sun outside the tunnel, and found out that it lighted the mouth of the tunnel correctly. I even moved the point lights to the center of the tunnel, to no avail. None of the lights inside the tunnel provide light anymore!

I checked the normals, they remain correctly flipped so that they point inside the tunnel.

I am literally at wits end, and look forward to some help.


texts: Certain textures don't work as particle textures?

texts:
I can't seem to use point-density or voxel data textures to affect particles.
For example, I can set up a point-density texture that will create volumetric density around particles from system A, but if particle system B is set to use the same texture for particle emission density, nothing will be emitted.
A bit of experimenting showed that particle emission treated all points in the point density texture as position 0 on the colourramp.


texts:
I'm trying to model very simple pipes for a unity project I'm working on. Everything was fine, until I added a curved pipe, the origin is not where I want it to be.
I'm working with a grid system, and the origin of the curved pipe has to be offset. I know how to change this in blender, but how can I get this into unity?


texts: Good format for character mesh & animation export?

texts:
I've been trying all sorts of different formats but I can't find a decent exporter for character animation from Blender 2.69 which exports mesh, UV wrapped texture info (doesn't have to include the texture), bone and animation information.

It seems that the FBX exporter may do animation, but I'm struggling to understand the format.  I'd be happy to write my own exporter (in fact, I have half an exporter now) but I can't find any good references on how to export animation data.  It seems the API has gone through some changes recently which might account for the lack of up-to-date information?

Any suggestions would be greatly appreciated.


texts: Can't see any fonts except Bfont for text objects

texts: When I go to object data properties tab on the text object in properties editor the only font I see is Bfont. In blender preferences the windows font folder seems to be correctly configured and points towards C:\WINDOWS\Fonts. Why am I not seeing any fonts except Bfont? Blender version 2.82.7. Do I need to manually install the fonts for blender?


texts: How to texture a beveled curve without stretching

texts: I would like to texture my trees without converting them to a mesh. I use the use UV for mapping option in the curve menu, but it is dependant on the distance between two "path points". How can I get a nice mapping without such stretching/squeezing :


texts: I am doing all tutorials and now I want to start drawing steel beams and wall elements. Now I want to ask here some people with more experience about how to make them. Which method is the best for something like that.


texts:
I've been using blender for a while now, and this has never happened to me before. I was designing an ad in Blender 2.73a for a game that I made. However, when I went into camera view, everything looked bigger then in the final render. Why is this happening and how can I fix this?

P.S. I've been using blender for about a year, but I still don't know all the buttons, so please no jargon!


texts: Is the roughness setting is based on a standard measuring unit?

texts: I was wondering since Blender implemented the 'PrincipledBSDF' shader and it is based on improving photo realism in Blender, I want to know if the roughness index is based off of any unit and if it is what is it?


texts: why bevel modifiers offset is not working properly with cylinder object

texts:
why blender modifier's offset is not working properly.

blender file


texts: I would like to easily amplify all the shadows on the stage, but not increase the lamp's power. Is there a way to do it?


texts: Switched to Blender 2.91and scene is very dark -Settings problem or hardware problem?

texts:
I was rendering a scene in blender 2.83 when the render crashed due to my camera passing through a rock (I did not know the reason for the crash at the time.) I couldn't figure out why it wouldn't render, so I noticed that I actually had an update for my graphics card (stable update) so I updated and retried. Same problem (again, I didn't see the rock yet) so I figured okay maybe I should just get the new version of blender downloaded and try there...
From the moment I pulled the file up in blender 2.91 the scene was very dim. I have my world lights and scene lights tab in the viewport both checked in the tick boxes and there is still not very much light. Cycling back and forth in those tick boxes makes very little change.
I tried to reload it in blender 2.83 and the problem now occurs in both versions... It says that I may experience data loss since the file was imported from 2.91
Is this a settings problem that I can't seem to find? Or a hardware issue?
Or-
Is there a way to recover the blender 2.83 file to the state that it was in before I updated to blender 2.91?]2
GPU - Radeon RX 580 Series AMD
VRAM - 8192 MB - GDDR5 2000 MHz
CPU - Intel i7-8700 3.2GHz 6 core 16GB RAM


texts: How to hide certain layers when rendering

texts: I'm doing a transition effect in Blender 2.8 beta and I need help in rendering only the layers whereby my low poly character and the effect is on it and not the target object controlling the effect appearing alongside in the rendered animation. Please help, it's my assignment. Tq


texts: V2.79 - What are the new numpad keyboard shortcuts for changing camera view?

