texts: How do I prevent particle objects from intersecting each other and going though the floor?

texts:
The first step is to "throw" a group of steel tubes at a floor. They should bounce, and roll a bit. When they come to rest the next animated step begins: They will use shape keys to morph into an outline shape.

I am using an emitter, particles and a mesh cylinder. I've tried this with Collisions, and Rigid Bodies, looking for something that works.

Problem #1: The tubes come to rest but they intersect each other instead of resting on each other at odd angles. They should treat each other as impenetrable objects. Yes, I've set them with collisions.

Problem #2: The tubes pass partway through the floor, any axis, and appear to use their origin point to determine how far. This is more dramatic and more undesirable if they are rotated.

Problem #3: this is a variation of problem #2. The tubes bounce and stop >above< the floor.

Screen shots of problem 3. Settings are for the floor.


texts: How to bake object with cloth simulation and subsurf (not applied)? Having trouble using .mdd method

texts:
I need to transfer Blender scene with cloth simulation to Maya and Houdini.

In addition to cloth simulation, I used subsurf (not applied), after cloth modifer. And if I apply the subsurf, the cloth simulation will change, while I need to export to Maya an object with exactly the same animation that I have now.

I have used this method to export .mdd: http://blenderartists.org/forum/showthread.php?387461-Bake-Cloth-to-game-engine

and I faced a few problems in the process. I used a simple plane with cloth sim to demonstrate them:

1) If I export .mdd of an object with a cloth simulation but WITHOUT
subsurf, and then, after export, remove the cloth simulation and
import .mdd - everything is OK, but the object increases in size:

Before importing .mdd:

After removing cloth sim and importing .mdd:

2) If I export .mdd of an object with a cloth simulation AND WITH
subsurf (not applied), and then, after export, remove only
clothsimulation and import .mdd - I get a highly distorted object.
And even if, after export, I remove them both - cloth simulation and
subsurf, and then import .mdd - the result is the same:

I exported as .mdd this model with cloth sim and subsurf (not applied):

This is what I get after removing cloth sim and importing .mdd:

And the same result, if i remove both, cloth sim and subsurf before importing .mdd:

3) And the third problem is that I can't apply subsurf to the object
with the shape keys, so even if I did not have those problems, which
I wrote above, I could not apply subsurf thereafter.

How can I fix these errors? I really need to export my work to Maya.

Thank you very much in advance!


texts: 3D tube with sharp corners and uniform radius?

texts:
By using a vectorized bezier curve, I have successfully created a tube/pipe in 2D (with sharp corners) that a ball of the same radius can roll through:

However, when trying to achieve the same in 3D, the tube suddenly narrows on sharp corners (everything is still in the same z plane):

Is there any way to make a 3D tube created this way have a uniform radius? Or is there another method that can make me achieve what I want? I need to make a fairly large tube (up to 1000 segnments). It would be preferred if I didn't have to change every segnment manually, but I will do it if there is no other way.


texts: How can I merge two edges in 90 degrees to a one single rounded edge?

texts:
I have the following problem and I do not know how to solve.

I have two edges I would like to merge them with a curve but I do not know how to do it. Here is an example :

In yellow I marked what I want to achieve with the selected edges.

How can I do  this ?

Thanks !


texts: How to get rid of an object's reflection?

texts:
I am creating a logo for a friend (not getting paid), and I want to figure out a way to get rid of one object's reflection against another without removing the other object's reflectivity. If you look at the image, the "e" in Jewel shows up against the diamond and I don't want it to. Can I place the Jewel on a different layer with an alpha layer background in order to insert it into the image without the diamond having a reflection of it, and then use the compositor to overlay one on top of the other?

How would I go about this? I've looked up tutorials online on how to use the compositor, and they all involve an "image" node and a "compositor" node, but I can't seem to find these under the "add node" button, and I've been searching for a while.


texts: I've been trying to find a way to make lumpy things like in the example image. My attempt looks bad, how can I make this?


texts: How would I make an indent that runs on all sides of the object?

texts:
I'm trying to make an old PC monitor and there is a seam that runs all around. I tried Extruding inwards but since it runs on all sides it just goes in one direction. Sorry.. still learning Blender. What should I do?

Also should I be using inset and extrude for the smaller heat vents? Or is there a better way to go about it?


texts: Armature - automatic weights work terribly

texts: Is it only me? Automatic weights work disguistingly. I rigged some models before and it used to be relatively good. Now after I use it, everything is all over the place. Hand bone has some control even over leg area. Thigh bone literally has 0 influence on thigh, but it moves everything else around slightly. Normally I'd think it's my fault, but it always worked fine for me. Seems like it's happening after the 2.79 came out. Anyone else experienced similar issues? Did i mess some options?


texts: How do I join bones which have already been parented to different meshes?

texts:
I have a drone model with separate parts. For example, the propeller and the rudder are two separate meshes. I have parented each to individual bones in hope of later joining them into one armature. Unfortunately, when I select all of the bones and hit Ctrl+J, the bones join, but the meshes change position and/or rotation. How do I join the bones into one armature and keep the transformation on the meshes? The reason I want them into one armature is because I plan on putting the drone into BGE.

Here's a link to the blender file:

https://drive.google.com/open?id=0B6_5f6jmSaHOa2VaMkVwRzM4UXc


texts: Changes in the UV Editor Not Flowing Over To 3D Viewport

texts: When changing the vertices in the UV editor, the changes do not flow over to the 3D viewport, which displays something completely different.  I've tried deleting the faces and recreating them, checking the Stretching to see if there was some weird geometry that's twisting the image, but even when dragging the vertices in the UV editor to a completely blank area, it still shows the same warped texture in the 3d viewport, completely unchanged.  Can anyone please help?


texts: My project just stop working after a while

texts: I'm doing some animation with bouncing balls and hair, everything is fine but after a while, when I work on projects, the objects stop to follow my commands. It happens all the times, and what was good a minute ago now doesn't work anymore, like this object crashing and not following the property about soft boby, just like the particles don't follow anymore the objects even if pin goal is set to 50.


texts: Can't see bumps in wiewport, nor are they rendering

texts: I just added a bump map to a object, and i can see the effect in the little window, but not the real thing. Also renders don't show it


texts: Issue with importing animation from Blender to Keyshot 9 Pro

texts:
Made a simple animation of a wire, but I'm having a hard time importing this one to Keyshot 9 Pro.

After exporting it from Blender in Alembic (*.abc) format and importing into keyshot the wire is straightened out. On a timeline I can see the animation was copied, but the object itself is not being animated/distorted as it was presented in Blender. Can you help pls?

Blender: 2.90.1
KeyShot 9.3


texts: Can I resume retopologizing a mesh in Retopoflow after exiting the tool?

texts:
I'm learning how to use Retopoflow 3.0.  I've found that after exiting the tool by pressing the tab key that there seems to be no way to activate the tool again and resume editing my retopology mesh from the point where I left off - so it looks like you have to do your retopology all in one shot.  This makes it hard to deal with sculpt errors that you don't notice until you're well into your retopologizing job.
Am I wrong?  Is there a way to continue from where you left off?


texts: I'm hoping to create something like this procedurally, but I'm not sure where to start. It's a brick texture with a color that repeats in a wavy fashion. I know I should use modulo somehow, but I'm not sure? Could a node wizard help out?


texts: What's the difference between Bias and Distance?

texts:
I'm creating assets for Unity3D. Reading and searching on Internet, even here in Blender Stack Exchange, i understand that the best way to bake (in order to optimize and have still good quality) is using the Blender Render instead of Cycles Render.

For this reason my question is related to Bias and Distance

I baked a lot but i can't still understand what is the correct meaning of these 2 stats; i search from wiki to sites like this one
Baking normal map - distance and bias difference? but i can't focus the point (damn my mind ^^).

What does each of them help to?

I know the Bias from wiki "Bias towards further away from the object (in Blender units)" . .  . but this . . . What does it means?

What is their role in order to improve the quality of my bake?

Is the "Distance" similar to a Cage?

Thank you a lot for anyone will help me to understand this thing


texts: How can I make an indent on a edge loop?

texts: What I'm imagining is essentially like taking an edge loop and pushing it inwards, making an indent. I've tried extruding edge loops down, but that does nothing. I've also tried putting two edge loops on either side of the one I want to indent, and then moving the desired edge loop, but that really messes up the topology. Is there an easier way to do it?


texts: How to fix non-uniform shading after making object from curve by screw modifier?

texts:
I drew a bracket-like shape with Bezier curve and then made 3D object from it by rotating with Screw modifier.

I was thinking I will get perfect object, but my object appeared non-uniformly colored:

As you see on side projections, ends of the shape are absolutely flat, but despite this, they are shaded non uniformly, like automobile tires.

How to fix that?

Normals are looking as follows

and after Recalculate it turns into

i.e. normals got good, while shading is still non-uniform...

UPDATE

I found I can make faces Flat with

Should I apply this explicitly for each face?

Was I able to do something to the curve before applying Screw, to avoid these manual operations?

UPDATE

Video proof of operations to create initial object (before starting to make faces flat):

https://youtu.be/5YVsgqo03bc


texts: Multiple video segments in multiple textures

texts: Animating video plane movements for EEVEE in Blender 2.80 that pass through the field of view of the camera in combinations: The h.264 video file is long. To start each plane on a different frame before it enters the camera FOV, what methods (including NLA & scripting) would available in 2.80, ideally without needing to create a separate material for each plane, just to change the starting video frame number?


texts: Weight painter - no weight paint but section affected by an unconnected bone

texts:
I'm new to Blender and I have weird behavior I think. My model's arm is somehow affecting its hip but no weight at the hip!
Thanks in advance.


texts:
I created a model polycrystalline from a cube, I use Cell Fracture for that, so the problem I always find is that there are intersections of the faces and overhang face, this model then export in STL format, can you help me solve these problems in cell fracture..

