texts: Blender imports SVG only "outlined" (Fillings are vanished)

texts:
If I import SVG files to my Blender-Project, then the SVG objects are only displayed "outlined", without surfaces (but these surfaces were definitely there in Inkscape).

Original in Inkscape:

After import into my project:

But if I open Blender-default (without loading my project) and import the same SVG files - then they appear correctly, with surfaces or filled areas.

After import into the Blender default-Scene:

Only in my current project I can't import SVG without the surfaces of the SVG disappearing!

As you can see, however, the settings of the SVG curves (SVG to my project versus blender default) are the same.

So in the default setting of Blender imported SVG are filled - but if I import them in my project they are not.

What can this be and how can I fix it?

Best regards!

PS: It makes no difference which Blender version I use (I have tried 2.71 and 2.79b - with the same results)


texts: Why can't I get my reflections to show in render

texts: I can only see reflections in shader viewport , why can't I get them to render? I have specular refractions on in the render engine (evee) & material. But still get this grey image when I view render or animaton


texts: How to perform animation of mesh using Linear Blend Skinning in python and numpy. I have rigging weights from blender

texts:
import numpy as np
from scipy.spatial.transform import Rotation as R

mesh = meshio.read('skinning.obj') #mesh object
weights = np.load('skinningweights.npy') #skinning weights from blender

boneweight = np.stack((weights[:,5],weights[:,5],weights[:,5],weights[:,5])) #weights of forearm

rmatrix = np.zeros((4,4))
rmatrix[3,3] = 1
rmatrix[0:3,0:3]  = R.from_euler('xyz', [-9.75, 2.94, 35.8], degrees=True).as_matrix()

bonetransform = np.load('rotation.npy') #armature.matrix_world @ pose_bone.bone.matrix_local

Here pose_bone.bone.matrix_local is the rest pose matrix in object (Armature) space.
worldmat_mesh = np.load('local.npy') #world matrix of mesh
v = np.hstack((mesh.points[:,:3],np.ones((mesh.points.shape[0],1))))

result = np.linalg.inv(worldmat_mesh) @ bonetransform @ (boneweight *(rmatrix @ (np.linalg.inv(bonetransform)@(worldmat_mesh @v.T)) ))

What I am trying to do is project the mesh into world and from there take it into forearms local coordinate system apply the the rotation and bring back it into original coordinate system.


texts: Slow Performance When Changing Object Data [2.8]

texts:
I'm not sure if it's the object data actually, but I couldn't think of a better way to phrase it. Whenever I ctrl+z, change materials, open/close the file, make or change collections, etc, it takes way too long. It says the program has stopped responding for about ten seconds, then starts responding again. It doesn't do this when moving objects in the 3D viewport or tabbing in/out of edit mode, etc. Furthermore, it's only with this file. My other files, despite being more complex and taking up more space, don't do this.
Any help/suggestions are much appreciated.

Apologies for my last post btw

Download


texts: So last night I added an image texture to my object. I set the resolution to 10000 x 10000 because it's a really big object that needs high resolution, and my blender became very laggy. So I saved and planned to continue the next morning, thinking the lag will be gone, but when I woke up and opened up my project, blender closed by itself with no error message or any pop up error message. I tried to delete my image texture (I think that's the problem and why my project isn't functioning) but it still doesn't work. Any helpful suggestions?


texts:
I have been modeling a character only to have blender hiccup during a save while setting up a UV workspace.  Fortunately I was able find an Autosaved version that was relatively recent to I don't have to start Retopology all over.  So I'm marking my seams.  The mirror modifier in the Retopo has been finalized but figured Symmetrize should be fine for copying my seam markings from one side to the other.
Symmetrize seems to have added extra geometry along the X-axis however.  It doesn't go all the way around the model but shows up in sections like shown in the picture.  Is there a relatively simple way to merge multiple sets of Vertices to 0 on the X-axis instead of having to go one group at a time?


texts: Using both Integrated and Dedicated Graphics at same time in Blender 2.91

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I'm planning on building a new PC specifically for Graphics Design and some productivity stuff.
As I'm on low budget, I'm going with i3 10th gen processor and GTX 1650.
Now, should I buy i3 10100 or 10100f? Both are about the same cost with 15 buck difference.
Actual question is, Will Blender be able to use both Integrated Graphics and Dedicated Graphics same time for rendering cycles?
This question maybe a silly one. But, I'm fairly new to blender. Any help will be greatly appreciated.


texts: Is there a (hotkey) way to set the weight paint brush to the weight of a specific vertex?

texts:
I'm not very familiar with weight painting in Blender, so I might be overlooking something obvious.
In the usual program I rig in, I can use a hotkey (⌃ Ctrl + LMB ) to set my weight paint brush to the clicked vertex's weight--e.g. if the brush was initially at default 100%, ⌃ Ctrl + LMB  a vertex weighted to some bone at 80% would set the brush weight to 80%. Can I do the same in Blender?


texts: How does "Flip Normals" affect Face Corner Data?

texts:
I use the "Normal Edit" and "Data Transfer" functions a lot, therefore I'm working with custom Normals with Face Corner Normals that differ from the Vertex Normals. The Pink lines represent the Face Corner Normals that are all pointing downwards towards the Cube:

After I Flip Normals this happens.

The two diagonal pairs of Face Corner Normals point into a different direction which results in odd definitely not intended shading:

I can fix the issue with the Data Transfre module and a bit of hassle. But I would like to know what the **** is going on here? I want to know how blender calculates the new position of Face Corner Data.

If your IQ is above 160 maybe you can figure it out because I can't, rotations are in precisely 15degree increments:

Flipped Normals:


texts:
How can I render my scene to interlaced video, I don't want progressive.
I use latest blender version 2.8. In 2.7 there was a "Fields" option somewhere but I cant find it in 2.8


texts: Aperture Settings not Available in Blender 2.79

texts:
I have noticed from other posts that I do not have the aperture settings available.
I am trying to set up depth of fields.
here is a screen shot of my screen....
as you can see the aperture settings are not there like I see on other screen shots.


texts: Creating realistic plastic with parting lines?

texts:
I'm trying to understand how to model/render realistic plastic in Blender. The part I couldn't figure out how to create yet is the parting line (the line where the plastic mold connected during the molding/injection process, like in this image:

Can anyone explain how to achieve this efficiently in Blender?

Thanks in advance!


texts: Armature is deforming too much mesh on one side. Rotating hand also rotates foot

texts:
I am fairly new to Blender. I modelled a character using separate meshes for each body part (head, two arms, two legs). All of my child body parts are parented to one Body mesh.
I created an armature, and the rigged my mesh by selected my entire body hierarchy, selecting the armature last, and then clicking Parent ->  Armature Deform -> With Automatic Weights.
If I go into pose mode, everything works fine on the left side of the character, but when I rotate bones on the right side, the mesh deforms incorrectly. For example, if I try to rotate the right arm, the right foot also moves.
I have applied all transforms to my mesh before parenting.
At first I was using Symmetrize for my armature, but when it didn't work, I created all bones manually for both sides. I had the same results in both cases.
I tried joining my meshes into a single body mesh before parenting to the armature, but this did not fix the issue.
None of my meshes have any modifiers on them before applying the deform.
All of my meshes and bones have unique names.
When I was modelling the character, I modelled the left arm and leg first. I then duplicated each mesh, and rotated them back into place on the other side. I am assuming this is where I went wrong, but I am not sure how to fix it.
Any help would be appreciated!


texts: Hey guys i have a question i did a house model and i have a plenty of good materials with normal map, multiply shaders is there anyway i can join this all together to make a bake in order for me to export it to an OBJ?


texts: Python Scripting: remove animation from mesh/object

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Somehow? I seen Remove Animation action in action list(space), but was unable to call it on object I need. Console traced Cancelled so I think I did it wrong and called a ui method.

I seen animation_clear() method somewhere not sure if it's related


texts: Too many vertices are created in a building

texts: I tried to follow a youtube video and created a building and when I created, it seems the vertices are somewhere around 7000, then finally it becomes to some millions. I m not sure how it got into those many numbers. Please can someone help me finding it? I selected that building in edit mode, it comes to 5700. But the overall statistics showing some millions. is it because of texturing? Please help me to understand it. Below is the picture that I am creating...


texts:
Ok I have no idea what is happening here. The back side of my faces shine through the face in front. I activated "show face normals" so it is better to see. First I thought my typology is mto bad, but it even shows up on a simple cube.I may change something I'm not aware of...
I would appreciate your help.


texts: How do I add custom property to object in bpy?

texts:
How do I add a new custom property to a material of an object in my Python script? In an earlier version it was possible to use

bpy.context.object.active_material.gltf_double_sided = True

but I guess in Blender 2.81a it is not supported, the script fails on this line.
Unfortunately, the API documentation is very, confusing. Is there something like, e.g.

bpy.context.object.active_material.data['gltf_double_sided'] = True

(btw, the line above does not work)


texts:
I've been creating various camouflage patterns using Cycles material nodes. Now I want to create a digital camouflage pattern like the one below.

My first thought was to pixelate a noise pattern. I've tried to do so but haven't been able to find a way to. So my question is:

Is it possible to pixelate a procedural texture such as noise? Or is there another way I could create this pattern using cycles nodes?

Thanks :)


texts:
(I'm new AF I started this morning by watching tutorials and stuff but they are at 90% outdated)

So, a model I got from the internet misses the rig for the hand/fingers so they stay like that and doesn't do much else (apart from one being the wrist), which makes the hands seem dumb, I saw Darrin Lile video (4 years ago) where he rigs his character and at a point, he Shifts right click on the bones (hand and Pinky) and blender highlights the two, but for me it just doesnt work, it does some weird stuff and I tried connecting them but it doesn't work, so i'm searching how to connect them, but Offseted, or whatever it's called, thanks!


texts: How do you scroll the amount of loopcuts/bevel segments in edit mode without having to change the middle button to scroll?

texts:
I had a question regarding how you scroll loop cuts and bevel segments with a graphics tablet, specifically a Wacom in this case.
My buttons are set to middle click and right click but to scroll the amount of loop cut and bevel segments, I have to change my middle click to scroll to make it work.
Changing to scroll also loses my middle click functionality however which is crucial to navigating in my scene.
When I have it set to middle click, I can only move where my loopcut is going to come, it doesn't activate any functions when holding the button.
To keep the question specific: How do you scroll the amount of loop cut in edit mode without having to change the middle button to scroll or purchasing a 3 buttoned pen for a tablet?


texts: define the prop of a driver with a script?

texts:
I'm trying to make a driver that gets the restrict viewport (hide property) and restrict rendering (hide_render property) properties from another object, as explained here.