texts:
In the last version blender I used (2.69 maybe?) the numpad allowed me to switch between user, ortho / perspective, top, bottom, back, front, left, and right views.

At the moment the only ones that seem to do close to what I expect are:

numpad 3 = right ortho
ctrl + (numpad 1) = back ortho

the rest just seem to (mostly) flip into arbitrary views or rotate the camera in small increments.

Incidentally I chose the "3DS Max" input settings in user preferences if that's likely to have made it go odd...

Anyone got any ideas?


texts: How can I add / link nodes in / from the Texture Editor / Compositor?

texts:
I would like to add some nodes to the Texture Editor, I would like to edit their default values and then link them together. I have found something on here that was helpful but they deviated to the Shader Editor and I could not seem to make the same thing work for me.

I have added some nodes but I don't know how to link them. This is my attempt:

import bpy

texture = bpy.data.textures.new('Texture Name', 'IMAGE')
texture.use_nodes = True

inv_node = texture.node_tree.nodes.new(type= 'TextureNodeInvert')
inv_node.location = 400,400
inv_node.select = False

disnoise_node = texture.node_tree.nodes.new(type= 'TextureNodeTexDistNoise')
disnoise_node.location = 800,400
disnoise_node.select = False
disnoise_node.inputs[2].default_value = 10

Ideally I want to add maybe only one node and be able to connect it to the output but I am not sure how to link added node to the output.

I would greatly appreciate someone pointing me towards some information.


texts: I want to make a knight helmet, and the face part of the helmet comes to a point in the middle and i'm not sure how to go about doing this.


texts: Shader with golden logo, normal map and or displacement map

texts:
Hi all you shader experts out there!

I would like to set up a shader/material with the following ingredients:

A base wood texture with a normal map and preferably a displacement map to add some realistic wood structure.
A logo/graphic that is reflective gold, and that is affected by the normal map/displacement map at the same time.

So far, I've been able to produce a shader with the wood texture, normal map and a logo on it. No displacement map, though:

I've also managed to set a gold logo material with transparency:

I guess there's a really easy setup to achieve this, but...please help me out here!


texts: Material assign not lining up with vertices

texts:
Hi Guys,
Can somebody explain to me why, when assigning a material to specific vertices, it doesn't seem to line up. Am I doing something wrong or is it supposed to be like this? Thanks!


texts: How do I make the supports for the roof of the car?

texts:
Hey I am trying to make a Volvo V70 from 2001 but I find it hard to make the supports for the roof. I have no idea about how I'm going to do it. I've tried it before but it got all twisty and weird.

Here's the download for the .blend file.
https://drive.google.com/open?id=1rLPU7C6R5SLmdcSWtiSf0f1wvV_TTmtH


texts: How to remove light bounce / reflection from objects?

texts:
Hi there. I'm creating a scene with many images tacked up onto the wall. I use 'Images as Plane' to import these images and add a solidify modifier to give it some thickness. It is rendered on cycles.
It seems that there's some light bounce from the back of the paper. How do I remove it?


texts:
I'm using mathutils.kdtree.KDTree within a function to find the closest vertex to a particular location, and then extrude it to that exact point.

When I call the function to operate on one mesh it works perfectly, but when I subsequently call the same function to operate on another mesh, it has no effect.

There's no difference between the two meshes that would cause one to fail. I've tried swapping the order, and it's always the second mesh that is unaffected by the function.