Model polycrystalline


texts: Why is my Array Modifier not curving my mesh like a square mesh?

texts:
I have done the procedure on YouTube about curving meshes with the axis,when I want to create an 8 pedal type of flower guard rotating on the y axis like the refrence photo my sword would create 3 extra meshes than when i try to rotate the mesh It creates a car tire like view turned at a certain angle

Arrayed Mesh

Angled Car tire like Mesh


texts: Intersection of more than 2 mesh objects

texts:
I've managed to select the intersection edges of 2 given mesh objects, using Wiltor Jaworski's plugin (http://airplanes3d.net/scripts-253_e.xml).

However, I couldn't find any reference as to how to get the (possible) intersection of more than 2 objects.

For example, if I have 3 planes A, B and C that intersect in a given point, how can I select this point?


texts:
I have been looking for a solution to this problem for a long time, and getting to this was my last alternative. I intend to correctly texture my mesh as the image below:

As you can see, it is an every day situation but I would like to know how to solve it in the best possible way without making an extensive mapping of the figure that forces me to make a larger UV texture image in every sense.

I tried many ways, but I did not get the desired effect. I think that my biggest problem in this situation is that English is not my native language, and therefore, I have difficulties to find the exact search title of my problem. (please consider this before mark my question as possible duplicate)

Thank you very much for your help.


texts: How do I close a mesh without losing the hole I made>

texts:
I had to make a cutout in my mesh for 4 holes that I wanted to introduce. I want to make the mesh watertight, but because I had to cut through surfaces, it is showing the 'inside' of my mesh. How can I make this file printable without losing the holes I created?

red is the gap between the two surfaces, ideally where I would introduce a new face or something to close the mesh


texts: Are UV unwraps with identical settings the same every time?

texts: If I have two identical objects with the exact same geometry and seams, and I unwrap them with the same settings, will their respective UV unwraps always be identical? Or is there any randomization with UV unwrapping even with the same situation?


texts: I'm rendering a particle explosion in Cycles but the render shows nothing. When I hide the particle emitter it only shows only the emitter. Not the particles. What is going wrong? The camera clipping length is 500 & I don't have the particle emitter hidden (in the outliner) or disabled during renders.


texts: Bone Parallelogram Connection Translations and Parenting

texts:
I'm trying to get a single side of a mechanical parallelogram (with 2 bones parallel and equal in length) to carry the "Neck Base" along a fixed angle as a parallelogram only allows.

I've tried restricting the movement of the bone within the IK chain (pictures show that there are none, but I did try) to allow zero rotational movement, but the "Neck Base" still rotates weirdly and not smoothly. It reacts the same way without any of said rotational restrictions, if that helps.

I do have a Bone Constraint on both "Neck Rod Front" and "Neck Rod Back" to share the same rotation angle in only one axis as shown.

Is there a way to connect "Neck Rod Back" to the "Neck Base" to maintain that angle?

Is there a better way to complete this method of movement?

Here's a link for the file for testing.

https://ufile.io/wmhn6

Pictures:

Rest Position

Forward Position

Up Position

Short Gif


texts: Texturing objects without having to define lots of materials

texts:
I'm modeling a track for Assetto Corsa. One of the specifications is that any renderable object must have a material, and every material must have a texture. Up to now, I've been able to model kerbs, trees and similar objects, assigning them a material that has the main texture of the object. However, now I need to model and texture buildings (this is a city track, so it's a urban environment), and I need to assign a lot of different textures to the objects.

After exporting the model in FBX format, I need to import it in the game's own editor, where each material must be configured. Most of times, the default settings (ambient color, specular, shader...) will be ok, but if I have to change them I have to go and edit material after material.

Following my current approach, I would define a Building_StreetX_BuildingA material with the textures for the first building of the first street, then Building_StreetX_BuildingB, Building_StreetX_BuildingC, Building_StreetX_BuildingD... then Building_StreetY_BuildingA, Building_StreetY_BuildingB... This seems to be overkill, and I'm afraid it'll get out of hand quite quickly.

Maybe I could make a single material for a group of buildings, in which all the textures for several buildings will be collected in a single image file. This reduces the number of materials, but it is still essentially the same thing.

I wonder if there is a way to keep the materials count low, maybe with a "physical material" kind of logic (say one material for plaster walls, one for tiled walls, one for marble, one for roof tiles...), while still being able to assign different textures to different faces of different objects.

Is there another approach instead that I couldn't think of? I know most of the concepts, but I'm a beginner when it comes to actual modeling work.


texts: How do I use Proportional Edit Correctly?

texts:
I've tried everything to fix this. Restarting my computer, closing Blender and opening it again, uninstalling Blender and installing it again. Unless it's a bug, I don't know how to fix this. Advice anyone?

Also here's a screenshot of the issue I'm having.:

I made the mountain after selecting "Spherical Falloff", I'm trying to make a hill, and it's obvious that is no hill.


texts: I sculpted a plain, but I can't texture paint it

texts:
I sculpted a plain for an animation, but when I try to texture paint it nothing happens.

I tried UV unwrapping it, but it still won't work. How do I paint on it?


texts: Multiple of same Render layer performance in the compositor

texts: As far as performance goes, is there any penalty for duplicating the same render layer node multiple times, as opposed to using more noodles from the same node? For organizational purposes, i want to copy and paste the same render layer in a bunch of places. But will this penalize me on speed?


texts: Is it okay, to put meshes inside each other without connecting them?

texts:
Excuse my English.
So, im modeling an assault rifle and i was thinking about if its okay to disconnect the highlighted mesh(picture below) from the weapon and just move it a bit inside the weapon to achieve a lower polygon count and more clear mesh.

I want to export this model into Unreal(if this information is important)


texts: Cycles Nodes: problem combining two procedural masks for bump (fake displacement)

texts:
Struggling some problem here. I've made up a procedural node group representing a single area with gradient that can be placed anywhere on a cylinder's side. It works ok. When I combine (via Math Add Node) two-three-four etc. such node groups side by side it still works ok (I've tested it on any angles from 0 to 360 all the way around cylinder).
However, when I'm trying to combine (still via Math Add Node) two node groups with few of those areas each - to use for displacement (Displacement input of Material Output node) - the bump totally disappears.

1st Node Group connected to Displacement

2nd Node Group connected to Displacement

Their sum connected to Displacement

I wonder why that happens and how do I fix that?

When I use the same sum output as a Mix Shader Factor - it sums up as expected, see the last picture:

The Sum fed to Mix Shader Fac.

Looks like this happens when total angular difference between the very first element and that newly added reaches 90 degrees, but why? Thanks in advance!

Update: I separated large node groups into simpler ones and did some tweaks which allowed me to combine through all the range from 0 to 130 degrees so far. However, when I'm trying to add next area (centered, say, at 140 or 150 degrees) - all still disappears. Yet in Material Preview window it shows bump (!), but not in View itself or on render (see the picture below). All transformations to the cylinder are applied of course.

Any suggestions, why there is such a discrepancy?

Update2: I've checked the math, to me it looks ok (and it looks ok on any separate pyramid I test), there's something with combining them. Ok, all the chain before final add looks ok. Now step by step with our beloved Node Wrangler.
Final add (scalar, grayscale output):

- to me looks as expected.

Now we have to convert it to vector (since Blender 2.8) using Displacement Node:

- again, looks fair enough.

And now we connect the Shaders:

- and all disappears. It's still there in the material preview (see it on the right), but not on a real shape. It's happening in 2nd Quadrant (X<0, Y>0) but not when I enter it, nor when I'm exiting it, somewhere in between. I guess I'll try a whole other approach then, to go completely to cylindrical space (math will be a challenge, heh), but maybe it will be more general and will require less combining. And hopefully it will finally work.


texts: Can I save a partially rendered image and continue rendering it later?

texts:
After my almost 20 hours still render crashed at 95% I decide to seek knowlage about secure my work a little bit better.
My questions are:

1) Can I partialy save my render?

2) It is possible to generate render and then upload it to cycles again and just render region to change some detalis? If the answer is yes how to to that and which format should I use (in vray it is something like .exr or something, you can upload that typ of image to  render engine and then render new scene with changed details). Currently I'm using .PNG


texts: Get points of Bezier Curve in coordinate space of the scene

texts:
Sorry if the title is confusing, I wasn't sure how to best describe what I am trying to do.

Basically, I'm trying to create Bezier Curves that "grow" off of each other. For example, I would make one curve, deform it in whatever way, and then create a second curve that starts at a random point along the first curve, like this:

Obviously, I'm trying to do all of this programmatically in python.

I was able to pull the points of the first curve using the code suggested in this comment: Getting the list of points that describe a Curve without converting to mesh along with some of my own code.

However, the output of this seems to always be between -1 and 1 (though it goes a little over on both ends) no matter where in the scene I place it. This suggests to me that the exported points are in some relative space and not in the coordinate space used by the scene.

Does anyone know how to output the points of a curve in X, Y, Z coordinates of the scene? Or at least how to transform those points into the coordinates of the scene?

Thank you!


texts: How does the Vertex Weight Mix Modifier Work Internally

texts:
I've gone through all of the documentation and been fiddling around with this modifier for an hour.  Can someone tell me how it works?  What is it actually doing?  My understanding right now is that it mixes different weights (which you set by vertex groups) and I understand all of the blend modes and what not).  Essentially, I understand a lot of what it's doing but I can't wrap my head around this problem.  In the vertex groups you set a weight for your vertex group and then in this modifier you have an A and a B group and you set default weights for the A group and the B group.  What is the interaction between these different weight settings?  How does it work together?  Also, how would you use a texture map on this (I looked up the blender post for this at Remove vertices based on texture but couldn't figure it out).

Thanks so much for the help!


texts:
A 3D model I work on seems to create some artifacts from the unwrap function:

These faces in a straight line don't seem to correlate with any faces I have actually wanted to have in the model, but I can't select vertices on the UV map and then see them marked on the main edit window - which makes hunting down these artifacts for removal seemingly impossible. So far I have tried to merge by distance for no result, they seem to be distributed all over the item.


texts: Yellow selection outline not appearing in solid 3D view

texts:
I am sure I broke something: The yellow selection outline appears in the 3D viewport in material and texture modes, but not in solid any more:

... and this is because...?