1. No live updates ?
The above picture only shows a driver on the hide_render property, even if I did try with the hide property too.

hide_render : seems to work (objets are hidden when rendered);
hide : the outliner icons are not updated nor the objects are hidden in the viewport.  Probably related to this bug ?

This is a known limitation of the current dependency graph (depsgraph).
Currently, the depsgraph can only represent and schedule up
relationships on datablock level. Drivers are actually evaluated on
the object level, and all in one go before any other data on the
object gets evaluated. As a result, for drivers which operate on bones
within the same armature that they read values from, the drivers are
only able to see the result of the previous time that the pose was
evaluated. In other words, you'll find a bit of lag in the updates.

2. Script to fetch a parent ?
While I have coding skills, I don't know anything about Python, and it's the first time I'm thinking about using a script in Blender.
Rather than setting manually an object for the "prop" value of the driver, is it possible to add a script that would fetch the object's parent ?

That script should get the closest parent having keyframes for the desired property.
I would be glad to have your thoughts about all of this !


texts: How to move the points of a Curve in Python while in Edit Mode

texts:
I built a script that creates a bunch of curves. So far so good. Each curve (3d curve) is placed correctly a z=0 but the points of the curve are not at z=0. So I need to write a script that will put every point of the curve at z=0

I came up with this simple script after having select a curve :

bpy.ops.object.mode_set(mode='EDIT')
for p in bpy.context.object.data.splines.active.bezier_points:
    p.co.z = 0

But nothing happens, no crash but the point remain at their original Z

Thanks for the help


texts:
I would like to make hotkey for this list

like this

what I should do?


texts:
Is there a way to add labels on a rendered image with properties such as the coordinates fo an object?

i.e. when the object moves in the video you can see the coordinates change


texts: Parts of my mesh are hidden when armature modifier is turned on

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I've been following an online robot modelling tutorial and I'm having an issue where part of my mesh is invisible when the armature modifier is turned on. When the modifier is turned off I can see them again.

I had already started animating my model before I realised two of the cylinders on his legs were missing!

I'm new to blender and i'm totally lost as to what the problem might be, any help would be welcome!


texts: Do i Build Blender for every change I make in the code?

texts:
I want to see how the BVH import script in blender works.

I was thinking if i could print the values of the variables at different points in the code to the console then it would help me a lot.(just like the logs printed in Report Console in blender)

Will i have to build Blender everytime i make a change in the code ?

And what does build exactly mean ? (if it is not something similar to what the commands  "gcc -o testOut test.c"  does to a C file)

Any References, Documents, Links would help.

Thanks.


texts:
I need to export my Blender to Unity, to use with IKinema plugin. The plugin needs a certain bone structure, starting with 'root'. Blender has made another bone above 'root', called 'armature' (marked with red line), which is exported with the FBX and recognized as a bone in Unity.

How can I move 'root' to be the actual root bone?

Thanks so much!


texts:
I can't figure out why, but my hair is sticking through my character's face weirdly.

As you can see, it's sticking out around the eyes, but if you look in particle edit mode...

There's no obvious hair strands sticking through the mesh... I tried many times to comb it up, and then back down, but it always does the same thing. I set the collision settings to 0.5 for inner and outer... Does anyone know how to fix this?

Thanks in advance.


texts: What do new bpy class naming conventions in Blender 2.80 actually mean?

texts:
What are the new class naming conventions in Blender's 2.80 Python API for add-ons?

It says here:

  This constraint applies to the bl_idname of each class (or the class
  name which uses it if no bl_idname is defined in the class).

  These are: UPPER_CASE_{SEPARATOR}_mixed_case, in the case of a menu
  the regular expression is:

[A-Z][A-Z0-9_]*_MT_[A-Za-z0-9_]+

  The separator for each class is listed below:

  Header -> _HT_
  Menu -> _MT_
  Operator -> _OT_
  Panel -> _PT_
  UIList -> _UL_

  Valid Examples:

  OBJECT_OT_fancy_tool
  SOME_HEADER_HT_my_header
  PANEL123_PT_myPanel (lower case is preferred but mixed case is supported).

  At the time of writing this, names that don't conform to this
  convention will produce a warning on startup. Eventually we will make
  this into an error, eg:

Warning: 'Oscurart Files Tools' doesn't contain '_PT_' with prefix & suffix
Warning: 'Oscurart Overrides' doesn't contain '_PT_' with prefix & suffix
Warning: 'Oscurart Animation Tools' doesn't contain '_PT_' with prefix & suffix

So this might mean that the bl_idname should actually be something like:

"object.MY_ADDON_OT_some_object_operator"

It still requires a '.' to be there so object.OBJECT_OT_something_something does not seem to make much sense to me. Does this actually apply to bl_idname? Could someone explain in more detail the idea behind this and how these conventions should be followed in practice?


texts: How Do You Remodel a Low Poly Game Model for a Cinematic?

texts: I am attempting to remodel some the characters from Overwatch to make them look the way they did in the cinematics. The models are very low poly in comparison to the models used for the cinematics. If you look here and scroll down, you can see the comparisons for the in game model and cinematic model. What I am wondering is how to achieve this. Any help would be very much appreciated. Here is the file for one of the characters if needed:


texts:
Is there any source code for the splash screen ( version 2.77a )? I want to change some parts of it i.e. remove the "links" section

Also, I want to change the picture. I saw this post but in the 2.77 version, there isn't any splash.jpg file


texts: How to automate rendering of the same object with different textures?

texts:
I know that a similar question have been answered a few years ago, but I really don't understand the answers or know how scripts works and where to put them.

I want to know if there's a simple way to automate the rendering process on the same OBJ but with different textures (.dds files)

I need to make rendered images of the same OBJ in the same angle but with 50 different textures, and save rendered images with different names (like: image1; image2; etc) and honestly I'm really lazy to do that without an automation.

I don't know if I'm clear, so I made a video:

https://www.youtube.com/watch?v=oBeKjvX3_uc&feature=youtu.be


texts: IK with pole over subdivided bone chain don't bend

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Adding IK constraint with target and pole over subdivided bone chain don't bend

Steps:

Add single bone
Subdivide(W) in two
Extrude from final tail the target and clear parent
Add new pole bone in front of first joint
Add IK constraint with target. With this configuration the ik works well
When pole bone is added in IK constraint the joint don't bend

The bones transformations arent blocked in bone panel. The same configuration with extruded bones work well. Where is the blocking configuration option?

Blend file


texts: I would like to create a scene in which some simple objects make a simple scene, normally lighted, and with a transparent lens object looking through which some of the objects have an emitter material that also illuminates the area around them, but only when seen through the lens object. Is there any way to do this? E.g. with 2 cameras or scenes...


texts: Armature Changes In Edit Mode when working in Object/Pose Mode

texts: I want to rotate my armature in Object Mode to make my animation look better. But when I do this, my armatures t-pose in Edit Mode rotates too. How do I get it to not do that? I want to keep my Rest Position in Edit mode. I'm making edits in Pose Position, so I'm not sure why this is happening.


texts:
Just learning blender here. One problem I stumbled upon is expanding length of an object in Edit Mode, when that object's rotation is not aligned to global axis (e.g. rotation has been applied).

Let's say I selected four vertices forming one side of a cube. How can I grab the loop and move it without affecting the angles? G-G to slide loop only works within dimensions of the cube (i.e. I can only "shrink" the object"). Assuming there's a face between those vertices I can select the face, use Transformation Orientation: Normal and move the face. But what if there's no face? Normals won't work for this, and none of the other orientations or pivot points seem to do the job either (understandably). Same problem applies to scaling but I suspect if there's a solution, it'll work for both cases.

Seems like it should be a pretty common thing to do when modelling complex objects, so what's the trick? For now my workaround is to create a temporary face between selected vertices and use Transformation Orientation: Normal, but I'm wondering if there's an easier or more "correct" way to do this (also it probably won't work if vertices are not forming a plane).

TIA


texts: Can I increase the range of armature frame ghosting?

texts:
When animating an armature for some kind of loop (like a walk cycle), I find the ghost feature to be very helpful. However, I can't seem to set the range higher than 30, nor the step higher than 20.

Currently I'm working on an animation cycle that completes in 80 frames, and I'd like to set the range to 40 and step to 40, so I can mirror the various poses the cycle goes through, without cluttering up the view with other states.

But as I mentioned above, the settings won't go over 30/20. Is this some known (maybe purposeful) limitation? Is there a workaround?


texts:
Is it possible to make Blender keep shaders in memory instead of reloading them each time I switch back to lookdev or render view?
I am losing a lot of time switching between the views simply because the shaders have to load...it can take up to 3 or 4 minutes. I work as much in the basic viewport as possible for speed, but I do need to switch to check textures, lights and things. Unless it is only a short time, Blender has to reload all the shaders again.
There MUST be a way to get Blender to hold the shaders in memory so it is possible to quickly switch between manipulating things in the viewport and checking the effect in shaded view.


texts: Is possible to transform a mesh into a texture? In 3DS max this is called "Render to Texture

texts: I made a very simple lightning (lightning, thunder) mesh in Blender to use as effect, and i want to turn it in a texture, i notice that textures are smaller files, instead of using meshes. In 3DS max it is possible, but in Blender i don't know if it is possible, and if it is: how to do? Thanks.


texts:
I have two meshes in their own blend files, ones is a very muscular male and another one is a curvy female. I'm working on the rigging and animation of the female and I've managed to make some simple animations for testing. I want to transfer the rig of the female with its animations, shape keys and etc... to the male mesh.

how could I approach this?, I've already tried with shift-D but I think I did it wrong because
I couldn't transfer the rig to the other file.