I'm wondering whether the KDTree has to be specifically destroyed after use (perhaps when I add the second mesh's vertices it appends them to the tree formed from the first mesh?). I've tried setting it to None at the end of the function, but without success.

I can't find much more detail in the docs.

Here's how the tree is being used:

import mathutils

def add_corner_verts(feature_name):
    mesh = bpy.data.objects[feature_name].data
    size = len(mesh.vertices)
    kd = mathutils.kdtree.KDTree(size)
    for i, v in enumerate(mesh.vertices):
        kd.insert(v.co, i)
    kd.balance()

    # kd.find() and extrude stuff

    # kd = None # Adding this didn't seem to help

Does anyone know why a KDTree might only work the first time?


texts: How do I get the screw modifier to go around the Y axis for a 2d Trace

texts:
I want to recreate a chess piece (Bishop) by wrapping a side trace around the y axis. However, when I use the screw modifier, it decides the y axis isn't good enough and does this to me.

This isn't just an issue with my complicated line either, it seems that all bezier curves have this problem: here's a example of the what I'm talking about.

This shape, rather than pivoting along the y axis, pivots along a slightly tilted axis of its own. How do I fix this? Changing the center of origin doesn't help.

TL;DR

Is there any simple way to tell blender to screw a trace around an axis ignoring an object's origin?

Thanks!


texts: Grease Pencil animation rendering only the background

texts:
I need to render an animation where the PNG files from the rendering will be saved. I'm using the demo file that is provided by Blender (https://download.blender.org/demo/test/ForYou.blend) - Grease Pencil Automation (ForYou.blend).

The problem is that when i'm running the animation rendering it creates the PNG files with the background only and the animation objects are not captured (same goes to a case where i create video file).

Any help will be really appreciated. Thank you


texts: Blender Animation Nodes. Does written Node by Node online documentation exist?

texts:
If this documentation exists can you provide a link?
Thanks.


texts:
I need those spheres facing to camera so I can see the letters all the time. I guess I need to use constraints but not sure how (I'm a newbie, yes)
EDIT: I know Damped track do it but I need it in all the axys. I tried to add a Damped track to x, y and z but it doesn't work
Thanks


texts: Is there a way to stop an object from falling right away?

texts: Total newbie here. I’m making a bouncing ball animation and I want one ball to fall first and once it’s settled, I want a bunch of balls to fall in, but I can’t seem to figure out how to stop all the balls from falling at once. I tried just placing the bunch of balls very high up so they would fall in at the time I wanted them to, but the higher I go, the more squished the balls get when they hit the plane, I think from the sheer force of falling from such a height.


texts: Exporting blinking lights from blender to Unreal Engine

texts: I was wondering how would I go about taking my animated mesh with blinking lights (Airplanes or old creepy lights) and export them to Unreal Engine? Ive never exported to UE so just wondering how its done? Would the animation be good enough or do I have to redo everything in UE?


texts: Rigged character : Curves hairs (converted to a mesh) mades Pose mode laggy

texts:
I have a rigged character, and I wanted to join it with his hairs.

Those hairs were made from Curves, which I converted to a mesh, then decimated thanks to the Decimate Modifier and the Clean Up tools of the Edit Mode to decrease the number of polygons of the hairs.

But despite this, if I Join the hairs to the mesh, the Pose Mode becomes very laggy (In fact my character has less than 40000polygons, but the hairs has more than 300k polygons haha).

Do you have an idea here ?

Thanks !


texts: When I clicked on a sphere and then pressed shift + a and looked to add a bone the option doesn't show. What am I doing wrong?


texts: There is no open street map in my user preferences

texts: I opened user preferences and clicked on add ons and then typed openstreet map but there is no open street map showing in he settings.


texts: How do I set a material in renderman to use a specific UV map?

texts:
My model has 4 separate UV maps for the head, arms/hands, legs/feet, and body. But i can't find a UV map node equivalent in Renderman.