The behavior persists if I append the object into a new Blender file.

The behavior persists if I replace the existing material with a single diffuse shader node; thanks to @Leander for suggestion, however.

The behavior does not occut if the object's material is assigned to default cube. @Leander


texts: how to move cursor between viewports while extruding

texts:
I'm following the "04 Nose Blocking" tutorial movie under "Learning Character Modeling" at cloud.blender.org. (particularly at time marker -2:11)

In this episode, the light-speed fast tutor manages to extrude the nose ridge in two different directions (x,y) in the same extrusion move.

It seems like the tutor is hopping with the cursor, dragging the extrusion, between two vies, front and right.

How is that done?
(I'm not referring to the 3Dcursor, just the little "+", controlling the actual dragging motion, connected to my mouse directly.)


texts: Is there documentation for the Industry Compatible Hotkeys?

texts:
I am using the industry compatible hotkeys. However I ran into this problem where whenever I follow a tutorial, I have to use the search bar to find the function of whatever command they did with the blender hotkeys. Now this isn't the issue in my opinion. The issue is that sometimes those commands dont appear on the search bar unless I do some finangling or do some specific thing by accident.
So I was wondering if theres a more extensive documentation of the industry standard hotkey than the one that I see in the blender website.


texts: How Do You Flatten Terrain in A Uniform Fashion

texts:
I have a Blender file where I am trying to make the terrain flatter without causing huge divots and unnatural structures. So far the only thing I know how to do is select faces of the terrain, press g and move them downward on the y-axis but that just makes them look like huge mountain wedges into giant holes.
Here is an example:

I want to know if there is some sort of add-on or simple built-in functionality to gradually reduce the extremes of terrain topography.


texts: Can't get my texture to show up in 3D view

texts:
I can make blender 2.79 sit up and beg but I'm coming up to speed on 2.91 and the learning curve is... significant. Today's problem:
I have a model with a UV diffuse texture and I can't get the texture to show up in 3D view. It's just black.

3D view is showing materials, render pass "Diffuse Color". This is working for other meshes in scene.
Mesh has a "Principled BDSF" shader with "CGX" and "Christiansen/Burley"
Shader has my texture as the base color
Texture file shows correctly in the UV editor. UV shows up correctly in Edit mode.
Switching the texture to one which is showing up correctly on another mesh has no effect. This mesh still shows up as black.

I've checked the shader in the materials panel and also in the shader editor. It looks right, and it looks the same as the other meshes that are working.
Texture does show if I switch the 3D view to "render" but that's slow and I have another problem which I think this problem is causing, so I have to solve it. (When I bake the texture from this model to another, it shows up black.)
I've run out of things to try. Any ideas?
Screenshot showing the model selected, some other models in the same scene showing correctly, the image that should be shown, and the materials panel.


texts: Is it possible to get a random number in the node editor?

texts:
Is it possible to generate a random number for use in the node editor?

I am aware of the Object Info node, but I want a random number which I have more control over.
Ideally I could change it with some sort of "seed" vale and be able to define limits for maximum and minimum values.

How is this possible?


texts: Bake Normal space: Camera vs World vs Object vs Tangent

texts:
The manual says:

  Tangent space normal maps are the most common, as they support object transformation and mesh deformations. Object space normal maps keep sticking to the surface under object transformations, while World normal maps do not.

Its a bit confusing to me.
I thought normals are those hair looking things that come out of faces and vertices.

so when they say "support object transformation"???
Does that mean its possible to disconnect normals from the mesh and have them float in mid air?

Can anyone re-phrase the difference between the different normal spaces?


texts: How do I create a text datablock and populate it with text with Python?

texts:
How do I create a text in the text editor and populate it with text with python? To create a text datablock, I tried
bpy.ops.text.new()
and it worked. When I tried to add actual content into the text with Python, I found no way.


texts: Randomising a modifier within a python instance

texts:
I am building a simple crowd system and wish to instantiate a mesh that has a MESH_CACHE modifier on it. I wish each instance to have a new random value for the frame offset of each instance.
I have no problem instancing, using the by.ops.object.group_instance_add.... command. However, even if I add an expression on a driver within the Modifier, randomising the frame offset based on position. Each instance references the original position, not it's new one. Thus all instances have the same offset.

Any help appreciated. R


texts:
The texture paint won't let me paint on the mask. It's super weird, and annoying as I need to paint it. I think it might be an issue with the UV mapping, but I can't figure out what's wrong. This has happened in the past before, but I just ignored it. Please advise.

EDIT: Here is the file: http://pasteall.org/blend/index.php?id=45020


texts: Volume emission not working in blender 2.8 eevee

texts:
I got this fire shader a while back. from what I can remember it worked in eevee but now it doesn't. also a normal emission shader in the volume is not working either.

any suggestions?


texts: Unable to see smoke, and still see faces of object in Wire(Maximum Draw Type)

texts:
I am working on making a rocket in Blender using this tutorial
https://www.youtube.com/watch?v=4pQc0qIy33A

but I am unable to see my smoke effects in render mode, but I am able to see them in Solid view. Also for the cube I am using for my domain, I am still able to see the grey faces on the cube, even though I changed Maximum Draw Type to Wire.

I apologize if this is an obvious question, or if I am not describing my problem well, if you need anymore information then I would be more than happy to supply it.

Thanks,

John


texts: Cycles menu doesn't have setting required

texts:
I am working on a project following a tutorial from polygon runway on youtube. As I rendered my image it was really grainy. I search net to solve the problem. One thing I saw is to set your settings on GPU commute. My Blender file doesn't not show that option in Properties Panel > Render Menu.

Though if I open a new file it does show those settings.


texts: Texture Painting isn't synced with the 3D view

texts: I am new to texture painting in blender.i have a cube with a texture on it and it's unwrapped i want to add some leaks on some parts on the texture when i paint in 3D view on the roughness map the leak texture appear on other parts that i don't want instead


texts: How to perform trig functions on a vector element-wise?

texts:
I'd like to get the cosine of all elements in a Vector in Blender's python. Should I just use numpy for this?

Edit: I was tired when I wrote this and kind of mis-posed the question. What I actually meant was that I have a list of all the blender Vectors containing x, y, and z, and I want to do things like calculate the cosine of each x. But this answer does a good job of addressing the question that I actually wrote and it put me on the road to solving the problem I was trying to solve so I'm accepting it.


texts: Vertex coordinates in console are slightly different than in the UI

texts:
If I have a default cube, dimensions 1 meter on each side, and I run a script to output the vertex coordinates to the console, they print correctly (i.e., the values are either 0.0 or 1.0).  However, if the vertices are at any location other than 1, the values are not exact.  If I scale the cube by 1/5 (and apply the scale), the UI shows the vertex coordinates as 0.2.  However, outputting the vertex locations to the console produces slightly different values (0.20000000298023224).  It is usually not a big deal, but there are times when I need the math to be exact.  Any idea what causes this?

I did find a difference in vertex location when converting to/from Imperial units, but the above problem exists both with metric units or no units.


texts: I made a model, and rigged it, but when I tried to pose it, this happend. Any idea of what could be causing this?


texts: Ok I need to cut two diagonal lines into a plane essentially creating an X. Problem is blender has no easy to use tool for this so I chose to triangulate the plane and this only creates one diagonal line going from the top left vertex to the bottom right how do I make that second diagonal line from the top right to bottom left?


texts:
So far I've made a few models in blender. When I exported my textured model before, the mtl file always looked like this:

newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd F:\images\leather.bmp

But when I export a mtl file now it looks like:

newmtl Material
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd F:\images\dice0.bmp

As you can see, Ni parameter appears in my second example. Because I've written a custom obj file loader in C++, I only need 7 parameters and not 8.

Is there a way to solve this easily?


texts: How to get particles clustered together in some areas, while spread apart in others?

texts: I need the particles to be tight together in red areas and spread apart in blue areas. The particles follow a Curve Guide force field


texts: Sheep it render farm outputs blank frames

texts:
I came across Sheep It, the render farm. I'm uploading my .blend file, the output is just blank photos, it's not showing anything. The thing is that  I had a problem with the file, I don't know if the problem mentioned here has something to do with the fact that clicking animation button would render only one blank frame, but Ctrl + F12 is working just fine, I hope I made my problem clear.

Here is my blend file:


texts: How to store multiple added empties IDs used in a warp modifier so they don't conflict with new warp modifiers?

texts:
this is my first time coding for Blender, I haven't gotten around to organizing the code yet. I'm self taught so my code's not the cleanest.
I'm attempting to create a 'dorito' deformer using this code, by selecting a vertex and running this script, it would create two empties that would be used for a warp modifier that would be added to the selected object.  I am using bmesh to access the selected vertex's coordinates so I could add the empties to that location, storing it into the "vertex" variable.
I am storing the return value of the empties to an empty list, but I don't know how to use that to be able to add more empties to a second or third warp modifier making the script actually useful.
Any input is appreciated!
PS: I am scripting this for 2.92.  Just in case there are relevant changes in the API.

import bpy
import bmesh

if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='OBJECT')

object_data = bpy.context.object.data
meObject = bpy.context.active_object
bm = bmesh.new()
bm.from_mesh(object_data)

bpy.context.view_layer.objects.active = meObject

if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='EDIT')

#gets vertex position to add empties
vertex = (0,0,0)
for v in bm.verts:
    if v.select:
        vertex = tuple(v.co)

#changes mode
if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='OBJECT')

#empties list to store empties
empties = []

#adds first empty for warp deformer,  and appends to list
empties.append(bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=(vertex), scale=(2, 2, 2)))
#names empty added
bpy.context.active_object.name = 'Parent'

#sets parent name
bpy.context.object.parent = meObject

#adds second empty for warp deformer
empties.append(bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=(vertex), scale=(1, 1, 1)))
#names empty added
bpy.context.active_object.name = 'Deformer'
#changes empty used
bpy.context.object.empty_display_type = 'CUBE'
bpy.context.object.empty_display_size = 0.75
bpy.context.object.parent = bpy.data.objects["Parent"]

bpy.context.view_layer.objects.active = meObject

#adds warp modifier
bpy.ops.object.modifier_add(type='WARP')
bpy.context.object.modifiers["Warp"].object_from = bpy.data.objects["Parent"]
bpy.context.object.modifiers["Warp"].object_to = bpy.data.objects["Deformer"]

if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='OBJECT')


texts: Texture baking noise reduction with filmic-blender, clamping does not work?

texts:
I have a house interior model which I want to use both for high-quality renders and for converting to a web viewer. I've been experimenting with filmic-blender, and love the effect on the renders. My sun lamp is at strength 300, background at 25.