I'm using blender 2.69.


texts: Using CFD temperature data to generate lighting

texts:
I have a VTK file that contains volumetric data on the temperature at different points on a flame. It has been obtained using a CFD simulation, with the file containing different values of temperature at each node in a mesh.
I wish to generate a flame in Blender which has exactly the same temperature distribution as in the above mentioned file. I want each individual control volume in the mesh to be a temperature iso-surface, which generates light using blackbody radiation (basically the blackbody node in Blender).
This is an illustration of the flame temperature distribution (however instead of smooth temperature gradients I have discrete temperature values in a file):

If there were 2-3 different temperatures, I would have considered using 2-3 blackbody nodes to generate the required lighting. But this object likely contains hundreds of thousands of temperature values. Is there any other way to generate this kind of lighting in Blender?


texts: I just cant find IK (Inverse Kinematics tab in toolbar)

texts: I just cant locate the IK (Inverse Kinematics) in bone constraint tab?


texts:
I have a hole like this in my mesh

I wish to fill these 2 holes by cutting larger faces to fit, that way I don't have to do the UVs myself since these large square faces already have UVs. Example:

What is the easiest way to cut these 3 faces to fit the hole? I've tried the knife tool but it's not really working out, it does not snap to the points behind and sometimes, it doesn't even cut the faces.


texts: Linking Mist pass to OutputFile Node Image cannot be performed using Python API?

texts:
When attempting to link the mist pass output of a Render Layer node to the input image content of an Output File node, I found that no matter how I tried to connect the mist pass output, nothing would attach to it via the Python API. Manually, through the Blender GUI I could link the two fine, and get results as expected. The code to generate these nodes is as follows:

## Link shaders
tl = bpy.context.scene.node_tree.links

# Link raw image render layer to switch
tl.new(n_image_rl.outputs[0], n_switch.inputs[0])
# Link depth from raw image to depth file output
tl.new(n_image_rl.outputs[3], n_depth_out.inputs[0])
# Link image segment render layer
tl.new(n_img_seg_rl.outputs[0], n_alpha.inputs[1])
# Link field segment render layer
tl.new(n_field_seg_rl.outputs[0], n_col_key.inputs[0])
# Link color key node
tl.new(n_col_key.outputs[0], n_mix.inputs[1])
tl.new(n_col_key.outputs[1], n_mix.inputs[0])
# Link mix to alpha
tl.new(n_mix.outputs[0], n_alpha.inputs[2])
# Link alpha to switch
tl.new(n_alpha.outputs[0], n_switch.inputs[1])
# Link switch to composite output
tl.new(n_switch.outputs[0], n_comp.inputs[0])

This is the node linking received when the script was run, from within the Compositing Nodes window:

Any advice on how to resolve this issue would be appreciated!


texts: Parenting with orientation constraint for the game engine

texts: I am trying to set a lamp in my scene so that it will follow the player wherever he goes yet still maintains its orientation. if I parent it to the player object, when I rotate the cube, the lamp will rotate also due to its initial orientation and it messes up the lightning. Is there a proper way through this ?


texts: Why does my object lose color when the slot is changed?

texts:
I have modeled this. When I add another slot in order to make my man more realistic, it loses color and becomes like a normal object.

And my man with new slot added,

Please help so that my object stays in first slot color and uses second slot.


texts:
I have a rather lenghty question.
Following situation:

I have a external tool, which can submit data via a TCP-Socket to a modal operator running in Blender-Python.

For normal Meshes and primitives this works just fine.
But the tool offers the possibility to render so called PolyLine which is just a number of vertices with edges which are drawn as screen-space lines. There are used for highlighting constraints for different algorithms.

I want Blender to emulate these lines but I cannot think of a way that works good.

I tried to use the "skin" modifier on the face-less lines which works but has the big problem of thickness. I cannot say how big the transmitted mesh is so the skin-thickness is hard to determine.

Then I tried using the Freestyle-Module but encountered a problem with visibility. Sometimes the lines are just ignored or they are drawn eventhough they are occluded.

Is there a way to draw lines with Blender that I missed?

I'm sorry, I know this is a very vague question and I don't really know how to explain it.

Thank you in advance!

Greetings,
Dragonseel

P.S. a picture of the PolyLine as they appear in the external tool.


texts: Why rendered image is not like in the material preview frame?

texts: I try to make stainless steel effect, but I don't understand why rendered image in the top panel is not like in the material preview frame in the right panel ?


texts: What is the purpose of the "Color Space" on image texture nodes?

texts:
After posting this answer, I was told that I should of set the Color Space to non-color. Hence my question, what is the purpose of the Color Space on image texture nodes in cycles? I have not set any of my image texture nodes to Non-Color Data and have not noticed any side effects.
The blender wiki is not too clear on the purpose.

  For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions.


texts: I am running a cloth simulation in Blender. Is there any way in which I can know the values of force acting on a vertex of the cloth or the colliding object?


texts: Shrinkwrap Modifier - Can't select Vertex Group

texts:
I created a vertex group to project an object on via the shrinkwrap modifier. But I can't select any vertex groups in the drop-down.

Any ideas anyone? Thank you very much for taking a look!


texts: How to divide area into a new region(with python)?

texts:
In an attempt to figure out if it is possible to add channel headers to the Sequencer with python, the first step is to figure out how to divide the sequencer area(add a new region).

How do I divide the sequencer area like the NLA editor, so there is a region for adding channel headers on the lefthand side of the Sequencer?

Like this:

(And eventually, add scaleable view/hide, mute/unmute, color, lock/unlock functions etc. to the new "panel" area.)

NB. I'm not after splitting the area into two separate areas like this: https://blenderartists.org/forum/showthread.php?333636-Windows-Areas-and-Screens-with-Python&p=2624709&viewfull=1#post2624709


texts: How do I change the mode of perspective?

texts:
I'm working on a scene that, currently, is much more convenient when the view is.. not the correct perspective.
There's a word for this, but I have no idea how to phrase it and my tries to look it up has all come up with weird results. (usually directions on how to make your view point from a certain direction)
This has probably already been answered here, so please bear with me; I just cannot find anything that has to do with the problem I'm having.
I drew a photo to make it easy: (excuse my crappy mouse-drawing skills)

Thanks!


texts: How to control the transparency of the center of the object?

texts:
Here is the material of the object and the object however when I look through it other objects appears, they should not be visible, this happens because the transparency blending has to be high enough so that the edges look like a fading blue.

I'd also like that the border that are fading off are transparent, that's why I'm using a transparent BSDF.

Thanks for any help!


texts: What determines the location of a Grease P. stroke depth wise? (same layer)

texts:
Now I know it is not their order in the collection.
Also each stroke is located in the same place (X,Y,Z).
So then, what is it?


texts: Is there any way to run blender 2.80 add-ons on Blender 2.79

texts: I tried to run a Blender 2.80 addon script on blender 2.79. But it is not working. Is there any way to run it?


texts: Faces are Missing when Import from Blender to Unity

texts:
I am having a very weird issue with Blender. I have created a model of a mansion, with each face on the roof being a flat, solid object. However, when I import the model into Unity, the outer faces of the roof are missing.

I have tried subdividing and triangulating the mesh as other posts have recommended. However, the faces are still not showing in Unity.

Any help would be greatly appreciated.


texts: Can't rotate or move view with mouse wheel

texts: i don't know if i pressed something or not but for some reason i couldn't move using my mouse wheel. i can zoom in and out using the wheel but i can't rotate or move view. I tried looking at similar posts but they were very old and could not find out what they were meaning in my version of blender 2.8.


texts: How to use transparency with environment texture?

texts:
What I want to do is to use an equirectangular environment texture as my world environment texture. But I also use render layers to exclude and mask out parts of the texture. The masked out parts of the environment texture will just be rendered black.

Basically, I'm creating a 360 degree video and I want to add 3D into it and mask it so that it fits with the environment texture.

Any ideas?


texts: How can I convert Python curves to a hair system?

texts:
How can I get a set of curves defined in Python (list of Nx3 numpy arrays) imported to Blender as a hair particle system?

I assume there is a python API that I could use for creating a hair system like this, but I'm having trouble finding a reference to it..

Here's an example dataset: https://drive.google.com/open?id=0BweaCBovnNnFeThxWjJOcENwV1U


texts:
I'm making a low poly model of an iceberg and there is a certain part of it that has about a million vertices (which probably got there when I was sculpting the thing).

Outside of Edit mode it looks just fine but I have to continue sculpting the model specifically in the place where this massive cluster is and my pc can't handle that.

It either takes 5-6 seconds after I click in sculpt mode to see any change or blender just crashes.

Is there ANY way to fix this?


texts: Need Python script to render a Mantaflow domain (randomly accessed) sequence in an externally specified order from a defined camera path

texts:
I have a working animated Blender file that contains a Mantaflow domain and a camera path. The domain contains 15 states stored in a cache directory and the camera path (Bezier curve) has 180 positions (time frames) with associated camera positions and rotations. The problem I have is that I need to be able to render an arbitrarily specified Mantaflow domain configuration (1 of the 15) for each of the 180 frames (camera positions and rotations). I'm struggling with the Python code; I've never programmed in a Blender environment before. I'm working with Windows files and directory formats in Blender 2.90.1 with the cycles render engine.
Would a viable solution be to access an external file, 180 elements long matched to each camera position/rotation, with each element being an index to one of the 15 Mantaflow configurations and then generate a render for each 180 camera vectors? I obviously I don't understand the intricacies of Mantaflow and I haven't been successful in doing a random access of the cache. I have all the elements of the scene and camera specified as I need them in the Blender file, otherwise. Should I start by looping through the time steps and write out the camera vectors to an external file? Then, how would I go about setting a specified order for the Mantaflow object?
Would some kind soul suggest a (better) way to do this and provide coding for a solution? I would be very grateful for any guidance.


texts: Compositing render results over an image viewed with perspective?

texts:
Two cubes are to be mixed with an existing background image. The particularities are:

The cubes receive a colored light, but the background image mustn't be lighted.
The background image needs some viewing angle correction so that it aligns well with the 3D scene.
The background image is re-framed, it doesn't correspond exactly to the camera field of view (nor it's perspective angle).

In order to set up the scene I've used an empty with the background image, and aligned everything using the camera view. The rendered image has a transparent background.

1: Background image -- 2: Final camera view -- 3: Scene set up -- 4: Render result.