After converting the node setup to Renderman, it doesn't have a set UV map to use for that material and i can't find anything to match.


texts: My Blender is running Python 3.5.3. How would I change the python version to another one i.e Python 3.6.


texts:
Snake Tool is an absolute pain in the butt.

I've looked for this issue everywhere, and I cannot find anything to solve it. I'll admit, I'm new to Blender, but I'm experienced with Photoshop, Sony Vegas, and SFM. Snake Tool grabs both ends of an object, and pulls them. Selecting random parts of the model and pulling them usually results in this distorted, ugly image. I'd appreciate if someone were willing to walk me through and help me solve this issue. Thank you.


texts: "." on numPad no longer centers view on selected

texts: Numpad . no longer centers the view on the Selected Object, but on the Cursor. I must have changed something in the settings unwittingly. Does anybody know how to reset it?


texts: Can't extrude plane consistently, sometimes just showing lines instead of full surface

texts: I am trying to make a box layout (not folded yet) starting with a square plane. I was able to extrude the right side. But when I try to extrude the left side, only 2 lines are showing instead of the full face. I tried redoing multiple times, but there would be some areas that would not extrude a full surface. It would be just 2 lines sticking out without a surface. Did I do something wrong?


texts: Why is the object not visible while I am moving it - only the origin is shown?

texts: I don't know what I did but now when I click on the blue arrow to move the object up the object stays where it is and the origin moves until I release the mouse button.  Then the object shows its new location. Is there some setting I accidentally turned off or on that does this? The same thing happens for any manipulation of the object (scale, rotation, moving).


texts: Check if object is being drawn in the scene

texts:
We can have multiple objects in a 3D Blender model.
If we rotate the model, then it can be possible that certain object might
not be visible at all from the user view as it is behind other objects.

How to check in Blender python whether an object is being rendered on scene at all or not?


texts:
I have an image that is a rectangle shape, and have created a box that is the same proportions. After creating the box I reset the scale back to 1,1,1. When I try to map the image to the top of the box (the side that is the same size/proportions as the image), it gets mapped the wrong direction. The long edge of the image is lined up and squished to to short edge of the box and visa versa. I cannot find any way to rotate or otherwise make it project correctly.

Here's what happens no matter what method I use. I have even turned every edge into a seam and tried just unwrapping the top faces.


texts:
I am trying to model a suction cup in Blender 2.75a. I don't know where to get started. More specifically here is what I want to do:

Create a suction cup/pad that can stick to vertical walls.
Control the sticking of that pad on a vertical surface via game engine.

I am doing this to model a hook onto which I want to hang a cube (a simple pendulum in my case) which has some mass. And yes I want to do it via a suction pad only.

Update 1

On EpicM's suggestion, I tried modelling it as a cloth using rubber material. But that didn't work out. Using soft body seems to work fine. But the main concern now is how to vary the air pressure inside the cup so as to control when to stick and when to release.I am new to blender and hence have no experience using scripts. An example will be very helpful.


texts: Converting an obj sequence to a .bobj fluid sim cache?

texts:
I'm wondering if there is any way to accomplish turning an obj sequence exported from realflow into a .bobj fluid cache that I could then trick blender into loading as a native fluid sim cache. So far I've managed to find some old (2.4x) docs on a .bobj import script, but nothing on exporting to .bobj files. I can't find anything in the API docs either so far so I'm not feeling to hopeful, but I thought I'd try.

All that I really require is a way to export to the .bobj format (which as I understand is a Binary encoded .obj file). I don't know enough about the internals of these files to write an exporter myself, but I was hoping that there would be something in the API that I could use.