I now want to bake diffuse lightmap textures (cycles bake diffuse direct+indirect). The textures are very bright, which is expected since blender does not apply the logarithmic tone mapping on baking. There are also a lot of fireflies though, even at insane sample settings (16000)

I have tried to set Clamp Direct and Clamp Indirect, but these don't seem to have any effect on bakes. Does anybody know the reason for this, and better yet, does anyone have other ideas for reducing the noise?


texts: Adjusted a model to accomodate a few holes. For some reason there is a wrinkling in the applied UV. I went in and tried eliminate any overlapping uv's that may have produced this issue. I cant seam to figure out the cause when rendering.


texts:
It should be noted that this question poses a similar issue to some other questions on SE, but (the ones that I saw) were caused by massively large scaling factors, which (as far as I can tell) isn't the source of this issue.

I'm trying to import this svg into blender so that I can extrude it afterwards. All I can manage to get is this result:

I'm very new to blender, so I don't know what the issue could be. All I did to get this was create a new scene, import the svg, and zoom/move the view to make it visible.

As well, I have uploaded (and publicly shared, of course) the .blend file for those who are interested.


texts: How do I get all the Keyframes I see other people using?

texts:
I see people using all sorts of keyframes when they push "I". I cannot seem to get these options. When I push "I", I get the following: "All Channels", "Only selected channels", and "In active group".

How can I get these other options of keyframes for my projects?

I push "I" in the 3d view and get the menu I want. This only occurs in a new project and does not happen in a project that I have been working in a pop-up says, "No suitable context for active Keying Set".

I do not have the Key Set option in that window either. It skips right over it, from "Delta Scale" to "Location".

"All the other Keyframes" are yes, the Key sets. "Location, Rotation, scaling, locrot, locrotscale, rotscale, delta location, delta rotation, delta scale, visual location, visual rotation, visual scaling, visual locrot, visual locrotscale, visual locscale, and visual rotscale.


texts: Exclude specific vertices from selected vertices

texts:
I have a mesh, and i use 'select boundary loop' to select all the vertices on the outline of my mesh.

after that i need to exclude from this selection some vertices from a list of vertices stored in external txt file.

what's the best way to do it?


texts: So I use Mixamo for my model, then I export it with .dae extension. After that, I imported it to my Blender and the animation work. However after I exported it to .obj, the animation doesn't work at all and if I export it to .babylon, the model will be abstract but the animation work. How do I solve this if I want my .obj animation to work out?


texts: When I try to extend a shape they jump way too far

texts: Whenever I try to extend a shape it jumps way too far and I can't extend it to where I want it. This could be an easy fix, but please tell me how. When a shape extends, instead of slowly extending to different lengths, it jumps to a super long length and I can't move it anywhere in between, just longer jumps.


texts: Near/radar/ray/collision sensors refuse to work

texts: None of the physics sensors in my game work, I'm trying to create an AI man that chases after a player, but for whatever reason, he just won't sense the player, I've tried copying and pasting the property name just to be sure, but that's not it.


texts:
I'm writing an addon and I want to save two sizes of every rendered image. One is the original size which blender saves anyway. The other one is a scaled down version of that image.

How do I scale an image with the Python API (possibly with a specific interpolation filter like linear, cubic, ...)?


texts:
my problem is the following: I am making Blender Guru's Chair Tutorial Series and I want to have a flat edge, but it makes this round shape and messes up my surface.
Thanks in advance,
Tobi


texts: White pixels around objects rendered with 2D Background

texts:
I'm new to Blender and have been trying to render objects against a 2D background using a shadow catching method posted by Andrew Price. Here's a link to the screenshot of the node structure (Node Setup).

It's a low quality demo but clearly shows white pixels where the object edges meet the background. Here is a link to the result (Test Result).

Does anyone have a fix? Thanks in advance!


texts:
When I opened Blender after installing them, I felt that something was wrong.
then I realized that the awkwardness came from how "empty" it was(See the picture below).
Does anyone know how to fix it and/or why it happend?

 As you can see, my Blender has no window, whats so ever.


texts:
I'm curious if there is a better way to draw topography than what I'm currently doing. My process seems really convoluted and long as seen below. is there a better / easier way to achieve this?

as an additional note, lets say I animate some terrain movement and want to watch the topo-lines change/adapt to it, how would i do that? it's impossible with my current method..

subdivide plane and create (mountain or whatever)
add a new plane, attach array modifier (z-axiz), attach boolean(/w select mountain).

apply array
apply boolean.
select all, delete "only faces". (and manually delete any stray edges)

add a material, and use "wire" render
(extra stuff, like lights ortho camera, etc)


texts: It seems like I can't just select all channels at once in the timeline. How can I apply cyclic to  multiple channels at the same time?


texts:
My question is...

How many lights (spot) can be on at the same time?

There's a limit imposed by blender or the machine specs?

Here's an example https://youtu.be/8Hjy2o3A9pg


texts: I am baking a simulation which is taking up roughly 15 GB of memory, is this normal?  I am baking full smoke simulation with high resolution and high definition.


texts:
I am using the examples already given here, i.e.
Convert depth/z value to RGBA

The problem I am facing here is to increase the depth. If one sees clearly a blue pattern starts from a close distance of the camera. I need to push it further. Please

I have tried changing the values of the nodes but it is not working.


texts: How to check if a Blender subprocess is still running in background mode from a Python script?

texts:
I have run a blender instance in the background using subprocess.Popen.
Now I want one panel to get visible only if there is a blender instance running in the background.


texts:
I must be making some silly mistake but I can't see it... I have a document with some objects on a layer (metaballs) and 1 cam. The layer is enabled, the objects have preview and render ticked. The objects have Max draw textured. The renderer is cycles. The objects have nodes shaders.

Two 3dviews are open. both are aligned to cam. The cam has been pointed at the objects. Both are in object view. One shows the objects in all draw modes. The other shows the objects in no draw modes. The objects do not render. I have restarted blender.

What am i doing wrong? (2.79b)

Another thing I notice is the working mballs seem to have an orange icon with their name that expands to a white icon with the same name. eg mball.005 contains mball.005.  the broken mballs seem to be mixed up - the names don't match. e.g. mball.010 contains mball.012. Renaming the child elements doesn't seem to fix things but maybe it indicates something got corrupted. Pure speculation...

Regards

update: I pushed it out to an obj, factory reset blender and brought it back in. apart from needing the nodes rebuilt all is back to normal. it's made all the metaballs into single objects which I couldn't work out how to do, so in fact it's actually done me a favour.

I'd still like to know what I did wrong to mess up the file...


texts: Shrinkwrapping moiré-like artefacts (blender-osm)

texts:
I'm having issues with getting a water polygon imported through blender-osm add-on to properly shrink-wrap on the corresponding terrain.

Here is what the artifact looks like (the black moiré-like effect):

Here is what the polygon looks like when it isn't shrinkwraped:

Any idea on how to deal with these problems when shrink-wrapping in general (or with the Blender-osm add-on in particular)?


texts: Blender startup infinitely eats RAM and freezes the system

texts: Very often on the startup Blender stars infinitely eat RAM, so much so the system just completely freezes. When I look at blender.exe process in Task Manager, I see that it just keeps eating memory, however I can't access the command line window Blender opens, because by the time it appears, the system is already unresponsive. Is there a way to look at Blender logs so I can see what addon is causing this behavior?


texts: Export of STL file enlarged very slightly for the diameter

texts:
I have 4 objects produced in Blender in 4 separate files. 3 of them export with no problems the other one is enlarged slightly along the X and Y axes when exported to STL, the z axis measurement is not enlarged. The diameter of the object increases from 10.098mm to 10.744mm. I have the scene units scale set to 0.001 and the length to millimetres in the stl export menu. All of the files have the same settings, the Blender version is 2.91. The export scale is set to 1 and the scale units box is not ticked for all exports. A link to the problem file is below.
https://drive.google.com/file/d/1gh6vi6HwMrHBCEetUvR8QeKF2VjKMgln/view?usp=sharing
EDIT:
The export to STL was not the problem, it was a mismatch between the location of the x and y vertices and the dimensions of the object. I don't know what caused the problem but the answer presented describes a workaround to correct the problem.


texts: Missing faces when switching from Sculpt to Edit mode in Blender

texts:
When I switch from Sculpt mode to Edit mode, I run into an issue where the faces on one arm of my model are not showing. Beforehand, I had applied the mirror modifier so that I may use the hide option in sculpt mode. Thank you in advance for any help!

PS. This is the first time I am posting a question so forgive any incorrectness in my methods or if my question is foolish.


texts:
It get crazy while switching between wacom and mouse as they need different kind of button actions or say "user preferences"

  For Example in wacom i can zoom using side touch strip. So free the midlle button click for special menu like "w". But to do this i need to change preference every time i switch.