The composited image I'm looking for:

What is the way to obtain that (using Blender 2.79 with Cycles)?
Blender file: Link.


texts: "no objects or images to bake to " even when texture and object are active

texts: The "no objects or images to bake to" error I get when I try to bake. As you can see below it happens to only some objects even though the texture appears active.


texts: Fedora21: Only three movie options (AVI JPEG, AVI Raw, Frameserver)? No XVid! Why?

texts:
For video editing I'm learning blender from a youtube tutorial, but I get quickly stuck when I am supposed to choose the preferred output movie format. The favorite XVid is not there. I have tried to install everything related to XVid, but still to no avail. What am I missing  here?

Thank you!

Rob.


texts: How do I tweak an entire animation in global angles and location?

texts:
I Imported a BVH of a human character walking in the y direction but it needed some adjustments.

z location of the pelvis is too high throughout the entire walk cycle. In the graph when I move vertically the z Location graph it causes the character to move 45degrees instead of straight up. Also, I want to move in rotation y the arms as they go through the hips but any tweak changes more than just y.

Then I noticed that none of the graphs represent anything in global location or rotation and it's problematic.

Maybe something to do with using Quaternions?

How do I tweak of all keyframes in global location or angles for all frames at once?

The option to use the manipulator to affect a selected range of keyframes at the same time would be a solution.


texts: whenever i render my model, my GPU instantly goes to maximum usage

texts:
blender noob here. I have just finished my first model in blender. all I have to do is render it. but whenever I render it is all pixelated and distorted, this massively intensifies whenever I move the UI camera. I went to the task manager and my  3d graphics card is at maximum capacity. I have a powerful one too. I have tried the entire very little amount of things I can do and it just wouldn't work. pls help
and thank you
HELP WANTED


texts: World background that is not reflected by Glossy objects

texts:
I have a glossy object with a sky texture as world background. What I need is for the glossy object to not reflect the background and for the background to still be visible.

I tried this setup: Get glossy shading but no reflections (Cycles)
but this makes the bakground go black.

My setup screenshot:


texts: Live display of a camera output in the game engine?

texts: What I'm trying to achieve is a TV type of display with a live feed from a camera in the game. How to display what the camera sees as a texture?


texts:
I tried searching this online, but didn't know what it was called, so had some hard time finding anything related.
Just wondering if anyone know how I can turn a flat surface, where the edge and vertices are linked, and extrude it from all sides from the vertices to give me something like below?
Thanks.


texts: I'm new to Blender, I've been using it only for a couple of days. I first downloaded 2.79 and change some of the shortcuts. I've just discovered 2.8 and I want to change them aswell. However this is what shows up if I try to enter user preferences. Isn't it possible to change it yet?


texts: Problem: wrong coloring of reflection from glass-material after composing

texts:
I'm trying to make a 3D model that involves an emitting sphere within a cube made of glass. The material of the cube is just a mix of glass and diffuse shader and  it is on renderlayer 1. The render result of this layer looks quite ok, note especially the two small orange reflections on the cube surface which stem from the emitting sphere located on renderlayer 2:

Renderlayer 1:
*

Composed image:

When looking at the composed image you will notice, that as soon as the halo surrounding my sphere overlaps the two reflections on the cube surface, these reflections turn green. This doesn't look very nice and I just couldn't get rid of it.

Can anybody give me a hint how to fix this? Please keep in mind that I am very new to blender (this is actually the first model I've ever attempted). I hope I provided the most important pieces of information but please ask for any other parameters you might need. Of course, I can also upload the blender file. I use the cycles renderer.

Thanks for all your help in advance,
Felix

edit #1: node setup (first image removed due to restriction of number of links):

I already set the Clamp indirect value to 1 in order to reduce fireflies. When I increase Clamp direct to a value between 1 and 15, the green spots are gone, but so is the light emitting sphere. For value above 15 i get the green spots again.
Thanks for your answer! Felix


texts:
I've frequently found myself in a situation in which I need to create a rectangular face in a corner that only has 2 edges. I created an example:

So far I've been doing it by extruding from one edge with Snap to Vertex turned on, then I merge the two vertices and scale the vertex in the open corner by the other vertices. I'm sure there must be an easier way.


texts: Avoid curve modifier distortion when making a chain

texts:
I am aware that this has already been asked here, but in this case I am using a chain, which has been made using tori offset by 90° each time using an empty object.

However, when I do this, you can see that the chain links are distorted:

One idea I had for a solution was making the array come from two linked links, so that no rotation was needed, but this made it look a lot worse when only every two links could rotate.

I tried using the bone method shown in the link above, but this did not allow for duplicates.

How can I make it so that each link retains its original proportions whilst having the 90° offset each time?

By the way, having it going in a circle wouldn't work as the shape I intend to wrap it around is irregular.

Also, I'm quite new to Blender so I might be missing something obvious.


texts:
I'm trying to render a scene in which I have nebulaes made from volumetrics.
EDIT : I forgot to mention that it is a "flythrough" scene, the camera is flying through 4 successive volumetrics cubes. So the camera is in the smoke itself !
I'm rendering with Eevee, and rendering gives me blurry Nebulaes :

Could it be a nebulae density problem ? Or is it really an issue with my render settings, and/or camera settings ? As you can see, I also have a particle system here (some kind of asteroïds) and it does not seem to suffer from this blurry effect...
Here's the node setup, the camera settings, and the render settings (with a small amount of samples but even doubling or tripling it doesn't fix the issue) :
Nebulae Node Setup

Camera settings

Eevee Settings

Sorry for the length of this post, I didn't find any "spoiler" box, and I don't know how I am supposed to resize the images.


texts:
Ok I am trying to create something like this - where there is a "layer" of mist that occurs only at the horizon line -

I have glowing objects in my scene that create a glare and Ive followed tutorials to get mist, however it covers the ENTIRE background, not just a line in the center.

What can I do to get the horizon only mist?


texts: Is there anyway to use a shape or mesh as a mask?

texts:
I saw a tutorial on making a "sky box" or "Sky dome" and I was wondering if this can be done in any other shape like a humanoid mesh.

Alternatively: im trying to figure out out how to put a nebula/space or Galaxy in a human shape so when it moves , so does the image like a parallax effect or a window.

My other best guess would be using some kind of projection mapping?


texts:
Ok, so, as a complete beginner with Blender, I've been trying to create a banana.

Here is the basic model :

I ,then, applied a basic yellow color to the mesh :

And now I am trying to add some sort of gradient "yellow to green" effect on the extremities of the mesh (as shown in this reference photo) :

But I have no idea on how I can do that. I've tried to play with the node editor, using a Gradient texture node, followed by a Color Ramp node, but the best thing I could get was that :

As you can see, It is applying only to one side of the mesh, and It is not even rotated properly to fit the shape of the object.

Am I on the right way to solve the problem ? Or should I perhaps simply try to UV Unwrap and apply a texture to it ?

Thank you for your answers


texts: Can we change the color of Ambient Occulsion?

texts: I am working on a simple train scene. I turned on the Ambient Occlusion option. I was actually expecting black shadows near the edges (a default type) but instead, there were yellow shades. Is there a way to fix this issue or to change the Ambient Occlusion color manually ??


texts:
I am following Andrew Price's donut tutorial material for Blender 2.8 (though I'm running 2.82.a-3) and I am struggling to understand one issue.

When attempting to Move a section of a mesh with Proportional Editing on and a Smooth Falloff, some of the vertices get shot around in crazy directions. Much like this poster experienced.

As the several-questions-as-an-answer accepted answer post gets to, I have adopted "Connected" as my solution. However, until the writing of this post, my "workflow" was to move the selected vertex where I wanted it to be, then check "Connected" in the follow-on options dialog. I noticed that if I do this, it fixes the mesh. More confusingly, though, if I then proceed to uncheck the box, the mesh remains as I would've liked it to be and, in this case, the icing actually flattens a little better against the donut. Axis mirroring was not on, so I just used this check->uncheck method to fix all of my moved vertices.

Anywho... the actual question: What are the use cases and caveats for both connected proportional falloff and disconnected proportional falloff? Should I just always have connected on? Why, specifically, do disconnected proportional moves cause all that vertex skewing?

Thank you in advance. =)


texts: How to focus the camera to rotate around spots in SCULPT mode?

texts:
I'm sculpting for the first time and instantly ran into a problem, that I faced before on Edit mode. When I navigate, zoom and rotate to different spots, the camera sometimes gets too far away from its origin/pivot point and turns too fast and uncontrollably around the place I'm working on.

I solved this problem on Edit mode, once I found out about the Num,/Del key, which focuses the camera on the active vertices to allow camera navigation around them. However this doesn't work on Sculpt mode.

So I'm in the need of a similar solution for the Sculpt mode. This problem is especially bad when using a drawing tablet.


texts: Heatweighting issue - Can't resolve it (armature) TOO MANY VERTICES

texts:
I'm kinda desperate here. I had a project due tonight and I can't animate this teddy bear. I have over a million vertices and I have no idea how. I already tried to remove the doubles, did the boolean modifier for the meshes that were overlapping... I did the bone structure x10 times to see if that was it... I don't get it. I can't remove more vertices and I can't animate it... I'm really desperate by now. Can someone help me please?

Ps- As you can tell I'm awfull at 3D (and it's a shame because I see a lot of you doing great stuff)... But I have no choice if I want to finish college.....

LINK FOR THE FILE HERE


texts: Windows default file browser implementation in blender

texts:
I'm not proficient with programming or scripting but was wondering, is it possible to add/integrate the Windows File Explorer in blender? Almost all windows applications use the default file browser of windows.
Is there any restriction to use it in blender? At least is there any possibility to create a third party addon to add it as a feature? Or add those features into blender's file explorer.
The File Explorer has many user-friendly features that are non-existent in blender's default file explorer. I'm mentioning them so if anyone has any solution for them kindly let me know.
#Right-Click to open a folder in a new window/file location.
#Mouse scroll wheel to cycle between icon size(important when you are on a folder to view image thumbnail and quickly want to switch between list and thumbnail view).
#Drag and drop features like windows
#copy/paste option in right-click menu, keyboard shortcuts for copy-pasting.
#scrolling with the middle mouse button. It's there but no auto-scrolling with a middle mouse button click and drag.
#right click feature like
#implementation of the forward-backward button of the mouse.
Kindly help me with any possible solution(I'm totally open to any ideas). Thanks.


texts:
How do I add one material to the whole text (excluding the bevel) and a separate material that only applies to the bevel of the text?