Any ideas?


texts: How can I make a running text strip at the bottom of my video, please help

texts:
How can I make a running ( horizontal) text strip at the bottom of my video. I have used text strip and currently using blender 2.79.
Request you to please help or if any video is available please let me know , will be of great help.
Thanks


texts: Imported FBX files back to the original size and position

texts:
I have imported some FBX furniture files into my blend file, and I have changed the scale and the position, then I save the file open it again.
The scale and position have been back to the original scale and position as when I imported.
How is this work out?


texts: UDIM tiles not importing properly image texture shader

texts:
I have commissioned a model that was textured using UDIM tiles, which Blender supports. However adding the image texture node and setting it UDIM tile, or dragging the image in where Blender automatically sets it to be a UDIM tile, is not importing the UDIM tiles properly. The UDIM's look to be exported correctly, with the Base Colour folder with the name and 1001, 1002, 1003, and 1004...according to the tutorials, I need only bring the first image in and Blender knows to look for the others.
This isn't happening however...only the first image seems to be affecting the material for the mesh, the other tile are not being imported. We've checked triple checked and checked again, the file protocol is right.

There must be something that we are missing...everything looks right, but except the textures...
Can anyone help?


texts:
I am trying to print a small model for a class project.

There were errors when I originally tried to export the stl file, which is here.
https://drive.google.com/open?id=1Xuo7fPLtYH7GmFApBSuaffNCXg-nyn-O
(Wasn't sure how to copy the error log else I would post it here). I opened it in slic3er and it appeared, but it slic3er was stuck processing the triangulated mesh. I took it to the print shop hoping they could help me but it did not show up at all in their slicer program.

I decided to start the model over, since it was just made from an svg file I made and shouldn't take long. Tried to do a boolean union operator between the base and the logo since you cannot have intersecting objects for prints, but it just keeps crashing every time. Found another stack exchange that had the same problem because of non-manifold vertices. I think I checked mine and found nothing. Tried to run the 3D Print add-on and did not see any errors with that.

Here is the current re-done .blend file.
https://drive.google.com/open?id=1jK6VZ5eToYQe2SryE1z38dvz1iU-rTtk


texts: Fog in Blender: Through World node or Object Node?

texts:
I recently started to work with the volume shader in Blender 2.83.
I've got two questions:

What is the difference between connecting Volume Scatter to WORLD NODE and OBJECT NODE?
Which shader is better for fog? Volume Scatter or Principle Volume.


texts:
So I'm trying construct procedural node-graph in Animation Nodes to distribute books on a shelf (or any other surface). Getting them randomly from collection to certain location with random distance between them was not hard (the screenshot is attached). Where I encountered problems is when I wanted to have a random rotation, but to keep books from intersecting each other. I'm having hard time understanding which direction to go: 1. calculate certain rotation angle based on the distance between books or 2. calculate the distance based on the rotation of a book. Any way I go I cant construct a node graph that would accomplish this. I couldn't find anything on the web in this respect. Could anyone point me intro right direction in terms of tools to use and algorithm. Thank you in advance for your time and assistance.
Cheers, David


texts: translations don't export correctly from blender to source (with source tools)

texts:
When i try to export a blender animation to smd with the blender source tools, and then open the animation in the dota workshop tools, the rotation takes place, but the translations do not. Making the animation look really weird.

The animation shows fine in blender, i have applied LocRotScale to every keyframe, but it appears only the rotational information gets exported.

Is there a known solution to this problem?

EDIT: the translations do get exported, but their scale is so small that its barely visible

EDIT2: for anyone with similar issues, i fixed it by selecting te object together with its armature, applying scale and reexporting the object and its animations.


texts: I'm new in blender and I have a question. I've heared of uv-square for uv unwrapping. Is uv square free to download. If not then is there any free add-on for uv unwrapping? Thank you!


texts:
How can I find angles between the edges in a face,
and then make a loop for all faces in an object.
I know I can set it up in a blender and just read it, but I'd like to send these angles to a text file. How to do it with Python


texts: Changing textures realtime in game engine

texts:
I am looking for a way to change the texture in the game engine.
I have managed to apply 4 textures and enable/disable them usong a python script. The textures change is working, but only becomes visible when the BGE stops.
It seems that textures are not reloaded in realtime.
How can I force update the texture in realtime ?