Is there any quick or automatic way to blender can find whether i am using mouse or wacom pen and change between "user preferences"

Or any other work around?


texts:
is it possible to iterate through a python code ?
For example I need to do these ops

bpy.ops.example_01()
bpy.ops.another_example_01()
bpy.ops.third_example_01()
bpy.ops.ect_example_01()
bpy.ops.yet_another_01()

For number 01 to 20 for each end of operations  . A

Instead of creating a definition that replace every end of the operation is it possible to replace only the number 01 by 02,03,04.. ?  I know the exec(« text ») trick, but this isn’t what I’m looking for, don’t work for what I’m doing.


texts:
I'm trying to add a certain texture to only 1 face of an object. However the texture appears on all sides of the object. I have looked at similar questions like this one posted in the past, but the solutions offered did not work for me. Including using the 'Assign' button.
Also, how do I change the scale of the texture using the nodes in the Shading section. I can't find the right node that would alter the scaling of the texture.


texts: How to avoid grainy renderings in Cycles?

texts:
I've read this question and its answers, but they didn't solve my problem, so I am re-asking this question under the context of my setup.

I am rendering some planes under HDRI lighting. These planes' material is a mix of transparent BSDF and diffuse BSDF (with 0 roughness!).

To avoid the grainy renderings (or fireflies, as some other people may call them), I tried the methods mentioned on the internet. Specifically,

Sample number is et to 128
Light paths are set to "full global illumination," where maximum numbers of bounces are all 128 (but this also means caustics are on. Maybe I should try turning them off. Thought they contribute to photorealism, the graininess I current have is unbearable...)
Filter glossy is set to 0.5
world.cycles.sample_as_light set to True, as I read from a article by Andrew Price

Despite all these efforts, the results still look pretty bad. Worse still, I have those weird white dots that seem like missing pixels...

Is this completely hopeless? What else can I attempt?


texts:
Could you give me an advice how to bend mesh #1 over the mesh #2. I use Blender 2.79.

For the other bend, where the target surface was straight, I used a Lattice modifier, but in this case it wouldn't work well.
I need your expert advice here!


texts: why is this speckled effect happing on my glass texture

texts:
Why is this happening to my glass?

Please go to this link to view all the images and node set up my rp won't let me post them on here
https://docs.google.com/document/d/1U7fvwVdh7irDTfBEgvM8LlasSaXdl-reTB9kMsUUl_A/edit?usp=sharing

Here is the blend file


texts: What is the difference among Alpha Over / Alpha Under / Over Drop?

texts: They are three modes in VSE. I think I know what the Alpha Over and Alpha Under do. But I'm still puzzling when trying to understand what the key difference the Over Drop is from the other two. I've looked them up in BlenderWiki here, but still no clue. Can any one tell more about this mode? Illustration or blend file would be much helpful here.


texts: Using bump maps in with the stencil brush in cycles

texts: I am fairly new to blender. I have just finished UV unwrapping and coloring my model, and I am ready to texture it. When I load a bump map into a texture slot and start painting on the model there are no bumps, just color. What I am trying to do is at around 11 minutes 50 seconds in this video https://www.youtube.com/watch?v=uqokgANRb0M. I would like to do it in cycles.  Is this possible? I have tried many node setups with varying UV images and other things. Is there a certain node setup I need to make? I have a greyscale and normal map of the image, if this would make a difference.


texts: How do you lock the rotation of a bone in an IK chain?

texts:
How can you make an IK chain of bones where one of the bones does not rotate relative to it's parent bone but is still part of the IK chain?

Specific example: I have this simple arm rig with IK that I want to split the forearm so the wrist can rotate properly...

I tried putting the IK constraint on the 2nd forearm bone and making the IK chain 3, but the two forearm bones bend. How do I make them not bend while still having the arm move normally?

How do you keep those locked? Again, this is a pretty simple IK setup otherwise, until I wanted to split the wrist/forearm. Thanks for any help!


texts:
I'm having an overlap problem when emitting particles.

With this answer I tried the face and grid options in the particle settings.

Yet I get the same result. How can I have separate meshes or no overlapping of the meshes. Are there any other settings that would work?


texts: In Cycles, how can you make Particles Emit Starting from the Left to the Right?

texts: I'm using the explode modifier and I want to try to make my object explode from left to right. I know you can do this with gradient textures but the only tutorial I saw either used Blender Render or was outdated. Does anyone know how you could achieve this?


texts: Particles do not appear in object mode but do appear in vertex paint and weight paint modes. Also not possible to render

texts:
I create a model of a coffee tree  using Mtree Mesh addon and I´m trying to add some particles attached to some areas of the branches (as fruits). I use weight paint to do that and works well in vertex paint and weight paint modes but the particles move to the bottom of the tree in edit and object modes. Viewport and Render icons are active. Also, Particles aren´t appearing properly when render and when I export the model to .obj or .fbx the particles are missing.
The model: https://drive.google.com/file/d/1VbrS_WFrqXY0N_TZJmLZ1sgIbNdCXbYI/view?usp=sharing
Thank you all


texts:
I tried watching and googleing almost everything.
I can not find any tutorial how i correctly uv-mapping-texturing high poly sculpted mesh,maybe i should retopology first?


texts:
I am trying and failing to create brushed nickel in blender. The texture of the object is smooth and the brushed appearance doesn't add any bump to the metal. See the attached pictures for the look I am trying to achieve, and the result I am getting with my node set up. I know I'm doing something wrong but I'm not sure how to fix it.

If anyone also knows where I can find an accurate color for nickel then let me know, thank you!


texts:
I have setup like this:

When I rotate the ROOT bone, Bone2 changes its position, even if I've unchecked "Inherit Rotation":
Gif: http://gfycat.com/PracticalDiligentHyracotherium

I would like to keep "Bone2" in place, no matter what rotation the ROOT bone has. How to achieve it?

.blend file: http://www.pasteall.org/blend/38113


texts: Blender text editor and the 'insert' key

texts:
I don't know how but in the Text Editor, as I was editing a script, I disabled inserting (i.e. keystrokes overwrite current text instead of inserting a new character). how do I re-enable it?

I've tried:

Shift+0
Clicking Insert  on the on-screen keyboard
Restarting Blender
Opening a new script


texts: Color vertex by deformation value in an animation

texts:
Hi I have been trying to develop code which shows the amount of deformation on a mesh's edges by coloring the vertices a value which depends on the average change in edge length for the connected vertices. The code currently works but is very slow. Does anyone have a good idea on a way to speed it up?
Here is the code I have so far
# Get a BMesh representation
def color_vertex_bm(me): # me is a mesh from me = bpy.context.active_object.data

    bm = bmesh.new()   # create an empty BMesh
    bm.from_mesh(me)   # fill it in from a Mesh
    bm.faces.ensure_lookup_table()

    Ege = get_edges(me)
    sE = (Ege-Ege_0)/Ege_0    # *** Ege_0 is a global variable that stores all initial edge lengths
    # print(sE)

    # Get first color layer (create if needed)
    if not bm.loops.layers.color:
        bm.loops.layers.color.new('Col')
    layer = bm.loops.layers.color[0]

    for face in bm.faces:

        for loop in face.loops:
            # get vert coord
            current_vert_coord = loop.vert.co
            v = loop.vert
            # get all the edges that belong to this vertex
            Eges = [e.index for e in bm.edges if v in e.verts]
            avg =(np.average(sE[Eges]))
            # custom color map lookup for the average value
            rgba = colormap_jet(avg)
            # assign rgba to the loop
            loop[layer] = rgba

    # Finish up, write the bmesh back to the mesh
    bm.to_mesh(me)
    bm.free()  # free and prevent further access

def get_edges(me):

    Ege_local = np.array([])
    bm = bmesh.new()   # create an empty BMesh
    bm.from_mesh(me)   # fill it in from a Mesh
    bm.faces.ensure_lookup_table()

    #get all edge lengths
    for e in bm.edges:
        ege = e.calc_length()
        Ege_local = np.append(Ege_local, ege)

    # Finish up, write the bmesh back to the mesh
    bm.free()  # free and prevent further access

    return Ege_local


texts: Smoke render problem, transparent triangle artifact

texts:
When I render my smoke there is a triangle shape that doesn't get rendered, I heard somewhere (I can't remember where no matter how hard I google it... ) that there is a workaround involving dual smoke domains that are linked somehow.

I am fairly new to blender and rendering overall so I wouldn't be surprised if this is some basic stuff that I missed.  But I can't find any help.


texts: Animating with armature and exporting to Unity

texts:
I've animated a 3D model in blender, using Armature, to impose a wind like animation.

On each wheat head, I've placed a bone and than parented the bone and the wheat head so that once I rotate bone, the wheat head is moving as well, making it look like a wind.

What do I need to do next so the model can be prepared for Unity3d?

I think my problem is that when in Action Editor, instead of seeing one action, called "wind" for example, I see an action for each armature.

Is there a way to combine 43 actions into one action?

Thank you.


texts: Why is there a transparent rectangle behind my object?

texts:
And how do I get rid of it?

This rectangle didn't exist before. I got a few renders of my work in progress in the beginning, and everything looked fine. Now I have a gray/transparent rectangle behind my objects, no matter how I try to change the background. I can only see it in camera view, and it renders in my final images as well. I currently have a big cube in which my objects are placed, and the rectangle seems to conform to the cube however I rotate it (to stay behind the camera). I've checked the normals of the cube (they're correct) and deleted it and created a new one, but the rectangle has stayed.

The cube is at a forty-five degree angle. The rectangle stays perpendicular to the camera view and fills in the corner. This is the rendered view, with Cycles. Any insight on how it got there and how to get rid of it?


texts:
I took an flat image of a fish fin and used image J to convert it to a series of points which I connected. I extruded it from 2D image to 3D in inventor, and converted that ipt file to an stl file. I uploaded this into blender and want to taper the edges of the fin so that it is not a completely flat object.

I am trying to resemble a real fish fin in life which is thicker at the base and then thins out as you reach the tip. I have no experience with blender and limited modelling experience. Is there a way to taper the edges on an imported stl object? All the videos I saw on youtube used circular objects and were able to use the taper tool but my object is not cylindrical. The option to taper does not show up for me.