For example, if I wanted to have this tile material on the whole text but gold on the text's bevels, how would I achieve that?


texts:
I'd like to have a ball (blender game engine) which rolls forward by its own and with real physics and friction.

It shouldn't be animated though, what I'd like to have is kind of like a "motorized ball" who rolls forward just by its own force. No work arrounds with wind or invisible objects pushing or draging it.

What I did:

keyframes for the spinning animation (360 degrees)
made it a rigid body
sensors "always" and "action" so that it spins when in game mode

but it just falls down to the floor and spins where it is. It doesnt react to the floor whatsoever (which has collision on and is a passive).

Or is there a complete different way to do such things like "mechanical animation" or whatever it's called?
Thank you in advance :)


texts: How did I accidentally exit edit mode and revert all of my changes?

texts:
Twice now I spent a ton of time in edit mode, and upon exiting I noticed it seemed as if my entire scene reverted to my last save. I checked, and there is not a shortcut to "revert" but somehow I am reverting changes when I exit edit mode. Is there some key-combo/shortcut that I must be doing that is causing this?
Thanks!


texts: i'm a beginner following blender guru's donut tutorial trying to make the icing but when i try to pull down one vertex other vertices spasm out

texts: I move a vertex down and look around and suddenly i see a bunch of vertices that aren't right.


texts: boat structure modeling - shape to curve along a surface

texts:
I'm trying to model a boat structure using blender. I'm using curves or a subdivided mesh for the hull (outside shape) to define the outside. For the bulkheads (cross sections) I'm using planes and using a Boolean modifier to conform to the shape of the hull. This all works and is almost parametric in the sense that I can modify the outside shape of the boat and the bulkheads (cross sections) adjust to fill the outside shape.

What I'm stuck on is how to model the stringers (red parts in image). These are basically a bar (T bar or square bar essentially a rectangle) that conform to the inside of the hull.

From a blender modeling perspective - the question and problem I'm trying to solve is how to make a mesh or curve bend along the inside of a curved surface?

(I'm trying to model the red bars in the picture)


texts: Why is light reflection in glass different in the viewport than in the rendered image?

texts: just a quick question.  When I do a viewport render, I like the reflection I have on glass (picture 1).  However when I do a final render, I get a really weird looking reflection (picture 2).  I'm not using any lamps or area lights, just planes set with emissions.  Anyone know why and can offer any advise?


texts:
How do you import a GIMP XCF File into Blender when running it on windows 7?

I see all this stuff for how to do it in Linux, but is there anyway to do it with windows?

And what is this http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GIMPImageToScene talking about?


texts: Using/Converting pigm materials for blender

texts:
I have found some nice texture materials which are pigm format.  Is it possible to use these in blender without conversion?  If not, how easy would it be to convert them?

Here's an example of one which would be perfect for my current project.

https://www.indigorenderer.com/materials/materials/205


texts: I labeled every bone with the .L and turned on x axis mirror, nothing happened. I set the cursor do the origin, duplicated bones and scaled them by -1 across the mesh and the new bone rolls were different for no reason. I tried going to the armature mirror option and still the new bones rotated for no reason. Why can't blender manage to execute a basic mirror function?


texts: Parts of model do not follow during animation?

texts:
I am new to Blender and struggling with numerous questions. I am in the process of animating a model and all went fine with respect to "Rigging, Skinning" Now I'm attempting to "Pose" and as I move the model parts of a hat and hair don't follow.

Could this be due to "Weighting Issues"? I did manually "Weight" the areas in discussion due to the fact that I believed loose parts such as hair needed to be manipulated to the head etc. Any Ideas? I have yet to complete the first key frame an things aren't following correctly?


texts:
Is there a convenient way to make a rainbow material that varies smoothly along a torus? In the image below, I made a new emission material for each of the 32 segments along the major axis, changing the HSV hue by 1/32 each time. Clearly, you can still see bands of color; plus, it's labor intensive to make all of these materials, and challenging to edit afterwards.

Ultimately, I'd like to have the material's color spin around the object.


texts: Context becomes a Nonetype object when called by a custom panel

texts:
I'm now debugging my code for 2 days and I can't find any solutions to my problem.

I am building an add-on for my company and I need to create a Panel to call the new operator.

The operator by himself works but when I call it with the Custom Panel it gives me an AttributeError : 'NoneType' object has no attribute 'data' on this function :

def parenting(parent,child):
    bpy.ops.object.mode_set(mode='EDIT')
    pbone = bpy.context.object.data.edit_bones['%s'%parent]
    cbone = bpy.context.object.data.edit_bones['%s'%child]

    pbone.select = True
    cbone.select = True
    bpy.context.selected_bones

    scn.update()

    cbone.parent = pbone

So I believe the class where I create the panel and call the operator has some issues

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Automation"
    bl_idname = "automation"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "world"

    def draw(self, context):
        layout = self.layout
        #scene = bpy.context.scene
        layout.prop(bpy.context.scene, 'MyWB')
        layout.prop(bpy.context.scene, 'MyT')
        layout.prop(bpy.context.scene, 'Myd')
        col = layout.column()
        col.prop(bpy.context.scene, 'Car_path')
        col.prop(bpy.context.scene, 'Wheel_path')
        row = layout.row()
        row.label(text = "Environment")
        row.operator(operator = "dh.autom")
        return {"FINISHED"}

def register():
    bpy.utils.register_class(AutomationOperator)
    bpy.utils.register_class(LayoutDemoPanel)

def unregister():
    bpy.utils.unregister_class(AutomationOperator)
    bpy.utils.unregister_class(LayoutDemoPanel)

#if __name__ == "__main__":
bpy.utils.register_module(__name__)

If any one has any idea?


texts: How to rotate an elliptical orbit using Animation nodes?

texts:
I have some objects in the same vertice locations of a circle, but this circle should be an ellipse and rotate its orbit, I tried to use a lattice and it worked for the circle, but then the objects didn't follow the new vertices locations.

How can I do this?


texts: blender game engine, spot lamp shadow problem

texts:
I have a grid mesh and a spot light above, casting checkerd shadows on the ground.
It works well in viewmode, if I render the image it works as well.

Only when I hit "p" and enter game mode, everything is just flat and more or less shadeless.

I have GLSL enabled and switched viewmode to texture before I enter the game.
Any clues?

Thanks in advance :)

EDIT: See comment for solution :)


texts: I have a chromebook that I installed crouton on (for those who don't know it just turns Chrome OS into a normal Linux System) and I tried using blender on it and it crashes after a few seconds even if I don't do anything.  I know this is likely due to the chromebook having a seriously weak processor but is there any way I can make blender less intensive so I can at least edit projects at all? Keep in mind I'm not asking to render that would be pure madness on that CPU.


texts: How to stop objects from flipping when using animations with a camera?

texts:
Scene & Logic

For example, we have two objects: the animation object (anim_obj) and our camera object (camera). Object camera is the parent of anim_obj.

The following is the logic setup of anim_obj:

Always (skip: 1) > And > Action (Property = prop)

The following is the logic of camera:

Mouse (movement, skip: 1) > And > Mouse (Look)

The following is our scene visualized:

Now, the animation. The animation of anim_obj simply rotates the object on the Y axis 20 degrees over 100 frames. The property prop of anim_obj is for experimental purposes.

Problem

Lets set prop to 50. This means that, on start, anim_obj should be rotated along the Y axis 10 degrees. On start, this is exactly what we see (keep in mind we are not starting the scene from the camera). Now, when we move our mouse to any extent, we see anim_obj move as its parent is camera, which is rotating. The problem is anim_obj itself. For some odd reason, when I move my mouse and camera starts to move, the object starts "stuttering." See for yourself:

A closer look:

As you can see, anim_obj is moving erraticly. I have absolutely no idea why this is happening. If we use motion instead of action to rotate, it will work fine. It seems that animations themselves cause this issue.

.blend

If anyone needs, here is the .blend I used for the example:


texts: How can I get physics objects to for a tight container?

texts:
Now in Blender Game Engine in 2.79, and previously in other components, I've frequently encountered situations where a seemingly closed container still lets other physics objects through. For example, in this model, I made a number of intersecting planes that are static physics objects. There are no gaps between the edges or at the corners. Indeed, with the overlap there is extra plane overhanging the edge of the box. I've also tried specifying collision bounds, including a larger margin. Nonetheless, other objects keep going right through the box.

How can I make a closed container in Blender?

Thank you!


texts: How do I hide the red lines of the path following in the game engine?

texts: I have set up path following using logic bricks. Everything works well but I cant hide the red lines in the final game. Also, I cant find anything on the web about these lines. How can I hide/remove them?


texts: Rendered image different from camera view

texts:
I have done a lot of research into the problem I’m having and I think its tied to the way anamorphic video squeezes pixels, but no matter what I do my anamorphic video clip I’m animating, renders into a standard version of the same aspect ratio.

The image should be 5162 x 2560 at what I think is 1.333 as the pixel ratio. The clip looks fine and the correct width/ height when I am animating it, but when it renders its just a normal image size.

Any help would be greatly greatly appreciated as I have changed so many settings (even at random) and nothing seems to affect the rendering AT ALL.

Thank you.


texts: how to reference which particle system the current object is using?

texts:
is there a way in python to reference which particle system an object is referring to?
for example, I have a mesh named 'cube' with a particle system called 'cube_particle'. if I delete it, then I append the cube again, the second 'cube' would have a particle system called 'cube_particle.001'. if there are multiple objects, it could become quite a mess to reference which one is using which.
in python, bpy.context.active_object.particle_systems["cube_particle"] can only get object depended property such as bpy.context.object.particle_systems["cube_particle"].child_seed = 0
whereas bpy.data.particles["cube_particle.001"].child_nbr = 10, it is through bpy.data, not active_obj,
I am looking for some kind of operation to find a link between active_object.particle_systems[A] to data.particles[B].
for example, cube.001 's particle system cube_particle is currently linked to data.particles["cube_particle.002"]
thank you.


texts: How to create golf ball with dips in each dips?

texts:
What is the fastest way to create a dipped golf ball ? What I call dipped golf ball is a golf ball with three dips in each dip.