texts: Call function when collections are modified

texts:
I am writing an addon and I would like to update some of the properties whenever collections change: a new collection is created, a collection is removed, a collection is renamed.
I am trying to use msgbus, but I haven't figured out what key actually gets triggered with these actions. My latest attempt was to follow the "Outliner > Data API" tree to find where the collections were:
subscribe_to = bpy.types.BlendData,"collections"
bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=owner,
    args=(),
    notify=updateList
)

I have a print in updateList to help me see in the system console when it gets triggered, but none of my attempts so far has been successful when renaming or adding collections. What key should I use for this? Or, is there a better approach?
Once this one works I would do a similar thing with the objects in a collection, so a way to figure out how to find the correct key for msgbus (if that's the right way) would be helpful.
I am currently using Blender 2.91, but I won't mind updating it if I need to. Thanks in advanced.


texts: Why can I not save any files with Blender 2.8

texts:
When I try to save files I just get message
Can not open file C:...\testi.blend@ for writing. No such file or directory.
What went wrong?


texts: Motion track while knowing distance between points

texts:
Is there a way to 3D track points while knowing the distance between them?
Example:
I track nine points in a grid like this:
. . .
. . .
. . .

The distance between each point is 1cm exactly. Is there a way to solve camera motion with this data?


texts:
I would like to use the attached texture as colored window glass.
I found the following tutorial for this, but I can't follow it pretty early on ("Assign a material and add the following nodes") Is this tutorial still up to date? At the very bottom, a church window was attached in the reply that gives exactly the effect I want to achieve with my file.
What do I have to do for this?
Tutorial: Volumetric Windows 10 logo effect


texts: Hard/blur shade lines around newly added faces

texts:
Im very much a beginner so the things ive tried are:

Pushing individual vertices deeper into the head this resulted in a decrease but not a fix:

Ive tried to use "Smooth Vertices" but this didnt help.
Reapplied subvision modifier but outcome didnt change.

Has anyone had this before and knows how to solve it or why this happens?
Added a picture of my mesh without subdiv modif visible in viewport.


texts: Menu not showing up when python script is run

texts:
I have a python script that I run but the menu doesn't show up, I'm not sure why it doesn't show up in View3D > Add > Mesh.

From:
https://github.com/WannesMalfait/Blender-Add-ons/blob/master/times_table.py

Code below:

import bpy
import bpy_extras
import math
bl_info = {
    "name": "Times Table",
    "location": "View3D > Add > Mesh",
    "category": "Add Mesh",
    "description": "Add a cool mathematical design",
    "author": "Wannes Malfait",
    "version": (1, 0),
    "blender": (2, 82, 0),
}

class Params(bpy.types.PropertyGroup):
    base: bpy.props.IntProperty(
        name="Base",
        description="Number of points around the circle",
        default=10,
        min=2,
        soft_max=256,
    )
    multiplier: bpy.props.IntProperty(
        name="Multiplier",
        description="Step by which points get connected",
        default=2,
        min=2,
        soft_max=128,
    )
    radius: bpy.props.FloatProperty(
        name="Radius",
        default=1,
        min=0.0001,
        soft_max=10,
    )
    skin_modifier: bpy.props.BoolProperty(
        name="Add Skin Modifier",
        default=False,
    )
    mean_radius: bpy.props.FloatVectorProperty(
        name="Mean Radius",
        default=(0.1, 0.1, 0.0),
    )

class MESH_OT_times_table(bpy.types.Operator, bpy_extras.object_utils.AddObjectHelper):
    """ Adds a mathematical times table as a mesh """
    bl_idname = "mesh.add_times_table"
    bl_label = "Times Table"
    bl_options = {'REGISTER', 'UNDO'}

    p: bpy.props.PointerProperty(type=Params)

    def execute(self, context):
        # Intialize the verts lists
        verts = [(0, 0, 0) for i in range(self.p.base)]
        edges = []
        for t in range(self.p.base):
            angle = t/self.p.base*math.pi*2
            verts[t] = (self.p.radius*math.cos(angle),
                        self.p.radius*math.sin(angle), 0)
            result = t*self.p.multiplier % self.p.base
            if(result != t):
                edges.append((t, result))

        mymesh = bpy.data.meshes.new("Times Table")