Another way is to just upload the 2D points into blender and perform the extrusion in blender instead of importing an extruded fin. I have the points in an excel sheet but I would have to convert them into a python array. Which I don't know how to do.


texts: Blender 2.81 toolbar selects tools randomly

texts:
In Edit Mode, when I click on SHIFT+SPACE to make Blender 2.81a ToolBar appear, this is what happens

it automatically and randomly select one tool
the toolBar appears and disappears automatically
So I got to do SHIFT+SPACE twice to make the ToolBar appear and stay on the viewport so that I can choose the tool I want.
Is it normal? If not, How can I fix it?


texts: Keyframe not animating bone from initial position?

texts:
I'm new to blender and even newer to animation.

I was working on animating my enemy model for the game I'm developing and everything went fine with the right leg.

However, when I went to edit the left leg, I discovered that it wasn't being saved in the keyframe for some reason and instead was edited so every frame has the left leg in the air.

The record button is on but nothing seems to be making it move into the air. The right leg edits without a hitch.

Frame 20:

Frame 40:

Any idea why this could be happening?


texts:
How do I make objects jump back to start within a given radius of an area after a collision to a specific object?

What I am trying to do is make a rotating snow plain (who's texture is invisible) jump back up to its initial Z position and choose a random X, Y position within a specific radius. I would like for it to do this after colliding with a specific plain object that's been placed under the terrain.

[out of game snow]

[Edited version to better show what I need]
[]2


texts: How to combine Z-Transparency and Mask Transparency in BI

texts:
I have a plane, in front of a cube, with a texture used for alpha.

Now i like to use the BI Mask-Transparency to (alpha) hide everything behind the white areas. The black areas should be complete transparent

How can i mix this settings:


texts: Insets with different sided faces to original

texts:
Say you have a plane, or one face of a mesh selected. You press I to inset. The inset shape will be the same as the face/plane you are insetting. Can the inset be a different shape, to the face/plane? For instance, a circular inset in a square.

I know you can achieve similar results with a boolean modifier, or even the bridge edge loops function. However, if this sort of inset function exists, it would make things faster and more convenient. If not...well, not a big deal, I suppose.


texts: How do I get a single IK bone to move up when the controller pushes against it?

texts:
So I have a minecraft rig that uses one IK bone for the arm.

What I want is for the bone to move up when the controller moves up as well, and when it goes down, for the IK bone to not go below its limits.

As you can see, moving the controller up and down doesn't currently affect the IK bone.

What I want is something like this, but when the controller moves. Also, I want the arm to return to position if the controller is moved forwards or sideways and for the IK to continue to be parented to the torso bone.
I hope this is clear enough of what I want. I definitely know in my head how I want the bone to act, and I feel like it is possible inside of Blender, but I've been messing around with the bones for a while now and I still can't figure it out.


texts: I can't seem to paint while using weight paint for character rigging

texts: Title says it all. I can't paint no matter what I press and whatever settings I change, despite being in the right mode and having selected the corresponding bone.


texts: information about the data parameter in layout.prop

texts:
According to the documentation, the bpy.types.Panel.layout.prop(...) is defined as:

, the data parameter is of type AnyType, and if we head to the This AnyType documentation page:
It says that the class is an:

RNA type used for pointers to any possible data

I am confused what this line really means.
Because, I'm really just experimenting around with the api, since not much concrete resources are available. And, I passed the type: bpy.types.PoseBone to make a rig control UI with:

bpy.types.Panel.layout.prop(bpy.context.active_object.pose.bones['head'],...)

Is AnyType more like a generic type, and what are the possible 'types' that could be passed as the data parameter?


texts: Is there a way to fracture a mesh only by it's polygons?

texts: I want the shards to be created not randomly, but by the edges of the polygons. Is there a way to do it?


texts: How to render only one frame using cloth simulation

texts:
I want to render image including cloth simulation with python script.
I'm pinning cloth at one of the vertexes and rendering some images rotating camera around it.
Now I'm doing to set frame,
bpy.context.scene.frame_set(target_frame)

but, it makes cloth like this,
when I use animation, it looks good, I want to make it like this with python script...

Is there any good way to solve this problem??
Can anyone help me??


texts:
I am currently having some trouble with Blender right now (cycles). I have created a plane with a cloth simulation and a wind to move the plane.

I wanted to add this with the rest of my project I am working on, but when I add the wind and plane to my rainy scene, it completely changes the rain.

I created the rain with a particle simulator, and it is animated. I want to have the wind only affect the plane, but not the rain. Can anyone help?


texts: on fbx export my model gets destroyed -> see image. why and howto resolve issue?

texts:
After some minor changes on the model all of a sudden the mesh of the main body is copletely destroyed. The only things I changed were, that I connected two seperated parts of the mesh (with alt+M) and a bit of material, texture and UV changes.

Has anybody experienced this before? what could be the reason?
all vertecies seem to still exist... the connections inbetween then is completely wrong tho.


texts: Quickly flip your camera / scene horizontally in 2.8? (like in Photoshop)

texts:
I would like to be able to flip my camera / composition horizontally in Blender 2.8 quickly, without the need to render the scene and flip it in image editor.

I found other topics explaining how to use S,X,X,-1 shortcut on the camera itself, to scale it on negative X, this way flipping the composition horizotally. However, this does not seem to work in 2.82.

Please, do you know of any quick solution for this in Blender 2.8?

Thankyou!
Martin


texts: Turn off the headers for the rendered window

texts:
I am using python script to render the image. I only want to show the IMAGE_EDITOR area( I think the rendered image gets shown in IMAGE_EDITOR area). It should show only the rendered image.

So basically I am trying to do 2 things here

Render the image
Show only the area with the image.

I hope I am clear on this. I tried to render image by -

for area in bpy.context.screen.areas:
    if area.type == 'INFO':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.render.render(override, use_viewport=True)
        break

But it doesn't work.

EDIT: So as iKlsR told, I used a differnt display mode. I am able to get the whole rendered image using

bpy.data.scenes["Scene"].render.display_mode = 'FULL'
for area in bpy.context.screen.areas:
    if area.type == 'INFO':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.render.view_show('INVOKE_DEFAULT')
        bpy.ops.render.render(override, use_viewport=True)
        break

However, I need just the rendered area. Not the headers . How can I make them turn off?


texts:
I am aware that you can sculpt a high-poly mesh in Sculpt Mode, then make a low-poly version of that mesh and then bake normals from the high to the low. I am also aware that you can paint normal maps in Texture Paint, but the problem with painting them is that it doesn't always give you the normal results that you want and is generally more difficult than a bump map.

Is there a way to "sculpt" the normal map vectors onto a normal map texture? So when you brush heavily and smooth our certain areas of a normal map it would generate the colours accordingly?


texts: How to stop independent actions on multiple armatures from fighting with each other

texts:
It's a little hard to explain, so I've created a video to accompany it.
I'm just trying to get the basics of animation actions in blender, but am coming across some nasty problems, that aren't expected (to me).

When I have multiple armatures under one action (move up), and then try to create a second action (move down), it seems that just selecting an armature changes the action in the action view, and even when the channels are locked, the first action is destroyed after I've finished moving the bones for the move-down action. It's as if multiple armatures aren't supported or conflict if used in two actions sharing the same timings/keyframes?

(not shown in the video) It seems that I can get the first action working again simply by selecting the bone and chosing 'move up' again in the animation window.

See the video - what am I doing wrong? When I lock a channel I MEAN LOCK.
https://www.youtube.com/watch?v=GV_ML0Cvaik&feature=youtu.be

Here's the original blend file
badactions.blend

NOTE1: This is a simplistic example. My actual model was a huge steampunk cross bow, launching ships into space, that had many moving parts to draw and release the bolt & position ships.
NOTE2: I can fix the end result by selecting the cube armature again and chosing the 'move up' action in the animation window - that seems to alter the animation data and fix it - but that's totally ridiculous to do.

What I'm trying to achieve is really easy and obvious - yet blender seems to make it hard.

What I'm looking for is instruction into how to build animations without having to constantly double check that actions I've already finished haven't been broken by new actions.


texts:
I have a material node setup in cycles that I am trying to get an image texture file path to automatically updated based on the name of the object that the material is applied to. For example, if the object name is 123456 the image texture path should update to /Image-Textures/123456.png in the root folder of the .blend location.

Otherwise I am having to make a new material for every object since each has a different image texture. I think there should be a way to do this with python but my skills in that department are rather lacking.


texts: I know that objects can be assigned a transparent, refractive material, but is there a way to create a simple ideal lens? I'm trying to set up a 4f optical system as part of a camera array (it shifts the captured real and virtual spaces away from the camera array) and would love to be able to skip dealing with aberration and lens modeling.


texts: Subdividing mesh causes certain parts of mesh to be visible through transparent textures?

texts:
I'm editing a mesh where the tips of the hair is partially transparent, and when I do anything to the mesh (tris to quads, subdivide, adding edgeloops) it causes parts of the mesh to be visible through the texture but not others. Here's what it looks like:

https://gyazo.com/54b3afd1e04d34c29a24140e62145154

I've already checked and this has nothing to do with normals, so i have no idea what's up. Thanks in advance!


texts: Would there be any value in having available a second kind of empty?

texts: It occurred to me that if one takes any Blender mesh object, goes into edit mode, selects all of the vertices, and deletes them, one is left with what I'll call a "zero vertex mesh object", or ZVMO. Since it is a mesh object, and could serve in the things a mesh object would be used for, but it could also be used for some functions that one would use an empty for. Are there practical applications for use of such a ZVMO in place of an empty, or is it merely an item of mere curiosity?


texts: Light reflection and refraction in Blender Internal?

texts:
I have noticed when trying to make a mirror in Blender that it does not reflect light onto other objects properly.

Also, it seems that setting the IOR (Index of Refraction) for transparent objects does not effect light either.

How do I get reflection or refraction effects in Blender?


texts:
Here the author selects only faces inside of the model. In my case, I can't select only inside. I am using border select.

Is there any way to select faces inside without selecting faces on the surface?

Here is my file:

http s://drive.google.com/open?id=0B_-tV3odolwlaTM1bjZLRDF6U1Evv


texts: The shadow looks like a wave. How do I fix it?


texts: Mantaflow - Making a small flame and make it survive fast movements

texts:
I'm making a little animation exercise, directly inspired from this video.
And here's my current state.