I followed this tutorial in order to create a golf ball but I can't repeat the operation in each dip.

EDIT: to be clear, this is what I call a dip:


texts: How do I reduce noise in renderings with Cycles?

texts: I am new to Blender with v. 2.80 and I wanted to ask how to reduce the "noise" in renderings with Cycles. It just doesn't want to render it correctly.


texts: Can Blender be an alternative to Zbrush?

texts:
Blender has nice sculpting tools. Dynamic topology, variety of brushes and texture paint make it really nice sculpting software. But can it be an alternative to Zbrush? Can I make good looking hi-poly models without lots of annoyance?
While I find many Blender tutorials about making characters, I didn't find any for 3D textures. For example - can I make something like this in Blender - https://www.youtube.com/watch?v=KR12Ja51iRs ?

And is it possible to make an UV map for hi-poly model without loosing stability? I've tried make an UV to hi-poly rock - Blender has frozen and I had to close it.


texts: I can't figure out how to put a dome on a five sided polygon like so. Any ideas? Thanks!


texts: Blender Python revert view pan and rotate for vertex

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I want to bring a vertex to the zero position for a certain axis (x or Y), the vertex is on a special plane (not an object, a stored viewplane) so I tried to use the stored view matrix, set it to 0 for an axis and then tried to rotate it back.
rot_mat = self._view_context._view_mat # This is stored from Region3d.view_matrix.

v = rot_mat @ vec_center

if axis == "X":
 v = Vector((-v[0],0,0)) # Difference in X location
elif axis == "Y":
 v = Vector((0,-v[1],0)) # Difference in Y location

vec_center += rot_mat.inverted() @ v

It works, but not, if the view is panned. How can I take the translation of the viewport into acount as well?


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I have a problem with my model that I can't seem to fix. I looked all over the internet, but I can't find any answers.

I'm making a model for a demo and when I pose it in pose mode, some of the vertices get left behind. how can I fix this?

Also I'm having this strange issue where the tail stretches when I pull on the arms. How can I fix this as well?


texts: Can I use offset instead of y to map texture in displace modifier?

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I'm animating a fish to swoosh around as it moves forward using a displace modifier  (like here: https://www.youtube.com/watch?v=58lc8sLpJzY). The problem is that I want it to go in a circle using a follow path constraint but you use offset to do the animation rather than y. The displace modifier is using the y to map the location of the fish to the cloud texture (so if it goes in a circle it would only swoosh a little bit depending how fast it is moving along the y axis).

Is there some way to map the displace modifier to offset instead of y?


texts: UV grid only showing on the uv/image editor not the 3d view- this is what I mean http://imgur.com/rkS6G20


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Is there a way to assign a separate texture for specific 3D View?
Like if I have some texture in material node, but want to see UV checker in viewport without changing material itself.


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I am working on a shader setup where a transparent yellow texture should go under a black text texture. I tried using a mix shader to put one on top of the other but I get something like above, where you get a 50/50 mix of the two. I was hoping to get 100/100 of both textures on the object, is there any way to do this? I'm not sure if a mix shader is the right node to use for this.

Node setup:


texts: Input image strip without stretching to fit output frame

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When you add an image strip to the Video Sequence Editor, it stretches/shrinks your image to fit the full output frame.

How can I add an image at its original resolution?  For example, if I add a 60x60 pixel image, it should appear very small in the final 1080p render.


texts: Blender 2.8 - Sculpt mode hides all objects (Except the mesh being sculpted)

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My map structure looks like this:

  - Sculpting(Folder)
    - Reference Images Legs(Folder)
      - Body sideview(Image)
      - Body frontview(Image)
    - Sculpting(Folder)
      - Body Sculpture(Object mesh)

This is particularly annoying when sculpting with reference images. My reference images was visible in sculpt mode before but now they've just disappeared.
I assume this is not a bug but I have no clue what I did to make sculpt mode hide everything except the object being sculpted.

I've tested:

Alt + H in sculpt mode.
Move reference images to the same folder as the sculpture.
Checked that the reference images are checked as visible in the "View tab".
Include all reference images in selection along with the mesh before going to sculpt mode.


texts: Why can't I create a pipe from this curve?

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I have created a bezier curve and small circle. I want that circle take the shape of bezier curve so that the curve becomes a pipe. In the gif you will notice that its becoming flat, not like a pipe.
What is wrong with my settings?
Blend file


texts: Why does the camera wobble at frames 300-303?

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The attached blend file is a simple animation of the camera following a path while its view is centered on an object.
If you select the camera and orient your view point on it with NUMPAD-. you can see the camera tilted at frame 301 but at its intended orientation at frame 300 and 302
The path is a Bezier circle that is perpendicular to the Z axis and lies on the XY plane. I have checked all 12 control points to verify this.
The circle is rotated on the Z axis, so that the camera will start at a particular point and the animation parameters are selected so that it will only move along part of the path.

I have looked at the Graph editor zoomed in on frame 301 and can see nothing that would cause this.

Why is this happening.


texts: How do I assign a Skelmesh's movement to a StaticMesh?

texts: First and foremost, I'd like to clarify that I am very new to Blender but am trying to pick it up to enhance my videos with 3D cinematics. Secondly, I am taking the models and what not from the game through uModel. I am attempting to assign the animation path shown with the 5 lines to 5 of the knives (pictured in the middle) however, I cannot seem to move it or find any way to assign. I can manage to import the animation onto the lines but cannot seem to make the actual blade move. Any help is appreciated as I am very new! I've attached pictures for reference. If any additional information is necessary I'd be more than willing to provide it.


texts: when i use a text object i see text in the background that is not suppose to be there. what am i doing wrong that causes extra text to appear?

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So I am using a text object for a game over screen in BGE. i use the code:

if B ['GAME_OVER'] == True:
    T.text= 'Game Over \nYou Lose'

the problem is that at the starting point of the text object the word 'Text' appears directly over the first word. i use this in other places but it dosen't have the same problem. is there something i can check to find the issue or a setting i might have messed up in the process?


texts: How can I set sliders to values outside the limits allowed by their slider?

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How can I allow value sliders to be set higher than certain values?
For example, I can't slide the subsurf slider past 6.
This might seem like a bit of a silly question, but it always bugged me when watching a tutorial or something and somebody said something like

  blender can't do more than 6 subdivisions, so add two modifiers

It just seems clunky to add another modifier.

How can I set a value slider such as the subserf setting higher than it normally goes?


texts: I have imported and duplicated a mesh from a group instance. But now I have many of them on my list under scenes tab. How can I put them all in one place( like a folder , to select them all at once).


texts: Why is the same texture rendering on all objects?

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Its a very simple scene that I'm trying to render, the first one I've got this far with at least.  There is a spinning globe in the center with 2 images imported as planes.  In the object view window everything looks fine when I play the animation but when I render the plane images take on the texture of the globe.  I'm not sure how to get the planes to display the right texture in the render. Thanks for any help!

https://www.dropbox.com/s/dy0aia237rp9fz6/globe%20logo.blend?dl=0


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I'm a fairly practiced 3D modeler, but I can never get my creations to even look remotely close to how I imagine them. I'm creating some jewelry as a gift so not only does it have to be precise, but it has to be quick because Christmas is coming up fast and I still have to print and cast it.

Where should I look to commission a 3D model? Referrals, websites, or personal volunteers? Does anyone have an recommendations of safe legit payment systems or websites (if it's even worth paying for)?


texts: Unnecessary spaces generated during Subsurf

texts: so my problem is that I've created a model that has a parametric form, so when I use subsurf to smoothen out the edges, these sort of faces are generated that interfere with even my freestyle outlining. How do I solve this problem?


texts: Why do calculated and read-out RGB-Values differ?

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In short:

Generate Mesh and choose color in color picker for the whole mesh (The mesh in the example below is a simple cube)
Read color (three float values) via Python and send them (with mesh details and uv-map ect) to a C++-Application
C++-Application creates a image which should be used as a texture

Problem:

The color, which is shown in the color picker isn't the same as the color of the texture.

I use the three float values, calculate the values between 0 and 255 and set the rgb-channels. Then the image is saved.

Some Screenshots:

color picker with rgb

RGB-Values via GIMP:

R = 184
G = 119
B = 255

RGB-Values calculated and rounded: (255 * value)

R = 0.479 * 255 = 122
G = 0.184 * 255 = 47
B = 1.0 * 255 = 255

They aren't the same?

Generated Texture

RGB-Values via GIMP:

R = 122
G = 47
B = 255

Renderen with Blender Cycles

And now a Screenshot from the Mesh + Texture rendered via Cycles (with Ambient Occlusion). I removed the default lamp because I wan't to get a clean output.

RGB-Values of the color picker via GIMP (same as above):

R = 184
G = 119
B = 255

RGB-Values of the cube via GIMP:

R = 125
G = 48
B = 255

What is the problem?

PS: I didn't know which tags I should use for this question. So please remove or add tags if you think that would be better. Thanks!


texts: Blender Model goes black only in Edit Mode

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In sculpt mode and object mode the object is normal. However when I enter edit mode the object goes black. I tried removing doubles and recalculating normals but
the model stayed black in edit mode. I have noticed that when I zoom in edit mode, the model has wavy black lines.


texts: Moving through different path with the same key in BGE

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I'm trying to create a rail with multiple paths, but not at the same point, like, using left/right arrow:

         0
         |
         1
        / \
       2   3
      /\   /\
     4  5 6  7

Right now, I'm using only keyboard sensors assigned to a steering actuators.
The problem is: the game loses itself when over the 2 and 3 points. If I press left or right, it doesn't know witch path the object should go.
I have 4 navigation meshes that goes from 0~4, 0~5, 0~6, 0~7 and 7 targets.

I'm trying to figure that out using the logic bricks, because I know nothing about python.


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I'm trying to rotate an object's face and keep having the problem where it will not stop shaking, even if the mouse is moving.

Here's a giphy link to show what I'm talking about.