        # create mesh from python data
        mymesh.from_pydata(verts, edges, [])
        bpy_extras.object_utils.object_data_add(context, mymesh, operator=self)

        if self.p.skin_modifier:
            bpy.ops.object.modifier_add(type='SKIN')
            bpy.ops.object.editmode_toggle()
            bpy.ops.mesh.select_all(action="SELECT")
            bpy.ops.object.skin_root_mark()
            bpy.ops.transform.skin_resize(value=self.p.mean_radius)
            bpy.ops.object.editmode_toggle()
        return {"FINISHED"}

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        # Control over the parameters
        col.label(text="Times Table")
        col.prop(self.p, "radius")
        col.prop(self.p, "base")
        col.prop(self.p, "multiplier")
        col.prop(self.p, "skin_modifier")
        if self.p.skin_modifier:
            col.prop(self.p, "mean_radius")

def draw_add_menu(self, context):
    self.layout.operator(MESH_OT_times_table.bl_idname,
                         text=MESH_OT_times_table.bl_label)

classes = [
    # Order is important here
    Params,
    MESH_OT_times_table,
]

def register():
    bpy.types.VIEW3D_MT_mesh_add.append(draw_add_menu)
    for c in classes:
        bpy.utils.register_class(c)

def unregister():
    bpy.types.VIEW3D_MT_mesh_add.remove(draw_add_menu)
    for c in classes:
        bpy.utils.unregister_class(c)


texts: Moving object based on real world time in blender

texts:
I would like to move an object based on time in blender. The issue is, I would like to have it's translate values updated every time I open the scene (or while the scene is open), I don't want it to be based on a single continuous blender session.
So for example if I have a cube, it's gonna be on x location on January 1st, if I open the Blender file again on Jan 11th I'd need it's translate to be on x+10.
Have any of you had experience with python datetime inside Blender? The threads I found were from ages ago and I didn't manage to get anything useful out of them.
Thanks,
Dan


texts: Why are the UV coordinates from dupli parent returning black?

texts:
I have a sphere UV mapped like so:

I parented a Suzanne to it and enable dupli verts, then setup a material on the Suzanne which I expected to color all the dupli Suzannes in a replica of the texture mapped to the sphere. Instead I just get all black:

However, generated coordinates work as expected:

Why do UV coordinates return all black?


texts: How to let go the object with armature constraint?

texts:
So I`m doing a scene in which a man is waving with the sword and then he must stick it into the ground (like bownig before someone) and step away (disconnect from the sword). But I dont know how to do it with armature constraint activated. I tried animating strengh parameter by decreasing it but it changes the object orient.
Anything i can do?
Also bonus question: Can I stop objects from going through the body from time to time? I thought it has something to do with rigid body, but did not work it out.


texts:
I'd like to achieve something similar to this (the mesh shown in the picture.  I don't need it to be rendered as wireframe.  Just need the mesh):

What I have in mind is that I have a plane, and I subdiv and deform it with a circle using something like the hook modifier.  I tried it and apparently the hook modifier doesn't work as I imagined.

In addition, I'd like to not only let the plane deform by a circle, but also by a custom curve.


texts: Controlling the scale of objects without distortion when tapering arrays on a curve

texts:
I want to find a way to scale an array of objects along the curve, such that the scale of an object is proportional to the position on the curve, or can be adjusted along its length.

With my understanding of the Array and Curve modifiers, the object will be positioned based on its proximity with the next object in the array. I'm able to change the radius of the curve at its points and this does scale the array at that point, however only at the axes not following the curve, so this produces ellipsoid at that point.

I've tested out the object offset option on the array modifier, using an empty at the origin point. It produced the taping spheres that I was looking for, but that only did the scaling one way and no longer respected the length of the array.