As you can see, I tried to get the fire in shape, and this is where I manage to get so far. I was limited by a deadline so I couldn't make this better, but now I need some help solving the following issues I tried to solve in this project:

The fire size

It seems quite obvious to me that in the reference, they used a sprite of a quite big fire, then scaled it down and tracked it onto the actor's thumb in video editing.
What I want to do is basically a fire simulation but in a scale that's more in the line with my character's scale. I try to aim for something a little midway between the flame of a cigarette-lighter and a small wooden-stick-torch (but the size of a thumb, huh).
Right now, I have a fire that's smaller than the default quick smoke result, but it's not small enough, doesn't have the kind of fire I want, and look more like a blurry mess than a fire or even a flame.

Making tests with too little resolution for the domain seemed to make the simulation unstable, the fire would "jump" from one cell to another like a small object rendered on too few pixels. So I tried with higher resolutions, as much as my deadline allowed. But still not enough IMHO.
To manage the scale of the flame, I tried to play with the domain's Reaction Speed (panel settings > fire) and the emitter's surface emission (panel settings > flow source). But it wasn't enough, and making it smaller with these accentuated the resolution issue, as well as the following big issue I have.

Fast movements

My animation have some fast movements. Nothing fancy, yet enough for the fire to extinguish for some frames.
Playing with the resolution, reaction speed and surface emission would completely change how many frames wouldn't be lit, but anyway I never achieved to find the right settings in order to have a small but detailed fire and that remains lit up all the time.

Fire shape & quality

I guess this is mostly solvable by more divisions in the domain settings & noise, but if there's more to it or if you have some tips to share, I'd like to know.

I'm working on Blender 2.82 stable, using the new mantaflow system.
And here's a lightweight version of my scene for you to play with:


texts: I have here a set of two curves with a bevel object that I have made to have limited clipping issues, but the problem comes about when I want to array the two curves, If I try to array them the bevel object does not carry through effectively to the new arrayed curves, and if I convert to mesh and turn the mesh into a curve to bevel the twist of the sections does not carry over either. Anyone know a fix to this problem?


texts: When I move the camera around in Blender the bones instantly go invisible however when I press 1 they're visible.


texts: Why is one side of my rig fine while the other is messed up?

texts:
My recently rigged character (using the rigify add on and automatic weights) is a bit off. The majority of the body works fine, and while the bottom lip tends to drag the upper one down, my biggest problem is eye and brow symmetry. I checked the mesh and the rig and the meta rig for symmetry, and they all seem fine, but once weights are applied, the right side doesn't work.
Disregarding that I can't seem to turn the facial mirror off, or how the left eye seems to have too much strength, or that the eye crease is what pulls the eyelid down, whenever I use the left side (since the right just doesn't do the right thing, and instead tends to dent the top of the head) it distorts the right, in parenthetical ways. It would be nice to get the left and right sides to work the same way instead of apparently being bones to different parts of the mesh. (Especially since the right bones refuse to be attached to the proper places)
How do I achieve this?


texts: Blender Object loses Alignment during Rotation (Only During Render)

texts:
I have a blender object which animates / rotates along the z axis just fine in the viewport:

However, when I render it in either Eevee or Cycles, the object (hilariously) loses alignment and breaks apart:

Can anyone help me figure out what's the cause of this really strange behaviour at render time?
Edit: deleted all my rendering configs.  Issue was caused by original object overlapping with my Collection Instance and showing up on render. I had to hide the original object in order to make it work on render.
cake model comes from here


texts: Rigging this mechanical claw. Could do with some help

texts:
I've been trying to create a mechanical claw machine and decided it might be a good idea to start rigging. I've set up the bones too and I've got them parented to an extent but I can't figure out how to pin the blue points so that when I move the bone within the shaft (red bidirectional arrow), the claws grip inwards (green arrows).

EDIT: There is a piston within the shaft that would move up and down. Up to keep the claw open and down to close claw grip. to make it clear - there is no constraint contradiction.

a

Any help would be greatly appreciated. Rigging is somewhat new to me so guidance to appropriate tutorials would help.

Thanks!


texts: Bone in wrong position when apply animation

texts:
I'm trying to use some Mixamo's animations on a character (rigged with Mixamo too) and when I go to "Dope Sheet > Action editor" and change the character animation to the new one, the bones are very wrong. I've seen lots of videos but still, I'm missing something

The image below shows the 2 armatures (the character's one and the imported one). How can I fix this?


texts: Animation nodes: multiples of a collection with animation along a curve plus lattice modifiers

texts:
I have a collection... inside that collection is a curve, and an object with two modifiers (curve, and lattice)
the object runs through a simple 30 frame animation.
By using animation nodes, I would like to create an array of say 20, that follow an axis (x) but I would like to stagger the animation of each item in the array in succession. that is first instance animates, then 5 frames later (random number) the following instance begins its animation.
also extra credit to take that array and duplicate it as a mirror to the original along the y axis.
(bottom image: here is what I want... an just duplicated the collections and mirrored and staggered... but the problem is that they all animate at the same place in the timeline. I need to have control over when the next one begins.
cheers


texts: Problem with shadow catcher and a question about alpha blending

texts:
I have a model of an object and a ground

and I need to separate the two into two different render images. First image -- object with a transparent shadow, second image -- ground without an object. Then I need to place the resulting images in Unity on top of each other so that they would look the same as the render of an object unseparated from the ground.

I managed to make a render of the object with a shadow using render layers and a "shadow catcher" feature. But when I try to combine it in Unity or Photoshop with a render of a ground, the shadow looks too dark (much darker than in a combied render). Surprisingly, when I mix an object with a ground in a Blender compositor, the shadow looks exactly right:

So here are the questions:

Is it possible to make a shadow lighter using shadow catcher? I tried to make a shadow catcher material semi-transparent, but the shadow stayed the same. I also tried to fix the issue with adding a third render -- a render of object without a shadow: I placed it on top, the layer of an object with a shadow in the middle (with the opacity of 50% for a lighter shadow) and the render of a ground in the bottom. Unfortunately it renders some artifacts on the fringes of an object. I also tried to make shadow dimmer in Blender compositor using object ID mask, but again it renders some artifacts on the fringe of an object. The same goes with the method of dividing image with a shadow on the image without a shadow and then placing object on top.
Why does blender overlaying method differ from method in Photoshop or Unity? (I tried to convert renders from standard to premultiplied and from premultiplied to standard, but it did not change much).
Is it possible at all to simulate Photoshop blending algorithm in Blender compositor, so that I will have an idea of how the blending would look in Photoshop or unity without using them?

Would be grateful for any advice.


texts:
How to disable twist other points?

Thank you so much!


texts: How do you make perfect sinoids in a curve?

texts: A want to model a several curves to have a perfect sinusoidal structures of specific integer frequencies. Is there any kind of generator for linear waves in curves?


texts:
Locked track object to camera x axis is very strange
When camera is on z axis(rotation) x axis of cube turn up
Is python can change it?


texts: Extruding a cylinder unwards and subdividing

texts:
for a while now I was working with 3ds max student edition, but since I'm not a student anymore I thougt I should go to blender. I started with a simple project today to get myself familiar with the UI, but I've run into a bit of a problem.
I'm basically making a sci-fi bullet and while making the high-poly base model, this happened after I've beveled and subdivided:

I tried remaking the part with double the geometry, but it seemed to be even worse..
I tried creating edgeloops, but that made creases at places I don't want them.

I'm trying to make the high-poly version which I'd later bake onto a lower poly version.

Is there something I can do?

P.S.: I'd post more images of other things I've tried, but it won't let me....


texts: Where is the brush selector of grease pencil?

texts:
I do not find the brush selector of grease pencil described on the manual.
(https://www.blender.org/manual/en/interface/grease_pencil/drawing/brushes.html)


texts:
This is a follow on question asked previously but how so I get this exact effect, (including the depth of the checker squares)

Original question here.


texts: How to batch join a sequence of images with a sequence of alphas?

texts:
What I have:

[A] a sequence of RGB images
[B] a sequence of grayscale alpha images (but also in RGB)

What I want:

a sequence of RGBA images that have untouched RGB channels from the [A] sequence, and the alpha channel created from the [B] sequence.

Is there a way to do this using Blender's sequence editor?

EDIT: I'm almost there. The trick is to load both sequences as Movie Clips, add these to the compositor using the Movie Clip node, and combine channels.

The remaining problem is the way the alpha is handled - I want straight all the way (so that the RGB channels are not touched), but I can't find any settings for that, and I get a white outline, such as often appears when there is straight/premultiplied alpha mismatch:

https://dl.dropboxusercontent.com/s/jvf9r7fu6j9hrna/shot_170905_203012.png


texts: Mirror animations from right hand to left hand or similar objects

texts:
I promise I looked around for this answer for a long time and still haven't been able to find the answer that I'm looking for. The answer may very well just be no, but I'm looking to mirror an animation from the right hand to the left.

I am making a game where I have to hands that both perform random actions. There are way too many animations to do each one on both hands so I did them all on the right hand as seen below.

There is a left hand there but it is just a temporary mirror modifier on the mesh of the right hand so it doesn't have any bones. I have already copied the bones from the right hand, done the scale  X [-1] trick and while it makes the bones properly flipped, it doesn't copy the animation. If I copy the animation over to the other hand's bones, it does this-
which, as hilarious as it is, is not what I want.

Is there a way to mirror animations across a plane (in this case, the y-z plane)?


texts:
Bit of and odd issue but i'm trying to model the attached image.

I can make the shape and I can model the symbols but i have no idea hows to make the symbols conform to the shape.

Any help would be appreciated.


texts: How to make a "Edge Detect Effect" in blender Cycles?

texts:
i want to make an Edge detection Effect in blender. all the solutions available online (using geometry pointiness or using bevel node ) provide a smooth edge color , and that's i don't want.
i want somthing like this image

i tried using wireframe node. it's good , but i don't want all the edges highlighted (the interior edges)
i just want the edges that are not inside a face.


texts: There is no sound in 2.80 but was ok in 2.79

texts:
I have started using 2.80
Opening a 2.79 project I have no sound in 2.80 (was ok in 2.79)
What do I do wrong?
Any suggestions?


texts:
Is there a way to slow down a particle effect?