Edit: Here's the blend link. It's not the snap-on option. I don't think I'm using modifiers on the object, but Im pretty new to this and could be wrong.


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I tried to make up a rigid body simulation (a torus falling onto a plane) and I have tried to modify the bounciness from 0 up to 400, but I didn't observe any difference.
What this parameter is supposed to do and how do I recognize the effect of the parameter ?


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I'm trying to create semi-transparent objects which cast shadows whose intensity depends on the thickness of the the object itself. A simple example would be a wedge shaped object which casts a light shadow on it's thin side, which gradually becomes darker as the thickness increases. I'm guessing it would be similar to adding an adsorption effect to the light ray.
I tried using the normal blender render but had no luck. So I tried adventuring in the cycles and nodes, playing with the light path is shadow ray. But again to no avail.
I suppose I actually have to change something in the receiving object but can't figure out what.
Does anyone have an idea of how I could achieve this effect


texts: How to adjust SubSurf Modifier For Render

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When I add a SubSurf modifier, I am able to specify how many for the viewport and how many for the render.  After I apply the modifier, it goes away and conceivably applies the algorithm.  I am confused as to how blender stores the object result for the viewport and the render separately.  Is there a way I can alter the number of subsurfs to apply to the render or the viewport after I "Apply" the modifier?

I guess I am mostly confused about the fact that I have a single object in my object tree but there is this mysterious splitting of the object behind the scenes depending on if I am rendering or not.


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Custom properties added to the armature tab do not appear on the item tab of the 3d viewport side bar, unlike the object tab and the bones tab.
I’m curious about how to check armature custom properties and examples of using them.


texts: How can I rotate them correctly? I want it with a patricle system so i can quickly add more spikes if needed


texts: Custom trackpad pan/zoom/rotate behavior add-on

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I'm trying to write an addon to customize the trackpad panning, zoomimg, and rotating gestures, but can't find a way to read the actual trackpad parameters for position and so on. The properties in the event structure (mouse_prev_x/y, mouse_x/y, mouse_region_x/y) shows the current pointer position which happens to be standing still on the screen.

This is the addon that I'm talking about:

space_view3d_pan_naturally.py

There are no examples on the web for handling the TRACKPADPAN event.

The class bpy.types.Event is the one that is supposed to have the relevant parameters to retrieve from the TRACKPADPAN event, that is what I'm guessing from the documentation.

This snippet of code in particular, from my add-on, printf to the info view that the trackpad event has nothing to do with the mouse coordinates that are available in bpy.types.Event

#....
def modal(self, context, event):
    #....
    if event.type == 'TRACKPADPAN':
        self.report({'INFO'}, str(event.mouse_x))
#...


texts:
I need to join a vertex to edge, with snap to edge i can snap my vertex on the edge but i don't know how to join it.

Now my solution is:

snap vertex to edge
subdivide edge (this creates a new vertex on the edge)
merge the two vertices

But i think is too elaborate, so i look for a simpler solution.


texts: Can I transfer UV seams between objects?

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I have a couple of objects. They have the same geometry (duplicates), but different scales.

Can I transfer the UV seams between them? Linking them via UV's results in a stretched texture.

I know the obvious solution was to mark the seams before doing the duplicates, but that milk has spilled.


texts: Rotate the result of a loop around an object

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After getting involved into animation nodes, I achieved creating a simple array. It evenly distributes instances of an object on a circle.

What i want to achieve in a next step is rotating this array around an object, say an empty in the center. How can i do this. I tried, but i can only rotate around the instances around their individual origin.


texts:
I am trying to connect 2 separate paths somewhere along its centre, see picture:

Is there a way to do this?


texts:
That's the cat I have made with Blender. I have a problem because its legs are joint but I want to separate them and I don't want to obtain a hole in between.

What can I do if I don't want to remake my cat from the beginning?


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I'm trying to use a method of my class as application handler for when the scene's frame is changed. For that I'm using bpy.app.handlers.frame_change_pre.append(my_handler). My approach is the same as described on the Blender documentation with the difference that my function is a method of my class:
import bpy
class MyClass(object):
    def my_handler(self, scene):
        print("Frame Change", scene.frame_current)
my_object = MyClass()
bpy.app.handlers.frame_change_pre.append(my_object.my_handler)

However, I am getting this error message:
TypeError: my_handler() takes 2 positional arguments but 3 were given
When I do my_object.my_handler(bpy.data.scenes[0]) I correctly get the frame number whenever I change the keyframe.
Where am I going wrong?
Why does the function get 3 arguments passed?


texts: My Texture looks paler/brighter in my 3D viewport than in my UV

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I want my model's texture to look like this one in the 3D View:

But even when my UV matches those colors, my model looks like this:

Does anyone know why my model looks like this? Because my model looks brighter or with less contrast than the first image in this post.

Thank you!


texts: I have a scene that is pretty much ready for render, and in the render mode of the viewport it looks good. But whenever I try to render it, materials change and the lighting goes wonky. I can't see any reason why this would happen. I'm using the current version of blender.


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I'm new to Blender and still learning how to make a simple character, but when I started creating the Armature the X-Ray Mode is not working probably. I enabled it and I can't see the bones. That makes it hard to create the character skeleton.

here are screenshots of whats happening:

Any help is appreciated ...


texts: I'm having trouble baking material colors into a image texture (faces with wrong colors)

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I'm currently doing a project where I convert Voxel models into a model I can export into another format.  I've gotten pretty far, but I've reached a wall.

First, here's a screen of my model. Each square is its own material and is colored that way on the materials pane:

Okay, I unwrap my UV, and create an image for baking.  As you can see the UV is just a bunch of squares, but that's what I want (and I also tried remove doubles with Limited dissolve and getting a prettier UV, but the results are the same as shown later on).

I have to, as seen other help-questions, create a new Image Texture Node for each material (there is a material for each color so there are about 80):

After adding all those nodes, I bake using the following settings because I only want the material color to come through (no lighting):

And here's my end result after the bake (this is after I reassign all vertices to a new material that uses my new baked texture image:

You can clearly see that there was a disconnect between the location of the faces, and their material color during the bake.  I have no idea what I did wrong, and why this happened.  Any help would be greatly appreciated!


texts:
I'm a beginner, I started learning blender a week ago, I followed a lot of tutorials on youtube on how to fix and prevent some common beginner problems, but I really don't know what's is going on on my mesh.

Since it is hard to explain I made a little video showing the problem on my mesh: http://sendvid.com/flt8t55s

I already checked for doubles, already recalculated normals.

If I apply a Subdivide Surface modifier all those strange shadows disappear and everything appear smooth, but from what I've learned so far, it is a bad thing to use Modifiers to fix some of the problem that shouldn't be there.

So I want to know what's could be the problem.


texts: Boolean: one operator and multiple objects

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Is there any option to use a boolean operator for subtracting faces on multiple objects?
I need to make a section of a lot of pieces and make it one by one it should be crazy....but I need to keep the object separated.
Is there any chance to have a non-destructive command?
Many thanks in advance for your support


texts: Is there a way to create a model and export it into a spriteset of that model 360 view?g

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There is an example of a ship model that has a sprite every 22.5 degrees.

How can I export a model I make like that is that possible?


texts: Copying rotation to multiple rigid bodies

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Newbie here.
I'm on V2.91 I'm trying to animate an exploding in space rigid body simulation. What I find is that the cel-fractured meshes after explosion don't tumble as I'd expect them to.
I found a tutorial on YouTube that showed keyframing rotation to one and copy pasting to others which somehow is not working for me.
I picked one of the debris and added rotation keyframes to it. When I select the rest and shift select the first and try to paste rotation in the transform properties it doesn't apply.
If I use Ctrl+L to copy the animation data the it also transforms the location of the fractures in the first frame.
Also, Ctrl+K as suggested in one of the similar posts to link the data doesn't do anything at all
I tried copying the keyframes in timeline, dope sheet and graph editor but none of them let me paste.
Furthermore, even the first object that I have keyframed the rotation to is not rotating during the animation.
Could it be that the rigid body simulation cancels out the keyframe animation?
Is there any other way of doing this that I'm missing out?
Thanks.


texts: Eevee shadows and lighting in viewport different from final results

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I've always used cycles engine in blender 2.79 but when 2.8 was released I tried to switch to eevee since it take less time to render and it looks good
but the problem with eevee is the lighting looks very good in the viewport but when rendering the scene the shadows looks off and not like in the viewport.
Viewport :

Render result :

I thought that there was a problem with the HDRI since it casts light as well but when I turned strength to 0 the render results were the same.

Blender version - 2.83.1
Render engine - Eevee


texts: Why is this little program of logicbricks not working?

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Little explaining here: When the message "lap" is sent, this object should copy a property from another object "TIME" to the property "current" that's on itself. Than, as soon as "lap" is being sent again, the property sensor should check if the property "current" that is changed, because of the message, is less than the property "Text" on this object. If so, it should copy the property "current" to the property "Text" on the same object and make the object visible. There's one problem though. It works only once. The Text property is in first place set to 10000 so that it's kind of impossible to have a value higher than "Text" because it's a timer. So If I go over my finish line and the "lap" message has been sent, the "Text" property changes to the time I needed for the lap and makes the object visible successfully. But when I get a faster time, it doesn't seem to change the "Text" to a lower value.

I have been playing around with some options but I can't seem to get it done.

Someone who can help me?


texts: How can I render something like a lattice around my object?

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I am using a lattice to animate an object with shape keys.

Ideally, I would like to have the lattice be visible in the render. I am aware that this is impossible.

However, how can I achieve the same/a similar effect? I.e. have a visible grid of vertices that follows the movement of my object.


texts: blender 2.92 Transforms to Deltas shortcut?

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blender 2.92 is there a Transforms to Deltas shortcut?
if not, can it be added to the ctrl + A menu?


texts: Is there any setting in texture painting to change the behaviour of the Dyntopo so it will generate quad faces rather than triangle faces ?


texts: Why is the ‘Render Image’ result different from the ‘Viewport Shading Rendered’?

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I use Blender 2.9 and Cycles to show a part of a car door in the rain. Unfortunately, when rendering the image the result is different from the one seen on the Viewport, as you can see in the attached image. On the Viewport, both Scene Lights and Scene World are turned off. I’ve also tried to directly render the viewport (View>Viewport Render Image) but this function does not work.
I have read all the previous answers related to this issue but no answer solves my problem.
What am I doing wrong? I would very much appreciate your help. Thank you.
enter image description here


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Sometimes when working with nodes it is useful to see what my setup looks like without a certain node.  I know I can delete a node without breaking the chain with Ctrl+X and then undo with Ctrl+Z, but that is kind of cumbersome.

Is there a way to easily bypass a node like this, connecting the inputs to outputs like Ctrl+X does, only without deleting it?


texts: Transforming armature bone by matrix of another bone in pose mode

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I am attempting to move an armature bone in edit mode by the inverted matrix of another bone in pose mode. My reasoning for doing this is because I have joined two armatures and have lined the bones of the second armature up with the first armature while the first armature was in pose mode (made it much easier). So what I'm attempting to do is keep the same location/rotation offsets between the two, but transform the second armature's bones to be relative to the default position of the first armature. I hope that makes sense. I believe this is possible, but I'm not sure exactly which matrices I need to be applying to get the desired effect as my below script does not provide desired result. I feel like I'm missing some vital key element...might anyone know what that is?
import bpy
from mathutils import Vector, Matrix
import numpy as np

matFilePath = 'Z:\\models\\myfps\\weapons\\pretty\\arms\\script\\mat.txt'

def convert_matrix_to_string(some_matrix):
    # omitted for brevity

def convert_file_to_matrix(some_path):
    # omitted for brevity

# select the bone in pose mode and run this to save to matFilePath
#for b in bpy.context.selected_pose_bones:
#    f = open(matFilePath, "w")
#    f.write(convert_matrix_to_string(b.matrix))
#    f.close()

# load in the matrix from file
hand_pose_mat = convert_file_to_matrix(matFilePath)

# apply inversion of matrix to bone
for b in bpy.context.selected_bones:
    b.transform(hand_pose_mat.inverted())

The below images should assist in explaining what I am attempting to accomplish:


texts:
I am currently attempting to recreate the new Xbox Series X console within Blender, but am stuck on the top of the console as shown here:
The console has a very nice concave surface on the top while still keeping the edges square and flat.

I have attempted using proportional editing to no avail (exaggerated to show issue):
The surfaces near the corners are completely flat and should be bending slightly.

The bool tool with a sphere yields curved sides.

What would be a good way of recreating this complex curve?


texts: Why is my UV mapped texture dissapearing when I start blender game engine

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All I want is to add a single texture to a plane which will display in the game engine. To do this, I

unwrap a mesh in edit mode
open UV image editor
open image... its a pgn. but ive tried with jpeg as well with no luck.
In materials, add new material and click plane
In texture, add new texture and use the Image or movie and then under Image, I select my image file.
I change the view port from solid to textured.

With this process, I can see the image projected onto the plane. I can also see it when I hit f12 to render. My problem is, that when I start the game engine, the image texture does not show on the plane. All I get is the original grey plan that I started with.

I've already tried switching to GLSL mode. Any suggestions would be greatly appreciated. I've meticulously tried all of the suggestions offered on the forums and haven't had any success. Thank you.

Here is the blend file reference

My computer's graphics card.

Display Devices

      Card name: Intel(R) G41 Express Chipset (Microsoft Corporation - WDDM 1.1)
   Manufacturer: Intel Corporation
      Chip type: Intel(R) 4 Series Express Chipset Family
       DAC type: Internal
    Device Type: Full Device
     Device Key: Enum\PCI\VEN_8086&DEV_2E32&SUBSYS_2A9D103C&REV_03
 Display Memory: 1582 MB

Dedicated Memory: 64 MB
      Shared Memory: 1518 MB
       Current Mode: 1600 x 900 (32 bit) (60Hz)


texts: doing animation in one laptop and render it in another is this possible?

texts: I had made a big animation in my laptop but now the problem is the process of rendering, I can't render in my laptop because it is 2GB RAM. So is it possible to copy it in another laptop and render it?


texts: How to model a spoon with using edge loop only with no mirror modifier

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Is it possible to use only edge loop for making the round side of a spoon? What I have done at first is making a plane shape and scaled it. After that I extruded the upper edge of the spoon. Then, I used edge loops to make the extruded part to become round which the problem is it the top of the extruded part cannot be round. Is there really no way to make a spoon just by using a plane shape? This is the image of what I have done before posting the question

Is there anyway to make the upper side of this image to be a circle or almost circle?


texts: Blender Scripting: Copied Objects not enabled Rigidbody active

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[Pre Bug report checking] {Using Blender 2.79 Scripting}

I tried to copy some object, to multiple places and discovered the Rigidbody Active settings did not animate during playback.
The settings did get copied but the selected color was orange not green (which of course symbolizes Active Ridgedbody is enabled).

When I used the hidden Report window text trick to try to transfer the code to my script (via what the GUI is doing) I discovered another deeply concerning issue.

It seems there is no function to assign the object easily and one has to think in a UI way to code it?! [horrors]

ctx.scene.objects.active = object
bpy.ops.rigidbody.object_add()

This function object_add should take the list of objects to assign not need to make each object active first. [super bad]

First problem is the copy failed, second problem the way to activate it is junior patch at best (especially since it maybe resets settings etc).

I must be missing some kind of way to add objects to the scenes rigidbody cache resolver list or something similar. Next problem is if that's true the report window is really not much help to devs/scripting because it's all coded in a GUI-centric way?! To only call functions on the active object or pre selection etc. seems an unfortunate undersight, when an argument to the target objects is my expectation here it's still secondarily to the notion of maybe better if there is a function that is inherited from a subclass level like Object or Mesh. Then one would just call the objects.rigidbody.add() function or something or maybe objects.ridgedbody = new Rigedbody() and the system would look for that on frame zero on all objects and add it to the solver's list/cache etc.

This would make the problem of the resolver disconnect that must occur in rigidbody object_add function obsolete. I would even just fill the default settings in if a none null rigidbody value was discovered (my just-in-time never fail way of thinking (must be the typeless JS coder in me)).

Anyway maybe someone could explain the best way to add a copied object to the solver and make it active because even though the values in the panel are set and copied it's clearly not been activated and showing a green highlighted outline (Bug?). Really though I'd like to see some serious discussion in the tracker on doing something fundamental better as I can see this is a big mess that needs taking by the horns. Still it could be simple to just add an object list argument to what I imagine are many functions only suppose to work on some GUI selected (or active) items. (Again, sorry, but it feels terminally sickly to me)

~

In the end if it's not easy to find from the docs we have another considerable bigger problem, which leads to one guy helping online with super lowlevel stuff like this. "How do I add to the solver what was copied?" or documentation sections for coders if you copy call add solver but then a overridden copy function would do that so it seems maybe the bug is in the copy of rigidbody then?).

Finally I just want to say this is also about encourage and motivating Blender devs to consider major improvements over the way the code is designed. Meaning this is another way of thinking to incorporate in many areas in the future I guess but it's seems they're obviously better methodologies to me, that should get addressed if not long ago, than with high priority asap


texts: Trying to convert a DXT5NM Normal Map for use in my scene

texts:
I have a handful of these strange normal maps I need to use in my scene that store X in the Alpha channel, Y in the green channel, and require you to calculate Z with the following formula:

Z = sqrt(1 - (X * X + Y * Y))

Red is always 100% and Blue is 0%, but these channels are not used.

Despite figuring this much out, I haven't been able to produce a node setup that can correctly convert this into the desired purpley tangent space normal map.

Any ideas?


texts: how can I fix blender not responding after I activate default hair particles system? BLENDER JUST STOPS RESPONDING -Lenovo CORE i5 8GB RAM-

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When I try to use Blender default hair particle system it just stops responding even though it has not used my entire RAM and CPU. Is there a way to fix this?
On -Lenovo IdeaPad S145 CORE i5 8GB RAM-


texts: bake a normal map and it doesn't come out as it should

texts:
Baked a normal map in blender 2.90 and it looks different when applied on the object within the program.
Normal should not be like this.


texts:
I UV smart unwrapped the model to a layout and applied the relevant materials and textures. In 3D View, the textures look fine (as shown above). However on rendering, the brick and wood textures become distorted (see below) (notice the roof is fine). What is the cause of this?

I have been asked to detail the process by which I apply a material / texture so here it goes. Firstly, I smart unwrapped the model as shown.

I then create a new material (in this case a brick material).

I then add my brick texture to the material as shown:

I do some mapping of the X/Y coordinates in order to resize my image texture to fit the face.

Finally I select the face to which I wish to apply the material and hit assign.

Occassionally, the bricks will have the wrong rotation and so I will rotate the UV island within the UV layout in order to have the brick texture rotate into the correct position.

In 3D view, the textures look perfect, when rendered, something is going very wrong.


texts:
I'm trying to make helix shaped road. I tried screw modifier but it's ended up with weird shapes. Here my road onbect :

I tried array and simple deform modifier but i couldn't bend it from z axis too. Here my result :

I researched alot and i ended up with screw modifier. But i couldn't use it properly. It's look like really weird. I couldn't fix it.

I want to make helix shaped road like this :

Thanks for the all tips and comments!


texts: Grease Pencil Bug: Nothing to Erase or All Layers Locked

texts: I'm using Blender 2.9 with a Huion 1060 plus Tablet on a Mac. The problem I'm having is similar to what user85302 had with trying to draw. The only difference is that I can't troubleshoot the same way, as I'm using mac. I've tried all suggestions given & I haven't found any solution. This happened before once but I don't know what I did then to fix it.


texts: How can I minimize cpu process without effecting the quality? (MacBook Pro)

texts: I am a MacBook Pro user (15-inch, 2019) and I found out that my device is not a good choice for 3d design. Until I purchase a fine device for this purpose I need to work with it. Do you have any suggestions on how I can reduce the CPU workload in Blender without affecting the quality? my processor is a 2,3 GHz 8-Core Intel Core i9. Sometimes the workload is too much that my screen turns off. I would appreciate any suggestions. Also, my device has two graphic processors, one is Radeon Pro 560X 4 GB and the other is Intel UHD Graphics 630 1536 MB. But from what I learned online blender doesn't work with it. Does switching it make a better result? and if yes which one do you suggest?