Here's the blend file I'm currently working on

I've tried using keyframes but I don't think I'm experienced enough with them to figure out how to make them work for this purpose.


texts: How to render specular highlights as a separate image with alpha channel?

texts:
I'm using the Blender Cycles engine to create graphics for a game; specifically, I want to display a grid of coloured ellipsoid counters for the player to move around.  To avoid creating a separate image for each colour, I want to store a single greyscale image in the resources, and apply a colour tint at runtime:

However, with this approach, the specular highlights would also be tinted; so I would like to store the highlights as a separate image with an alpha channel, and overlay it on top of the tinted image.

I've tried Googling for ways to do this in Blender, and cannot find anything.  The best solution I can think of is to set the glossy BSDF colour to red (1.0, 0.0, 0.0) and the diffuse BSDF colour to green (0.0, 1.0, 0.0):

I would then need to create a mask from the red channel, and create base and overlay greyscale images from the green and red channels respectively, either as a manual step in Gimp, or (better) store a single image in the resources and do the channel operations in code:

While I realise that I'm probably subverting the properties of light for the sake of coding simplicity, I am concerned that I may not be getting the most believable results.  Given that the rendering engine knows more about the light paths than I do from the final image, is there a way to do this in Blender?

Thanks!

UPDATE

For posterity, these are the material nodes I ended up with:

With a further change to adjust the alpha channel on the highlight image, these are the compositing nodes I created:

Finally, this is the end result, after tinting and overlaying in the game source code:


texts: I have an architectural model with a shadow map on a separate mesh, that is positioned very close on top of the first one. The shadow map is only for two rooms of the interior and the uv layout is different, so i can't just put the texture on the first mesh. I tried setting it to "Ambient" in Blender Internal and went through different blend modes, but it doesn't work. How do i set this up correctly (Internal or Cycles)?


texts:
Recently I have started learning blender. In a tutorial I am told to apply the smooth shader to eight specific faces (in a sphere). However when I am in edit mode the options "Smooth" and "flat" are not showing up. They are visible when I am in object mode.

I can select the option "Shade Smooth" after I press space bar. Why are these options not showing in my toolbar on the left? How can I get them to show up in the tool bar?

All help is greatly appreciated.
Kind regards,

Patrick


texts: Is UV mapping and texturing necessary? Can I just use materials before rigging?

texts:
Brand new to Blender. I've modeled my first character and added materials to give her color. In my research I've found that UV mapping and Texturing is generally the next step. If I'm happy with the coloring that materials gave, can I skip this step and go straight to rigging?
Is UV mapping and texturing just to give it an added sense of realism, since materials give it a cartoony shine?

Thanks,


texts: How to move assets with a button click in BGE

texts: I just strated using blender game engine. I m making a game in which a ball or sphere move but i want to move it by the button on the screen. Which i made in another scene by overlay with main game screen. Can any one give me idea how do it. If i press the button with mouse ball should move in any dirction.


texts: Why can't I find any keyframes for location in the Blender animation window?

texts:
I've noticed that when I'm editing the dopesheet in the animation window of blender that I can't find any keyframes representing the location of my model and I'm trying to remove them so I can restart an animation(they basically float up and down) but I really cannot seem to find where the keyframes for the z location of the model are.

I was hoping to duplicate and drag them so it would be a smoother animation but again, I can't find any keyframes of this. Does anyone know how to fix this?


texts: 2.8: How to assign a Procedural "wood" texture(for example) i just made to a material

texts:
Hope its not a too stupid question,but i have a problem.

I just created a simple procedural wood texture,and wanted to apply it to a Material i just made.
I really dont know how (i use to apply image texture in node editor,but with procedural is my first time trying)

I saw a tutorial made on 2.7 i guess,and the moment the guy create a material,then creates the procedural texture,the procedural is showed on the material and on the render right away.On my 2.8,this doesnt happen

I can see the named "texture.002" in this menu list,but not elsewhere.

..My question is.Where do the texture i make on this menu goes,and how to apply it to a material?


texts: Deform deform or sculpt cloth simulation from Marvelous

texts:
I imported an OGAWA Alembinc file from Marvellous with my cloth simulation into Blender. The simulations run ok in Blender but I would like to tweak in some points where the mesh clips with the character using Blender.
I can just edit the original mess but it doesn't let me sculpt on it. Even less doing by keyframe.
What would be the right way to proceed?
The file can be found here:
https://wetransfer.com/downloads/86a3875d71b5d8a9aa71a34c25d648e220210424032007/71dc1941542006c3fe98ed624f17727b20210424032039/ec7e66
Apologies. This way to import simulations apparently creates really heavy files ( over 100MB, so I could use Blend-Exchange and I would have liked.


texts:
I've recently been modeling some armor and decided it was time to see my work in action! Spent a good portion of yesterday reading online, searching tutorials and this seemed to be the most recent one I can find with the most checked answers.

https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76

What I did was Parent the shirt to the rig, deleted the vertex groups and un-parented the shirt from the rig. ( was that correct? the first paragraph is a bit confusing ) Next I added the data transfer modifier, selected my players body as the source, chose vertex data and selected vertex groups, then pressed generate data layers. When switching back to object data tab, I can see a list of bones in the vertex groups. Last I selected the Shirt, then shift selected my rig, hit ctrl p and parented with empty groups. I also tried applying the modifier before and after I applied the groups, the result is always the same with the characters shirt ending up being slightly inside the players body / behind his back. I can get the shirt to be back on the players body by moving the armature modifier to the top position but the shirt is still not rigged to the character. Also If I apply the data transfer modifier the shirt just ends up going inside / behind the player again. I've tried many different tutorials, all usually ending in the same result. I've never gotten anything to follow the armature of my characters. Am I doing something wrong or completely missing a step? Is this just an outdated tutorial?


texts:
Im sorry if this question is stupid but it seem that when moving my character in pose mode the cloth seems to move faster than the forearm even though the weight applied to the cloth and the forearm is the same

what can i do to fix this problem?


texts: Can't bridge two edge loops on single mesh

texts:
I am unable to bridge two edge loops and get the error shown here:

This is a single mesh and both loops have 260 vertices. Can anyone think of a reason this would happen?
The blend file is here: https://drive.google.com/file/d/1kd4YI_6a5K11jvba5c35SsD9wGTWpXDe/view?usp=sharing


texts: Controlling BGE properties with python script

texts: I would like to know how to change the values of properties added using the "AddGameProperty" option in the game logic UI using python code? I want to write code that changes the 'Property' value in an Action Actuator logic block. I attached a screenshot for a bit more clarity:


texts: Blender rescaling rendered image lowers quality

texts:
I recently rendered an image in blender. Now, the issue is, when I down scale the image the quality seems to lower as I can identify individual pixels. I'm not entirely sure if this is aliasing (and if it is, it would be nice if someone could explain how this is caused by aliasing) and whether setting anti-aliasing in blender would work. See below:

Before

After

Any help would be appreciated, thanks.


texts: Smooth shading on model causes weird artifacts

texts:
it's more visible with matcap, it looks like it's all distorted metal hit with a hammer, but in edit mode the topology looks smooth for me.
i'm a beginner in modeling/blender, i've tried recalculating normals, adjusting various points, using some addons to "relax" the topology and smoothen it, nothings worked, adding a subsurface modifier set to 1 makes the effects disappear but then the model is too high-res for my low poly game, i want to keep it very performant.
blend file


texts: Is there a way to setup Brush Strength with the Wacom Touch Ring?

texts:
I know that Shift+F will bring up a dynamic brush strength adjuster when I am sculpting, and I could assign that to one of my Wacom tablet's ExpressKeys, but there are only eight ExpressKeys and I would like to keep them for other functions.

I was wondering if there was a way to get the Brush Strength to increment up and down with hotkeys so that I could configure a custom Touch Ring Brush Strength command.


texts: Duplicated mesh is not the same size as the original

texts:
I making a beer mesh:

1. After selecting the desired faces of the mesh

Using the hotkeys Shift + D to duplicate my selection.

2. And using P to separate the selection

(Looks completely normal in EDIT MODE)

The selection is succesfully duplicated and added in a separate layer.

3. Then I exit from EDIT MODE, the new mesh changed to this!

I tried to make the scale of my actual bottle to 1 and doesnt work i have no idea what i made to look the new mesh like this.

Better view of the mesh out of Wireframe mode

Is my first post so i hope i being enoughly self explanatory about my problem

beer mesh file


texts: Why Blender Rendering and Previewing Wrong Colors in Video Editor?

texts:
I'm quite new in Blender and I have encountered a problem while I was editing a video with Blender Video Editor. Blender makes the colors of my video worse and wrong. Before rendering the video I didn't notice that, but after rendering there was a remarkable difference between the original and rendered colors. I tried some suggestions given on the internet but they didn't work, anything didn't change in both preview and render. I will give an instance here:

In the image above, in comparison to the real one, Blender rendered video has completely wrong colors. It makes my video white to gray. As I mentioned, it is not only happening in the render section, also occurs in the video preview. So while editing the video I can see the difference. When you once noticed that you cannot prevent looking for the wrong colors and it became really terrible situation for me. I have already tried to change my output settings, I tried nearly all the options about video. Also, I tried rendering it as an image in different image formats. But it still occurs and nothing is changing. Do you have any other suggestions about this problem? What are your thoughts about it?


texts: (2.8) Bevel tool not duplicating edge correctly

texts:
I apologize if the title doesn't get the problem across properly, I'm new to blender so not very familiar with the correct terminology, and not a native english speaker.

When I try to bevel the edge shown in the following image, this happens:

As you can see, it's in same dimension. It's supposed to duplicate across Z and horizontal axis, but it doesn't?

When I do the exact same thing with other edges, there is no problem:

Why does this happen and how do I fix it?